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GW Combo Guide

QERB

Banned via Warnings
Joined
Jul 8, 2006
Messages
437
Location
Central Jersey
Ok, so, we all know Mr. GW has pretty some bad defense in general, like his lack of shield, being as light as puff (minus the floatiness), and getting comboed easily ...But being that this gw section is a ghost town, let's be positive n' focus on his offensive ownage.:p

GW has some very deadly combos, and I thought it would be helpful to list them out. Of course some of them may be situational, but gw's combos are definitely worth a mention. Lol plz dont let my name fool you, I main gw. (:

For those of you who don't know me, I'm a central Jersey player, the last tourney/smashfest I attended was saffron city in September 09 at Jersey City and placed 13th with g&w.

Combo video is out, here's the URL: Mr. **** & Watch


_____________________________________________________________________
Grab Combos

GW's throws are AWESOME, getting the grab is the harder part. but once you get it, they have no idea which way you will throw 'em, which is a huge advantage for gw.


Down-Throw
D-Throw --> D-Throw (Chaingrab) **Your only hope vs Sheiks! Do it**
D-Throw --> D-Tilt (low %s, but watch for tech roll away)
D-Throw --> U-Tilt (higher %'s if they fail to DI)
D-Throw --> F-Smash/F-Tilt (Works better on fastfallers; better to use aerial follow-ups vs lighter/floatier characters)

D-Throw --> Tech Chase grab (low %'s) *a lower class sheik tech chase cg basically /=
D-Throw --> shffld F-Air (If DI'd away at high %s)
D-Throw --> shffld N-Air (If DI'd up at high %s) *NOTE* if you EVER grab a sheik, falcon, ganon, puff, marth, peach, other floaties, this should almost ALWAYS be your finisher. sometime you have to full jump it rather than sh on puff and such (depending on % of course)
D-Throw --> Judgement (Feelin lucky? works on floaties) **56K**
D-Throw --> backwards WD --> D-Smash (sweet-spotted)**56k**

Up-Throw
U-Throw --> N-Air (ownage combo; follow up with potentially another N-air or F-air)
U-Throw --> Judgement(fastfallers:*falco, *falcon, *Fox...dThrow everyone else)
U-Throw --> U-Air (Juggle Fastfallers,*not recomended, much better combos you can do here)
U-Throw --> F-Air (If DI away; *N-Air is usually better here)
U Throw --> Grab (CG fastfallers *Fox, Falco, Falcon...again, d-throw everyone else)
U Throw --> U-Smash (Fastfallers only, be careful with this, they could sneak in a shine)

Forward and Backward-Throw
*Same as Up-Throw* (But F-Air & and B-Air can be better follow-ups based on DI than the N-Air)

these can also CG fastfallers at medium %s being they do not know which throw you will do. risky though, as is everything gw does (:

Note: Sometimes when you have someone grabbed at the edge, they're expecting a u throw. But since you can't tell which throw gw does (which is awesome), if you'r expecting them to DI towards the edge, throw them to that side of the stage, this will cause them to DI wayy too far off the stage since they expecting the u throw, making it 10x easier to edgeguard and usually results in a kill. works well against characters with limited recovery (falco, falcon, ganon)

U-Smash won't work as well here either.

________________________________________________________________________

Other Combos

D-Tilt (Manhole)
Manhole -->Another manhole (*If the first hit send opponent upwards, the 2nd manhole will send opponent more horizontally, which could set up for a shffld F-Air or N-Air if you chase the tech properly)

Manhole --> F-Air (ownage combo)
Manhole --> N-Air " "
Manhole -->WD chase--> U-Tilt
Manhole --> Judgement Hammer (the Dire Combo)
Manhole -->GRAB (Awesome way to start cg'ing fastfallers, especially fox/falco, however, at 0%, fox and falco cannot be grabbed out of the d-tilt. in this case just d-tilt again. if the fox/falco is at AROUND 10% before you t-tilt then you can get the grab.)

THE DASHING "A "HELMET ATTACK!
*I consider this one of the most underrated combo potential moves. It has so much priority, and can cancel attacks from even things like marth's sword. However this move can only be comboed with if it hits with the last few frames of the attack or if it cancels (clank!) with the opponents attack. Please read though!!*

Helmet (last few frames of attack) -->F-Smash***(If you hit opponent with last few frames of the attack, the helmet should send the opponent directly behind you, and before he lands, you can turn around and f-smash, my favorite gw combo:) (C-stick works well here)) This attack has a duration of 15 frames, so hitting with the last 4-6 should do.

