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Ranking moves in Characters (Round 21: Discussing Down-Special)

What will you like to discuss next?

  • Jabs

    Votes: 29 72.5%
  • Grabs

    Votes: 3 7.5%
  • Continue with Specials

    Votes: 8 20.0%

  • Total voters
    40
  • Poll closed .

Poisonous

Smash Cadet
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Wario's Usmash is ok. He can do nair to usmash at 0% vs most the cast, it's a strong move that comes out frame 11 with intangiblity on his head and a fair amount of range. Kills earlier than Mario's (10-15% on average iirc); however, it's 2 frames slower and ~15 frames laggier. It has a bunch of shield pushback, but it's still nowhere near as spammy. Probably low B tier due to invincibility and power.
 

Zapp Branniglenn

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:4marth:like all his smashes, deemed too laggy to be used as a regular option. The tipper hitbox is far more powerful but naturally only hits those in the air. Platforms are too low for the tipper to connect, unlike WFT, Sheik, Corrin, Ganondorf, and greninja who can shark platforms for an earlier kill. And it's worth mention that Marth has more endlag than all of those guys. To pick any real saving grace for this move, the launcher hit located on the ground reaches a fair distance horizontally. Not really comparing well to Marth's general reach on normals, but is pretty accurately the same as his standing grab. And Marth has the longest standing grab reach of anybody besides tether grabs and Bowser. If it weren't for Marth's excellent standing grab and Dolphin Slash, this would be a good addition to his OoS game, but is really relegated as a hard punish option for crossups on shield, like Metaknight's Dash Attack.

:4lucina:1.25% more damage than Marth to make up for no tipper hit. But since Marth's tipper hit is so unreasonable compared to his other moves, it's not an awful trade off. And Lucina will generally enjoy ~ 8% earlier kills because of the damage increase. Both of these characters should be ranked low, but most importantly on the same tier, in my opinion.

:4sheik:The strong hit is not limited to airborne targets and platforms, it's low enough to strike characters that are tall enough on the ground, assuming they're standing still. But I believe they have to stand as tall as Marth, which is a low amount of characters, indeed. I call it a tipper, but it's really a separate early hitbox that allows for this. It's also possible for this hitbox and the later 11% hit to connect on the same target. This can be seen on Marth and Bowser at low %s for massive damage. Moreso an oversight in the move's design than a feature.

:4peach:Unique because the tipper is not the strongest hit in terms of knockback. Just by being close, her smash rivals Little Mac while also enjoying limb intangibility.

The intangibility makes Mario's usmash one of the best anti-airs in the game, since you can't even challenge it with an aerial. And out of other similar anti-air usmashes (most of which I would rank A or S), it has by far the best framedata. Suggesting that Mario's usmash isn't S tier is what's ludicrous.
You didn't address my point about limb intangibility, a lot of characters have it. Allow me to provide your proposed A and S tier of intangible/invincible Usmashes: :4bowser::4cloud::4corrin::4dedede::4darkpit::4dk::4drmario::4mario::4duckhunt::4falco::4fox::4greninja::4myfriends::4kirby::4littlemac::4link::4lucas::4lucina::4luigi::4marth::4metaknight::4miibrawl::4miisword::4gaw::4pit::4robinm::4feroy::4sheik::4shulk::4sonic::4tlink::4villager::4wario::4wiifit::4yoshi::4zss::4wario2::4samus::4miigun:

39 characters - about 2/3 or the full cast have an Usmash that uses hitboxes not generated by their limbs/hurtboxes. And you could debatably add more disjointed moves from :4megaman::4mewtwo::4pacman::4zelda::4rob: but I think you get my point by now. All of these generally match Mario's anti-air capabilities in practice in terms of what aerials do and do not trade or win, and the key differences are in frame data. Mario's Usmash has good frame data, but he's also under average in kill power to offset this.
 
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Nathan Richardson

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Where does Zard's Usmash fit in regards to range? It has excellent spread (reaches all around zard) and lasts a while to catch air dodges but...I regularly get crushed by characters with better range on their dairs!
 

Arrei

Smash Lord
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Is it bad enough for F Tier? I want to say it's bad enough for F Tier. People still fall out of the dang thing too, no?
 

