Util has a sweetpost in the very start that kills around 100-110. Is his fastest killing move by far.
Double jump Dair can be used to mixup with which direction go after the hover. It hits for 17 and is great for pressuring shields or escaping tough situations.
The jab, ftilt and nair share similar properties:
-They have a sweetpost in the cannon where they do one damage more and send people backwards enough. Not really useful but is better than nothing: avoids getting punished because they got too close and the pellet doesn't have enough hitstun.
-They hit for 3, 2 minimum.
-They can do 3 pellets in sucesion before going in a brief cd butt...
-You can do any attack with the normal pellet cd after they end. You can pellet, B, pellet, Side b, pellet, fsmash (although fsmash timing is tricky).
-You can jump any time during the jabs, and you can land any time during the nair. You can move freely in the space after jumping and you can do other attacks. For example Jab, nair, Fair is great for punishing aproaches.
-Jab has IASA frames where you can input dtilt. Dtilt has invinicibility in the very start.
-At long range you can spam side b or b to side b to b to side b.
-Reversing momentum in the air with a reverse b is a great way to escape situations.
-After Leaf shield you can only throw it forward or grab. Really bad unless to destroy enemy proyectiles because it has the highest priority i have seen (it's still very lackluster tho).
-You can jump after Upb if you didn't use it yet.
-Uair has less lag between attacks if you shffl it (that means that you land after the uair, quickly jump and use another).
-Specially Jab is totally strong even with the lack of range. Having trouble against CPU who can perfect shield them 3 but even with that they have no space to punish you if you are quick. The idea approach i have seen is to jump backwards after every 3 pellets or do 2 pellets one in the floor, one in a short jump and fastfall.
-Terrible english.
-Megaman is REALLY DIFICULT to use, you can micromanage most of his cds into jabs and that's extradamage and zoning. Is pretty much a better and shorter falco laser, without the followup game sadly
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Usmash, Dsmash, Dtilt and Fair are great antipressure mechanics if they manage to get away from your pellets. Sadly the timing is really difficult to pull off. The easiest one is to just jump fair after pellets.
Bair kills at 140 from the edges. Usmash at 160. Dsmash around that percentage and fsmash is even higher. Dairs is not very reliable as a gimp mechanic (i find metal blade to be better, or pellets or bair/fair) but it can be a very strong zoning technique and is a great on stage attack using the glide portion of it.
Annnnd that's all, i'll post more as i find out.
Oh i forgot one thing: Pivot fsmash and pivot pellets are great too if you need a quicker retreat. Pivot fsmash is just fantastic, it works like olimar's pivot grab in brawl: every time the aproach just do that and it should hit them during the landing unless they double jump. Is free 14%. Although the timing is tricky
One more: Uair may kill people randomly. It doesn't do a lot of damage but is a force to be reckoned with. If you cancel it in the floor the rate of fire is very fast.
Grabs kill at 160/180. Dthrow to uair is not really good because Uair is easily airdodgeable but you have other moves. Bthrow/Fthrow are good enough to send people offstage at decent percents.
Fully charged fsmash will hit people who grab the ledge when they have their invulnerability time nerfed (i mean, when they have been out a lot of time and it just last a microsecond. well fsmash will last just enough to hit them and is big enough to hit them in the border).
I don't know what more to post.
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Metal blade to the ground is terrible, it has insane priority and can mess with you if the enemy grabs it. Also you can't use metal blade until the last one despawns.
Standard side b is decent/good. The timing is to fire it every time it hits/dissapears on a shield. After the enemy is hit with it, any pellet combo/metal blade will do enough hitstun to combo into the explosion. DO NOT GRAB BEFORE IT GOES OUT, it will latch onto you, but do grab after it explodes because you have a free window while they shield the explosion.
(Also, villager can do this too. You can follow sideb and grab anyone who shields it or spotdodges it. If they jump you can follow with fair easily).
The TLDR tip if you don't want the big chunk of terrible english: try to jump during/just after the three pellets and you will see a world of oportunities.
About the Dair: the best use i have found is to pressure people shielding you. If you do it in a double jump you will land with no lag. Also you can do a short jump and quickly do it to hover along the ground hiting the opponent, but is easily punishable :/