Magus420
Smash Master
You can't CC d-air since it doesn't send upwards (ASDIing down does nothing). If you hit someone when they are in the actual crouch animation they get halved hitlag and 2/3 the knockback and hitstun, but they obviously can't do that while sleeping.
D-air to d-smash can start comboing at like 15% if you time it very well. It also only does 19% though. Kicks do 20% when fresh. If you've hit with both your b-air and f-air recently on that stock the d-air to d-smash will do slightly more but is a lot easier to **** up at low percents.
If they're between 46-57% you can do D-Air->D-Tilt->D-Smash (26 dmg), and if they happen to be at 50-51% you can go for D-Air->D-Tilt (x2)->D-Smash (32.37 dmg) which are all guaranteed if you do them right. You could also try them above those ranges where the d-tilt would be popping them up before doing the d-smash, but if they ASDI the d-tilt down and immediately getup attack/stand/roll the d-smash can whiff.
You can safely punish with a charged f-smash if you space it to only connect with the final hit which has slightly more range than the others. Get as close as you can next to themwith your front facing them facing in the same direction as Puff (so if behind them be touching with your frontside, and if in front have your back touching them), and then roll through them to the other side (back roll if you were in front, forward roll if you were behind). C-Stick the f-smash (so you don't potentially dash slightly by inputting with forward+A) and hold Z/A to charge it. This gives you the proper spacing for it pretty easily. For example, if you want to send them to the left get as close as you can on their left side (walk or wavedash into them), roll to the right, then charge f-smash to the left. It KOs better than a kick but does something between 19-20% so for straight damage it's about the same as a kick and takes longer to set up.
D-air to d-smash can start comboing at like 15% if you time it very well. It also only does 19% though. Kicks do 20% when fresh. If you've hit with both your b-air and f-air recently on that stock the d-air to d-smash will do slightly more but is a lot easier to **** up at low percents.
If they're between 46-57% you can do D-Air->D-Tilt->D-Smash (26 dmg), and if they happen to be at 50-51% you can go for D-Air->D-Tilt (x2)->D-Smash (32.37 dmg) which are all guaranteed if you do them right. You could also try them above those ranges where the d-tilt would be popping them up before doing the d-smash, but if they ASDI the d-tilt down and immediately getup attack/stand/roll the d-smash can whiff.
You can safely punish with a charged f-smash if you space it to only connect with the final hit which has slightly more range than the others. Get as close as you can next to them
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