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Possible Use for Dair

The_Most_Effectual

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I, as many Ness players do, seldom use Dair ("seldom" as in, like, never). Perhaps I'm not up to speed with current Ness gameplay, but I haven't seen anybody reliably and consistently using this move. I believe there are four main reasons as to why this is:

1. The spike is somewhat hard to land.

Who doesn't love the satisfying feeling you get when you land a good, clean spike? Spikes are hype--But Ness' is not. The frame data speaks for itself. When the hitbox comes out, you have to hit on the first couple of frames, right under Ness' foot. The sweet-spot, spiking hitbox does 12% damage, anything else does 10%. I would compare landing a spike with Ness's Dair to landing a tipper with Marth, you have to pay attention to where you are, where your opponent is, and where you both will by the time the move comes out. It's much less timing based than most characters' spikes, and more based on a combination of timing and spacing.

2. The move has a weird startup on the animation.

This ties into point #1, but the startup the move has makes it hard to land. I can see lots of beginner Ness players using this move to cover their landing while an opponent is below them, only to land without the move itself ever coming out. If your opponent is off stage and you are coming down above them, you might think to use this move in an attempt to work around the startup and land the spike. However, if your opponent has decently quick reaction time, they will see the startup and air dodge.

3. This move has God-awful landing-lag

This ties into point #2, as the two combined make this move very unsafe to use on stage. Using this move anytime that is not prior to the apex of a full hop will result in Ness landing and suffering the ending lag. Honestly, this move is great when used on stage. It does decent damage and the startup even serves as a bit of a fake-out. If you land the spike while they're standing and they don't tech, they will be popped up into the air, allowing lots of follow-up options. But none of this can be done safely when the landing-lag is factored in.

4. Ness' other aerials vastly outshine this one.

When you have a character known for their amazing air-game, with extremely quick, safe, and powerful aerials, why would you ever want to use a move that is slow, dangerous, and hard to land? He just has other options that are better in nearly every way. Choosing to use a huge-risk, low-reward move over a low-risk, decent-reward move isn't a good a idea in the heat of a match, and thus it goes unused.

The Possible Use:

All this said, I do believe that I have a possibility of a way to use this move. It's a pretty simple technique, and it's worked pretty reliably for me when I've tried it. It's only when you're off-stage, and you're below your opponent.

Perform a double jump and immediately push down on the C-stick (I use the C-stick for aerials, and IMO this tech is easier to perform this way, but it can be done by pushing down and A.). What you're essentially doing here is combining the awkward animation and timing of Dair with the height and speed of a DJ. Dair is "charging" while Ness is moving upward, and comes out right when he reaches the peak of his DJ. The whole thing happens very quickly and takes opponents who aren't expecting it by surprise. It's spacing actually isn't as obscure as it might sound. Let's say you're chasing an opponent offstage, looking for a gimp. If they air dodge a falling Nair/Fair, they will be at about the height they should be to DJ and Dair.

Like I said before, it's simple, but effective. I think there's some promise here, but I would love to hear what you guys have to think. I have video of me performing it, but I don't know how to upload it on here for you to see. It may not be anything, but I at least wanted to run it by you guys. Thanks!
 

Uffe

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I only use dair for PKF Lag Cancelling, though, nair is a better option to use afterwards if PKF missed. Unless they're close to where you can lag cancel into a grab. By the way, your possible use section, are you talking about a rising dair? This was a thing back in Brawl if I'm reading this correctly. The thing about dair, though, is that it has always been laggy. However, back in the previous three games, you could SH > dair > uair/u-smash/u-tilt/PKT.
 

Noa.

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The biggest problem with dair is not how hard it is to land. The biggest problem is that even if you land it the reward on it is awful. 12 damage is ok but does not justify how hard it is to land. Dair is useless onstage. Offstage you would think a spike would be threatening but the knockback on it Id incredibly weak. It only starts killing sub 100 percents. That's only about 20 percent or so less than when uair and Bair start killing which are a lot easier to land.

Dair is unfortunately pretty bad. Really hard to land and pitiful reward
 

Waael

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I've landed a few D-air kills in my time but yeah it's not as awesome as it was in brawl. I use it for Auto-Cancelling though :)
 

Earthbound360

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Noa's right. I've given dair a chance, I've gotten sweetspots off stage with it, but dang I can't count on fingers how many times I've said "YESZ SPIKED" just to see the opponent still make it back.

