ihasabuket
Smash Journeyman
- Joined
- Mar 17, 2015
- Messages
- 321
Rising upair's frame data is so good but it is hardly ever exploited. Axe often uses Full Jump rising upair but I think SH rising upair is better most of the time because you're in a better position to stuff or retreat after whiffing and you dont give up center stage or let the opponent get under you. Here are a few things you can do with rising upair.
SH double upair
This can be really useful to space attacks on a shield after a crossup nair. You can also use it as a mixup to crossup nair to approach with the front part of the first upair and hit with the second upair after you cross them up.
You can opt to do a Nair instead of a second upair. This is a really cool way to setup a late nair which is 0 on shield.
It is also a really effective and noncommittal stuffing tool in the spacie and peach MU's(maybe falcon too). It is important to use aerial drift at all times. When stuffing It is best to drift right after the hitbox comes(instead of initially jumping away) so that it causes drag, leaving a hitbox where you previously were and giving up as little space as possible. This can be countered by a fulljump aerial if they read your drift, so remember to use Full Jump upair as a mixup, but SH rising upair should be your default stuffing tool since its less committal.
SH upair waveland
This is mostly just a mixup for when you're using SH rising upair as a stuffing tool. It can also be used to followup in case you land the first rising upair and you want to get into a better position.
Other options - Alternatively you can DJ after the first upair to land or waveland on a platform. You could also just FFAC the upair to minimize your lag.
You can also set up SH rising upair by approaching with a run canceled dtilt. Preferably with the dtilt spaced better than in my example; In my example I was a little slow on the jump after dtilting, it can be done a lot sooner. Anyway, the upair doesnt really have to connect (in case you spaced the dtilt as far as possible), its more to catch OoS options. I they roll back or spotdodge you should have enough time to punish it or at least space another tilt to force them into shield again.
It may help to use the following input method that Trix uses to get the soonest possible upair
Even though this is a really useful tool, Pikachu's strength is his mobility and whiff punishing should be your main focus. As you may have seen, Axe uses Full Jump upair as a mixup to dash back to stuff moves. This is simply a less committal way of doing just that. It is also a really effective way to hold space after approaching with a tilt.
EDIT: To further illustrate my point, here's a match where Axe uses Full jump rising upair and gets punished because it gives Plup too much room and time for plup to approach. Pikachu also has a hard time when enemies are under him because he's not good at threatening space below him because his aerials lack horizontal and vertical range. Anyway, heres the match.
Whiffed full jump rising upair gets punished at these times: 3:00, 5:04, 5:37, 7:18
These are situations where SH rising upair could have given Axe more options and less airtime so that Plup would not have had such a good position to punish. It would have also allowed Axe to keep some of his stage control after whiffing.
One thing I do wanna point out is that at 7:50 Axe does a Full Jump upair and then DJ WL's to the top platform. This is an excellent option after whiffing so its not as if Full jump upair air is super risky, just that SH rising upair is a lot less risky.
SH double upair
This can be really useful to space attacks on a shield after a crossup nair. You can also use it as a mixup to crossup nair to approach with the front part of the first upair and hit with the second upair after you cross them up.
You can opt to do a Nair instead of a second upair. This is a really cool way to setup a late nair which is 0 on shield.
It is also a really effective and noncommittal stuffing tool in the spacie and peach MU's(maybe falcon too). It is important to use aerial drift at all times. When stuffing It is best to drift right after the hitbox comes(instead of initially jumping away) so that it causes drag, leaving a hitbox where you previously were and giving up as little space as possible. This can be countered by a fulljump aerial if they read your drift, so remember to use Full Jump upair as a mixup, but SH rising upair should be your default stuffing tool since its less committal.
SH upair waveland
This is mostly just a mixup for when you're using SH rising upair as a stuffing tool. It can also be used to followup in case you land the first rising upair and you want to get into a better position.
Other options - Alternatively you can DJ after the first upair to land or waveland on a platform. You could also just FFAC the upair to minimize your lag.
You can also set up SH rising upair by approaching with a run canceled dtilt. Preferably with the dtilt spaced better than in my example; In my example I was a little slow on the jump after dtilting, it can be done a lot sooner. Anyway, the upair doesnt really have to connect (in case you spaced the dtilt as far as possible), its more to catch OoS options. I they roll back or spotdodge you should have enough time to punish it or at least space another tilt to force them into shield again.
It may help to use the following input method that Trix uses to get the soonest possible upair
This method uses X/Y to jump while angling the control stick at an upwards angle and hitting Z on the first airborne frame.ve been looking into this stuff too and you don't necessarily need to claw grip. If you the stick at a perfectly 45 degree angle, will you aerially drift as far as normally possible, and can still upair. This means that you can use z without holding up having any effect on your drift, as long you slant the upwards hold where you want to go. (If you were to say hold it 44 degrees, you would not drift as far as possible by a very slight amount. If you hold it 46 degrees you won't do an uair. So you have to hold it somewhere in the 40-45 degree range to still do an upair while having little to no aerial drift loss.)
Even though this is a really useful tool, Pikachu's strength is his mobility and whiff punishing should be your main focus. As you may have seen, Axe uses Full Jump upair as a mixup to dash back to stuff moves. This is simply a less committal way of doing just that. It is also a really effective way to hold space after approaching with a tilt.
EDIT: To further illustrate my point, here's a match where Axe uses Full jump rising upair and gets punished because it gives Plup too much room and time for plup to approach. Pikachu also has a hard time when enemies are under him because he's not good at threatening space below him because his aerials lack horizontal and vertical range. Anyway, heres the match.
Whiffed full jump rising upair gets punished at these times: 3:00, 5:04, 5:37, 7:18
These are situations where SH rising upair could have given Axe more options and less airtime so that Plup would not have had such a good position to punish. It would have also allowed Axe to keep some of his stage control after whiffing.
One thing I do wanna point out is that at 7:50 Axe does a Full Jump upair and then DJ WL's to the top platform. This is an excellent option after whiffing so its not as if Full jump upair air is super risky, just that SH rising upair is a lot less risky.
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