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nair usage

1nconspikuous

Smash Apprentice
Joined
Apr 3, 2008
Messages
198
Location
Toronto
k so a good start on the swallow priority. very situational, but useful information nonetheless.

now we all know kirby's fair and bair are his bread and butter, but i've seen some vids of some of the better kirby's (t!mmy, gonzo etc.) and i find they use nairs well.

personally i don't know how to use them all that well; i find nair laggy. but they know how/when 2 use it, so i think it'd be nice 2 know that too.

EDIT
- always autocancel nair by landing when/where u want/need to.
- good point made by gonzo: think of nair like rob's nair, but with less knockback, range etc.

nair uses:
- projectile defense (make sure 2 space it upon landing)
- 'combo' opening (ie. nair>tilts)
- rhyfelwyr nair combo (hit start nair>jabs) [vid link? can't seem 2 find it.]
- if you are side-by-side and your back is facing the opponent
- counter air dodges... its hitbox is active for a long time, and i assume it's longer than an air dodge. just remember to land b4 u are left in the punishable final laggy frames of the nair.


NOTE: Deg's got an awesome YOUTUBE tutorial on most (if not all) of kirby's moves, so obviously you'd want to chk those out for further depth into the n-air.

Deg's Kirby Instructional Video Parts 1 and 2 respectively:

http://www.youtube.com/watch?v=4vUomoAvn84
http://www.youtube.com/watch?v=1WF08sk9jp4
 

SpikeSpiegel19

Smash Ace
Joined
Feb 4, 2008
Messages
691
Location
Arlington
U should utilize the Nair when ur opponent is stunned or u have an opening. The reason for this is that Nair has short range. Once Nair hits, its best if the end of it hits it'll autocancel and then u can use one of these three attacks, Dtilt, Ftilt, and NeutralA. These moves are fast and may lead into another aerial or finisher.

Blocking items with this move: if u block a projectile with Nair make sure that after u land ur opponent isn't to close. Sometimes its smart to Nair backwards so u block the projectile but u also save urself from getting hit by ur opponent

Hope this helps!
 

Kirby Magatsu

Smash Journeyman
Joined
Dec 12, 2006
Messages
315
Nair can be used for space, the knockback are good to distance your opponent, i like this attack for the same motives than gonzo, the autocancel that allows link a tilt or jab.
 

feardragon64

Smash Champion
Joined
Apr 9, 2008
Messages
2,154
Location
San Francisco
Nair is a good surprise move. But you have to be careful of one thing.
Use nair close to the ground(so you can end it early), know you won't get punished for it(since it lasts for so long), and they have a high enough percent that they won't just get a minor stun and fsmash you with whatever godly fsmash they have. I was playing in a tournament yesterday and I tried using nair a bit more. I got owned for it, but not because it's a bad move. Just make sure the knockback will be enough or you'll have enough space to end the lag of the attack. Fast fall on this is a must.

Edit: Oh and make sure it auto cancels =\
 

GhettoSheep

Smash Journeyman
Joined
Feb 20, 2008
Messages
275
Location
Socal/Seattle
I like using the nair for mindgames when I'm trying to go for a ko. I like to autocancel it after a "miss" and do an fsmash (love the range :)). Basically autocancelling makes it really good to lead into combos or finishers. It's very situational but very useful.

Edit: Hey feardragon, we're maining the same characters lol
 

feardragon64

Smash Champion
Joined
Apr 9, 2008
Messages
2,154
Location
San Francisco
I like using the nair for mindgames when I'm trying to go for a ko. I like to autocancel it after a "miss" and buffer a fsmash (love the range :)). Basically autocancelling makes it really good to lead into combos or finishers. It's very situational but very useful.

Edit: Hey feardragon, we're maining the same characters lol
Lolz yay!

And I find canceling it into a dtilt and pray it trips works better. Gets in that extra damage before fsmash(and almost guarantees it ^_^)
 

GhettoSheep

Smash Journeyman
Joined
Feb 20, 2008
Messages
275
Location
Socal/Seattle
Kirby is just combolicious

The dtilt is really good for when they're close. But when they aren't close enough I like the fsmash immediately because of its range. Like, ill be camping in their face outside of their range (my kirby plays a lot like marth), but in my fmash range, then I land with and autocancel land and BOOM. I find it's pretty easy to set up with mindgames because Kirby has so much range and speed now. Kirby's fsmash is too good!
 

SpikeSpiegel19

Smash Ace
Joined
Feb 4, 2008
Messages
691
Location
Arlington
lol I'm seconding G&W cuz Kirby and G&W have similar aerial strength but with some different priorities which make it easier to counter characters like marth or DDD
 

Tomato Kirby

Smash Ace
Joined
Nov 4, 2007
Messages
582
Rhyfelwyr has n-air (as soon as n-air comes out, it is hitting the opponent) comboing into some jabs, and it is an inescapable combo at low percents, it seems.

Combo at n-air start, or auto-cancel into whatever. Wonderful.
 

SkaManifesto

Smash Apprentice
Joined
Oct 12, 2006
Messages
105
Location
SoCal
NNID
loonuhsee
Check it out. A good useage of the Nair that i have found is this: Your opponent and you are sheidling side by side, you know those stand offs right? But your opponent is behind you and your faceing forward. Usually your opponent may be expecting a Back-Fsmash, or if they know Kirby well maybe even a Utilt. Well they will either try to grab, tilt or smash you, and befor ethey can do that, you SH then Nair (you have to time this right so that you jump, they attack and there sheild are down, THEN you NAir), and pressure them with bair or reversed up-b (turning your b up aroumd when facing foward).
 

SparkEd

Smash Journeyman
Joined
May 9, 2008
Messages
231
NAir is probably decent for attacking right after a dodge roll behind you so you don't spend time turning around. In other words, I like to use it like a turnaround tactic.

Otherwise it's just another attackable taunt to me :p
 

SpikeSpiegel19

Smash Ace
Joined
Feb 4, 2008
Messages
691
Location
Arlington
NAir is probably decent for attacking right after a dodge roll behind you so you don't spend time turning around. In other words, I like to use it like a turnaround tactic.

Otherwise it's just another attackable taunt to me :p
Ur missing a lot of opportunities for using Nair, imagine Nair as ROB's Nair, except with less knockback (not a bad thing), faster, less range (again not necessarily a bad thing), and it autocancels.

Use it just like that
 

1nconspikuous

Smash Apprentice
Joined
Apr 3, 2008
Messages
198
Location
Toronto
that's cool, i mean, cuz ROB's nair is pretty useful. idk about the priority of kirby's nair though, cuz there r times when i'd use ROB's nair cuz i feel 'safer' with it that i would't even try 2 use kirby's nair (like if ur opponent is directly above you, for example)
 

seshun

Smash Apprentice
Joined
Mar 9, 2006
Messages
81
i think its disadvantages prioritywise weighs out its advantages therefor i dont use it. I just use the pump air faking dair.
 

TwilightKirby

Smash Ace
Joined
Mar 22, 2008
Messages
552
Location
socal
nair is a good counter to air dodges just so you guys know lol
thats about a good 75% of what i use it for XD maybe more
 
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