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the last technique he mentions is dope. I have been working on this, and if you get it right, its a sick *** combo that can be done on or off the stage.Certain characters with weaker recovery's can be dair'd offedge continuously to the bottom. If your on a shortage of jumps a drill rush will get you the rest of the way up there. Even on final. I do it often to my friend's wolf. Although he's been working hard to avoid that situation lately. xD
Another is a simple space the stage spike. Works best on final naturally. If you space yourself really well then fast fall immediately you can hit an SL for the stage spike on most stages.
I also approach with it alot. Sh Dair, fast fall, jump dair, fast fall, etc. It can pressure them out of shield for a chase down.
It takes 4 frames to come out, and when tipper'd, does 9%, and has the knockback you'd expect from a 9% attack. Also, it has really good range towards the spot behind and below MK. Also, when you hit it right this way, you can stage spike them. I seem to recall seeing a blue impact when they hit the stage sometimes when it's tippered, meaning they couldn't have teched it.Dair use in general? Some people spam it more than the tornado, and I've been wondering what makes it particularly good compared to other moves.
Same damage and knockback, but harder to tipper and with less range.I believe the back hits harder than the front, so try that out when you are gimping.
Yup.I believe it's used diagonally from the defending character right? This is because many have a hole in their defense that direction and D-air hits there pretty well. =/
I guess I should have made it clearer in the thread where the sweetsports are. For every move except for down tilt, it's at around the tip.Ah, I remember reading about the sweetspot. I guess I assumed it was the back =\
Lucario begs to differ. http://www.youtube.com/watch?v=eONhto0x_nIThe sweetspot on Dair is on the opening and closing frames of the attack.
Basically I like to line up somewhat horizontally to my opponent and nail them with the opening sweetspot. It's great approach with on the ground, but I don't use it as liberally there. I prefer to save it so its knockback is fresh for maximum gimping potential.
Best Dair in the game.
Poor link. And since when does lucarios dair gimp? Heck, it even comes out at exactly the same speed with much less rangeLucario begs to differ. http://www.youtube.com/watch?v=eONhto0x_nI
First, it has been proven that moves like lucarios diar do not stop high speed vertical or horizontal momentum. Second, lucario's dair is not more powerful, and even if it is, it sends upponents up instead of sideways or down, which means it can only be used as a kill move at extremely high %s
Dair is a kill move, a horizontal recovery tactic, and a gimping tool. I am pretty sure it's more powerful than MK's Dair, unless you're talking about Lucario at 0% damage.First, it has been proven that moves like lucarios diar do not stop high speed vertical or horizontal momentum. Second, lucario's dair is not more powerful, and even if it is, it sends upponents up instead of sideways or down, which means it can only be used as a kill move at extremely high %s
lolSecond, lucario's dair is not more powerful
it can do a really nasty stage spike tooeven if it is, it sends upponents up instead of sideways or down, which means it can only be used as a kill move at extremely high %s
bit less knockback but 2% more damageunless you're talking about Lucario at 0% damage.
Catches people off guard, and good combo starter.yeah, how?
or maybe, how do YOU gimp with dair?
and I also see some MKs using a lot. Even to approach.
And has much much more range. And stage spikes as well. And MK can abuse it by floating above his opponent with his many jumps and spamming it downward.Catches people off guard, and good combo starter.