You don't understand how disappointing this is to me :(
 

XCounter

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Outside of using it to cancel landing lag, I guess you could use a rising dair after an aerial PK Fire as a different offstage option on characters with worse recoveries like Captain Falcon or Little Mac.

It's really situational, though. Definitely his worst aerial.
 

L9999

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Outside of using it to cancel landing lag, I guess you could use a rising dair after an aerial PK Fire as a different offstage option on characters with worse recoveries like Captain Falcon or Little Mac.

It's really situational, though. Definitely his worst aerial.
Rising Dair is so much fun. I just love to dunk people with it. Especially if I dunk them in the ledge. Also, has anyone seen the Smooth Landing Heavy Gravity videos of Ness? In that mode Dair doesn't completely suck. It still sucks with the improved Nair, Fair, Bair, and Uair, but it CAN BE USED.
 

Lukingordex

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Dair is completely useless.

Offstage, rather than trying to land a rising dair, I would preffer to wait for the airdodge and punish it with a rising Bair or Uair.

In very rare situations, while i'm comboing someone offstage with fair, I try to land a Dair when fair isn't a true combo anymore hoping they won't expect it. However, they can easily air dodge that and if they do, that means I lost the opportunity to punish the airdodge with some other better aerial.
 
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Link24a

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I've never seem it used successfully in a tournament match (or even at all)

Just don't
 

Noa.

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I mean if there's water on Delfino you can use it to spike them. Then the reward is worth it and it's easy to land. Otherwise...
 

Earthbound360

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I've gotten it once in tournament against one of the top players in my state. I used it to win a game 3 match where I was losing too. It was absolutely divine. But it was a desperation kind of thing, sort of a "what else can I try at this point?" sort of deal. Not recommended basically :p
 

Waael

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I've gotten it once in tournament against one of the top players in my state. I used it to win a game 3 match where I was losing too. It was absolutely divine. But it was a desperation kind of thing, sort of a "what else can I try at this point?" sort of deal. Not recommended basically :p
IT MUST HAVE BEEN SUCH A GREAT FEELING. Game three too.
 

o.o

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This is a noob question I know but how can a move have poor landing lag but also be used to cancel landing lag? I've seen the move used to cancel landing lag for a full hop arial pk fire...

Also as mentioned I am a noob and always end up fast falling when I try to dair off stage. Tips for this?
 

Link24a

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This is a noob question I know but how can a move have poor landing lag but also be used to cancel landing lag? I've seen the move used to cancel landing lag for a full hop arial pk fire...

Also as mentioned I am a noob and always end up fast falling when I try to dair off stage. Tips for this?
His down air's landing lag doesn't start until the hitbox comes out. So if you use it right before landing you don't get lag
 

The_Most_Effectual

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Noa's right. I've given dair a chance, I've gotten sweetspots off stage with it, but dang I can't count on fingers how many times I've said "YESZ SPIKED" just to see the opponent still make it back.

You don't understand how disappointing this is to me :(
Yeah, I totally agree. There was one match where I pulled it off twice, at two different times, only to have him come back both times. Worse yet, it was a Link, one of the worst recoveries in the game. When you spike a character with awful recovery at 70%, it should be illegal for them to make it back. If a Ganondorf's had spiked him, he might as well have just put down the controller. Unfortunately, all spikes are not created equal...
 

Earthbound360

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Also as mentioned I am a noob and always end up fast falling when I try to dair off stage. Tips for this?
Dair automatically cancels fast fall in this game, so just pressing down then A should work as long as you don't double tap it.

If that's STILL not working out, use the C-stick.
 

THERyanP7

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I just miss Project M Ness' Dair :( it was so perfect! Spikes on Spikes on Spikes! But rising Dair is awesome to land!
 

Earthbound360

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Dair in PM was like the best dair ever. 4 frames, huge hitbox, combolicious, etc.

It had low knockback, but it didn't matter, it was good at everything else. Smash 4 dair feels just as weak as PM dair without all the speed >_>
 

Link24a

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Dair in PM was like the best dair ever. 4 frames, huge hitbox, combolicious, etc.

It had low knockback, but it didn't matter, it was good at everything else. Smash 4 dair feels just as weak as PM dair without all the speed >_>
Is it actually better than smash 64 version?
 

Azazel

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I use the start up auto cancel frames to buffer grabs when I tomahawk. its pretty good since dair will cancel instantly but still make the sound so it will scare them into shield
 
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