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A few f-air questions

allstar64

Smash Rookie
Joined
May 6, 2007
Messages
12
Kay I've alwaysed like unusual but good characters and the IC fit that perfectly. I've been getting pretty good with a bunch of their combos but there are some things I would like to know mostly about their f-air.

1. Does anyone have a picture of the hitbox for this attack? I know it covers most of the top half of a semi circle but I'm not sure how far behind and below them it extends.

2. Does anyone have an idea in what direction the enemy flies depending when they're hit? I especially would like to know where is the sweet spot for a meteor hit. I know it is somewhere near the end but the enemy sometimes flies upward when I hit them at the very end of it.

3. I'm trying to master a throw where I f-throw with popo followed by a f-air meteor hit with nana. I works alright when the enemy is in their 50s or more (near the edge naturally) if i hit them correctly with nana. However it bugs me that I've never seen this move used or mentioned anywhere. Now I know I can't be the first person to think of it so I would like to know if there is some problem or reason why it is discuraged to use it?

Thanks in advanced for the help (IC Rule!!!)
 

Flush 5

Smash Cadet
Joined
Jun 3, 2006
Messages
73
don't think i can help with #1. I used to think the meteor happened with certain timing, like late in the hit. But i recently heard that the meteor happens when you hit somebody between the hammer head and popo's hand. Not sure if that's true.
Just a couple days ago i nailed somebody with that fthrow to nana fair meteor. It was beautiful. I don't think people do it though because it's obvious they're about to be hit by nana's fair and probably meteored so they'll be prepared to cancel it.
 

4% APR

Smash Champion
Joined
Sep 5, 2006
Messages
2,251
Location
Midwest
If your gonna do that you would be better off d-throw, F-air into the ground and then D-smash. People cancel the meteor pretty easily.
 

CoonTail

Smash Lord
Joined
May 10, 2007
Messages
1,554
Location
Long Island, NY
Ok I am a huge fan of the IC non nana spike. IC spiking is underpredictable and easy to follow up on a meteor cancel with a down smash. To start I found the spike to only occur when the Hammer goes from between the 90 degree start 45 degree half way point and strikes as it is during the movement from the half way between the start to middle to the middle.

I kno tricky but very useful. Next platform spiking on Battlefield and dreamland (Process of running off side platforms and as IC leaves the platform they fall using the spike so that no jump is used). Y. Link suffers most from this due to priority.

Overall you have to be higher than the victim and come down on them aka FF. After the third jump is used this obviously becomes insta KO.
 
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