OoNoiRoO
Smash Journeyman
- Joined
- May 16, 2006
- Messages
- 371
UPDATED: Revised it a bit.
I've been testing this out for a while now. As a Falco player in melee, I'm pretty **** happy that this has so far been pretty successful. I played Falco because you can almost mindlessly pressure the opponent. This seems like a viable counter part to Falco's pillaring. Personally, I prefer the ai- I mean, I believe that this technique/strategy(whatever it is) will greatly increase Lucas's Metagame(i actually accidently typed metaknight lol).
And no, no stupid ****ing crazy name like NOIR STOMPS or some ****, just Full hop Dair... jeez. Pillaring would work too I guess.
ANYWAYS
With this, you can...
-constantly pressure shields
-reduces shields fast
-force rolls and chase rolls
-very safe
-very good damage
-leads to a smash at high percents
UPDATE: a fault on my part, this is not a full out approach technique. Use when you're close. Run up shield works well off of this.
As the tile says, You full hop Dair. Be sure to fast fall at the peak of the jump. Fast falling is a vital part of this. Upon landing, you will have no aerial landing lag(auto cancels), thus, you can do another full hop Dair, again and again. The height of Lucas's first full jump is well spaced for him and his move. Since the Dair's 4 hits have pretty good range under him and are disjointed, it's pretty **** safe. Since Lucas's aerial movement is really good too, you can space yourself really well while doing the Dair via. landing behind them to avoid a shield grab(although you can beat a shield grab, explained later), chase a roll, etc. It should be noted again that you MUST fastfall. This is also efficient on platforms. If the enemy is on a platform(Lylat Cruise platforms for example), quickly double jump to Dair.
If you're pretty near the opponent, the first kick should connect and lead into the next three kicks, which should all connect as well. The first three hits should rise them up a bit, then the last hit will send them toward the ground. From here, this is where your options open up. The enemy should be in a bit of hit stun while you aren't. Either way, upon blocked or connected, from here, you can...
1. Do another Full hop Dair (pressures if they shield/roll, or hits if they try a move with a bit start up)
2. Jab combo (will beat out their jabs, grabs, fast moves, jump-out-of-shield aerials. Certain situations it will even combo from Dair)
3. Grab
4. Whatever else you feel/is necessary.
At higher percents, if you connect at least one hit along with the last one, the enemy will be in a knocked down state. Half the time, this isn't entirely consistent, sometimes they will be knocked down, sometimes they won't be, so the foe will sometimes not be ready to immediately get up. Obviously, this is a free Fsmash. I've gotten many kills this way.
For obvious reasons, the bigger the character, the more effective this is, since it is easier to land the Dair and since the second and third kicks will connect because of their height. Against the bigger characters, it's also easy to approach for the same reason. Against smaller characters, the first kick will only connect if you're right near them. Second and third kick will miss if the first kick does not connect, but the fourth hit should be able to connect. Of course, this speculation is according to a standing character. If they jump, the kicks connect easier.
Oh, and I forgot to mention that each kick is 5%. Land all 4, that's 20%. Land a couple more, that's 60-80%, right off the bat. So if the for is trying to fight back and is eating all of your Dairs, that's 0-80% within seconds.
There are some things I speculate that may beat it, such as marth's UpB(which they made better for some stupid reason) out of shield, a perfect block(since they can immediately do an action), Bowser's UpB, etc. The only one I know FOR SURE would be a perfect block. The others just depend on who's timing is better. Luckily, you have the advantage during this.
Some other input...
I've known this for a while, but I didn't wanna post it if it was useless. Try it out and see if you like it. Post some other things I might have missed out or if you want to add anything.
Maybe I'll put a vid up, but I'm too lazy.
I've been testing this out for a while now. As a Falco player in melee, I'm pretty **** happy that this has so far been pretty successful. I played Falco because you can almost mindlessly pressure the opponent. This seems like a viable counter part to Falco's pillaring. Personally, I prefer the ai- I mean, I believe that this technique/strategy(whatever it is) will greatly increase Lucas's Metagame(i actually accidently typed metaknight lol).
And no, no stupid ****ing crazy name like NOIR STOMPS or some ****, just Full hop Dair... jeez. Pillaring would work too I guess.
ANYWAYS
With this, you can...
-constantly pressure shields
-reduces shields fast
-force rolls and chase rolls
-very safe
-very good damage
-leads to a smash at high percents
UPDATE: a fault on my part, this is not a full out approach technique. Use when you're close. Run up shield works well off of this.
As the tile says, You full hop Dair. Be sure to fast fall at the peak of the jump. Fast falling is a vital part of this. Upon landing, you will have no aerial landing lag(auto cancels), thus, you can do another full hop Dair, again and again. The height of Lucas's first full jump is well spaced for him and his move. Since the Dair's 4 hits have pretty good range under him and are disjointed, it's pretty **** safe. Since Lucas's aerial movement is really good too, you can space yourself really well while doing the Dair via. landing behind them to avoid a shield grab(although you can beat a shield grab, explained later), chase a roll, etc. It should be noted again that you MUST fastfall. This is also efficient on platforms. If the enemy is on a platform(Lylat Cruise platforms for example), quickly double jump to Dair.
If you're pretty near the opponent, the first kick should connect and lead into the next three kicks, which should all connect as well. The first three hits should rise them up a bit, then the last hit will send them toward the ground. From here, this is where your options open up. The enemy should be in a bit of hit stun while you aren't. Either way, upon blocked or connected, from here, you can...
1. Do another Full hop Dair (pressures if they shield/roll, or hits if they try a move with a bit start up)
2. Jab combo (will beat out their jabs, grabs, fast moves, jump-out-of-shield aerials. Certain situations it will even combo from Dair)
3. Grab
4. Whatever else you feel/is necessary.
At higher percents, if you connect at least one hit along with the last one, the enemy will be in a knocked down state. Half the time, this isn't entirely consistent, sometimes they will be knocked down, sometimes they won't be, so the foe will sometimes not be ready to immediately get up. Obviously, this is a free Fsmash. I've gotten many kills this way.
For obvious reasons, the bigger the character, the more effective this is, since it is easier to land the Dair and since the second and third kicks will connect because of their height. Against the bigger characters, it's also easy to approach for the same reason. Against smaller characters, the first kick will only connect if you're right near them. Second and third kick will miss if the first kick does not connect, but the fourth hit should be able to connect. Of course, this speculation is according to a standing character. If they jump, the kicks connect easier.
Oh, and I forgot to mention that each kick is 5%. Land all 4, that's 20%. Land a couple more, that's 60-80%, right off the bat. So if the for is trying to fight back and is eating all of your Dairs, that's 0-80% within seconds.
There are some things I speculate that may beat it, such as marth's UpB(which they made better for some stupid reason) out of shield, a perfect block(since they can immediately do an action), Bowser's UpB, etc. The only one I know FOR SURE would be a perfect block. The others just depend on who's timing is better. Luckily, you have the advantage during this.
Some other input...
Another thing:
I've been testing shield-breaking properties of each character out of boredome, and I was surprised to find that Lucas's Dair breaks shields after only 2-3 attacks with all 4 hits connecting each time.
This could be great for tempting the opponent to put up that fragile shield.
I've known this for a while, but I didn't wanna post it if it was useless. Try it out and see if you like it. Post some other things I might have missed out or if you want to add anything.
Maybe I'll put a vid up, but I'm too lazy.