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Best move in Brawl?

stingers

Smash Obsessed
Joined
Oct 21, 2006
Messages
26,796
Location
Raleigh, NC
In Melee, I've heard tons of things from Shine (both varieties), to Falco's Laser, to rest, to jiggs bair. What about Brawl? We have Shuttle Loop, Tornado, Falco's Laser, Snakes Utilt, and tons of other moves that might claim that title. What do you guys think?
 

TP

Smash Master
Joined
Sep 28, 2008
Messages
3,341
Location
St. Louis, MO
Shuttle Loop by far. Sure, Tornado defines a lot of matchups, but SL is hugely useful in all of them. Sure, Snake's Utilt kills better, but SL has an incredible number of uses. Anyone who doesn't say SL, consider this: Ganon with SL would be mid tier. GANON.
 

Variable

Smash Ace
Joined
Mar 8, 2010
Messages
574
Location
Austin, Texas
Shuttle Loop by far. Sure, Tornado defines a lot of matchups, but SL is hugely useful in all of them. Sure, Snake's Utilt kills better, but SL has an incredible number of uses. Anyone who doesn't say SL, consider this: Ganon with SL would be mid tier. GANON.
Shuttle Loop.... *Looks at character icon*


Hmmm....
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
Shuttle Loop for sure. It's like Dolphin Slash on crack. The move has a million uses, invincibility, leads to the glide attack, kills well, and so on. No doubt it is shuttle loop
 

Mota

"The snake, knowing itself, strikes swiftly"
Joined
Jul 19, 2008
Messages
4,063
Location
Australia | Melb
Instantly thought Snakes uptilt, but I have to agree on SL. Early kills off the side, very versatile.
 

solecalibur

Smash Master
Joined
Mar 29, 2008
Messages
3,330
Location
Cbus
It depends on what MU your looking at as there is no over all best, D3's Down throw destory many characters and defines characters position on the tier list greatly as well as MK's nado but Mk's Nado is terrible on certain MUs (Exclude M2K's ability to use nado on every MU)
 

tuestresfat

Smash Apprentice
Joined
Oct 19, 2008
Messages
82
It's clearly shuttle loop so... what about second?

bananas, granades, dedede's shield grab, and tornado are all up there as the best moves in brawl.

i'm not sure how high these should be ranked but they should be pretty high:

marth's fair, dancing blades, snake's ftilt, utilt, dthrow, mk's uair.

definitely forgetting a bunch :psycho:
 

etecoon

Smash Hero
Joined
May 31, 2009
Messages
5,731
can't say for sure but my candidates would be

IC's grab

tornado

shuttle loop

snake's GRENADES, not utilt lol

falco's lasers

banana's
 

Nova9000

Smash Lord
Joined
May 13, 2009
Messages
1,408
Location
NC/MD
Anyone figure out how to beat IDC?
That gets my vote as best move; can't beat it...
 

Damage Points

Smash Ace
Joined
Apr 22, 2010
Messages
925
Location
Apex, NC
Warios waft. Kills at early percents depending in the stage. Forces opponents who are scared of it to approach and not let wario sit there and camp so it can build up. Also makes opponents nevous when they know you have one but you keep toying with them waiting for the right time to use it.
 

Grizzer

Smash Journeyman
Joined
Jul 22, 2009
Messages
378
Location
The Netherlands
i think we arent considering that a move might be extremely good, but cannot be used optimally due to a certain characters mobility

for example, ganon's dair would be ten times better if he had wario's air mobility for the simple fact that it would be easier to hit, and more applicable as a punish move
also, if mk had more mobility in the air, his aerials would also be better even though they're technically the same

same thing, if wario had luigi's air mobility, his aerials would be useless

however, if we judge moves based on how the character can apply it, then i think mk's SL is the best move in the game. it gives a constant threat above him even if you are out of range for any aerial, but if you try to airdoge the SL he can just uair you afterwards, its also too quick to airdodge on reaction, which makes it really got because it hits so high (ow, and i suppose you can punish the airdodge with the glide attack?) screw meta knight...
 

