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Is Nair useless

Karmie

Smash Cadet
Joined
May 17, 2008
Messages
33
Location
New York
Before I go on, i'd like to state i'm a bit new to Ganon, but i've got the feel of him over my time of using him.

Now I know that every move has a use and mixing up moves for variation and to be unpredictable is common knowledge, but his Nair is mostly taken out of my game.

Does anyone have a good suggestion for the application of Nair in battle be it situational, for combos, etc?
 

xX Boezy Xx

Smash Journeyman
Joined
Mar 25, 2008
Messages
378
Location
Syracuse, New York
The only thing I really use it for is to mess with my opponents. People don't expect Ganon to be too fast, but this move actually comes out at a decent speed and this can throw your enemy off sometimes.
 

Gleam

Smash Ace
Joined
Apr 7, 2008
Messages
654
Location
Burlington, NC
Nair may not be Ganon's best move, but its far from useless.

Great KO power, amazing reach, and the very least it can be auto canceled with a full jump. I wouldnt use it to approach, but its defintely one of Ganon's (to say the least) decent moves.
 

A2ZOMG

Smash Legend
Joined
Oct 13, 2007
Messages
12,542
Location
RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
N-air is situational but useful.

It has a little trouble hitting below him, but it's not impossible to do that unlike with Captain Falcon's because the hitboxes have good duration. The main thing is it has really good horizontal range and comes out fast. The landing lag on this aerial also isn't all that bad, but you can autocancel the attack from a fullhop.

N-air ledgeguards are also pretty good for intercepting people who recover from below.

If you need to choose an attack to land on the ground with, this is the one to go with.
 

canswer

Smash Cadet
Joined
Sep 8, 2007
Messages
68
Location
Minnesota
Its definatly an OK move, but i just never use it...

there always seems to be a better option

then again i almost NEVER use D-smash..
 

echos

Smash Journeyman
Joined
Mar 11, 2008
Messages
272
Location
Maple Island
I use nair when i find my self to close to the ground for dair or fair to come out. It's good for getting your opponent out of your face if there all over you. I'v staged spiked with it a couple times as well.
 

SmashBrother2008

Smash Lord
Joined
Mar 14, 2008
Messages
1,227
The second hit is really the killer part of Nair. Try to time Nair during an approach so that the second kick is the one that hits your opponent.
 

sleepy_head83

Smash Cadet
Joined
Jun 10, 2008
Messages
48
Here's what i do with Nair.
(When opponent is in the air) I go up to to the Uair, but they air dodge it. That then, sets them up for a Nair.
 

:034:

Smash Hero
Joined
Jun 9, 2007
Messages
7,562
Location
Netherlands
I use it to break out of various things, as it's really fast, for a Ganondorf move. I think it's his fastest aerial except for maybe uair.
 

Thinkaman

Moderator
Moderator
Joined
Aug 26, 2007
Messages
6,535
Location
Madison, WI
NNID
Thinkaman
3DS FC
1504-5749-3616
Flying Dutchman is right, the main utility of nair comes in throwing it out to let people attempting to combo you run into it. It comes out faster than his other aerials and has acceptable priority.
 

FooXero

Smash Cadet
Joined
May 4, 2008
Messages
62
Location
Katy, TX
Another use for it I find is any opponent hanging on the ledge.
If you do a full jump nair (hold y and a at the same time or x and a) and they are trying to get up, a number of things can happen.

1. They attack. Usually the attacks are low, like snake's for example, which sweeps the floor. Since you are jumping, you go over it and hit them right back off the ledge.
2. They jump. Since you can take damage the moment you are off the ledge and this move has 2 hits with lasting hit boxes, this usually hits them.
3. They roll. They might roll behind you but as others have said this is autocancelled with a full jump nair, so you can turn and tilt or smash or jab or whatever else you need to, shield or spot dodge if you have to.
4. They can hop off the ledge and fair or something back onto the stage. Again, since this move has lasting hit boxes and what not, the worst that should happen is a mutual hit, sending them off again (in which case you rinse and repeat).
5. They can just get up, and as we have said, the lasting hit boxes can be annoying to others.
6. They can jump off and cling to the ledge like a chicken again. In which case do this all over again.

This takes timing and prediction, guessing or reacting quickly enough to what your opponent is doing. Be careful, if you jump too early and get hit by an attack from the ledge it you could send you off the ledge, reversing the position; jump too late and you just get hit. It's all about timing and prediction, peoples.

Just my personal use of the move =)
And when they are in my face. Faster than fair/dair and it feels good to land both hits =)
 

Swoops

Smash Lord
Joined
Apr 28, 2008
Messages
1,000
Location
Tempe, AZ
NNID
SwoopsTii
Full jump n-air actually completely ends its animation before you hit the ground. It's basically the same time frame as full jump stomp. Meaning you can FJ nair> DJ into fair or what have you. If you buffer Gerudo after a FJ n-air you can get a low aerial gerudo off which is really nice.

I actually work it into my game a lot for fakeouts. It's better than full jump d-air (for fake-outs at least) because it covers front. Double n-airs are actually an annoying wall, not a solid one mind you, but you can mix it up into retreating FJ n-air>gerudo, or FJ n-air>DJ f-air, or FJ n-air>DJ stomp if people are trying to get below you.

I've also been messing around with Uthrow>FJ n-air at earlier percents. If they are taking to avoiding a u-air this is perfect for setting up a DJ set up. Of course u-throw can always be followed up with SHd u-airs into reverse buffered d-tilts and wizards kicks. Yet I never see anyone include buffered reverse d-tilts or wizard...foots...feet.
 

FooXero

Smash Cadet
Joined
May 4, 2008
Messages
62
Location
Katy, TX
Swoops is right, my bad. It's finished by then, not an auto cancel =)
Regardless, just replace autocancel with "finishes by then" in my post above. Cheers all
 

Tri4ceofPower

Smash Rookie
Joined
Apr 16, 2008
Messages
9
It's not useless but, like people have already said, it's situational. I only use it for one purpose and that's to breakup combos while I'm in the air. It's the only thing you can really do to get out of quick air attacks (besides an air-dodge, but that leaves you open when you land) because all of ganons air attacks are either too laggy (forward-a), too slow (forward-a, down-a, up-a), or have too small a hitbox (back-a) to consistently connect with your opponent. When you are being juggled in the air you can quickly pull of a neutral a to give you some space to breath. But that's pretty much the only thing I use it for.
 
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