Helmet (clanked helmet, cancels with opponents attack) --> A attack (Bug Spray) --> D-Tilt (Click Link below for BS' gw at 0:21 to see this combo)

*Note* Alot of the time your opponent may not realize that your measly dash attack will clash with their attack. Take advantage of this and be ready with either a grab or the combo above.

U-Tilt (Flag)

Flag --> Another flag (juggle fastfallers)
Flag --> Grab (*fastfallers-If hit with side edge of flag, opponent will be hit to the side allowing a grab. See this video (BS (gw) vs Kaito (Falco)) if you haven't already:laugh: ) *You can see this flag combo at 1:00 and 1:15.
Flag --> U-Air (ehh....)

Neutral A Attack (bugsrpay)
Bugspray --> D-Tilt **56k** (Also see Dash A section)
Bugspray --> grab **56k** (Be careful, GW's grab is not too fast hehe)

________________________________________________________________________

Aerial Combos

F-Air (Block Thingy)
F-Air --> Another F-Air (this can sometimes be connected within 1 JUMP.
F-Air --> N-Air (Especially if the F-Air hits opponent off of the stage)
F-Air --> Tech Chase --> grab/Manhole
*If F-Air is shielded, grab, neutral A, or manhole, space it so you don't get shield grabbed
*F-Air to manhole combo can be repeated if hit at low %s **56k**

*You can also chain "weak" f-airs together, or follow them with d-tilts at high %s on most characters. The weak f-air is when you strike with the last several frames of the f-air. you can also go for a neutral A-->grab after the weak f-air as well. mix it up.

D-Air (Key)
Ok, the key potentilally has two hits. One is regular, and the other is a spike (only works if you get right next to your opponent or "in" your opponent, no homo)
Key (both hits on ground) -->D-Tilt --> F-Air (best combo ever, does around 45%)
Key (1 hit only on ground) --> grab (see BS gw vid above)

Key (Both hits, but you land on the opposite side of opponent)--> Reverse F-Smash/F-Tilt (If you use the f-smash during this combo be aware that it may cancel with one of your opponents counterattacks. Use this [clank!] to your advantage and use your d-tilt or grab immediately after this)

Key --> U-Tilt (Flag) or N-Air **linkmastersword**
Key --> D-Tilt --> Key (Spike)-->D-Tilt.........GW pillar (works on fastfallers, but can be tech rolled out of due to gw's floatiness, as it takes gw forever to get back down on the ground after spiking with the key) **DelxDoom**

U-Air (Puff Puff)
U-Air --> Another U-Air (Juggle Fastfallers)
U-Air --> N-Air
U-Air --> U-Tilt (Fastfallers)

B-Air (Turtle)
Turtle --> Another turtle...and another...and another (Until they're hit out of reach)
Turtle --> Grab (Tech Chased)
Turtle --> 2nd jump --> N-Air (works well on floaters) **linkmastersword** works almost always if edge cancelled b-air. can't l cancel it, but u sure can edge cancel it :)
_______________________________________________________________

Other Useful Moves

THE FALCO **** COMBO :lick:
Upthrow-->Upthrow-->Upthrow-->Upthrow-->WD-->U-Tilt-->shffl'd D-Air (don't hit with meteor part)-->shffl f-air--> full jump n-air ftw! i want to get a vid of this up soon, as i don't see it on youtube currently. 0 to death combo, very difficult to pull off due to DI


Forward Wavedash --> D-Tilt
Backward Wavedash --> F-Smash (When opponent is approching, or recovering)

If hanging from ledge....
Ledge-Hopped F-Air --> [insert combo move] (If your opponent is camping out of reach of a ledge-hopped F-Air, DON'T do it! IF you do it, you'll get hit right out of it after you miss. Instead jump directly off of the ledge or waveland onto the stage or simply tilt the control stick towards the stage)

Ledge-Hopped D-Air --> [posted above] (*Use this recovery only if your opponent is situated within reach of BOTH HITS of the ledge-hopped key. Otherwise it'll get sheild grabbed or hit)

Ledge-Hopped U-Air: This is helpful against chars with spikes/meteors (ex: ganon, falcon, falco) who sit right on top of you to edgeguard. The U-Air has ridiculous priority and will rip through ****. However, make sure that you land on the stage when doing this, because don't forget you can't L-Cancel this attack.

