deepseadiva
Bodybuilding Magical Girl
As of the November 2009 update, this guide is split into three parts.
The original "How To Land An Usmash" guide focusing on platform abuse by me. This is followed by a version of Razmakazi's "Up Smash Is Ghey" which catalogs guaranteed usmashes from shielding certain moves. This is then concluded by an assortment of tricks quoted from various members of the community.
Regardless of whatever is said below, usmash is a very difficult move to land. There are approximately over one hundred and fifty five individual usmash situations specifically detailed below. Use them, each and every one.
Happy smashing. --- Meno
The original "How To Land An Usmash" guide focusing on platform abuse by me. This is followed by a version of Razmakazi's "Up Smash Is Ghey" which catalogs guaranteed usmashes from shielding certain moves. This is then concluded by an assortment of tricks quoted from various members of the community.
Regardless of whatever is said below, usmash is a very difficult move to land. There are approximately over one hundred and fifty five individual usmash situations specifically detailed below. Use them, each and every one.
Happy smashing. --- Meno
A small fact: people like to roll. A staple to any noob's game, rolling is always among the first habits a new player will pick up. And who's to blame them? It's fast, it moves you away from your opponent, and it's safe. Rolling, all in all, is usually fail-proof. As we grow as players we learn that rolling isn't all it was cracked up to be, as players start to abuse us, so we learn to stop abusing rolling.
The thing is, no one ever truly removes it from their system. And in our quiet moments of desperation, we revert to our former selves and our former mindsets, and we roll.
As Peach, we can take exceptional advantage of this with our usmash. Using simple spacing and prediction, Peach is now capable of killing below 100%.
For an example usable at lower levels: your opponent is standing on the edge of FD and you throw a turnip. The vegetable, which is among the most terrifying things in Brawl, horrifies the opponent to the point that his only reaction is to roll. You, aware of this, have prepared by charging an usmash at the finishing length of his roll. He rolls directly into you - scoring you an exact shoulder-pad sweetspot.
The same can be done with platforms, except much easier. When landing on a platform, opponents still highly enjoy rolling. The only problem is, platforms are small and since they can't roll into air, their rolls are usually cut short at the edge. At that point, instead of predicting the length of their roll, simply usmash the edge. It's tremendously easy.
Or just catch them when their landing on the platform.
Platforms are the usmash's best friend. If an opponent is on a low enough platform, pressure them with usmash like there's no tomorrow. You are Peach. There is not going to be another opportunity for you to kill that Snake at 99% until 80% from now. LAND THAT USMASH.
Unfortunately, most players will not actively be above you. Fortunately, you are Peach and thus have an array of moves to haul them up there. Ftilt, dtilt, utilt, and even the lovely dair all have beautiful vertical trajectories. It's like Peach is built for this or something.
You can also try:
- noting ledge patterns and charging one right at the edge and releasing when they jump
- attacking aerial campers by running beneath them and usmashing
- out-of-shield (they have to be big usually)
- throwing turnips upward and reading airdodges
- other stuff probably
LANDING AN USMASH USING PLATFORMS
Let me explain how to read the pictures below. The screen-shots highlight every platform on that stage capable of being used to score an usmash. I use two colors to show each platforms potential: green to show a guaranteed usmash, yellow to show a possible usmash - assuming a few conditions.
Green platforms are 100% reliable. As long as you are accurate, the opponent will be hit no matter the opponents condition.
Yellow platforms, on the other hand are less dependable, and you scoring the usmash will depend on how low the character's hurtbox is. For example, characters like Marth might be unharmed due to their stature, while low standing characters like MK, might be hit. Keep in mind, most characters will be very low if they hit a platform in their tumbling animation. Yellow platforms are harder to use, but the KO potential still exists.
Also, be aware these aren't all the stages and all the spots usable for usmash KOs. I've omitted stages such as Rainbow Cruise and Pictochat due to their varying nature - be creative and find your own d*** kills.
STARTER STAGES
Battlefield
- Peach's best neutral in my opinion. Use usmash often and aim for the edges!
