Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Fox's? As a check kick, it doesn't have range like Captain Falcon, Falco, Ryu, Samus, or ZSS's, but it has the lowest recovery at 16 frames. 16 recovery frames puts it on par with most jab recovery with Fox's jab 1 being one. It doesn't do a lot of damage, especially un-angled, but it's got pretty good knockback; 10 base makes it safe on-hit at low percents (not to mention its low recovery meaning Fox can just repeatedly Ftilt you at low percents) and its 110 growth means it will do good knockback at higher percents. Combine it with Fox's ground speed and having a hitbox that's on his body allowing for pivot Ftilt shenanigans, his Ftilt is abusive... but that's only really because the other Ftilts aren't that great.Most F-tilts are mediocre pokes with good range but enough endlag that you will be punished on block or whiff. Trying to think of legitimately good ones.
I may be a bit biased but i honestly believe that Ganon's F-tilt is worthy of S tier, it's a serious contender for the best kill tilt in the game & even if it doesn't kill it's absolutely brutal at the ledge due to the angle, plus it's fantastic as a pivot tilt & it can be hit after a flame choke on 31 characters (It does rely on them to miss the tech though).Ftilts will probably be B~C heavy, as mentioned most are just pretty unremarkable pokes.
are probably among the best
is probably the worst
I'd consider for A, it has good disjoint and angled upward has the same KB as Greninja fsmash but with substantially less endlag.
also probably A? Ike has good disjoint and power and iirc is safe spaced, Ganondorf's has strong KB with a great angle but I don't think it's as remarkable when it isn't hitting.
I don't agree with ftilt being amazing and think it's probably in the running for her worst move, but it'd probably work in B anyway just because of how unremarkable most ftilts are. Rosa ftilt pretty much only gets used out of pivot, mainly to back off after Luma jab1 jab2 gets blocked, dtilt otherwise does the same jobs better and more safely.
light ftilt has large disjoint and heavy ftilt breaks shields, also probably A
Wouldn't put higher than B because of horrid Z-axis issues; the first active frame is partially in the background already and can whiff some characters, the other active frames effectively aren't even there unless you're on a 2D stage. Probably shouldn't be lower either because of range and disjoint though.
Addendum to thisI'd just like to get some notables out of the way.
Should be A Tier. It's an excellent move, hitting on both sides, coming out on Frame 6, having some combo power, and some considerable kill power. It's even relatively safe on block, when spaced. However, it's held back by its general lack of disjoint, both in front of her and below her. The former, combined with the fact Wii Fit doesn't lean very into her move makes it somewhat of a lackluster move to just use in neutral. Meanwhile, the latter causes it to whiff on all manner of small opponents, and there can be some surprising situations where this happens because some characters' landing/roll animations put them too low to be hit by the move. It's too inconsistent and frustrating to be an S Tier Ftilt, regrettably.
Should be B Tier. It's a rather long range poke, with an impressive 8 frames of startup for the range it's packing. It's decent on damage and knockback, and seems to lack a deadzone which is prevalent with a lot of sword characters (it hits a little behind him). It's a good Ftilt, but there isn't really anything super amazing about it. It doesn't seem to have any combo potential, either. I would also mention that all feasible uses of Ftilt are outclassed by Corrin's Jab and Dtilt, but it seems that we're taking these moves into consideration in a vacuum, so I'll leave that point alone.
Is an obvious S Tier. In addition to everything we already know it has going for it, it, in theory, puts the DIDDY KONG matchup in his favor. You cannot overlook that.
tl;dr Bayonetta's Ftilt1 can catch a few guarantees at higher percent, but spacing is pretty strict. Target must be grounded, and close enough to land the inner-spaced hitbox.Right off the bat:
- Top row of percents are various percents...which should be obvious. They're the victim percents.
- The four numbers in each box refer to: ##F/##F -> the number of frames of hitstun induced (Bowser's weight/Jigglypuff's weight). +##/+## -> The frame advantage Bayonetta has upon FAF of her move in question. (Again, using Bowser/Jiggs)
- Due to how hitstun works, any hitstun of 40F or higher can be cancelled with airdodge, (Cancelled on frame 41, as though it had a FAF of 41 but only for airdodges) thus, the "+##" cap off at every move once they reach 40F of hitstun. HOWEVER, you cannot jump out of htistun until "Hitstun ends" thus the "##F/##F" still counts up. By doing a little maths you can figure out when the attacks can be cancelled with jumps at higher percents.
- ALL NUMBERS CONSIDER ONLY THE FIRST HITFRAME OF THE MOVES CONCERNED. But doing the math to get the hit advantage on the second third etc frame is not difficult. Just add +1 to the advantage for every frame later of a hitbox.
- For application: know how many frames it takes to use x/y/z attack and figure out if it is an applicable followup (Also considering if a move does not knock too far by the time it works!)
