• 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!

approaching with reverse nair?

-LzR-

Smash Hero
Joined
Jan 1, 2009
Messages
7,649
Location
Finland
Nair is meaty, meaning it lasts for a long time. Bair has a very short duration hitbox. Using Nair gives you more protection as the constant hitbox will beat his jump ins where are Bair would just whiff and they you would be open.
Nair is also much safer than Bair if you hit late with it.
And if you are not in the range of a maximum range Bair you might as well go Nair. What makes Bair so good is the huge range on the disjointed hitbox. If you don't have that the move loses a lot of its power.
 
Last edited:

Crossie

Smash Apprentice
Joined
Dec 20, 2013
Messages
84
Location
Seattle, WA
Mostly that ^
Also, nair combos into things very well and bair doesn't. Bair has too much knockback. Late hit nair gives you free grabs, up smashes, and sometimes even rests.
 

Massive

Smash Champion
Joined
Aug 11, 2006
Messages
2,833
Location
Kansas City, MO

Reverse nair is actually not completely safe (your back is open to damage) but it's still a large hitbox with a long duration making it a good option in many situations.

One of the keys to playing jigglypuff well is to not be vulnerable when you are landing. That means not landing in lag frames (even an l-cancelled aerial will put you in danger/lag frames) and staying in a difficult to approach state (hitbox out or capable of being out) for as long as possible. Nair is used when you are low on jumps and need to land because the hitbox lasts for a long time and autocancels one frame after the attack ends (aka HOLYCRAPAWESOME).

A non-reverse nair is actually preferred, but sometimes you want the hitbox out fast and dont want to waste the time/jumps to turn around. Once you get used to the timing of landing with autocancelled nair, it becomes a good option to avoid run-up grabs. Just keep in mind that puff falls slow and nair will still lose to most vertical/angled attacks so it's not really safe to use next to a shield or from directly above.
 
Last edited:
Top Bottom