One thing I truly love about Villager is his aerials. They are debatably one of a kind in the Smash series. He has five aerials that technically add up to three different categories. I’ll also will be talking about Villager’s other attacks that can be utilized in tandem with some of his aerial abilities. By reading this guide and following the suggestions within you too shall become the King of Villager Aerials!!
1. The almighty slingshot… (Forward and Back-Air)
What makes it so special is it can travel a distance roughly equivalent to the width of two Bowsers. It is extremely good, but if used poorly, can lead to many unwanted consequences or disappointing results. The closer you are to melee range when the pellet hits the enemy, the better the results. However, that doesn't necessarily mean you can't make use of the slingshot at a distance. Much like Mega Man’s Leaf Shield, you can halt your opponents little plans in the air. If you’re skilled enough, you can short hop and fire the slingshot at an opponent from range.
Now using the slingshot within melee range can lead to some awesome results. If your opponent is around 100%, it’s nearly a guaranteed K.O. Here's something you can do. If you can get your opponent in the air, you can jump up and use the slingshot to push him back and off the (Omega form) stage. Of course, your opponent will try to go back on the stage.
You can:
A. Use the slingshot again and hope your opponent gets pushed into the death zone.
B. Use the turnips (down and up-air) to meteor him.
C. Use the bowling ball (side-smash) at the ledge when the opponent is in range of the drop.
2. Turnips (Up and Down-Air) = Killer of all heavyweights....
One odd thing to note about the turnips is they're randomized. If only one turnip is disappointing and two turnips is just satisfactory, then getting all three is just plain AWESOMENESS. They really don't have too much going for them, but that doesn't mean they can’t be super awesome.
They’re an instantaneous attack, so they provide some handy priority against your opponent. Down-air can be used after baiting your opponent. For example: you can bait Palutena or Fox by launching a Loyd rocket. They’ll likely react and use their reflectors giving you the opportunity to jump and hit them with the down turnip.
Another feature that makes down turnip even more useful is if you get three turnips with a clean hit, it’s a guaranteed meteor smash. Since I mentioned earlier that turnips are obnoxiously instantaneous, you can use the up turnip to juggle your opponent in the air. Just keep jumping up using up turnip to watch their pathetic lives suffer. And if you practice these next two combos I’m about to describe enough, you’ll be AWESOME at juggling your opponent.
A. Combo One
1. Get your opponent up above you in the air.
2. Jump once and you hit your opponent with the turnip followed by a double jump so you hit your opponent again!
3. Fast fall so you can land very quickly. Rinse and repeat until the opponent dies or something else happens.
B. Combo Two
Do the previous three steps, but instead of simply repeating them, use up-tilt. Villager’s umbrella is just… Awesome. You can launch your opponent into the heavens if you do enough damage.
3. Air Cartwheel of DEATH… (Nair)
Oh boy… I love this neutral aerial so much…
This aerial makes Villager do a cartwheel in the air. Sounds weak right? Wrong. Villager’s cartwheel has two very useful tactics that can mess with your opponent
1. I came up with this useful button combo on the game-pad or pro controller to make you do an instantaneous cartwheel off the ground. Hit X, then A, in a very quick groove-like motion. With enough practice, you can do this anytime you want, but make sure not to be sprinting or else, it won’t work. You can use this method to do a surprise attack, or you can be creative and do make as many tricks and combos as much as you want.
2. Sonic is such a bother to deal with while using Villager! Never fear though. Apparently, if you do the cartwheel when Sonic is charging at you with his spin dash, it will totally stop him! Isn’t that neat!? Villager’s cartwheel is more a defensive move since it can halt some of your opponents.
4. Misc
Bowling ball (Side-smash): Do I need to explain this one? We all use it at the edge…
Lloid Rocket (side-special): You can bait, or you can ride it. Now the cool part about riding it is that you can control the speed. If your opponent blocks, dodges, or counters when they’re expecting it to hit them, you can suddenly slow down to catch them off guard. Keep in mind that when Villager is riding Lloid, it does so much more damage and knockback.
Timber (down-special): Ok! This one you can get creative with. Before I tell you the awesome possibilities of using Timber, remember that you can get creative with the Timber. One thing I do every now and then is I use the timber instead of the bowling ball to gimp my opponent from the ledge.
Due to its longer range, your opponent will get overly cautious, and might mess up their recovery as a result. Also, if you’re facing a character that has a reflector, don’t act like Timber doesn’t exist! Use their reflector to your advantage!! When you make the tree, your opponent might know exactly what you’re planning so they might just stand there and wait for the actual timber and reflect it back to you!
Now here’s the cool part. You can pocket a reflected timber. Pocket makes the projectile much stronger. When you hit your opponent in the face, it’s almost a guaranteed K.O.
Be careful though. If your opponent is too close to the tree and you chop it down, the reflected tree will reflect too close to you and you will be unable to pocket it. Be sure not to overuse Timber or your opponent will just ignore it and beat you senselessly.
