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How do Gimp appropriately (hehehe) with dair?

Rawrness

Smash Journeyman
Joined
Apr 7, 2008
Messages
202
Location
Cary, NC
yeah, how?
or maybe, how do YOU gimp with dair?

and I also see some MKs using a lot. Even to approach.
 

Dojo

Smash Champion
Joined
Feb 7, 2007
Messages
2,978
Location
Time Chamber, Texas
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.
 

ckm

Smash Journeyman
Joined
Mar 21, 2008
Messages
402
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.
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.
 

Heroes_Never_Die

Smash Journeyman
Joined
May 3, 2008
Messages
265
Location
Pennsylvania
When opponent is near the edge: Running Grab >> Pummel >> Grab Release >> Run off stage >> FFDair >> SL (edgesnap).

This is very risky and only works at low %. At higher %, the Dair will send them too far away to hit with SL. It also won't work if your opponent manages to jump break your grab. However, this can be a very unexpected move and if it works, it's sweet as hell. This is just theory though, I haven't tested it much 'cept on CPU (which isn't a good test really).
 

Protathlitis

Smash Cadet
Joined
Feb 1, 2007
Messages
50
Location
San Jose, CA
Fast-falling continuous D airs are awesome. There are few things in SSBB that are as great as walking someone off of the stage to his/her demise. Try it on Ike and Ivysaur (these are the ones I've done it to but I'm sure there are others); you'll have a good time.
 

aeghrur

Smash Champion
Joined
Jun 7, 2008
Messages
2,513
Location
Minnesota
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. =/
 

Deoxys

Smash Lord
Joined
Aug 28, 2008
Messages
1,118
Location
near Boston, MA
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.
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.

I believe the back hits harder than the front, so try that out when you are gimping.
Same damage and knockback, but harder to tipper and with less range.

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. =/
Yup.
 

cutter

Smash Champion
Joined
Jun 4, 2008
Messages
2,316
Location
Getting drilled by AWPers
The 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.
 

The Halloween Captain

Smash Master
Joined
May 20, 2008
Messages
4,331
Location
The northeast
The 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.
Lucario begs to differ. http://www.youtube.com/watch?v=eONhto0x_nI
 

Deoxys

Smash Lord
Joined
Aug 28, 2008
Messages
1,118
Location
near Boston, MA
Yeah, you should Rickroll or not do it at all...

Plus MK's Dair has more synergy with MK's moveset (5 air jumps) than Lucario's does with his.
 

Joxer

Smash Apprentice
Joined
Oct 26, 2008
Messages
153
Location
http://www.youtube.com/watch?v=GJej6kCgxVM
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
 

The Halloween Captain

Smash Master
Joined
May 20, 2008
Messages
4,331
Location
The northeast
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.
 

Nic64

Smash Lord
Joined
Jun 6, 2003
Messages
1,725
Second, lucario's dair is not more powerful
lol

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
it can do a really nasty stage spike too

EDIT

unless you're talking about Lucario at 0% damage.
bit less knockback but 2% more damage
 
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