Another options is to ledge hop or double jump from the ledge into an N-Air, if your opponent is camping right on top of the ledge. If the N-Air connects, free recovery and a bunch of damage *Thanks Galt for this one*

Jab Cancelled Judgement hammer/F-Smash. Use the Fsmash at higher percentages to negate the involvement of luck. Other options are manhole or grab, which can lead to other combos. GW just has too many choices. **Cosmo**

If trying to finish a combo, but n-air (insert finishing move here) is out of reach, follow with an up-b, then fastfall to avoid being punished for doing so. **Blue Yoshi**
This can kill light characters at high %s, such as puff on stages with lower ceilings such as PS, YS, and corneria.
___________________________________________________________________________

Edge-Guarding

GW is a good edgeguarder. With good prediction and knowing when to use which move, your opponent might just have to SD if he wants to get back on the stage:p . Anyways, I've been asked to add an edge-guarding section to this guide so here it is. *Not finished...at all*

Fox/Falco

These are two are pretty easy to edgeguard. It's a little harder for fox because fox has more options with his longer firefox (up-b). Some predition is needed here...

If falco is at the same height as the ledge, he will most likely illusion (over-b) to grab it. USe the D-Tilt to edge guard this. If falco techs this edgeguard, be prepared to [SH F-Air] Falco's up-b.

Against Fox, in the same situation (at same height as ledge,) fox may not necessarily illusion or firefox directly to the ledge. He might go diagonally, or even straight up, then DI toward the ledge. This edgeguard is more of a guess as to which recovery the fox is going to do. The best choice for this, however, is a SHFFL'd or Full Jumped F-Air, hoping of course that fox will recover diagonally. Dire Vulcan (GW) vs M2k (Fox) shows some F-Air edge-guarding (even though Dire baaaaaarrreely misses some times.)

If Fox or Falco are at the same height as you (not the ledge) while recovering, there's a chance they're going to try to hit you with the illusion/up-b. If you suspect this, you can do one of two things: F-Smash or the Regular A attack (bugspray). If the F-Smash connects then...yeah...you win that battle. As for the bugspray, this attack should make fox/falco drop below the edge, forcing them to recover vertically. When they recover vertically, D-Tilt, F-Smash, F-Tilt, or even pan-spike them to oblivion:psycho:
If you use the F-Smash or buspray, and miss, you will probably still have time to hit or grab fox/falco, because this means that their up-b was used diagonally, so it takes them longer to recover, giving you time to slip in an attack.

And finally, before fox/falco get into position to start up-b'ing or forward-b'ing, you can short hop off of the stage and intercept them with a parachute. Make sure to time this right because if you hit too late it will send them in the opposite direction.

Hehe OR....you can jump out and pan spike them in mid-air...**linkmaster sword** LOL

Sheik

sheik sucks. if she grabs you once, she cg's you to like 70, the upsmash, and ur dead. but we're not talking about that are we? we're talking about if/WHEN we get sheik off the edge (;

Sheik can be pretty hard to edgeguard, mainly because her up-b goes in different directions and she cannot be intercepted during it. The main way to win this edgeguard is try to force her to land ON THE STAGE, because sheik's up-b has loads of post-move lag, not to mention the slow fall the ground from it. However, if she gets the edge, then it gets hard.

First off, if you know 100% that she won't make the stage with the up-b, ledge hog ftw. *Note: If sheik goes all smart *** an transforms into zelda, then teleports, ledge hop N-Air her to her death. If you don't think this will reach, use the F-Air, where she'll probably be knocked to the other side of the stage. And of course, if she is still to far to land on the stage, even after transforming to zelda, just sit on the ledge, and watch her fall....

