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Move utilization week #12: u-smash

Tub

Smash Apprentice
Joined
Aug 28, 2008
Messages
163
Location
Southwest Florida
First of all, to avoid confusion

-NaPPy said:
hmm I'm feeling a bit too lazy to actually update this -.- someone should just copy pasta all the crap in the first posts and start over.
Credit to -NaPPy for making the thread in the first place, and credit to SuSa for coming up with a format for the moves discussed so far, and writing them all out.

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The next move is...

WEEK #12: u-smash
Here comes the airdodge...



Week #1 Dair 6/10 for Usefulness

General Info:

  • Pressuring low level shields. (If their shields a little under half, this can break it)
  • OOS punisher (Jump > Dair if you powershield, or even sometimes just shield a laggy attack.)
  • Best aerial for DI (Quickest Aerial + Auto Fast Falls with C-stick)
  • Must be double-hopped to avoid landing lag (because who likes landing lag?)
  • Relatively low priority (don't try to use this against any Usmashes....)
  • Great to use from a Dthrow tech-chase if you can read your opponent
  • Good edgeguard move vs certain recoveries when below stage (not all though, and others you have to get lucky)
  • Good for punishing spotdodgers
  • Good when ledge hopping
  • Can go from Jab to Dair to mix up "Out of Jab" *OOJ* attacks.
  • First 3 hits have no knockback, only hitstun.
  • Last hit has good knockback
  • 4 hit move obviously

Damage Per Hit:

Training Mode:
6 damage First Hit
5 damage Second Hit
5 damage Third Hit
12 damage Fourth Hit
Total damage: 28%



Versus:
6 damage First Hit
5 damage Second Hit
5 damage Third Hit
13 damage Fourth hit
Total damage: 29%


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Week #2 Uair 5/10 for Usefulness

General Info:

  • Can land without lag if done from a rising short hop
  • Has a sweetspot
  • Sweetspot has great knockback, and makes a good finisher.
  • Disjointed hitbox makes it great for juggling when below opponent.
  • Great for a followup to an explosion (mine/c4/nades)
  • Second best aerial for DI
  • Use this for non-fatal moves when you DI, that way you recover your ability to use specials and other aerials sooner!
  • Uthrow/Utilt can lead into this

Damage Per Hit:

Training Mode:
15 damage First Hitbox (sweetspot)
14 damage First Hitbox
10 damage Second Hitbox]



Versus:
15 damage First Hitbox (sweetspot)
14 damage First Hitbox
10 damage Second Hitbox



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Week #3 Fair 1/10 for Usefulness

General Info:

Spiking
Being used by mistake
Blowing everyones mind at APEX

Damage Per Hit:

Sweetspot does 1% more then Sourspot

Who cares


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Week #4 Bair 7/10 for Usefulness

General Info:

  • Large hitbox (little past feet, almost to neck)
  • Quick to come out
  • End lag isn't horrible
  • Can be a powerful move when sweetspotted
  • Good edgeguarding move
  • Can get you out of a juggle
  • High ending lag if you end it on the ground
  • Cancels out some projectiles
  • Disjointed hitbox makes it good to hit people out of aerials (MK's Up-B)

Damage Per Hit:

http://www.smashboards.com/showpost.php?p=6316928&postcount=102


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Week #5 Nair 8/10 for Usefulness

General Info:

  • Multiple hit move
  • "Sucks" people into the move unless they SDI out
  • Powerful knockback
  • Must be full hopped to use all kicks, with some landing lag, or double hopped to land without lag
  • Great edgeguarding move
  • Disjointed hitboxes
  • Beats out many other aerials with good timing
  • Can push people off of platforms if they try to shield it, allowing you to hit with the remainder of it.

