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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Banjo up smash is whiff punished by Wing Blitz forward in terms of end lag. |
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Banjo rapid jab finisher is f-smash punishable. His other normals besides u-tilt is punished by at least nair OoS (some others by our other OoS aerials and shield grab), his gentleman jab & rapid jab finisher/d-tilt/smashes/landing dair/ledge getup attack when shielded is punished by u-tilt should he be at u-tilt > uair kill %, and his 8 hit u-smash when shielded is punished by our f/d-smash or shorthop skewer OoS. |
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Banjo rapid jab finisher is f-smash punishable. His other normals besides u-tilt is punished by at least nair OoS (some others by our other OoS aerials and shield grab), his gentleman jab & rapid jab finisher/d-tilt/smashes/landing dair/ledge getup attack when shielded is punished by u-tilt should he be at u-tilt > uair kill %, and his 8 hit u-smash when shielded is punished by our f/d-smash or shorthop skewer OoS. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Bayo's Heel Slide, ABK, and Witch Twist require about 2 SDI inputs. Heel Slide has 8 to 10 hitlag frames, ABK has 12 to 13 hitlag frames, and Witch Twist has 3 to 5 hitlag frames for you to perform said SDI's. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Our jab 1 starts faster than hers, allowing us to get out of scramble situations better. |
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Our jab 1 starts faster than hers, allowing us to get out of scramble situations better. |
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Rapid jab skewer punish applies to her also (also shield drop d-smash after her rapid jab finisher), while her jab 3 on shield is f-smash punishable. Her dash attack crosses you up on shield, so turnaround and punish accordingly. Her other normals (besides final part of her 3 hit u-tilt) and most specials are also punishable by our OoS aerials and shield grab (point-blank neutral B even being f-smash punishable when shielded, along with her f/u-smash which are also mostly d-smash or SH skewer punishable with shield pushback), but remember to shield all three hits of her f-tilt. Her landing aerials besides dair are too safe on shield though, so reset; that said, can catch her landing from up B usage if you act quick enough. |
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Rapid jab skewer punish applies to her also (also shield drop d-smash after her rapid jab finisher), while her jab 3 on shield is f-smash punishable. Her dash attack crosses you up on shield, so turnaround and punish accordingly. Her other normals (besides final part of her 3 hit u-tilt) and most specials are also punishable by our OoS aerials and shield grab (point-blank neutral B even being f-smash punishable when shielded, along with her f/u-smash which are also mostly d-smash, shorthop skewer, or wing blitz forward punishable with shield pushback), but remember to shield all three hits of her f-tilt. Her landing aerials besides dair are too safe on shield though, so reset; that said, can catch her landing from up B usage if you act quick enough. |
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The 3rd & last hit of her nair can actually be OoS punished (is -16). Her neutral B (charged or not) is minus enough on shield to be punished by dash grab, dash attack, jump OoS into SPR, or even f-smash if nearby. Same with extended dash cancel u-tilt if she's at kill confirm %. The landing hitbox of her ABK is also pretty minus on shield (-33). |
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The 3rd & last hit of her nair can actually be OoS punished (is -16). Her neutral B (charged or not) is minus enough on shield to be punished by dash grab, dash attack, jump OoS into SPR, or even f-smash if nearby. Same with extended dash cancel u-tilt if she's at kill confirm %. The landing hitbox of her ABK is also pretty minus on shield (-33). |
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His d-tilt & u/d-smash are 2 hits. Nair is 3-4 hits, grounded up B is 8 hits, u-throw is 9 hits. |
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His d-tilt & u/d-smash are 2 hits. Nair is 3-4 hits, grounded up B is 8 hits, u-throw is 9 hits. |
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His dash attack, f-smash, d-smash, side B, and grounded up B are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 1 > f-smash |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
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Our jab 1 starts faster than his, allowing us to get out of scramble situations better. |
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Our jab 1 starts faster than his, allowing us to get out of scramble situations better. |
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Jr multihits- d-tilt (3 hits), DA (6 hits), f-smash & u-smash (6 hits), dair (8 hits) |
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Jr multihits- d-tilt (3 hits), DA (6 hits), f-smash & u-smash (6 hits), dair (8 hits) |
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His d-smash is whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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If anyone doesn't know this by now, if you hit Jr's body he will take extra damage and if you hit the kart he will take reduced damage, so spacing and knowing your kills should get you far ahead. Up angle f-tilt will allow you to hit the body part of Jr more easily, along with positioning your aerials on him accordingly. |
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If anyone doesn't know this by now, if you hit Jr's body he will take extra damage and if you hit the kart he will take reduced damage, so spacing and knowing your kills should get you far ahead. Up angle f-tilt will allow you to hit the body part of Jr more easily, along with positioning your aerials on him accordingly. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Their f-smash, d-smash, dair, side B, and down B are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Falcon's nair hits require about 2 SDI inputs, both of which have 7 hitlag frames for you to perform said SDI's. |
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Falcon's nair hits require about 2 SDI inputs, both of which have 7 hitlag frames for you to perform said SDI's. |
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His f-smash, neutral B, and down B (grounded) are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Chrom up B (-29) has no hitbox when rising, but when descending with it to ledge, will go through any fireballs and punish any f/d-tilt attempt, so be wary. |
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Chrom up B (-29) has no hitbox when rising, but when descending with it to ledge, will go through any fireballs and punish any f/d-tilt attempt, so be wary. |
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His smashes, dair, and side B are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Our jab 1 starts faster than theirs, allowing us to get out of scramble situations better. |
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Our jab 1 starts faster than theirs, allowing us to get out of scramble situations better. |
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His side B is generally 5 hits, with or without limit. |
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His side B is generally 5 hits, with or without limit. |
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His f-smash and finishing touch are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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His normals, regular three-hit cross slash, and regular blade beam up close are pretty punishable by our OoS aerials and shield grab. Jab 1/2/3, crossup d-tilt, dash attack, smashes, regular neutral B up close, 3rd hit of regular side B, and ledge getup attack are also shield punished by u-tilt should he be at u-tilt > uair kill %. His jab 3, crossup d-tilt, dash attack, and ledge getup attack are punished by shorthop SPR OoS, while his f-smash (3 hits) is punished by our own when shielded. Safe as most of his landing aerials are, his dair is minus enough on shield to be punished by nair and maybe u-smash OoS. |
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His normals, regular three-hit cross slash, and regular blade beam up close are pretty punishable by our OoS aerials and shield grab. Jab 1/2/3, crossup d-tilt, dash attack, smashes, regular neutral B up close, 3rd hit of regular side B, and ledge getup attack are also shield punished by u-tilt should he be at u-tilt > uair kill %. His jab 3, crossup d-tilt, dash attack, and ledge getup attack are punished by shorthop SPR OoS, while his f-smash (3 hits) is punished by our own when shielded. Safe as most of his landing aerials are, his dair is minus enough on shield to be punished by nair and maybe u-smash OoS. |
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Corrin f-smash (charged) requires about 2 SDI inputs, which has 5 hitlag frames for you to perform said SDI's. |
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Corrin f-smash (charged) requires about 2 SDI inputs, which has 5 hitlag frames for you to perform said SDI's. |
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Their smashes are mostly whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Our jab 1 starts faster than theirs, allowing us to get out of scramble situations better. |
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Our jab 1 starts faster than theirs, allowing us to get out of scramble situations better. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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His f-smash is 2 hits and u-smash is 3 hits. |
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His f-smash is 2 hits and u-smash is 3 hits. |
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Diddy up tilt requires about 2 SDI inputs, which has 8 hitlag frames for you to perform said SDI's. |
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Diddy up tilt requires about 2 SDI inputs, which has 8 hitlag frames for you to perform said SDI's. |
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His d-smash is whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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His normals are pretty punishable by our OoS options and shield grab; d-tilt being the main exception, but d-smash is punished by shorthop SPR OoS and his u-smash is shield punished by our f-smash. While his dash attack does technically crossup shield, doesn't do so by much with it being 3 hits, so watch him closely if you shield it and punish (is -14). His landing aerials besides fair and dair are pretty safe on shield, so go for a reset there. |
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His normals are pretty punishable by our OoS options and shield grab; d-tilt being the main exception, but d-smash is punished by shorthop SPR OoS and his u-smash is shield punished by our f-smash. While his dash attack does technically crossup shield, doesn't do so by much with it being 3 hits, so watch him closely if you shield it and punish (is -14). His landing aerials besides fair and dair are pretty safe on shield, so go for a reset there. |
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For his down B, aside from it spiking off stage, it can hit is under platforms, so still shield it there. Same with his d-tilt and dair. |
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For his down B, aside from it spiking off stage, it can hit is under platforms, so still shield it there. Same with his d-tilt and dair. |
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His u-smash, d-smash, dair, side B, and up B (grounded) are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Use retreating nair to hit clay shooter & gunman while remaining mobile. |
