So, Corrin's DAir is multi-hit, can spike at the edge and and drags opponents down with you as you plummet to your eventual death.
Now, normally, even after a double jump, DAir leads to death. It can be used to pull an opponent down to death, when you are a stock up, as a method of assuring a stock against opponents with poor vertical recoveries.
That said, I noticed that if you activate DAir above your opponent, rather than pass through them, your animation will end slightly above the blat zone, and close enough to their sprite to footstool them while they are in hit-stun. This would indicate that if properly performed, DAir to Footstool off-stage could become a viable punish option over the blast-zones.
This works wonderfully if you can meet the following conditions:
[Plis notice me] ^
I suspect this may be a true combo on all characters, with the following condition; the height above your opponent may very per character, along with your window of opportunity, depending on your opponents size and weight class. I'm not sure how large the differential caused by these variations is, ans i have not made any distinctly accurate measurements.
Now I haven't repeatedly tested every character, or every direction of DI, but I would love for this to be True. If someone would be interested in confirming this with multiple character's DI / Break-Free options (Maybe Pikachu's UpB to recover?), that would be great.
Upon missing the footstool, it is sometime possible to simply wait for your opponent to upB, and use its knock back to recover, but that becomes sketchy....
PLEASE TEST / PROVE / DEBUNK THIS
Its something I've noticed, but, as my name suggests, I'm not the strongest player around. I hope this provides useful.
Thanks for your time,
TheScrub
Feel free to badger me for any mistakes I've made, or correct me if I'm wrong.
Now, normally, even after a double jump, DAir leads to death. It can be used to pull an opponent down to death, when you are a stock up, as a method of assuring a stock against opponents with poor vertical recoveries.
That said, I noticed that if you activate DAir above your opponent, rather than pass through them, your animation will end slightly above the blat zone, and close enough to their sprite to footstool them while they are in hit-stun. This would indicate that if properly performed, DAir to Footstool off-stage could become a viable punish option over the blast-zones.
This works wonderfully if you can meet the following conditions:
- Begin the DAir from one 3/4 to 1 Corrin body length above your opponent.
- Still have your double jump, for mashing Jump out of the Down-air, to guarantee the combo.
- Connect the DAir. If you miss, you WILL lose your stock.
[Plis notice me] ^
I suspect this may be a true combo on all characters, with the following condition; the height above your opponent may very per character, along with your window of opportunity, depending on your opponents size and weight class. I'm not sure how large the differential caused by these variations is, ans i have not made any distinctly accurate measurements.
Now I haven't repeatedly tested every character, or every direction of DI, but I would love for this to be True. If someone would be interested in confirming this with multiple character's DI / Break-Free options (Maybe Pikachu's UpB to recover?), that would be great.
Upon missing the footstool, it is sometime possible to simply wait for your opponent to upB, and use its knock back to recover, but that becomes sketchy....
PLEASE TEST / PROVE / DEBUNK THIS
Its something I've noticed, but, as my name suggests, I'm not the strongest player around. I hope this provides useful.
Thanks for your time,
TheScrub
Feel free to badger me for any mistakes I've made, or correct me if I'm wrong.
- Applicable Games
- Smash Wii U