pkmntrainer

Smash Rookie
Joined
Apr 30, 2010
Messages
14
Shuttle Loop is the best.... I'm definately surprised that Charizard's Rock Smash hasnt even gotten a mention.... although Shuttle Loop is the best
 

¯\_S.(ツ).L.I.D._/¯

Smash Legend
Joined
Apr 27, 2008
Messages
12,115
Location
Chicago, IL
Warios waft. Kills at early percents depending in the stage. Forces opponents who are scared of it to approach and not let wario sit there and camp so it can build up. Also makes opponents nevous when they know you have one but you keep toying with them waiting for the right time to use it.
See, if waft was anywhere near the best move in the game I wouldn't bring this up, but the amount of bias influencing this post has to be pretty astounding for you to actually say this.
 

Plorf

Smash Apprentice
Joined
Jan 28, 2009
Messages
124
Location
Silver Spring, MD

// ? ? ? \\

[URL="http://www.smashboards.com/showthread.php?p=10457754#post10457754"]


Neutral Special ~ Mach Tornado {Damage: 1% (each hit) ~23% (max)}
{Ahh... the good old Neutral B Mach Tornado...? ? ? spins around creating a bright blue tornado. This can hit multiple times, each hit doing 1%, up to a maximum of about 23% damage. You can move yourself left and right with the control stick and repeatedly tap B to increase the duration of the attack. Tapping the B button fast enough will lift the tornado off the ground a bit. This attack is a spammer's best friend, and with good reason too. Using this allows you to completely absorb most projectiles and it is pretty hard for opponents to dodge or punish if used with some rhyme and reason rather than just spamming the hell out of it. I would advise using this move sparingly as it can get rather predictable. It can be used as a recovery (along with all other of ? ? ?'s specials) but be advised that you will enter fallspecial (meaning you can't attack or jump) if you end this move while in the air. The main use for this move is to cancel out projectile attacks and allow you to sweep in and damage your opponent while he/she is busy spamming their lasers, arrows, etc... It can also be rather deadly if you catch your opponent in the tornado while near the top of the stage; the Whirlwind has a decent upwards knockback on the last hit, so you can expect to get a few "Star KO's" if you use it high enough. In free-for-all battles with 3 or 4 people, this move becomes much more viable since you can easily activate it and sweep across the stage damaging everyone who gets in your path.
}

Side Special ~ Drill Rush {Damage: 1% (each hit), 3% (final hit) ~13% (max)}
{Another multi-hit special that involves ? ? ? spinning around like a madman? That's right! There really isn't anything special about this one though. You'll rarely be able to connect with every hit and even so, the damage is pretty sad (around 10% average) considering how easy it is for enemies to dodge it and punish you. It can be useful if you are in need of vertical recovery however, as you can 'aim' the direction of the attack with the control stick.
}

Up Special ~ Shuttle Loop {Damage: 9% (rising strike) 12% (gliding attack)}
{? ? ? does a rising upper slash, then flips around into a glide. This is ? ? ?'s best recovery move, but can leave him vulnerable to edge guarders unless you time your glide attack well (press A while gliding). Both the hit from the initial rising slash as well as the glide attack have great KO potential and will likely be responsible for a large portion of your kills. It's also important to note that you can choose the direction in which you do your Shuttle Loop. Let's say you chase an enemy to the right edge of a level and have used all your jumps. Even though your momentum is taking you to the right and even though you are also facing to the right, you can hit left on the control stick immediately after pressing Up+B to then Shuttle Loop to the left and glide safely back to the stage. Also, when gliding, you can lean the control stick forward to descend and back to ascend. You CANNOT start an ascend without first gaining speed by descending or else you will enter fallspecial.
}