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Use retreating nair to hit clay shooter & gunman while remaining mobile. |
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His f-smash is whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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His d-smash is whiff punished by Wing Blitz forward in terms of end lag. |
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His u-smash and d-smash have some intangibility on the legs, and his d-tilt. |
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His u-smash and d-smash have some intangibility on the legs, and his d-tilt. |
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Fox fair hits require about 2 SDI inputs, which have 3 to 4 hitlag frames for you to perform said SDI's. |
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Fox fair hits require about 2 SDI inputs, which have 3 to 4 hitlag frames for you to perform said SDI's. |
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His u-smash, d-smash, and bair are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > whatever, for delayed getup. |
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Skewer > jab 2 > whatever, for delayed getup. |
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His dair if timed right along with air Wizkick can hit us under a platform, so still shield or avoid there. |
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His dair if timed right along with air Wizkick can hit us under a platform, so still shield or avoid there. |
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His u-tilt, f-smash, u-smash, and neutral B are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Greninja d-tilt requires about 2 SDI inputs, which has 6 hitlag frames for you to perform said SDI's. |
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Greninja d-tilt requires about 2 SDI inputs, which has 6 hitlag frames for you to perform said SDI's. |
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His f-smash, d-smash, fair, and Shadow Sneak are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Hero dair hits us under plats, so still shield or avoid. |
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Hero dair hits us under plats, so still shield or avoid. |
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His f-tilt 2, smashes, dair, and Hatchet Man are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Our jab 1 starts faster than his. |
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Our jab 1 starts faster than his, giving us the advantage in close range. |
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His normals are pretty punishable by our OoS aerials and shield grab. Jab 3 and f-smash are at least -25 and thus shorthop SPR punished OoS. F-tilt 2 can even by shield punished by f-smash, while his jab 3, u-tilt, d-tilt, smashes, and ledge getup attack are shield punished by u-tilt should he be at u-tilt > uair kill %. His landing aerials besides dair are too safe on shield to punish though, so reset there. Hero side B you also want to punish OoS when close. |
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His normals are pretty punishable by our OoS aerials and shield grab. Jab 3 and f-smash are at least -25 and thus shorthop SPR punished OoS. F-tilt 2 can even by shield punished by f-smash, while his jab 3, u-tilt, d-tilt, smashes, and ledge getup attack are shield punished by u-tilt should he be at u-tilt > uair kill %. His landing aerials besides dair are too safe on shield to punish though, so reset there. Hero side B you also want to punish OoS when close. |
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Eruption (neutral B) has super armor on medium and full charge, frames 6 to 10. |
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Eruption (neutral B) has super armor on medium and full charge, frames 6 to 10. |
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His smashes and aerials are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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His jab 3 is punished by Ridley f-smash OoS. |
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His jab 3 is punished by Ridley f-smash OoS. |
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All his normals are punished by our OoS aerials and such, while his smashes are mostly punished by whatever. His landing aerials are usually too safe though unless you can specifically punish nair in the way that was mentioned earlier. Quickdraw can be from -28 to -22 on shield, and his up B is -29 like the jab 3. |
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All his normals are punished by our OoS aerials and such, while his smashes are mostly punished by whatever. His landing aerials are usually too safe though unless you can specifically punish nair in the way that was mentioned earlier. Quickdraw can be from -28 to -22 on shield, and his up B is -29 like the jab 3. If he whiffs a counter nearby, skewer punish. |
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His jab 2/3, smashes, neutral B, side B, up B, and ledge getup attack (-26) are shield punished by u-tilt should he be at u-tilt > uair kill %. |
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His jab 2/3, smashes, neutral B, side B, up B, and ledge getup attack (-26) are shield punished by u-tilt should he be at u-tilt > uair kill %. |
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His d-smash and up B are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Our jab 1 starts faster than theirs, allowing us to get out of scramble situations better. |
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Our jab 1 starts faster than theirs, allowing us to get out of scramble situations better. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Inkling dair & roller hits us under plats, so still shield or avoid there. |
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Inkling dair & roller hits us under plats, so still shield or avoid there. |
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Her f-smash, u-smash, and dair are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
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Her dair hits us under plats, so still shield or avoid it. |
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Her dair hits us under plats, so still shield or avoid it. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Isabelle's normals are punished by nair OoS. Her landing aerials are too safe on shield though, so reset there. Her f-tilt, dash attack, f-smash. and d-smash are shield punished by u-tilt should she be at u-tilt > uair kill %. Her d-smash & ledge getup attack (-25) are also punished by shorthop SPR OoS. |
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Isabelle's normals are punished by nair OoS. Her landing aerials are too safe on shield though, so reset there. Her f-tilt, dash attack, f-smash. and d-smash are shield punished by u-tilt should she be at u-tilt > uair kill %. Her d-smash & ledge getup attack (-25) are also punished by shorthop SPR OoS. |
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Puff has a total of 6 jumps, with 5 midair jumps. |
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Puff has a total of 6 jumps, with 5 midair jumps. |
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Her Sing and Rest are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Against a Puff with good execution, most of the match is either shielding/crouching while doing either d-tilt or retreating nairs (to neutralize more of their specials) and f-tilts. If your shield is too low you’ll get poked by rising dair and Pound, and that’s where the “cutscene” starts. |
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Against a Puff with good execution, most of the match is either shielding/crouching while doing either d-tilt or retreating nairs (to neutralize more of their specials) and f-tilts. If your shield is too low you’ll get poked by rising dair and Pound, and that’s where the “cutscene” starts. |
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Multi-hits: His fair, f-tilt, dash attack, and d-smash are 2 hits, while his u-tilt is 5 hits. |
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Multi-hits: His fair, f-tilt, dash attack, and d-smash are 2 hits, while his u-tilt is 5 hits. |
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Joker uair requires about 2 SDI inputs, which has 3 hitlag frames for you to perform said SDI's. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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His u-smash and d-smash are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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SPR Joker on plats if worried about him tetrakarn countering our attacks from underneath (i.e. u-tilt). |
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SPR Joker on plats if worried about him tetrakarn countering our attacks from underneath (i.e. u-tilt). |
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With Kazuya down B, aside from DI'ing it from on stage like other command grabs, Kazuya dies first at the bottom blast zone and you can recover if you react quick enough. |
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With Kazuya down B, aside from DI'ing it from on stage like other command grabs, Kazuya dies first at the bottom blast zone and you can recover if you react quick enough. |
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Aside from Kazuya d-smash being able to break shield, also be aware that it can spike if used at ledge, so be aware of it when timing your recovery. His nair when used off stage can also spike, but can be difficult for him to space. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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While you can obviously SDI out of Kazuya's 10 hit jab, it's easier said than done, as they can require 3, 4, or 5 SDI inputs, each hit of which only has 2 hitlag frames for you to perform said SDI's. That said, Kazuya's other moves you can do a minimum of at least one SDI input to try and get out of his usual combos, aside from the standard DI method with Kazuya as explained earlier. SDI's appear to work even better than the regular DI, for that matter. Dash walk SDI particularly is said to work well against the usual Kazuya stuff involving EWGF, in which it's best to shield right after you escape the EWGF followup (i.e. crouch jab or nair), but can try flick SDI too if that's what you're more comfortable with. |
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Skewer can beat out Rage Drive if timed and positioned right. Skewer > d-tilt > insert followup here, for covering delayed getup. |
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His side taunt, crouching down-forward tilt (Tombstone Crusher), and f-smash are whiff punished by Wing Blitz forward in terms of end lag. |
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Our jab 1 starts faster than his, allowing us to get out of scramble situations better. |
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Our jab 1 starts faster than his, allowing us to get out of scramble situations better. |
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Line 1,474: |
Line 1,528: |
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On a somewhat related side note, Kazuya can use his double jump after up B (typically used in the form of aerials), but he can’t use his DJ again until after landing. |
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On a somewhat related side note, Kazuya can use his double jump after up B (typically used in the form of aerials), but he can’t use his DJ again until after landing. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Ridley kill confirm: |
