Furret24
Smash Master
- Joined
- Feb 28, 2015
- Messages
- 3,576
Should definitely be in atleast B tier (preferably A though). It has a bad hitbox, no kill potential on the late hit outside of stage spikes, and a horrible autocancel window and landing lag.
However, it has very good use for edgeguarding low recoveries due to being a stall-then-fall with low enough ending lag to where you can recover from jumping off the ledge and using it offstage and it's angle making it good for stage spikes if you get the spacing right. It can also be used semi-safe way to quickly get back down onto the stage. It also has a little disjoint (it can beat out the late hit of Cloud's up air), above average damage output (11% normally, but you can get an extra 3.5% with the landing hit at low percents onstage if you get the spike), and can even spike once in a blue moon.
has a decent down air, probably C tier. It has subpar range, but the early spike hitbox has no sourspot and is very strong (almost as strong as Ganondorf's down air spike) and the move has a long lasting hitbox, making it one of the easiest spikes to consistently land in the game. The only big issue with it is that it has pretty awful landing lag.
has an okay down air too, probably C tier. The move has a disgusting amount of landing lag and aerial cooldown, and the move is terribly weak, but it has a really good autocancel window (it can SHAC), allowing it to combo into stuff onstage. It's also fairly easy to land due to it's deceptively large hitbox, it's before-mentioned autocancel window, and having a connecting hitbox that leads into it.
However, it has very good use for edgeguarding low recoveries due to being a stall-then-fall with low enough ending lag to where you can recover from jumping off the ledge and using it offstage and it's angle making it good for stage spikes if you get the spacing right. It can also be used semi-safe way to quickly get back down onto the stage. It also has a little disjoint (it can beat out the late hit of Cloud's up air), above average damage output (11% normally, but you can get an extra 3.5% with the landing hit at low percents onstage if you get the spike), and can even spike once in a blue moon.
has a decent down air, probably C tier. It has subpar range, but the early spike hitbox has no sourspot and is very strong (almost as strong as Ganondorf's down air spike) and the move has a long lasting hitbox, making it one of the easiest spikes to consistently land in the game. The only big issue with it is that it has pretty awful landing lag.
has an okay down air too, probably C tier. The move has a disgusting amount of landing lag and aerial cooldown, and the move is terribly weak, but it has a really good autocancel window (it can SHAC), allowing it to combo into stuff onstage. It's also fairly easy to land due to it's deceptively large hitbox, it's before-mentioned autocancel window, and having a connecting hitbox that leads into it.
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