Ekaru
Smash Apprentice
I decided to come up with actual USES for this technique. *gasp* Here are the ones I can think of:
1. Approaching projectile spammers who sit in one place and spam projectiles. ISJR allows you to approach them, air dodge projectile, continue ISJRing with high priority move, reach them in a few seconds, then kick their ***.*
*Requires practice of technique.
2. Creating a wall of attacks with some characters. Most noticeable are C.Falcon's Fair (I think it works last time I checked), Gannondorf's dair, Snake's dair, and... Yoshi's vertical wall of bairs. Up and down, bair, bair, bair... Joy.*
*Requires practice of technique. Hell, all of them requires some practice. I'll just assume you know that from now on.
3. With a character with high double jump, keep your opponent up in the air.
4. Mess around in between stocks.
5. Keep a drumroll of aerials going with some characters. Different than the wall I mentioned earlier in the fact that you move towards the opponent earlier, while with the wall you mostly stayed in place. Includes the dairs I mention earlier, and pretty much most aerials that work that will hit the opponent.
Now that I'm done being Captain Obvious, last but not least...
6. Since it apparently works with air dodges, you can advance with... air dodges. Joy. The use here is that you don't have to jump again, so you have less vulnerablity frames overall, basically. Should still be used with caution though.
Okay that was Captain Obvious too. Meh.
7. Make scrubs go 'WTF R U DOING HACKR! CHEET! NOOB!' >.>;
1. Approaching projectile spammers who sit in one place and spam projectiles. ISJR allows you to approach them, air dodge projectile, continue ISJRing with high priority move, reach them in a few seconds, then kick their ***.*
*Requires practice of technique.
2. Creating a wall of attacks with some characters. Most noticeable are C.Falcon's Fair (I think it works last time I checked), Gannondorf's dair, Snake's dair, and... Yoshi's vertical wall of bairs. Up and down, bair, bair, bair... Joy.*
*Requires practice of technique. Hell, all of them requires some practice. I'll just assume you know that from now on.
3. With a character with high double jump, keep your opponent up in the air.
4. Mess around in between stocks.
5. Keep a drumroll of aerials going with some characters. Different than the wall I mentioned earlier in the fact that you move towards the opponent earlier, while with the wall you mostly stayed in place. Includes the dairs I mention earlier, and pretty much most aerials that work that will hit the opponent.
Now that I'm done being Captain Obvious, last but not least...
6. Since it apparently works with air dodges, you can advance with... air dodges. Joy. The use here is that you don't have to jump again, so you have less vulnerablity frames overall, basically. Should still be used with caution though.
Okay that was Captain Obvious too. Meh.
7. Make scrubs go 'WTF R U DOING HACKR! CHEET! NOOB!' >.>;