KillerJawz
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- Joined
- Mar 28, 2008
- Messages
- 4,285
Wow out of everything this awesome move doves, I COMPLETELY forgot about it's momentum cancelling properities x.x. **** I feel stupid.
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Hold on now, Raigoth was asking about comparing uair to other character's uairs, not how well the move does in various situations against every character. I was simply answering that, so your correction was really random lol.It does include certain types of characters, like for example, when we discussed usmash, we discussed how well it did on heavies/tallies in comparison to smalls.
Raigoth is looking at the move in ALL character situations, so his post by far has made the most non bias approach.
It can be compared in any way seen fit, if you had read the introduction to this thread, you would have known that.Hold on now, Raigoth was asking about comparing uair to other character's uairs, not how well the move does in various situations against every character. I was simply answering that, so your correction was really random lol.
Oh sorry I meant horizontallyI would have bet money samus' uair had more (vertical) range than MK's until you said otherwise. Cbf checking so I'll assume it's true
Now hold on, almost none of Samus' moves will be able to compete for best in the game other than zair I know that. I like uair don't get me wrong, but I can clearly tell that the likes of MK has a better one. Now regarding her dair, I do not really think Samus has a good case for one of the greatest dairs. Her dair is top 10 among other dairs but that's as far as she gets IMO. MK (of course) has a better dair due to his offstage game. Wario and Peach also have amazing dairs with good autocancel frames and combo ability. Fox has an amazing combo in his dair. Falco has a more effective dair due to his CG>dair spike combo, and you could make the same case for Marth (but not really) with his CG>dair combo. G&W and Lucario have dairs with amazing priority and quickness.It can be compared in any way seen fit, if you had read the introduction to this thread, you would have known that.
Samus' uair, in comparison to lets say MK's, gets outclassed severly, I believe his has less cooldown then ours, has more range AND combos even better. This doesnt have to be taken into account, but it's going to stop you from overestimating a move that may get outclassed, like in the intro I said:
"What move beats what, like Marth's fair or MK's nado). So with dair, it's probably going to get ranked pretty high seeing as it is one of if not THE most effective dair in the entire game.
Her uair and zair are both contenders for best aerials, CS and missles for best projectiles. MK has a better uair UNDER CERTAIN CONDITIONS.Now hold on, almost none of Samus' moves will be able to compete for best in the game other than zair I know that. I like uair don't get me wrong, but I can clearly tell that the likes of MK has a better one.
When I said dair, I should have been more specific, I meant meteor. No other characters dair aside from Falco can contend with ours in terms of overall meteor usage. All of the characters you listed have dairs that combo well or have priority, which I can see, but LOLNO Marth's dair is dreadful ASIDE from the CG. Falco's CG to Dair will honestly never work if you DI the spike towards the stage.Now regarding her dair, I do not really think Samus has a good case for one of the greatest dairs. Her dair is top 10 among other dairs but that's as far as she gets IMO. MK (of course) has a better dair due to his offstage game.
Dair can be used to approach on characters with terrible upwards moves (MK comes to mind here, in case of GROUNDED up moves)When compared to all these moves, I find it really hard to say that Samus' dair compares. We may all think its good because its a very effective tool that fits into her gameplay, but that's only because that's one of the main ways Samus has to kill. Her dair does not have great priority nor is it amazingly fast nor can it be an approach move.
I think you mean her horizontal recovery, she has an ok vertical recovery, because she doesnt fall very fast, she is able to survive, it's really nothing to do with her vertical recovery, it's ok at best.This move is only good because of Samus' low FF speed and her good vertical recovery that allows her to go down there and spike an opponent and still survive. Without it, her dair would not be something to write home about. Also it relies too much on her ability to bait the air dodge or cause bad situations with projectiles.
I know you mean for combo ability and all that, I mean for meteor/general, also I would like to add you can:While creating such situations is possible, the fact that dair has to rely so much on such a thing alone makes it a long shot from most effective dair in the game. Top 10 is great do not get me wrong but it is far from being the best.