Routa

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Hmmm
Gunner's U-Smash is decent. Frame 11 and kills a bit earlier than Mario's. While the linking is a problem... It does happen rarely if you space correctly and do not have massive amount of rage. I would say in terms of U-Smashes it is average. You can Gundash -> U-Smash. It is rather unsafe, but majority of the people aren't expecting it. Somewhere between B and C tier (if C is "average" tier).

Brawler's U-Smash is weird. In terms of killpower it is between Yoshi's and Fox's. What makes it worse tho is its horrible sourspot. When it comes to reliability it is bad. Majority of the time you are better off with D-Smash. D tier I would say.

Swordspider's U-Smash is pretty much Pit's but speed turned into extra power. Frame 11, good power and great reach. It doesn't suffer from linking issues as much as Pit's (just like with Gunner's U-Smash in comparison to Samus') which makes it more reliable. It is mainly only matter of spacing. C tier perhaps? It is netither amazing nor bad.
 

ARGHETH

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Huh. I missed it standing still right beside a Samus. Was he holding a bomb? I was. Maybe that did something?
It works perfectly fine for me, though I was trying it against a non-moving Link.
 

Zapp Branniglenn

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It depends on proximity. Samus's Usmash hits include a hitbox on her torso. So when she's close to somebody, she'll hit Mario sized target. And since Usmashes are generally designed to target airborne opponents, I wouldn't knock them too much for failing to cover horizontal distance along the ground.

Furthermore, :4samus:'s Usmash was buffed to fix connection issues. It was patched just days after that video, in fact. I haven't seen evidence of these still happening. The only repeatable scenario I can find where it happens is targeting people on a platform above and in front of you. It's unfortunate, but I like the move because it cleanly combos from falling Uair for good damage. And from missed techs from Utilt and Dair. It's certainly not the only Usmash that can be comboed into, but it should be getting regular use unlike actual bad Usmashes.
 

Kofu

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Huh. I missed it standing still right beside a Samus. Was he holding a bomb? I was. Maybe that did something?
Usually I'm right next to him/on top of Link's model so it's probably that torso hurtbox that Zapp Branniglenn mentioned.
 

Vyrnx

Smash Ace
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Samus's usmash almost never fails to connect at this point in the game. It's rare.

There are really only two ways to land the move at kill percents. Use it as an anti air as it seems to have been designed to do, or to cover rolls. For some reason, even though the move can't really scoop standing opponents, it will always hit a player out of the end of their roll animation, even though I would assume their hurtbox is smaller. . .

At low percents, dash attack combos into usmash, but that's not the optimal followup anyway, and a lot of her combos can be mixed up with usmash for its decent damage.

Maybe it's because I never go for the move anyway since she has better juggling options and roll covering options, but I think I've killed with her usmash probably less than one hundred times. It's for sure her most satisfying kill move, but it's not really that good.

It's one of the lower usmashes for sure, but it's not irredeemable like it was at release or in brawl.
 
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Funbot28

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Ok sorry I am late, here is the preliminary list to Up-Smash:


Discuss!
 

Swamp Sensei

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Move Charizard up a tier.

It's fast, powerful, hits twice and can jab lock.
 

Luco

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Jiggs' Usmash doesn't seem dysfunctional to me in the way DHD's does but that's up to you. What I'm more interested in changing are WFT, Palutena and Bowjow. WFT's sweetspot Usmash kills crazy early and her jab bury sets up into it if she's reading the opponent's mashing. That smash can actually be pretty decent. Palutena's Usmash is *amazing* at catching ledge getups because it lasts for freaking ever, and Bowjow's Usmash is just all around powerful, links properly, hits properly, etc. It's just a generally good smash that's only overshadowed by his Fsmash being godlike.
 

Nemesis561

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Agree with Luco on bowser Jr's up smash...it should move up some... it's a decent move, kills very well, good for catching normal get up at ledge, the opponent never falls out of it, decent OoS option.

another fun fact about the move is the final hit is a bit higher than the others, so a lot of times unsuspecting opponents will drop shield while above Jr on a platform, assuming they're safe because the previous hits of up smash weren't high enough to connect, then the last hit will shark the platform.
 

MarioMeteor

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Is Kirby's up smash really D tier?
Jiggs' Usmash doesn't seem dysfunctional to me in the way DHD's does
It's not that it doesn't work, it's that it's bad. Really, really bad. Imagine Mario's up smash, only without the frame data, without the invincibility, without the vertical range, and without Mario's fast run speed to make it more spammable. That's Jigglypuff's up smash in a nutshell.
 