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Ridley kill confirm: |
Line 1,598: |
Line 1,650: |
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Inhale is mashable, grounded Jet Hammer has 14% worth of armor on release. Something like our bair may beat the latter, but f-tilt even with sweetspot will not. |
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Inhale is mashable, grounded Jet Hammer has 14% worth of armor on release. Something like our bair may beat the latter, but f-tilt even with sweetspot will not. |
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His u-smash and Jet Hammer (full charge) are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Line 1,723: |
Line 1,777: |
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With krown as an item, Ridley can forward toss it, fair, and catch the krown while shield poking. If K Rool uses krown toss nearby in neutral, retreating nair (sweetspot) should be able to break the armor since it's 12%. |
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With krown as an item, Ridley can forward toss it, fair, and catch the krown while shield poking. If K Rool uses krown toss nearby in neutral, retreating nair (sweetspot) should be able to break the armor since it's 12%. |
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SDI against his up B when he uses propeller against you offensively to KO you into the upper blast zone. Likewise, when K Rool does an up throw after blunderbuss suction, expect a possible up B and SDI to avoid getting pushed into the upper blast zone. |
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SDI against his up B when he uses propeller against you offensively to KO you into the upper blast zone (specifically, it requires about 2 SDI inputs, which has 6 hitlag frames for you to perform said SDI's). Likewise, when K Rool does an up throw after blunderbuss suction, expect a possible up B and SDI to avoid getting pushed into the upper blast zone. |
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His dash attack, smashes, fair, uair, and dair are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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K Rool's normals can be punished by our OoS aerials and shield grab, and like Bowser or Wario, his dash attack and smashes are unsafe on shield enough to be punished by Rid f-smash (turnaround f-smash or shorthop skewer OoS if his dash attack crosses up) and u-smash OoS. Watch out for the shield damage that his d-smash causes though, and his landing aerials are too safe on shield, so reset there. |
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K Rool's normals can be punished by our OoS aerials and shield grab, and like Bowser or Wario, his dash attack and smashes are unsafe on shield enough to be punished by Rid f-smash (turnaround f-smash or shorthop skewer OoS if his dash attack crosses up) and u-smash OoS. Watch out for the shield damage that his d-smash causes though, and his landing aerials are too safe on shield, so reset there. |
Line 1,775: |
Line 1,831: |
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The Hammer Flip side B has super armor on the ground when fully charged. |
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The Hammer Flip side B has super armor on the ground when fully charged. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Skewer bypasses Stone armor. Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Kirby’s and by extension Dedede’s inhale is mashable. Drift back fair after mashing out of Kirby’s since he can confirm footstool on neutral or DI in & can punish mash out jump nair with his fair for some reason. |
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Kirby’s and by extension Dedede’s inhale is mashable. Drift back fair after mashing out of Kirby’s since he can confirm footstool on neutral or DI in & can punish mash out jump nair with his fair for some reason. |
Line 1,815: |
Line 1,871: |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Respect his ledge getup attack range. |
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Respect his ledge getup attack range. |
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His f-smash 2 and up B (grounded) are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Line 1,865: |
Line 1,923: |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Mac nair requires 2 SDI inputs, which has 6 hitlag frames for you to perform said SDI's. |
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Mac nair requires 2 SDI inputs, which has 6 hitlag frames for you to perform said SDI's. |
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His KO Punch is whiff punished by Wing Blitz forward or anything in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Line 1,872: |
Line 1,932: |
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Aside from super armor on his smashes & KO Uppercut and intangibility on his grounded side B, Mac's neutral B has 8% worth of armor when charging, and 14% worth of armor on release. Something like our bair may beat the latter, but f-tilt even with sweetspot will not. |
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Aside from super armor on his smashes & KO Uppercut and intangibility on his grounded side B, Mac's neutral B has 8% worth of armor when charging, and 14% worth of armor on release. Something like our bair may beat the latter, but f-tilt even with sweetspot will not. |
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His rapid jab finisher is punished by shorthop SPR OoS, while his grounded normals are punished by our OoS aerials and such. His landing aerials besides bair and dair are too safe on shield though, so reset there. His specials are especially unsafe, with full charged neutral B being -82 and side B being -39 to -36. |
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His rapid jab finisher is punished by shorthop SPR OoS, while his grounded normals are punished by our OoS aerials and such. His landing aerials besides bair and dair are too safe on shield though, so reset there. His specials are especially unsafe, with full charged neutral B being -82 and side B being -39 to -36. If he whiffs a slip counter nearby, skewer punish. |
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His jab 3, rapid jab finisher, u-smash, neutral B (regardless of charge), and side B are shield punished by u-tilt should he be at u-tilt > uair kill %. |
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His jab 3, rapid jab finisher, u-smash, neutral B (regardless of charge), and side B are shield punished by u-tilt should he be at u-tilt > uair kill %. |
Line 1,911: |
Line 1,971: |
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Lucario multihits- f-tilt (2 hits), nair (2 hits), dair (2 hits) |
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Lucario multihits- f-tilt (2 hits), nair (2 hits), dair (2 hits) |
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His u-smash, d-smash, bair, and Force Palm are mostly whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Line 1,955: |
Line 2,017: |
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Lucas nair requires 2 SDI inputs, which has 3 hitlag frames for you to perform said SDI's. PK thunder requires about 3 SDI inputs, which has 4 hitlag frames for you to perform said SDI's. |
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Lucas nair requires 2 SDI inputs, which has 3 hitlag frames for you to perform said SDI's. PK thunder requires about 3 SDI inputs, which has 4 hitlag frames for you to perform said SDI's. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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His normals besides d-tilt and f-tilt are mostly punished by our OoS aerials and shield grab, while his u-smash when shielded is punished by whatever (is -54 on shield). His landing aerials besides the 4-hit dair (can punish with u-smash) are too safe on shield though, so reset there. PK freeze is mostly safe on shield, as is magnet, but PK fire and thunder up close are about as unsafe on shield as Ness's. |
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His normals besides d-tilt and f-tilt are mostly punished by our OoS aerials and shield grab, while his u-smash when shielded is punished by whatever (is -54 on shield and whiff punished by Wing Blitz forward, etc). His landing aerials besides the 4-hit dair (can punish with u-smash) are too safe on shield though, so reset there. PK freeze is mostly safe on shield, as is magnet, but PK fire and thunder up close are about as unsafe on shield as Ness's. |
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PK Fire and Thunder are also minus on shield enough for you to dash grab or dash attack if he's nearby (same with extended dash cancel u-tilt if he's at kill confirm %). Just don't shield too much or obviously against them to where he can grab you. |
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PK Fire and Thunder are also minus on shield enough for you to dash grab or dash attack if he's nearby (same with extended dash cancel u-tilt if he's at kill confirm %). Just don't shield too much or obviously against them to where he can grab you. |
Line 2,007: |
Line 2,069: |
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The main difference from Marth is not having to worry as much about spacing, while Marth has to rely on tippers. They're both floatier than Roy and Chrom though, and will use side B more-so to stall their landing and throw you off, in addition to their neutral B being a more reliable quick shield breaker that lives up to its name, as any hit + neutral B with no charge will break a full shield. If you see it coming, always take the hit instead of shielding it. Also watch for their neutral B as a landing mixup or an option from ledge as a surprise attack. |
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The main difference from Marth is not having to worry as much about spacing, while Marth has to rely on tippers. They're both floatier than Roy and Chrom though, and will use side B more-so to stall their landing and throw you off, in addition to their neutral B being a more reliable quick shield breaker that lives up to its name, as any hit + neutral B with no charge will break a full shield. If you see it coming, always take the hit instead of shielding it. Also watch for their neutral B as a landing mixup or an option from ledge as a surprise attack. |
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Her f-smash, u-smash, uair, dair, and side B are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Our jab 1 comes out before hers, so always use when up close. |
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Our jab 1 comes out before hers, so always use when up close. |
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Besides her safe d-tilt, her normals are at least punished by our OoS aerials and such. Her landing aerials are too safe though, so reset there. Aside from her neutral B that you shouldn't shield against, her side B hits are various levels of unsafe like with Roy/Chrom. |
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Besides her safe d-tilt, her normals are at least punished by our OoS aerials and such. Her landing aerials are too safe though, so reset there. Aside from her neutral B that you shouldn't shield against, her side B hits are various levels of unsafe like with Roy/Chrom. If she whiffs a counter nearby, skewer punish. |
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Her jab 2, u-tilt, dash attack, smashes, and side B hits are shield punished by u-tilt should she be at u-tilt > uair kill %. |
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Her jab 2, u-tilt, dash attack, smashes, and side B hits are shield punished by u-tilt should she be at u-tilt > uair kill %. |
Line 2,066: |
Line 2,130: |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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His dash attack and down B are 5 hits. |
