This thread is not about "this move is too good" or "that move should be better." It is about certain moves not connecting as (what would likely be) intended for one reason or another, in a way that hurts the move's usability.
Example: With significant Rage, Wario's Up-B linking hits will never lead into the strong final hit; they always pop out beforehand.
If you can think of any for your character, post them. Bonus points if you can describe the problem in detail ("D-Air multi-hit sends them too far away to link correctly" is better than "D-Air doesn't link correctly"). Knowing if Rage or character movement exacerbates the issue would be good. Super bonus points for a video clip of testing this, as long as it's not intended to be funny/clearly an unrealistic position.
Ideally, it could be a resource for the developers, since they seem to be interested in fixing these sorts of things (see Falco N-Air, Ganondorf N-Air) but may not know many examples of it happening. I'd like to test them and get the information out there, not only to help people understand the game better, but perhaps to fix unintended issues in the game in the future.
I'll compile a list, test what needs to be tested, etc.
Bowser:
Bowser Jr.:
Captain Falcon:
Charizard:
Dark Pit:
Diddy Kong:
Donkey Kong:
Dr. Mario: Down-Aerial's landing hitbox has a Ground-Only flag, making it almost never hit. Down-Special doesn't seem to link correctly when started on the ground.
Duck Hunt: All Smash attacks have trouble linking correctly. The first shot of each Smash attack often sends the opponent too far away to link. Down-Smash can be teched before the second shot comes out.
Up-Aerial has trouble linking into the final hit when Duck Hunt is falling downward.
Falco:
Fox:
Ganondorf: Down-Smash's first hit has a weak hitbox on his thigh that sends people slightly forward. Down-Smash's second hit pulls opponents toward Ganondorf when it hits a shield.
Greninja:
Ike:
Jigglypuff: Opponents retain momentum when put to sleep by Up-Special. Say, if Captain Falcon uses his Forward-Smash as he starts moving and is put to sleep, he will slide to the other side of the stage.
King Dedede: Up-Smash hitbox has a blind spot between Dedede and his hammer on the first active frame.
Kirby:
Link:
Little Mac:
Lucario:
Lucas: Down-Smash second and third hitboxes cannot hit an opponent if the first hitbox has hit them or their shield.
Lucina:
Luigi:
Mario:
Marth:
Mega Man:
Meta Knight: Up-Special will not link into the second hit with significant Rage.
Mewtwo:
Mii Brawler:
Mii Gunner:
Mii Swordfighter:
Mr. Game and Watch:
Ness:
Olimar:
Pac-Man: Forward-Tilt's range decreases if used on the same frame you start walking forward.
Palutena:
Peach:
Pikachu:
Pit:
R.O.B.:
Robin:
Rosalina and Luma:
Roy:
Ryu:
Samus: Up-Smash does not link into the final hit reliably.
Sheik: Forward-Smash's first hit can send the opponent too far forward to link into the second hit.
Shulk: Shulk's two-hit attacks often miss after the weak initial hitbox on Forward-Smash, Up-Smash, Up-Aerial, Down-Aerial, and Up-Special.
Sonic: Brawl Spring Bug Stance prevents Sonic from being able to use a mid-air jump because the game still considers him to be in an aerial special state.
Toon Link:
Villager:
Wario: Jab1 does not link into Jab2 at mid to high percents.
Up-Special does not link into final hit if steered far to the left or right, and it never links if Wario has significant Rage.
Wii Fit Trainer: Jab2 does not have enough hitstun to link into Jab3 against fastfallers or characters with Frame 1 invincibility.
Yoshi:
Zelda:
Zero Suit Samus: Up-Special will not link into the final hit with significant Rage.
Example: With significant Rage, Wario's Up-B linking hits will never lead into the strong final hit; they always pop out beforehand.
If you can think of any for your character, post them. Bonus points if you can describe the problem in detail ("D-Air multi-hit sends them too far away to link correctly" is better than "D-Air doesn't link correctly"). Knowing if Rage or character movement exacerbates the issue would be good. Super bonus points for a video clip of testing this, as long as it's not intended to be funny/clearly an unrealistic position.
Ideally, it could be a resource for the developers, since they seem to be interested in fixing these sorts of things (see Falco N-Air, Ganondorf N-Air) but may not know many examples of it happening. I'd like to test them and get the information out there, not only to help people understand the game better, but perhaps to fix unintended issues in the game in the future.
I'll compile a list, test what needs to be tested, etc.
Up-Aerial has trouble linking into the final hit when Duck Hunt is falling downward.
- You can't double jump out of a SDJ/SCJ that derives from an aerial SD/SC, even if you release those on the ground (i.e.: start them on the air, land and then release them). You can, however, use HA, Spring, air dodge or any aerial to get out of the SDJ/SCJ animation. Also, you can still double jump if you had it available before the ASC/ASD, but only if the SDR/SCR runs off the platform;
- If you shield cancel an aerial SD (or shield cancel a charge jump from an aerial SD), the game will consider any following SDR/SCR to be a SDR/SCR from a ASD/ASC: you won't be able to jump out of it;
- if you fastfall a SDJ/SCJ and land without dodging or attacking, you'll lose the ability to double jump out of any subsequent SDJ/SCJ. No matter what you do, you'll have to jump and touch the ground again in order to regain your ability to double jump out of a SDJ/SCJ that allows double-jumping;
- I've come to the conclusion that the reason behind this SDR shenanigans is due to a certain new mechanic that I'll explain further in the next few sentences. Sonic has two stances: normal, which is, well, your usual stance and Brawl Spring Bug stance (BSBS), which is when the game makes you unable to double jump out of a SDJ/SCJ (similar to how we were unable to double jump in Brawl after a Spring jump that met certain conditions);
- The BSBS basically means that you're standing on the ground but in a state in which the game thinks you're still in the aerial spin which came from an ASD or ASC. Therefore, any subsequent SDR/SCR you do while in this state will actually make that new, grounded SDR/SCR act like an aerial SDR/SCR (from an aerial Spin Special - SD or SC);
- However, that is not all. Fastfalling a SDJ/SCJ and doing nothing before landing will also trigger BSBS (fastfalling from greater heights so you can actually get out of the spinning animation before landing will not trigger BSBS, though);
- Also, if you don't have your double jump available AND enter BSBS, you won't even be able to double jump out of SD's hop;
- To add to that, if you fastfall a SDJ/SCJ while in BSBS, you'll definitely lose your double jump (even if you had it beforehand). Yep, jumping out of a SDR/SCR off the platform or out of SD's hop is just not going to happen
Up-Special does not link into final hit if steered far to the left or right, and it never links if Wario has significant Rage.
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