Zano
Smash Master
beat up sandbag cuz I was curious and these thoughts are based on what I've seen using him so far. Analysis part is just opinion based so not adamant, don't jump on me for it
jab: 2% - rapid jab is really bad and easy to sdi out of, try to keep it to the 3 hit jab which will net you 9% in total (last hit deals 5%)
ftilt: 7% - moves you forward slightly and has good range
dtilt: 6% - probably his best spacing tool, maybe his best move in general, it feels very nice
utilt: 10% (2%, 3%, 5% in that order) - doesn't seem that good at all, weird hitbox makes it hard to hit anyone most of the time
fsmash: 17% (6%, 11%) uncharged 21% fully charged (7%, 14%) - Your primary kill move, try to keep it fresh because you desperately need it. The range on the 2nd hit is very deceptive and goes much further than the first hit.
dsmash: 13% uncharged 17% fully charged - standard type of dsmash, good for punishing rolls and whatnot, nothing really special otherwise.
usmash: 14% (4%, 2%, 8%) uncharged 19% fully charged (5%, 2%, 12%) - decent hitbox, nothing super good.
neutral b: 4% uncharged, 11% fully charged - Arrows are suuuuuuper laggy, only use them far away, decent damage rackers but not efficient for zoning at all. Also for a fun mindgame, you can move in different directions while holding the arrow to extend how long it's out, won't increase the damage unfortunately.
side b: 12% - As tempting as it is to use this move in neutral, ****ing don't. It can deflect projectiles and has super armor, so use it to punish and for nothing else (well, maybe in some edge guarding cases). It's sorta safe if you hit their shield while doing it in the air, depends on who they are/how they react. It can kill if you're near the ledge but other than that it's just for punishing.
up b: Really good recovery move, sends you far, however you are completely vulnerable during it so you can get edge guarded really hard if you aren't safe.
down b: just a reflector that works on both sides of him, cooldown after using it is awful so you need hard reads on projectiles to make it work
nair: 9% - Looks like a fairly good all around protection move but it doesn't beat out anything really, only real use seems to be from throw follow ups
fair: 7% (2%, 1%, 4%) - good spacing too, great for following up from a dthrow too
bair: 8% sourspot 12% sweetspot - hitting this move with a sweetspot is a decent kill option, getting the hit is pretty hard unfortunately
dair: 10% - can spike if hit in the middle of the hit box. Great OoS option as well
uair: 10% (2% each hit) - great for frametraps/juggles, can actually kill if fresh at decent %
up throw: 11% (4%, 7%) - Least used throw, but has good damage. Dthrow is usually a better choice most of the time.
down throw: 6% - Can usually follow up with fair/nair, good for frame trapping and juggles
back throw: 8% - not too much to say about this, just a normal back throw
forward throw: 11% good for the damage and you can follow up with dash attack at 0-low percents depending on the character, won't work on some floaty characters unfortunately
dash attack: 11% - Good punish move and covers a lot of ground, fairly punishable if just thrown out, I know I have a bad habit of inputting it while trying to do something else
here's a video for visual reference
https://www.youtube.com/watch?v=_HAhs1qqcZY&feature=youtu.be
jab: 2% - rapid jab is really bad and easy to sdi out of, try to keep it to the 3 hit jab which will net you 9% in total (last hit deals 5%)
ftilt: 7% - moves you forward slightly and has good range
dtilt: 6% - probably his best spacing tool, maybe his best move in general, it feels very nice
utilt: 10% (2%, 3%, 5% in that order) - doesn't seem that good at all, weird hitbox makes it hard to hit anyone most of the time
fsmash: 17% (6%, 11%) uncharged 21% fully charged (7%, 14%) - Your primary kill move, try to keep it fresh because you desperately need it. The range on the 2nd hit is very deceptive and goes much further than the first hit.
dsmash: 13% uncharged 17% fully charged - standard type of dsmash, good for punishing rolls and whatnot, nothing really special otherwise.
usmash: 14% (4%, 2%, 8%) uncharged 19% fully charged (5%, 2%, 12%) - decent hitbox, nothing super good.
neutral b: 4% uncharged, 11% fully charged - Arrows are suuuuuuper laggy, only use them far away, decent damage rackers but not efficient for zoning at all. Also for a fun mindgame, you can move in different directions while holding the arrow to extend how long it's out, won't increase the damage unfortunately.
side b: 12% - As tempting as it is to use this move in neutral, ****ing don't. It can deflect projectiles and has super armor, so use it to punish and for nothing else (well, maybe in some edge guarding cases). It's sorta safe if you hit their shield while doing it in the air, depends on who they are/how they react. It can kill if you're near the ledge but other than that it's just for punishing.
up b: Really good recovery move, sends you far, however you are completely vulnerable during it so you can get edge guarded really hard if you aren't safe.
down b: just a reflector that works on both sides of him, cooldown after using it is awful so you need hard reads on projectiles to make it work
nair: 9% - Looks like a fairly good all around protection move but it doesn't beat out anything really, only real use seems to be from throw follow ups
fair: 7% (2%, 1%, 4%) - good spacing too, great for following up from a dthrow too
bair: 8% sourspot 12% sweetspot - hitting this move with a sweetspot is a decent kill option, getting the hit is pretty hard unfortunately
dair: 10% - can spike if hit in the middle of the hit box. Great OoS option as well
uair: 10% (2% each hit) - great for frametraps/juggles, can actually kill if fresh at decent %
up throw: 11% (4%, 7%) - Least used throw, but has good damage. Dthrow is usually a better choice most of the time.
down throw: 6% - Can usually follow up with fair/nair, good for frame trapping and juggles
back throw: 8% - not too much to say about this, just a normal back throw
forward throw: 11% good for the damage and you can follow up with dash attack at 0-low percents depending on the character, won't work on some floaty characters unfortunately
dash attack: 11% - Good punish move and covers a lot of ground, fairly punishable if just thrown out, I know I have a bad habit of inputting it while trying to do something else
here's a video for visual reference
https://www.youtube.com/watch?v=_HAhs1qqcZY&feature=youtu.be
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