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His dash attack and down B are 5 hits. |
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His up B and down B are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
Line 2,221: |
Line 2,287: |
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Mega Man multihits- Crossup dash attack (8 hits), u-smash (7 hits), uair under a plat (7 hits) |
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Mega Man multihits- Crossup dash attack (8 hits), u-smash (7 hits), uair under a plat (7 hits) |
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His u-tilt, u-smash, and d-smash are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Line 2,235: |
Line 2,303: |
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Mega Man's jab/f-tilt/nair is punished by our OoS aerials and shield grab if shielded up close. His u-tilt and d-tilt have enough end lag to be punished by f-smash when shielded (or u-smash OoS for the u-tilt before he lands), tho have to turnaround f-smash (or shorthop turnaround skewer OoS) for d-tilt due to its ability to crossup. His u-smash and d-smash when shielded can also be punished by Rid f-smash, while dash attack is punished by our OoS aerials or Rid u-smash due to it being able to crossup too. MM d-smash is even skewer/d-smash punishable with shield pushback. |
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Mega Man's jab/f-tilt/nair is punished by our OoS aerials and shield grab if shielded up close, and our jab 1 comes out before his. His u-tilt and d-tilt have enough end lag to be punished by f-smash when shielded (or u-smash OoS for the u-tilt before he lands), tho have to turnaround f-smash (or shorthop turnaround skewer OoS) for d-tilt due to its ability to crossup. His u-smash and d-smash when shielded can also be punished by Rid f-smash, while dash attack is punished by our OoS aerials or Rid u-smash due to it being able to crossup too. MM d-smash is even skewer/d-smash punishable with shield pushback. |
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His jab/f-tilt/nair, crossup d-tilt, u-tilt, u-smash, d-smash, and ledge getup attack are also u-tilt punishable on shield should he be at u-tilt > uair kill %. |
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His jab/f-tilt/nair, crossup d-tilt, u-tilt, u-smash, d-smash, and ledge getup attack are also u-tilt punishable on shield should he be at u-tilt > uair kill %. |
Line 2,288: |
Line 2,356: |
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MK uair requires about 2 SDI inputs, which has 7 hitlag frames for you to perform said SDI's. |
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MK uair requires about 2 SDI inputs, which has 7 hitlag frames for you to perform said SDI's. |
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His neutral B and down B are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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His rapid jab finisher is shield punishable with dash attack or dash grab, while his normals are punished by our OoS aerials and shield grab, except for his d-tilt and f-smash; after shielding his f-smash, he may go for a d-smash or something after that you can punish. MK u-smash and maybe side B is punished by shorthop SPR OoS. |
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His rapid jab finisher is shield punishable with dash attack or dash grab, while his normals are punished by our OoS aerials and shield grab, except for his d-tilt and f-smash; after shielding his f-smash, he may go for a d-smash or something after that you can punish. MK u-smash and maybe side B is punished by shorthop SPR OoS. |
Line 2,347: |
Line 2,417: |
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Respect its ledge getup attack range. |
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Respect its ledge getup attack range. |
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Their u-smash is whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 1 > f-smash |
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Skewer > jab 1 > f-smash, for covering delayed geutp. |
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Our jab 1 starts faster than theirs, allowing us to get out of scramble situations better. |
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Our jab 1 starts faster than theirs, allowing us to get out of scramble situations better. |
Line 2,385: |
Line 2,457: |
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Soaring axe kick (rising) requires about 2 SDI inputs, which has 7 hitlag frames for you to perform said SDI's. |
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Soaring axe kick (rising) requires about 2 SDI inputs, which has 7 hitlag frames for you to perform said SDI's. |
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Their smashes, Flashing Mach Punch, Onslaught, and Burning Dropdick are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Line 2,430: |
Line 2,504: |
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Gunner up smash hits require about 2 SDI inputs, which have 6 to 9 hitlag frames for you to perform said SDI's. |
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Gunner up smash hits require about 2 SDI inputs, which have 6 to 9 hitlag frames for you to perform said SDI's. |
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Their f-smash and bair are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Our jab 1 comes out before theirs. |
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Our jab 1 comes out before theirs, so always use in close range. |
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Gunner's normals are punished by our OoS aerials and shield grab, and f-smash if you happen to shield up close is punished by our own. Its jab 3, u-tilt, d-tilt, dash attack, smashes, and ledge getup attack (-26) are shield punished by u-tilt should it be at u-tilt > uair kill %. Its landing aerials besides dair are too safe on shield though, so reset there. Said dair can be u-smash OoS punished if they're still in the air, especially since Gunner's a floaty. |
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Gunner's normals are punished by our OoS aerials and shield grab, and f-smash if you happen to shield up close is punished by our own. Its jab 3, u-tilt, d-tilt, dash attack, smashes, and ledge getup attack (-26) are shield punished by u-tilt should it be at u-tilt > uair kill %. Its landing aerials besides dair are too safe on shield though, so reset there. Said dair can be u-smash OoS punished if they're still in the air, especially since Gunner's a floaty. |
Line 2,459: |
Line 2,535: |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Their smashes, Blurring Blade, Airborne Assault, Skyward Slash Dash, and Hero's Spin (grounded) are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Line 2,465: |
Line 2,543: |
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Chakram (weak hit) requires about 2 SDI inputs, which has 7 frames of hitlag for you to perform said SDI's. |
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Chakram (weak hit) requires about 2 SDI inputs, which has 7 frames of hitlag for you to perform said SDI's. |
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Our jab 1 comes out before theirs. |
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Our jab 1 comes out before theirs, so always use in close range. |
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Swordfighter's normals besides d-tilt are punished by our OoS aerials and shield grab, while f-smash and u-smash when shielded is punished by our f-smash. Its f-smash may also be skewer punishable (shorthop skewer OoS specifically) with shield pushback. Its jab 3 & d-smash are punished by SH SPR OoS. Its jab 3, smashes, and ledge GUA are u-tilt punishable should it be at u-tilt > uair kill %. Its landing aerials besides dair are too safe on shield, so reset there. If they whiff a blade counter nearby, skewer punish. |
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Swordfighter's normals besides d-tilt are punished by our OoS aerials and shield grab, while f-smash and u-smash when shielded is punished by our f-smash. Its f-smash may also be skewer punishable (shorthop skewer OoS specifically) with shield pushback. Its jab 3 & d-smash are punished by SH SPR OoS. Its jab 3, smashes, and ledge GUA are u-tilt punishable should it be at u-tilt > uair kill %. Its landing aerials besides dair are too safe on shield, so reset there. If they whiff a blade counter nearby, skewer punish. |
Line 2,539: |
Line 2,617: |
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* At various frames during her neutral & up B. |
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* At various frames during her neutral & up B. |
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Her f-tilt (minus ramram), megawatt f-smash, u-smash, d-smash, and up B (grounded) are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Our jab 1 comes out before hers. The rapid jab finisher is shield punishable with dash attack or dash grab, and shorthop OoS into SPR. Her u-tilt, u-smash, and d-smash are punished by Rid f-smash when shielded up close (the latter two also by shorthop skewer OoS with shield pushback), as are her f-tilt and f-smash variants. Her u-smash may even be skewer punishable with shield pushback. Her landing aerials besides dair are too safe on shield though, so reset there. |
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Our jab 1 comes out before hers. The rapid jab finisher is shield punishable with dash attack or dash grab, and shorthop OoS into SPR. Her u-tilt, u-smash, and d-smash are punished by Rid f-smash when shielded up close (the latter two also by shorthop skewer OoS with shield pushback), as are her f-tilt and f-smash variants. Her u-smash may even be skewer punishable with shield pushback. Her landing aerials besides dair are too safe on shield though, so reset there. |
Line 2,640: |
Line 2,720: |
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Judge requires 2 SDI inputs, which has 29 hitlag frames for you to perform said SDI's. |
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Judge requires 2 SDI inputs, which has 29 hitlag frames for you to perform said SDI's. |
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His d-tilt is whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
Line 2,714: |
Line 2,796: |
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Ness can stall with magnet and PK flash to slow his fall and give him time for mixups. Both can be challenged with fair if abused, so keep an eye for their habits. Magnet is much harder to punish since it’s faster and can be cancelled sooner, so you’ll likely have to punish what he does after. Flash is pretty reactable; be aware of the giant killing hitbox and go below and hit with fair. |
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Ness can stall with magnet and PK flash to slow his fall and give him time for mixups. Both can be challenged with fair if abused, so keep an eye for their habits. Magnet is much harder to punish since it’s faster and can be cancelled sooner, so you’ll likely have to punish what he does after. Flash is pretty reactable; be aware of the giant killing hitbox and go below and hit with fair. |
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2-framing his recovery is also viable. Just be aware that the first 10 frames of his active up B are invincible and if he holds down for a second, he can grab ledge during these invul frames and bypass his 2-frame (similar to Ridley, expect completely invincible). |
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2-framing his recovery is also viable. Just be aware that the first 10 frames of his active up B are invincible and if he holds down for a second, he can grab ledge during these invulnerability frames and bypass his 2-frame (similar to Ridley, expect completely invincible). |
