Mumbo
Smash Journeyman
I've been hating on the Dair change recently and have been met by adamant arguments that the Dair change is a huge buff. After messing around with frame data in debug mode, I've realized that the new dair comes with its advantages and disadvantages. Dair's weak hitstun on grounded opponents is weight dependent and % dependent. I've done most of the testing on Fox, but will discuss vaguely how the numbers change for different characters.
I went into debug mode and tested Dair weak hitstun by landing single hit dair. If you would like to do testing yourself, shorthop, dair on frame 30 (24th airborne frame) and don't fastfall. You will land a single hit of dair and land on the ground immediately after hitlag. Hitstun is not dependent on how many hits of dair you land per-say, rather its determined by the % before you land the final hit. At 0%, all characters will suffer 7 frames of hitstun after hitlag. At all %s for all characters, hitlag is 3 frames. After testing on Fox, I've found that the hitstun he suffers from dair follows the formula: hitstun = Floor((p-1)/7) + 8, where p is the Fox's % before the dair connects. This means at 0% Fox suffers 7 frames of hitstun, at 1% he suffers 8 frames, and at 78% he suffers 19 frames. After lazily testing with Jigglypuff, Samus, and Bowser, I've found that at 78%, Jigglypuff suffers 20 frames of hitstun, Samus 17, and Bowser 16, suggesting hitstun scales inversely with weight, but not by a significant amount.
Since an L-cancelled dair has 12 frames of endlag, using dair any % below the % required to force the opponent into at least 12 frames of hitstun is ill advised because you give the opportunity to the opponent to punish you. This means do not use dair at 0%. Against Fox, this means you should not use dair until at least until 29%, and even then it is not recommended because Fox has the ability to put out a hitbox the first frame he leaves hitstun (shine) and you do not.
Since Jab is the fastest hitbox you can put out (frame 3) its suggested to only use dair after you can force 15 frames of hitstun (for Fox this means 50%).
You get your hardest punishes after dair using Down B (frame 5) or Downsmash (frame 7) so keep these in mind. For Fox, don't ever use down b because the strong hitbox won't connect, and use Down air -> Downsmash after 78%.
Keep in mind that these punishes are frame perfect and require you to land and L cancel the frame after the last hit of dair connects and input the punishes the frame immediately after your endlag ends. Try not to go for tight punishes until later % thresholds if you are not comfortable in your execution. Also keep in mind that dair is very easy to Smash DI, especially if you land multiple hits.
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Scatz
I went into debug mode and tested Dair weak hitstun by landing single hit dair. If you would like to do testing yourself, shorthop, dair on frame 30 (24th airborne frame) and don't fastfall. You will land a single hit of dair and land on the ground immediately after hitlag. Hitstun is not dependent on how many hits of dair you land per-say, rather its determined by the % before you land the final hit. At 0%, all characters will suffer 7 frames of hitstun after hitlag. At all %s for all characters, hitlag is 3 frames. After testing on Fox, I've found that the hitstun he suffers from dair follows the formula: hitstun = Floor((p-1)/7) + 8, where p is the Fox's % before the dair connects. This means at 0% Fox suffers 7 frames of hitstun, at 1% he suffers 8 frames, and at 78% he suffers 19 frames. After lazily testing with Jigglypuff, Samus, and Bowser, I've found that at 78%, Jigglypuff suffers 20 frames of hitstun, Samus 17, and Bowser 16, suggesting hitstun scales inversely with weight, but not by a significant amount.
Since an L-cancelled dair has 12 frames of endlag, using dair any % below the % required to force the opponent into at least 12 frames of hitstun is ill advised because you give the opportunity to the opponent to punish you. This means do not use dair at 0%. Against Fox, this means you should not use dair until at least until 29%, and even then it is not recommended because Fox has the ability to put out a hitbox the first frame he leaves hitstun (shine) and you do not.
Since Jab is the fastest hitbox you can put out (frame 3) its suggested to only use dair after you can force 15 frames of hitstun (for Fox this means 50%).
You get your hardest punishes after dair using Down B (frame 5) or Downsmash (frame 7) so keep these in mind. For Fox, don't ever use down b because the strong hitbox won't connect, and use Down air -> Downsmash after 78%.
Keep in mind that these punishes are frame perfect and require you to land and L cancel the frame after the last hit of dair connects and input the punishes the frame immediately after your endlag ends. Try not to go for tight punishes until later % thresholds if you are not comfortable in your execution. Also keep in mind that dair is very easy to Smash DI, especially if you land multiple hits.
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![Scatz](/data/avatars/s/185/185606.jpg?1448989304)