Move stuffs:
- Ftilt1 "65/25"/"45/25"/"50/15" refer to three different hitboxes on Ftilt1 which all have to be considered. 50/15 is the only relevant hitbox versus aerial targets. 65/25 and 45/25 are the inner and outer spacing-wise hitboxes versus grounded targets. As you can see, only one of them guarantees a grab followup. fyi the numbers refer to each hitbox's base kb and kb growth.
|000%|025%|050%|075%|100%|125%|150%
Ftilt1 62/25|25F/25F +6/+6|26F/26F +7/+7|27F/28F +8/+9|28F/29F +9/+10|29F/30F +10/+11|29F/31F +10/+12|30F/32F +11/+13
Ftilt1 45/25|18F/18F -1/-1 |19F/20F 0/+1|20F/21F +1/+2|21F/22F +2/+3|22F/23F +3/+4|23F/24F +4/+5|23F/25F +4/+6
Ftilt1 50/15 |20F/20F +1/+1|20F/20F +1/+1|21F/21F +2/+2|21F/22F +2/+3|22F/22F +3/+3|22F/23F +3/+4|23F/24F +4/+5
Holy crap, I think I was getting ftilt confused with dtilt. Lol, that's embarrassing.the hitboxes on rosalinda's ftilt are not "huge" wtf
there's like 0 disjoint on the entirety of the move
luma's version of the move isn't that great either iirc
it has big kbg, but so do basically all of luma's moves
i don't think luma's nor rosalinda's combos into anything
it's not a bad move, but it's definitely not amazing
i'm not a rosalinda main, but dtilt seems to be better than ftilt in like every way
as for good ftilts, lucas' is cool, sheik's is obviously super good, diddy's is gud, etc.
As much range as Marth's but no exceptional killing power like the other's I mentioned. It doesn't lock for as long as Dtilt will but I know from testing that DK's F-tilt is the slowest move in the game (strictly in terms of total frames or FAF) to lock an opponent up to three times. DK's got the most locking moves of any character, but F-tilt reaches the furthest for this application. His F-tilt's I-frames are a head scratcher with how it's a move to hit somebody in just one direction, but he has an arm that's intangible behind him after swinging. And apparently he loses the excess when angling high? I couldn't tell you how a DK main values F-tilt, but it's clearly got some strengths. I just doubt it deserves a top tier slot when we're likely reserving that for F-tilts that kill, or set up combos like Sheik.Also, how do you, Zapp or anyone wanting to answer this, feel about DK's? It's kind of like Bowser's, but weaker, with 4 more frames of recovery, and much higher I-frames for some inexplicable "DK has I-frames on pretty much everything" reason. He's a gorilla! That fur ain't gonna protect **** compared to Bowser's scales and spiked shell!
I think the other mass appeal for Mega Man's f-tilt is the jab locking ability. So many other characters struggle with locking because there is low range for their jab; they feel pressured to run and end up dash attacking. Mega Man players don't feel this pressure because of the range and safe options it provides.As much range as Marth's but no exceptional killing power like the other's I mentioned. It doesn't lock for as long as Dtilt will but I know from testing that DK's F-tilt is the slowest move in the game (strictly in terms of total frames or FAF) to lock an opponent up to three times. DK's got the most locking moves of any character, but F-tilt reaches the furthest for this application. His F-tilt's I-frames are a head scratcher with how it's a move to hit somebody in just one direction, but he has an arm that's intangible behind him after swinging. And apparently he loses the excess when angling high? I couldn't tell you how a DK main values F-tilt, but it's clearly got some strengths. I just doubt it deserves a top tier slot when we're likely reserving that for F-tilts that kill, or set up combos like Sheik.
I wouldn't be so quick to admire Mega Man's Ftilt. If he's walking, he loses the cannon hitbox that is largely responsible for making the move safe on hit. And the move has too much endlag in general to follow up on the projectile, so I don't value the ability to walk forward. It's a dead giveaway for a grab or Utilt. Neither of which should ever work since getting hit by a lemon is only like 2 frames of hitstun (0 hitlag which is awful for a projectile) and minimum 4 frames of blocking on a non perfect shield. Still, buster mode as a whole can be potent and has far more utility than the sea of bad F-tilts. You can't compare it directly to others in the list, but an S tier placement is kind of reasonable.
In general, if your Ftilt competes directly with your jab combo for damage and range, it's a good indication that you've got one of the meh F-tilts
I like Olimar's. It's a frame 15 attack (slower than his frame 11 F-smash), with 20 frames of endlag. To put that in perspective, Marth, and Roy who have over 30, and most other kill Ftilts I've mentioned are at least 25. It's his only move that will kill without pikmin, and it does that job well at about 110% at the ledge. Link's is very similar in startup and endlag, but with better disjoint and kills at 90% at the ledge, which probably makes it the best at this - beating Ganon and Little Mac at 95. Except for Shulk with Smash Art equipped. Shulk without any Art is at 100 at the ledge, but Smash Art pushes the range down to 85. Beyond good killing power, Shulk's reaches as far as Marth's with similar endlag. But I think it's a move best used in Buster Mode for insane 18% damage on hit and better safety on block.
