Byleth's neutral air is one of, if not her best move overall in her kit. This section will cover how to use neutral air and it's various forms. For a more in-depth guide, check out the Byleth Comprehenive Nair Doc by Bugger
Full Nair is a term used to distinguish the aerial launching hit of Nair from the landing hit. This, along with Nairquake, will be our most used variation of Nair.
Nair Combos
%s are rough, done against Byleth with no rage/DI.
Basic Low Percent Combos:
Nair > Ftilt: Standard Nair combo.
Nair > SH Nair: Nair to SH Nair is strong for setting up longer strings.
Nair > FH Nair: Nair to FH Nair allows different follow-ups from SH Nair due to the autocancel of the FH Nair.
Nair > NQ: Nair to NQ is good to set up a NQ follow-up.
Nair > Up-b: Nair to Up-b is an easy way to set up Up-b at low %s. Keep in mind you will have to stutterstep the Up-b in order for it to connect. Done with a full drift in Nair or Up-b will whiff (might connect on bigger bodies with full drift in)
Mid Percent Combos:
Nair > DA: Nair DA can work, not the most common/used combo though (Not to be confused with NQ > DA)
Nair > Fair (Kill confirm): Nair to Fair is a strong confirm at can start killing at around 70% near the ledge.
Nair > Bair (Kill confirm): Although tighter on the inputs, Nair to Bair is an extremely strong confirm that can begin killing around 60% near the ledge. Reverse Nair bair works from around 0-30% and is easier to pull off but generally won’t kill.
Nairquake (Also known as NQ) is the landing hitbox of Byleth's nair. It can combo and kill confirm well, and is also useful for mixing-up when you land on shield by changing your fastfall timing. This is -9 on shield, so while not safe against the majority of fighters, it can be made more safe via changing when you fastfall nair to get nairquake, causing your opponent to have to react to the nairquake timing, not the other hits of nair. This can make nairquake essentially become safer on shield
Nairquake Combos
Basic Low Percent Combos:
NQ > NQ: A strong NQ combo starter that can lead to the loops or another follow-up.
NQ > Grab: NQ to grab will be one of your main BnBs.
NQ > Ftilt: NQ to Ftilt is alright, not the best combo.
NQ > Dtilt: NQ to Dtilt is a strong combo that can set up for even greater follow-ups, especially if Dtilt pops the opponent onto a platform for a techchase.
NQ > Up-b: NQ to Up-b is possible but is extremely tight on the inputs. Grants huge rewards but is a higher risk combo compared to other NQ combos.
Mid-high Percent Combos:
NQ > DA (Kill confirm): NQ to DA is another main BnB combo, and at later %s it becomes a kill confirm.
(On plats/at ledge) NQ > Run-off Nair: NQ to run-off Nair is used to extend combos and is used in the escalator and walkway (more information in the advanced Nair combos section).
(On plats/at ledge) NQ > Run-off Fair (Kill confirm): NQ to run-off Fair is a really strong kill confirm that begins to KO at around 65%. It can be easily set up from a FH Nair on a plat or after a Nair ledgetrap.
NQ > (missed tech) jab lock: At later %s when NQ sends into tumble, it is possible to get a jab lock out of it. If you land the jab lock, the best follow-ups are Dsmash (out of Jab 1), Usmash and possibly Up-b. Alternatively, you can also Fsmash on a missed tech for a quick kill.
NQ > (missed tech) Side-B: Can work but the reward is very little as grounded Side-B struggles to kill at high %s, better to go for a jab lock setup or angled f-smash to kill instead.
Platform Autocancel Nair (ACH / DIDJ Nair)
Autocancel Nair can combo into many moves, making it a very strong option for Byleth. It can be simply acheived with using a technique known as ACH, short for autocancel hop. (sometimes called DIDJ, short for Delayed Instant Double Jump.) This is done by doing a jump, then a double jump very quickly, allowing nair to autocancel on a platform. The minimum frames needed to wait before double-jumping to allow Nair to autocancel are listed below.
Minimum frames delayed to allow an autocancel for each stage:
Battlefield - 1 frame (from floor to side plat), 0 frames (from side plat to top plat)
PS2 - 3 frames
Smashville - 4 frames
T&C - 4 frames
Kalos - 5 frames
Yoshi's Story - 4 frames (from center stage floor to side plat), 8 frames (from edge of stage floor to side plat), 0 frames (from side plat to top plat)
Lylat Cruise - 4 frames (from center stage floor to middle platform), 4 frames (from edge of stage floor to side platform
Unova- 5 frames
Yoshi’s Island (Brawl) - 6 frames (from center stage floor), 5 frames (from highest points on stage floor)
Fountain of Dreams - 1 frame (from floor to side plat), 2 frames (from side plat to top plat)
DIDJ Nair combos:
(Fastfallers) DIDJ Nair > Jab: It’s an option.
(Fastfallers) DIDJ Nair > Dash Grab: It can work but generally not preferred compared to other follow-ups.
(Fastfallers) DIDJ Nair > Dtilt: FH Nair (which gives NQ on plats) to Dtilt doesn’t work on fastfallers, so this is the alternative if you wanted to go for this combo.
(Fastfallers) DIDJ Nair > Usmash: A combo to rack up early %s.
(Fastfallers) DIDJ Nair > Run-off Nair: Basically a slightly more advanced version of NQ to run-off Nair, and is true.
DIDJ Nair > Nair: Good low % follow-up.
DIDJ Nair > Ftilt: Standard DIDJ Nair combo.
DIDJ Nair > Utilt: Another standard DIDJ Nair combo.
DIDJ Nair > DA: It works, but isn’t the most preferred follow-up from DIDJ Nair.
DIDJ Nair > Up-b: Very strong DIDJ Nair combo at low %s.
DIDJ Nair > Falling Uair: Can work, not actually used too much though. Doesn’t discredit it from being a strong combo. However, it is extremely tight on the spacing to make sure you don’t get DD Uair.
DIDJ Nair > DD Uair: Great mixup (and the first 2 hits of Uair can actually be a true combo as well) that usually converts into a grab. Usually followed up with a grab.
DIDJ Nair > Fair (Kill confirm): Standard DIDJ Nair BnB. Works at lower %s and at mid to high %s it becomes a kill confirm.
DIDJ Nair > Bair (Kill confirm): A bit harder on the inputs but a combo that is definitely worth practicing. Another very strong kill confirm.
Dragdown Nair is done by hitting the multihits of Nair but avoiding hitting the finisher or Nairquake, and pulling them downwards onto the ground. This can only combo into jab or grab. This is often not worth using over Full Nair or Nairquake.
Another similar use of Nair is pop-up Nair. This is when the opponent pops up out of the nair multihits. This is worse then Dragdown nair in most every way. Generally, trying to go for a grab is your best option from a pop-up nair.
Pentanair is when you land both the launching and landing hits of Nair. This will give the angle and knockback of Nairquake, but with the additional damage of Full Nair's finisher. Pentanair is not useful or even consistent to go for, as it is hard to combo off of and hard to land.