MarshieMan

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Diddy up to A. There were people saying it could be S tier. Nobody said B tier.
 

Vyrnx

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I would drop Gunner, Lucas, and Ness for sure. Maybe Bayonetta. ZSS's isn't the worst in the game, but it definitely isn't anywhere near B tier.

And I would raise Yoshi, ROB, Pits, Greninja, Charizard, Wii Fit, and Bowser Jr. I also don't know that Lucario's or Shulk's are that good.
 

TDK

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Palutena's Upsmash has enough Range to get bumped up to C. I don't see Falcos being that good but I also don't know much about Falco so I'll hold my tongue.

I agree with Wii Fit and Bowser Jr rising and Bayo dropping.
 

Djmarcus44

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I would drop Gunner, Lucas, and Ness for sure. Maybe Bayonetta. ZSS's isn't the worst in the game, but it definitely isn't anywhere near B tier.

And I would raise Yoshi, ROB, Pits, Greninja, Charizard, Wii Fit, and Bowser Jr. I also don't know that Lucario's or Shulk's are that good.
Gunner's up smash shouldn't be dropped to D tier because it has decent speed, strength, and disjoint without it being too laggy. In addition, it also covers rolls, and Gunner can set up into it from a missed tech or spin animation. It is also a good mixup from jab. While opponents sometimes fall out of it, the move has too many uses to be put in D tier.
 

Rizen

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:4gaw:'s Usmash is S and better than the Mario Bros'. I've tanked Lucina's Fsmash and won by using the frame 4-25 partial invulnerability (attacks 24-25) that's hard to get around without a very low attack or grab. It's +4 on shield drop. 16% damage.
 

Kofu

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:4gaw:'s Usmash is S and better than the Mario Bros'. I've tanked Lucina's Fsmash and won by using the frame 4-25 partial invulnerability (attacks 24-25) that's hard to get around without a very low attack or grab. It's +4 on shield drop. 16% damage.
Agreeing with this, though the Mario Bros. USmashes are still useful thanks to their speed, especially if you reverse them because the hitboxes start behind them.

Game & Watch's USmash is such a pivotal move to his gameplay and is honestly stupid at times. It's also rather strong. Assuming the knockback calculations are correct, it's one of the top 15 most powerful USmashes. It's also safe on shield, can be used in low percent combos, and a very low cooldown move.

Some of the dumb stuff I've done with it:

-After shielding Bouncing Fish, ran forward to catch the rebound. I used USmash to tank the hit and kill Sheik.

-Blocked a fully charged Shadow Ball.

-Took a point-blank jab from Cloud to kill him.

-Hit Bayonetta out of Bullet Arts NAir to kill her.

It's just such a good move.
 

jet56

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:4gaw:'s Usmash is actually super dumb. definitely one of the best smashes in the game. It clanks and beats pretty much anything it comes across (even it even clanked with K.O. punch and beat it -.-)
 

Vyrnx

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Gunner's usmash is essentially the same move as Samus's usmash, so it's laggy and limited to the same options as Samus's. I'm not sure Gunner's got patched to connect better either, but it doesn't seem to have a huge problem with it either way.

Samus has low percent combos into it off of combo starters that I don't think Gunner has, but it's never the best combo option, and Samus's dash attack renders using usmash for covering rolls inferior. Maybe since Gunner doesn't have those options usmash sees more use.

They're the same move so they need to be in the same tier... which I think has to be D because is just kind of meh.

I guess it's also possible that I don't appreciate Samus's usmash and both moves are C tier.
 
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Nathan Richardson

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Going with the consensus that zard's up smash belongs in A rank. Hits fast, hits hard enough for a kill, very little endlag, excellent spread (hits all around above zard), can be used in any situation where zard pops the opponent up, situationally jablocks, and is an excellent counter for several broken dairs. Too many good things going for the move with very few weaknesses to it.
(I've used it to counter the yoshi and bowser bombs for crying out loud, a move that can do THAT definitely is high-tier)
 
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Djmarcus44

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Gunner's usmash is essentially the same move as Samus's usmash, so it's laggy and limited to the same options as Samus's. I'm not sure Gunner's got patched to connect better either, but it doesn't seem to have a huge problem with it either way.

