0RLY
A great conversation filler at bars and parties
EDIT: I can't believe I didn't think of this earlier! This is tons easier on stages with angled ground. Yoshi's Island, Lylat Cruise, Frigate Orpheon, Delfino Plaza, Halberd, and many many more. SH off the higher elevation and ffzair to lower ground. Using this will help you double zair so much more easily (Julz). 8%-11% isn't that impressive at first, but it sure pisses off your opponents! 0_0
The point of this isn't entirely for a faster zair (sh zair is already pretty fast). The point of this is to make follow-up attacks into true combos.
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Probably not worth it's own thread, but here goes anyways: Short-hop, fast-fall, zair!
Okay, this is somewhat hard to do. You can't fast fall in the middle of your zair, and you can only fast fall at the peak of your jump. This only leaves a small window of opportunity to use this. Depending on the fall speed of your opponent, you can practically wall-of-pain your foes to the opposite side of the stage with this.
Yes, it is possible to get a full range zair with this. There's like a one frame window or something.
Holding down, jumping then zair won't work.
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With testing, I learned that zair's hitbox looks like this (excluding tipper)
- 0=Samus
- X,x,*=zair
..0...........
..0..XXX....
..0..........
..0............
..0......xXX*
..0............
(yeah, I took into account that Samus is falling while using this)
..0..............x
..0.........***..
..0................
So yeah, Zair has a dead zone as it lingers. Think of it as a very short range projectile (like the short beam from Metroid) with the priority of a disjointed hitbox.
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I put in this extra info for the hell of it. So that it doesn't seem so... empty. Shoot me.
So yeah, shffz. Master it. It's annoying (for your opponent's at least). Thoughts? Complaints?
Oh and, grapple beam on the left arm for ssb4!
The point of this isn't entirely for a faster zair (sh zair is already pretty fast). The point of this is to make follow-up attacks into true combos.
Julz (citation) said:Oho, this actually combos with the rising zair. I've only tested this with the short length fastfall zair at 0% and 100% and it registers as two consecutive hits in training mode. Rising Zair alone could only hit tall characters like falco, zelda or snake but the initial fastfall zair will knock medium height characters like mario into the rising zair range. There's also potential to knock them into the tipper zair but so far I've only done this with the tall characters. However, this combo doesn't work on short characters like metaknight.
EPICFalcos_feather said:I agree that she should have the GB on her hand instead of the arm cannon,
think about the new cool throws she would get =)
Her throws could include Charge shots or missiles, like Fox use his blaster..
It would be sweeet animations
Zair has much more hitstun than that of fair and uair (when canceled on landing) so comboing is much more of a possibility. Zair does have greater knockback than fair and uair (when canceled on landing), so you'll need to follow up with attacks that have range.One nice & easy combo is nailing'em with FFzair then just walk a step towards them and up-angled Fsmash while they're stunned. Easy as pie.Doesn't work on higher % though..
FFzair + Dash Attack or FFzair + grab is two of the most common i think.
Try FFzair + Dash (weak hit) then utilt
And i'm sure you've tried FFzair + Charged charge shot =P
Not as fast, but still useful. I wonder if it's any faster than a normal SH Zair...Smash_Gigas said:For those of us with slow fingers, an easier way to FFZair is to
-UP (Tap Jump) + Y (for instant Double-Jump off ground)-->FFZair.
Problems are, though, it uses your Double Jump, and isn't quite as fast so.... [/rimshot].
SHMC --> FFZair is pretty neat looking.
There are other stages that can be used for this. There's Brinstar's side platforms. Green Greens' star blocks. SHY GUYS ON YOSHI'S ISLAND. Statues on Castle Siege. Skyworld's gay platforms. THE BALOON IN SMASHVILLE. The leaves on Electroplankton?Hive said:Hey even if timing is off I like to use it at luigi's mansion because if you do it near the poles.... even if it would only have come out short... pole contact will automatically make it a full length zair animation that is capable of hitting.
===== ===== ===== ===== =====
Probably not worth it's own thread, but here goes anyways: Short-hop, fast-fall, zair!
Okay, this is somewhat hard to do. You can't fast fall in the middle of your zair, and you can only fast fall at the peak of your jump. This only leaves a small window of opportunity to use this. Depending on the fall speed of your opponent, you can practically wall-of-pain your foes to the opposite side of the stage with this.
Yes, it is possible to get a full range zair with this. There's like a one frame window or something.
Holding down, jumping then zair won't work.
===== ===== ===== ===== =====
With testing, I learned that zair's hitbox looks like this (excluding tipper)
- 0=Samus
- X,x,*=zair
..0...........
..0..XXX....
..0..........
..0............
..0......xXX*
..0............
(yeah, I took into account that Samus is falling while using this)
..0..............x
..0.........***..
..0................
So yeah, Zair has a dead zone as it lingers. Think of it as a very short range projectile (like the short beam from Metroid) with the priority of a disjointed hitbox.
===== ===== ===== ===== =====
I put in this extra info for the hell of it. So that it doesn't seem so... empty. Shoot me.
So yeah, shffz. Master it. It's annoying (for your opponent's at least). Thoughts? Complaints?
Oh and, grapple beam on the left arm for ssb4!