- Applicable Games
- Smash 3DS, Smash Wii U
Everything you need to know to win your next tournament as Villager. Includes in-depth move-set analysis, advanced tech, combos/kill-setups, top player analysis, match-ups, doubles theory, neutral theory, and so much more!
Incredibly long and in-depth guide about pretty much everything Villager.
Currently only 90% completed.
Because it's a very long guide, it takes tons of time to finish. I'm posting it here or now, and I'll be working on it continually throughout the next 2 weeks or so.
Villager is categorized by his ability to turtle and zone incredibly well. However, Villager benefits most from both offensive and defensive play. Knowing when to attack or defend is crucial for any Villager player. Playing Villager proficiently is rewarding and fun, but can be repetitive. He's not a traditional fighter, so it's hard for most people to really stick to him. Villager has a very good neutral, and an amazing off-stage game.
Villager's advantages are his amazing off-stage options, his edge-guarding options, and one of the best recoveries. He can always have a Lloyd rocket out at all times, creating constant pressure and limiting the opponent’s options. Most of his moves are disjointed, and have decent range. His aerials are is biggest advantage, with n-air being incredible for combo starting and combo breaking. Villager can kill at very early percents, and is heavier than he seems. On top of all this, Villager has his disjointed d-air which can spike, and can wall-jump.
Villager's disadvantages include his slow running speed, his slow smashes, laggy grab, being bad against reflectors, and trouble finding KO opportunities. However, these can be overcome by smart and knowledgeable play.
Walk Rate: 1.04 (Rank 40, slightly below average)
Run Rate: 1.27 (4th slowest)
Vertical Survival - 131% (average)
Horizontal Survival - 122% (average)
Trample Moves - f-tilt, d-tilt, d-smash
Spot Dodge: 3-18 frames intangible/FAF 28 (average)
Rolls: 4-17 frames intangible/FAF 31 (slightly below average)
Ledge Roll: 1-27 frames intangible/FAF 50 (average)
Ledge Attack: Hitbox active frames 23-25/ intangible frames 1-20/FAF 54, does 7 damage (6th best)
Ledge Get-up: 1-33 frames intangible/FAF 35
Jump Squat: 5 frames (average)
SH Air Time: 40 frames
FH Air Time: 61 frames
Gravity: 0.078 (Rank 45)
Max Fall Speed: 1.32
Max Fast Fall Speed: 2.112
Dash Length: 14 frames (slightly below average)
Air Speed: 0.94
Air Friction: 0.01 (average)
Air Dodge: Intangible 3-28/FAF 34 (below average)
Air Acceleration: 0.05 (average)
Air Deceleration: 0.01 (average)
*Each punch does 3%
*The move start out on frame 3 and ends on frame 24 if you do both jabs.
*This move is great for creating a small wall to block out opponents, and breaks combos.
*Incredibly safe on shield.
*Good OoS use.
*Can use out of a perfect pivot.
This is one of Villager's strongest neutral tools that you should incorporate into your game play. Having such a quick ground move can halt enemy approaches and combos. It creates tremendous shield pressure, slowly putting the enemy backwards and out of harm's way. It also has it's own comboing ability that I will cover in the combo section. If the opponent is shielding near an edge, you can jab him continually until his shield breaks, as he won't be able to escape because of shield stun. You can also use this to extend the hit box when hitting the tree, to catch opponents. There are 3 types of jabs. You can do a single punch by just pressing the A button, or hold down the A button to continually keep jabbing forever. If you mash the A button, he will punch faster than just holding the button down. The last option is what you should do when shield pressuring.
*Does 10% early, and 6% late
*Comes out on frame 14/ the hit box stays active until frame 28/FAF 55
*This move is mainly for mix-ups, edge-guarding, and chasing.
*Not safe on shield
*Can't perfect pivot
*Good OoS option occasionally.
Villager's dash attack is a poor neutral choice because of it's slow start-up and cool-down time. Basically, never approach with this move unless you know the opponent won't see it coming. It's good to condition the opponent by never committing to an approach so that they don't see the dash attack coming, but they're better options in that case such as your aerials. The second use for this is edge-guarding by running the pot off the edge. This is helpful for closing distance and creating a projectile near the ledge. It's good to practice the timing of when to perform the dash attack, but it isn't too hard to get down. As long as you perform the dash attack at the edge, you won't fall off but instead get stuck on the side of the stage until the dash attack animation is over. The last use for this move is just hitting an opponent who might be just a little too far away and you know nothing else will reach them. As a side-note, tilting both the analog stick and the c-stick at the same time will cause an instant dash attack which is good for surprises and quick OoS use.