Samus has low percent combos into it off of combo starters that I don't think Gunner has, but it's never the best combo option, and Samus's dash attack renders using usmash for covering rolls inferior. Maybe since Gunner doesn't have those options usmash sees more use.

They're the same move so they need to be in the same tier... which I think has to be D because is just kind of meh.

I guess it's also possible that I don't appreciate Samus's usmash and both moves are C tier.
Gunner's up smash is better than Samus's up smash because Gunner's up smash hits all grounded opponents. This makes Gunner's up smash more useful for OOS punishes and ledge option coverage. Samus's up smash isn't very good at covering rolls because it doesn't hit most grounded opponents. In addition, Gunner can combo into jump canceled up smash from fair at low percents. While Gunner's dash attack covers rolls, Gunner's up smash is better for edgeguarding since Gunner can use it while staying in position to use flame pillar (It covers roll and jump when timed properly). Gunner's endlag on up smash isn't too bad considering that it is the same amount as Mario's up smash.
 

Zapp Branniglenn

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:4mario::4luigi::4drmario:I still find these vastly overhyped for reasons previously argued. An S tier move for Mario, but not comparatively. Luigi's has an added sourspot, and Doc is unpredictable to work with for killing.

:4ganondorf:A dubious choice for S tier since its major claim to fame is being great on shield, and yet Usmashes are meant to target air opponents. I would have put it in A.

:4sonic:deserves C at the very highest. The KBG nerf it received in patch 1.08 was a huge hit to him. Among equally slow startup Usmashes, Sonic's kill potential lags far behind the likes of Shulk, Ganon, Bowser, or Palutena. I frames exist around the first hit, but past those, the move will trade or lose to low range aerials like Mario's Nair, making it one of the lesser Usmashes for anti-air potential. There's also connection issues when used against heavyweights. If you do Usmash on a grounded Bowser, he will fall out and get a free Fsmash on Sonic. This is more common when the Usmash is performed when running, and you'll never see Sonic use this when not running.

:4zelda:is functionally the same thing as :4mewtwo:s. Same startup, same kill power, same 2 frames inbetween hits. Zelda has less endlag but Mewtwo has slightly better disjoint for anti-air. Neither will beat a Cloud Dair.

:4wiifit:Great at killing. Even without the tipper is above average. It is not particularly good in startup or endlag, and the hitbox is unforgivingly thin, but I would definitely say this isn't a D.

:4zss:Massive hitboxes and good endlag, but this move has considerable potential for them to fall out. So much that the move's best application I've seen is taking advantage of that on the Smashville moving platform. It's also the absolute worst in kill power, behind only Buster Shulk. And it only deals 11% damage if all hits connect, 7% if they're on a platform or in the air. I would say this is a D, it's just not a sensible part of her moveset with such low reward.

:4fox::4falco: I understand that this is a pivotal move for Fox to end stocks, block punish, and combo into, but they're both on the low end for kill power, and Fox has extremely high endlag. Getting blocked with this move is fatal with -36 advantage. Falco's is considerably better in this department and I love it's high amount of active frames to go with leg intangibility, allowing him to beat a wide variety of aerials as well as air dodges at the same time. I think Fox for sure needs to move down, and maybe Falco as well since he doesn't regularly combo into the attack like Fox can, but Falco would be the more deserving of A tier otherwise.

:4yoshi:into B, :4pikachu:into D, or both. Yoshi's is not that much stronger than Fox's, but endlag is far better, so I'd say they're comparable. Pikachu's is bad because most of the move is a 11% sourspot that doesn't reasonably kill. Only getting the sweetspot in front of pikachu on grounded targets. On the other hand, the low-ish endlag makes it viable to at least use in the first place, even if you don't get the kill.

:4gaw:'s Usmash is actually super dumb. definitely one of the best smashes in the game. It clanks and beats pretty much anything it comes across (even it even clanked with K.O. punch and beat it -.-)
You must be mistaken. Little Mac's KO Punch from the ground is programmed unblockable, so it will beat both G&W's and Bowser's Usmashes during their invincible frames.

Furthermore if :4gaw: moves to S, and :4littlemac: is in S, then :4bowser: should be too. G&W's smash does have earlier invincibility, but considerably later hitbox than Bowser. This results in scenarios where you're just in time to not get hit by a falling aerial, but they pull up shield after their landing lag and block the attack. And G&W's invincibility does not extend to his whole body like Bowser's does.
 