Ok on to assuming that sheik is in range of the stage with her up-b. Good sheiks will go for the edge, then ledge hopped f-air you from it. So you have to try as hard as possible to occupy the ledge, or at least make the sheik THINK that you're going to sit on the ledge. A lot of this depends on the situation, for example how far sheik is from the ledge. The farther the easier, and vice-versa. With that being said:

If sheik will barely make the stage, ledge hog, and as soon as she lands (So that you dont get hit by the POOF of her up-b), do a ledge hopped n-air or f-air on her. Then there's mindgames of course. If you think that the sheik player thinks that you're going to hold on to the ledge during sheik's entire up-b, you can waveland back on to the stage and hit her with a powerful move (F-Smash, U-Smash, Judgement hehe) or start comboing with D-Tilt maybe. Of course this is slightly more risky because of the sheik player reads this she will just go for the ledge during your waveland, and then no more edge guarding for Senor GW.

If sheik has plenty of room to choose where to land on the stage (or the edge depending), then...yeah...this is kinda hard. You can either ledge hog --> ledge hopped f-air, and try to hit her with the edge of the block, then D-Tilt combo if you can, or you can just sit back on the stage, and throw sausages right on top of the ledge (If you think she's going to grab the edge.) So yeah do your best with this, a good sheik player most likely won't let you get a big hit in here.

Marf

also sucks. looks like gw's the only character who cant do the shield manuever against marth on the edge since he doesnt have a shield. o well. looks like we need to use some other trix.

Marth isnt too hard to edgeguard, but when you do edgeguard him, you will probably end up hitting him the opposite way. The first thing you should try to do is intercept is forward b's (if he uses them) with an F-air or a d-air or a parachute (which will probably kill him if you pull it off). Watch out for him hitting you with his forward-b while you're trying to do this, cuz it could backfire if he hits you...As in, he'll start edgeguarding you, and marth is a very...annoying edgeguarder.
*Be as aggresive as possible while edgeguarding, because (assuming the marth is good) he has a definite advantage in a regular 1v1 situation.

Ok if intercepting the forward b's is NOT going to happen, try to force marth to land ON THE STAGE, not the ledge. To do this, stand with your back facing away from the ledge, and right before you think he's going to up-b, wd backwards. If he went for the ledge now, he's dead. If he lands on the stage, he has a **** load of lag that you can take advantage of. Now you can do a ledge hopped [Insert Aerial attack] (just plz dont do b-air here lol)

If you're lazy you can just sit facing the ledge and spam manhole. Pray the marth doesnt know how to sweet-spot the ledge or ledge tech.

Or if you're lazy, you can drop the d-smash (hammers) right as he's up-b'ing. If this connects, follow it up with a d-tilt, as the marth will probably panic after being hit and up again right away, not sweet-spotting the ledge. You can also follow with a f-smash, but then there's a risk of getting hit with the up-b, which could ruin the edgeguard, so yeah, stick to d-tilt as a followup to the d-smash.

Falcon

Too easy to edge guard...Spam manhole...If this send him too high, shffl an f-air...done.
When he's too low, edge hog...done.
If you feeling like owning him, fastfall a parachute on his *** during his up-b.
Or you can key him. Or the chair, or f-smash, or the bug spray even if you wanna mess with him.
If he thinks he's tricky and does his over-b to recover, just shffl a parachute right under him.

While I'm thinking about it, watching the video to which 56K linked reminded me of an excellent ledgeguarding trap against Falcon and Ganondorf (with some use in other matches, but not as effective):

Remove your opponent from the stage in your preferred method (I recommend f-air). Then stand at the ledge, and toss one sausage/bacon. This'll go high, forcing the opponent to aim low, for the ledge. That's where you d-tilt. Then he'll get smart and try to go over it, at which point you hit him with n-air. Repeat as necessary. It's rather difficult to break without very careful up-B placement from Falcon/Dorf. Another favorite is to throw the sausage, then assume he's going low and edgehog, wait for him to aim for the stage with the up-B, then ledgehop a keyspike like you would with Falco. I've never had anyone recover from that, if I remember correctly, and it's rather flashy. Just be sure to stay invincible for the hop as long as possible.

Choose your own adventure.

IC's

They have two ways to recover, so this is kinda hard. Especially that annoying hammer spin they do, it can be hard to predict. Best bet is to chase the hammer spin and parachute it, or f-air it (Depends on the situation) The ideal situation is to parachute or f-air the ic's recovery before they can even start it by jumping out to them and hitting them. Unfortuneately this usually is not the case.

Here's a vid showing some gw edge-guarding vs the IC's. Dire Vulcan (gw) vs Nick (IC's)
The edge-guarding begins at around 3:35, on FD. Not much on Corneria.

