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How to land as Zard

Oct 26th, 2016
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  1. How to Land
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  3. Beating an opponent waiting on the ground:
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  5. 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.
  6. It loses to shielding (especially if you miss the shield), waiting just out of range, or large, disjoint anti-airs.
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  8. Use flamethrower to beat shields and waiting just out of range. You can land unpredictably with this by b-reversing or wavebouncing it.
  9. 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.
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  11. Use rock smash to beat anti-airs if you know the rock attack will hit them (it's not enough to armor their attack).
  12. It loses to shielding, waiting out of range, running behind you, and grabs on landing. Sometimes it also just misses them.
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  14. Land with fair to beat those trying to snipe the 10 frames where you land, and to beat shielding around your max fair range.
  15. Loses to waiting out of range, many good OoS options and tethers.
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  17. Empty land and jab to beat waiting.
  18. Loses to anti-airs and trying to hit you just as you land.
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  20. If you're facing away and they're shielding a bair's length away, hit them with bair. This is safe on shield.
  21. If they're shielding right under you, you can footstool their shield.
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  24. Beating an opponent that uses an aerial to juggle is more complicated.
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  26. Nair covers below you a little, but that hit has a lot of startup. This can be used against non-disjoint aerials.
  27. Airdodge and jumps can be used to avoid attacks too.
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  29. What beats a Marth uair? Only rock smash, a good airdodge, or a jump.
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