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Kofu

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Chiming in for Bowser's USmash, the move is also a LOT bigger than Game & Watch's USmash. It can be better at stuffing attacks as a result.
 
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Poisonous

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:4mario::4luigi::4drmario:I still find these vastly overhyped for reasons previously argued. An S tier move for Mario, but not comparatively. Luigi's has an added sourspot, and Doc is unpredictable to work with for killing.
I'm not sure I'd call Doc's unpredictable to work with, you know where they'll get sent and even across the stage it still kills early enough. On the flip side (literally), with optimal conditions it can kill at silly percents. It also does the most raw damage which is worth noting imo. I think it's better than Mario's in a vacuum.
 

Rizen

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Mewtwo's Usmash gets points Zelda's doesn't for sliding imo.

G&W's Usmash is safer than Bowser's and the invulnerability starts much earlier. IMO G&W's>Bowser's.

/2 cents.
 

Vyrnx

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Gunner's up smash is better than Samus's up smash because Gunner's up smash hits all grounded opponents. This makes Gunner's up smash more useful for OOS punishes and ledge option coverage. Samus's up smash isn't very good at covering rolls because it doesn't hit most grounded opponents. In addition, Gunner can combo into jump canceled up smash from fair at low percents. While Gunner's dash attack covers rolls, Gunner's up smash is better for edgeguarding since Gunner can use it while staying in position to use flame pillar (It covers roll and jump when timed properly). Gunner's endlag on up smash isn't too bad considering that it is the same amount as Mario's up smash.
Samus's usmash covers all rolls regardless of hurtbox. Many Samus players did testing on this a while back.

I do agree that Gunner's and Samus's usmashes are good for ledge coverage. There was an Austrian Samus player a while back showing how he would stand at thw ledge and face away, then react to ledge options with usmash at kill percents for the kill (since it was unstale, seeing as it doesn't get any other use in a match), or reacting to a roll with grab. I've never looked into it myself since I use the same strategy but react to ledge get up/jump with up b instead. It might be worth trying to use usmash more though.

As far as combo potential, Samus's usmash is strictly better, though Samus is just good at combos in general. Dash attack to usmash is a really easy 28 damage at the 0-20ish range, although really once you master uair combos, it's better to go for 35-45 damage. Utilt to usmash and dair to usmash work at a huge percent window. Like someone else mentioned, falling uair to usmash works at low percents, but again, the optimal followup would be more uairs or a charge shot read.

If Samus wanted to combo into usmash, which occasionally I will do if I am behind and want combo damage without any of the risk of dropping an uair chain, then it's very easy to get a combo into usmash. It's a good 18 damage move standalone.

Gunner's fair to usmash is pretty decent, but you need to land fair right on top of the opponent which isn't always feasible and can be very telegraphed/shieldable. Not to say it doesn't matter that it combos, it does, it's just a lot easier with a really good combo starter/move like Samus's dash attack.

Gunner's usmash is a pretty good OOS move. Frame 11 isn't fast but it's powerful when it hits.

Samus and Gunner having the same level of lag on their usmashes as Mario is honestly BS, it's a difference of 16 FAF and a slow multi hit vs a single hit, measuring the frames between final hitbox and FAF is very misleading because of that. A Samus/Gunner that whiffs an usmash is way more screwed than a Mario.

All things considered the moves are essentially the exact same and the few differences balance out. There's certainly not a significant enough difference for a tier separation. My opinion is still that they're both D tier because they're not very good moves. But in the end if they're separated by a tier I would be annoyed, but only a little because there are more important things and agh why did I fall into the trap of typing paragraphs about one of Samus's individual moves

x_x

also Zapp Branniglenn Zapp Branniglenn what do you mean about multihit smashes killing later?
 
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Zapp Branniglenn

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I'm not sure I'd call Doc's unpredictable to work with, you know where they'll get sent and even across the stage it still kills early enough. On the flip side (literally), with optimal conditions it can kill at silly percents. It also does the most raw damage which is worth noting imo. I think it's better than Mario's in a vacuum.
A vertical kill move works anywhere. But Doc's ability to kill is dependent entirely on where he is, and where the victim is in relation to him. Not only must he space, he needs to turn around or pivot if he's in a run for optimization. Everybody else just needs to land their attack. But why I say it's unpredictable is that you only know which direction they'll be sent if they're also on the ground. If they're in the air above you, it's a coin toss. They'll be drifting behind or in front of Doc as they micro manage spacing, and that determines which horizontal direction they're sent. Doc is at the mercy of his own attack.