Peach

Iite so Peach has a lot of priority. But so do we. Sow it all comes down to timing/predicting stuff.

The awesome thing about fighting peach is that the easiest way to edge guard is THE PAN SPIKE. ya heard. while peach is floating off the stage waiting to recover, she has no move that can stop a well-placed pan spike, not even her f-air or n-air. the pan just has too much range for her. but she cant be too high or too low from the edge, or you can use it.

goofy match where i pan spike a peach: http://www.youtube.com/watch?v=Onbp9Z8zfgU

[towards the end i tried to do an edge hopped reverse pan spike...don't ask lol]


other than that you can try to sneak in an n-air while she's floatin around. DON't bother trying to manhole her recovery. her parasol has more priority than your mom. Edge hogging is always an option, but only if she up-b's away from the edge.

if she does up-b away from the edge, but is able to land on the stage, you should place an edge hopped n-air on her dome. if she stalls and you think she's trying to get the edge, edge hog.

to be more flashy, you can b-air her off a wall, which could lead to a spike depending on the stage (FD, BF, not dream land)

Samus

Say Goodbye to all those bombs that you're trying to jump off, samus. GW can rip through samus' bomb jump recovery with the parachute. If samus is out of range for that, throw some sausages while you wait. chances are you'll disrupt her bomb jumps with one of them sausages. If she's already grappled to the wall, go for the manhole. If you're trying to edgeguard her while on the ledge, your best bet is to wait for the up-b, then do an edge-hopped d-air. then work from there.

If all else fails, just try to make her land on the stage, cuz the post-lag of her up-b is long as funk. you can easily L-Roll onto the stage from the edge and get in an f-smash by the time she recovers from her post-lag.

oo one more thing, watch out for the fully charged shots while you're edgeguarding samus. sneaky ***** sneaks em in while she's recovering sometimes. you COULD even bucket it for kicks.
_________________________________________________________________________
...To be Continued
 

IM_A_HUSTLA

Smash Journeyman
Joined
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Messages
289
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there needs to be something like this for every character even though its not really possible for evry character........

huge props for this !!!!!!!!one!!!11two
 

Galt

Smash Journeyman
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On fastfallers, especially Falcon, I like to wait for a SHFFL'd approach, up-tilt him out of it, juggle with more up-tilts until he figures out how to DI out, then chase the DI with a keyspike into the stage, potentially into more up-tilts or DI. Very effective for tacking on some good damage at low to mid percents.
 

HeltXL

Smash Apprentice
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Nov 11, 2006
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Sacramento, CA
A good combo for heavy characters is:

Neutral A > Down tilt > Forward Smash/shffl'd Fair (depending on the DI)
 

ICYU

Smash Rookie
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Aug 14, 2006
Messages
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this combo guide is the ****!!! everyone who uses the GW should read this if you wanna get serious!! i don't even play GW and i read it
 

takieddine

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C2 ~
( O--4- ~
_( )_

This thread deserves a sausage-throwing GnW seal of approval.

anywho...is really possible for GnW to chain throw Fast fallser with dthrow? if so for till what %'s?
 

QERB

Banned via Warnings
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C2 ~
( O--4- ~
_( )_

This thread deserves a sausage-throwing GnW seal of approval.

anywho...is really possible for GnW to chain throw Fast fallser with dthrow? if so for till what %'s?
Lol...sausage-throwing GnW seal of approval...Thanks hehe

Anyways, yes you can chain throw some fast fallers. Some characters that you can chainthrow that I know of are falco, bowser, ganon, & falcon. This cg works at relatively low %'s, but won't work for TOO long. After a while, they'll be able to DI out of it, which isn't really a problem, as you can just F-Air their DI :p

U-Throw is usually better, but it's just something different.

I don't have specifics yet, but I will post them when I get them.
 

Galt

Smash Journeyman
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Feb 10, 2007
Messages
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Austin, TX
Another addition for your ledge-hopping section, for use against people who like to crowd the ledge (Peach, space animals, etc.), is to drop a little farther off that you normally would, then double-jump into an n-air so that only the parachute pops up above the ledge. Regardless of whether it hits, if you follow this with a quick up-B, you can usually recover fairly safely. That should probably only work once in a match, but you never know...