Yoshi's Island
- Both of these should be yellow technically. You can only score usmashes when one of the edges has tipped low enough.
STARTER/COUNTER STAGES
Castle Siege
- Castle Siege is full of possibilities but never promises. The platforms are just high enough to barely make glancing blows on certain characters, while just hitting others.
Delfino Plaza
- Delfino has several situational spots - the most common being the tips of the slanted platform.
Halberd
- Halberd is very conductive to vertical KOs due to it's low ceiling. As soon as it lands, the main platform is the perfect height for scoring them yourself.
Lylat Cruise
- While the middle platform is too high, the side platforms are at the exact height for the usmash.
Pokemon Stadium 1
- Pokemon Stadium is very efficient in that it always offers an usmash no matter the transformation. Unfortunately, the main transformation is barely high enough to have it miss.
COUNTER STAGES
Distant Planet
- Now this is beautiful. 75% of the main platform is covered in platforms - and not just any platforms, sinking platforms. These will put enemies in place for the much more powerful shoulder sweetspot. I consider this the best stage for usmashes.
Frigate Orpheon
- It's just the edges on the second transformation, but edges are of the most use for the usmash.
Green Greens
- The platforms are unfortunately just a tad too high sometimes, but it's Green Greens. It's small enough that a utilt will kill anyway.
Luigi's Mansion
- The floating middle platforms are almost too low for the usmash, but their useful at times. The side platforms can also be used (rarely), but they must be low enough.
Photo courtesy of Elucifer: usmash can also hit an opponent when standing on the middle floating platforms.
Norfair
- Another great usmash stage. All of Norfairs platforms are conveniently low enough for usmashes.
Pokemon Stadium 2
- PS2 continues the tradition and offers several usmash spots like it's predecessor. Of note is the electric transformation which allows all it's platforms to be used. The conveyer belt could even be used for fun moving smashes.
Common Misconceptions
- The moving platform on Smashville
- The center platform on Jungle Japes
- The middle platform on Lylat
- The center platform on Halberd when moving
- The side platforms on the normal transformation of PS2
- The first platform on Frigate Orpheon
Like, EVER. The platforms are just simply too high.
Try holding up, and pressing A instead.
LANDING AN USMASH BY SHIELDING MOVES
BY RAZMAKAZI
Original Thread: http://www.smashboards.com/showthread.php?t=244540
If any of the following attacks hit your shield, you are guaranteed an usmash. The numbers next to the character's names shows at what percentage they are KO'd from an usmash with no DI (percentages courtesy of Xyless).
Blue means guaranteed with proper spacing.Sweetspot Upsmashes by Dropping Shield and doing Dash + Usmash
NOT powershielded unless otherwise noted, just NORMALLY shielded having your shield PUSHED. These can work most of the time but you have to judge for yourself if you're too far away to try to usmash. Use your eyes man since spacing can change things so these are not 100% all the time. It's more like 100% all the time if you're close enough. Sometimes you kinda...aren't. And these all should work for sure if you powershield. :]
so yea...if you powershield all of these should work for sure and there's more possibilities and more things work such as mario's fsmash.
Don't take my word as law and question this and test it yourselves. It's important to use your own heads so we can get accurate results and make our character better so I'm asking you to doubt me here.
Green means guaranteed with a power shield.
Orange means the attack must be mis-spaced.
Yellow is likely, but requiring testing.
