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The hitbox is that big? o.oPika pika bruh
Its low endlag I'll give you, but it's not particularly strong for FSmashes (probably average to slightly weak honestly), not helped by its launch angle which tends to launch to the furthest corner of the screen. It requires a sweetspot to even be worth anything KO-wise and is pretty slow (frame 17) and it lost its lingering hitbox from Brawl. It has a few good things going for it, mainly a substantial disjoint (par for the course for Game & Watch though) and occasional use as an anti-air. While I believe it has the greatest horizontal reach of all his attacks barring Oil Panic it's widely considered one of his worst moves and the rest of his moves are definitely not THAT good.It's pretty damn strong and the endlag is minimal. More than can be said for some other forward smashes.
There's two Docs in the OP, so Ganondorf can replace the second one. He's not going any higher than above Little Mac, though.I'd rate Ganon's up-smash higher than a lot of those characters. Yoshi's is pretty good, but Ganon's is better imo.
It also only has 18 frames of endlag...Also, I really can't get behind ZSS's Down Smash being better than Little Mac's.
The move has incredible reward when it hits and is stupidly safe on shield, but the hitbox comes out on frame 20.
20.
That's quite slow no matter how you slice it.
despite being one of the more optimistic people about our character on the G&W subforum, I still will say that I think fsmash, and probably dsmash don't belong on this list.I have to say, I didn't know Game & Watch's smashes were all super safe on shield. I knew of up smash before 1.1.1, but fsmash and even dsmash are also safe. You probably need to land the sweetspot for both, but the sweetspots are bigger than the sourspots and you automatically get them if you space even half-properly range wise. Might have to throw them all in there somewhere.
On dsmash the sweetspot is definitely considerably bigger than the sourspot, but on fsmash it's a bit smaller (the entire fire, but it reaches further than the graphics indicate). Still, it's the better part of the move, i.e. Marth spacing instead of Roy spacing. They're also average speed for smashes, except usmash is slow. They all also kill noticeably earlier than average smashes, especially dsmash, and because of the angle of fsmash, DI actually makes you die earlier to that (since then you just die vertically).despite being one of the more optimistic people about our character on the G&W subforum, I still will say that I think fsmash, and probably dsmash don't belong on this list.
First off, the sweetspots are definitely not bigger than the sourspots on fsmash, and that's not even mentioning the fact that fsmash has a blind spot/deadbox/whatever you guys call it (the thing that samus fsmash also has a problem with, though not as bad). I don't believe this is true for dsmash either, though the sourspots can be useful on it.
While it is true the sweetspots are safe on (non-perfect) shield and it's not hard to know when you can land them when you're used to them, this doesn't mean much considering both smashes have subpar/bad startup, which can make for easy perfect shielding. Simply put, they're not good or safe moves to throw out frequently or rely on.
By no means are they not good tools, the sweetspots can be devastating when landed, and the disjoints are nice, but their problems of bad/subpar startup and small sweetspots prevent them from being "best in the game" material imo
Samus' may be better overall, but ZSS' zair sets up for things just as much as Samus' does. You can combo it into dash attack, grab, and even up b and you could with Samus as well if she ran as fast as ZSS does. They have the same landing lag and speed and the only differences are that ZSS' zair has a bit less range and a bit more damage, although Samus' zair is much easier to sweetspot. I'd be willing to say that Samus' range and ability to sweetspot for 4% without hitting with it from max range gives it more utility. A big reason why I put ZSS first though is that the recovery range on her zair is completely bonkers, while Samus' zair is a pretty noticeable second place at that. Often when I've played ZSS and switch to Samus I end up forgetting that you can't tether from as far away, stall for too long offstage and then die. I'll still change Samus to first though.Yoshi's uair should be on the list. I think it's the third fastest(?) uair at frame 5, kills really early, and can combo into itself/other stuff. It's definitely one of his more reliable kill moves and keeps people from challenging him from above.
And it doesn't matter that much, but Samus has a better zair than ZSS. Great range, extends really fast, eats through almost everything. It's far better at zoning than ZSS's zair, which imo makes it better than ZSS's despite her higher damage. It sets up tech chases, grab/dash attack mixups. Someone playing against Samus will probably worry about zair first, someone playing ZSS will most likely not consider her zair at all because it isn't a game changer. It's also the only zair that can singlehandedly shut several characters down. Most characters would probably prefer to have Samus' zair.
