A2ZOMG
Smash Legend
- Joined
- Oct 13, 2007
- Messages
- 12,542
- Location
- RPV, California
- NNID
- A2ZOMG
- Switch FC
- SW 8400 1713 9427
The main use of D-smash is for punishes. If you see them open for it, it's one of your most practical options in terms of raw damage, and you can use it to substitute U-smash in land trap juggles. Trying to Jab cancel into it (actually, Jab cancel comboing in general with Mario) is easiest to do on floaty but skinny characters, like Pit, Peach, and Marth. D-smash's horizontal range is actually completely identical to Jab1's horizontal range (tested extensively in the wifi waiting room for phantom hits).
A tactic I'm trying to experiment with is charging D-smash. Specifically, I'm trying it after fireballs. Two things people might do if they are worried about getting grabbed after a fireball is either spotdodge or roll forward. The idea I'm playing around with is that D-smash might cover both options, and if they so happen to shield it when it's charged, it's safer on block.
You might want to charge U-smash instead in that situation if you're going for a kill (credits to Flameleon for the idea). Although it's different from D-smash in that it's better at hitting from behind as opposed to the front.
A tactic I'm trying to experiment with is charging D-smash. Specifically, I'm trying it after fireballs. Two things people might do if they are worried about getting grabbed after a fireball is either spotdodge or roll forward. The idea I'm playing around with is that D-smash might cover both options, and if they so happen to shield it when it's charged, it's safer on block.
You might want to charge U-smash instead in that situation if you're going for a kill (credits to Flameleon for the idea). Although it's different from D-smash in that it's better at hitting from behind as opposed to the front.