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How safe is "Get out of Jail free"?

D

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I'm talking about the N-Air here people, like what tactics could the opponent have that could beat the N-Air? It's very good for sticky situations like getting combo-ed but how safe it it really?
 

thekyllerkyd

Smash Rookie
Joined
Apr 28, 2015
Messages
4
Location
Norcal
Players that really know the matchup will try to bait your nair. Also if you're over your opponent disjointed hitboxes work very well vs Luigi eg marth's uair, Sheik's uair, falcon's uair, etc. So it's not very good in the situation of getting juggled but it is a good combo breaker, it trades with things and is super quick so if a opponent tries to get a follow up after they hit you but you DI'd far away sometimes you can just get that free nair trade into whatever. Hope that helped with answering your question.
 
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Thomdore

Smash Cadet
Joined
Nov 10, 2014
Messages
40
I switched up too dair when Marth juggle me with Uair, instead of nair cause that didnt really do anything. FF->Dair gets them offguard sometimes, but a real good marth got good spaceing on those...still worth a try instead getting juggled too death. Sometimes even downB too stall momentum in air is nice. Try get too the edge without useing the jump is hard :(
 

Ka-Mitch

Smash Rookie
Joined
Apr 6, 2015
Messages
3
Like Thomdore I have gotten a lot of mileage out down B to get down from tough situations above Marths and other good jugglers. There's a few tricks, like mixing up rising and regular down Bs in the air, going away or towards them with the down B. So to me down B is sometimes an even better get out of jail free card than the famous nair! The caveat is its very situational obviously, just have to be smart about overuse.
 

Dire Creeper

Smash Apprentice
Joined
May 13, 2014
Messages
147
Location
Hickory, NC
NNID
Dire_Creeper
Like Thomdore I have gotten a lot of mileage out down B to get down from tough situations above Marths and other good jugglers. There's a few tricks, like mixing up rising and regular down Bs in the air, going away or towards them with the down B. So to me down B is sometimes an even better get out of jail free card than the famous nair! The caveat is its very situational obviously, just have to be smart about overuse.
Aerials will not clank with anything, including down b, which doesn't make it a good choice against Marth in any way.
 

Thomdore

Smash Cadet
Joined
Nov 10, 2014
Messages
40
It's intention is not too hit him at all, it's too stall midair when you see Marth jumps after you too upair. Make him miss his attack, and then try land, while he's falling after his DJ. I'm not saying it's the most broken tactic ever, it can be a mixup if you are stuck in upair juggle anyway.

And yup, I already know ariels don't clank. :p
 

Jelson

Smash Cadet
Joined
Feb 28, 2015
Messages
26
Aerials will not clank with anything, including down b, which doesn't make it a good choice against Marth in any way.
It definitely increases your fall speed. I wonder if FFing it would increase the speed as well or if the Down B caps it.
 

BluEG

Smash Journeyman
Joined
Mar 25, 2012
Messages
287
Careful. Nair will work on unsuspecting players who don't know the match up. If they know it, they will bait it, and you will lose a stock. It's nice to have and keep as a tool, use it to make your opponent respect your space but don't rely on it.
 

Stride

Smash Ace
Joined
Feb 22, 2014
Messages
680
Location
North-west England (near Manchester/Liverpool)
It definitely increases your fall speed. I wonder if FFing it would increase the speed as well or if the Down B caps it.
Cyclone gives you a set vertical velocity for each frame of the move.

Normal terminal vertical velocity is 1.600000Mm/frame.
Fastfalling terminal vertical velocity is 2.000000Mm/frame.
You can't fastfall during the Cyclone.

When using Cyclone in the air and not rising with it, your vertical velocity is set to the following:
Frame|Velocity (Mm/frame)
1|-0.79600
2|-0.83800
3|-0.90700
4|-0.97600
5|-1.04500
6|-1.11400
7|-1.18300
8|-1.25200
9|-1.32100
10|-1.39000
11|-1.45900
12|-1.52800
13|-1.59700
14|-1.60000
>14|-1.60000
Vertical velocity when falling normally (from walking off an edge, not fastfalling) is:
Frame|Velocity (Mm/frame)
0|-0.00000
1|-0.06900
2|-0.13800
3|-0.20700
4|-0.27600
5|-0.34500
6|-0.41400
7|-0.48300
8|-0.55200
9|-0.62100
10|-0.69000
11|-0.75900
12|-0.82800
13|-0.89700
14|-0.96600
15|-1.03500
16|-1.10400
17|-1.17300
18|-1.24200
19|-1.31100
20|-1.38000
21|-1.44900
22|-1.51800
23|-1.58700
24|-1.60000
>24|-1.60000
So as you can see, if you're already falling at >-0.79600Mm/frame, then Cyclone actually reduces your velocity; if you're falling slower than that, then it increases it.

Both during the Cyclone and when falling normally, acceleration is 0.06900Mm/frame up to a maximum of the terminal velocity (except between frames 1 and 2 of the Cylcone, where acceleration is 0.04200Mm/frame).

Fastfalling sets your velocity to -2.00000 immediately, but can only be done when your velocity is negative. Fastfalls buffer for 3 frames, so you can input one slightly before you start to fall and still end up fastfalling as soon as possible.
 
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