Anyway! Thank you so much for reading my guide! One thing I truly love about Villager is that you can get so creative with him…
1. The almighty slingshot… (Forward and Back-Air)
What makes it so special is it can travel a distance roughly equivalent to the width of two Bowsers. It is extremely good, but if used poorly, can lead to many unwanted consequences or disappointing results. The closer you are to melee range when the pellet hits the enemy, the better the results. However, that doesn't necessarily mean you can't make use of the slingshot at a distance. Much like Mega Man’s Leaf Shield, you can halt your opponents little plans in the air. If you’re skilled enough, you can short hop and fire the slingshot at an opponent from range.
Now using the slingshot within melee range can lead to some awesome results. If your opponent is around 100%, it’s nearly a guaranteed K.O. Here's something you can do. If you can get your opponent in the air, you can jump up and use the slingshot to push him back and off the (Omega form) stage. Of course, your opponent will try to go back on the stage.
You can:
A. Use the slingshot again and hope your opponent gets pushed into the death zone.
B. Use the turnips (down and up-air) to meteor him.
C. Use the bowling ball (side-smash) at the ledge when the opponent is in range of the drop.
2. Turnips (Up and Down-Air) = Killer of all heavyweights....
One odd thing to note about the turnips is they're randomized. If only one turnip is disappointing and two turnips is just satisfactory, then getting all three is just plain AWESOMENESS. They really don't have too much going for them, but that doesn't mean they can’t be super awesome.
They’re an instantaneous attack, so they provide some handy priority against your opponent. Down-air can be used after baiting your opponent. For example: you can bait Palutena or Fox by launching a Loyd rocket. They’ll likely react and use their reflectors giving you the opportunity to jump and hit them with the down turnip.
Another feature that makes down turnip even more useful is if you get three turnips with a clean hit, it’s a guaranteed meteor smash. Since I mentioned earlier that turnips are obnoxiously instantaneous, you can use the up turnip to juggle your opponent in the air. Just keep jumping up using up turnip to watch their pathetic lives suffer. And if you practice these next two combos I’m about to describe enough, you’ll be AWESOME at juggling your opponent.
A. Combo One
1. Get your opponent up above you in the air.
2. Jump once and you hit your opponent with the turnip followed by a double jump so you hit your opponent again!
3. Fast fall so you can land very quickly. Rinse and repeat until the opponent dies or something else happens.
B. Combo Two
Do the previous three steps, but instead of simply repeating them, use up-tilt. Villager’s umbrella is just… Awesome. You can launch your opponent into the heavens if you do enough damage.
3. Air Cartwheel of DEATH… (Nair)
Oh boy… I love this neutral aerial so much…
This aerial makes Villager do a cartwheel in the air. Sounds weak right? Wrong. Villager’s cartwheel has two very useful tactics that can mess with your opponent
1. I came up with this useful button combo on the game-pad or pro controller to make you do an instantaneous cartwheel off the ground. Hit X, then A, in a very quick groove-like motion. With enough practice, you can do this anytime you want, but make sure not to be sprinting or else, it won’t work. You can use this method to do a surprise attack, or you can be creative and do make as many tricks and combos as much as you want.
2. Sonic is such a bother to deal with while using Villager! Never fear though. Apparently, if you do the cartwheel when Sonic is charging at you with his spin dash, it will totally stop him! Isn’t that neat!? Villager’s cartwheel is more a defensive move since it can halt some of your opponents.
4. Misc
Bowling ball (Side-smash): Do I need to explain this one? We all use it at the edge…
Lloid Rocket (side-special): You can bait, or you can ride it. Now the cool part about riding it is that you can control the speed. If your opponent blocks, dodges, or counters when they’re expecting it to hit them, you can suddenly slow down to catch them off guard. Keep in mind that when Villager is riding Lloid, it does so much more damage and knockback.
Timber (down-special): Ok! This one you can get creative with. Before I tell you the awesome possibilities of using Timber, remember that you can get creative with the Timber. One thing I do every now and then is I use the timber instead of the bowling ball to gimp my opponent from the ledge.
Due to its longer range, your opponent will get overly cautious, and might mess up their recovery as a result. Also, if you’re facing a character that has a reflector, don’t act like Timber doesn’t exist! Use their reflector to your advantage!! When you make the tree, your opponent might know exactly what you’re planning so they might just stand there and wait for the actual timber and reflect it back to you!
Now here’s the cool part. You can pocket a reflected timber. Pocket makes the projectile much stronger. When you hit your opponent in the face, it’s almost a guaranteed K.O.
Be careful though. If your opponent is too close to the tree and you chop it down, the reflected tree will reflect too close to you and you will be unable to pocket it. Be sure not to overuse Timber or your opponent will just ignore it and beat you senselessly.
Anyway! Thank you so much for reading my guide! One thing I truly love about Villager is that you can get so creative with him…
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