*Hit box active frames 23-25, intangible frames 1-20, ends on frame 54.
*Does 7 damage.
*Just a standard get-up attack option, nothing stands out about it.
*Does 7% damage on both sides.
*If you trip and do a get-up attack, it only does 5%.
Another standard get-up option, nothing stands out about it. Mostly used for mix-ups, or getting your opponent away from you.
*Comes out on frame 8/ hit box lasts until frame 11/ FAF 37.
*Good for spacing, and punishing.
*Great pivot use
*Safe on shield (only if spaced)
Villager's umbrella is a handy move that shouldn't be spammed because of how slow it is. This move is good for keeping your opponent away, and punishing if he over-commits to an approach. In most cases, I prefer D-tilt to prop my opponent up and follow-up with an aerial, but I like to use F-Tilt near the edge to send them horizontally which makes them easier to edge-guard. Pivot Ftilt is very useful too to catch opponents off-guard. If you're being chased, you can pivot around immediately and F-tilt to catch the opponent. If you perform an f-smash on a shield, you can immediately use f-tilt to follow up.
*First hit does 6%, second hit does 5%
*Comes out on frame 7/ hit box lasts until frame 27/ FAF 55.
*Great for killing, catching dodges/ledge get-ups, combo starting at low percents, and being a good anti-air for shorter ranged opponents.
*Good pivot use
*Not safe on shield
*Can kill 125%-135% for most characters.
This move is one of your KO tools. It's very useful to catch dodges and ledge get-ups because of it's two hits. It covers normal ledge getup, get-up attack, jumping from ledge, and some ledge drop to aerial options. It's good to catch your opponent if you see him short-hopping a lot towards you, but it only works with characters with short range. This move is not something you want to spam since it's a good way to KO, and you don't want to stale it. Unfortunately, an opponent can fall out of the second hit if you hit him at a weird angle, which can lead to you getting punished.
*The weed does 13%, while the shock wave does 8%
*Comes out on frame 9/ hit box lasts till frame 10/ FAF 35.
*Good for spacing, starting a combo, and getting a KO.
*Good for OoS.
*Good pivot use
*Kills at around 125%-135% for most characters.
*Safe on shield (only if spaced)
This move has longer range than it seems, I recommend learning and memorizing the range for this. This move is great for launching your opponent upwards, and kills at a decent percent. I like to use this over the F-tilt in the middle of the stage, but if the opponent is at KO percent, I'll use it wherever. This move should be used a little bit more than U-tilt because of it's good range that makes it hard to punish, but you shouldn't spam this move at all. It also has good combo potential I’ll list in the combo section of the guide. As a final note, you can use this after locking someone in shield stun with f-smash to add more shield pressure. If you need to create more safe ledge pressure, you can use Timber’s seed or the tree to extend the sour spot for Down-Tilt.
*Does 15% early, and 17% on time.
*Comes out on frame 25/ hit box lasts until frame 29/ FAF 50.
*Incredible for destroying your opponent at early percents, and excellent for edge-guarding.
*Great pivot use.
*Incredibly safe on shield.
This is one of your best KO options, killing at very low percents. This move has moderate start-up, and slow ending lag making it not a good neutral choice. This move is best used if you're confident that it's going to hit, otherwise you get punished. It's great for punishing opponents over-committing to an approach, as well dropping it off platforms and edges to punish low recoveries. This move is great for villager, and can scare the opponent as well. Don't spam this move, the less staled the better. A great use for this move is doing a perfect pivot bowling ball while someone is chasing you to throw them off-guard.
*Hit 1 does 3 damage, hit 2-5 does 1 damage each, hit 6 does 4 damage, so it's a total of 11%.
*Hurt box comes out frame 12-13 and lasts until frame 34/ FAF 54.
*Good for punishing, and anti-air.
*Great perfect pivot use
*Not safe on shield
This is one of your better KO options, killing at moderate percents. This move is great for stopping aerial approaches, or punishing an over-committed approach. The hit box can be incredibly janky, not always connecting every hit, so it's not always optimal. The move has decent knock back as well. This move should be used more than what you would think, but always when it's appropriate.
*Does 6% clean, and 3% dirty on both sides.
*The move starts frame 8/ hit box lasts until frame 31/ FAF 48.
*Used mostly for covering rolls, or a mix-up.