Damage Per Hit:


Versus:

Natch said:
Nair is 28% of ****. 'Nough said

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Week #6 Jab 8/10 for Usefulness

General info:


Damage per Hit:

Training mode:
4 damage first hit
3 damage second hit
7 damage third hit
Total damage: 14%

Versus:


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Week #7 D-tilt 4/10 for Usefulness

General info:

  • Deceptive range
  • Helps keep utilt fresh
  • Laggy, easily punished
  • Can hit ledge hanging opponents
  • Can kill at higher percents

Damage per Hit:

Training mode:


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Week #8 F-tilt 10/10 for Usefullness
but Ally might say otherwise...
General info:

  • Huge range
  • Very low start-up lag
  • High damage
  • High killing power
  • Good for punishing
  • Great for spacing
  • First hit has a chance to trip opponent
  • Can become predictable

Damage per Hit:

Training mode:


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Week #9 Dash Attack 8/10 for Usefulness

General info:

  • Great range
  • Small starting lag
  • Great for picking up items
  • Can pop foes up into other attacks
  • Luck and High percents can cause a kill

Damage per Hit:

Training mode:
Total damage: 11%


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Week #10 U-tilt 9/10 for Usefullness

General info:

  • Extremely low start-up lag
  • Extremely high killing power
  • Huge range
  • Can become predictable
  • Easy to punish if whiffed

Damage per hit:

Training mode


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Week #11 F-smash 4/10 for Usefulness

General info:

  • Huge startup lag
  • Huge knockback
  • Good when predicting rolls
  • Good when predicting recoveries
  • Kills at rediculously low percentages near the edge
  • Good for mindgames
  • Very easily punished if whiffed

Damage per hit:

Training mode


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Week #12 U-smash
 

mofo_

Smash Ace
Joined
Jan 12, 2009
Messages
931
Location
The 808 State
uhh for jab, you can do that jab>crouch>jab>crouch thingy,i guess you could use it to weaken shields...
 

Panix

Smash Ace
Joined
Sep 26, 2008
Messages
583
Location
NJ, Barnegat
Jab>grab is a great mind game, because people usually try to shield the AAA combo.
Jab is great for interrupting attacks.
Jab>ftilt is godly, almost 90% of the time it will land.
jab>dair can be pretty useful, punish spot dodges and pressures shields. not as useful as other jab combo's because you can get smacked while you jump, but good for people who like to hold shields long or spotdodge.
 

Black_Heretic

Smash Lord
Joined
Apr 22, 2008
Messages
1,895
Location
Norcal
Jab *****. Period. But it ***** harder when you hit an airborne opponent with it. It basically guarantees your options you already had out of a jab that may be dodged or powershielded (like a normal jab combo)

Full jab combo
jab>ftilt
jab>up tilt
multiple jabs can land

jab ***** and I think those options become guaranteed when hitting somebody in the air too (haven't tested but yeah)
 

mofo_

Smash Ace
Joined
Jan 12, 2009
Messages
931
Location
The 808 State
hmmm d-tilt is slow but it can kill at like 150% or so.....
just use it every once in a while since ppl dont really expect you to use it

d-tilt does 10 damage in training mode and 10.5 damage in versus



edit: also for Jab - Training mode
1st hit- 4
2nd hit - 3
3rd hit - 7

Versus mode
1st hit- 4.2
2nd hit- 3.143 ( idk exact number )
3rd hit- 7.333333333333333333 ( idk exact number )
i think the whole combo does about 14.67 damage
 

Panix

Smash Ace
Joined
Sep 26, 2008
Messages
583
Location
NJ, Barnegat
dtilt's usefulness I'd have to rate about a 4/10

good knockback, but there is better options.

good reach, but there are better options.

laggy, and leaves you open.

