MarioMeteor
Smash Hero
After watching ESAM's video on this very subject, I thought it sounded like a fun idea for a thread, so here we are.
Rules: Only one move per character, so you can't fill the entire list with Jigglypuff or Little Mac. Also, no custom moves, as those could make an entirely different list.
To start off, here's mine, in no particular order:
#10: Jigglypuff's up smash: It was a toss up between Sing, down smash, and up smash for this spot. In the end I chose the latter, because I couldn't think of a reason to use this painfully slow and weak attack. At the very least, successfully landing Sing or down smash could net you an early kill. This move? You get nothing. You lose. Good day, sir.
#9: Little Mac's up air: It's no secret that Little Mac's aerials are horrendous, but all of them have some kind of niche use. Neutral air breaks combos, down air jab lock, forward air and back air can do something akin to edgeguarding, but up air? Have you ever seen a Little Mac use up air? Like, I could understand if the move juggled, but it's so slow that it can't even do that.
#8: King Dedede's down air: As with Jigglypuff, I had to choose between three of Dedede's moves (if you can call them that): down air, up tilt, and Jet Hammer. Up tilt, while useless, is at least relatively harmless to throw out, and Jet Hammer is very strong, and will probably take a stock if charged enough. Down air, on the other hand, is disgustingly slow and the reward for landing it is miniscule at best, as the spike hitbox is tiny and every other hitbox isn't nearly strong enough to make up for how goddamn hard the move is to land.
#7: Pac-Man's grab: Speaking of moves with too much risk and not enough reward... Pac-Man already has some below average throws, so why is his grab so bad? What solidifies this as gutter trash is the fact that its deceiving. After the active frames of the move end, you're more than welcome to walk right into the Galaga beam, nary a hitch, and punish Pac-Man.
#6: Ganondorf's Volcano Kick: Who decided that a move slower and weaker than Warlock Punch would be a good idea? Who looked at this frame 70-something move and thought, "Yes, this isn't a waste of programming?" You're probably not even landing this move in a 4 player FFA.
#5: Clown Cannon: Between the bad hitbox and god awful frame data, I can't think of a single reason why you would ever use this move. This could very well be the worst projectile in the game.
#4: Something of Palutena's: Here's where my own rule came back to bite me in the ass, because I honest to God cannot choose between the pieces of trash that are some of Palutena's special moves. Autoreticle, Heavenly Light, Counter, there's no way I could make this choice.
#3: Samus's jab: You can actually get punished for landing this move. You can get punished for landing Samus's jab. I think that speaks for itself.
#2: Din's Fire: This move is the reason why I said that Clown Cannon is "very well" the worst projectile in the game. It leaves Zelda wide open while she's casting it, the projectile itself isn't even that fast, it doesn't explode on contact, and it leaves Zelda helpless for whatever reason. Why couldn't she get the actual canon version of this move?
#1: PK Flash: This one is kind of like Volcano Kick and Din's Fire put together. Why would you use this agonizingly slow and horribly telegraphed projectile when you have PK Fire, which is superior in just about every way? Outside of For Glory, of course.
Dishonorable mentions: Hammer Flip, Falco's down air, Wii Fit Trainer's down tilt, Fire Fox, Dark Dive, Green Missile, the Hero-Kings' down airs, Egg Roll.
Now it's your turn.
Rules: Only one move per character, so you can't fill the entire list with Jigglypuff or Little Mac. Also, no custom moves, as those could make an entirely different list.
To start off, here's mine, in no particular order:
#10: Jigglypuff's up smash: It was a toss up between Sing, down smash, and up smash for this spot. In the end I chose the latter, because I couldn't think of a reason to use this painfully slow and weak attack. At the very least, successfully landing Sing or down smash could net you an early kill. This move? You get nothing. You lose. Good day, sir.
#9: Little Mac's up air: It's no secret that Little Mac's aerials are horrendous, but all of them have some kind of niche use. Neutral air breaks combos, down air jab lock, forward air and back air can do something akin to edgeguarding, but up air? Have you ever seen a Little Mac use up air? Like, I could understand if the move juggled, but it's so slow that it can't even do that.
#8: King Dedede's down air: As with Jigglypuff, I had to choose between three of Dedede's moves (if you can call them that): down air, up tilt, and Jet Hammer. Up tilt, while useless, is at least relatively harmless to throw out, and Jet Hammer is very strong, and will probably take a stock if charged enough. Down air, on the other hand, is disgustingly slow and the reward for landing it is miniscule at best, as the spike hitbox is tiny and every other hitbox isn't nearly strong enough to make up for how goddamn hard the move is to land.
#7: Pac-Man's grab: Speaking of moves with too much risk and not enough reward... Pac-Man already has some below average throws, so why is his grab so bad? What solidifies this as gutter trash is the fact that its deceiving. After the active frames of the move end, you're more than welcome to walk right into the Galaga beam, nary a hitch, and punish Pac-Man.
#6: Ganondorf's Volcano Kick: Who decided that a move slower and weaker than Warlock Punch would be a good idea? Who looked at this frame 70-something move and thought, "Yes, this isn't a waste of programming?" You're probably not even landing this move in a 4 player FFA.
#5: Clown Cannon: Between the bad hitbox and god awful frame data, I can't think of a single reason why you would ever use this move. This could very well be the worst projectile in the game.
#4: Something of Palutena's: Here's where my own rule came back to bite me in the ass, because I honest to God cannot choose between the pieces of trash that are some of Palutena's special moves. Autoreticle, Heavenly Light, Counter, there's no way I could make this choice.
#3: Samus's jab: You can actually get punished for landing this move. You can get punished for landing Samus's jab. I think that speaks for itself.
#2: Din's Fire: This move is the reason why I said that Clown Cannon is "very well" the worst projectile in the game. It leaves Zelda wide open while she's casting it, the projectile itself isn't even that fast, it doesn't explode on contact, and it leaves Zelda helpless for whatever reason. Why couldn't she get the actual canon version of this move?
#1: PK Flash: This one is kind of like Volcano Kick and Din's Fire put together. Why would you use this agonizingly slow and horribly telegraphed projectile when you have PK Fire, which is superior in just about every way? Outside of For Glory, of course.
Dishonorable mentions: Hammer Flip, Falco's down air, Wii Fit Trainer's down tilt, Fire Fox, Dark Dive, Green Missile, the Hero-Kings' down airs, Egg Roll.
Now it's your turn.