• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Mewtwo's Nair Knockback and all of it's Uses and Forms

Mewtwo's Nair Knockback and all of it's Uses and Forms

Game Versions
Smash Wii U
Nair Knockback Guide


Uses for Nair:

Nair is great for Ledge-guarding, extending combos, option coverage, starting combos, jab-locking and killing. Nair has easy 20-35% combos, as it easily trues into Bair and Fair after a FH, the one hit pop-up will true into a killing Usmash and the final hit after a SH can even start a combo by truing into Dtilt. Nair can also set up a footstool or Disable.

Notice:
Not much was changed about Nair in the patch. The hitboxes are bigger, but this doesn't affect combo ability.


Overview of Nair Properties


There are five factors that go into which way the opponent flies: DI, Direction(Limited use), Sweet/Sourspot, Hurtbox(Limited use) and Hitboxes/Hit.

DI:

When DI'ing to the RIGHT, the opponent gets sent LEFT. When DI'ing to the LEFT, the opponent gets sent to the RIGHT, thus making it impossible to true combo.
However, After the initial DI you are able to DI in the opposite direction and not change the KB
Example: DI to the Right, DI to the LEFT, opponent gets sent to the LEFT.
Direction:
The Direction Mewtwo and the opponent are facing will change the KB of Nair as shown in the chart below.
Sweetspotting:
Sweetspotting is very integral in making this work. However, sweetspotting is very easy. Mewtwo just needs to make sure not to catch the opponent in the fringe.
Hurtbox:
The Hurtbox of the opponent can make straight Nair KB have different results.​

Hitboxes:
All credit to @Furil and whoever else might have helped him create this.

Mewtwo's Nair has 4 repetitive hitboxes, one on each hand, and one on each foot. These inner portions of the hitbox serve to send into the other ones, trapping the opponent in and generally making Nair not suck. The direction the opponent is sent is entirely dependent on where they are when the final hitbox, the very large one. And the pop up hitbox is dependent on getting hit by only the bottom hitboxes, and not the top ones as well.​

Hit:
The first hit section is three parts, Fringe Back, Fringe Front and Center.

Fringe: When the opponent gets hit by the fringe, it is both easier and harder to get the combo. The fringe is very easy to read, but can be easily DI'ed out of. Oftentimes, people will run too far forward after a Dtilt, and hit with only the back of Mewtwo, not the center like they should.

Center: The center is when Mewtwo jumps up straight into them, and they get trapped in the center of him. This is much harder to DI out of, but can be harder to read if the opponent counters your DI. Regardless, the opponent cannot escape nearly as easily as they can when hit by a fringe.

Then there are the separate hitboxes. These hitboxes are responsible for the wonkiness that happens when you end Nair on the ground, as the final hit decides where the opponent goes. Since there are four separate hitboxes that are all relatively close together, this can be rather problematic. Luckily, there are only two ways they can go when Nair is ended early, one of these leads into an easy Dtilt, and both true into a grab. This makes a 50/50 situation, however, there are ways to make this number a bit more favorable.
Section One: Straight Nair KnockBack

Key:

:4mewtwo:-Mewtwo
:4sheik:-Shiek (character I used in training mode)
-> = facing right
<- = facing left
:GCR: = shiek sent right
:GCL: = Shiek sent left
(Note: I did this on the ground right next to shiek and jumped straight up, not moving until after she was launched. I also checked to see if shiek could DI and she can't. Also, it differs depending on the character, I would lab it, but it would take forever. I might someday.)

:4mewtwo:->:4sheik:->

Direction sent :GCL:

:4sheik:-> :4mewtwo:->

Direction sent :GCR:

(Note: Same for the opposite direction of above graph)

<-:4mewtwo: :4sheik:->

Direction sent :GCR:

:4mewtwo:-> <-:4sheik:

Direction sent :GCL:

Use- None. This just proves that Nair KB can be read.

Video:

Section Two: Predicting Dtilt-Nair KB


How: Dtilt-Nair(DI forward)-DI Backwards-Bair

Explanation: After catching the opponent in Nair (DI Forward) you can DI Backwards in the final fifth of the move, and the opponent's KB will not change. The same works with DI'ing Back-DI Forward-Fair. This could take some time to learn but it is rather easy to do with muscle memory and knowledge of what to look for. And it results in an easy 25-30% True Combo.

See video below.

Section Three: Dtilt-Nair Dropping


At the apex of Mewtwo's SH, fast fall. There is a specific timing to this, and it won't be easy to get it consistently in the beginning, but it is definitely worth it. Keep SH Nairing, and then FF at the apex of the SH. Also, it is sometimes easier to SH, THEN FF Nair, but this doesn't always true. When done optimally, the opponent will slide in front of Mewtwo for an easy Dtilt, otherwise, go for Grab. with the reduced landing lag, there is always a true combo out of this.

How: Dtilt-Nair-FF- Dtilt-Combo

Video:

Section Four: Nair Landing


One version of Nair Landing is when Mewtwo hits a grounded opponent with Nair, while facing the opponent and maintaining forward momentum. If done perfectly, the opponent will fall lightly in front of Mewtwo. In other versions the opponent will go behind Mewtwo or will slide so far in front that only the tip of Dtilt will hit. This is rather unreliable, so I wouldn't suggest going for it. for this reason, I don't have a video to accompany it.