*Not safe on shield
*Good pivot use
Down-smash doesn't kill, and is rarely used by most villagers. This move is for covering opponents who roll too much, and can be predicted, however, F-smash is way better for that. After stunning the opponent, they can mash out. The most used and effective follow-up is an Up-smash. However, it's best use is the infinite that allows you to lock your opponent using it's jab lock ability, more info on this in the combo section. In doubles, the move can allow a free Limit Cross Slash or other such kill move. Thus is is a very powerful tool in doubles.
*Early n-air does 9%, late n-air does 5%
*Starts on frame 3/ hit box lasts until frame 23/ FAF 36.
*The move has 14 frames of landing lag.
*safe on shield (only if spaced)
*Used for combo breaking, amazing and quick OoS use, spacing, being a great neutral tool, and has set-ups.
One of your best and most frequently used moves. This move comes out very quickly, breaking most combos, and being an amazing OOS option. This move has little landing lag, and is great for set-ups. This move acts as a sex kick. By immediately performing the aerial in the jump squat animation, you can perform two in one short hop.
*Early f-air does 7%, normal f-air does 4%, and late f-air does 2.5%
*Early b-air does 9%, normal b-air does 5%, and late b-air does 3%
*F-air starts at frame 11/ hit box lasts until frame 23/ FAF 40
*B-air starts at frame 13/ hit box lasts until frame 26/ FAF 36.
*Both have 23 frame of landing lag.
*Used for spacing, being a good neutral tool, gimping, pressuring, and b-air can kill.
*Incredibly safe on shield.
*Good OoS option, usually f-air.
These are your main neutral tools, they cover half the distance of Final Destination and are great for spamming. F-air comes out faster, but has less power compared to b-air, but it's usually preferable to use b-air more than f-air. These are great for pressuring shields, as well as being good OoS. This move does less damage and knock back if the range is poor. It does more damage close-up. There are two types of these attacks. You can auto-cancel the ending lag of these aerials by inputting them during the jump-squat animation, which fires at a specific and constant angle. This is great for spamming, as you can immediately perform another one even after fast-falling the last one. The other type is just a simple falling and shooting maneuver, which can be used to hit characters at any height. This is helped a lot with fast-falls and short-hops. So the general strategy is to mix these two types up during neutral, because each one has it's use.
*U-air (3T) does 13% early and 6% late.
*U-air (2T) does 10% early and 5% late.
*U-air (1T) does 8% early, and 4% late.
*D-air is the same percentages as U-air.
*U-air starts out on frame 6/ the hit box lasts on frame 31/ FAF 43.
*D-air starts out on frame 8/ the hit box lasts until frame 31/FAF 46.
*Both have a landing lag of 15 frames.
*Dair is great for spiking and covering the ledge. Both attacks are amazing for juggling or sharking through platforms.
*safe on shield (only if spaced)
*decent OoS, not as fast as other options
These are amazing aerials, which excel at juggling, covering the ledge, and sharking. The percentage of how many turnips you’ll get with each use of the move is 33%. (Not confirmed)
Even though the damage comes down to RNG, it’s still an amazing move that out-ranges a lot of characters u-airs or d-airs.
*Dash Grab – starts on frame 16-17, and ends on frame 70.
*Pivot Grab – starts on frame 17-18, and ends on frame 66.
*Pummel does 3%, is somewhat slow.
*All of Villager's throws are weight dependent.
*Villager's grab game is very slow, and requires confident play to use.
*Grab has amazing pivot use.
*As a general note, pivot grab is the most effective, reaching way longer than it should. It's effective for running away, and doing a perfect pivot turn-around grab that reaches way far.
*Used mostly for throwing opponents off the edge, and so on.
You'll rarely be using this throw, it does alright damage, but b-throw is way better anyways. You should use this if you don't want to stale b-throw or d-throw. Use rarely.
*Used for killing, or throwing opponents off the edge.
This move is one of your best KO options, killing fairly early and effectively. This can throw opponents off the edge as well.
*Used for throwing opponents into the air.
Just as useful as f-throw, you shouldn't really be using this either. Use this if you don't want to stale d-throw or b-throw.
*Used for combos.
This is your main combo starter, use this a lot for good damage. I'll list all the combos in the combo section of the guide.
*Grabs items starting at 8 frames/ intangibility are frames 5-23/ FAF 51.
*Range is enormous, you can pocket items behind you, the items come out 1.5x stronger. Non-Item projectiles come out 1.9x stronger.
*Used to take opponents items, landing, or mix-ups.
