Wario (SSB4)/Down aerial: Difference between revisions
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==Overview== | ==Overview== | ||
Wario performs a spinning head attack directed below him. It consists of 7 hits for a total of 11.8% if all hits connect, and possesses unusually high knockback for an attack of its type, being one of Wario's strongest attacks outside of his [[Wario Waft]]. It possesses deceptively disjointed range at the bottom of his head, but lacks a landing hitbox, unlike similar attacks. | |||
This move is one of Wario's main tools for edgeguarding opponents, due to the long lasting disjointed hitboxes of the move and its kill power. The multi-hits also possess one that sends the opponent straight down, and is prioritized over the upwards-hitting one. This makes it able to sometimes "[[meteor smash]]" opponents, if they hit Wario at the same time they get hit by the attack, if a hurtbox is extended far (such as [[Captain Falcon]]'s arm during [[Falcon Dive]]), or sometimes they fall out of the move at random. | |||
While the move has limited onstage use, as it is unable to autocancel from a short hop, the long lasting disjoint makes it a decent landing option, and, if Wario possesses enough [[rage]], hitting opponents while landing with the attack can lead into a guaranteed half waft (however, this is not guaranteed on [[Bowser]] at any rage percent). The move can also be used for crossing up shields. | |||
Overall, the move is a great asset to Wario, giving him good edgeguarding prowess and kill power, as well as functioning as a decent landing option and true comboing into half waft with enough rage when landing. | |||
==Hitboxes== | ==Hitboxes== | ||
Revision as of 01:51, August 18, 2018
Overview
Wario performs a spinning head attack directed below him. It consists of 7 hits for a total of 11.8% if all hits connect, and possesses unusually high knockback for an attack of its type, being one of Wario's strongest attacks outside of his Wario Waft. It possesses deceptively disjointed range at the bottom of his head, but lacks a landing hitbox, unlike similar attacks.
This move is one of Wario's main tools for edgeguarding opponents, due to the long lasting disjointed hitboxes of the move and its kill power. The multi-hits also possess one that sends the opponent straight down, and is prioritized over the upwards-hitting one. This makes it able to sometimes "meteor smash" opponents, if they hit Wario at the same time they get hit by the attack, if a hurtbox is extended far (such as Captain Falcon's arm during Falcon Dive), or sometimes they fall out of the move at random.
While the move has limited onstage use, as it is unable to autocancel from a short hop, the long lasting disjoint makes it a decent landing option, and, if Wario possesses enough rage, hitting opponents while landing with the attack can lead into a guaranteed half waft (however, this is not guaranteed on Bowser at any rage percent). The move can also be used for crossing up shields.
Overall, the move is a great asset to Wario, giving him good edgeguarding prowess and kill power, as well as functioning as a decent landing option and true comboing into half waft with enough rage when landing.
Hitboxes
Timing
Attack
Initial autocancel | 1-2 |
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Hits 1-6 | 9, 11, 13, 15, 17, 19 |
Hit 7 | 21 |
Ending autocancel | 42- |
Interruptible | 48 |
Animation length | 74 |
Landing lag
Animation length | 19 |
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Lag time |
Hitbox |
Autocancel |
Interruptible |
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