LancerStaff
Smash Hero
So I was testing stuff again, namely how Dair's spike works. Things were going completely off the rails right away because the frames weren't matching up. I'm tired right now but something's wrong with Nair... Might actually come out on frame 5 rather then 4, which would kinda suck.
Anyway, now I completely understand how Dair's various launch angles work. There's four. Two on frame 10, then one on 11 and then 12. The fast angle (silly name, but it's only notable for it's speed), the spike angle (there's technically two depending on which side the opponent gets hit by it but there's a negligible difference), the KO angle (highest upwards KO potential due to BKB and angle), and the combo angle, in that order. I imagine we can stick with these names from here on out... (So fast Dair, Dair spike, KO Dair, and combo Dair.)
Real quick I need to say that the hitboxes on it aren't as bad as I previously thought. It's just that the tail-end of the trail doesn't have a hitbox. Imagine this dealie but upside-down as the visual: η And then this as reality: u So one side looks longer but isn't. And it actually looks like a frame 8 move but tons of moves don't match the animation in startup so whatever.
Anyway, think of our U broken into four pieces. First two are larger while the last two are smaller, meaning the second, bottom-most piece is nearly centered. That's the spike.
No question in my mind that it's significantly biased to the back. It'll spike if the opponent is slightly in front or less slightly behind... Meaning that we should always go for spikes with our backs turned. As an added bonus, the fast angle launches the lowest and farthest horizontally out of the non-spikes and we're more likely to get that if we mess up.
Also means that when we go for Dair spikes into a kill we should RAR it. We'll be lined-up perfectly for a Usmash if we cross-up and if we were going for a Fsmash we'll turn around anyway.
Planning on finally making that video now that I've worked all this out... But that might have to wait a week depending on how things go.
Anyway, now I completely understand how Dair's various launch angles work. There's four. Two on frame 10, then one on 11 and then 12. The fast angle (silly name, but it's only notable for it's speed), the spike angle (there's technically two depending on which side the opponent gets hit by it but there's a negligible difference), the KO angle (highest upwards KO potential due to BKB and angle), and the combo angle, in that order. I imagine we can stick with these names from here on out... (So fast Dair, Dair spike, KO Dair, and combo Dair.)
Real quick I need to say that the hitboxes on it aren't as bad as I previously thought. It's just that the tail-end of the trail doesn't have a hitbox. Imagine this dealie but upside-down as the visual: η And then this as reality: u So one side looks longer but isn't. And it actually looks like a frame 8 move but tons of moves don't match the animation in startup so whatever.
Anyway, think of our U broken into four pieces. First two are larger while the last two are smaller, meaning the second, bottom-most piece is nearly centered. That's the spike.
No question in my mind that it's significantly biased to the back. It'll spike if the opponent is slightly in front or less slightly behind... Meaning that we should always go for spikes with our backs turned. As an added bonus, the fast angle launches the lowest and farthest horizontally out of the non-spikes and we're more likely to get that if we mess up.
Also means that when we go for Dair spikes into a kill we should RAR it. We'll be lined-up perfectly for a Usmash if we cross-up and if we were going for a Fsmash we'll turn around anyway.
Planning on finally making that video now that I've worked all this out... But that might have to wait a week depending on how things go.