NO-IDea
Smash Lord
lol, I guess it's too late to reveal my secrets of D-smash...
N-air:
What a ****ing cool move. I mean, let's face it, it's one of the few moves where nearly her entire body is the hitbox. Does measly damage and knockback, but because it comes our fairly fast and chains to many aerials after a short hop, it's great to pull out as a surprise attack.
Uses? Comboing of course, as the strong hit of n-air at weak percents can lead to dash attacks and dash grabs. The weak hit at higher percents result in the same follow-ups. It's also decent combo breaker in certain MUs a decent mind game when getting juggled.*
*By mind game, I refer to the options characters have when put above their opponent. Samus in particular has double jump, air dodge, retreating z-air, bombs, and n-air. N-air should be least used since it's easily punished by shield dash approach or beat by disjointed hitboxes, but it still qualifies in those MUs (Marth and MK in particular.)*
OoS n-air is a good punisher, although it's absurdly hard to follow-up on. Invincible n-air is decent, although superseded by u-air/f-air if you're trying for off-ledge combat. And finally, it's great for gimping, but only if you absolutely need to pull out a hitbox. Otherwise, it's better to bait/stall and just attempt the d-air.
Final Judgment: C Tier
N-air:
What a ****ing cool move. I mean, let's face it, it's one of the few moves where nearly her entire body is the hitbox. Does measly damage and knockback, but because it comes our fairly fast and chains to many aerials after a short hop, it's great to pull out as a surprise attack.
Uses? Comboing of course, as the strong hit of n-air at weak percents can lead to dash attacks and dash grabs. The weak hit at higher percents result in the same follow-ups. It's also decent combo breaker in certain MUs a decent mind game when getting juggled.*
*By mind game, I refer to the options characters have when put above their opponent. Samus in particular has double jump, air dodge, retreating z-air, bombs, and n-air. N-air should be least used since it's easily punished by shield dash approach or beat by disjointed hitboxes, but it still qualifies in those MUs (Marth and MK in particular.)*
OoS n-air is a good punisher, although it's absurdly hard to follow-up on. Invincible n-air is decent, although superseded by u-air/f-air if you're trying for off-ledge combat. And finally, it's great for gimping, but only if you absolutely need to pull out a hitbox. Otherwise, it's better to bait/stall and just attempt the d-air.
Final Judgment: C Tier