Zapp Branniglenn
Smash Lord
has a good Utilt. It true combos into rest exclusively at low (0-20) percents. Later percents may be theoretically possible if you hit in front of her which mostly requires the opponent to be moving into her or be directly above her on frames 11-13, which isn't likely. The combo also is questionable to perform, since rest deals 20 % plus at least 10% added flower damage on a human opponent, and utilt is another 9, but Jigglypuff is the character who most hates trading for damage. Dealing 40% to a Ganondorf is great, until he comes down and reverses warlock punch for 37% damage and killing her at any percent later than 10. There are still some MUs where the trade is a definite yes, like Sheik who can't deal very much damage on a guaranteed punish, especially since Jiggs can avoid the brunt of her combo extensions. If the rest is too costly, just Utilt again instead for a 18% combo. Jiggs ascends too slowly for aerial followups, unlike better Utilts. It will start killing at around 130%. One of her better moves on the ground for sure and probably an average tiered Utilt. The only move of hers we'll probably rate as S tier is Down B, and debatably Dash Attack, since that will be a graveyard of bad moves, and hers is pretty good.
The same looking move with key functional differences. Both attacks have enough startup to qualify as a smash attack, but very little endlag making them "safe on shield". I use quotes since -14 and -15 OoS aren't so much safe as they are "difficult to punish" when spaced. Falcon's move can combo into Ftilt, dash attack, and Uair at extremely tight percentages against fast fallers only, and it won't kill at reasonable percentages. If you catch somebody from the air, the meteor angle can lead to some nasty stuff on a ground rebound, or just mash jab if you expect them to tech. You can also fish for a kill on somebody about to run out of I-frames at the ledge (hanging on a ledge is technically "airborne"), but most players don't wait that long. Samus has the same meteor angle, but for grounded targets only. On a grounded rebound, she also has some high damage combos and a footstool kill setup if very close to a ledge. When teched, I think her jab 1 is all that's guaranteed, and it doesn't lead to much. On an air target, it can kill at reasonable percents, but not as nearly as well as a charge shot, spaced Bair, or spaced Fsmash can. Her is also a notably larger hitbox, reaching higher and further than Falcon's. I personally believe Falcon's is definitely below average and Samus should be just one tier higher, not any more.
's is good but not great. It does have the largest hitbox for an Utilt (rivaled only by shulk with more height, but shulk fails to hit grounded targets behind him while being well disjointed so take your pick which is the better hitbox). It effortlessly covers a full battlefield platform. Limb intangibility is a key aspect for an anti-air attack (similar to swords, it's really only a desirable quality for challenging aerials or any move that cannot clank). It'll work for 90-95% of aerials, but it trades with equally disjointed attacks like Link or Cloud's Dair. The big issue is Bowser's hurtbox. He stands tall and erect for the whole move which causes the trades, especially when the move is timed poorly. Ftilt and Usmash don't have this problem - Ftilt keeps Bowser's body behind the hitbox, while Usmash puts Bowser into a crouch until the shell invincibility kicks in. And at just 9% damage, it's Bowser's weakest attack to land and has no guaranteed followups of its own besides another Utilt at tight %s against fast fallers for the back hit only. Plus it doesn't kill until 150% without rage, which is much later than most of his attacks. It's most prominent use is guaranteed from Uthrow at 0% percent where Nair isn't guaranteed. I think Bowser's is good, but it matches up poorly to his Usmash which can't be challenged at all while having twice as much reward in damage. And the lack of combo or kill potential is a punishing weakness when compared with other Utilts.
Very similar to Bowser's but comes out faster and has slightly better upward disjoint, allowing him to beat Cloud and Link Dairs if positioned precisely right. The move does fail to hit where the visuals imply, however. Most notable if you plant a target above and behind or in front of him on a platform. His move will kill even later than Bowser's, but there's a sweetspot close to his body that let's him kill as early as 120%. You may have even seen its setup - tipper jab to turnaround Utilt. I think this move is better than to it's character, which gives a slight edge over Bowser, but not enough to constitute a whole tier when it's slightly more punishable on whiff/block and doesn't cover as wide of an area.
More startup but less endlag than Mario and with disjoint. Has a true combo range into Usmash, as well as Uair and Up B at mid to high%. Can kill combo, but don't know how guaranteed that is against airdodges out of hitstun. Very likely a top tier Utilt, but hindered by Tink's unwillingness to get close to somebody without a bomb or boomerang in his hand
multihit utilts that don't kill, have large,vulnerable windows between hitboxes which make them bad for anti-air, and don't reach far forward or at all backward. Sonic's can lead into a Spring jumped Fair at high percent range, but it's not noteworthy.
Great for reasons others have mentioned, suffers from having no air game to followup with besides Up B, which he might not want to stale. Would be better if it eventually killed or had a Utilt into Up B kill confirm.
More damage than Mario, but I wouldn't rank them on the same tier. Doc's Dthrow sparsely connects into Utilt, and when it does, it's just one. And worse speed stats make getting that close a tougher task. Mario could landing Nair or Bair into Utilt for much of the match for instance using his momentum, Doc can't.
Noteworthy for being one of his faster attacks, and starts behind him unlike Dtilt. Doesn't reach far horizontally in that direction though. Limb intangibility makes for good anti-air. Definitely not under average.
