@
CHOMPY
- nice to see that you are elaborating the 'move specific examination' series with another sequel in prompt succession; it keeps the boards vivid!
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On-topic:
F-air is another stellar aerial move in
's already formidable aerial toolbox. I am devoting a 4 out of 5 to this move, and here is why:
Pros (knockback, lag, reach, speed, combo'ability):
- This is, taking into account the aerial manoeuvrability and plethora of jumps of , arguably one of the best gimp moves in the game. The unrelenting knockback of the move absolutely decimates double-jumpers with feeble recovery moves (huehuehue.. yea, <50% F-air gimped stocks are really ringing those boxing bells) and exerts pressure onto characters that either have multiple jumps or vigorous recovery moves. The knockback alone raises the value of this move immeasurably.
- Unlike his other aerial attacks, this lag will scarcely cause additional lag upon landing if used while short hopping and fast falling immediately afterwards. His N-air, D-air, B-air and U-air will incur additional lag. This attribute renders it a secure spacing tool, which also greatly improves the viability and therefore the awarded rating.
- It's not solely an infallible spacing tool because of the virtually lagless landing, but also because of its reach. The range of the move is excellent and it's also swift enough for punishes.
- Because it's so swift in frames and virtually lagless, it can be securely implemented into miscellaneous move sequences or frame traps. Numerous people have already adduced throw into F-air sequences, but I will address this issue in the 'Cons' section (and hope it will become manifest why I have enlisted it there).
Cons (damage / hitbox, lower in move hierarchy ergo outclassed by other aerials in most situations)
So I've been investigating the following thread lately -
http://smashboards.com/threads/interesting-pit-combos-followups-options-and-other-things.382019/ - and came to notice that people use F-air often, while I generally abstain from using it unless I find myself in a typically offensive, 'gimping' scenario. Like I have posted in the abovementioned thread, I think that the move is simply outrivalled by other moves of
(other aerials, in fact) and here's why:
- The move has an erratic hit counter that only seems to register a 'damage tick' when the opponent is struck with a full cycle of the spinning blades OR simply has an empty-hitbox (please allow me to refer you to the other thread, once again). In combination with its meager damage output (4-7%, knowing that the accumulated 3x 1% hits scarcely are warranted hits), this move is not quite the 'damage racker'. The 'empty-hitbox' phenomenon is also manifestly present in N-air (and presumably U-air, although I've found it to be more evident in the former move; deserves more research!), bringing me to my next point:
- N-air prevails over F-air in terms of damage. While I'm on the stage, I tend to use N-air rather than F-air, because it's more generous on the counter ticks and actually has more damage output if the opponent is struck by the entire move. N-air also creates an ''impregnable'' sphere around that has a hitbox priority which is pretty great (similarly to U-air; you'd need a D-air to outrival the hitbox priority of U-air).
Furthermore, I would profess that (like I did in the other thread), D-air is also more reliable, combo'able, and simply stronger aerial than F-air. D-air is an aerial that I love beyond conventional boundaries; a solid and predetermined 10% damage if struck successfully, combos into itself against heavies, combos into N-air and plenty of other moves in various situations, has an integrated meteor smash mechanism and is incredibly secure for spacing if utilised wisely (short hopping into D-air can be so safe if used properly and not recklessly) And omg we really need to discuss D-air in any of the sequels in this series, so PLEEEEASE @
CHOMPY
;3. But to pit it against the F-air, at least, the damage application is much more reliable, and it has great reach and whatnot. Illustrative would be that if I were to use 10 aerials in a match (excluding U-airs and B-airs), I would probably use 6 D-airs, 3 N-airs and 1 F-air, not discriminating by MU / stage / percentage etc. Just to convey the point I'm trying to make about utility, and practical use (so do not go hate-mode on the; BUT WAT B0T HAVVY KERAKTERS?!!). And then there were the follow-ups after throws:
D-throw combos into Fair at low percents on most of the cast
After having read your posts - and by what I'm about to say I do not even remotely intend to assault you personally nor devalue, depreciate, contest or degrade your post in their entirety - I thought like; Wtf, why don't you use F-throw -> dash attack -> D-air / N-air (respectively vs heavies / lights) / even U-smash against some characters, or the orthodox D-throw -> U-smash / N-air combos? These are virtually always more damaging, more reliable and easier to land. Dash attack deals more damage than F-air, U-smash deals more damage than F-air, U-air deals more damage than F-air, dash attack (at lower percentages) knocks the opponent into the D-air / N-air / U-smash zone etc. Although I might interpret it incorrectly in the sense that you're merely stating that the move combos after an F-throw (for instance), instead of that you use it that way over the by myself mentioned combos, you seemed quite unequivocal about that you'd actually use it that way (please correct me if you meant otherwise XD)
So to summarise:
It's beyond peradventure a good move, but extremely situational. The high rating is nevertheless awarded because the move can net you early gimp-stocks, which already makes it a tremendous asset. Early stock kills at low percentages just redeem that one single use of a F-air off-stage, period. Therefore it cannot be relegated to lower rated moves, in my opinion, in spite of the fact that there are other moves that serve a similar purpose when it comes to spacing, comboing and, to emphasise, dealing damage. N-air, U-air and D-air comprise said facets, and do it in an even improved fashion.
Oh and the aesthetics on the move are insaaaaane; spinning blaaadez n shizz ;d