Tub
Smash Apprentice
First of all, to avoid confusion
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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:
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:
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:
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:
Damage Per Hit:
Versus:
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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:
Damage per Hit:
Training mode:
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Week #8 F-tilt 10/10 for Usefullness
but Ally might say otherwise...
General info:
Damage per Hit:
Training mode:
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Week #9 Dash Attack 8/10 for Usefulness
General info:
Damage per Hit:
Training mode:
Total damage: 11%
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Week #10 U-tilt 9/10 for Usefullness
General info:
Damage per hit:
Training mode
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Week #11 F-smash 4/10 for Usefulness
General info:
Damage per hit:
Training mode
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Week #12 U-smash
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.-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.
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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:
- Huge priority
- High killing power
- Leads to Ftilt, grab, dtilt, and utilt
- Good for spacing
- Large hitbox
- Interrupts a plethora of attacks
- Also, there is this:
http://www.smashboards.com/showpost.php?p=6574674&postcount=159
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