Whewwwwww~ Now that Apex is done (amazing matches btw; you should watch them when they're uploaded), Zelda's nair.
First off a bit of general information I got during my limited testing: (being a zelda main you probably already know a good deal of this
)
- There are 5 hits to the move, with the 5th one having the knockback (that being the hit you want to avoid if you're attempting a follow-up obviously).
- The first 4 hits have no knockback growth and cannot be DI'd or SDI'd. As such any follow-ups are guaranteed.
- From my limited testing I found using her nair on a grounded opponent could result in 4 different general trajectories: a low trajectory, a low trajectory from a higher position off the ground, a straight up trajectory, and a straight down trajectory.
Now then, about each one:
Low trajectory: This is done by hitting with one hit of the nair, it doesn't matter which one. The ideal positioning is to hit the grounded opponent so that they are launched through you and behind you. You can buffer a turn around dsmash from this; dash attack and jab may work as well. The adv here is +32 frames (which would be more useful if zelda wasn't so bloody slow).
Low trajectory from a high position: This is done by hitting with two hits of the nair... though it may be able to be done otherwise, her nair is finicky :V. Done ideally your opponent ends up traveling at a low trajectory right above your head. Free usmash. Adv is 28 here, as unlike the former hit the opponent isn't forced into a hard landing, they can airdodge before hitting the ground.
Straight up and a straight down trajectory: I don't have any data on these two, as I couldn't get them to happen consistently. If you know how to do so let me know so I can test them
. I did have the impression that these trajectories had less stun though.
So yeah. Really frame data's usefulness is rather limited here. You get a sizable advantage from her nair, but actually making use of it requires very nice spacing and reaction to where they are sent.
Ok that's it for now; I'll get dtilt decay info soonsih (for real this time
). I can say that the hitstun actually does decrease as the dtilt is used successively though. I'll be comprehensive on the ramifications of this.