greatbernard
Smash Apprentice
- Joined
- Aug 19, 2013
- Messages
- 124
When I first played the Smash Bros series, I was very casual about it, and most of the attacks I used were specials, as I felt they were the most powerful. But I started to take it a bit more seriously, as I wanted to improved. I watched lots of Youtube videos of tournament matches and realized that Special attacks weren't used very regularly, but instead sprinkled into fights which mostly consist of smashes, air attacks, and the occasional dash or grab.
There are threads on here that focus on each character's specials individually, but I wanted to discuss this on a full comprehensive overall level. And also to get the feedback of people on here who are much better than I am at Smash. Do certainly correct me where I am wrong.
(Note: these assessments are based on 1 vs. 1 matches, with tournament rules)
(Note: these are based on my opinions and experiences. they are not objective, but i try to make these assessments as relevant as i can.)
Mario
(B) Fireball 4/5 - overall well balanced projectile
(Side-B) Cape 4/5 - great for defense, good to use on occasion
(Up-B) Super Jump Punch 1/5 - poor range, end-lag, not good recovery or attack
(Down-B) FLUDD 3/5 - situational, very hard to pull off, but great for edge-guarding with proper use
Luigi
(B) Fireball 4/5 - overall well balanced projectile
(Side-B) Luigi Missile 2/5 - slow and predictable, 12% isn't good odds, rarely use it
(Up-B) Super Jump Punch 1/5 - poor range, end-lag, not good recovery or attack
(Down-B) Luigi Tornado 4/5 - good for attacking, excellent for mobility, use relatively often
Peach
(B) Toad 3/5 - decent counter, no more or less, a bit slow though
(Side-B) Peach Bomber 3/5 - can be very useful, but only on some occasions
(Up-B) Parasol - good horizonally, bad vertically, slow, predictable, interruptable
(Down-B) Turnip 4/5 - very useful arsenal of projectiles
Bowser
(B) Fire Breath 3/5 - decent approach denial on occasion
(Side-B) Flying Slam 4/5 - very good grab option, suicide possible
(Up-B) Whirling Fortress 3/5 - decent attack, average-at-best recovery
(Down-B) Bowser Bomb 2/5 - punishes mistakes, but not good otherwise
Donkey Kong
(B) Giant Punch 4/5 - not hard to charge, deadly, requires skillful use
(Side-B) Headbutt 4/5 - great close range option to start a combo
(Up-B) Spinning Kong 3/5 - great horizontally, bad vertically,
(Down-B) Hand Slap 1/5 - useless, imo
Diddy Kong
(B) Peanut Popgun 4/5 - great attack, choice in timing, versatile projectile
(Side-B) Monkey Flip 4/5 - aka "The AIDS attack" , all-around great attack
(Up-B) Rocketbarrel 2/5 - good range, but predictable and slow
(Down-B) Banana Peel 5/5 - a staple for diddy kong players, period
Yoshi
(B) Egg Lay 4/5 - very good way to punish faulty approaches
(Side-B) Egg Roll 2/5 - slow, predictable, and not threatening
(Up-B) Egg Throw 3/5 - decent projectile when in range, small recovery boost
(Down-B) Yoshi Bomb 3/5 - being faster than Bowser Bomb makes it much better
Wario
(B) Chomp 4/5 - very good grab option
(Side-B) Wario Bike 2/5 - way too slow, but good for some recovery
(Up-B) Corkscrew 1/5 - really bad recovery.
(Down-B) Wario Waft 3/5 - hard to use, may miss, but could be the difference between life & death
Samus
(B) Charge Shot 3/5 - weak but occasionally useful in burst fire, risky but powerful charged
(Side-B) Missile 4/5 - solid projectile, through and through
(Up-B) Screw Attack 3/5 - pretty good recovery, more or less
(Down-B) Bombs 3/5 - unimpressive, but the damage does add up
Pit
(B) Arrow 4/5 - very good projectile, solid range
(Side-B) Angel Ring 3/5 - versatile but must be used prudently
(Up-B) Icarus Wings 3/5 - great range, but a bit slow
(Down-B) Mirror Shield 2/5 - not that great, imo
Ice Climbers
(B) Ice Shot 4/5 - easy to use, very good priority
(Side-B) Squall Hammer 4/5 - solid priority, some mobility and damage
(Up-B) Belay 3/5 - awkward, but effective recovery
(Down-B) Blizzard 4/5 - very good approach denial
Olimar
(B) Pluck - i'm not going to rate this
(Side-B) Pikmin Throw 5/5 - essential to the character, obviously
(Up-B) Pikmin Chain 1/5 - not good to have when sent flying.
(Down-B) Pikmin Order 4/5 - strategic and very much helpful
Metaknight
(B) MachTornado 5/5 - perhaps THE best special in the game
(Side-B) Drill Rush 2/5 - good occasional recovery option, bad attack
(Up-B) Shuttle Loop 3/5 - decent attack opportunity, great recovery range
(Down-B) Dimension Cape 2/5 - good occasional recovery option, bad attack
King Dedede
(B) Inhale 4/5 - good range makes it worthwhile
(Side-B) Waddle Dee 4/5 - slow against projectiles but decent blockades
(Up-B) Super Jump 3/5 - predictable, but great range for heavyweight and usage options
(Down-B) Jet Hammer 1/5 - LOL
This is all I have for now. Not complete, but I have more coming. I'll have them all up soon.
