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Zair?

Ansem

Smash Cadet
Joined
Aug 19, 2011
Messages
30
Location
Tampa, FL
I was wondering other Samus mains opinion on it as a move. It is a great spacing tool that auto cancels i, and using it out of a backwards air dodge to keep distance. The damage adds up quickly while you get to keeping your opponent away.
 

JerkPhil

Smash Journeyman
Joined
Jul 17, 2008
Messages
402
Location
Sweden
Yes it's a great move. Keep using it!
As far as I know, it doesn't really auto cancel, but has 19 frames of lag or something. There has been some posts about it already.
 

Serris

ლ(ಠ益ಠლ)
Joined
Nov 11, 2007
Messages
2,946
Location
Plymouth, Massachusetts
NNID
Herple-Derples
3DS FC
5043-4507-3351
It has a stupid amount of priority for the kind of range and speed it has, and it hits Ganondorf out of his Wizard Kick, so abuse it as much as you can.
 

0RLY

A great conversation filler at bars and parties
Joined
Nov 18, 2007
Messages
2,681
Location
Temple University, Philadelphia
right after a super missile cancel, i sh ad forward zair against spacies to zap them out of their reflector to let the missile hit. works on other people too, but its most satisfying against reflectors
 

Litt

Samus
Joined
Feb 2, 2013
Messages
1,863
Location
CT
Hmm so far I have been using missiles to make my opponent approach, when they do, keep them at a distance with the zair, and when they get in too close, forward titlt into morphball dash attack --> upsmash or dsmash.
 

ph00tbag

C(ϾᶘϿ)Ͻ
Joined
Mar 16, 2007
Messages
7,245
Location
NC
It's probably one of her best moves in this game. It gives her a ton more ground control and it's really safe. So definitely keep it in mind.
 

Dyna

Smash Ace
Joined
Nov 18, 2004
Messages
511
Location
México City
Slippi.gg
DASH#330
NNID
DynaDASH
3DS FC
4442-0361-1464
The move is still pretty good, it was "nerfed" from her Brawl iteration to avoid seamless spam but it is still very useful.

You can even force resets using it if your opponent did not tech nor did anything, you can Zair into Grab or anything you like.

Indulge yourselves.
 

Missile

Smash Apprentice
Joined
Dec 27, 2008
Messages
95
Pros:
1. It's a pseudo counter. You can air dodge in place to dodge a projectile and grab it, or to dodge an attack, and then zair out of the air dodge to push your opponent away. Works best with ranged attacks since the knockback is good enough to space out your opponent enough to keep them from reaching you.
2. It breaks/knocks away most projectiles. e.g. missiles, turnips, link's bombs*, boomerang, snake's grenades, small charge shots, small aura spheres/shadow balls, pills, fireballs, pikmin...
3. Incredibly safe edgeguard tool. It breaks all recovery moves. ALL of them, so far, that I've tried. The only time it won't hit anyone out of their recovery is when it won't hit lol.
4. It can poke at shields, or stun opponents long enough for a missile to hit.
5. It's safe at a distance, whether your hit or not, with most characters.
6. It disrupts your opponent's rythm.

Cons:
1. Can be punished by some characters with strong crouch cancels, like Bowser.
2. Can be countered by Link's bombs. He can block the zair and jump out of shield and throw the bomb at you before you can recover from the Z-air.
3. It does incredibly low damage. It's not a move to rack up a lot of damage. It's simply a really strong keep-away tool. 7% first hit, 4% all following hits in the same stock. Resets every stock.

All in all, I'd rate it a 9 to 9.5/10. It's got very few cons and has a vast usability. It's the one tool she's been missing since Melee. Learn the timing on it. You can change its length/speed based on how high/low you air dodge/perform the z--air.
 
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