hippiedude92
Smash Hero
Nair is just hella godly. I'm going to give out the info on this particular move and say why it's should be one of nominated top moves in luigi's movset. (At least that's what I think.) This move is like Luigi's staple of his move set and his best tool ever.
Properties & Data
So nair's is weird like karate jet li like feet attack and stays out for a long time. It stays out for 45 frames, 'strong' hitbox comes out 3-6 frames and 'weak' hitbox 7-31 frames. It's landlag is 14 frames. It's hit lag is 10 frames (strong hitbox) and (weak hitbox) is 7 frames. It's shield stun is 4 frames (strong hitbox) 2 frames (weak hitbox)
What do I mean by " strong " and " weak "? Well due to brawl's weird mechanics, Luigi's Nair on frames 3-6 has this hitbox that does signficiant knockback and is able to kill many of the cast, around 110%s+. After the 6th frame, the 7th-31st frames is are just a small knockback from the hitbox enabling luigi to follow up with combos.
So you as you see, the strong hitbox allows luigi for the kills and the weak hitbox allows followups for combo-ing. It's hitbox almost acts like GaW's Fair.
Priority
Nair's priority is next to godly/near broken. Nair allows you to break combos (possiblity of breaking Mk's tornado), you can use it to escape CGs like Falcos, it can cut through some projectiles like wind (Din's fire), or a rapid A combo (like fox's). Majority of the time you'll trade off hits when you use Nair which is why it's a combo breaker.
Out of shield Nair
If you look back remembering Nair's strong hitbox on 3rd-6th frames, if your holding up your shield, use a Nair. A OoS Nair is a nice tactic, to send them in the air, and even if they shield it, the strong hitbox will push them back enough for luigi not to get punished. If they don't shield it, at higher %s, they'll most likely die to it.
Combo starter/killer.
Stated above before, you know Nair's properties on priority which is why it is a combo killer (literally trades off hits and stops the person doing combos). But on 7th-31st frames of Nair, the weak hitbox, at lower %s it allows you to start combos. A classic Dair > Nair combo puts them in a around 20%+ and in the air. Since Luigi can fit 2 aerials in one SH, you literally put Nair as the 2nd aerial and set them in the air for domination.
Approaching
Nair is literally the approach of luigi's set. Dair > Nair is his classic general approach. Fair>Nair works at lower %s as well as upair>Nair. Fireball> Nair is nice way to controll your approach to ensure you'll land it. However this is kinda predictable/telegraphed.
Weaknesses
This is what I wanted to get into for a while now. Nair has a few drawbacks to itself.
1. Short Ranged - It doesn't have any great range on it. Anyone with disjointed hitboxs or high grab ranges espicallly like D3 can easily shield grab it which leads to the next one.
2. Shield grabbed often - This happens to many luigi players who complain about it. Said above, its short ranged overall. Solution? Don't be predictable and try hitting Nair BEHIND them so that they won't be able to shield grab you.
3. Predictable - This is what I hate most. Once the player realizes you'll go for a Nair, they'll just put the shield up and grab you. FF's Nairing and SH Nairs are the common ones that are predicted and shield grabbed. It's easily telegraphed so watch out.
Well I'm done here. You might be able to see why Nair is one of Luigi's best tools and "IMO" one of the top moves in his moveset. If anything, I advise any luigi player to read this so they can add Nair to their moveset. If theres any mistakes/feel free to add ideas, correct me and i'll give credit accordily.
Now discuss.
AND NO THIS IS NOT A DISCUSSION OF WHY IT ISN'T A TOP MOVE IN THE GAME OR WHAT NOT. PEOPLE FAIL TO SEE THE POINT IN THE DISCUSSION. NEXT TIME I'M CAREFULLY USING MY WORDS IN A DIFFERENTLY MANNER **** lol.
Properties & Data
So nair's is weird like karate jet li like feet attack and stays out for a long time. It stays out for 45 frames, 'strong' hitbox comes out 3-6 frames and 'weak' hitbox 7-31 frames. It's landlag is 14 frames. It's hit lag is 10 frames (strong hitbox) and (weak hitbox) is 7 frames. It's shield stun is 4 frames (strong hitbox) 2 frames (weak hitbox)
What do I mean by " strong " and " weak "? Well due to brawl's weird mechanics, Luigi's Nair on frames 3-6 has this hitbox that does signficiant knockback and is able to kill many of the cast, around 110%s+. After the 6th frame, the 7th-31st frames is are just a small knockback from the hitbox enabling luigi to follow up with combos.
So you as you see, the strong hitbox allows luigi for the kills and the weak hitbox allows followups for combo-ing. It's hitbox almost acts like GaW's Fair.
Priority
Nair's priority is next to godly/near broken. Nair allows you to break combos (possiblity of breaking Mk's tornado), you can use it to escape CGs like Falcos, it can cut through some projectiles like wind (Din's fire), or a rapid A combo (like fox's). Majority of the time you'll trade off hits when you use Nair which is why it's a combo breaker.
Out of shield Nair
If you look back remembering Nair's strong hitbox on 3rd-6th frames, if your holding up your shield, use a Nair. A OoS Nair is a nice tactic, to send them in the air, and even if they shield it, the strong hitbox will push them back enough for luigi not to get punished. If they don't shield it, at higher %s, they'll most likely die to it.
Combo starter/killer.
Stated above before, you know Nair's properties on priority which is why it is a combo killer (literally trades off hits and stops the person doing combos). But on 7th-31st frames of Nair, the weak hitbox, at lower %s it allows you to start combos. A classic Dair > Nair combo puts them in a around 20%+ and in the air. Since Luigi can fit 2 aerials in one SH, you literally put Nair as the 2nd aerial and set them in the air for domination.
Approaching
Nair is literally the approach of luigi's set. Dair > Nair is his classic general approach. Fair>Nair works at lower %s as well as upair>Nair. Fireball> Nair is nice way to controll your approach to ensure you'll land it. However this is kinda predictable/telegraphed.
Weaknesses
This is what I wanted to get into for a while now. Nair has a few drawbacks to itself.
1. Short Ranged - It doesn't have any great range on it. Anyone with disjointed hitboxs or high grab ranges espicallly like D3 can easily shield grab it which leads to the next one.
2. Shield grabbed often - This happens to many luigi players who complain about it. Said above, its short ranged overall. Solution? Don't be predictable and try hitting Nair BEHIND them so that they won't be able to shield grab you.
3. Predictable - This is what I hate most. Once the player realizes you'll go for a Nair, they'll just put the shield up and grab you. FF's Nairing and SH Nairs are the common ones that are predicted and shield grabbed. It's easily telegraphed so watch out.
Well I'm done here. You might be able to see why Nair is one of Luigi's best tools and "IMO" one of the top moves in his moveset. If anything, I advise any luigi player to read this so they can add Nair to their moveset. If theres any mistakes/feel free to add ideas, correct me and i'll give credit accordily.
Now discuss.
AND NO THIS IS NOT A DISCUSSION OF WHY IT ISN'T A TOP MOVE IN THE GAME OR WHAT NOT. PEOPLE FAIL TO SEE THE POINT IN THE DISCUSSION. NEXT TIME I'M CAREFULLY USING MY WORDS IN A DIFFERENTLY MANNER **** lol.