Just better options then Dtilt.
 

napZzz

Smash Hero
Joined
Mar 4, 2008
Messages
5,294
Location
cg, MN
thanks for taking over and giving me credit, dtilt only works well as a suprise attack people wont always see coming tbh, it can kill past 140% on average (I think?) and has a bit of a deceptive hitbox if I remember.
 

noodles

Smash Champion
Joined
May 29, 2007
Messages
2,309
pop people up into mortars. especially useful near the edge of the stage (opponent recovering) this leaves your uptilt fresh.

and if anyone is ledge hopping on to the ledge repeatedly (for whatever reason) and aren't perfect on the timing you can usually hit them when theyre head is popping up.

all i can think of
 

Darknid

Smash Journeyman
Joined
Nov 14, 2008
Messages
449
You can hit enemies that are hanging from the ledge with it..it's a decent kill move at high %s..that's about it for me
 

Black_Heretic

Smash Lord
Joined
Apr 22, 2008
Messages
1,895
Location
Norcal
You can hit enemies that are hanging from the ledge with it..it's a decent kill move at high %s..that's about it for me
you talking about ftilt? o.0

Ftilt is an amazing damage racker, spacing attack, great to jab cancel into, stop (some) projectiles, followup after a dthrow, good for resets (AKA a gtfo move), and overall just **** in most situations

it does like 21% fresh and has amazing priority and a ******** hitbox (especially the second hit)

The first hit has some weird properties and sometimes can trip which lets you either start another ftilt, jab, grab, up tilt, or even stick a C4

Its also pretty safe on block against most characters

10/10
 

napZzz

Smash Hero
Joined
Mar 4, 2008
Messages
5,294
Location
cg, MN
ftilt is snakes best move, that, or nades XD

Its self explanitory, HUGE range, ******** damage, strong killing power, its broken. It also trips sometimes, the knee gives knockback, and uhh idk <.<

teh ultimate spacing move
 

Panix

Smash Ace
Joined
Sep 26, 2008
Messages
583
Location
NJ, Barnegat
F-tilt = Gods gift to break brawl even more

21% dmg fresh. which is ridiculous for a tilt.

comes out in the single digit frames (I think 4 for the knee and 7 for the second hit)

Great spacing and punish move, really hard to punish for most characters.

great kill move.

Knee can trip, which could lead into...grab>dthrow tech chase, another ftilt, utilt, jab>grab.

this move is snakes bread, utilt is snakes butter. and without his bread there is no point in his butter =p.

1 ftilt = 1/5 of a stock. get around 5 of them and they are in killing range of snakes utlit.

great for punishing people who are trying to avoid your c4,nades,mines,mortars.

It's snake most manly move.

THe best, 11/10 for usefulness.
 

Superspright

Smash Lord
Joined
Dec 26, 2008
Messages
1,334
Ftilt is too good. It's the most intimidating part about snake. Everyone knows how strong his ftilt is and how brutal it can be. It can lead to all sorts of stuff if you trip them with the knee, and if someone doesn't know how to DI out of it you can just keep smashing them with the knee over and over again instead of finishing the combo.

11/10 ftw.
 

Browny

Smash Hater
Joined
Mar 22, 2008
Messages
10,416
Location
Video Games
are you guys srious with a 6/10 usefulness for dair lol?

i mean, when i watch videos of the pro snakes, I might see one dair per set, and that was acidentally used to momentum cancel >_>
 

yellowroy

Smash Ace
Joined
Jul 16, 2008
Messages
593
Location
New Jersey
Ftilt is the best move in the game 21 f*cking%!!!!!!!!!!!

This move is seriously too good, I think everyone knows about this move.

When you Ftilt the knee without finishing the combo and they trip you could Utilt for the kill, but everyone knows that.
 

CELTiiC

Dong 2 Strong
Joined
Nov 2, 2008
Messages
651
Location
Pennsylvania
NNID
TBGCELTiiC
3DS FC
3840-7097-4621
I'm going to have to say 10/10 for F-tilt. As almost everyone mentioned above me, it does 21 damage fresh, it's a great spacing tool, it has killing power, it's frame data is insane, and the knee from f-tilt can actually lead into some other moves like U-tilt, another F-tilt knee, and so on. 10/10 for sure.
 

Panix

Smash Ace
Joined
Sep 26, 2008
Messages
583
Location
NJ, Barnegat
are you guys srious with a 6/10 usefulness for dair lol?

i mean, when i watch videos of the pro snakes, I might see one dair per set, and that was acidentally used to momentum cancel >_>
dair punishs people who spotdodge, it racks up almost 30 dmg if all hits connect, knockback is ridiculous. and on people like bowser,dk,and dedede it's easy to hit.
 

