Mazdamaxsti
Smash Lord
Yeah pp u-tilts are amazing with Kirby, still practicing to make them perfect.
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On that topic, what is the best option to do when your dair hits their shield? Is there something you can do to keep from getting shield grabbed (or whatever the usual punish is idk)? Pretty noobish question but I don't really throw out dair on stage that much and like you said tons of people don't even know to shield the whole attack so it's rare for me to even worry about getting punished.I know there are a ton of players that don't know what to do against dair, but when players do know what they're doing, it makes dair a much weaker move, where they shield the whole thing and punish (I see opponents in Kirby videos frequently drop shield too soon and get hit hy the end of dair), or avoid dsmash followups, etc.
I think I can offer a bit of advice. To answer that first response, that does happen with sourspot U-Tilt. If they shield after D-Air, they can powershield U-Tilt because it does take enough time for the move to connect for the opponent to shield. In that case, you can use jab1 to cause a mix-up to sourspot U-Tilt or grab, or you can go for grab if you predict the shield, or you can go for the U-Tilt to catch jumps or U-Air. It all relies on making the opponent fear one of these options, and then constantly conditioning them around and making it work.Sometimes the sourspot uptilt gets powershielded after a dair for me. It might depend on the character, or it might be if they DI down and hold shield. I know there are a ton of players that don't know what to do against dair, but when players do know what they're doing, it makes dair a much weaker move, where they shield the whole thing and punish (I see opponents in Kirby videos frequently drop shield too soon and get hit hy the end of dair), or avoid dsmash followups, etc.
On the other hand, sweetspot uptilt I never see being shielded after dair.
The best thing to do, imo, would be to cross-up on shield. That is, use D-Air's shield stun to go to the opposite side of the player (facing left, then you go right, and vice versa). With that, it is very difficult for a punish on the move, since you can throw out a sweetspot U-Tilt towards the opponent for more pressure with a great move like U-Tilt, as explained in @ Asdioh 's comment.On that topic, what is the best option to do when your dair hits their shield? Is there something you can do to keep from getting shield grabbed (or whatever the usual punish is idk)? Pretty noobish question but I don't really throw out dair on stage that much and like you said tons of people don't even know to shield the whole attack so it's rare for me to even worry about getting punished.
Dude u-tilt is used a lot by Kirby's. It's too safe NOT to use.Reverse up-air is something that I've been experimenting with as well. It even true combos into u-tilt and on some characters you can even get a b-air off of it at low percents. This is extremely important because up-tilt is one of Kirby's main combo starting moves. More Kirbies need to start using this more tbh, it's about as underused as the Hup cancel which i think has a lot more use then people let on.
Edit: This might also gives the up-tilt to d-air combo another reliable set-up.
I tested it on 3DS, and it looks like u-tilt can grab at 0%. Everything else will be too high. I don't know if I'm timing it wrong. Just take my word with a grain of salt, okay?Kirby's best moves are u-tilt and d-air but I see u-air's potential. Safe, combos,auto cancels, etc.
Btw, I'm not on my wii u today so I forget, but can kirby u-tilt to grab? Just wondering.
When I get the D-Air hit, I usually jab when my opponent is at a low percentage, and D-Smash them when they're high enough to be killed. I should grab more after landing a D-Air, 'cause that could help rack up more damage through a D-Throw or any throw.D-air to grab works at every percent as long as you get the landing hitbox of d-air though. That's always an option
Dair -> Utilt string is good at low percents against anybody, but especially fast fallers. In many cases, that'll get you more damage than anything else. But it won't combo if you land facing them. In those cases, besides grab and jab, dtilt (trip) can keep a string going.When I get the D-Air hit, I usually jab when my opponent is at a low percentage, and D-Smash them when they're high enough to be killed. I should grab more after landing a D-Air, 'cause that could help rack up more damage through a D-Throw or any throw.
If they're in front of you, u-tilt then pivot u-tilt right after. It keeps them in.Dair -> Utilt string is good at low percents against anybody, but especially fast fallers. In many cases, that'll get you more damage than anything else. But it won't combo if you land facing them. In those cases, besides grab and jab, dtilt (trip) can keep a string going.
In neutral you mean? If you can land it I definitely think dair is a great move for punishing, but I agree that nair is much better in neutral because of the lasting hitbox and low lag.Instead of d-air, I like to use n-air. It has decent combo potential, fast with no end lag, lingering (lasts long) and less punishable than D-air.
Neutral, but it could be good for quick punishes.In neutral or as a punish? If you can land it I definitely think dair is a great move for punishing, but I agree that nair is much better in neutral because of the lasting hitbox and low lag.
If they're talking about the neutral then I'm sure they autocancel it. Maybe that's what they meant by ending lag?Nair has a ton of ending lag is the problem, and it's just as fast as his Uair and Fair(10 frames)
Cool, and it's a good move to setup a grab onstage too, and use a jab immediately after landing because it can catch people off guard.You cant autocancel Nair, from a shorthop at least. Only Uair and Bair autocancel. Dair too but only before the hitbox comes out. Nair just has one of the lowest landing lags of all aerials in the game (not autocanceled).
Nair - 10 frames of lagCool, and it's a good move to setup a grab onstage too, and use a jab immediately after landing because it can catch people off guard.
Um may I ask the number of landing lag each oh his Ariel's have? if you know
Yep, you're right, it's landing lag. My bad!You cant autocancel Nair, from a shorthop at least. Only Uair and Bair autocancel. Dair too but only before the hitbox comes out. Nair just has one of the lowest landing lags of all aerials in the game (not autocanceled).
N-air has the least end lag of his aerials, and has more combo potential than canceled f-air (even though I think that move has high potential that we haven't discovered).Nair has a ton of ending lag is the problem, and it's just as fast as his Uair and Fair(10 frames)
Ah, okay. It still combos into d-tilt, which can combo into f-smash on trip. Not a kill setup but it's a good option.I recently tried comboing Fair1/2 into Fsmash, to see if Kirby could actually have a safe KO setup, but nothing good. I believe the knockback from those hits depends on how close Kirby is? Like if you hit it super close, they're barely popped up a little bit, so you can probably hit them with a smash. But being that close makes the move unsafe, so it's not any better than other KO setups. Hitting with the tip of his foot pops them back a little bit, and you can follow up, but I don't think you can get smashes to reach.