It's an amazing dair, a little slow and a bit of ending lag I admit, and not the strongest, but it reads airdodges, recoveries and stalls like a *****. Agreed, it's not the best move in the world, but it is absolutly fantastic for meteor and comboing abilities.I know what you said in the OP KillerJawz I am just interpreting in relation to Samus's moves, I feel it's the only way to really do it, because even looking at dair which is definitely one of Samus' best moves compared to the rest of the cast, it is still not above the best. I am not here to start an argument, although I think it would be alright to know the criteria everybody else uses for their ratings of the moves
What do you mean Certain Conditions? From my view: MK's uair is godly for ledge camping, it is the best juggle trap in the game because of its low landing lag and great range, and better combo ability than Samus' uair. Plus, Samus' uair can be DI'd out of, and while having combo ability is not as great as MK's. I do not see how MK's uair does not cover most of the situations a uair is expected to face.Her uair and zair are both contenders for best aerials, CS and missles for best projectiles. MK has a better uair UNDER CERTAIN CONDITIONS.
That's why I put (not really).but LOLNO Marth's dair is dreadful ASIDE from the CG. Falco's CG to Dair will honestly never work if you DI the spike towards the stage.
I do not understand this picture at all, why do I not see more Samus' approaching with it then? Also I do not think you accounted for MK's shuttle loop.Dair can be used to approach on characters with terrible upwards moves (MK comes to mind here, in case of GROUNDED up moves)
Samus' dair ability is dependent on her upB not her zair or psuedo-bomb recovery. I guess her vertical recovery isn't godly but it gets the job done which is what I meant. I mean I don't see Samus recovering with zair after spiking, do you?I think you mean her horizontal recovery, she has an ok vertical recovery, because she doesnt fall very fast, she is able to survive, it's really nothing to do with her vertical recovery, it's ok at best.
Number three does not make any sense, you can not DI a one-hit move to get a different hitbox. It's all really dependent on the Falco's timing for that small spike frame which is kind of tight.I know you mean for combo ability and all that, I mean for meteor/general, also I would like to add you can:
DI out of Peach's dair
DI out of Lucario's dair
DI the spike from Falco's dair to make sure it ALWAYS gets the side hits (thats also why ours is better for meteor, it will always send the opponent DOWNWARDS)
DI out of Wario's dair
The argument you said for Lucario, Peach and Wario's dairs are that they can be DI'd, I merely pointed out the same thing for Samus' uair. Also when did better range mean better move? Good range is great, but MK's uair is just better than Samus' uair. If you want I can list you the reasons.By certain conditions, I mean ours has a better vertical hitbox and is a multihit move whilst his is a single horizontal slash.
We don't approach with it, because she isn't Ganon. She has far better options to approach.
Actually yes I do see Samus's recovering with zair AND bombs, oh and wall jumping aswell, mix it up a bit will you? I know what she can do with her recovery, and upb isn't always the best option.
You can DI a single move hitbox, it's actually called DI <.<...... Where on earth do you think the phrase comes from?
From example, If i was getting hit down onto fire, but there was a platform near the right of the fire, I would DI there. It's the same with Falco's spike, if you DI THE MOMENT the spike lands, you will land back on the stage, taking the damage from the spike, but not its full knockback.
DI up on Wario's dair and your unpunished. If there was more hitstun, Wario's dair would be far better.
I think you need to read up on DI, want me to get you some links?
Good range is a major factor to a move being decent. For example, if Samus's ftilt had no range and did the same knockback it does now, it simply wouldn't send anybody anywhere and it would never hit. It would be useless, you NEED range to make MOST moves viable, TL is probably the only exception to this, even though he does have some disjoints.The argument you said for Lucario, Peach and Wario's dairs are that they can be DI'd, I merely pointed out the same thing for Samus' uair. Also when did better range mean better move? Good range is great, but MK's uair is just better than Samus' uair. If you want I can list you the reasons.
Im not saying you can, Im just saying it's a better option against him then say Peach, who will knock you straight away with utilt or even bait the dair and punish.So then why of all people are you saying you can approach with dair on MK? And if she has better options for approaching, then why do more Samus players not approach MK with their other aerials?