And, of course, on some stages you'll want to DI away from the ledge before the up-B, so you don't get trapped under the ledge.
 

Galt

Smash Journeyman
Joined
Feb 10, 2007
Messages
286
Location
Austin, TX
While I'm thinking about it, watching the video to which 56K linked reminded me of an excellent ledgeguarding trap against Falcon and Ganondorf (with some use in other matches, but not as effective):

Remove your opponent from the stage in your preferred method (I recommend f-air). Then stand at the ledge, and toss one sausage/bacon. This'll go high, forcing the opponent to aim low, for the ledge. That's where you d-tilt. Then he'll get smart and try to go over it, at which point you hit him with n-air. Repeat as necessary. It's rather difficult to break without very careful up-B placement from Falcon/Dorf. Another favorite is to throw the sausage, then assume he's going low and edgehog, wait for him to aim for the stage with the up-B, then ledgehop a keyspike like you would with Falco. I've never had anyone recover from that, if I remember correctly, and it's rather flashy. Just be sure to stay invincible for the hop as long as possible.
 

Endless Nightmares

Smash Master
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Sep 23, 2006
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MN
Yeah it works great, I actually do this against a lot of characters. I have actually caused some players to die just by hitting them with a sausage alone. I usually spam 3 or 4 sausages, then ftilt or dtilt them back off stage. It basically forces people to recover the way you want them to so you can get an easy hit.

Of course my favorite edgeguard of all is just to jump all the way out there and parachute them for the kill :chuckle:
 

linkmastersword

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Jun 22, 2006
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nah dude, it's all about the HOT PAN SPIKE! jump out there and burn the crap out of them.

other crucial combos
1. dtilt to judgement, it may require a short hop or full hop depending on character.
2. !!! great on floaties (peach) !!! Bair -> 2nd aerial jump to Nair, rather difficult because neither person can hit the ground.
3. D-tilt wavedash utilt
4. 2 sausages to Dsmash (you should miss under all circumstances but the opponent will approach) then interupt with appropriate tilt (Up Forward or Down)
5. walking towards the opponent to ftilt, GW run and walk are similar, so the chair may surprise them as they expect a dash attack
6. full jump, retreated sausages -> to bucket (against falcos)
7. has some one said key to Utilt?

these are unconventional mindgamed combos, that consequently work on people from my experience
 

Endless Nightmares

Smash Master
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One more I just remembered...

D-throw -> WD backwards -> Dsmash

By WDing away after the dthrow, you're in the perfect position for a sweetspotted dsmash. :)
 

linkmastersword

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by the way, the ultimate best G&W combo is a judgement 8 to a judgement 9. freeze them in place then own the hell out of them

Man, I think I'm going to use game and watch in tourneys now. he's too broken.

also, as 56K posted in a different thread, he's a legit falco counter.
 

linkmastersword

Smash Lord
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Another addition for your ledge-hopping section, for use against people who like to crowd the ledge (Peach, space animals, etc.), is to drop a little farther off that you normally would, then double-jump into an n-air so that only the parachute pops up above the ledge. Regardless of whether it hits, if you follow this with a quick up-B, you can usually recover fairly safely. That should probably only work once in a match, but you never know...

And, of course, on some stages you'll want to DI away from the ledge before the up-B, so you don't get trapped under the ledge.

this is by far the most useful post so far in the thread. this is also a good mind game for regular recovery, they'll camp the edge, you save your jump while recovering to do this to them, heck, it'll even get a kill if they have the damage.

also, another thing you can do is after the Dthrow, just do a double jump really quick, then read where your opponent goes, you should have time to land with at key (if they are heavy, low%, fast fallers) or just bop them with a Fair if they are light.
 