Also in terms of big picture, part of why Doc is so unviable compared to Mario is how he has no vertical kill moves. Doc is left as a horizontal combo and kill setup character, but with reduced speed stats to make it work. This Usmash is a big contributor to this poor design philosophy so I'm extra mad at it.

also Zapp Branniglenn Zapp Branniglenn what do you mean about multihit smashes killing later?
If you're referring to the knockback comparison data a page back, it's because the knockback of the final hits for these moves are designed with consideration for how high off the ground the victim will be thanks to the preceding hits. Since they're closer to the ceiling (blastzone) they require less knockback for a kill. So a comparison of knockback (in units) between these different types of smashes isn't totally accurate.

But besides this, there is the matter of multihit smashes being something you can DI correctly without fail anytime. For a single hit smash like Mario the only DI that's feasible is something accidental, not intentional. You may input the correct survival DI, or you may input the opposite, Mario's smash comes out quick and only has 10 frames of hitlag. Reaction theory suggests that humans cannot accurately respond to things happening this fast. But with a multihit smash, there's more time before being launched. With Bowser jr as an example, there's 24 frames of animation between the first and last hit, with 5 frames of hitlag for each hit and about 17 for the final hit. You'd have to be asleep to not be inputting proper DI for an attack like this.
 

Flamegeyser

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A vertical kill move works anywhere. But Doc's ability to kill is dependent entirely on where he is, and where the victim is in relation to him. Not only must he space, he needs to turn around or pivot if he's in a run for optimization. Everybody else just needs to land their attack. But why I say it's unpredictable is that you only know which direction they'll be sent if they're also on the ground. If they're in the air above you, it's a coin toss. They'll be drifting behind or in front of Doc as they micro manage spacing, and that determines which horizontal direction they're sent. Doc is at the mercy of his own attack.

Also in terms of big picture, part of why Doc is so unviable compared to Mario is how he has no vertical kill moves. Doc is left as a horizontal combo and kill setup character, but with reduced speed stats to make it work. This Usmash is a big contributor to this poor design philosophy so I'm extra mad at it.



If you're referring to the knockback comparison data a page back, it's because the knockback of the final hits for these moves are designed with consideration for how high off the ground the victim will be thanks to the preceding hits. Since they're closer to the ceiling (blastzone) they require less knockback for a kill. So a comparison of knockback (in units) between these different types of smashes isn't totally accurate.

But besides this, there is the matter of multihit smashes being something you can DI correctly without fail anytime. For a single hit smash like Mario the only DI that's feasible is something accidental, not intentional. You may input the correct survival DI, or you may input the opposite, Mario's smash comes out quick and only has 10 frames of hitlag. Reaction theory suggests that humans cannot accurately respond to things happening this fast. But with a multihit smash, there's more time before being launched. With Bowser jr as an example, there's 24 frames of animation between the first and last hit, with 5 frames of hitlag for each hit and about 17 for the final hit. You'd have to be asleep to not be inputting proper DI for an attack like this.
That may be the reaction time, but if you can see the usmash coming, it's not impossible to correctly DI, or to DI correctly while doing another option in case it comes out.
 

E.D.N.D.N

Smash Cadet
Joined
Aug 23, 2015
Messages
30
Location
Burlington, Vermont
greninja can nair (sour or sweetspot depending on percent) into usmash, dtilt into upsmash), fastfall upair into upsmash (against some characters at pretty specific percents), and can catch people with airdodge reads out of dashattack/downthrow pretty effectively. It's also has a huge disjointed hitbox, it's strong, low startup and the endlag is average. His should definitely be in A
 

Dee-SmashinBoss

Smash Ace
Joined
Feb 12, 2015
Messages
926
Kirbys should be closer to B, it's arguably his best Smash.
The obvious enough invincibility on his feet, the fantastic KO power. It does have a tad bit of startup at frame 14, and it's not the safest, like most other smashes. It's mostly a read move, so nothing particularly special about it.

At the very least it needs to be in C for sure.
 
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