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What to do against people who charge USmash under you?

ZaelSword

Smash Rookie
Joined
Jul 3, 2015
Messages
7
Literally almost every For Glory player and the level 9 CPU's have adopted this strategy and I find it completely retarted that this actually works the majority of the time on me. As an example I'll say I get launched by Dedede and I try to drift away from him in the air, well he'll just walk over to me until I'm about to land and charges his disjointed USmash that I can't hit or air dodge to avoid it because of all those frames of end lag. And let's say we're talking about a character like Marth who doesn't have a move like Ryu's FA to help him gtfo of there. I've run out of ideas so I need some advice to get out of situations like this.
 

salaboB

Smash Champion
Joined
Nov 16, 2002
Messages
2,138
If they're charging for any length of time, they're stuck in position and you can just move far enough to avoid them.

If not, try air dodging through their range to the ground -- move away from them at the same time to give yourself as much room as possible. Remember that in FG you have to air dodge earlier than expected due to input lag.

If you've got a character that can delay/change their fall speed (Link/TL/ZSS/Sonic dair, Yoshi/Bowser down-B, etc), you can try mixing that in. Countering is similar, and also dangerous because if they predict it and hold their charge a little longer it will pretty much ensure you get killed. The success of this depends on your timing and their skill.

If that doesn't work, then I'd recommend recovering at the edge. Come down just off the side of the stage so the usmash won't hit you on the way by, and then get to the ledge (Either fall past it then up-B or grab on the way down or whatever) Then recover as normal from the edge. This isn't great since the ledge isn't a neutral position either, but if you can get back from it and you can't land from above then it would be better.
 
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WinterShorts

The best NEOH Yoshi
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Literally almost every For Glory player and the level 9 CPU's have adopted this strategy and I find it completely retarted that this actually works the majority of the time on me. As an example I'll say I get launched by Dedede and I try to drift away from him in the air, well he'll just walk over to me until I'm about to land and charges his disjointed USmash that I can't hit or air dodge to avoid it because of all those frames of end lag. And let's say we're talking about a character like Marth who doesn't have a move like Ryu's FA to help him gtfo of there. I've run out of ideas so I need some advice to get out of situations like this.
Oh then you'll LOOOve getting up-aired by Luigi.

Maybe you can trick them and jump right before you know they're going to do the up-smash and then attack them in an animation where they can't move. I mean if you were one of the near 10 characters that can counter in this game...
Marth can counter.
 
T

Trick or Treat

Guest
If they're charging for any length of time, they're stuck in position and you can just move far enough to avoid them.

If not, try air dodging through their range to the ground -- move away from them at the same time to give yourself as much room as possible. Remember that in FG you have to air dodge earlier than expected due to input lag.

If you've got a character that can delay/change their fall speed (Link/TL/ZSS/Sonic dair, Yoshi/Bowser down-B, etc), you can try mixing that in. Countering is similar, and also dangerous because if they predict it and hold their charge a little longer it will pretty much ensure you get killed. The success of this depends on your timing and their skill.

If that doesn't work, then I'd recommend recovering at the edge. Come down just off the side of the stage so the usmash won't hit you on the way by, and then get to the ledge (Either fall past it then up-B or grab on the way down or whatever) Then recover as normal from the edge. This isn't great since the ledge isn't a neutral position either, but if you can get back from it and you can't land from above then it would be better.
Link and Toon Link can use bombs to disrupt the opponent.
ZSS has down B. Sonic has side B.
Yoshi's up B, depending on how close you are, will stall long enough to avoid the attack and follow up with a quick down B.

I can keep going, along with...
Oh then you'll LOOOve getting up-aired by Luigi.

Maybe you can trick them and jump right before you know they're going to do the up-smash and then attack them in an animation where they can't move. I mean if you were one of the near 10 characters that can counter in this game...
...all the counter users. They work wonders in this situation.
 

salaboB

Smash Champion
Joined
Nov 16, 2002
Messages
2,138
Link and Toon Link can use bombs to disrupt the opponent.
ZSS has down B. Sonic has side B.
Yoshi's up B, depending on how close you are, will stall long enough to avoid the attack and follow up with a quick down B.
Good call on the projectiles, I forgot those options. Samus has a great down-B in this situation too.

