Wii Fit Trainer (SSBU)/Neutral attack/Hit 2: Difference between revisions
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==Overview== | ==Overview== | ||
Wii Fit Trainer performs a Single Leg Twist, striking with | Wii Fit Trainer performs a Single Leg Twist, striking with their knee. This move's utility is restricted almost entirely to simply continuing the jab combo, but even so, it has a few issues that sometimes cause opponents to fall out of the combo. The first issue is the move's knockback; at higher percents and especially with [[Deep Breathing]] active, jab 2 is prone to knocking opponents too far away for the final hit of the jab combo to bury or even connect at all. Secondly, due to the move's [[Sakurai angle]] and superfluous knockback, jab 2 has a 7% chance to [[trip]] the opponent, which once again can cause jab 3 to not bury or even miss entirely. There are a few fringe situations where jab 2 can be used effectively without finishing the jab combo, most notably to [[jablock]] the opponent. However, due to the move's longer endlag in comparison to jab 1, it's typically more optimal to use jab 1 twice to jablock instead. Additionally, jab 2 can be used to cause opponents to slide off the edges of platforms or stages, forcing them into a tech or ledge hang situation, which Wii Fit Trainer can then capitalize upon.[https://youtu.be/t_gL0E62Oqw] | ||
==Hitboxes== | ==Hitboxes== |
Revision as of 08:12, October 14, 2020
Overview
Wii Fit Trainer performs a Single Leg Twist, striking with their knee. This move's utility is restricted almost entirely to simply continuing the jab combo, but even so, it has a few issues that sometimes cause opponents to fall out of the combo. The first issue is the move's knockback; at higher percents and especially with Deep Breathing active, jab 2 is prone to knocking opponents too far away for the final hit of the jab combo to bury or even connect at all. Secondly, due to the move's Sakurai angle and superfluous knockback, jab 2 has a 7% chance to trip the opponent, which once again can cause jab 3 to not bury or even miss entirely. There are a few fringe situations where jab 2 can be used effectively without finishing the jab combo, most notably to jablock the opponent. However, due to the move's longer endlag in comparison to jab 1, it's typically more optimal to use jab 1 twice to jablock instead. Additionally, jab 2 can be used to cause opponents to slide off the edges of platforms or stages, forcing them into a tech or ledge hang situation, which Wii Fit Trainer can then capitalize upon.[1]
Hitboxes
Timing
Hitbox | 3-4 |
---|---|
Earliest continuable frame | 9 |
Interruptible | 30 |
Animation length | 49 |
Lag time |
Hitbox |
Earliest continuable point |
Interruptible |
|