Down Special ~ Dimensional Cape {Damage: 14%}
{? ? ? covers himself with his free wing and teleports a short distance in whichever direction you choose by using the control stick. You can also hold either attack button to execute an attack when you reappear, but the attack is fairly weak, and in most cases, absolutely worthless. The only use this move has is in regard to edgehogging. Let's say your opponent is about to attempt to grab the right edge on Final Destination. You're in the middle of the stage and run to the right about halfway to the edge, do a shorthop, then while in the air you do your Down B and aim for the ledge. If done correctly, you'll reappear, nick the edge of the level and then grab on to the ledge just before you opponent does, thus KO'ing him because he can't grab the ledge if you're on it. Now this is, of course, very risky. If you overshoot the Dimensional Cape, you end up falling right off the stage. The timing is pretty tricky but once you get it down it can be very rewarding.
}

// Standard Attacks \\

Neutral Attack ~ Infinite Slash {Damage: 1%-2% (each slash)}
{This move may look cool, but it really doesn't serve much purpose. Sure you can hold down A and rack up a little damage, but after about a second your opponent should break free and you'll be left flailing your stick at the air like a lunatic while he proceeds to punish you. If you do find yourself using it though, it's good for leading into a tilt attack of your choice or even a down smash if you're quick about it, but you should try and avoid using it too much since it detracts from your combos and overall pressure game.
}

Forward Tilt ~ Triple Strike {Damage: 4% (first slash), 3% (second slash), 5% (third slash)}
{This attack should see a lot of use. Press A three times while tilting left or right to execute three very speedy stick strikes. It has a pretty decent range to it and the last hit knocks your opponent away and upwards. Perfect for setting up a Forward Aerial or Up B attack. Great no matter how you look at it.
}

Up Tilt ~ Spin Strike {Damage: 6-7%}
{I don't much care for this move. It's a bit slow by ? ? ?'s standards. You're better off with an Up Smash (which isn't particularly great either).
}

Down Tilt ~ Low Thrust {Damage: 4%}
{Another really great tilt attack here. This one comes out VERY fast so you can usually hit a few times in a row with it if you're lucky. It has a great range and can sometimes poke underneath an opponent's shield. Great for breaking up enemy attacks and pushing them away slightly. NOTE: ? ? ? inches forward ever so slightly after he uses this move, making it a little easier to hit multiple times.
}

Dash Attack ~ Rushing Kick {Damage: 6%}
{As with a lot of other dash attacks, this one isn't anything special. It pops your opponent in the air for an easy follow-up aerial, but it's just too predictable to rely on. This move should be used in strict moderation and only if you feel that you have a good chance at hitting with it.
}

// Aerial Attacks \\

Neutral Aerial ~ Spinning Strike {Damage: 12% (first hit), 7% (second hit), 5% (third hit)}
{Probably the least useful aerial move in ? ? ?'s arsenal. ? ? ? basically spins around wildly hitting in all directions around him. It does decent damage and knockback, but it's not as viable for combos as the other aerials are for a couple reasons: 1) it's kinda slow to complete itself 2) it's more difficult to control the direction of the knockback than other aerials. However, it makes for a decent safety move since it hits all around you and sends the opponent away without much thought. Note: the first hit of this move 'usually' knocks the opponent away before the other hits can land.
}

Forward Aerial ~ Triple Slash {Damage: 3% (first hit), 3% (second hit), 4% (third hit) 10% total}
{This move, along with his Down Aerial is what makes ? ? ? stand out as a truly great character. This attack consists of three hits. The first two are designed to trap the opponent in hitstun, while the third hit knocks them back a ways. Landing a few of these is an excellent way to rack up damage and get KOs after you've chased your opponents off the edge. A great way to get this move out is to dash towards your foe, do a short-hop, tag 'em with the Forward Air and then repeat. You can also try setting up for a Forward Air by hitting your opponent with a Forward Tilt or by using a Forward or Down Throw. Really any time that you find yourself on the same level as your opponent (while both in the air) would be a viable time to use this.
}