There are threads on here that focus on each character's specials individually, but I wanted to discuss this on a full comprehensive overall level. And also to get the feedback of people on here who are much better than I am at Smash. Do certainly correct me where I am wrong.
(Note: these assessments are based on 1 vs. 1 matches, with tournament rules)
(Note: these are based on my opinions and experiences. they are not objective, but i try to make these assessments as relevant as i can.)
Mario
(B) Fireball 4/5 - overall well balanced projectile
(Side-B) Cape 4/5 - great for defense, good to use on occasion
(Up-B) Super Jump Punch 1/5 - poor range, end-lag, not good recovery or attack
(Down-B) FLUDD 3/5 - situational, very hard to pull off, but great for edge-guarding with proper use
Luigi
(B) Fireball 4/5 - overall well balanced projectile
(Side-B) Luigi Missile 2/5 - slow and predictable, 12% isn't good odds, rarely use it
(Up-B) Super Jump Punch 1/5 - poor range, end-lag, not good recovery or attack
(Down-B) Luigi Tornado 4/5 - good for attacking, excellent for mobility, use relatively often
Peach
(B) Toad 3/5 - decent counter, no more or less, a bit slow though
(Side-B) Peach Bomber 3/5 - can be very useful, but only on some occasions
(Up-B) Parasol - good horizonally, bad vertically, slow, predictable, interruptable
(Down-B) Turnip 4/5 - very useful arsenal of projectiles
Bowser
(B) Fire Breath 3/5 - decent approach denial on occasion
(Side-B) Flying Slam 4/5 - very good grab option, suicide possible
(Up-B) Whirling Fortress 3/5 - decent attack, average-at-best recovery
(Down-B) Bowser Bomb 2/5 - punishes mistakes, but not good otherwise
Donkey Kong
(B) Giant Punch 4/5 - not hard to charge, deadly, requires skillful use
(Side-B) Headbutt 4/5 - great close range option to start a combo
(Up-B) Spinning Kong 3/5 - great horizontally, bad vertically,
(Down-B) Hand Slap 1/5 - useless, imo
Diddy Kong
(B) Peanut Popgun 4/5 - great attack, choice in timing, versatile projectile
(Side-B) Monkey Flip 4/5 - aka "The AIDS attack" , all-around great attack
(Up-B) Rocketbarrel 2/5 - good range, but predictable and slow
(Down-B) Banana Peel 5/5 - a staple for diddy kong players, period
Yoshi
(B) Egg Lay 4/5 - very good way to punish faulty approaches
(Side-B) Egg Roll 2/5 - slow, predictable, and not threatening
(Up-B) Egg Throw 3/5 - decent projectile when in range, small recovery boost
(Down-B) Yoshi Bomb 3/5 - being faster than Bowser Bomb makes it much better
Wario
(B) Chomp 4/5 - very good grab option
(Side-B) Wario Bike 2/5 - way too slow, but good for some recovery
(Up-B) Corkscrew 1/5 - really bad recovery.
(Down-B) Wario Waft 3/5 - hard to use, may miss, but could be the difference between life & death
Samus
(B) Charge Shot 3/5 - weak but occasionally useful in burst fire, risky but powerful charged
(Side-B) Missile 4/5 - solid projectile, through and through
(Up-B) Screw Attack 3/5 - pretty good recovery, more or less
(Down-B) Bombs 3/5 - unimpressive, but the damage does add up
Pit
(B) Arrow 4/5 - very good projectile, solid range
(Side-B) Angel Ring 3/5 - versatile but must be used prudently
(Up-B) Icarus Wings 3/5 - great range, but a bit slow
(Down-B) Mirror Shield 2/5 - not that great, imo
Ice Climbers
(B) Ice Shot 4/5 - easy to use, very good priority
(Side-B) Squall Hammer 4/5 - solid priority, some mobility and damage
(Up-B) Belay 3/5 - awkward, but effective recovery
(Down-B) Blizzard 4/5 - very good approach denial
Olimar
(B) Pluck - i'm not going to rate this
(Side-B) Pikmin Throw 5/5 - essential to the character, obviously
(Up-B) Pikmin Chain 1/5 - not good to have when sent flying.
(Down-B) Pikmin Order 4/5 - strategic and very much helpful
Metaknight
(B) MachTornado 5/5 - perhaps THE best special in the game
(Side-B) Drill Rush 2/5 - good occasional recovery option, bad attack
(Up-B) Shuttle Loop 3/5 - decent attack opportunity, great recovery range
(Down-B) Dimension Cape 2/5 - good occasional recovery option, bad attack
King Dedede
(B) Inhale 4/5 - good range makes it worthwhile
(Side-B) Waddle Dee 4/5 - slow against projectiles but decent blockades
(Up-B) Super Jump 3/5 - predictable, but great range for heavyweight and usage options
(Down-B) Jet Hammer 1/5 - LOL
This is all I have for now. Not complete, but I have more coming. I'll have them all up soon.