Instant up air kill confirm(?)

kynlem

Smash Cadet
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Feb 4, 2016
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NaturDonut
#4
So I was messing around with instant up airs. Found this little combo. Not sure if it can be avoided with DI, I will keep testing. You must up air immediately after leaving the ground.
 

Sonicninja115

Experiment. Innovate. Improve.
Joined
Jul 8, 2015
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2,429
#5
So I was messing around with instant up airs. Found this little combo. Not sure if it can be avoided with DI, I will keep testing. You must up air immediately after leaving the ground.
It should be possible to follow their DI and connect it. The only reason it wouldn't be able to do so is if they are sent rather far.

My main thing is the possibility of Hitstun cancelling. Hitstun cancelling allows you to exit hitstun earlier, at high percents, through buffering specific options. If HC applies, then this would be a 50/50. Also, Dtilt is frame 4, I don't know if this combo is viable, simply because there are better options.
 

kynlem

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Feb 4, 2016
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NaturDonut
#6
It should be possible to follow their DI and connect it. The only reason it wouldn't be able to do so is if they are sent rather far.

My main thing is the possibility of Hitstun cancelling. Hitstun cancelling allows you to exit hitstun earlier, at high percents, through buffering specific options. If HC applies, then this would be a 50/50. Also, Dtilt is frame 4, I don't know if this combo is viable, simply because there are better options.
Yeah that's a good point. I think that instant up air has some potential though, here's a video of some other quick combos. The last one probably won't kill consistently.


Also, here is a lock combo.

 
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Zeke78

Smash Rookie
Joined
Apr 26, 2016
Messages
11
#8
just tested this - double uair doesn't work on di out. diddy doesn't have enough air acceleration to follow the di. dair works -- but only as an air dodge read. you can also get reverse uair which can lead to a bair. fair is good. i need to test footstools still
 

kynlem

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Feb 4, 2016
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NaturDonut
#9
So, in the end I think that instant up air is kind of useless on its own, minus the footstool combo. I am 90% sure that is true. However, they can be used as a way to rack up more damage at high percent when Diddy's throws no longer combo. As for up air coming out too slow, al of these combos are true after a down tilt, so just throw in a down tilt first.
 
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Zeke78

Smash Rookie
Joined
Apr 26, 2016
Messages
11
#10
One cool option that I've theorycrafted that I need to test is full hop uair out of shield. if you put banana at roll distance by the ledge and then shield at neutral getup distance, a lot of people will jump so maybe you can fh uair fair them for a quick 16 and more stage control
 
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