RaynEX
Colonel RTSD
DK's often throw out bair without thinking about which hitbox they will get. It's his only real panic move outside dtilt (comes out relatively fast and pushes opponents away.)Wow. Is this easy/consistent enough that it's worth actively trying to run into it?
And are there any other moves (for any character) that you can apply this tactic to?
Once you identify the visual cues, every bair attempt is a free in. It becomes less of a keep away tool and more of an opening for Fox to begin his offense.
Vs. Marth:
Risky business. If he nairs, you've just given him free damage . If he fairs and he tips or spaces it, you've given him free damage. Running straight in is good to **** up his spacing and force him into close range, but you have to get in there before he swats you away. If you can run right into him when he fairs, you can CC and shine him. Any other move will be too slow to connect I think. Also, because landing cancels his hitstun, no follow-ups are guaranteed. You have to ask yourself, is running directly into Marth's grab range for a shine really worth it?
But yeah, it works.
Vs. Puff:
Run in, hold diagonal down+forward on her nairs. At kill percents you can utilt her before she glides away. Turns every stray nair into a kill opportunity at high percents. We all know how difficult it is to find openings on a solid Jiggs.
There's so many more I've had success with. Too many to count. Think of a character, apply some simple reasoning, and you can utilize the dash CC too.
Other moves that come to mind:
-Mario/Doc's nair at mid-low percents
-Roy as a character
-Link/Young Link's nair
-Sheik's fair at very low percents
-Sheik's ftilt