Back Aerial ~ Reverse Triple Slash {Damage: 3% (first hit), 3% (second hit), 4% (third hit)}
{This is basically the same thing as Forward Air. Just use this when the enemy happens to be behind you in the air. Easy, huh?
}

Up Aerial ~ Overhead Slash {Damage: 6%}
{? ? ? does a quick stick slash above his head in a wide arc. For me, this move really only has one use; juggling. Basically you just hit 'em with an Up Aerial while they're above you (obviously) then jump and repeat... and repeat... and repeat... until you run out of jumps. Then, you can either finish them off with an Up B or even Neutral B. Fun combo, and not too hard to do either.
}

Down Aerial ~ Downward Slash {Damage: 7%}
{This is another move that should be abused heavily. It's much like the Up Aerial but ? ? ? swings his stick underneath him instead of above him. He does so in a nice wide arc covering a big area so it's pretty easy to hit anyone underneath you or in front of you. It's important to learn to do this out of a running short-hop for your approaches but it's even more important to learn to gimp people with it as it's ? ? ?'s main tool for chasing people off the stage and keeping them there. If you hit your opponent correctly (meaning that they are in front of you and also slightly below you) the knockback sends them away from you and downward, which can obviously be very detrimental to their efforts to get back to the stage. Depending on the character (it helps if they have a poor recovery) usually two or three of these hits while you're pursuing them off the stage means they won't be returning. NOTE: you might notice that this move can often be used interchangeably with Forward Air but keep in mind that the Down Air is quicker and can be done in much more rapid succession. It also has a shallow downward knockback instead of shallow upwards as seen in the Forward Air, making it better in most cases for gimping.
}

// Smash Attacks \\

Forward Smash ~ Power Slash {Uncharged Damage: 14% Charged Damage: 19%}
{This is ? ? ?'s strongest hitting move (excluding Final Smash) and one of his few viable means at getting a KO. It is, however, very slow for ? ? ?'s standards and since it lacks good range, it can be very hard to hit with. I personally try and stay away from this move since it's easily punishable. You're better off with a Down Smash instead.
}

Up Smash ~ Overhead Triple Slash {Uncharged Damage: 3% (first slash), 2% (second slash), 4% (third slash) Charged Damage: 4% (first slash), 3% (second slash), 5% (third slash)}
{Another sub-par smash attack. It's nice when you can connect with all three hits, but when you don't you usually end up being punished since only the last of the three has any real knockback to it. The best use for this move is while rushing your opponent. If you execute this attack while running towards your opponent, you will actually keep your momentum and continue forward while doing the attack (usually helps if you charge it up a bit too). This is risky and a bit situational, but no more so than a standard dash attack.
}

Down Smash ~ Double Slash {Uncharged Damage: 11% (front), 13% (back) Charged Damage: 15% (front), 18% (back)}
{... now here's a real smash attack. This attack is FAST. I mean... seriously... it's nearly instant. I highly recommend using using the C-stick to ensure that it comes out at fast as possible (or if you're using the Wiimote+nunchuck you can set your down d-pad input to do a Down Smash... which is what I do and it works great). Aside from the being insanely quick, this move hits both in front of you and then behind which helps control those opponents who like to roll around you too much. And with its great knockback it's arguably ? ? ?'s best KO move aside from his Up B. Use it liberally.
}

// Grab and Throws \\

Grab Attack ~ Wing Stab {Damage: 3%}
Just your standard grab attack. Your opponent will likely be struggling to break free of your grab so you obviously shouldn't do too many of these or else you won't get your throw off. You can do more attacks when the opponent is at higher %'s.
}

Forward Throw ~ Flipping Kick {Damage: 9%}
{This is ? ? ?'s best throw in terms of where is leaves the opponent after throwing them. They'll usually be (depending on percentage) in good range for you to follow up with a Forward Air or perhaps Up B.
}

