• 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!

Crossup Landing Bair

Garioshi

Smash Apprentice
Joined
May 25, 2013
Messages
135
Location
Virginia Beach, VA
NNID
Garioshi
3DS FC
2793-1760-2194
Crossup landing bair is an excellent tool for approaching and remarkably safe. It's exactly what it sounds like; bair towards a shielding opponent (you'll probably have to rar), fastfall, and get the landing hitbox. Opponents like to get hit by the landing hit for some reason, but it's still a good way to get up in your opponent's face regardless.


On hit, the landing hit's FAF is 16. I calculated shieldstun on the landing hit, which comes out to be 3 frames. It takes 7 frames to shield drop (it's also impossible to powershield it because it's at the end of a multihit). Add in the 1 frame that the hitbox is actually out on, and you get 11 frames before the opponent can act. Therefore, the opponent has 5 frames to punish your crossup landing bair. Pivoting takes 2 frames for everyone that isn't Ryu. Here are all the characters that can do so and their moves used to do it:

:4fox:: Utilt
:4drmario:/:4mario:: Reverse Up B
:4littlemac:: Up B, turnaround jab
:4zss:: Turnaround jab


:4bayonetta:: Up B
:4gaw:: Turnaround Down B (attack)
:4kirby:: Utilt
:4drmario:/:4mario:: Turnaround jab
:4falco:: Turnaround jab
:4fox:: Turnaround jab
:4luigi:: Turnaround jab
:4miibrawl:: Turnaround jab
:4pacman:: Up b
:4peach:: Turnaround jab
:4pikachu:: Turnaround jab
:4sheik:: Turnaround jab
:4wiifit:: Jab
:4zss:: Reverse up b


:4kirby:: Turnaround jab
:4falcon:: Turnaround jab
:4marth:/:4lucina:: Reverse up B
:4diddy:: Turnaround jab

:4drmario:/:4mario:: Reverse ftilt
:4luigi:: Reverse ftilt, utilt
:4ness:: Turnaround jab
:4pacman:: Reverse ftilt
:4rob:: Turnaround jab
:4samus:: Turnaround jab, up b
:4sonic:: Turnaround jab
:4villager:: Turnaround jab
:4yoshi:: Turnaround jab

Now all of the turnaround jabs may seem intimidating, but it's rather difficult to do two frame perfect inputs on command. Additionally, you can most likely space out those jabs; the landing hitbox is massive.
 
Last edited:

Quappo

Smash Rookie
Joined
May 13, 2016
Messages
13
What about all the retaliation options that don't require dropping shield (like jump oos -> nair, or jc upsmash)? Seems like there are a ton of punish options that you're missing out on? If I'm understanding correctly, their frame advantage on oos options is 12, so here are some examples just from Mario:

Mario jc usmash - 9 frames (remember this comes out on the back of his head first) (3 frame leniency)
Mario nair oos - 8 frames (5 from jump squat) (4 frame leniency)
Mario bair oos - 11 frames (5 from jump squat) (1 frame leniency)

Plenty of other character have a similar nair oos option (Villager, Yoshi, Luigi etc)
 

Garioshi

Smash Apprentice
Joined
May 25, 2013
Messages
135
Location
Virginia Beach, VA
NNID
Garioshi
3DS FC
2793-1760-2194
Point taken, I hadn't taken shield jump into consideration. It might not matter for most, however, as the landing hitbox for bair is so stupidly big that most characters can't reach G&W if he spaces it correctly.
 

NouveauRétro

Smash Journeyman
Joined
May 10, 2015
Messages
319
Location
Long Island, currently upstate
NNID
Royal_Bros.
Several characters this doesn't work on that aren't present.
Bowser for instance
Quappo up there is right, you completely ignored OoS options that are aerials and UpBs OoS

ESPECIALLY up smash OoS, it's vital to know that you shouldn't do this on Mario, Doc or Luigi or you WILL get usmashed, and there are probably other examples.
 
Last edited:
Top Bottom