This means best Dair in general, NOT SPIKE. There is a seperate thread for that debate.
Any ideas?
Contenders ATM:
[yadda yadda]
Thoughts?
PLEASE try to keep your arguments constructive and avoid name-dropping.
Yuo've written this entirely the wrong way:
1) Meta Knight:
Pros:
- Very quick attack
- Zero Lag
- Massive hitbox
- Sweetspot that launches
- Hits foes horizontally
Cons: None?
2) Lucario:
Pros:
- Very quick attack
- Zero Lag
- Deceptively large hitbox
- Stalls in the air
Cons:
- Situational; direction of hit depends on hitbox, and can never be 'down'.
3) Peach
Pros:
- Quick attack
- Combo-able
- Zero ending lag
- Damage racker except for SDI
- Shields from projectiles
Cons:
- Can be Smash-DI'd to escape the strong hit.
(see, because being "multi-hitting" is nothing
but the property of allowing for SDI escape.
I.e., having multiple hits is a
bad thing.)
4) Wario:
Pros:
- Tough to punish if it connects
- Great damage racker
Cons:
- Possible, but tough (see above) to Smash-DI to escape the strong hit.
- Landing lag
How the heck were "tough to punish if it connects" and "SDI-able" both here? Really, one of them should go.
Also, if SDI allows you to escape significant damage, it should be a qualification of an advantage of the move, not a con. I don't know enough about Wario, though.
5) Fox
Pros:
- Quick attack
- Combo-able
- Zero ending lag
- Damage racker
Cons:
Am I to understand that you can't SDI out of Fox's dair? Just making sure.
Also, if it's punishable because you can shield grab, just say it can be shiled grabbed. If it's punishable generally, just say that. If it's punishable, but particularly because it can be shield grabbed, put two separate points. Again, I don't know much about Fox, I made an assumption.
6) G&W:
Pros:
- Spikes
- Can be slow-falled
- Has an on-landing hitbox, that can be outreached.
Cons:
- Can be punished on landing with shield-grab
- Is a "fall" dair, but can be recovered from.
Able to be recovered when done off stage is an advantage that
a lot of dairs have. Falcon's, for example. Peach's. Mario's. Luigi's. Falco's.
Etc. This is the note that made me write this.
That should be a qualification of the
disadvantage this move has if you use it off the stage.
Similarly with the landing hitbox. Able to be outreached is a sense in which the landing hitbox may not be as good as it appears, or compared to those
with the same advantage. It's still better than hitting the ground with Ganon's dair.
7) Falco:
Pros:
- Spikes, but only if precisely sweetspotted (in space and time)
- Comes out fast
- Zero landing lag
Cons:
Can you standardize "comes out fast" to a statement about lag, like the rest of the entries in this compilation? The idea of creating charts is you follow a template so that you can stick to the math, and not sift through English diction choices.
And it doesn't have zero landing lag. It has virtually zero landing lag.
8) Ganon:
Pros:
- Spikes very hard
- Huge damage
- Auto-cancels on SH ~this
Cons:
- Landing lag if not auto-canceled
- Difficult to time correctly
- Very punishable if it misses.
It doesn't just have landing lag if not autocancelled, you need to note how **** slow that lag is. Everyone has landing lag if not autocancelled (except Samus
).
Difficult to time correctly? Huh? What the hell is that?
9) Link:
Pros:
- Spikes very hard
- Comes out quickly
Cons:
- Easy to punish (due to landing lag) if, but only if, not used with boomerang
- Off-stage whiffs are guaranteed loss of stock.
. . . this is
Toon Link's dair.
I'm pretty sure that needing to use another move just to shore up a move's weaknesses (as opposed to being an actual
combo with that move) is just a weakness.
Could rewrite the last con as stating what kind of 'fall' dair it is. Since it's just a member of that class.
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@Serris: It's not that Samus' dair hitbox is "decently big"; it's that it covers an intriguing area around her. It may not extend very far from her where you think you'd expect or want it, but it can hit people above you, and that's really cool.