< NAIR 3
(because I love HSS)
1) Trajectories can be forced from an autocancelled Nair - they aren't random.
2) Nair links straight into kill moves that kill REALLY EARLY and other utility moves like Grabs and Dtilts, the latter of which is your typical combo builder... aka dtilt > dtilt > dtilt > dtilt > dtilt > dtilt > dtilt > dtilt > dtilt > DSMASH!
3) Trajectories where they get sent slightly higher can let the opponent begin an airdodge just as they hit the ground, but despite these types of trajectories they still offer a sizeable advantage of 20+ frames.
4) This is surprisingly percent, SDI and DI friendly solely because hits 1-4 have set knockback and the knockback isn't enough to directionally affect it.
_
Villi actually suggested this last year. It's not so much a discovery because we all knew Nair could do some weird and wonderful things.
So yeah... that's autocancelled Nair. No flaming! Let's develop some strategies surrounding autocancel nair. We need something new to talk about anyways!
(because I love HSS)
- 5 hits
- Hits 1-4 autcancel
- A seemingly random trajectory that can offer a lot of good reading situations.
- - 11 on block at worst, it can vary depending on how you autocancel on their shield.
- As a guideline, you can powershield aerials of 5 frames or more if they retaliate to your 'get behind them' Nair immediately... if they wait, then the positions reset.
<object width="580" height="360"><param name="movie" value="http://www.youtube.com/v/GHveYRodTrI&hl=en_GB&fs=1&rel=0&color1=0x5d1719&color2=0xcd311b&border=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/GHveYRodTrI&hl=en_GB&fs=1&rel=0&color1=0x5d1719&color2=0xcd311b&border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="360"></embed></object>
So basically this video shows 4 things:
1) Trajectories can be forced from an autocancelled Nair - they aren't random.
2) Nair links straight into kill moves that kill REALLY EARLY and other utility moves like Grabs and Dtilts, the latter of which is your typical combo builder... aka dtilt > dtilt > dtilt > dtilt > dtilt > dtilt > dtilt > dtilt > dtilt > DSMASH!
3) Trajectories where they get sent slightly higher can let the opponent begin an airdodge just as they hit the ground, but despite these types of trajectories they still offer a sizeable advantage of 20+ frames.
4) This is surprisingly percent, SDI and DI friendly solely because hits 1-4 have set knockback and the knockback isn't enough to directionally affect it.
_
Villi actually suggested this last year. It's not so much a discovery because we all knew Nair could do some weird and wonderful things.
So yeah... that's autocancelled Nair. No flaming! Let's develop some strategies surrounding autocancel nair. We need something new to talk about anyways!