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For juggling, Ness is a slow faller, so by design his landing is harder than most. Double jump is slow but goes really high, be aware that Ness can moon jump away/over you if you let him. Since his airdodge goes super far, it can be hard to chase at times. He can fake going to a lower platform, then airdodge to top platform. |
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For juggling, Ness is a slowfaller, so by design his landing is harder than most. Double jump is slow but goes really high, be aware that Ness can moon jump away/over you if you let him. Since his airdodge goes super far, it can be hard to chase at times. He can fake going to a lower platform, then airdodge to top platform. |
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Ness lacks great aerials to land with. Dair is slow and not great and fair is unsafe. Bair is his best for landing, safe but slowish in startup. Ness can also use PK Fire to land. Keep this in mind, especially near platforms where it can be landed with and be safe. |
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Ness lacks great aerials to land with. Dair is slow and not great and fair is unsafe. Bair is his best for landing, safe but slowish in startup. Ness can also use PK Fire to land. Keep this in mind, especially near platforms where it can be landed with and be safe. |
Line 2,732: |
Line 2,814: |
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We avoid his fair from ledge by crouching. |
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We avoid his fair from ledge by crouching. |
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SDI is still the best way of getting out of PK Fire fast, with either mash or flick SDI being sufficient, but dash walk SDI can also work. |
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Ness multihits- DA (3 hits), fair (4 hits), uair (5 hits, hold DI to the left and then right & vice-versa to survive longer) |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Ness multihits- Dash attack (3 hits), fair (4 hits), uair (5 hits, hold DI to the left and then right & vice-versa to survive longer) |
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Ness's normals besides d-tilt and dash attack are at least punished by nair OoS, while his u-smash when shielded up close is punished by Rid f-smash or shorthop skewer OoS. His dash attack will cross you up a bit when shielded, so quickly turn around and punish accordingly. His landing aerials besides maybe fair are too safe on shield though, so reset there. PK Flash is also safe on shield, while his other three specials are at least punished by nair OoS when shielded up close. |
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Ness's normals besides d-tilt and dash attack are at least punished by nair OoS, while his u-smash when shielded up close is punished by Rid f-smash or shorthop skewer OoS. His dash attack will cross you up a bit when shielded, so quickly turn around and punish accordingly. His landing aerials besides maybe fair are too safe on shield though, so reset there. PK Flash is also safe on shield, while his other three specials are at least punished by nair OoS when shielded up close. |
Line 2,782: |
Line 2,868: |
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Olimar multihits- u-tilt (6 hits), dash attack (2 hits), nair (5 hits) |
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Olimar multihits- u-tilt (6 hits), dash attack (2 hits), nair (5 hits) |
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His fair, bair, and dair are mostly whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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His u-tilt, d-tilt, dash attack, and some Pikmin smashes (see UFD for which) are punished by our OoS aerials & shield grab, but his other normals are too safe. His landing fair & bair are also too safe shield, so reset. His landing nair we punish with our own OoS though, while his dair we can u-smash since he's floaty. His DA is shield punished by u-tilt should he be at u-tilt > uair kill %, while his ledge getup attack (-27) is punished by shorthop SPR OoS. |
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His u-tilt, d-tilt, dash attack, and some Pikmin smashes (see UFD for which) are punished by our OoS aerials & shield grab, but his other normals are too safe. His landing fair & bair are also too safe shield, so reset. His landing nair we punish with our own OoS though, while his dair we can u-smash since he's floaty. His DA is shield punished by u-tilt should he be at u-tilt > uair kill %, while his ledge getup attack (-27) is punished by shorthop SPR OoS. |
Line 2,914: |
Line 3,002: |
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Pac has intangibility on u-tilt. |
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Pac has intangibility on u-tilt. |
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Skewer > jab 1 > f-smash |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
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Use retreating nair to get away from Pac grabs and catching fruits more like OoS. |
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Use retreating nair to get away from Pac grabs and catching fruits more like OoS. |
Line 3,013: |
Line 3,101: |
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Palu multihits- f-tilt (2 hits), u-tilt (6 hits), nair (7 hits), uair (6 hits, DI one way and then the other), side B (7 hits) |
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Palu multihits- f-tilt (2 hits), u-tilt (6 hits), nair (7 hits), uair (6 hits, DI one way and then the other), side B (7 hits) |
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Her f-smash, d-smash, fair, bair, and dair are mostly whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Our jab 1 comes out before hers, so remember if up close. |
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Our jab 1 comes out before hers, so remember if up close. |
Line 3,066: |
Line 3,156: |
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Although all her landing aerials are too safe on shield, her dair will trade at best and lose the % war. |
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Although all her landing aerials are too safe on shield, her dair will trade at best and lose the % war. |
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Her fair and bair are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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If she misses a Toad counter nearby, whiff punish. Her jab 2, f-tilt, u/d-smash, and ledge getup attack (-28) are shield punished by u-tilt should she be at kill confirm %. |
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If she misses a Toad counter nearby, whiff punish. Her jab 2, f-tilt, u/d-smash, and ledge getup attack (-28) are shield punished by u-tilt should she be at kill confirm %. |
Line 3,123: |
Line 3,215: |
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Dair & t-jolt hits us under plats, so still shield or avoid there. |
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Dair & t-jolt hits us under plats, so still shield or avoid there. |
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His side B is whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 1 > f-smash |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
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Pichu's normals besides u-tilt & d-tilt are at least punished by nair OoS. Its landing aerials besides bair & dair are too safe on shield though, so reset. Point-blank T-jolt is pretty OoS punishable (-29/30), as is Thunder (-27). |
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Pichu's normals besides u-tilt & d-tilt are at least punished by nair OoS. Its landing aerials besides bair & dair are too safe on shield though, so reset. Point-blank T-jolt is pretty OoS punishable (-29/30), as is Thunder (-27). |
Line 3,176: |
Line 3,270: |
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Pikachu's jab requires about 2 SDI inputs, which has 5 hitlag frames for you to perform said SDI's. Same with Pika's fair, except it has 4 hitlag frames for you to perform them. |
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Pikachu's jab requires about 2 SDI inputs, which has 5 hitlag frames for you to perform said SDI's. Same with Pika's fair, except it has 4 hitlag frames for you to perform them. |
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His d-smash, side B, and down B are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Line 3,272: |
Line 3,368: |
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Ptooie has 10% armor; damage based armor but on a projectile. |
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Ptooie has 10% armor; damage based armor but on a projectile. |
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Plant up B hits require 3 or more SDI inputs, each of which have 3 or so hitlag frames for you to perform said SDI's. |
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Respect Plant's ledge getup attack range. |
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Respect Plant's ledge getup attack range. |
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His dash attack, f-smash, u-smash, fair, and bair are mostly whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Plant f-tilt 1, u-tilt, u-smash, f-smash, uair, and footstooled attack have head intangibility, as well as Long-Stem Strike after it comes out (15% armor before it comes out and 12% after it comes out). |
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Plant f-tilt 1, u-tilt, u-smash, f-smash, uair, and footstooled attack have head intangibility, as well as Long-Stem Strike after it comes out (15% armor before it comes out and 12% after it comes out). |
Line 3,374: |
Line 3,476: |
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That said, the most important thing is to tech when they start f-tilting at higher percent, as jablock > f-smash is their earliest form of killing. Also try to DI away when being combo'd at low % and hold on to your jumps. Once he gets you off stage is when they switch to Ivysaur and will either try to edgeguard you with an aerial like dair, or ledgetrap with f-smash. |
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That said, the most important thing is to tech when they start f-tilting at higher percent, as jablock > f-smash is their earliest form of killing. Also try to DI away when being combo'd at low % and hold on to your jumps. Once he gets you off stage is when they switch to Ivysaur and will either try to edgeguard you with an aerial like dair, or ledgetrap with f-smash. |
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His u-smash is whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Line 3,398: |
Line 3,502: |
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Ivy nair hits require about 2 SDI inputs, each of which have 3 hitlag frames for you to perform said SDI's. |
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Ivy nair hits require about 2 SDI inputs, each of which have 3 hitlag frames for you to perform said SDI's. |
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His f-smash, uair, and dair are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Aside from our jab 1 starting faster than Ivysaur's, their rapid jab finisher is f-smash punishable. Its other normals are punished by our OoS aerials and shield grab, while f-smash when shielded up close is punished by our own as well as shorthop skewer OoS. Ivy's DA, d-smash, and ledge GUA (-25) are punished by SH SPR OoS. Its landing aerials besides nair are too safe on shield though, so reset there, and watch out for dair which destroys us offstage and uair which covers most landing options. Its point-blank neutral B is shield punishable with f-smash & shorthop skewer OoS, and point-blank razor leaf is OoS aerial/grab punished. Its jab 2/rapid jab finisher, f-tilt, d-tilt, dash attack, smashes, point-blank neutral B & up B, and ledge getup attack are also shield punished by u-tilt should it be at u-tilt > uair kill %. |
