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Punishing

MJfan725

Smash Apprentice
Joined
Mar 1, 2015
Messages
105
Location
MD
What is the optimal move to use for punishing. Should I grab into a throw combo? Or is there another move I could use that is more efficient?
 
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ArikadoSD

the cream of the crop
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Depends on the percentage. If they're at low percents I'll go for a grab then fair string/bouncing fish. If they're at mid percents, or any percent where fair > bf still combos, I'll go for that. If they're at kill percents, I'll try and go for nair > bouncing fish and/or nair > fh needles > bouncing fish. Carries them to the ledge and usually enough to kill at high percents.
 

_Tree

The no-more hero
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DekuBaba
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Depends entirely upon the situation. They whiff a smash attack from afar? Almost always stick to dash-attack to punish, as it's the most reliable form of burst damage. You break their shield (or jigglypuff missed a rest?)? Hit them with the explosion of burst grenade and follow-up with a Bouncing Fish.

Throws are probably you're best punish, as they can lead into heaps of follow-ups and deal damage in of themselves. Seriously, think about it: Sheik is able to drag opponents off-stage with F-air strings, which are super easy to get out of a grab. Once your opponent's off-stage, more often than not a good edge guard will seal out the stock. Kills are always a potential conversion out of a grab.

Of course grabbing isn't always an option. Sometimes it can be a bit risky, and so throwing out stuff like a well-spaced F-air can be a bit safer. Out of a F-air you can lead into a Bouncing Fish, or continue with a F-air string.

Basically what you should be aiming for with every punish is a kill. Of course, that's in an ideal world, so an easier standard is to aim to get your opponent off-stage. This places you in the advantageous position, and since you're the best edge-guarder in the game, it can lead into a kill as well.
 

ArikadoSD

the cream of the crop
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Something I forgot (and Tree didn't mention) is run up usmash. On some characters (heavies - tall characters like ZSS, samus, and rosa) it can automatically sweetspot on the ground if you're stuck to them.
 

Ping Warrior

Smash Cadet
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My favorite punish for far away things is usually Gravity Grenade into Up-Smash. After testing customs, at high percents, if possible, Para Needle is in my opinion the best option given enough time to throw it. If not, I sometimes like to scare them by running in close to see if they jump or roll. Jump = Nair. Roll = Bouncing Fish or Dash Grab. Honestly, if you're not sure about other punish options, but you can get a grab, rule of thumb says grabs are good.

Adding to what @ _Tree _Tree said, anything to get them offstage can result in a kill, but even if you don't get a kill, stage control and being in position to almost safely throw out riskier options is very nice. You can sometimes Fsmash at the ledge to catch a ledgeroll or getup attack and they just won't be able to punish it if they don't watch for it.

Just try to evaluate the situation and think about what option can take you the farthest in that given time and you should be fine.
 

m0NtÉ

Smash Rookie
Joined
Apr 10, 2015
Messages
16
I saw @ gsmVoiD gsmVoiD combo a specific hit of a fastfall uair into sweetspot usmash on a shield break once, but I haven't successfully replicated it yet.
 

DEEK4Y

Smash Apprentice
Joined
Dec 4, 2014
Messages
104
Location
Houston
I saw @ gsmVoiD gsmVoiD combo a specific hit of a fastfall uair into sweetspot usmash on a shield break once, but I haven't successfully replicated it yet.
Yes, I've yet to find a situation to use this in-game but the first hit or two of a SH FF Uair will lead into a tipper'd usmash at 90-160% (%s vary by size and weight) on most of the cast (works best on tall characters, won't work on diddy at all) and will usually close the stock. However, it is not very safe and, IMO, is best reserved for styling.
 
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gsmVoiD

Smash Cadet
Joined
Oct 8, 2014
Messages
38
Location
Hawaii
Yes, I've yet to find a situation to use this in-game but the first hit or two of a SH FF Uair will lead into a tipper'd usmash at 90-160% (%s vary by size and weight) on most of the cast (works best on tall characters, won't work on diddy at all) and will usually close the stock. However, it is not very safe and, IMO, is best reserved for styling.
You could always do it after a shield break. ^^;
 

Ping Warrior

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Personally, I like punishing Shield Breaks with a pop-off first, then a Hungrybox dance, then a Fully Charged Fsmash that was spaced just barely improperly so the second hit doesn't connect and I look like a jerk. It's probably hype before the Fsmash fails though.
 
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