To gimp in a smart way, you wouldn't let Samus go down to far on certain characters such as MK, Marth or anybody with a decent upb or loads of jumps, since they will either:Ok hold on here. Let's say you FF dair spiked a person offstage, idk about you but 90% of the time the Samus will jump and screw attack to the ledge. I do not see any reason with wall jumping and zairing if you are that far below the stage.
Oh yeah that's right definatly, she can do that, but obviously it will be baited by characters with decent vertical recoveries or have the ability to stall.This is all I meant, I am not saying Samus vertical recovery>horizontal recovery, or saying that you never horizontally recover. I was just saying that her low FF speed along with a decent vertical recovery that lets her reach the edge after spiking below the stage makes her spike better than most characters because she can go very low and still get the spike.
Yeah I did word that wrong, but you fully understood what I said, and you can change what hitbox your hit by, hence why a Falco has never, EVER spiked me. You can DI a single hitbox (SDI if you want to get specific) and CHANGE it's trajectory so that instead of being sent downwards, your sent diagonally, but you can also change the hitbox your being hit by. Both of falco's hitboxes are present at the same time, this therefore means that you can change the hitbox WHILE the attack has landed. Samus's hitbox however only sends the opponent in one single direction and it covers a curve, but always sends the opponent (IF NO DI IS INVOLVED) downwards.Before you tell me what DI is listen to yourself:
"DI the spike from Falco's dair to make sure it ALWAYS gets the side hits (thats also why ours is better for meteor, it will always send the opponent DOWNWARDS)"
Either your wording was horrible and it caused this confusion or something else is wrong here. Now Falco's dair has two hitboxes, the first is the spike and the second one is weak and causes the opponent to go sideways. The way you worded the above statement makes it seem like you said, you get hit by the spike hitbox, you DI, and the trajectory is changed to that of the second hitbox. That just does not happen, DI is not some magic that changes a trajectory to that extent. What you are describing is SDI'ing the spike hitbox into the stage, you take full knockback, nothing changes, its just that you have landed back on the stage, and thus you do not go down into oblivion. The trajectory does not change, you would still go down had you not been near the stage.
No problem.Thanks for the tip on Wario I will use that more then.
Fixed. And I meant no offense to this, it's just you thought Wario's dair was amazing when it's seriously overrated.And no I will not need a guide on DI.
Good range is a necessary factor for a good move I am not denying that, but you can not say Samus' uair is better than MK's uair because her range is better. In fact that is the only thing going for her. MK's uair lacks Samus range but is faster on start up has the most ridiculous IASA frames, is 100% disjointed hitbox with good range, and thus is the BEST move hands down for juggling. Aside from that it is the best momentum canceling aerial in the game, because it is so quick. It combos better than Samus, ex) you can 0-death with MK's uair, you can not with Samus. Also it is much easier to create situations to use uair with MK than it is for Samus.Good range is a major factor to a move being decent. For example, if Samus's ftilt had no range and did the same knockback it does now, it simply wouldn't send anybody anywhere and it would never hit. It would be useless, you NEED range to make MOST moves viable, TL is probably the only exception to this, even though he does have some disjoints.
Well I guess this is just a matter of personal experience, I usually end up gimping opponents from below stage level because I have taken away their second jump and they can only aim for the edge. Let's just not address this point further, it really doesn't matter lolTo gimp in a smart way, you wouldn't let Samus go down to far on certain characters such as MK, Marth or anybody with a decent upb or loads of jumps, since they will either:
1) Make it back
2) Make it back and stage spike you
3) Set YOU up in a position to be gimped
4) Get gimped
Now don't get me wrong, you will be gimping these characters (all with the exception of MK) and it will happen more oftenly then not, but gimping from a higher angle is MUCH less predictable and far safer for Samus if they were to bait the dair.
I agree with everything you said here, except I can not believe the part about changing hitboxes. This is the first that I have heard such a thing honestly, so I am skeptical but I will not argue it.Yeah I did word that wrong, but you fully understood what I said, and you can change what hitbox your hit by, hence why a Falco has never, EVER spiked me. You can DI a single hitbox (SDI if you want to get specific) and CHANGE it's trajectory so that instead of being sent downwards, your sent diagonally, but you can also change the hitbox your being hit by. Both of falco's hitboxes are present at the same time, this therefore means that you can change the hitbox WHILE the attack has landed. Samus's hitbox however only sends the opponent in one single direction and it covers a curve, but always sends the opponent (IF NO DI IS INVOLVED) downwards.