Dedede's is good. Just a few pixels further than Samus which should make it the farthest Ftilt in the game with complete disjoint. Generally good for covering landings. The one setup I know is Dthrow to Bair to Ftilt to cover their landing if they don't burn double jump. 9-11% damage and won't kill. Would definitely put this a tier above bad F-tilts for the range alone, but I don't think it's anywhere near the top. And Wario is worth mention with 105% at the ledge (no angle) which beats his Bair. He really needs it with how slow and laggy his Fsmash is. And with the right spacing it reaches Ganondorf hanging at the ledge, giving it Bowser's Ftilt utility for catching 2 frames ledge snaps with its 4 active frames
Something you forgot to mention was how 'Dorf's up air is good when people are trying to edgeguard against him. It has good range and can hit characters on stage when used on Final Destination. Same with Falcon but only at higher percentages.While Ganondorf's up air doesn't combo into as much, it is still a very powerful and fast up air that can jab lock from its weak hit at low percents.
I think Roy's nair should be higher, yes. But Marth's nair is very situational (i.e. When the opponent is in the air) and Roy's nair can be used very liberally with minimum punishes. Due to Roy's fast falling his nair is much safer, and it is much easier to hit both hits. I will give you that Marth's nair has good range, but simply isn't his safest option in most situations.Why are Roy and Marth's Nair's so low? I would argue that both are at least B-Tier Nairs (Personally I think A, but I'm not gonna shoot that high). Both Nairs are very fast moves with good range, damage, and low landing lag. Roy's Nair can combo into many of his other moves (hit one can combo into Jab and D-Tilt at most percents and some KO moves like D-Smash and Blazer at later Percents, while hit 2 can combo into Fair) and Marth's Nair has ridiculous KO Power when tippered and the first hit can combo into several of his ground moves like Roy (albiet not as reliably due to less hitstun + Higher Landing lag than Roy's Nair. When spaced, both moves are also fairly safe on Shield.
From my thread comparing the KO% between Marth and Lucina...Maybe B -> A? Pretty sure it's not worse than Corrin's either, but I'm not entirely sure how much stronger Marth's tipper is by comparison.
TILTS
Forward/Side Tilt:
vs. : 127% (tippered) 248% (non-tippered)
vs. : 147% (tippered) 288% (non-tippered)
vs. : 169% (tippered) 329% (non-tippered)
vs. : 170%
vs. : 200%
vs. : 229%
Was part of that me?A -> S for aforementioned reasons.
Ness's side tilt is just okay. I would put it down with maybe C tier? Imagine an animation like Mr./Dr. Mario.I don't know anything about and had to try pretty hard to even remember what the animation was, would like to know what justifies it in B.
I'd be more likely to drop Corrin down to B then more Ike up to A. At least not past the bottom of A. Its good, but not super amazing. But apparently most ftilts are meh to bleh so I guess that's pretty great by comparison.A -> S for aforementioned reasons.
B -> A, it isn't worse than the likes of Corrin.
Maybe B -> A? Pretty sure it's not worse than Corrin's either, but I'm not entirely sure how much stronger Marth's tipper is by comparison.nevermind lol
D -> B, quick and largely disjointed poke.
should probably move up to at least C, it's disjointed with low endlag that makes it safe on shield starting from mid% aura. Dunno specifically how useful it is to the character, but it doesn't seem like a bad button to press, especially considering how short-ranged and/or laggy most of Lucario's moves are.
I don't know anything about and had to try pretty hard to even remember what the animation was, would like to know what justifies it in B.
Corrin's is kind of absurdly high. It's good, but it's not that good. Honestly, I'd put it either right in front or behind Ike'sI'd be more likely to drop Corrin down to B then more Ike up to A. At least not past the bottom of A. Its good, but not super amazing. But apparently most ftilts are meh to bleh so I guess that's pretty great by comparison.
Ok, no. Little Mac shoud be in S, and top 3. I might even say 1st. The move does 12%, kill's earlier than some smashes (seriously, this move is stupid strong, like, you die at 95% at ledge, with no rage at that.), comes out frame 4, FRAME 4 (only move thats faster than that is megamans, which is a walking jab pretty much.), and to top it off, has more range that marth's Ftilt. that's right, this move can outspace marths ftilt (although to be fair, he does take a small step forward when used.) It's also pretty safe on shield when spaced, and has a sweetspot on the glove when you space it right. I can see it ranked behind maybe ganon, sheik perhaps, but no way in hell is it worse than megamans, Marth, Corrins, or Wii Fit's. ask yourself, would those 4 character in A tier trade their ftilt for little mac's? Hell yes they would. who doesn't want a long reaching, frame 4 tilt, that freaking kills dumb early for a ftilt? Maybe bias due to being a mac main, but that's just me. Should be in S tier at #4 at the very least, personally i think it is #1, maybe #2 behind ganon.Ok so this is the initial list for Forward-Tilt:
Was hard to create this list, so I am sure there is a lot to discuss upon