This is one arguably the best reason to play Villager, the pocket ability is amazing. Aside from the obvious use, it can be used to land safely as it provides invincibility when used. It can be B-reversed which is explained in the advanced tech section. An item stays in your pocket for 30 seconds, but you can take out throw-able items and put them back in to reset the timer. Here’s a list of what you can pocket:
Bowser Jr.'s Cannonballs
Bowser Jr.'s Mech toys
Charizard's rock smash shard can be picked up, but it's wacky
Dark Pit's arrows
De3's Stars from landing Up-B
Diddy's banana peels
Diddy's rocket pack after being lost
Dr. Mario's mega vitamins
Duck Hunt's clay pigeons
Duck Hunt's gunmen shots
Duck Hunt's oil barrel
Greninja's water shuriken
Kirby's shockwave from Up-B cutter
Lucario's force ball
Mario's Fludd water
Megaman's crash bomber
Megaman's Leaf shield once thrown
Megaman's Rush (the dog, for those who don’t know,can still Up-B after pocket)
Megaman's side smash shot
Megaman's whirlwind up air
Megaman's wrist launcher
Ness's pk fire
Ness's pk thunder (if he has time, he can pk thunder again to recover)
Pacman's food/item throws
Pacman's Fire Hydrant (and the water it blasts, the fire variant's flames are not)
Pacman's super pellet (which is lost if he's stopped in his side B)
Palutena's B-move (auto-target shots)
Palutena's Down-B celestial firework
Pikachu's Thunder (down-B, the bolt that comes down is pocketable, not the shockwave from landing)
Robin's elwind (you can actually catch both if you time it right while he/she is in the air, you'll only throw one though)
Robin's elfire spell
Robin's spell books after being discarded
Robin's sword after being discarded
Robin's elthunder spells
Rob's top (same with wario's bike, rob cannot fire another top while you have his original)
Rosalina's star bits
Samus' charge shots
Samus' missiles (both kinds)
Toon Link's arrows
Toon Link's bombs
Toon Link's boomerang
Villager's bowling ball
Villager's dash attack
Villager's forward and back air
Villager's Lloid rocket
Villager's tree (tree bits that pop off are pocketable as well)
Villager's watering can water
Wario's bike if it's on the ground (this prevents him from using it as well)
WFTrainer's sun salutation
Yoshi's little stars from his down-B
Zelda's Phantom knight (down-B)
ZS Samus blaster shots
From, Dr. XD
*Comes out on frame 52/FAF 38.
*Does 7% early, 5% late. If ridden, it does 16% early, and 11% late.
*Safe on shield
*Great for spacing, approaching, retreating, landing, recovering, edge-guarding and killing.
This move does it all. It’s an amazing move that comes out slow, but has so many uses to make up for it. You can use it to space the opponent out if he is rushing you, but be careful as the start-up for Lloyd is very laggy, and you may get punished by smart and fast play. You can use it to approach, as it limits the opponent’s options, and lets you follow up with a response. When you fire the Lloyd, the opponent has these options:
-Respond with any aerial you choose
-run up and grab
-If close, try jabbing.
-If far away, bair/fair
-Follow-up with dash attack, or fair/bair
-Reading this by f-smashing, or u-tilting up
-Pocket the item to increase it's damage next time.
-Just don't get in the way of the blast or counter, it’s very simple.
The move is good for retreating as well, forcing the opponent to deal with it. Lloyd is good landing as you can stall mid-air to throw off the opponent, sometimes tricking them with a U-smash, which you can punish. Lloyd is used for recovering horizontally, as you can speed up or speed down the rate at which you go when you ride it. Even if you don’t ride Lloyd, you can use it to protect you when grabbing the edge. Alternatively, you use Lloyd’s ledge stalling technique to stall on the ledge for a while, more on that in the advanced technique section. Lloyd is good at edge-guarding, as you can go off stage and throw one out to hit the opponent. People consider Lloyd to be Villager's counter move because of it's ability to damage opponents in the very first frames it comes out. This can stop aerials, and approaches and can safely protect Villager. Finally, Lloyd is good for killing at very high percentages, and kills earlier if ridden. However, riding Lloyd is very dangerous because it makes you vulnerable, and puts you in free fall if you fall off or hit something.
Great example of Villager's counter ability against Ganondorf
*Frames = ?
*Damage = 0
This is one of the best recoveries in the game, it beats all other recoveries in both horizontal and vertical distance. There’s many ways to use this to your advantage when recovering. It can go under most stages, which makes it incredibly useful if you don’t want to lose your invincibility grabbing the edge for a second time. It can help avoid the two-frame punish because it allows you to go under the edge in most cases, instead of towards it. If you can master the controls, you can use it to stall and float in the air if the opponent is doing well at edge-guarding. One important note is that it needs time to recharge after every use, if you don’t give it time to recharge, then it won’t go as far. You can hold down the special button as well as press it to move Villager around.
