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best option for off stage

deviljin545

Smash Cadet
Joined
Jun 2, 2015
Messages
60
what is good to use when i want to get the ko of stage, dair , fair , or nair?
 

Psyant

Smash Apprentice
Joined
Jun 14, 2014
Messages
155
NNID
Psyant
Depends on the opponent's character and where they're positioned. Generally if they're far off stage and you want to go deep, Dair is often the move to use. Do a running jump off and start it up early so that the hitbox is out when you reach them. When they're closer to the stage a run off double jump Nair might be better. Fair (make them fall a bit) > Uair semispike can work against fastfallers but it's a bit harder to land. If you back throw them off and they do a stupid double jump right away then it's usually time for a Uair semispike.

Really can't say "just use this". In contrast to most characters, Pikachu uses a large portion of his moveset for edgeguarding, and it's all about your ability to pick the right move at the right time. As much as you jump off you should also be using moves from the ledge like Jolt, Ftilt, Dtilt, Fsmash, invincible Nair from the ledge (hi Marth) or a simple roll on stage edgehog. His edgeguarding style is a lot more dynamic and free-flowing than most characters, and if you edgeguard from close to the stage, one of his best strengths is being able to attempt one edgeguard, miss, and still cover the opponent's recovery with another move right after.

Watch a lot of Axe and get a feel for it by playing lots of games. But to answer your question if you just want to go super deep offstage, Dair is probably what you're looking for.
 

Kuralesache

Smash Cadet
Joined
Sep 17, 2012
Messages
53
Location
Ann Arbor, MI
Dair and bair are your go-to moves for KOing. Nair is generally stale because you will be using it a lot on-stage, but otherwise nair bair and dair are similar in terms of damage and (therefore) knockback.
Practical advantages for dair and bair in different situations are:
1) Dair puts out a hitbox extended vertically, making it a better option if you need to cover a large vertical area (the most common practical example is jumping offstage to cover somebody's jump, because if you dair above them, you will clip them whether they jump or not, see every axe video ever for examples), whereas bair will extend a wide horizontal hitbox, making it better if you want to cover more horizontal space.
2) Dair is more disjointed, meaning that it is more likely to outright beat moves with their own hitboxes, like firefox or illusion.
3) Bair comes out faster, so it is easier to land on reaction to recoveries like spacie illusion, or the direction mixup of sheik's or falcon's recovery.
4) Bair has more active frames, so if you need to cover a LOT of space while falling, bair can be a better option... this is rarely important though in real situations imo.

As mentioned elsewhere though, your most reliable kill move below is almost always an uair tailspike, either reversed or not. It will send them down the farthest, it comes out very quickly, it is very disjointed, and it ends quickly, allowing you to get back onto the stage or put out another hitbox very quickly if you need to. It's hardest to land, but with huge payoffs, especially against characters like peach, ganon, or samus who are really hard to kill off the side due to weight/recovery.
 
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