Now with that hitbox, regardless of where it is hit will send the opponent downwards unless they DI towards the stage, in which case they live, that's what I was getting at, you can DI single hits, and SDI a hit where two hitboxes are present.
Nah its not that overrated, its still an amazing dair. IMO its because of the shield degrading abilities combined with his great aerial movement. Combo ability is just an extra bonus.Fixed. And I meant no offense to this, it's just you thought Wario's dair was amazing when it's seriously overrated.
That is true, however, you cannot 0-death with MK's Uair, it is avoidable. His Uair is disgusting agreed, and im not saying Samus's is better, I will however say that Samus can do things with her uair that MK just can't. At higher %s, his uair loses its touch, while Samus's, as long as the final hit doesnt connect, remains a combo monster.Good range is a necessary factor for a good move I am not denying that, but you can not say Samus' uair is better than MK's uair because her range is better. In fact that is the only thing going for her. MK's uair lacks Samus range but is faster on start up has the most ridiculous IASA frames, is 100% disjointed hitbox with good range, and thus is the BEST move hands down for juggling. Aside from that it is the best momentum canceling aerial in the game, because it is so quick. It combos better than Samus, ex) you can 0-death with MK's uair, you can not with Samus. Also it is much easier to create situations to use uair with MK than it is for Samus.
Yeah it is a matter of personal experience I guess.Well I guess this is just a matter of personal experience, I usually end up gimping opponents from below stage level because I have taken away their second jump and they can only aim for the edge. Let's just not address this point further, it really doesn't matter lol
Well it's the truth, and it's the reason Falco has never been able to land a spike on me, I don't know if it's floaty specific or anything like that, I just know that I can DI his spike so that the 2nd hit variation lands, I cannot however change it with Ness so Im guessing it's just something to do with Falco.I agree with everything you said here, except I can not believe the part about changing hitboxes. This is the first that I have heard such a thing honestly, so I am skeptical but I will not argue it.
When the metagame was first introduced, we believed that Zelda's smashes were monstrous, but we slowly became aware we could DI out of them, this is the case with Wario's dair. If you had said it's an amazing dair last generation, I wouldn't have disagreed, but now that you can just DI out of it before he can do anything just really takes away everything good about it, this is actually what prevented me from putting Samus's uair in S Tier (It did get in, but thats because nearly everyone else voted for it to be there). Im not saying it's a bad move, it's just not amazing.Nah its not that overrated, its still an amazing dair. IMO its because of the shield degrading abilities combined with his great aerial movement. Combo ability is just an extra bonus.
Indeed it is.Btw Samus' fair is a pretty cool move
I see what you did there.Not her best kill move lol.
Tech chase. Try to predict the roll (or get up attack) and forward smash to their reaction, it works better than it sounds.I see what you did there.
Yeah thanks for the correction, I guess that's what I meant. And I forgot about the jab lock setup, which is pretty sexy. Why do you rate it B tier? Or more specifically is this high B tier or low B tier?
@Karcist I'm not understanding what you're saying about dair>forward smash landing early kills. Dair would have too much knockback by the time f-smash can kill for you to combo with it. And how is dair a setup? I did forget to mention morph ball setups, which are pretty cool when you pull it off.
I rated it B tier because it is an A tier move with C or D tier practicality. A good player will avoid this move 80% of the time, so it is a really unreliable move to count on hitting. Most of the time this move leads to punishment. But like I said, it is character specific, it's just most characters can punish it even when it is spaced good enough.Why do you rate it B tier? Or more specifically is this high B tier or low B tier?
This was me on bair.I think it's still too slow
Definitely C Tier.Okay guys, thanks for the contributions, we are now discussing the aerial that makes Samus something above useless, an aerial which EVERYBODY fears.IsmaR andGentlemen, I am proud to say we are discussing Z-air.
I think we ALL know what tier this SHOULD be in.