RPK
Smash Lord
Yay, another aerial thread ._.
Anyways, more studying and stuffs by me, and I got onto to looking more into Dair. Of course, the negative things that is already is known that it has crap range, shouldnt be used to approach, ect. Though I wanna know more about the move. For example, like Fox's SH Auto cancel'd Fair, if done right off the bat you can get more hits to connect. Everyone here knows this move, but I havent really read anything on this that would cover this move 100%. There are a few things that I have I have found out when I was playing around with Fox earlier today. Ive was working around with it, and seeing how many hits I can get on Meta Knight and ended up doing a dair on him that did 18%. Thing is, he was on the ground the entire during the dair.
Though I have a few good questions. I'll fill out the answers here so I can mark them...I know there is a Q&A thread. Thing is, I want to mark all the answers for this move here, and make a thread covering this this move 100%
Whats the criteria for getting ALL, or at the very least, most of the hits to connect?
Whats are the exact circumstances to make an opponent trip because of dair?
What are the chances, and when is the starting percent to force a character to trip?
Do chances of tripping change for each character?
Sometimes Dair to Upsmash wont "combo" why is that?
Does hitstun change according to how many hits are made?
What is the difference between a 105% (105% meaning its fully refreshed) Dair and one that is fully diminished besides the damage output?
If you Short hop, and instantly Dair, is it possible to get all of the hits to connect on a grounded opponent? Even one as short as Meta Knight? (I ask this because I got all but the last hit to connect on Meta Knight, thus getting 18% instead of 21.)
If Dair is fully diminished will it have the same amount of hit stun?
The known percent for comboing Dair Upsmash is somewhere around 100%. Though, does it change for each character?
Anyways, more studying and stuffs by me, and I got onto to looking more into Dair. Of course, the negative things that is already is known that it has crap range, shouldnt be used to approach, ect. Though I wanna know more about the move. For example, like Fox's SH Auto cancel'd Fair, if done right off the bat you can get more hits to connect. Everyone here knows this move, but I havent really read anything on this that would cover this move 100%. There are a few things that I have I have found out when I was playing around with Fox earlier today. Ive was working around with it, and seeing how many hits I can get on Meta Knight and ended up doing a dair on him that did 18%. Thing is, he was on the ground the entire during the dair.
Though I have a few good questions. I'll fill out the answers here so I can mark them...I know there is a Q&A thread. Thing is, I want to mark all the answers for this move here, and make a thread covering this this move 100%
Whats the criteria for getting ALL, or at the very least, most of the hits to connect?
Whats are the exact circumstances to make an opponent trip because of dair?
What are the chances, and when is the starting percent to force a character to trip?
Do chances of tripping change for each character?
Sometimes Dair to Upsmash wont "combo" why is that?
Does hitstun change according to how many hits are made?
What is the difference between a 105% (105% meaning its fully refreshed) Dair and one that is fully diminished besides the damage output?
If you Short hop, and instantly Dair, is it possible to get all of the hits to connect on a grounded opponent? Even one as short as Meta Knight? (I ask this because I got all but the last hit to connect on Meta Knight, thus getting 18% instead of 21.)
If Dair is fully diminished will it have the same amount of hit stun?
The known percent for comboing Dair Upsmash is somewhere around 100%. Though, does it change for each character?