ShadoFiend
Smash Lord
..i can only use Nair for jablocks...anything else I think I'll just stay away from until I see people doin stuff i like with it
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Gah, I hate this so much. Ticks me off to no end playing on WiFi.I think people should record them selves playing, and literally count the amount of time they people with spindashes and miss aerial directly afterwards. which turns a 25% combo with a oppurtunity to follow up, into a 16% combo which leave both players at a neutral stance. Rarely, it even gives the opponent the advantageous position, if they can get below you fast enough.
I think people will be surprised at how much free damage they lose, ill be the first to admit, it pisses me off to no end how much I lose out on that I could be doing.
You can sourspot it.
*thinks of sheild poking a dropdown nair into jablock*
http://www.smashboards.com/showthread.php?p=8459728&highlight=uair#post8459728Why isn't anyone adding this to their game (I've been using it for a while)? Food for thought, Kojin. Look into the effectiveness of SH-UAir OOS. Just another option of many.
When my vids from my mow recent tourney get up on youtube, Youll see me incorporating this a great deal, actually.I checked the front page on the techs and the like, so unless I missed something here...
This ain't an advanced technique or another. More like something that Sonic players can use that I don't see enough of. You try and punish their attack lag with a grab or something. Case and point, Marth's FSmash. Shield it once and you've got them grabbed, or dash attacked or whatever. But the characters that are way faster... What about them?
technically, instant dash attack out of shield is just as fast up air out of shield, maybe slower by 2-3 frames
I don't see enough SH-UAir out of shield. It's an amazing move, and a safer alternative to trying to buffer a grab on the delay on attacks, and more damage then just dash attacking through.
it also doesnt do as much damage as an up throw and doesnt have the range that the dash attack has. not saying that youre wrong here, but every move has its place.
Better yet, at high percents, a SH-UAir accomplishes the equivalent of an UThrow to set them up for either a spring chasing kill with another UAir, or maybe even that Back/Forward Air if they DI. I find it really good for the types of Sonic who play aggro.
Say for example, Snake's at high percent. 120/130% maybe? He tries to FTilt you or something. You shield that, but then use the SH-UAir out of your shield. Better range then trying to grab before Snake lands either another FTilt or a killing UTilt.
personally I prefer to either forward air out of shield or dash attack in this instance. if snake f tilts you at max range, your up air isnt going to hit him. forward air will. forward air, will also put snake off stage in this position depending on stage positioning, at which point sonic can go to town on snake. or alternatively you can dash attack him, which can set up for all types of lovely follow ups, since after a max range forward tilt, the dash attack will only hit with the weakest part, at which point the snake will try to bair you. and you can simply either walk or stutter step backwards and charge a forward smash to hit him from the whiffed bair.
Shorter characters are tougher to hit with it, but nonetheless...
I only really do SH up air on tall opponents. SH up air and SH fair, are pretty much useless against anybody metaknights size or smaller
Why isn't anyone adding this to their game (I've been using it for a while)? Food for thought, Kojin. Look into the effectiveness of SH-UAir OOS. Just another option of many.
^^ agreed.
Or if you're fighting ROB, SH OoS Footstool > jablock![]()