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Bair in the same direction you are running/standing?

PubeZilla

Smash Rookie
Joined
Feb 2, 2013
Messages
11
Location
Syracuse, NY
So the way I do it now, from standing, is dashdance forward>backward>jump>bair while DIing forward. Tapping back and jumping doesn't work, the character remains forward, unless you wait for the entire turn animation to finish. While running I have to time the turn just right so I pivot, and if the timing is off I get the super slow awful turn. So my question is:

What is the best way to Bair in the same direction you are running/standing. There must me some technology to do this quickly I just don't know about.
 

PubeZilla

Smash Rookie
Joined
Feb 2, 2013
Messages
11
Location
Syracuse, NY
NoNo. I want to bair in the same direction I am facing, from a run. To hit the person that is standing in front of me with the bair from the same side.
 

Strong Badam

Super Elite
Administrator
Premium
BRoomer
Joined
Feb 27, 2008
Messages
26,565
from a full run?
not really possible. fastest option is dash cancel (go into a crouch), then turn around and bair
if you're dashing, you can do a pivot by dashing in the opposite direction and then jumping on the frame you turn around.
 

gravy

Smash Ace
Joined
Apr 4, 2009
Messages
560
Yah pivot's your best option. If you're in a full run, you can also wavedash forward into a pivot bair. You can buffer the pivot to make it go as fast as possible.
 

ajp_anton

Smash Lord
Joined
Jan 9, 2006
Messages
1,462
Location
Stockholm
Yah pivot's your best option. If you're in a full run, you can also wavedash forward into a pivot bair. You can buffer the pivot to make it go as fast as possible.
If I'm not misunderstanding you, a jump will cancel a buffered turn-around. You have to smash the turn-around so that the turn actually happens on frame 1.
If you turn around and jump with a buffered turn, then you didn't jump very early.
 

Madic0

Smash Rookie
Joined
Jan 19, 2013
Messages
8
Location
USA
Since pivoting is limited to only the points within a character's initial dash, and would in most cases be too short a distance for your needs, I'd recommend starting your approach facing away from your opponent (wavedashing backwards towards them or Full Hop > B-air > descend, etc.)

Pivoting is something everyone should learn, but it can be difficult and time-inefficient for newer players.
 

PubeZilla

Smash Rookie
Joined
Feb 2, 2013
Messages
11
Location
Syracuse, NY
Since pivoting is limited to only the points within a character's initial dash, and would in most cases be too short a distance for your needs, I'd recommend starting your approach facing away from your opponent (wavedashing backwards towards them or Full Hop > B-air > descend, etc.)

Pivoting is something everyone should learn, but it can be difficult and time-inefficient for newer players.
Yea that is another option. And if you're captain falcon you can always moonwalk>bair from a galaxy away.
 

Madic0

Smash Rookie
Joined
Jan 19, 2013
Messages
8
Location
USA
Moonwalks are equivalent to deep-spacing, which is pretty risky.

Falcon is one of the few characters who's pivot is extremely useful, thanks to his ridiculous initial dash length and running speed. Feel free to abuse it in that case. ;]
 

KrazyKnux

Smash Lord
Joined
Nov 19, 2005
Messages
1,489
I just skimmed through this thread real quick, but it sounds like you're in a position where you're facing an opponent and want to hit them with the back of your bair's hitbox, right?

So, as mentioned, there's pivoting if you're in the initial dash animation. If you have to dash too far, you could fox trot (dash, crouch, dash) and space it so that your second dash would put you in a position to pivot. You could also do a shield pivot (i dunno what these are called) which is basically like a poor man's pivot. You dash forward -> back -> shield (to stop your momentum) -> bair. The timing isn't precise so it's easier to do. I think both methods are worth learning.

(was this in anyway helpful? lol i'm still not 100% if it's even what you were asking)

Edit: also moonwalking can be really useful for a LOT of characters. If you practice enough, you can get quite good at moonwalking with most good characters besides Falcon like Fox, Falco, Marth, Ganon, etc...
 

PubeZilla

Smash Rookie
Joined
Feb 2, 2013
Messages
11
Location
Syracuse, NY
Exactly what I was asking. I'll have to practice foxtrotting. Thanks.

Ulysses> Shine isn't even useful. I can block projectiles with shield or just spotdodge...
 

rjgbadger

Banned via Warnings
Joined
Aug 15, 2010
Messages
923
Location
Reno, Nevada
yo pubezilla from what is sounds like you don't know the incredible uses of shine. it doesn't reflect projectiles, it has a hitbox on the initial use.
 

Bones0

Smash Legend
Joined
Aug 31, 2005
Messages
11,153
Location
Jarrettsville, MD
If I'm not misunderstanding you, a jump will cancel a buffered turn-around. You have to smash the turn-around so that the turn actually happens on frame 1.
If you turn around and jump with a buffered turn, then you didn't jump very early.
You mean if you're in WD lag (10 frames) and you buffer a turn around for frame 11, you won't turn around right on frame 11? I find that really hard to believe...

Yeah you're right from now on Ill just shield whenever I would normally shine.
Nowadays in this metagame I've heard drill>shield isn't even guaranteed!

Nevermind.
You can shield grab drill-shine. Sorry, bro.
 

gravy

Smash Ace
Joined
Apr 4, 2009
Messages
560
If I'm not misunderstanding you, a jump will cancel a buffered turn-around. You have to smash the turn-around so that the turn actually happens on frame 1.
If you turn around and jump with a buffered turn, then you didn't jump very early.
You don't have to smash turn around to buffer a turn around. In fact, to do it very quickly and effeciently, you can just hold the stick very slightly off of neutral. If you wanted to do what I explained, you would dash, enter run animation, wavedash, during the wavedash begin holding the control stick to the left/right of neutral, and when the turnaround comes out frame one, which it will, jump and bair. It's the fastest way you can possibly do this particular motion.
 

Gliffie

Smash Apprentice
Joined
Jan 15, 2012
Messages
154
Location
Trondheim, Norway
3DS FC
0130-1906-3068
yo pubezilla from what is sounds like you don't know the incredible uses of shine. it doesn't reflect projectiles, it has a hitbox on the initial use.
*****es don't know about my shield spikes. Spacies are so 2012. Get with the times already!
 

ajp_anton

Smash Lord
Joined
Jan 9, 2006
Messages
1,462
Location
Stockholm
You don't have to smash turn around to buffer a turn around. In fact, to do it very quickly and effeciently, you can just hold the stick very slightly off of neutral.
You can only buffer a smash turn-around 1 frame (smashing the frame before you can actually move). If you smash/tilt/whatever before that, it will be a buffered, non-smashed turn-around, and you will start walking instead of running.

You mean if you're in WD lag (10 frames) and you buffer a turn around for frame 11, you won't turn around right on frame 11? I find that really hard to believe...
Smashed turn-around:
- frame 1: turn
- frame 2: jump, shield, jab etc.

Non-smashed turn-around ("walk, no run", or buffered):
- frame 1: turn
- frames 2-7: turn animation can be canceled by jumping, shielding, jabbing etc.
- frame 8: jump, shield, jab etc.
 
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