TheHypnotoad
Smash Ace
- Joined
- Jan 28, 2015
- Messages
- 615
Pit and Dark Pit are S tier. Comes out crazy fast and barely has any endlag. Super spammable.
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The move doesn't make a whole lot of sense to me in the overall context of Villy's moveset. Its impact is limited to a zone that Villager already covers very effectively with dtilt, jab and nair OoS and the reward isn't that good to justify its use as a high-risk/high-reward option. I specifically added the term 'outclassed' because it's possible that some of these moves have overall solid stats and aren't bad per se. But some of them have extremely limited applications - Villager's dsmash is one of those, I'd say. All the top and high-level Villagers in the USA and Japan mostly ignore that move and it doesn't appear to have any sort of negative impact. Seems like the move is mostly superfluous for him.How is Villager's Down Smash bad exactly?
Gee man... Couldn't you wait for Mii... hehe...But we still need to talk about it. Gunner's first hit can miss if she's too close, AND the second hit can miss if she connected the first from close range. Results vary depending on who she's fighting. Thin, human proportioned characters are the general culprits for the first issue while lightweight floaties cause the other issue. But on the other hand, the move has excellent range, good frame data and extremely good kill power. So I would pass on putting this in bottom tier. You get around the connection issues by using this move if they're far, and Dtilt if they're too close. Both are viable kill moves with the same startup. It's really comparable to Cloud's. More range and knockback to make up for more prevalent connection issues than his move has.
None of those are worthy of S-tier. They do not come anywhere near ZSS' or Mewtwo's in terms of overall utility.Move Little Mac, Pit, and Dark Pit to S tier.
Also, Wario's might be bad, but it's not so much worse than any other to warrant its own tier.
I think C is a fine place for it. It really isn't slow enough to make up for just how disgustingly strong it can get. I've had this move this move kill at 65% from midscreen at High Aura. It's especially deadly at the ledge, too. If Lucario guesses your getup with a sufficient amount of Aura, your stock vanishes.Down smash hits pretty hard needless to say, & the launch angle is good for the fact that it's a 33° angle. Not to make it sound greater, but Lucario at a neutral stock tie at 190% deals 23.8% which isn't the maximum 25.2% it can deal. And when you're at a 1-stock deficit, your Dsmash grows to be 25.2% when you reach 169% & beyond. However, even if you have your Dsmash this high in damage it won't be safe on block as it still is about –20 on shield advantage. Not that great overall. It can kill early, but then again so can any of Lucario's smash attacks given their slow startup & fairly long endlag.
The hitboxes on both sides having identical timing is neat, but then it's not in a way. Anyway, I'd actually rather rate Lucario's Dsmash a D-tier.
. . .
But that kill potential with high Aura makes me feel like it could stay in C. . . .S-tier kill power, C or B tier hitbox activity, but D-tier in terms of the frame data including startup, endlag, & shield advantage UNLESS you charge the move. Which then you make the shield advantage not as bad plus depending the character's ground friction relative to the shield knockback. But yeah I'm done with this move's discussion. D-tier
If Lucario uses a smash attack with a sufficient amount of aura, his stock vanishes. In a 2 stock meta, he cannot afford to die first, hence why all of his smashes don't see frivolous use. With Bair he can fish for kills without fear of a punish, with occasional Force palm command grab once they're conditioned to shield every time Lucario hops in the air facing away.Mewtwo's down smash is absolutely not S tier. It may look like Zero Suit Samus', but it damn sure isn't as good.
I think C is a fine place for it. It really isn't slow enough to make up for just how disgustingly strong it can get. I've had this move this move kill at 65% from midscreen at High Aura. It's especially deadly at the ledge, too. If Lucario guesses your getup with a sufficient amount of Aura, your stock vanishes.
I mean, I feel you n all. I know where you're coming from & can support it with the gfycat clip I have below that I've performed personally. The move isn't that slow in the trade-off of power vs speed, but you need a very high amount of Aura to make this move keep up with his other smash attacks & yet the move still gets outclassed. Like if I guess that they do said ledge-option, I'll just pivot Fsmash to catch it so that they die at least 15% earlier. Fsmash can kill a heavy before they even reach 55% near mid-stage whereas the only things Dsmash can do better on are the fact that the angle is lower, the startup is 3 frames faster, & it hits simultaneously on two sides instead of one. However, those better traits don't compete with Lucario's other options that are better suited to use in the end. Usmash out of a Aura Sphere ledge-setup invalidates several ledge options while Fsmash has slightly more hitbox duration on top of stronger damage & more range thus leads to being actually super-safe on block with high Aura. Dsmash fails to be completely safe on block even at a –2 stock deficit & said X% behind to max out Dsmash's damage cap at around ~25.2% unless you can space this move's range to hit from a farther reach to the point you may actually whiff if over-spaced.I think C is a fine place for it. It really isn't slow enough to make up for just how disgustingly strong it can get. I've had this move this move kill at 65% from midscreen at High Aura. It's especially deadly at the ledge, too. If Lucario guesses your getup with a sufficient amount of Aura, your stock vanishes.
