GPEternity
Smash Journeyman
A lot of discussions about Marth's approaching and aerial tactics involve abusing his fair to space and wall. Fair -> Fair chains are also a common practice I see in many matches.
Usually when one wishes to land with an attack, first instinct is Fair. Fair is great an all, in fact fair's comprise some 40-50% of my attacks when I play Marth.
So my question is why not land with a half nair? What I mean is fast falling, or simply timing the nair so that you hit the ground once the first swing comes out. There is virtually no additional landing lag from it, it comes out quick, has decent range, and has low knockback.
The low knockback part is what I want to take a close look at. In a game where hitstun lasts for almost no time at all, attacks that keep your opponent near you are very useful for setups.
Say you hit your opponent with a fair, and they are low enough that you know you can connect with another fair when you land next to them, has anyone considered a half nair to keep them off balance and then go into a tilt/dsmash?
Or say your opponent is running up to you and you are about to land, most people use fair so their opponent is forced to stop or get swatted away. Nair can accomplish this too, because it creates a low lag hitbox in front of you, the difference is that if it connects, it stuns them in front of you as oppose to knocking them away, allowing you to follow up.
At low %%, you can follow it with db, dtilt, maybe dtilt -> db depending on their position speed you could do ftilt, utilt. Of course, I see that this move may not be terribly useful at first because at low percentages some characters will land before you despite being hit and can counter attack with their own quick moves.
However, this becomes less of an issue if they get up in %. At medium and higher percentages, the first hit of the nair pops them upward, connecting with it leaves them in the air right in front of you, or slightly above you at higher percents. This is a very precarious position for them because they will be in range of your fsmash, db, utilt, ftilt. and depending on DI, could be in tipper range too. I recall specifically once I was facing MK and the half nair popped him up and I killed him off the top with a tipper utilt.
I'm not taking away from fair's utility, I'm just wondering what fatal flaw in half Nair makes these wonderful setups null. I highly doubt the follow ups can be airdodged, and if they could you can just delay and hit them as they come out, and most characters don't have an aerial that is faster and longer than marth's moves in general. so why not use half nair setups more often?
Usually when one wishes to land with an attack, first instinct is Fair. Fair is great an all, in fact fair's comprise some 40-50% of my attacks when I play Marth.
So my question is why not land with a half nair? What I mean is fast falling, or simply timing the nair so that you hit the ground once the first swing comes out. There is virtually no additional landing lag from it, it comes out quick, has decent range, and has low knockback.
The low knockback part is what I want to take a close look at. In a game where hitstun lasts for almost no time at all, attacks that keep your opponent near you are very useful for setups.
Say you hit your opponent with a fair, and they are low enough that you know you can connect with another fair when you land next to them, has anyone considered a half nair to keep them off balance and then go into a tilt/dsmash?
Or say your opponent is running up to you and you are about to land, most people use fair so their opponent is forced to stop or get swatted away. Nair can accomplish this too, because it creates a low lag hitbox in front of you, the difference is that if it connects, it stuns them in front of you as oppose to knocking them away, allowing you to follow up.
At low %%, you can follow it with db, dtilt, maybe dtilt -> db depending on their position speed you could do ftilt, utilt. Of course, I see that this move may not be terribly useful at first because at low percentages some characters will land before you despite being hit and can counter attack with their own quick moves.
However, this becomes less of an issue if they get up in %. At medium and higher percentages, the first hit of the nair pops them upward, connecting with it leaves them in the air right in front of you, or slightly above you at higher percents. This is a very precarious position for them because they will be in range of your fsmash, db, utilt, ftilt. and depending on DI, could be in tipper range too. I recall specifically once I was facing MK and the half nair popped him up and I killed him off the top with a tipper utilt.
I'm not taking away from fair's utility, I'm just wondering what fatal flaw in half Nair makes these wonderful setups null. I highly doubt the follow ups can be airdodged, and if they could you can just delay and hit them as they come out, and most characters don't have an aerial that is faster and longer than marth's moves in general. so why not use half nair setups more often?