Garioshi
Smash Apprentice
Crossup landing bair is an excellent tool for approaching and remarkably safe. It's exactly what it sounds like; bair towards a shielding opponent (you'll probably have to rar), fastfall, and get the landing hitbox. Opponents like to get hit by the landing hit for some reason, but it's still a good way to get up in your opponent's face regardless.
On hit, the landing hit's FAF is 16. I calculated shieldstun on the landing hit, which comes out to be 3 frames. It takes 7 frames to shield drop (it's also impossible to powershield it because it's at the end of a multihit). Add in the 1 frame that the hitbox is actually out on, and you get 11 frames before the opponent can act. Therefore, the opponent has 5 frames to punish your crossup landing bair. Pivoting takes 2 frames for everyone that isn't Ryu. Here are all the characters that can do so and their moves used to do it:
Now all of the turnaround jabs may seem intimidating, but it's rather difficult to do two frame perfect inputs on command. Additionally, you can most likely space out those jabs; the landing hitbox is massive.
On hit, the landing hit's FAF is 16. I calculated shieldstun on the landing hit, which comes out to be 3 frames. It takes 7 frames to shield drop (it's also impossible to powershield it because it's at the end of a multihit). Add in the 1 frame that the hitbox is actually out on, and you get 11 frames before the opponent can act. Therefore, the opponent has 5 frames to punish your crossup landing bair. Pivoting takes 2 frames for everyone that isn't Ryu. Here are all the characters that can do so and their moves used to do it:
: Utilt
/: Reverse Up B
: Up B, turnaround jab
: Turnaround jab
/: Reverse Up B
: Up B, turnaround jab
: Turnaround jab
: Up B
: Turnaround Down B (attack)
: Utilt
/: Turnaround jab
: Turnaround jab
: Turnaround jab
: Turnaround jab
: Turnaround jab
: Up b
: Turnaround jab
: Turnaround jab
: Turnaround jab
: Jab
: Reverse up b
: Turnaround Down B (attack)
: Utilt
/: Turnaround jab
: Turnaround jab
: Turnaround jab
: Turnaround jab
: Turnaround jab
: Up b
: Turnaround jab
: Turnaround jab
: Turnaround jab
: Jab
: Reverse up b
: Turnaround jab
: Turnaround jab
/: Reverse up B
: Turnaround jab
/: Reverse ftilt
: Reverse ftilt, utilt
: Turnaround jab
: Reverse ftilt
: Turnaround jab
: Turnaround jab, up b
: Turnaround jab
: Turnaround jab
: Turnaround jab
: Turnaround jab
/: Reverse up B
: Turnaround jab
/: Reverse ftilt
: Reverse ftilt, utilt
: Turnaround jab
: Reverse ftilt
: Turnaround jab
: Turnaround jab, up b
: Turnaround jab
: Turnaround jab
: Turnaround jab
Now all of the turnaround jabs may seem intimidating, but it's rather difficult to do two frame perfect inputs on command. Additionally, you can most likely space out those jabs; the landing hitbox is massive.
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