*Planting starts at ? frames/ FAF 44.
The watering can starts at ? frames/ FAF 55.
The axe starts on frame 6-8/ FAF 48.
The chop starts at ? frames/ FAF 51.
*The growing tree does 18% early and 13% late.
The axe does 14%.
The falling tree does 25%
*The tree lasts for 15 seconds
*Used for killing, intimidation tactics, neutral, camping, and edge-guarding.
This is one of Villager’s most complicated moves because of the 3-step process: plant, water, and cut. I’ll be going over each one starting with the sapling. The sapling is pretty slow to get out, and doesn’t do anything at all. It can only be planted on a horizontal surface though. You can’t do it in the air, but Villager does a cute shrug if you do. The watering can is used to grow the seed to a tree. This is great for gimping shenanigans as the water wind box pushes opponents away similar to Mario’s FLUDD. You can also move while you water. The watering can also clanks with other moves, stopping most of them and stopping most projectiles. The axe is an amazing move, and only can be used when the tree is grown. It’s an amazing killing option, coming out really fast and killing very early. On top of that, you can b-reverse the axe to play mind games with opponents. It takes approximately 2 chops to cut the tree. Now let’s talk about the tree. The tree has ? health and is great for being a shield. The tree does multiple things. It acts as the perfect edge-trap, with a guaranteed hit. This is done by planting a sapling by the edge, and watering the sapling as the opponent is about the grab the edge. This forces him with only one safe option, which is too roll. So all you do is cover the roll option with reverse axe or bowling ball if they are predictable enough. Otherwise, you just cut the tree down on the edge (and hopefully opponent). Using the tree is a great way to scare the opponent and give yourself space. An interesting note is that the sapling can extend the sour spot of D-Tilt. Useful if you can’t get the tree up in time for a ledge trap. Finally, the tree occasionally throws out a wood chip, or fruit if you are playing with items on. The wood chip is a standard throw-able item that comes out of the tree at a random ? percent.
Every neutral against every character is different, but Villager has tools that give him a decent neutral. A lot of Villager’s neutral comes from not ever committing to an attack. Most commonly used moves are fair and bair, which allow spacing, camping, pressure, and racking up damage. These moves are incredibly safe because of their range, and should be used often. The Lloyd should also be used often as it limits the opponent's options, making them have to deal with two hit boxes. This is great for pressure, approaching, retreating, and sometimes killing. Villager’s nair is incredibly important for neutral as it comes out fast, is safe on shield, and has little ending lag. It stops combos and starts combos, it’s very important. Finally, planting a tree in the middle of the stage is a great intimidation tactic that gives you space.
From here, we can do a lot. We need to try and keep the opponent off the stage using our spacing tools, and get them into an edge guard position where Villager can more safely and effectively kill the opponent. Watch for them trying to reset the neutral by rolling back, or throwing out their own spacing moves. Being able to read your opponent who wants to recover is very useful, and comes from game analysis.
From here, our options are obviously limited, but we still have some good ways. N-air is great for breaking combos, so is Lloyd's counter ability. We can use our edge recovery methods talked about in that section to help us recover. We want to mix-up our recoveries, and our attempts to reset neutral.
-This move works great, and can gimp or even kill your opponent. As the opponent is trying to recover, you can drop down and put out Lloyd to send a horizontal hit box towards the opponent. This can be used to manipulate where you want them to go, and predict their movement. Some will try and hit the Lloyd to recover, which you should watch out for and punish. Another great option is to fall off the stage and send a Lloyd towards the edge. This can be used to stop the opponent recovering vertically, however, they can tech off the stage. Use this tactic for mix-ups mostly. Lastly, this one is hard to pull off but is super stylish. This requires precise timing, but you run off stage at the same time the opponent is close to recovering and put out a Lloyd, then you grab the edge to ledge-trump the other player, this will send him towards the Lloyd causing a stylish edge-guard, not as effective as others but very stylish.
-This is basically what you'll be using a lot near the edge, and you should, it's amazing.
This move shuts down vertical recoveries, and works great on stages with sides. However, the bowling ball can't stop every recovery as some go right through it, it's good to know which recoveries you can stop and not stop. I'll add that information in the match-up section.
In order to try and force a reaction from an opponent that is about to grab the ledge, you could drop the bowling ball off the stage and then use D-Air sometime after to try and read the opponent.