CELTiiC

Dong 2 Strong
Joined
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Messages
651
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NNID
TBGCELTiiC
3DS FC
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dair punishs people who spotdodge, it racks up almost 30 dmg if all hits connect, knockback is ridiculous. and on people like bowser,dk,and dedede it's easy to hit.
I use it OOS sometimes when I'm near an edge and they use a really laggy move on me. It works pretty well, but I don't use it mostly until 70+ because it'll usually kill around there.
 

mofo_

Smash Ace
Joined
Jan 12, 2009
Messages
931
Location
The 808 State
lol yeah f-tilt is the beast! and it has a weird no knockback so its almost guaranteed that both moves will hit. you can also 2 knees then the colonel punch. also jab>ftilt is good... hitting a midair char with ftilt will get knockback.
 

Superspright

Smash Lord
Joined
Dec 26, 2008
Messages
1,334
Yeah, dair is pretty powerful. One dair fully unloaded on a shield and then a ftilt = broken shield usually. Which can lead into wargasm. >_>
 

Underload

Lazy
Joined
Nov 1, 2008
Messages
3,433
Location
Morrison, Colorado
Learn to techchase with Snake's dthrow. Dthrow into ftilt followup is 33% fresh iirc. A two grab chain isn't out of the question, so you can potentially have a 44% techchase. Crazy good.

Only use ftilt to rack damage, that's what it's for. Jab and utilt can take the load when it comes to kills. Although ftilt does have the ability to kill, as well.
 

Superspright

Smash Lord
Joined
Dec 26, 2008
Messages
1,334
Fair can also help you get under final destination apparently, and without c4. But, it's not a great recovery tool.
 

Kitamerby

Smash Hero
Joined
Aug 9, 2007
Messages
5,729
Location
Las Vegas
WTF you guys like ftilt its so bad ftilt is soooo bad when i us it he just nees nd thn they hit me ftilt does WTF NOTHIIIIIIIIIIINGGGGGGGGGGGGGGG WTF y u guyz lik it!?!?!?!!!!!!!!!!1?!!

2/10
 

SuSa

Banned via Administration
Joined
Jul 20, 2008
Messages
11,508
Location
planking while watching anime with Fino
WTF you guys like ftilt its so bad ftilt is soooo bad when i us it he just nees nd thn they hit me ftilt does WTF NOTHIIIIIIIIIIINGGGGGGGGGGGGGGG WTF y u guyz lik it!?!?!?!!!!!!!!!!1?!!

2/10
Don't spam again.



Ftilt - what's been said. Best ftilt in the game IMO - epic damage, nice reach, most used move for most.

10/10
 

ilijazi94

Smash Cadet
Joined
Dec 19, 2006
Messages
52
Location
Prospect Park, New Jersey
F-Tilt has got to be one of Snake's best, if not THE best move he's got. Nice range, good priority, and 21% all just sweeten the pot for this move.

10/10 without a doubt.
 

Crizthakidd

Smash Champion
Joined
Oct 1, 2007
Messages
2,619
Location
NJ
whoever made that move is stupid. it hits literally 2 pika lengths away. its got such a nice reach and 21%? LOL none of my smashes do that much.

abuse it to punish rolls is key too
 

-Ran

Smash Master
Joined
Feb 16, 2008
Messages
3,198
Location
Baton Rouge
F-Tilt is great when you're punishing opponents. Unfortunately it is very predictable as a spacing method since it is going to be used against a grounded opponent, since the first hit will knock away an aerial approach. Due to this predictability, and the overall fear that people have of the F-Tilt, it will be a great means of damage, but the damage/ set ups that are performed on you will often be because your opponent taking advantage of the move.

F-Tilt is best used out of Shield to punish, against non auto canceled aerials, or weak grounded approaches. It is wonderful to use out of a down throw read, but is a poor choice to utilize vs spot dodgers.
 
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