Villi
Smash Lord
I've been trying out some different methods of offense in my mix ups, and these tend to work out pretty well mid match..
SH rising fair -> aerial vanish.
You score a little bit of extra momentum forward as you go into your vanish animation, and you're really low to the ground so you can hit tall characters from the front and short characters from above their heads. It seems like it's difficult to punish especially since you can choose to appear away from or a good distance behind them. At first, it just looks like you're fairing defensively cuz you're not really close enough to hit them, then then all of a sudden you're back in the air with zomg invincibility + hit box.
If you just tap away or toward, you'll have very little landing lag. If they try to defend against it in any way, they likely won't be able to punish it.
Full hopped rising fair -> (fast falled) fair/bair.
Only works on taller chars. The first hit is shield safe, so if you do hit someone's shield, you can decide from there if you really want to continue the attack. It's decent pressure at low percents and it comes out about as fast as Marth's double fairs.. at least I can't really tell the difference with my wavebirds. You can even time your fairs so that you can full hop fair through a battle field platform, fast fall through it and hit with another fair before touching the ground.
It also works pretty effectively against people who try to punish short hop approaches by jumping over you and attacking.
I wanted to know if you all thought they sounded like decent approaches, or if you could figure out a good reason why I shouldn't do them.
SH rising fair -> aerial vanish.
You score a little bit of extra momentum forward as you go into your vanish animation, and you're really low to the ground so you can hit tall characters from the front and short characters from above their heads. It seems like it's difficult to punish especially since you can choose to appear away from or a good distance behind them. At first, it just looks like you're fairing defensively cuz you're not really close enough to hit them, then then all of a sudden you're back in the air with zomg invincibility + hit box.
If you just tap away or toward, you'll have very little landing lag. If they try to defend against it in any way, they likely won't be able to punish it.
Full hopped rising fair -> (fast falled) fair/bair.
Only works on taller chars. The first hit is shield safe, so if you do hit someone's shield, you can decide from there if you really want to continue the attack. It's decent pressure at low percents and it comes out about as fast as Marth's double fairs.. at least I can't really tell the difference with my wavebirds. You can even time your fairs so that you can full hop fair through a battle field platform, fast fall through it and hit with another fair before touching the ground.
It also works pretty effectively against people who try to punish short hop approaches by jumping over you and attacking.
I wanted to know if you all thought they sounded like decent approaches, or if you could figure out a good reason why I shouldn't do them.