The hitbox went by so quickly I couldn't see it. Is it possible to freeze-frame it right when the hitboxes show up? This also brings another question up, should hitbox size/range also count into how a move is graded? If so certain smashes could get a rank up due to sheer size.
Hrmm, some of the hitboxes weren't big, or were angled more where zard was facing. Look at down aerial, I'm pretty sure the hitbox was more to the right than left because the size of the hitboxes look right but their positions don't but then again that might be just me, this is a very useful video.Bigger hitboxes are a good thing but not the only factor. How good a move is overall can be thought of as 'how good is the risk/reward ratio for that type of move in competitive games'. Another way to look at it is 'how good is this move at outplaying the opponent'. Take Diddy's Dtilt, not a super big hitbox but it's fast to start at frame 4, ends 19 and combos into kill moves; very safe, will beat most ground options and has high reward: S-tier. On the flipside, Ganon's Utilt is HUGE but has no armor and hits frame 81-84; possibly the worst move in the game; despite huge reward it's completely impractical. Their are some jabs that can be DIed out of despite being fast and then punished hard as examples of high risk for very low reward. Most moves fall somewhere in between.
Sheik is waaaaaaaay too low. Her dsmash is pretty solid, it's just a bit outclassed among all her high-tier moves. It's better than nearly all of the C-Tier dsmashes and barely worse than Corrin's.Ok here is the preliminary list for Down-Smash:
Discuss!
Move Little Mac, Pit, and Dark Pit to S tier.
Also, Wario's might be bad, but it's not so much worse than any other to warrant its own tier.
Wario's dsmash is an abomination and clearly the worst in the game. It may not deserve a whole tier for itself but there aren't a lot of dsmashes in the game that qualify to be ranked alongside it.While Wario's D-smash is trash, it probably doesnt belong in its own tier
Not going to argue with you on most of this but zard's isn't C, it's excellent for edgeguarding, has no sourspots and due to it's sheer size it can be used for platform camping. It being unsafe on whiff or shield does not drop it all the way down to C because it has a LOT more utility than that. I do agree on most of your other placements though.S-Tier:
A-Tier:
B-Tier:
C-Tier:
D-Tier:
sub-D:
Not ordered within tiers and doesn't include all dsmashes, just the ones I feel reasonably confident in ranking. Most of them are floating between average/mediocre and completely useless because that's what most dsmashes are.
There might be some argument for it to be bumped up to C-tier but whether it's C or D doesn't matter. It's not a good move.Greninja's isn't in the bottom of the game, it's actually pretty average, and has some nice uses. Definetly not worse than Lucas', Corrin's Mega Man's and more.
i do think A tier is a bit too high but i can see it in B tier.I don't see how 's D-smash even belongs to A tier at all. I don't even think it even deserves B. Almost the entire B tier has better D-smashes than his.
Frame 15 is already not very good, but its FAF, which sits at 64, is the primary reason why I don't think this move isn't good at all. It has incredible KO power, I give it that. But it's very risky to pull out. Even when you are behind him, you have 34 frames worth of startup to get the hell outta there. If you are aiming to hit with the front hit, it's even more unsafe on shield or whiff.
Catching rolls is its niche, because on how absurdly strong it is (And if you read them correctly, 15 frames of startup doesn't matter much). But what if you read them wrong? Keep in mind Ganon has one of the worst disadvantage state in the game. The moment you are sent offstage, the very moment you know you've ****ed up (Like... run to his Up-B, tech, and F-air him. I do this all the time with Luigi). Flame Choke tech chase is one thing, but for roll ins, can't you just use F-smash? You can even charge it a little and it will still come out just at about the same frame as D-smash back hit, and if you miss, the punish you'll take should just be about the same as if you had used D-smash. Outside of that, this move is no good.
Of course I'd love to be proven wrong. But everytime I play Ganon, his D-smash strikes me as one of his worst moves. In a game where safety and neutral are king, this move doesn't shine very well IMO.
NOW. If we are gonna talk about how absurd Falcon's D-smash is...
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Also, I'd like to join in ''s D-smash is S-tier' bandwagon please. The super armor starts from frame 7, with the first hitbox coming out at frame 10. That's already pretty decent for its range. It also deals 13% and sends people at dangerous angle, with pretty good KO power to boot too. Overall this is what you'd want from a D-smash. A solid GTFO me move with great range and nice power bonus. It's not unpunishable, but it's kinda hard to do so.
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Felt a little skeptical about this, but I think 's D-smash deserves higher. It's a solid followup out of jab (In which you can deal 19% per pop outta a frame 2 move) with good kill power in its safe back hit (Stronger than sweetspot U-smash IIRC), and surprisingly shorter FAF than Mario's (Which is notably weaker in every aspect except maybe angle) at 38. That's hella fast (About as fast as MK's, to compare). Walk D-smash is also a good option because of Luigi's traction as it improves D-smash's range.
It kinda fails at catching people on the ledge though (Depends on how exposed the character's hurtbox is), but I think this is overall a very good move to have. I think it can compete with the ones in A tier and at worst, I think it's the best B.