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F-Air and D-air Knockback Advantages

The Master of Mario

Smash Journeyman
Joined
Apr 28, 2006
Messages
229
Location
Atlantic North
F-air has three different knockbacks 12% Earliest 13% Middle (Spike) and 10% Last (weaker than 12%). Once the Opponent gets past 50% damage the 13% spike F-air bounce them of the ground leaving helpless momentarily if they miss the tech. This leads perfectly into a U-Tilt dealing them 20% damage. 13%+7% (if at full strength) It's fast enough to be registered in training mode as a combo.

D-Air like F-air also has 3 different knockbacks If the opponent is on the ground when the last hit of D-Air hits on the ground then the opponent will be sent horizontally at a low angle taking 2% damage. The distance the opponent travels is set based on weight of opponent so it could lead into edgaurding easily.

The second Knockback of D-air is when D-air hits when mario is on the ground and the opponent is in the air. It knocks the opponent vertically about a 45 angle dealing 2% although it can be 45 in front or behind. Knockback is set based on weight of opponent. Its great for leading into smashes and tilts.

The last is mario's 7% damaging attack for when mario's last hit land on the ground or in the air. It send foes directly upwards with knockback dependent on damage %. The vertical kncokback is good and can KO easily when there are platforms for mario to jump off to get to the top of the screen.
 

Judge Judy

Smash Lord
Joined
May 18, 2008
Messages
1,638
This is cool, this would allow Mario to continue comboing and juggling even at high percents. Usually people can esacpe Uairs and Utilts around 40-50% but this is nice.
 

Geou

Smash Apprentice
Joined
May 29, 2005
Messages
154
Location
Alabama
F-Air is way too risky to short-hop as an approach, though. One whiff and you're getting smashed.
 
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