Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Because of the hitbox, D-air is a move that you can safely use against beginners and low-level players, but you won't be getting away with it for long. A good player will start turning around, and a good player will know that while you are using D-air you are vulnerable to the sides and you can suffer landing lag. And you can't possibly get away with that if you play against a fast character or a character with enough range to punish a cross-up D-air.If you notice you are getting shield grabbed when you dair, try to land behind our opponent. Usually they won't turn around and grab, they'll ftilt or dash attack instead. Then you can land and shield or go for a grab yourself.
there's an auto cancel window for dair and it's not hard to get the timing right to have absolutely 0 landing lag frames. this is perhaps cloud's best approach option. dunno what rock you're living underI find it best to play a reactionary game with Cloud. Simply charging your limit forces the opponent to do something, because no one wants to fight a faster Cloud that can KO you at 60%. Cloud should almost never be in the position to approach an opponent; his design makes him naturally play this way.
Because of the hitbox, D-air is a move that you can safely use against beginners and low-level players, but you won't be getting away with it for long. A good player will start turning around, and a good player will know that while you are using D-air you are vulnerable to the sides and you can suffer landing lag. And you can't possibly get away with that if you play against a fast character or a character with enough range to punish a cross-up D-air.
I see a lot of Clouds approaching or trying to land with D-air, but I don't know why. It's not an approach move and should rarely be landed with. It's better as a punish or as an edge-guard move.
It only has a hitbox below him, you can easily hit Cloud out of it in the side, and it is unsafe on block (-16 to -20 frames). It's a good move alright (better with limit because of the increased movement), a great wall to put out and punishes opponents trying to chase Cloud, but it has weaknesses. I see why it's a good approach, the knockback leads into juggles, but it isn't risk free.there's an auto cancel window for dair and it's not hard to get the timing right to have absolutely 0 landing lag frames. this is perhaps cloud's best approach option. dunno what rock you're living under
use AC dair as reactionary pressure when you predict they are trying to approach instead of an approach tool.
cross up makes the -16/-20 on block irrelevant and like i said there's no landing lag if you get the timing rightIt only has a hitbox below him, you can easily hit Cloud out of it in the side, and it is unsafe on block (-16 to -20 frames). It's a good move alright (better with limit because of the increased movement), a great wall to put out and punishes opponents trying to chase Cloud, but it has weaknesses. I see why it's a good approach, the knockback leads into juggles, but it isn't risk free.
Edit: in your own words;