1st:

A RAR Nair can be rather useful for guaranteeing a hit. As the video below shows, it makes the opponent slide in an unfavorable way, however, Mewtwo is sliding in the same direction, allowing for an easy sweetspot. This way is great for getting some easy percent or securing the KO, and is extremely reliable. Also, the Nair doesn't have to be RAR. I find it easier to get the easy grab, as a straight forward one combos into Usmash easily, but is a bit more finicky with Dtilt and Grab.

Video:

2nd:

If you hit the opponent with only 1 hit of Nair, the opponent will pop up above Mewtwo, true comboing into Usmash. Hitting them with only one hit will always cause this to happen, but it also works when you land with a certain hit. Some characters will always pop up if Mewtwo fastfalls onto them, and most characters will pop-up if they are hit while crouching or laying down after a missed tech.

Characters: :4gaw::4olimar::4kirby::4pikachu: There are others, like :4villager::4ness:, but it isn't 90% likely.

Video:


3rd:

1:

A SH Nair will result in the final hitbox coming out right before landing. It also Auto-cancels the Nair. This final hit is great for combos at all percents barring 110%+. It is relatively safe on shield, being -2, as the only option is shield grab and is rewarding on hit.

Video:

Section Five: Alternative Methods for Telling KB

The opponent will be launched depending on what side of Mewtwo he is on. If he is on Mewtwo's back, then Bair is the follow-up, if he is in front of Mewtwo, then that is the direction he is going to go. Use this method as a confirmation of direction. (Note: This only works with Nair-Aerial)

Opponents DI:

The opponents DI will not affect their KB detrimentally. In fact, their DI often makes it easier to tell which direction they will be sent. If they DI to the right, and you DI to the left, then they can fall out. However, this DI can also be a blessing. If they are DI'ing to the Right, then you can DI to the right and know that they are still going to be sent that way. It makes a dangerous situation for the opponent, especially if they are DI'ing off-stage, as this could lead to a kill.

Another thing to note in regards to DI are Fringe hits. when doing a Dtilt > Nair, you don't always get the exact center of Mewtwo hitbox of Nair. Sometimes you are too far to the right or left, and in what I have dubbed the fringe. This is the area you want the opponent in at the END of Nair, as it is blatant which way they will be sent. However, if they are in this area at the beginning, then DI can drastically affect the Nair. In this fringe, the opponent is already half-way out, and if they DI out of the move and you don't counter it immediately, they are out.

The best way to DI Nair is into Mewtwo. This will cause the characters to overlap and make it exceedingly difficult for Mewtwo to accurately determine which way the opponent will go.

Section Six: Double Jump Nair

1: Direction
Same as usual. Read the above sections and follow the same advice and patterns. Although, you don't have to move quite as much.
2: Getting the Combo
The top hits of Nair don't send the opponent as far, so even though Mewtwo doesn't have a double jump, he can still combo, especially with Confusion.

3: Slingshot
During a DJ, the opponent has a chance to easily fall out if they DI properly or SDI. What can happen though, is that they get hit by an upper hitbox. This will send the opponent flying down at an angle, or a soft spike. This can kill, though it doesn't send them into the blastzone. The power is similar to an Fsmash at 40%.

4: Falling out
Because Mewtwo is rising and the hitboxes are slightly weird, the opponent can fall out. If, however, they don't get the rarer slingshot, then they will be sent slightly below Mewtwo. One may think that this is the worst position ever, however, Mewtwo can still combo with a FF Fair.​

Section Seven: Footstool Set-Ups


1: Reverse Aerial Rush Nair

This method is by far the most popular, as it was first utilized by Abadango at Pound. This is rather simply to pull off as long as you learn the timing. Sadly, I can only give vague instructions and a visual example. Basically, You rush towards your opponent and Pivot, Jump Neutral Air. This will cause Mewtwo to turn around and catch the opponent. The reason a RAR is essential is because you need your opponent to be facing towards you, otherwise, you will come out facing the same direction. After connecting with the Nair, continue to move forward before Fast Falling towards the end. I find it helpful to FastFall using the corner instead of straight down.​

2: Drift Back/OoS
This one works the same as RAR Nair, but slightly different. Instead of running, you will simply hop straight up, and then drift back, eventually Fastfalling and forcing them to land in front of you. This can be done out of a Dash as well as Shield. It is arguably better then RAR as it is slightly safer. However, it's main use is to mix up the opponents DI, as the proper DI for RAR and Drift Back are opposite each other.​

3: Out of Dtilt
A: Straight Up, Drift Back
MMM​
Really soon!

B: Hop forward Drift Back
MMM​
Coming Soon!

C: RAR Nair
This is a simple RAR Nair set-up out of a Dtilt. Simply Dtilt, Dash forward, Pivot and then Nair. The Nair is a few frames too slow annoyingly, making the combo nothing more then a reliable mix-up. I find it best to PP after the Dtilt to get the Nair to connect as it makes it harder for the opponent to fall out. However, that is easier said then done.​

Credit:

@MewSquared For giving me the idea.
@Raykz For intense Nair related discussions.
@Metalex For all the help and proofreading.
Kamtheman56 Kamtheman56 for proofreading.
  • Like
Reactions: Silache_11
Author
Sonicninja115
Views
1,631
First release
Last update
Rating
5.00 star(s) 9 ratings

More resources from Sonicninja115

Latest reviews

All we need to know :)
Great guide. Definitely have to utilize n-air more in my gameplan.
Definitely useful, I've beem having trouble landing the usmash after nair, this'll help a lot.
amazing Nair Showcase from M2
Definitely a mighty fine guide
Sonicninja115
Sonicninja115
Thanks, I am planning on making more in the future.
Top Bottom