DelxDoom

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D tilt > D air spike > Repeat Pillar thing? I've done this to Falco... And I think only Falco and G&W can Pillar like this (up down etc)
 

Cosmo!

nerf zelda's dsmash
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sup guys. would jab reset -> judgment be possible? does his jab work like that? any setups to get them on the floor? I need to play more g&w
 

QERB

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sup guys. would jab reset -> judgment be possible? does his jab work like that? any setups to get them on the floor? I need to play more g&w
unfortantely, gw's jab doesnt work quite like fox/falco/sheik's where it knocks them up. his jab keeps the opponent standing, on the ground. so it's only a good setup to a d-tilt, or possibly a grab. the good thing about this though is that if you can jab-->manhole/grab, depending on what character they are and what %, you can follow that up with an aerial judgement hammer. and get a 9 EVERYTIME;)
 

Cosmo!

nerf zelda's dsmash
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nono I meant jab RESET :) I just tried it in training mode, it works at any % on fox

jab reset is when you jab or lightly hit somebody who is laying on the floor (after a missed tech), and it forces them to slowly stand up. you can just hit Forward B immediately afterwards and it will lead into an unblockable judgment. at higher %s fsmash is probably the smarter option though ( no luck involved)
 

QERB

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Oh my bad, Cosmo, I misread your earlier post. For some reason i assumed you were talking about the jab-->manhole combo :dizzy:

That's definitely a good addition. Especially since missing a tech is very common with some of gw's moves like the d-tilt, d-throw, or b-air (since it almost always hits a different number of times).
 

j00t

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dthrow is an infinite chaingrab vs. spacies (by infinite I mean you can do it until they DI off the stage). I'll just say start it at 55% (when uthrow chaingrabs don't work anymore) but you can do it earlier. It's just waaaay harder then.
 

Cosmo!

nerf zelda's dsmash
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dthrow is an infinite chaingrab vs. spacies (by infinite I mean you can do it until they DI off the stage). I'll just say start it at 55% (when uthrow chaingrabs don't work anymore) but you can do it earlier. It's just waaaay harder then.
how do we end it, fair? fsmash?
 

j00t

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how do we end it, fair? fsmash?
I end it with f-smash, but you can fair or nair at the higher percents.

Also, I've learned that the uthrow chaingrab only works if they DI right or left from 0-55%. If they don't DI it then I believe they can shine you before your regrab.
 

QERB

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against spacies at high %s i almost always up throw to n-air for the kill. it's a nearly guaranteed kill and it gives you more time to place the n-air.

i think at higher %s with the d-throw it might give them a chance to tech on to a platform (depending on stage obviously) and since they dont bounce as high you have less time to read DI and follow with an n-air

the d-throw is def better against floatier characters though.
 

j00t

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You could up-tilt them if they don't DI, since they're right above you.
Yeah, I know. Sometimes though I'm so focused on chaingrabbing that I don't react fast enough, which is sad considering you have plenty of time to do it. :p

When I play GnW vs. Fox/Falco, I usually focus on my dthrow chaingrabbing for the lulz :D
 

ChivalRuse

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I end it with f-smash, but you can fair or nair at the higher percents.

Also, I've learned that the uthrow chaingrab only works if they DI right or left from 0-55%. If they don't DI it then I believe they can shine you before your regrab.
Really?? Even if you pivot grab?

What about utilt to regrab if they don't DI? Does that work?
 

j00t

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Really?? Even if you pivot grab?

What about utilt to regrab if they don't DI? Does that work?
I might be doing it wrong, but pivot grab doesn't seem to make any difference. If they don't DI the upthrow, then they can jump out before you regrab.

Now utilt to regrab is a different story, I believe that will work.
 

QERB

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U-Tilt to Grab usually works. If you hit them with the end of the u-tilit, the regrab is guaranteed. but if you hit them with the first few frames of the flag (depending on % of course), fox or falco can shine you before you grab. the good thing about this though is most space animal mains do not know this (:

looking at the list (and using logic), would this work on space animals at 0%?

D-tilt > jab > D-tilt > grab
you can only jab after the d-tilt if they don't DI. if they DI away from you or behind you, you have to chase it, which is usually too far away for a jab (even on falco it's too far away to rejab if they DI properly) if they dont DI then go for it heh.
 

QERB

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U-Tilt to Grab usually works. If you hit them with the end of the u-tilit, the regrab is guaranteed. but if you hit them with the first few frames of the flag (depending on % of course), fox or falco can shine you before you grab. the good thing about this though is most space animal mains do not know this (:

looking at the list (and using logic), would this work on space animals at 0%?

D-tilt > jab > D-tilt > grab
you can only jab after the d-tilt if they don't DI. if they DI away from you or behind you, you have to chase it, which is usually too far away for a jab (even on falco it's too far away to rejab if they DI properly) if they dont DI then go for it heh.
 
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