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- How to Land
- Beating an opponent waiting on the ground:
- Use autocancelled nair to beat jumps and challenges. You can make it hard to predict by saving a jump until the last second, then using it and ff nair, especially if you reverse your momentum with the jump.
- It loses to shielding (especially if you miss the shield), waiting just out of range, or large, disjoint anti-airs.
- Use flamethrower to beat shields and waiting just out of range. You can land unpredictably with this by b-reversing or wavebouncing it.
- It loses to dashing behind you, anti-airs if they get under you, shield if they shield near the base of the flames, and sometimes jumping over them.
- Use rock smash to beat anti-airs if you know the rock attack will hit them (it's not enough to armor their attack).
- It loses to shielding, waiting out of range, running behind you, and grabs on landing. Sometimes it also just misses them.
- Land with fair to beat those trying to snipe the 10 frames where you land, and to beat shielding around your max fair range.
- Loses to waiting out of range, many good OoS options and tethers.
- Empty land and jab to beat waiting.
- Loses to anti-airs and trying to hit you just as you land.
- If you're facing away and they're shielding a bair's length away, hit them with bair. This is safe on shield.
- If they're shielding right under you, you can footstool their shield.
- Beating an opponent that uses an aerial to juggle is more complicated.
- Nair covers below you a little, but that hit has a lot of startup. This can be used against non-disjoint aerials.
- Airdodge and jumps can be used to avoid attacks too.
- What beats a Marth uair? Only rock smash, a good airdodge, or a jump.
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