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Smash Journeyman
I'm talking about things a lot of people would be quick to call jank, but can be used fairly consistently vs common playstyles and tactics. For example, many players will do aerials forward out of shield (or otherwise don't go the furthest they possibly can during an approach for other reasons), and might do say, Fox's drill out of shield to start a combo or to deal with CC. For whatever reason, a player thinks they can hit with this vs. me while it's entirely avoidable, but as soon as I see the jump, I do a strong attack that moves my hurtbox forward. I'm spaced such that if they jump backwards, it will still hit if they don't manage to interrupt me or air dodge out of the way. But they decided to go forward. If they don't interrupt me, they get hit, simply as that, but if they do, because the move put my hurtbox forward, without actually moving my character's position forward, a single input of ASDI backward (which I'm already doing away and down) means the rest of Fox's drill has no chance to hit me so I just grab (or even throw out another attack, lol). I can't tell you how many times I've gotten grabs on people with this exact type of tactic, or how more often, I just hit them, trade or not, and they're offstage.
Short version: using your extended hurtbox with a long range, strong move (like say, Marth's forward smash, or Falcon's dsmash, or any kicking ftilt) to escape followups and get your own, while also punishing any less outright of a commitment. Extended hurtboxes to beat multihit attacks (or something like nair->grab).
Short version: using your extended hurtbox with a long range, strong move (like say, Marth's forward smash, or Falcon's dsmash, or any kicking ftilt) to escape followups and get your own, while also punishing any less outright of a commitment. Extended hurtboxes to beat multihit attacks (or something like nair->grab).