A2ZOMG
Smash Legend
- Joined
- Oct 13, 2007
- Messages
- 12,542
- Location
- RPV, California
- NNID
- A2ZOMG
- Switch FC
- SW 8400 1713 9427
When you SH N-air, you are committed to landing before you can do any other actions. SH U-air lets you do more actions before you land, so thus gives you more flexibility, which can either work more favorably in your mixup or spacing strategies. The only time U-air oos is inferior to N-air is maybe like really rarely during crossover situations, except because you have the option of B-airing afterwards, it's actually probably overall better anyway. Most characters don't really want to fool around behind Mario's shield anyway since he's strong at punishing crossovers.
Also a key thing to note about fullhop U-air is that a frame perfect buffered U-air lets you autocancel a D-air immediately afterwards. I actually use this for spacing, given that the final hit of D-air has pretty good range/priority.
Also a key thing to note about fullhop U-air is that a frame perfect buffered U-air lets you autocancel a D-air immediately afterwards. I actually use this for spacing, given that the final hit of D-air has pretty good range/priority.