Mario/Luigi/Doc Usmash?Technically overall it's the fastest smash in the game
From start to finish, including IASA frames it's the fastest.Mario/Luigi/Doc Usmash?
Pit/D. Pit/ZSS/Olimar/MK/Luigi Dsmash?
I condede.Utilized properly, her dsmash is more about release timings and traps... and ludicrous reward. Though the reward is partly related to zss, any character would get a smash which is high reward, and anyone with a spike could probably get some early kills from it.
It's definitely not better than Ness', Robin's, or Yoshi's. His uair could be included but it is not better than those three. It might be about the same level as Samus' in a ranking. I don't know much about Fox's except its startup isn't too good.R.O.B.'s up air is essential on this list. I say it is better than Yoshi's, Fox's, Robin's, Samus', and probably Ness' with its combination of a fast move with a multi hit box and very early KO power, of which none of those other up airs have all those characteristics.
I'm curious as to how you space with a throw in a 1v1 environment. I'm not sure if you understand what a spacing tool is. And how exactly does it get reflected?I'd just like to say that I personally feel Mewtwo's fthrow could go on the list due to the fact of it being tied with Ganondorf and Max Aura Lucario for damage being a total of 13%. While also providing excellent spacing and getting the opponent off of you allowing stage control and racking up damage along with any pummels that were done before hand. However that doesn't mean the move is without it's flaws since it can be reflected due to it's multi hit nature of the move seeing as how it's multiple Shadow Balls getting launched at the opponent. While this move is pretty essential for Mewtwo for spacing and damage racking I wouldn't say that doesn't mean it's not qualified for being on the list.
Little Macs usmash I feel doesnt belong among this crowd. Sure its strong but plenty of characters can usmashes only a little less powerful without requiring such a precise hitbox to actually get the strong hit. I mean, compare ROBs to Macs... huge differenceUp smash:
Villager should be each category here theres no reason his fair would be, but not his bair while losing to the likes of Ness. Same with his uair which is amazing.Neutral air:
Forward air:
Back air:
Up air:
Down air:
Mewtwo easily deserves a spot in the top fthrow along with ganon. I dont see how pit or lucas deserve a spot there, while mewtwo and ganon have the highest damaging fthrows, and none of them combo anyway. And Ikes dthrow? His uthrow is the combo throw.Forward throw:
Back throw:
Up throw:
Down throw:
Pummel:
Each shadow ball fired in Mewtwo's Fthrow is an energy projectile that can be reflected or absorbed, which includes getting pocketed by Villager & filling Game & Watch's Bucket.I'm curious as to how you space with a throw in a 1v1 environment. I'm not sure if you understand what a spacing tool is. And how exactly does it get reflected?
To add to this, I went to training mode & tested kill percentages. Monado Smash art augments Shulk's Bthrow killing Mario at 124% while Toon Link's Bthrow kills at 129%, Mewtwo's Bthrow kills at 127%, Villager's Bthrow kills at 125%, Lucas' Bthrow kills at 124%, & Ness' Bthrow kills at 96%. So while the art only lasts for 16 seconds aka 960 frames, it's knockback multiplier helps it rival the second strongest Bthrow.Similarly with backthrow, since backthrows are almost always kill moves or to put a lot of distance between the enemy, the order of strength goes
1: Ness
2: Lucas
3: Villager
4: Mewtwo
5: Toon link
And then DK, Mario etc start to KO a bit later than that.
That doesn't make it a spacing tool. It makes it a GTFO option from a grab. Spacing tools are things like Mewtwo's D-tilt; it's quick, safe, and long ranged.Because Mewtwo wants to play at range, not cqc. His fthrow has the purpose of having high base knockback so he can have time to charge shadowball.
Except Mac's weak U-smash is still super, duper, amazingly powerful. Sweetspot if you get it is stupidly strong, killing at ridiculously low %.Little Macs usmash I feel doesnt belong among this crowd. Sure its strong but plenty of characters can usmashes only a little less powerful without requiring such a precise hitbox to actually get the strong hit. I mean, compare ROBs to Macs... huge difference