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Aside from our jab 1 starting faster than Ivysaur's, their rapid jab finisher is f-smash punishable. Its other normals are punished by our OoS aerials and shield grab, while f-smash when shielded up close is punished by our own as well as shorthop skewer OoS. Ivy's DA, d-smash, and ledge GUA (-25) are punished by SH SPR OoS. Its landing aerials besides nair are too safe on shield though, so reset there, and watch out for dair which destroys us offstage and uair which covers most landing options. Its point-blank neutral B is shield punishable with f-smash & shorthop skewer OoS, and point-blank razor leaf is OoS aerial/grab punished. Its jab 2/rapid jab finisher, f-tilt, d-tilt, dash attack, smashes, point-blank neutral B & up B, and ledge getup attack are also shield punished by u-tilt should it be at u-tilt > uair kill %. |
Line 3,412: |
Line 3,518: |
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Zard’s f-smash and uair have intangibility on the head, and his one-way up B has super armor during the first few frames, so if you're gonna spike him, wait to do so after. |
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Zard’s f-smash and uair have intangibility on the head, and his one-way up B has super armor during the first few frames, so if you're gonna spike him, wait to do so after. |
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His f-smash, d-smash, fair, and Flare Blitz are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Line 3,417: |
Line 3,525: |
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Respect Zard's grab range and ledge getup attack range. |
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Respect Zard's grab range and ledge getup attack range. |
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When shielding Zard side B, only move/shorthop slightly forward and wait till he's closer to falling on ground for a skewer punish. Shielding said side B may push him on a platform on plat stages; avoid challenging it with plasma. Also, his u-smash is 2 hits. |
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When shielding Zard side B, only move/shorthop slightly forward and wait till he's closer to falling on ground for a skewer punish. Shielding said side B may push him on a platform on plat stages; can also Wing Blitz forward after shielding it, but avoid challenging it with plasma. Also, his u-smash is 2 hits. |
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Charizard's normals are punished by at least nair OoS (some by our other OoS aerials and shield grab), while f-smash and d-smash when shielded up close is punished by Rid f/d-smash (or u-smash OoS) and maybe shortop skewer OoS punishable as well depending on shield pushback. Its jab 3, smashes, and ledge getup attack are also shield punished by u-tilt should it be at u-tilt > uair kill %. Its fair, bair, and dair are punished by our aerials, grab, and u-smash OoS, but Zard's landing nair and uair are too safe on shield, so reset there. Flamethrower I would go for a neutral reset on when shielding, but Flare Blitz is punishable on shield with whatever (given that your shield won't break) when they're on stage and they flop to the ground, but when they’re falling back off you don’t really have time to chase them low. They shouldn't be trying to hit you with it otherwise outside of tech chases. |
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Charizard's normals are punished by at least nair OoS (some by our other OoS aerials and shield grab), while f-smash and d-smash when shielded up close is punished by Rid f/d-smash (or u-smash OoS) and maybe shortop skewer OoS punishable as well depending on shield pushback. Its jab 3, smashes, and ledge getup attack are also shield punished by u-tilt should it be at u-tilt > uair kill %. Its fair, bair, and dair are punished by our aerials, grab, and u-smash OoS, but Zard's landing nair and uair are too safe on shield, so reset there. Flamethrower I would go for a neutral reset on when shielding, but Flare Blitz is punishable on shield with whatever (given that your shield won't break) when they're on stage and they flop to the ground, but when they’re falling back off you don’t really have time to chase them low. They shouldn't be trying to hit you with it otherwise outside of tech chases. |
Line 3,488: |
Line 3,596: |
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Pyra has worse fastest OoS options than us (in frames). |
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Pyra has worse fastest OoS options than us (in frames). |
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Her dash attack, f-smash, u-smash, nair, fair, uair, and dair are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Line 3,524: |
Line 3,634: |
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Her dair can hit us under platforms, so still shield or avoid it. |
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Her dair can hit us under platforms, so still shield or avoid it. |
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Her side B is whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Line 3,559: |
Line 3,671: |
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On walled stages like Kalos, dair can only be teched if the other Ridley is facing the stage. |
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On walled stages like Kalos, dair can only be teched if the other Ridley is facing the stage. |
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His side B (grounded) and Skewer are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
Line 3,629: |
Line 3,743: |
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If you parry one d-tilt and they do another (mashing d-tilt on your shield), you can punish with jab. The other moves are too slow in this instance. |
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If you parry one d-tilt and they do another (mashing d-tilt on your shield), you can punish with jab. The other moves are too slow in this instance. |
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His f-smash, dair, and side B are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
Line 3,727: |
Line 3,843: |
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Thunder, elthunder, and arcthunder all get cancelled out by a single fireball. When arcfire is airborne, it also loses to plasma aside from the other clanks. |
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Thunder, elthunder, and arcthunder all get cancelled out by a single fireball. When arcfire is airborne, it also loses to plasma aside from the other clanks. |
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Their dair is whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Line 3,772: |
Line 3,890: |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Her f-smash, fair, and bair are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Line 3,868: |
Line 3,988: |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Aside from grab, d-tilt and f-smash are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 1 > f-smash, for covering a delayed getup option. |
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Skewer > jab 1 > f-smash, for covering a delayed getup option. |
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Line 3,880: |
Line 4,002: |
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* Being in the air during SPR allows Ridley to stall and avoid (during startup) small projectiles like baby CS from a shorthop. If her neutral B is charged any though, better to do a fullhop, which SPR can still whiff punish if timed & positioned right, but only do if not expecting her to jump and shoot it, a missile, or fair/zair. Unstaled SPR kills her ~140% if not a little earlier from what's been tested, though how much DI affects it remains to be seen, but Ridley being at somewhere high % with rage can help it kill even earlier depending. |
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* Being in the air during SPR allows Ridley to stall and avoid (during startup) small projectiles like baby CS from a shorthop. If her neutral B is charged any though, better to do a fullhop, which SPR can still whiff punish if timed & positioned right, but only do if not expecting her to jump and shoot it, a missile, or fair/zair. Unstaled SPR kills her ~140% if not a little earlier from what's been tested, though how much DI affects it remains to be seen, but Ridley being at somewhere high % with rage can help it kill even earlier depending. |
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Her grab is 15 frames in startup & 37 in end lag, so you can dash attack her shield and jump or spotdodge and you'll still avoid a shield grab in time. Zair's 40 frames of end lag can allow you to SPR after if you were stuffed out by it before. Mainly zair from a fullhop that is, as shorthop zair would cancel the end lag when they go to ground. |
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Her grab is 15 frames in startup & 37 in end lag, so you can whiff punish with even something like Wing Blitz forward. Her shield grab is frame 19, so you can dash attack her shield and jump or spotdodge and you'll still avoid a shield grab in time. Zair's 40 frames of end lag can allow you to SPR after if you were stuffed out by it before. Mainly zair from a fullhop that is, as shorthop zair would cancel the end lag when they go to ground. |
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Ridley kill confirm: |
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Ridley kill confirm: |
Line 4,012: |
Line 4,134: |
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* Megaflare/Gigaflare |
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* Megaflare/Gigaflare |
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* Octaslash |
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* Octaslash |
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His f-smash, u-smash, Scintilla, and Octoslash are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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His normals are punished by at least nair OoS, while u-smash up close is punished by Rid f-smash, or u-smash OoS. His d-tilt, f-smash, and blade dash up B are punished by shorthop SPR OoS. His landing aerials besides dair are too safe though, so reset there unless they're poorly spaced (said dair is u-smash punishable). If you happen to shield side B, neutral B, or missed counter up close, it's punished by our aerials/grab and u-smash OoS. Can f/d-smash for Octoslash crossup as mentioned above, or turnaround Skewer with how punishable it is. |
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His normals are punished by at least nair OoS, while u-smash up close is punished by Rid f-smash, or u-smash OoS. His d-tilt, f-smash, and blade dash up B are punished by shorthop SPR OoS. His landing aerials besides dair are too safe though, so reset there unless they're poorly spaced (said dair is u-smash punishable). If you happen to shield side B, neutral B, or missed counter up close, it's punished by our aerials/grab and u-smash OoS. Can f/d-smash for Octoslash crossup as mentioned above, or turnaround Skewer or Wing Blitz Forward with how punishable it is. |
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Jab 1/2/3, most of u-tilt, crossup d-tilt, dash attack, smashes, landing dair, point-blank flare, up B (both versions), missed counter (4 hits & -25), and ledge getup attack are shield punished by u-tilt should he be at u-tilt > uair kill %. |
