Omari
Smash Journeyman
You guys serious?
If so, let's go more in depth...thanks. I'll participate.
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You can be really, really condescending, whether purposely or not. It's kinda annoying to be perfectly honest.You guys serious?If so, let's go more in depth...thanks. I'll participate.
Personally, I do the very opposite. Dsmash kills really late, much moreso than Usmash, and does decent damage. I'd rather use that to rack damage and save Usmash for kills (OoS and AD baiting are the ways I get them the most.).Metaknight players will bait airdodges to juggle with their D-smash. Mario can do the same thing pretty easily too for the most part. You should generally save that for kills if possible though. For damage dealing, charging U-smash and hitting with the late hitbox of Dash attack are preferable due to being more reliable.
I'd put Nair in High and utilt higher [around fsmash]. Utilt is pretty underrated imo.Top:
Fireball
Jab
B-air
F-tilt
U-air
High:
U-smash
D-air
D-throw
F-throw
Mid:
Up-B
Cape
N-air
F-smash
U-throw
Dash Attack
B-throw
U-tilt
Low:
D-smash
F-air
D-tilt
FLUDD
I agree with Gheb regarding both attacks...being one of the game's fastest aerials and one of its only sex kicks, I'd say nair's pretty useful. Good combo-breaker, weak hit combos into jab, powerful OOS option, and can even be used to approach in some match-ups (Mario, MK, Luigi...) Monk also felt that Nair was a weak aerial...I've never understood this...Why N-air? N-air is only good in edgeguards and occasionally catching a spotdodge or mashing out of bad strings. Then I guess the Olimar matchup. I mean those are useful things, but onstage it's not that great. In almost every situation onstage where N-air might be useful, U-air is generally superior due to being much safer.
U-tilt maybe. It's not used enough as an anti-air or as a quick option out of D-throw mainly, but outside of that it's reeeeealy hard to apply in Mario's game without landing U-air at low percents.
N-air I definitely hesitate to rank above the moves that I put above it. When you consider how much utility the other moves above it have, N-air just kinda pales. The damage on it is low, its setups are often really percent and spacing situational, and while it's an okay out of shield option, U-air is just superior on way too many levels to the point that in most of my games, N-airing oos is a technical error for me. A lot of what N-air is for isn't very safe most of the time, and the damage on it is low. It is great in edgeguards though, and it's something that should be abused more in that situation, though even there, U-air still has advantages over it in that departmentI agree with Gheb regarding both attacks...being one of the game's fastest aerials and one of its only sex kicks, I'd say nair's pretty useful. Good combo-breaker, weak hit combos into jab, powerful OOS option, and can even be used to approach in some match-ups (Mario, MK, Luigi...) Monk also felt that Nair was a weak aerial...I've never understood this...
And like you mentioned, Utilt is a phenomenal anti-air option. Quick, enough range to contend with just about any dair/nair from above, moderately low ending lag, and kills lightweights like Fox around 145%. I personally just spam it when I know it'll kill because of how quick it is....it'll trade with anything from Fox outside a well-timed jab.
And it keeps combos going/starts combos at low percentages. Awesome move, imo.
Everything isn't about damage.Hey, you know FLUDD doesn't do any damage, right?
Thanks Matador,I like your format...it seems a lot more suitable for this type of tier list.
My only questions are Dsmash and walk. Why's Dsmash low and do you mean Mario's walk specifically or walking in general?
Cape=momentum toolCape is good for stalling in the air.
You're in the air, fastfall, cape, they usmash or try to do something else, you punish.
For me, at least.
I think all moves are useful in different scenarios. Except for dtilt. Dtilt better get replaced in Smash 4 <____<