Z'zgashi
Smash Legend
I love jiggs throws. And her grab range is good.
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Approved by MinkJigglypuff *****
You have got to be kidding me.It's her worst aerial tied with Uair imo.
Dair is amazzzzzzzzzzzzzzzzing, combos into grabs and rest, has a large lingering hit-box... It's beautiful.
Down Air
Hits on Frame: 5-6,8-9,11-12, 14-15, 17-18, 20-21, 23-24, 26-27
Duration (All 8 hit): 73
Nair has a larger hitbox, lingers longer, and has less cooldown. Dair to Grab isn't a true combo, and Dair only combos into Rest if the opponent trips. Rest can be powershielded otherwise.Neutral Air
Hits on Frame (Sweetspot): 6-8
Hits on Frame (Sourspot): 9-29
Duration: 51
http://www.youtube.com/watch?v=QGYpI0MbfYYNair and Uair are both situationally good, especially against top tiers. Look at how much DaPuffster used it in his set against Nario (I think it was Nairo...), barely at all!
I won't, because you keep using the video to support your opinion.I was going from memory, nevermind the video thing
It does need to be a true combo if you're going to proclaim that Dair is an effective move due to the fact that it apparently "combos" into Grab and Rest.It doesn't need to true combo, hardly anything true combos in this ****ty game. Drillrest and Drillgrab are still legit. Drillrest doesn't rely on the opponent tripping, I'm pretty sure he got one in the Brinstar match.
If you're referring to knockback, Dair doesn't gain any until 147%, and even then it's moderate at best.Nair's inability to knock the opponent away at all makes it punishable on hit. Dair doesn't have such a disadvantage.
I'm not terribly serious about this debate, but I'm not just going to post baseless opinions and accusations and call it a discussion. No one gains anything from that.You don't need to turn this into a super srs debate, I just want to discuss Nair's usefulness, this isn't about being right or wrong.
I forgot that Jigglypuff's airspeed becomes akin to Ganon's when she uses Nair.You can hit people with dair and weave out before they can hit you again, seems pretty difficult to punish on hit to me.
The fact that Dair has 0 knockback until 147% on the entire cast makes this point moot.Nair doesn't have enough knock-back for you to approach or cross-up with it.
That's an incredibly ambiguous statement that means nothing. Sweetspotted, Nair does 10 damage, which is just fine considering that Puff's aerials in general range from 6-16%. Nair is Puff's longest lasting aerial in terms of how long its hitbox is out. Nair has half of Dair's landing lag. While it really isn't a kill move, Nair is an incredible gimping tool considering all of its attributes.It's out-classed by other moves in nearly every situation.
While this may be the case on occasion, that doesn't make it a combo.Dair is a pure mindgame. The reason it combos into grab is because the opponent anticipates a follow up and shields which we grab.
It's a perfect opportunity for us all to improve our metagame and our success with Puff.
....San, I disagree with Nair.
It's her worst aerial tied with Uair imo.
To be fair though both of those misses were just errors or my part. He never powershielded or SDI'd them. I simply just ****ed up and missed.and the fact that Drillrest failed twice in a row due to the fact that IT RELIES ON THE OPPONENT TRIPPING.