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Jab 1/2/3, most of u-tilt, crossup d-tilt, dash attack, smashes, landing dair, point-blank flare, up B (both versions), missed counter (4 hits & -25), and ledge getup attack are shield punished by u-tilt should he be at u-tilt > uair kill %. |
Line 4,098: |
Line 4,222: |
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Sheik's up smash requires about 2 SDI inputs, which has 19 hitlag frames for you to perform said SDI's. Same for her uair hits except they have 3 hitlag frames for you to perform them. |
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Sheik's up smash requires about 2 SDI inputs, which has 19 hitlag frames for you to perform said SDI's. Same for her uair hits except they have 3 hitlag frames for you to perform them. |
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Her u-smash and up B are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Sheik's rapid jab finisher is shield punishable with dash attack or dash grab, and shorthop OoS into SPR. Her normals are punished by at least nair OoS (some punished by our other OoS aerials and shield grab), while u-smash when shielded up close is punished by Rid f-smash. Her d-smash & ledge getup attack (-25) are punished by shorthop SPR OoS. Her landing aerials besides dair are too safe on shield though as mentioned, so either challenge them directly or reset if shielded. Same with burst grenade. Vanish you punish like you would Zelda's up B, point-blank needles are OoS aerial/grab punished, and bouncing fish as mentioned is punishable with whatever on shield if you react quick enough and catch her landing; even if she airdodges. Can try shorthop skewer OoS to catch her landing in that instance. |
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Sheik's rapid jab finisher is shield punishable with dash attack or dash grab, and shorthop OoS into SPR. Her normals are punished by at least nair OoS (some punished by our other OoS aerials and shield grab), while u-smash when shielded up close is punished by Rid f-smash. Her d-smash & ledge getup attack (-25) are punished by shorthop SPR OoS. Her landing aerials besides dair are too safe on shield though as mentioned, so either challenge them directly or reset if shielded. Same with burst grenade. Vanish you punish like you would Zelda's up B, point-blank needles are OoS aerial/grab punished, and bouncing fish as mentioned is punishable with whatever on shield if you react quick enough and catch her landing; even if she airdodges. Can try shorthop skewer OoS or Wing Blitz forward to catch her landing in that instance. |
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Rapid jab finisher, dash attack, u-smash, d-smash, down B, up B, and ledge getup attack are also shield punished by u-tilt should she be at u-tilt > uair kill %. |
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Rapid jab finisher, dash attack, u-smash, d-smash, down B, up B, and ledge getup attack are also shield punished by u-tilt should she be at u-tilt > uair kill %. |
Line 4,162: |
Line 4,288: |
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Respect his ledge getup attack range. |
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Respect his ledge getup attack range. |
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His jab 3, smashes, dair, and side B are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Our jab 1 comes out faster than his and his ground game is worse, so while it's not recommended to be close to him, if you end up being there, worse for him. |
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Our jab 1 comes out faster than his and his ground game is worse, so while it's not recommended to be close to him, if you end up being there, worse for him. |
Line 4,200: |
Line 4,328: |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Holy water requires about 2 SDI inputs, which has 5 hitlag frames for you to perform said SDI's. |
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His smashes are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Line 4,288: |
Line 4,420: |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Snake multihits- nair & dair (4 hits) |
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Snake multihits- nair & dair (4 hits) |
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His jab 3, fair, and dair are mostly whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Line 4,396: |
Line 4,530: |
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Sonic multihits- u-tilt (2 hits), u-smash (~6 hits), fair (~5 hits) |
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Sonic multihits- u-tilt (2 hits), u-smash (~6 hits), fair (~5 hits) |
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His d-smash is whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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His normals are punished by our OoS aerials and shield grab. His jab 3 is -26 & can be shorthop SPR OoS punished, while dash attack is -38 on shield and so can be punished with shorthop turnaround skewer OoS, etc. Likewise his u-smash is -29 which is f-smash punishable, and d-smash is -34 which is skewer punishable with some shield pushback (shorthop skewer OoS may be better). His landing aerials besides fair and dair are too safe on shield though, so reset there. Same goes for spin dash (side B) which is + on everything, but shielding’s still better than being hit by it. Homing attack however can be from -22 to -16 on shield, and spin charge (down B) is -33 unless it’s the jump aerial version which is -1. |
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His normals are punished by our OoS aerials and shield grab. His jab 3 is -26 & can be shorthop SPR OoS punished, while dash attack is -38 on shield and so can be punished with shorthop turnaround skewer OoS, etc. Likewise his u-smash is -29 which is f-smash punishable, and d-smash is -34 which is skewer punishable with some shield pushback (shorthop skewer OoS may be better). His landing aerials besides fair and dair are too safe on shield though, so reset there. Same goes for spin dash (side B) which is + on everything, but shielding’s still better than being hit by it. Homing attack however can be from -22 to -16 on shield, and spin charge (down B) is -33 unless it’s the jump aerial version which is -1. |
Line 4,458: |
Line 4,594: |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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For SDI on Sora, wait until the last hit of multi-hits like f-tilt, u-tilt, nair, fair, and up B, because those give you considerably more hitlag frames to perform needed SDI inputs, while the first couple hits only give you 1 hitlag frame to do so. That said, the single hit version of f-tilt and all three hits of sonic blade are more generous with their hitlag frames for you to SDI. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Line 4,662: |
Line 4,800: |
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Steve multihits- d-tilt (5 hits), u-smash (9 hits), d-smash (3 hits) |
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Steve multihits- d-tilt (5 hits), u-smash (9 hits), d-smash (3 hits) |
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A good chunk of Steve's moves (jab/f-tilt, u-tilt, fair, bair, uair) require either about or at least 2 SDI inputs, but they have plenty frames of hitlag (varies) for you to perform said SDI's. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
Line 4,725: |
Line 4,865: |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Power Geyser is whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Line 4,812: |
Line 4,954: |
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Tink's normals besides d-tilt can be punished by at least nair OoS (some by our other OoS aerials and shield grab). His landing aerials besides dair are too safe on shield though, so reset there. Said dair you may be able to u-smash OoS depending on altitude, but otherwise nair OoS it. His jab 3, up B (grounded), and ledge getup attack (-25) are punished by shorthop SPR OoS. |
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Tink's normals besides d-tilt can be punished by at least nair OoS (some by our other OoS aerials and shield grab). His landing aerials besides dair are too safe on shield though, so reset there. Said dair you may be able to u-smash OoS depending on altitude, but otherwise nair OoS it. His jab 3, up B (grounded), and ledge getup attack (-25) are punished by shorthop SPR OoS. |
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Note his grab is 12 frames in startup and 34 frames of end lag, so can potentially whiff punish with skewer and such. Also, zair's 53 frames of end lag allows you to SPR after if you were stuffed out by it before. Mainly zair from a fullhop, as shorthop zair would cancel the end lag when they go to ground. |
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Note his grab is 12 frames in startup and 34 frames of end lag, so can potentially whiff punish with Skewer, Wing Blitz forward, and such. Also, zair's 53 frames of end lag allows you to SPR after if you were stuffed out by it before. Mainly zair from a fullhop, as shorthop zair would cancel the end lag when they go to ground. |
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His jab 3, smashes, grounded up B, and ledge getup attack are shield punished by u-tilt should he be at u-tilt > uair kill %. Remember not to shield too obviously though because of the tether grab (expect an up throw and immediately maneuver/jump the other way to avoid u-smash/uair/up B & pick your landing) which you may be better off whiff punishing than trying to shield punish the other mentioned moves. |
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His jab 3, smashes, grounded up B, and ledge getup attack are shield punished by u-tilt should he be at u-tilt > uair kill %. Remember not to shield too obviously though because of the tether grab (expect an up throw and immediately maneuver/jump the other way to avoid u-smash/uair/up B & pick your landing) which you may be better off whiff punishing than trying to shield punish the other mentioned moves. |
Line 4,858: |
Line 5,000: |
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Villager d-smash can bury, so watch out. |
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Villager d-smash can bury, so watch out. |
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Timber axe is whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Villager rapid jab finisher is punished by dash attack, dash grab, and shorthop OoS into SPR. His normals are punished by more of our OoS aerials & shield grab, except his smashes. His landing aerials are also too safe. Axe is unsafe enough for us to f/d-smash punish, but it does much shield damage. |
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Villager rapid jab finisher is punished by dash attack, dash grab, and shorthop OoS into SPR. His normals are punished by more of our OoS aerials & shield grab, except his smashes. His landing aerials are also too safe. Axe is unsafe enough for us to f/d-smash punish, but it does much shield damage. |
Line 4,906: |
Line 5,050: |
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Dair is 7 hits, so remember when shielding with it being unsafe. It also hits us easily under platforms. |
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Dair is 7 hits, so remember when shielding with it being unsafe. It also hits us easily under platforms. |
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His f-smash, u-smash, bair, uair, and Waft are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Our jab 1 comes out well before his, so always use up close. |
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Our jab 1 comes out well before his, so always use up close. |
Line 4,948: |
Line 5,094: |
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The ball is still an active hitbox even after shielding or parrying it, so watch your space. |
