ESAM made a list of the best of each move the other day.
jab: Chrom
ftilt: Lucas
dtilt: ROB
utilt: Snake
dash attack: Snake
F-smash: Mario
D-smash: G&W
U-smash: G&W
Nair: Shulk
Fair: Pikachu
Dair: ROB
Bair: Pikachu
Uair: G&W
Neutral B: Pikachu
Side B: Sonic
Down B: ZSS
Up B: G&W
Zair: ZSS
I heavily disagree with a few certain moves on this list.
- I think the best F-Smash is not . His is very good, due to it's speed, power, and range, but there are betters ones. and have the 6 best f-smashes in my opinion, and I'd lean towards 's being the best. It's not the fastest of this group, but it's the safest (it's only -6 on shield), one of the most disjointed, and it's incredibly strong. It's a large part of 's ground game in Ultimate and I feel like it's probably the best one.
- For up-smash, I'd put over and possibly and as well. 's has way too much utility for it not to be the best one in my opinion. It's a kill option, ledgetrapping option, covers landings, covers platforms, and has a great hitbox.
- N-air is a bit debatable, but I'd say that 's is more useful in the context of his kit than it would be on a lot of characters. It's (IMO) because of Speed Art and Buster Art allowing him to combo off it easier, because otherwise, while this move does cover a lot of space, is hard to punish, and has a long lasting hitbox, it doesn't do too much. I'm not really sure who has the best n-air, but I'd still lean towards , even after the nerf, but there are other characters who could be contenders as well like and .
- The best neutral-b is Monado Arts. I don't care what ESAM says about T-Jolt 'winning more matchups.' Monado Arts allows any character to adapt much better in any given situation and gives them escape options that no other character has. It can change the way you use certain moves entirely and make them far more useful than they otherwise would be. And even if Monado Arts didn't exist, I'd still lean towards Charge Shot and Shadow Ball being better than T-Jolt as well, due to their ability to cover options and camp while having actual kill power (something T-Jolt lacks).
- The best Z-air is 's. It lacks the recovery potential of the others, but it's better in pretty much every other way. It's an edgeguarding tool, it has good range, it ledgetraps, it combos into grab, it combos into kill moves, it covers landing, it's fairly safe, and the hitbox stays out for 54 frames. The only z-air that even comes close to being this good, is 's but only if he is able to DJC it and use it as a combo tool. Otherwise, even his is nowhere near as good as 's.
Additionally, I want to add the f-tilt argument. While
's f-tilt is undeniably good, it is also plagued with a pretty noticeable sourspot hitbox around the sweetspot: one that is both low reward and also unsafe at hit in low percents. 2-framing with his f-tilt is also not as free as some other f-tilts, as the timing and spacing are both very specific, and you are better off using Lucas' other edgeguarding tools.
It would prefer something like
or
f-tilt, who have bigger hitboxes, not AS spacing reliant, more consistent on KO'ing because of the lack of sourspots (except for Belmonts, and more reliable for 2-framing (at least in the case for Bowser and Wolf).
Tweek posted what he thinks are the best moves in the game
I do like Tweek's list better, although I am curious on why he considers
's down air as the best down air.
Is Ness' back throw really the strongest in the game anymore? Either way, throws especially probably need something to really set them apart, and they can also fall into the area of working for some but not others. That said, yeah, Cargo Throw definitely sets itself apart from other throws.
Dr. Mario's and Incineroar's are stronger without D.I., but with D.I., Ness' still remains supreme.
-good fsmash and Dsmash
-great nair
When playing around with Corrin, I noticed that her f-smash and d-smash are both very flawed despite looking good on paper.
F-smash has a deceptively narrow hitbox and cannot KO for the life of it unless it is sweetspotted. I also had instances in which I successfully whiff-punish a move from the opponent, but the move, for no apparent reason, clanks with the opponent's hitboxes, stealing what would be the KO.
D-smash is more reliable, but it only really KOs if the back hit tippers, which again, is not really reliable.
Corrin nair is good, but not amazing. It mostly has to due with the move's hitboxes. Unlike, let's say, Palutena's nair, there are less active hitboxes around Corrin at a given time. Also for a ranged character with limited mobility, the move oftentimes isn't as big as you want to.
Corrin's main problem is that his/her kit seems at least decent on paper despite all ther flaws. But Corrins big problem is they really do not get enough reward for really any of it. They have decent low percent combos but after that they really have nothing to really try to control the match. In most castes they generally have to make a hard commitment to get a kill. All of this leads to the risk vs reward factor being skewed heavily against them.
Byleth despite having similar issues to Corrin at least gets strong reward and can take stocks very early
Risk vs reward is the main issue with Corrin.
Corrin has a very limited approach in this game due to her rather sluggish mobility, and lack of reliable approach tools and ways of forcing approaches. However, once she gets in, she gets very little, while her disadvantage is also lackluster.
are plagued with two of the worst approaches in the entire game, with poor disadvantage states to boot (especially offstage), but they at least get solid to great reward for finally getting in.
It is also coupled with a struggle to KO and moves that are solid at best.
The comparison to
made in Ziodyne's post is correct, but there is another important comparison to be made:
Byleth's moveset is built and made for his slow mobility, as well as having better buttons overall.
Corrin's moveset does not. It is a moveset that encourages a playstyle like the Marthlings, but she lacks the buttons and the mobility to do it.