Kirk
Smash Champion
HAVE you? I know I haven't been all this time...
What I am referring to is using aerials or air dodges to slow your momentum after being hit from an attack. After reading through some posts, it gave me some motivation to go and test numerous things.
We all know that aerials are very effective in helping us survive massive knockback. This is true...if you are sent vertically. But did you know that airdodging is actually BETTER than using an aerial when knocked horizontally off the stage? (I'm talking about Ike here...not necessarily true for all characters)
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When testing surviving horizontal trajectories, I put myself at a percent where a Bair/Dair + Fastfall would not save my life. Testing at this same percent, if one would air dodge instead, death would still ensue. However, an air dodge coupled with a jump immediately after WILL save you. A note, DI/Lack of DI was consistent with each test...so no worries there(i.e. all knockback trajectories were the same).
My theory is that since Ike's aerials are all very slow to begin with(his fastest ones being Bair/Dair, lasting 55 frames each), an air dodge is actually better since it enables Ike to act faster, which in turn gives Ike back his air control faster. Using your jump helps in this process as well. Gaining your air control back faster will naturally help slow your momentum further.
Another thing I noticed:
I went and increased the percent until an air dodge + jumping would not save you. I began testing other moves and attacks to see if anything helped. Believe it or not...an airdodge plus jump...PLUS QUICK DRAW saves you further. Note it has to be uncharged, as if you charge the attack, you will die because by activating QD you have foregone your ability to alter your momentum, so you're still moving away from the stage...until QD is released. But, I actually did float all the way back to the ledge...it actually does save you.
Note that this is NOT useful or recommended for two reasons:
-You will be put in a freefall state high above the stage, leaving you vulnerable for a VERY long period of time.
-Tested by being hit with an Ike Fsmash, this method only improved survival by 2% compared to the regular air dodge plus jumping. Not that big of a difference if you ask me.
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Now with vertical trajectories, aerials will do just fine here, since you are able to fastfall in conjunction with them. Ike's fastest aerials are Bair and Dair...which are 55 frames from start to finish. I do suggest you use Dair with the C-stick, since it essentially performs a Dair and a fast fall at the same time(Note: This is with the default control scheme - C-stick set to 'Smash'). Since this is the fastest possible input, it will improve your chance for survival. Plus it's easier to do...but that's just me.
You can't fastfall when you air dodge, so it will not help in surviving a vertical trajectory.
One last note:
No other attacks besides QD help in changing your momentum. I.E. using an aerial after air dodging and jumping does not help you further. Nor do Counter or Aether help in changing your momentum, horizontally or vertically.
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So in the end, do this:
Knocked back horizontally? - Air Dodge + Jump
Knocked back vertically? - Dair + Fastfall
Feel free to comment or discuss this. Questions are welcome to...I'll do my best to answer or test other things that I did not think of.
What I am referring to is using aerials or air dodges to slow your momentum after being hit from an attack. After reading through some posts, it gave me some motivation to go and test numerous things.
We all know that aerials are very effective in helping us survive massive knockback. This is true...if you are sent vertically. But did you know that airdodging is actually BETTER than using an aerial when knocked horizontally off the stage? (I'm talking about Ike here...not necessarily true for all characters)
-----------------------------------------
When testing surviving horizontal trajectories, I put myself at a percent where a Bair/Dair + Fastfall would not save my life. Testing at this same percent, if one would air dodge instead, death would still ensue. However, an air dodge coupled with a jump immediately after WILL save you. A note, DI/Lack of DI was consistent with each test...so no worries there(i.e. all knockback trajectories were the same).
My theory is that since Ike's aerials are all very slow to begin with(his fastest ones being Bair/Dair, lasting 55 frames each), an air dodge is actually better since it enables Ike to act faster, which in turn gives Ike back his air control faster. Using your jump helps in this process as well. Gaining your air control back faster will naturally help slow your momentum further.
Another thing I noticed:
I went and increased the percent until an air dodge + jumping would not save you. I began testing other moves and attacks to see if anything helped. Believe it or not...an airdodge plus jump...PLUS QUICK DRAW saves you further. Note it has to be uncharged, as if you charge the attack, you will die because by activating QD you have foregone your ability to alter your momentum, so you're still moving away from the stage...until QD is released. But, I actually did float all the way back to the ledge...it actually does save you.
Note that this is NOT useful or recommended for two reasons:
-You will be put in a freefall state high above the stage, leaving you vulnerable for a VERY long period of time.
-Tested by being hit with an Ike Fsmash, this method only improved survival by 2% compared to the regular air dodge plus jumping. Not that big of a difference if you ask me.
-----------------------------------------
Now with vertical trajectories, aerials will do just fine here, since you are able to fastfall in conjunction with them. Ike's fastest aerials are Bair and Dair...which are 55 frames from start to finish. I do suggest you use Dair with the C-stick, since it essentially performs a Dair and a fast fall at the same time(Note: This is with the default control scheme - C-stick set to 'Smash'). Since this is the fastest possible input, it will improve your chance for survival. Plus it's easier to do...but that's just me.
You can't fastfall when you air dodge, so it will not help in surviving a vertical trajectory.
One last note:
No other attacks besides QD help in changing your momentum. I.E. using an aerial after air dodging and jumping does not help you further. Nor do Counter or Aether help in changing your momentum, horizontally or vertically.
-----------------------------------------
So in the end, do this:
Knocked back horizontally? - Air Dodge + Jump
Knocked back vertically? - Dair + Fastfall
Feel free to comment or discuss this. Questions are welcome to...I'll do my best to answer or test other things that I did not think of.