as we all know, the grab release on wario sets up for alot of free arials, so I started thinking how to 'abuse' this against him.
I thought up a possible 0-death combo on wario, starting with a grab at 0 percent
the combo:
grab>grab release>AC Dair>jab(>jab)>grab>grab release>AC Dair>jab(>jab)>grab>grab release>AC Dair>jab(>jab)>grab>grab release>AC Dair>jab(>jab)>grab etc.
(and I mean spike wario onto the stage with the AC Dair each time offcourse)
and one can replace the AC Dair after a grab release with a sweetspotted knee when wario is at high enough percent to get KO'd by the knee
(maybe it is best, to jab once each time, as your opponent may DI away)
and if done correctly, one seems to be able to do the 0-death combo in place :D (still testing on humans is required to make sure it's inescapable)
this way, one seems to be able to do this combo in place (if the opponent doesn't techroll, wich'll require you to techchase)
grab>grab release>AC Dair>DI past wario>buffer turnaround>jab>grab>grab release>AC Dair>DI past wario>buffer turnaround>jab>grab etc. :D
There could be some problems though:
It could be teched after the AC Dair, so the jab may not connect, but as far as I know, one can punish the tech with a grab, meaning you can still keep the combo going even if they tech. (techchase if needed)
so, as it stands now:
if you start the combo on wario at 0 percent:
(maybe the very first jab after the grab release>AC Dair may be escapable, as the said hitstun may not yet occur, although it still seems to work from 0 percent, so maybe this combo is really inescable starting when wario has around 15%)
grab>grab release>AC Dair>(buffer turnaround if needed)>jab>grab>grab release>AC Dair>(buffer turnaround if needed)>jab>grab>grab release>AC Dair>(buffer turnaround if needed)>jab>grab - at this point the opponent wario will have around 51 %, wich is the time he'll start beeing able to techroll/maybe roll away (as before this point he would just be in hitstun from the Dair) before you can jab, so if you want to be safe, you grab release>sweet knee at this point, wich'll set the opponent wario to 70% damage.
If you want to continue, the opponent might be able to techroll or roll away before your jab, so you'll have to be ready to techchase if needed. If you choose this way, you can keep this combo going till you think it's enough (probably when the opponent wario is at a percent that the grab release>sweet knee will KO him)
and if you also use grab hits, it takes fewer regrabs before the grab release>sweet knee is fatal
I did some testing on a human player, and here are the results:
At lower percents, wario can up before you jab, but at around 15% it starts to work really well
It is best to only jab once everytime because:
1 they could maybe DI too far away for you to regrab during 2 jabs
2 if the opponent techs after the Dair, the jab misses, but the grab will punish the tech, making you able to continue the combo
It is pretty much inescapable from around 20 - 51 percent
and it is possible to infinite an opponent with this if you perfectly techchase each time when needed
so this is a pretty good strategy against wario, as escaping it is difficult as a techchase could let you regrab them.
Sometimes, if you don't jab cancel correctly I guess, they can DI away after one jab. But as far as I tested, if you jab cancel and buffer turnaround>jab when needed, this is pretty much inescapable
feel free to test this yourself to make sure though, as I could have overseen something while testing, but I don't think so, so as it stands now, it works :D
(I hope to get a vid of this combo up soon)
Good quality vid of the CG on wario here: http://nl.youtube.com/watch?v=IL0yRB-Y_0A&fmt=18
I thought up a possible 0-death combo on wario, starting with a grab at 0 percent
the combo:
grab>grab release>AC Dair>jab(>jab)>grab>grab release>AC Dair>jab(>jab)>grab>grab release>AC Dair>jab(>jab)>grab>grab release>AC Dair>jab(>jab)>grab etc.
(and I mean spike wario onto the stage with the AC Dair each time offcourse)
and one can replace the AC Dair after a grab release with a sweetspotted knee when wario is at high enough percent to get KO'd by the knee
(maybe it is best, to jab once each time, as your opponent may DI away)
and if done correctly, one seems to be able to do the 0-death combo in place :D (still testing on humans is required to make sure it's inescapable)
this way, one seems to be able to do this combo in place (if the opponent doesn't techroll, wich'll require you to techchase)
grab>grab release>AC Dair>DI past wario>buffer turnaround>jab>grab>grab release>AC Dair>DI past wario>buffer turnaround>jab>grab etc. :D
There could be some problems though:
It could be teched after the AC Dair, so the jab may not connect, but as far as I know, one can punish the tech with a grab, meaning you can still keep the combo going even if they tech. (techchase if needed)
so, as it stands now:
if you start the combo on wario at 0 percent:
(maybe the very first jab after the grab release>AC Dair may be escapable, as the said hitstun may not yet occur, although it still seems to work from 0 percent, so maybe this combo is really inescable starting when wario has around 15%)
grab>grab release>AC Dair>(buffer turnaround if needed)>jab>grab>grab release>AC Dair>(buffer turnaround if needed)>jab>grab>grab release>AC Dair>(buffer turnaround if needed)>jab>grab - at this point the opponent wario will have around 51 %, wich is the time he'll start beeing able to techroll/maybe roll away (as before this point he would just be in hitstun from the Dair) before you can jab, so if you want to be safe, you grab release>sweet knee at this point, wich'll set the opponent wario to 70% damage.
If you want to continue, the opponent might be able to techroll or roll away before your jab, so you'll have to be ready to techchase if needed. If you choose this way, you can keep this combo going till you think it's enough (probably when the opponent wario is at a percent that the grab release>sweet knee will KO him)
and if you also use grab hits, it takes fewer regrabs before the grab release>sweet knee is fatal
I did some testing on a human player, and here are the results:
At lower percents, wario can up before you jab, but at around 15% it starts to work really well
It is best to only jab once everytime because:
1 they could maybe DI too far away for you to regrab during 2 jabs
2 if the opponent techs after the Dair, the jab misses, but the grab will punish the tech, making you able to continue the combo
It is pretty much inescapable from around 20 - 51 percent
and it is possible to infinite an opponent with this if you perfectly techchase each time when needed
so this is a pretty good strategy against wario, as escaping it is difficult as a techchase could let you regrab them.
Sometimes, if you don't jab cancel correctly I guess, they can DI away after one jab. But as far as I tested, if you jab cancel and buffer turnaround>jab when needed, this is pretty much inescapable
feel free to test this yourself to make sure though, as I could have overseen something while testing, but I don't think so, so as it stands now, it works :D
(I hope to get a vid of this combo up soon)
Good quality vid of the CG on wario here: http://nl.youtube.com/watch?v=IL0yRB-Y_0A&fmt=18