Bowser 89%
- NOTHING
- Falcon Punch
- Fsmash
- Non-autocancelled Knee
- Falcon Kick
- Dsmash
- Usmash
- Dsmash
- Side B
- Fsmash
- Dsmash
- Donkey Punch
- Usmash
- Fair
- Dsmash
- Usmash
- Dsmash
- SH Fair
- Fsmash
- Dsmash
- Murder Kick
- **** Punch
- Squall
- Fsmash
- Usmash
- Dsmash
- Uncharged Eruption
- Utilt
- Forward B
- Jab (3rd Hit)
- Fair
- Nair
- Dair
- Pound
- Usmash
- Rest
- Fsmash
- Dsmash
- Jet Hammer
- Usmash
- Dsmash
- Fsmash
- Waddle Dee Throw
- Aerial Hammer
- Usmash
- Grounded Hammer
- Fsmash
- Up B
- Fsmash (2nd Hit)
- Usmash
- Fsmash (low Aura)
- Dsmash (low Aura)
- Fsmash
- Usmash
- Tornado
- Dsmash
- Fair
- Fsmash
- Shield Breaker
- Dancing Blade (Up)
- NOTHING
- NOTHING
- Usmash
- Dsmash
- Fsmash
- Dsmash
- NEEDS TESTING
- Dsmash
- NOTHING
- Usmash
- Fsmash
- SH Fair
- Fsmash
- Dsmash
- Usmash
- Fsmash
- Dsmash
- Rock Smash
- NOTHING
- Dsmash
- Fsmash
- Dtilt
- Usmash
- Dsmash
- Dair
- Fsmash
- Jab (3rd Hit)
- Utilt
- NOTHING
- Fsmash (2nd Hit)
- Dsmash
- Fsmash
- Fsmash
- Dsmash
- Usmash
- Fsmash
- Utilt
- Usmash
- Dair
- Down b
- Fsmash
OTHER TRICKS
SH Dair -> Usmash
Jab Cancel -> UsmashSo here's what I've got so far (tested on the SANDBAG, I have not had the opportunity to test it on a live player yet). If you perform a short hop and Dair at the apex right as you start to descend, you should pull off two or three of the kicks before you hit the ground. Since it's the FOURTH hit that sends opponents upwards, it drags the opponent into the ground, and as soon as you touch the ground you can Usmash.
[MK Specific] Grab Release -> UsmashIf Peach is INSIDE the hurtbox of certain characters, jab cancel (actually I'm not sure if peach can jab cancel, you might just be waiting for it to end but it FEELS like you cut some lag off by hitting down to cancel) to usmash kills earily and reliably. I've been trying it out in friendlies offline and online and I've gotten some kills this way that are surprisingly early for Peach.
There are a lot of good ways to set this up, but it only sweetspots on tall characters like Snake, Zero Suit, Ganon, Zelda, etc. You must Glide toss UPWARD or DOWNWARD (not toward the opponent) and then jab, cancel, and upsmash once you are in their hurtbox. It requires precise spacing and is very escapable but good for a mix-up and easy kill when your opponent isn't expecting it.
AHAHAHA, it works. ...I think.
Fellow Peaches, I've discovered the long awaited grab-release > usmash on Meta Knight.
...on Smashville.
I was watching M2K vs MikeHAZE this morning when I saw Mike grab-release M2K into the direction the platform was moving into an usmash. Clearly, applying the added distance granted from the moving platform into a hyphen-usmash should let us reach MK when a grounded release would not. I tested it against my nairing and DIing brother and it did seem to work.
Try it out and tell me your results. A situational kill is still a kill.
I plan on trying it with utilt, along with various aerials, and on several characters.
Usmash Out-of-ShieldIt probably works on Rainbow Cruise as well due to this:
http://www.smashboards.com/showthread.php?t=251972
Yaaaaaaaaaaaay.
Usmash at the LedgeThis thread is great. I wanted to bring up something that has me reallllyy interested. Upsmash apparantly has 14 frames of startup. Does this mean you can upsmash out of shield any character that uses an aerial with at least 14 frames of aerial cooldown? (As long as they are within the range of your upsmash)
Moves i've recently managed to SWEETSPOT an upsmash out of shield:
-Metaknight's f-air
-Lucario's down air
The possibilities can be really really good..the trick is to begin your upsmash out of shield the second you're done shielding any hitbox that could hit you. I think it's possible to usmash out of shield a LOT of moves in this game if the opposing character doesn't retreat on their spacing properly. The beauty of upsmash out of shield is that you don't waste 7 frames with a shield drop. So it's actually QUICKER to usmash out of shield than it is to drop shield and do any smash that is at least 7 frames!! HOLY **** OMG.