Among pikmin-less moves, this is likely the worst. It is basically his Nair is you exclusively used that when rising but not moving into people. Nair is not good, but at least it has low landing lag. Would be passable if it worked as a followup from Dthrow or Dtilt, but it doesn't.
worst hitbox I can think of in the game. Doesn't combo into anything. Low tier. Kind of functions as alternative jab with the move reaching farther forward than up, but leaves her vulnerable on hit at low and mid %
Utilts that strike me as top tier
Runner ups /
The same looking move with key functional differences. Both attacks have enough startup to qualify as a smash attack, but very little endlag making them "safe on shield". I use quotes since -14 and -15 OoS aren't so much safe as they are "difficult to punish" when spaced. Falcon's move can combo into Ftilt, dash attack, and Uair at extremely tight percentages against fast fallers only, and it won't kill at reasonable percentages. If you catch somebody from the air, the meteor angle can lead to some nasty stuff on a ground rebound, or just mash jab if you expect them to tech. You can also fish for a kill on somebody about to run out of I-frames at the ledge (hanging on a ledge is technically "airborne"), but most players don't wait that long. Samus has the same meteor angle, but for grounded targets only. On a grounded rebound, she also has some high damage combos and a footstool kill setup if very close to a ledge. When teched, I think her jab 1 is all that's guaranteed, and it doesn't lead to much. On an air target, it can kill at reasonable percents, but not as nearly as well as a charge shot, spaced Bair, or spaced Fsmash can. Her is also a notably larger hitbox, reaching higher and further than Falcon's. I personally believe Falcon's is definitely below average and Samus should be just one tier higher, not any more.
's is good but not great. It does have the largest hitbox for an Utilt (rivaled only by shulk with more height, but shulk fails to hit grounded targets behind him while being well disjointed so take your pick which is the better hitbox). It effortlessly covers a full battlefield platform. Limb intangibility is a key aspect for an anti-air attack (similar to swords, it's really only a desirable quality for challenging aerials or any move that cannot clank). It'll work for 90-95% of aerials, but it trades with equally disjointed attacks like Link or Cloud's Dair. The big issue is Bowser's hurtbox. He stands tall and erect for the whole move which causes the trades, especially when the move is timed poorly. Ftilt and Usmash don't have this problem - Ftilt keeps Bowser's body behind the hitbox, while Usmash puts Bowser into a crouch until the shell invincibility kicks in. And at just 9% damage, it's Bowser's weakest attack to land and has no guaranteed followups of its own besides another Utilt at tight %s against fast fallers for the back hit only. Plus it doesn't kill until 150% without rage, which is much later than most of his attacks. It's most prominent use is guaranteed from Uthrow at 0% percent where Nair isn't guaranteed. I think Bowser's is good, but it matches up poorly to his Usmash which can't be challenged at all while having twice as much reward in damage. And the lack of combo or kill potential is a punishing weakness when compared with other Utilts.
Very similar to Bowser's but comes out faster and has slightly better upward disjoint, allowing him to beat Cloud and Link Dairs if positioned precisely right. The move does fail to hit where the visuals imply, however. Most notable if you plant a target above and behind or in front of him on a platform. His move will kill even later than Bowser's, but there's a sweetspot close to his body that let's him kill as early as 120%. You may have even seen its setup - tipper jab to turnaround Utilt. I think this move is better than to it's character, which gives a slight edge over Bowser, but not enough to constitute a whole tier when it's slightly more punishable on whiff/block and doesn't cover as wide of an area.
More startup but less endlag than Mario and with disjoint. Has a true combo range into Usmash, as well as Uair and Up B at mid to high%. Can kill combo, but don't know how guaranteed that is against airdodges out of hitstun. Very likely a top tier Utilt, but hindered by Tink's unwillingness to get close to somebody without a bomb or boomerang in his hand
multihit utilts that don't kill, have large,vulnerable windows between hitboxes which make them bad for anti-air, and don't reach far forward or at all backward. Sonic's can lead into a Spring jumped Fair at high percent range, but it's not noteworthy.
Great for reasons others have mentioned, suffers from having no air game to followup with besides Up B, which he might not want to stale. Would be better if it eventually killed or had a Utilt into Up B kill confirm.
More damage than Mario, but I wouldn't rank them on the same tier. Doc's Dthrow sparsely connects into Utilt, and when it does, it's just one. And worse speed stats make getting that close a tougher task. Mario could landing Nair or Bair into Utilt for much of the match for instance using his momentum, Doc can't.
Noteworthy for being one of his faster attacks, and starts behind him unlike Dtilt. Doesn't reach far horizontally in that direction though. Limb intangibility makes for good anti-air. Definitely not under average.
Among pikmin-less moves, this is likely the worst. It is basically his Nair is you exclusively used that when rising but not moving into people. Nair is not good, but at least it has low landing lag. Would be passable if it worked as a followup from Dthrow or Dtilt, but it doesn't.
worst hitbox I can think of in the game. Doesn't combo into anything. Low tier. Kind of functions as alternative jab with the move reaching farther forward than up, but leaves her vulnerable on hit at low and mid %
It definitely doesn't juggle into itself or combo into aerials. But frame 5 kill options are always good, though. Would be better if it were as strong as Mega Man or had direct setups into like Metal Blade can.Mii Gunner's up tilt is also probably S or A tier. It is a frame 5 move with great range. It also juggles at low percents, follows up into up air or nair at mid percents, and it kills around 135 depending on the character's weight.
Utilts that strike me as top tier
Runner ups /
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