The Master of Mario
Smash Journeyman
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.
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.