[MK Specific] Grab Release Against Wall -> UsmashVery minor thing (not sure if its been mentioned) but you can get an Up Smash in when people are recovering off the ledge. You can get one by sheilding a get up attack (e.g. they're hanging on the ledge and use an attack) and using an OoS Up Smash or moving towards them and Up Smashing (OoS Up Smash is much more likely work and especially against big characters like Bowser). You can also get one if someone does a jump get up (e.g. they're hanging the ledge and use jump) but you have to get it just right
I'm not sure about every character but basically, you Up Smash just as they jump up from the ledge as they have frames where they aren't invincible but can't perform any moves either. I've tested and checked this and even they use invincibility frames from grabbing the ledge, they still won't have enough to avoid getting hit by the palm of Peachs hands (its definitly a sweetspot hit). I did my testing on MK and got varied results but the majority of them were the Up Smash connecting on him before any of his aerials came out and I tried all variations. Sometimes I would get hit and the Up Smash wouldn't hit, other times they would trade hits. The hardest timing was hitting MK when he did a jump get up and airdodge asap but you can still get a sweetspot Up Smash in
And if anyone is curious, I tried doing a simple get up and a rolling get up but the Up Smash didn't connect either time. You get an Up Smash in if someone big like Bowser performs a simple get up but the timing is a bit strict
I still need to look into get ups from characters at 100%+ but I've done it on MK and atm I'm guessing everyone will be the same. The get up is slower and will allow more reaction time for you which is very good since 100%+ is an ideal percent to be killing with a sweetspotted Up Smash
Another thing that needs looking into is having Peach face away from the ledge and connect with the Up Smash away from the opponent (aka the opponent is behind her). I'm not sure if this allows her to get a much stronger sweetspot part in and I guess it might help if you ant to get a quick OoS aerial in instead? Bair would be ideal for that
One final point, the closer you are to the ledge the easier it is to get an Up Smash in. So if youre right by the ledge, you'll pretty much get an Up Smash everytime if they jump get up. This could be dsiadvantaged though since an kind of attack might push you off the ledge. If you aren't right next to the ledge though, OoS Up Smashes on simple get up attacks could be perfectly viable especially on bigger characters and most definitly when characters are above 100% (heck you could probably drop your sheild after the attack and dash in and Up Smash). Another problem I'm aware of though is that most good players are inventive and will normally mess around the ledge before getting up or drop down and jump/attack back onstage e.g. MK and his many jumps
PS1 Double Dsmash to UsmashSo I have an idea to get upsmashes on MK.
This is based off of Meno's finding on smashville. Well, since MK has a set distance when air released, we can have a guaranteed upsmash on him if we air release him against a wall or solid object. This would make PS1 a good counterpick.
SH Dthrow Turnip > Weak Bair > Glidetoss > UsmashCan somebody test this? I think i may have found an easy way to land upsmash on ps1.... during the change between stages when the new stage comes up there is a time when you can use smashes without endlag.. well ive tested this before and its worked a few times already but when the stages change hit down on the cstick twice and up once the result is amazing... you hit with the first hitbox of downsmash once then you hit with the first hitbox again on the other side and then you sweetspot upsmash :0 its pretty crazy when you do it lol and its not too hard to set up.... but im amazed at how effective it is :3
Usmashing Attacks that Extend HurtboxesSh dthrow point blank turnip, weak bair (doesn't matter how early/late), glide toss, usmash is frame legit from 70% on mario. non point blank dthrow from 90%
So y'kno hooooooow saaaaay Marth does his side b down variation into DK's shield but how DK can just usmash oos and hit marth's hands and raaaaape him when he's clearly nowhere near him after like the 3rd hit?
I'm thinking Peach can do the same.
Saturday in tournament I beat Bigfoot's DK by usmashing through his DK's donkey punch before the actual hitbox came out. He was in the air and I wasn't even directly under him but I knew the punch was coming so I usmash'd and sweetspotted his arm and killed him.