Perfect pivot bowling ball is great for mix-ups and to trick the opponent, especially right after a short hop.
-This is amazing because it's a 90% guaranteed damage dealer or kill. The only problem is that it takes a while to set up. Use this only when you know you have time, otherwise you won't make it. However, the opponent can recover under some stages, so watch for that. Here's a link to the trap (It's the last part): https://www.youtube.com/watch?v=ZZnjQZGUnqI
-Good option, but usually other options are better. This let's you get a good bair kill however. It's also great for a guaranteed axe kill Use against recoveries where your not sure you can bowling ball them to death, or when you need that axe kill. If your're feeling stylish, try the Lloyd technique I mentioned earlier.
-This is great for characters with bad recoveries, otherwise it's going to be harder and bowling ball beats it. Try to do bair because it has higher knock back and damage.
-A great option for the 2-frame punish.
-Comes out fast, and can catch the opponent off-guard
-Requires really good timing however
-A great option for the 2-frame punish
-Comes out fast, and has a nice long hit box
-Inconsistent turnips make this a problem.
N-air off stage
-Great fast move for the 2-frame punish
-allows you to nair right after it, which can gimp the opponent
-Used for catching opponents that are about to get the edge, you can use this to gimp them or too hold them off the edge for just a bit longer so you can do a better edge-guarding technique.
-Funny way to kill off opponents, but shouldn't be always used, great for surprising which can lead to great KOs.
Performing the right edge-guarding technique depends on the position, recovery, and patterns the opponent has. Watch for these, and you can easily predict what edge option you'd like to execute.
Ledge jump (average)
-Intangibility frames 1-12
Ledge get-up (average)
-Intangible frames 1-27
Ledge get-up attack (above average)
-Hit box active frames 23-25
-Intangible frames 1-20
Ledge roll (average)
-Intangible frames 1-27
Fall, jump to immediate Lloyd
-Frames = ?
-Great option to use, because of Lloyd's counter ability and pressure option.
-Can be used when opponent's are far away, so you can gain momentum.
Fall, jump to fair, nair, uair, and dair.
-Simple options, great for a lot of situations, just know when to use what.
-Great for throwing opponents off-guard because wall-jumps are rarely used.
-Great for recovering, avoiding someone's ledge-guard attempt, and can be used to gimp opponents by jumping off the edge and doing an attack instead of grabbing the edge.
-Great mind game tool.
Lloyd for protection, and for ledge stalling
-Great for if the opponent has great edge pressure and you just need to wait it out. This allows you to stall until it's safe.
Going under the stage to the other side
-Another great option if the opponent has great edge pressure, or you just want to mix it up. Be careful some stages can trap you, which can lead to instant death. i.e. halberd
Fair, bair, and nair
-Use these while in the air to put out safety hit boxes to discourage edge-guarding.
Stalling with balloon trip
-Great for waiting until an opponent needs to get back on stage after trying to catch you in a aerial. This move should be used cautiously however.
Using uair to clip through the edge
-Great option to surprise opponents, but many already know of this and shield near the edge.
-Sometimes dair for mix-ups
-Never commit to an attack.
-Tomahawks work great too.
-Use d-tilt, or f-tilt for spacing as well
-You can also use b-reverse pocket to maneuver your way out of danger.
-Or you can just use the invincible pocket frames to go through an attack.
-Foot-stooling is another great option.
-Run past, do a pivot grab.
-Approaching or retreating d-air
-Retreat, and do a pivot grab to catch a chasing enemy.
-Plant a tree near the edge, but go for a bowing ball to mix-up opponent.
-Hard to do an extended dash dance because of poor dash length, but very useful to know at least.
-Fading back and forth is very important for Villager, making it less predictable.
-Tomahawking, which is doing an empty hop which pressures the enemy to shield, then you go down either with a jab or a grab.
-Can be good for edge-guarding, and for some good combos I'll talk about in the combo section.
This is just a general guide, each character is different.
I'll be covering each character in the match-up section.
Testing was done on Mario on Final Destination.
Combo starting moves include
Dash Attack (two situations)
Jab 1 -> Axe
-Amazing, can kill really early
-Works until high percents
-Guaranteed, unless opponent has good DI
-Does 17%, but has high knock back
Jab 2 -> D-Tilt
-Works great a low percents
Jab 2 -> F-air
-Hard to pull off, try and move towards them
-can combo into more f-airs
-works at mid-high percents
Jab 2 -> U-air
-Great for killing
-Works are mid-high percents
Jab 2 -> n-air
-works at low percents
D-Throw -> D-Tilt -> re-grab -> D-throw -> F-air
-works only on fast fallers (Fox, Falco, Sheik, Greninja, ?Falcon?)
