Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Equal 2nd fastest (tied with uair) and it has variable landing lag if you fast-fall it or not. i cant pinpoint the frame window where it has less lag but i can be certain it changes depending on the duration of the attack as you land. Also an shff uair has the lowest lag, I swear it autocancels, i cant see a single frame between landing and pulling up a shield., it's still nice how it is probably his fastest/second fastest Aerial move, and definitely the most lagless landing move.
that's a nice idea, anyone with a capture card + skill with sonic up for it?You know, someone should do a video based on this thread showing Sonic's how to use each move.
True, but we should all remember the lag can be cancelled from the right heights.Large landing lag.
Did it really need it's own thread?Check out my thread.
Some people like to spotdodge when you're trying to land at them - D-air's stall-then-fall is good at punishing that kind of reaction.- Spotdodge punisher/Air launcher
[Side-B (hop)] > [Doublejump] (optional footstool)+[D-air]
Preferrably land the D-air behind them, so if they shield, you'll still be relatively safe.
It's kind of unsafe, but if it makes contact, D-air will launch your opponent upwards, since they'll be on the ground (footstool should ground them after the side-B hits them up), and it will let you get to the ground+move earlier than if you just tried to double jump+fastfall. This seems to do pretty well if you have a pretty grounded playstyle.
Spring> forward D-air is like, really punishable when your opponent is expecting it.yes its true that lagless d-air is useful but I tend to see alot of sonic newbs use it too much, making it predictable...so sometimes after doing alot of lagless d-airing, I'll just intentionally short hop a d-air on my opponent for an unexpected surprise. It works a lot of the time since the opponent isn't expecting it but you can't follow up with much because of the lag, so I just really use it to get them off me.
...........Chis is watching now. Like a mod.
Or a Nunnally on a Damocles. >_>
I agree, d-air seems to have high priority vertical-wise...I've knocked many characters out of up smashes using it and even if it has lower priority, I'll sometimes use it anyway and it'll reach them before they can even touch the c-stick.I was always under the impression that it had good 'priority', vertically speaking.
I had PD test for me, and frame data seems to somewhat support this statement (until someone actually compares the two), but using an insta D-air and waiting through landing lag seems to be faster than a doublejump (specifically, doublejump out of side-B/down-B) +fastfall.
So if you land the D-air on someone out of a side-B and launch them upwards, and they're a character who can break out of aerial strings easily (eg, Luigi, Samus... etc), then you can kind of 'camp' from the ground instead of having to fastfall with them and risk getting punished for airdodging or getting outprioritized in the air.
I two out of two stocked your Sonic with my Link while only taking 50 ish percent.I got a reverse fair stage spike the other day. It was sexy.
Fixed. Bair is easier and safer to space on Bowser. And the trajectory fair sends you on is preferable on Bowser.Nah. Your Sonic is too much fun.
Oh yeah, Bair, spam it against Bowser. Add in the occasional fair. You're golden.
Fixed. Bair is easier and safer to space on Bowser. And the trajectory fair sends you on is preferable on Bowser.