Ryazan
Smash Ace
Many of my battles with other characters who have multiple midair jumps culminate in high-percentage scuffles in the air between the edges of the stage and the side blast lines. I'd like to hear what you guys think would be the most effective strategies to use in these situations. I will compile any tips you guys think of for fighting each of the multi-jump characters so we can all use them for reference.
-If you are attacked directly while recovering, dodge and DI into a multi-hit aerial.
-Near the edge, Bairs or Fairs may be used, but take caution as these are more punishable.
-At high altitudes where the opponent can't reach you, loop an arrow at him or in the direction of your approach.
-If off the side of the screen, shoot an arrow forward, keep it off-screen, and direct it towards the stage at ground level.
-If you are just above the opponent, jump and Dair. If they approach they will take the hit, but if not you can use it for spacing, which is good because spacing is a weak point for Pit.
-If beneath the opponent, you may try a Uair, although it is usually better to focus on returning to the stage.
-If you are falling to the stage and the opponent near, airdodge toward the ground and input an attack during the animation. You will then perform the attack immediately upon landing, which can disrupt many of your opponent's attacks.
-A glide attack can be useful if you first hop, then DI away, then start the glide. The glide attack is lag-free and so can easily be used to start a combo.
-If the opponent has a weak air game, try chaining together as many Fairs as possible. If you knock them too far away, you can switch to a glide attack. They will normally fastfall to avoid this, so try to anticipate it and quickly go into a dive. Unfortunately, this tactic can't be used often, as intelligent players who main air-weak characters will avoid aerial confrontations.
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-If you are attacked directly while recovering, dodge and DI into a multi-hit aerial.
-Near the edge, Bairs or Fairs may be used, but take caution as these are more punishable.
-At high altitudes where the opponent can't reach you, loop an arrow at him or in the direction of your approach.
-If off the side of the screen, shoot an arrow forward, keep it off-screen, and direct it towards the stage at ground level.
-If you are just above the opponent, jump and Dair. If they approach they will take the hit, but if not you can use it for spacing, which is good because spacing is a weak point for Pit.
-If beneath the opponent, you may try a Uair, although it is usually better to focus on returning to the stage.
-If you are falling to the stage and the opponent near, airdodge toward the ground and input an attack during the animation. You will then perform the attack immediately upon landing, which can disrupt many of your opponent's attacks.
-A glide attack can be useful if you first hop, then DI away, then start the glide. The glide attack is lag-free and so can easily be used to start a combo.
-If the opponent has a weak air game, try chaining together as many Fairs as possible. If you knock them too far away, you can switch to a glide attack. They will normally fastfall to avoid this, so try to anticipate it and quickly go into a dive. Unfortunately, this tactic can't be used often, as intelligent players who main air-weak characters will avoid aerial confrontations.
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