MythTrainerInfinity
Smash Champion
Lucario has advanced techs!?!
For those who don't know:
There are multiple instances where Lucario can use DAir in a non-stall manner. If we learn to use them to our advantage we open up new options that have defensive and offensive benefits.
We need videos!
If you can make a video of this we would really really appreciate it.
I. Basic Descriptions:
II. Additional mechanics/tips to known ways to DAir:
Air Walking:
Momentum through hitstun:
Fast Fall DAir:
For Air Walking we need to get a firm understanding of shield DI and shield SDI to maximize the horizontal distance when performing it. If people can practice this and get back to us with the results of what moves we can or cannot punish for certain that would be greatly appreciated.
There are two unconfirmed/not researched ways to do a non-stall DAir that could warrant some discussion. There may be more.
Again we greatly appreciate any and all research/input for this.
For those who don't know:
There are multiple instances where Lucario can use DAir in a non-stall manner. If we learn to use them to our advantage we open up new options that have defensive and offensive benefits.
We need videos!
If you can make a video of this we would really really appreciate it.
I. Basic Descriptions:
- Air Walking: This involves someone whacking Lucario's shield then Lucario jumps out of shield, uses DAir, and rises with it. You can move horizontally with it. http://www.youtube.com/watch?v=58b6ForL4fc#t=1m21s
- Momentum through hitstun: DAiring when we are in hitstun.
- Jumping out of hitstun: At the end of hitstun you can jump and perform a rising DAir. http://www.youtube.com/watch?v=Bl5kwiA1MH0#t=1m51s
- Fast Fall DAir: If you fast fall and DAir at the right time you will sorta stall in the air, but still move down with it.
- Out of Shield; Off of Platform: If someone knocks you off of a platform out of shield you can DAir without stalling.
- Windboxes: Pit's Up B, Ness' PSI Magnet, etc.
II. Additional mechanics/tips to known ways to DAir:
Air Walking:
- Master this and you will be able to punish a number of kill moves.
- Depending on shieldstun you have more or less time to pull this off. It is not a good idea to use this against low lag moves/jabs because there is a good chance you'll mess it up or get hit.
- Theoretically you could use this against any and all attacks that bat at your shield, but as stated its not always the most ideal choice.
- Shield DI/SDI grants you greater horizontal distance.
- So basically its easier to do this against moves that result in more shieldstun aka moves that can kill.
- A common concern is that your shield is knocked too far by common kill/powerful moves, however, this is not always true. If you use shield DI you will have more distance to work with.
- If you move horizontally when doing this it becomes incredibly hard to DI out of it.
- Can be performed out of a perfect shield, but it becomes harder to perform because you have fewer frames to execute it.
- A good way to practice would be against a Snake with them dropping Nades. You can then apply additional shield pressure.
Momentum through hitstun:
- At low percents/through quick multi-hit moves you can literally perform this while (fast) falling and move down at the same speed. However, this is very easy to punish, so be careful.
- If your opponent is under you and they are trying another move to juggle you might have enough room to use DAir.
- Obviously this can be used for momentum canceling.
Fast Fall DAir:
- If you are crafty with this you may be able to shield poke with the second hit. Ex. Feet that are not covered by the shield.
- If you attempt the above make sure their shield is a bit smaller or you have a good chance of getting punished.
- This can be performed in such a way where only the first hit comes out and you land. Then you can follow up with something else. Against a clever opponent, however, you have a chance of getting punished during the time it takes you to do something else.
For Air Walking we need to get a firm understanding of shield DI and shield SDI to maximize the horizontal distance when performing it. If people can practice this and get back to us with the results of what moves we can or cannot punish for certain that would be greatly appreciated.
There are two unconfirmed/not researched ways to do a non-stall DAir that could warrant some discussion. There may be more.
- Walking on pikmin: Perform a DAir that can move horizontally on a Pikmin. I am not sure how this works exactly, however.
- Leaning: I think if you lean while jumping alongside a character you should be able to do a rising DAir. I've done this against King Dedede and need additional data/confirmation.
Again we greatly appreciate any and all research/input for this.