As you say, side-B that moves a bit will also work (Including Yoshi's)
 
T

Trick or Treat

Guest
Good call on the projectiles, I forgot those options. Samus has a great down-B in this situation too.

As you say, side-B that moves a bit will also work (Including Yoshi's)
Yup, Samus' down B is another good option.
Peach is pretty much obvious with how she can escape.
Floaty characters like Jigglypuff and Kirby can get away pretty easily, although they have other options like Jiggs' Pound attack.
Ness and Lucas, again depending on how far you are, can use PK Thunder...

Yeah, point is that many characters have something useful in this kind of situation
 

AvengerV

Smash Apprentice
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Apr 16, 2015
Messages
148
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South Florida
NNID
AvengerV
If i'm using Fox, I down B to shine stall and then punish their endlag with a falling down A or something. If i'm using Diddy I just side B out of there. Seeing that you use Marth, it is a little trickier. You could save a jump and jump away or you can use your counter.
 

JamietheAuraUser

Smash Lord
Joined
Jan 11, 2010
Messages
1,196
Location
somewhere west of Unova
I often play Roy, so not only do I have a counter but I also have the third best horizontal air speed in the game along with an Up Special that covers good horizontal distance and a really high fast-fall speed.

When I play Pit, my answer to that situation is often just to put up my Guardian Orbitars. Even if the hit breaks them, I still avoided the Smash Attack. Problem is that often leads me to get grabbed and UThrown where I'm then in the exact same situation again, except minus my Orbitars. Other option is to Power of Flight towards the edges of the stage and grab the ledge.

Mii Swordfighter's counter has a delay between blocking the attack and actually countering, allowing the Swordfighter to fall down into the foe and actually hit with the counter (normally, a well-spaced USmash with disjoint, such as Ike's or Link's, will cause the counter to completely fail to hit). Lucario and Greninja also have counters that are useful in that regard.

Link, Toon Link, Samus, PAC-MAN, and Mega Man all have projectiles that go straight down and can easily disrupt it. PAC-MAN's Side Special can also be used to great effect simply by aiming left or right and down to get him to the ground as fast as possible. I'm not sure about Yoshi's Egg Throw, but I think a low-distance, low-height throw can actually go a short distance below Yoshi. Also, Yoshi's Down Special can help mess up their timing. If you do it wrong, though, you'll just run yourself into a slightly less-charged USmash.

Bowser's Bowser Bomb or Down Aerial can also be used, but again, if you time it wrong you'll just run into a slightly less-charged Up Smash.

Edit: And of course Kirby just drops straight on their head with Stone. Unless their Up Smash does more than 20%, in which case at least it blocked the damage for you. Or you can Final Cutter to fly back up over their attack and then land on them.
 
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WinterShorts

The best NEOH Yoshi
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Good call on the projectiles, I forgot those options. Samus has a great down-B in this situation too.

As you say, side-B that moves a bit will also work (Including Yoshi's)
Actually, on the note of Yoshi's side-b, you can also b-reverse his neutral special to immediately reverse your falling movement to avoid the u-smash.
 

XxBHunterxX

Smash Journeyman
Joined
Oct 10, 2014
Messages
366
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Bryan
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this seems like a nothing problem to have, if you're getting hit from an up smash constantly then you're doing something that's predictable and they're exploiting it, if you can't land on the stage safely then go for the ledge
 

Megane-for-Life

Smash Cadet
Joined
Sep 1, 2014
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41
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megane-for-life
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I think your best option would be to jump and try to get away. Something I like to do in these situations is getting empty footstools, if you get that the you can use an unofficial third jump and it really throws off opponents sometimes.
 

Gattsu

Smash Rookie
Joined
May 23, 2015
Messages
24
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despiarinducing
King Dedede can easily just stall it and punish with his multiple jumps
 

Buffoon

Smash Ace
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Nov 14, 2014
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866
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Preserve 2nd jump, use when you suspect that they'll go for the Up-Smash.
 

kendikong

Smash Journeyman
Joined
Mar 27, 2008
Messages
279
A lot of people will mash jump if they get launched in the air in order to regain control. I stopped doing that a while ago and starting mashing airdodge instead. That way you will still have your jump, and you can easily escape a landing punish
 
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