-works only at 0%-10%
D-Throw -> nair
-works at low percents
D-Throw -> fair
-works at low percents
D-Throw -> u-air
-only if you read their DI
-works at low percents
D-throw -> jab
-works at low percents
D-Throw -> U-smash
-"Down throw up smash works on most non-really high gravity characters, on bigger characters, up smash to up smash works at 0-15%, up smash until 30-50 percent depending on weight can be linked into an up air for a true string
Sometimes this works as well, but d-throw to up smash sometimes only hits its last hit (idk why) but if that happens you can re-grab after the up-smash"
D-tilt -> nair
-works at mid percents
D-Tilt -> fairs
-works at mid percents
Dash Attack -> U-smash -> U-air
-Only really low percents
-Does 29%-34% depending on turnip
Dash Attack -> F-tilt
-Only at 0%-10%
-Only if they miss a tech
-Hard to perform
-can be done at any percent
-steps are: Dash -> SH -> Wood Chip Drop -> Footstool (Short hop) -> Wood Chip Catch -> Wood Chip Throw Downwards -> Fast fall -> Wood Chip Catch -> Footstool (Short hop) -> Wood Chip Drop -> Fast Fall -> Footstool (Short Hop) -> late n-air (to catch wood chip) -> Dash and repeat process.
-You'd pretty much be the best ever if you pulled this off in tournament, so good luck.
footstool to d-air
(Insert that thing)
Incredible D-smash combo on Donkey Kong.
Another fancy combo by Tommy
Jab(s) to Axe
F-Smash to D-tilt or F-tilt
Shield break set-ups and punishes
Optimal Shield Break
For the most part, these work at high percentages.
Jab -> U-air
D-tilt - U-air
D-throw - U-air
*Depends on turnips produced
-See Battlefield. Differences being you can go under the stage easier, use the wind to support attacks, and can't u-tilt opponents above you on platforms.
-See Battlefield. Differences being that you can go under the stage easier, and can't hit opponents with U-tilt above you.
-Very preferred stage for Villager. Platforms, stage tipping (which helps hit short characters), and under the stage recovery helps Villager a lot. However, some match-ups like Sheik or Marth have a way better advantage.
-One of villager’s best stages because of the platforms, which allow bowling balls and dash attacks off the platform edges. U-Tilt can hit people on the platforms above you. You can also wall jump, and camp well. Using jab or d-tilt with tree near the edge will hit people below the stage.
-Has one moving platform, and is very easy to recover under. Really good for f-smash, dash attack, and fair strings.
Town and City
-Has a variety of moving platforms, is easy to recover under, but can actually help the opponent depending the character (ie. ZSS kills easily off the top)
-Even though the bowling ball is perfect for hitting people off-the stage here, it also limits Villager’s ability to recover, since he can’t go under, and has to hit a wall. However, this does support his wall-jump. More of a neutral stage for Villager, but supports Villager’s annoying match-ups like Mario.
-"If given the option, always pick Omega Pyrosphere or Windy Hill Zone. On omega Pyrosphere, Lloyd stalling is extremely effective, as you literally have the stage on top of you protecting you, and for some characters it’s suicide to go down there. On windy hill zone, the grass hides sapling very well, and the flat walls give you access to Lloyd stalling, wall jumping, and makes it easier to hit people with bowling balls off of the ledge. Omega Dreamland is a decent pick as well."
-On top of that, It's always better just to pick a stage with platforms over flat stages.
-More of a neutral stage for Villager, it has platforms and is easy to recover under. It does support other characters, and brings out their strengths which can hurt Villager.
-"One of villager’s worst stages, and bad for campy characters in general, the transformations can easily mess up your stage control. You can easily camp on the bottom left half of the first phase, due to the slope. F-Smash can kill early on the first phase, and it’s hard to hit people on the right side of the stage because of the foreground obstructing your view. If you grow a tree during the transition from the first phase to the second phase, it will be planted at the bottom of the stage. If you can, try to destroy one of the statues in the second phase, then climb up to the top half and spam bowling balls. Beware the sides of the stage, characters with good back throws will easily kill you here. You can do so as well, but villager’s grab is slow and can be seen coming. If you survive the second phase, you get rewarded with the third phase, which is arguably the best phase for villager. F-Air and B-Air are easier to land if you are on the side of the stage lower than your opponents, and if you are on the side above them, you can cross them up with D-Air and N-Air, and it will be more difficult to punish since you’ll be in the air.It is Possible to ride Lloyd before the Stage transition starts it will push you up could be a good mix-up and kill option maybe"
-Villager's worst stages. The dip makes it hard to land approaching f-air and b-air, and it's hard to shark underneath. Also, going under the stage can be dangerous, as you get get stuck underneath the stage and end up suiciding.