Back Throw ~ Ninja Strike {Damage: 10%}
{To be honest... there really isn't much point to using this throw as opposed to the any of the others.
}

Up Throw ~ Suplex Slam {Damage: 12%}
{Basically the same as Kirby's famous Up Throw (you know the one). This is ? ? ?'s most damaging throw, but I would still opt for a Forward or Down Throw since they're easier to follow up with Aerials.
}

Down Throw ~ Kicking Slam {Damage: 1% (each shard) (11% max)}
{Looks cool and leaves your opponent in a decent place for an aerial. Just don't use this in a free-for-all match or your likely to get hit before you get the throw off.
}

// Final Smash \\

Final Smash ~ Galaxia Darkness
{? ? ? executes his Final Smash by throwing a flurry of feathers out in front of him a fair distance. Whether or not your opponent takes any effect from this Final Smash depends on how close they are in proximity to the feathers as he throws them in front of him. Simply put, you have to make sure you foes are very close by in order for "Galaxia Darkness" to take effect. Assuming that you did in fact "catch" one or more persons in your feathers, the entire stage goes black for a moment and then ? ? ? slashes through the darkness delivering {40%} damage to those in which he "caught" as well as {18%} damage to others nearby. The knockback is significant, but it does not guarantee a KO. That being said, it is obviously very unwise to waste this move on an opponent that is sitting at 0-20% especially if they are a heavyweight character. Just remember that for lighter characters (like Mr. Game and Watch or Jigglypuff) make sure they're at 20% or higher before hitting them with this. Heavyweight characters (like DK or Bowser) should be around 40% when using this move.

When compared to other final smashes, ? ? ?'s seems a bit lackluster. It's not like Olimar's or Dedede's where they just press the B button and everyone gets affected. And it's not like Marth's where it's an instant KO if you connect with it. ? ? ? players have a bit more work to do to get KO's out of their final smashes, but that's okay because ? ? ?'s players should have a distinct advantage when it comes to actually "breaking" the smash ball in the first place. Here are a couple strategies I employ when the mad dash for the Smash Ball ensues:

1) Stand back a bit as the other character(s) get the first hit or two on the ball, then run in close and use Up B to break the ball and damage anyone in the way.

2) Position your self underneath the ball (not too close... leave a little room in between you and it) and proceed to mash B. Your Whirlwind should take care of anyone nearby and should do more than enough damage to destroy the smash ball if you get a good, clean connection. Remember that the faster you mash B, the higher you go. So do you best to time your B mashing and stay in contact with the ball.
}
[/URL]

 

dniMretsaM

Smash Apprentice
Joined
Mar 23, 2010
Messages
98
Location
Pizza Hut, USA
Non-glitch and non-final smash: Shuttle Loop hands down! This move does pretty much anything! Another good move is blizzard. Blizzard + any other move = amazing!
 

Zatchiel

a little slice of heaven 🍰
Joined
May 27, 2009
Messages
11,088
Location
Georgia
NNID
Zatchiel
Switch FC
SW-0915-4119-3504
Shuttle Loop and/or Marth's Side+B.
Snakes Utilt is just broken.
 

monkeyboyinc

Smash Rookie
Joined
Apr 18, 2010
Messages
7
mario's cape because of it's outstanding mindgame and gimping potential. And because of the cape **** ^-^
 

Diddy Kong

Smash Obsessed
Joined
Dec 8, 2004
Messages
25,970
Switch FC
SW-1597-979602774
What about bananas? They at least deserve a mentoin. :(

Anyways, yeah... MetaKnight's Up B *****.
 

Zatchiel

a little slice of heaven 🍰
Joined
May 27, 2009
Messages
11,088
Location
Georgia
NNID
Zatchiel
Switch FC
SW-0915-4119-3504
Diddy's Bananas are definitely in the top 5, but MK's Shuttle Loop can KO off the side at insanely low %'s, let alone be a recovery option as well.
 
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