I have a tendency to come down with dair a lot. I know it's rather disjointed, but would it be better to try to bair when coming down instead? Coming down from getting knocked high in the air of course. I also feel like I come down with dair to hit my opponent on the ground and then connect with an uptilt. Is this supposed to work? It seems like a nice little chain that I can do.
dair isn't bad at all. it has good range below and can auto cancel from a fulljump. but it does take a long time, and while often you can get away with it cuz ppl are scared to get hit by it, many good players know how to space their aerials to trade or just beat the dair as soon as they see it's out. So use it sparingly. Unfortuanately, doc doesn't have many good options coming down
I really like using Docs uptilt in general, I'm just not really aware of all the situations that it proves to be useful.
I've looked at jab to uptilt in debug mode and it looks like it reaches pretty far in front of you, but the uptilt will push them away instead of up if you hit it at the beginning frames. Is there any real use to hit the opponent away at the trajectory?
utilt is pretty amazing, i def recommend using it a lot as an anti-air. its also a good move to use if you want to cover yourself after lag quickly since its starts up fast and has decent range. also sometimes the fact that it pushes shields out of range can be useful to give you some breathing room.
i actually like the dual nature of the uair hitboxes and prefer it to mario's uptilt. the horizontal hit can knock down spacies and lead to a techchase. also it's great for edgeguarding vs spacies illusions, if you hit with the horizontal part it sends them at a great gimp angle, if you hit with the launcher part, it combos easily into fair/bair/fsmash etc.
While it's a good move, like shieks tilts it can be baited n punished.
Also lol I don't know how to pill in neutral. I tend to just run away and do a retreating pill and then slowly come back in while doing SH and FH pills, trying to close into my opponent, but I might be coming in to much when I do that. I often don't know when to go in vs an opponent that I hit a pill with and try to close the distance. Is there something I should be looking for?
im not the greatest at pilling, but I think you'd want to be intimately aware of the pill trajectory and be able to place a pill at any point on the ground by doing a FH / quick double jump pill.
here is how i use them:
- to limit options. often you can pill in a way so your opponent can dash in or they'd be hit by the pill, and they can't jump from where they are otherwise they'd be hit by the pill. this forces them to swat the pill or give up some stage control by moving backwards.
- to cover movement. FH pill to cover dash away sometimes or dash towards. usually if you can pill them out of movement it can mess up their rhythm a bit
- to approach. you can FH pill (to waveland) and space the pill and yourself so that you're in attacking range right after the pill invades your opponents space. for example, approaching FH pill to land right in front of their shield where you can jab them and set up that mix up. You can also do this with FH -> waveland pill, you just have to get used to the pill spacing and understand how you can folow up the pill aggressively.
- just for pressure. pilling forces them to do something about the projectiles, also if I call them retreating after a close corners interaction, i will pill to keep up the pressure.
Should nair ever be used in neutral? How about off-stage to try to gimp someone?
top doc players like OTG think nair should be used sparingly in neutral and others like me and Kevorkian have been bitten many times by abusing nair. Here's something I wrote yesterday on the subject:
nair is pretty solid for edgeguarding vs things like spacies illusions. I often do a double jump nair back onto the stage to edgeguard vs spacies illusions akin to sheiksh nair should mostly be used as a read, i.e.:
besides those situations, nair is slow and has bad range and a lot of lag and is similar to many other approaches so most good players know how to beat it easily. beware abusing SH nair too much
- predict that they're going to spotdodge your approach so you hit with the late nair
- overshoot the nair to predict their dash away (also hits with the late hit)
Can dair be viable for edgeguarding since it reaches below the ledge?
maybe not edgeguarding, i've not played around with it. it can be really useful for gimping though, there's some dair gimp jank that boss came up with way back when that shroomed rediscovered on his own
ight old schoool gimp note only works on fast fallers and marth....
bthrow off edge...follow with dair....if you go through them Bair.....if they are in front of you uair.....then b-up back and wait for a free cape....lol old school gimp...
my once a match gimp is fthrow, short hop dair offstage and bair under the stage
I probably saw that in a video, but I used it the last tourney and it's a really quick stock
(this forum has so many gems)
use cape often vs projectiles imo. still debating/experimenting with cape directionWhen should I use Doc's cape vs Falco's lasers and Peach's turnips? Should I cape retreating or towards my opponent? Do you guys use SH instant upair to hit opponents off the ground much? What do you do off of it if that happens? (vs fast fallers).
sh instant uair is docs best approach by far. you can combo it into many things and follow knockdowns pretty easily after it