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The ball is still an active hitbox even after shielding or parrying it, so watch your space. |
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Their jab 3, f-smash, u-smash, and bair are mostly whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Their jab 3, f-smash, and u-smash is shield punishable by our own f-smash. Their other normals and two projectile specials are punished by our OoS aerials and shield grab. Their d-smash & ledge getup attack (-27) are punished by shorthop SPR OoS. |
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Their jab 3, f-smash, and u-smash is shield punishable by our own f-smash. Their other normals and two projectile specials are punished by our OoS aerials and shield grab. Their d-smash & ledge getup attack (-27) are punished by shorthop SPR OoS. |
Line 5,088: |
Line 5,236: |
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* Ridley's non-jab grounded attacks all break it past 86% with no rage. |
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* Ridley's non-jab grounded attacks all break it past 86% with no rage. |
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* Ridley's aerial attacks all break it past 105% with no rage. |
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* Ridley's aerial attacks all break it past 105% with no rage. |
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* While on a platform, skewer can catch Yoshi double jumping onto it while ignoring the DJ armor. |
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* F-tilt and nair beat every hitbox Yoshi has except tongue grabs. |
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* F-tilt and nair beat every hitbox Yoshi has except tongue grabs. |
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* All of Yoshi's aerials can cross up shield when at full airspeed. |
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* All of Yoshi's aerials can cross up shield when at full airspeed. |
Line 5,098: |
Line 5,247: |
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* Yoshi’s grounded down B starts killing at 125% |
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* Yoshi’s grounded down B starts killing at 125% |
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* Respect his grab range. |
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* Respect his grab range. |
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* His f-smash and bair are whiff punished by Wing Blitz forward in terms of end lag. |
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* Skewer > jab 1 > f-smash, for covering delayed getup. |
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* Skewer > jab 1 > f-smash, for covering delayed getup. |
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Line 5,204: |
Line 5,354: |
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Yink's arrows require about 2 SDI inputs, which have 3 hitlag frames for you to perform said SDI's. |
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Yink's arrows require about 2 SDI inputs, which have 3 hitlag frames for you to perform said SDI's. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Remember if you grab him when a boomerang is still going, timely use d-throw to take advantage of the invincibility frames so it doesn't hit you on the way back. Can pummel while waiting. |
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Remember if you grab him when a boomerang is still going, timely use d-throw to take advantage of the invincibility frames so it doesn't hit you on the way back. Can pummel while waiting. |
Line 5,210: |
Line 5,360: |
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Besides rapid jab skewer punish (with shorthop skewer OoS being more consistent, though shield drop > d-smash also works), Yink's normals apart from d-tilt are punished by at least nair OoS (some by our other OoS aerials and shield grab), while his f-smash 2 is punished by Rid f-smash when shielded. His jab 3 & ledge getup attack (-25) are punished by shorthop SPR OoS. His landing aerials besides dair are insanely safe though as previously mentioned (as well as rising bair), so reset there. |
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Besides rapid jab skewer punish (with shorthop skewer OoS being more consistent, though shield drop > d-smash also works), Yink's normals apart from d-tilt are punished by at least nair OoS (some by our other OoS aerials and shield grab), while his f-smash 2 is punished by Rid f-smash when shielded. His jab 3 & ledge getup attack (-25) are punished by shorthop SPR OoS. His landing aerials besides dair are insanely safe though as previously mentioned (as well as rising bair), so reset there. |
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Already covered his specials on shield, though note his grab is 12 frames in startup and 33 frames of end lag, so can potentially whiff punish with skewer and such. Also, zair's 55 frames of end lag allows you to SPR after if you were stuffed out by it before. Mainly zair from a fullhop, as shorthop zair would cancel the end lag when they go to ground. |
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Already covered his specials on shield, though note his grab is 12 frames in startup and 33 frames of end lag, so can potentially whiff punish with Skewer, Wing Blitz forward, and such (same with f-smash 2). Also, zair's 55 frames of end lag allows you to SPR after if you were stuffed out by it before. Mainly zair from a fullhop, as shorthop zair would cancel the end lag when they go to ground. |
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His gentleman jab/rapid jab finisher, smashes, and ledge getup attack are also shield punished by u-tilt should he be at u-tilt > uair kill %. Remember not to shield too obviously though because of the tether grab (expect an up throw and immediately jump/maneuver the other way to avoid u-smash/uair/up B & pick your landing) which you may be better off whiff punishing than trying to shield punish the other mentioned moves. |
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His gentleman jab/rapid jab finisher, smashes, and ledge getup attack are also shield punished by u-tilt should he be at u-tilt > uair kill %. Remember not to shield too obviously though because of the tether grab (expect an up throw and immediately jump/maneuver the other way to avoid u-smash/uair/up B & pick your landing) which you may be better off whiff punishing than trying to shield punish the other mentioned moves. |
Line 5,329: |
Line 5,479: |
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If you connect an SPR on her at all, don't do the jump release in hope for an aerial setup (unless you’re at higher % than her where she can mash out), as she can counter most attempts with her aerials & specials. |
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If you connect an SPR on her at all, don't do the jump release in hope for an aerial setup (unless you’re at higher % than her where she can mash out), as she can counter most attempts with her aerials & specials. |
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Her fair, bair, uair, and up B are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Her rapid jab finisher is punished by f-smash OoS, and all of her normals besides d-tilt are punishable by at least nair OoS, though her landing aerials are too safe on shield, so neutral reset there. Her neutral B's similarly punishable if shielded up close, but gotta hold till the end of the move on the 4th hit, and since it's -25, you can shorthop SPR OoS as a response; same goes for her up smash and ledge getup attack which are -25. Her up B on the ground is -29, making it punishable by f-smash OoS. In the air however it's only -19, and can be even safer if she spaces it. |
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Her rapid jab finisher is punished by f-smash OoS, and all of her normals besides d-tilt are punishable by at least nair OoS, though her landing aerials are too safe on shield, so neutral reset there. Her neutral B's similarly punishable if shielded up close, but gotta hold till the end of the move on the 4th hit, and since it's -25, you can shorthop SPR OoS as a response; same goes for her up smash and ledge getup attack which are -25. Her up B on the ground is -29, making it punishable by f-smash OoS. In the air however it's only -19, and can be even safer if she spaces it. |
Line 5,395: |
Line 5,547: |
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ZSS multihits- f-smash (2 hits), u-smash (~6 hits), fair (2 hits), side B (5 hits) |
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ZSS multihits- f-smash (2 hits), u-smash (~6 hits), fair (2 hits), side B (5 hits) |
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Aside from maybe grab, her u-tilt, f-smash, nair, and Flip Kick are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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With ZSS, can also move a lot and challenge her in the air, especially when she goes for flip kick (given that you're not off stage) because if you try challenging it from the ground, miss, and get hit you're buried but if you're in the air you won't be buried. Still tech it though. |
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With ZSS, can also move a lot and challenge her in the air, especially when she goes for flip kick (given that you're not off stage) because if you try challenging it from the ground, miss, and get hit you're buried but if you're in the air you won't be buried. Still tech it though. |
Line 5,406: |
Line 5,560: |
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Her dash attack (dash back first if she crosses you up) & flip kick (dash whatever direction she's drifting) are also shield punishable by d-smash. Her jab 1/2/3, u-tilt, dash attack, f-smash, Flip Kick, and ledge getup attack are also shield punished by u-tilt should she be at u-tilt > uair kill %. Her ledge getup attack is also punished by f-smash OoS. |
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Her dash attack (dash back first if she crosses you up) & flip kick (dash whatever direction she's drifting) are also shield punishable by d-smash. Her jab 1/2/3, u-tilt, dash attack, f-smash, Flip Kick, and ledge getup attack are also shield punished by u-tilt should she be at u-tilt > uair kill %. Her ledge getup attack is also punished by f-smash OoS. |
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Her grab is 15 frames in startup and 33 frames in end lag, allowing a potential whiff punish with skewer and such, and since her shield grab would be frame 19, could dash attack her shield and still spot-dodge it or jump, or mix in shield jumping or Double Shield Cancel fullhop to bait a whiff. Like regular Samus though, watch out for up B as her fastest possible OoS option, and only dash attack her shield if you expect her to go for a grab. |
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Her grab is 15 frames in startup and 33 frames in end lag, allowing a potential whiff punish with Skewer, Wing Blitz forward, and such, and since her shield grab would be frame 19, could dash attack her shield and still spot-dodge it or jump, or mix in shield jumping or Double Shield Cancel fullhop to bait a whiff. Like regular Samus though, watch out for up B as her fastest possible OoS option, and only dash attack her shield if you expect her to go for a grab. |
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Also, zair's 30 frames of end lag allows you to SPR after if you were stuffed out by it before. Mainly zair from a fullhop, as shorthop zair would cancel the end lag when they go to ground. |
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Also, zair's 30 frames of end lag allows you to SPR after if you were stuffed out by it before. Mainly zair from a fullhop, as shorthop zair would cancel the end lag when they go to ground. |