(No particular order)
(No particular order)
(No particular order)
Cloud, because it’s Cloud and this is doubles. We can compensate for his recovery pretty easily by sinking a few projectiles into any overzealous edge guarders
Zero Suit Samus, because Pocket Paralyzer, and ZSS’s damage racking capabilities couple well with our Edge-guarding and Stock Tanking.
Corrin, because Pocket Dragon Fang Shot, as well as Corrin’s range and Side-B.
We also pair well with Lucario and Mario in doubles, but that's just due to their strength in doubles, not the reasons listed above.
Realistically, we work well with anyone who can play an effective aggressive game in doubles, due to our camping and edge-guarding capabilities. Oh and Timber stage control too. Villager in doubles is extremely defensive, but goes to town (excuse my ****ty pun) on anyone recovering, and uses projectile harassment and high power kill moves to cover our teammates.
We also get great use out of Down Smash in doubles. At mid-high percents it can allow a free Limit Cross Slash or other such kill move. Thus is is a very powerful tool in doubles due to it’s unique (and hype-looking, may I say) setups.
-early fair is frames 1-9
-early bair is frames 1-7
-nair is 1-2 frames
Nair (strong 9% hit) 0-14/19/23%
Nair (late 5% hit) 0-32/39/46%
Fair(late 4% hit) 0-59/71/82%
Fair (latest 2% hit) 0-82/98/113%
Bair (late 5% hit) 0-49/59/69%
Bair (latest 3% hit) 0-73/87/101%
Dair (3 turnips meteor hit) 0-32/40/48%
Side B (late 5% explosion) 0-49/59/69%
-Using another Villager in doubles, you can jab reset with D-smash to possibly infinitely combo them. Check the combo section for more detail.
-Learn to b-reverse the pocket, this can confuse players and provide better landing options.
-Learn to b-reverse the axe, this is very important for performing mind games on the tree, and killing.
Hurt box Shifting
-Lloyd is the best option when thrown towards the blast zone. It halts all momentum.
-You can also use jumping, but it’s not as effective.
-length of 2.5 (below average)
-Learn PP f-tilt, bowling ball, jab, grab.
Item Drop Aerial Cancel
-throw the item, and perform the aerial to catch it again. This is so amazing against mega man.
Insta Wood Chip
Essential to learn
JC Item Toss
As well as OoS JC Up-smash and Item Toss
Instant Dash Attack
Useless but fun
Dash attacked canceled grab
-used against only Pac-man.
-you can pocket his water and then throw it and perform an aerial to have it carry you far horizontally.
-Just literally move while watering the sapling.
Lloyd Edge Stalling
-Repeatedly spamming Lloyd against the side of the stage to stall there.
-Used if opponent is doing great at edge-guarding.
-Jump, or move back and forward while watering the sapling. It won’t grow, and the next time you water it, it will instantly grow, which is very useful for tree shenanigans.
Not sure what to name this tech, but can be great to know.
-Villager Discord Server
-Villager main twitters
A: There's a lot of ways to practice, but here's something I threw together.
-30 short hop aerials in a row
-20 auto-canceled f-air and b-airs in a row
-try to practice moving forward and backward while shooting
-20 fast fall fairs and bairs against short characters in a row
-20 b-reverse pocket and axe in a row
-15 ledge trumps in a row
-Do each true combo correctly, 5 times in a row
-Practice Lloyd stalling, as well as balloon stalling
-Practice all your moves that can come out of a perfect pivot
-Practice jab locking and jab locking combos
-Perform the wood chip infinite 3 times in a row
Q: What skin is the best skin?
A: Default, Kawaii, Purple Shirt, Chillager.
Q: Will playing Villager make me gay?
Q: What is a good secondary for Villager?
A: Something that’s opposite to him to cover those weaknesses, like a character with a good ground game and is offensive. Or Cloud...
Q: Recommended Control Set-up?
A: Setting z to jump, r to grab, and c-stick to attacks is a great way to play Villager. Using z for jump with the combination of using c-stick for aerials helps you buffer your aerial while in jump squat, letting it come out faster. I also find it easier to perfect pivot grab with r set to grab.