10 EXTREMELY UNDERRATED Smash Ultimate Moves

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a couple years back on mockrock I made a video talking about 10 extremely underrated attacks in Smash ultimate I always plan to revisit the topic someday and now that I've got a second Channel where I host top 10 lists good at time as any so much like with the original video this isn't really intended to be a super competitive list it's more just an excuse to highlight 10 moves that I think are powerful or interesting but for one reason or another don't get a lot of attention from the community there are way more than 10 moves I could have picked for this video so if you think you've got a good candidate feel free to leave a comment and hey maybe it'll show up in a future episode for now let's get into [Music] it [Music] we're starting off with a move that I think encapsulates the spirit of this video perfectly metan night's drill rush for a long time I largely wrote this move off you know it's obviously a pretty good recovery move goes a very long distance and you can angle it that's great if you want to get a little fancier with it you can call it a comicazi kill that's nice but it's a pretty straightforward and unsafe move right it's not very fast to start up it's not very good and neutral it's just pretty Limited that was my thinking for a long time but full credit to the metanite player base because they've managed to really innovate with this move which makes sense on a character where extensive labbing is essentially mandatory to play them playing with drag down multi-hits is nasty and drill Rush is just so well set up to abuse that in so many different ways you can keep things low risk and stay on stage and just angle it down in which case you won't go off the ledge but your sword tip will stick way below it it's legitimately one of the most disgusting two frames in the game it just lingers for so long I talked about going for kamakazi kills and yeah you can can do that but there are a lot of times where you can make the same kind of read as you would for a comicazi but provided metanite is even moderately close to the stage or his opponent is higher into the air he can still make it back that's a privilege very few characters have that pop-up property is really powerful and it activates on the ground and on other objects in addition to opponents so there are a lot of ways you can make use of it you don't even need to be getting this popup or trading with other characters multi-hits though because you can interrupt the drill rush partway through and start high and grab the ledge which covers a lot of options the opponent is going to use to try and get back to stage and that's still an interrupted multi hit they still get spiked downwards and you can go down shockingly far with this you're able to hold down past the point where you would normally autog grab the ledge for a decent amount of time even its recovery duty is better than it first appears which is saying a lot because this is one of the best pure recovery moves in the game to begin with but on top of going ridiculously far being very controllable having a persistent hit boox in front of you the entire time you can also use it to stall yourself below the ledge with variable timing you just grind against the stage wall and then anytime you flick up you'll immediately activate the The Finisher and on top of all of its innovative kill setups is also quite a powerful kill move just straight up it's probably not the kind of thing you want to be going for raw all that often you can it does work as an occasional surprise if you're not feeling nearly that Brazen it does actually work as a pretty solid Tech Chase option too and mid Knight has some moves that are very good at creating Tech chases because of how far and how fast it travels it can cover every Tech option pretty comfortably and hey I said don't use it raw and that's mostly true but you know what it's not even that unsafe on Shield so much Nuance run out of what's supposedly a pretty simple tool I'm not a metanite player but I love drill rush and I've only grown to love it more over time moving on to what is legitimately quite a simple move but one that I don't think gets his due Lucas's up air to this day I maintain that Lucas has one of the overall most underrated tool kits in Smash and you usually hear about stuff like his rope snake his forward tilt that's if you hear anything about Lucas at all which is not often but his up air is actually kind of nuts frame seven start up with a disjointed hitbox for some reason and shockingly low ending leg this is in that Mario esque Camp of up air where Lucas can actually create ladder combos by himself self even without getting a platform involved and because he has that unique floaty double jump it synergizes perfectly and his Landing leg is phenomenal it's minus three on Shield that's about as safe as you're ever going to see most aial be that's cloud back air levels are safe it's not nearly as easy to connect as say some of the sword fighters Landing up airs but if you do hey free combo and it's low risk and if all that wasn't enough later on Lucas's up air just killed people it's a bit of a shame that he can't do down throw into up air like he could in Smash 4 which was one of the most reliable kill confirms even in a game absolutely stuck with throw kill confirms but that's the fault of downthrow which got nerfed it's not up air yeah nothing insanely fancy going on here but as far as close-range Fighters up airs are concerned this does pretty much everything you could ever ask it to do moving on to a different kind of upward coverage me Gunner up smash well I say upwards coverage here's the thing before I started recording this video I made my initial list and then I made a Twitter thread asking people for suggestions I didn't end up changing my mind too much this time around but I was given this we have built a temp to Madness this clearly takes heavy inspiration from samus's up smash it's essentially a carbon copy but to be clear hers doesn't do that it's used pretty much how you'd expect it's for anti-airs and for platform coverage and it's not even particularly consistent at it the fact that M Gunner feels that anti-air Niche better to begin with and Scoops from further away than her disjointed tilt attacks that's a lot that's extra I should also mention that the Twitter clip is a pretty extreme example and I'm fairly certain there's some classic smash Z axis nonsense going on there because for plenty of characters this doesn't happen but if you look it up Smash in more detail D it's still pretty impressive I spent a lot of time looking at hit boxes for this game it's not often one catches me completely off guard but uh yeah I didn't see that coming is it the greatest up smash ever to exist no not necessarily you know it's still pretty committal it's still a little on the slow side and unfortunately like her Source material a big sweeping side to side multi-hit does introduce some consistency issues but even just being able to use it out of Shield which is an important facet of Min up smashes that Samus often can't take advantage of that's a big step in the right direction well I'm talking about Sam though the next move here is her up Tilt at first glance this move seems relatively unassuming and you know in some ways it is is an axe kick it's not very fast still has a lot of good traits to it though it goes very high it can cover platforms quite easily it covers all the way in front of her and if she hits a grounded opponent it leads into combos if that grounded opponent puts their Shield up it's surprisingly safe if you space it properly at the end of the day it's still an upwards move though so there's only so much you can cover wait it beats ledge hang no in fact it does more than that with proper timing this beats pretty much every ledge option straight up it hits jump it hits drop double jump and it's a kill move on top of that between samus's charge shot which lets her cover ledge get up options with essentially zero risk and bombs which force opponents to get up with specific timings she already has some of the most oppressive ledge trapping in the game uptilt though is that X Factor it's the glue that holds everything else together and makes getting off the ledge against her just a nightmare it's especially synergistic with those bombs though because she can drop one above you to force you to get up and then time her up till her around it there are a couple of options that you can go for to try and beat it at certain spacings you may be able to roll behind her at certain spacings you may be able to get up attack her but even ignoring the fact that this isn't always true she can still cover those spacings very easily and reliably with other options so it really doesn't give her a lot to be concerned with as a standalone up til it's already not a bad move but I think of every move in the game it gets one of the largest power boosts based purely on Synergy with the rest of her kit and keeping the Space theme going here next up we have Falco's neutral air this is just way more obnoxious than it has any right to be it's frame there's exactly one neutral air in the game that's faster than that and it belongs to Little Mac this is the same speed as Mario's kick same speed as Pac-Man's somersault and only one frame slower than fgo's exceptionally fast air Dodge and frame three is as fast as a regular air Dodge which means it's perfectly viable to just Mash this out of hit stun instead of air dodging in fact you're heavily incentivized to do that because this drags down and the fact that it's so fast means it's also very viable to do this in regular combo setups when you're Landing it gets helped by having a surprisingly juicy hitbox with a bit of a dis joint on it the fact that you have a big frame 3 neutral air that done Landing leads into uptilt what else do you need up tilt is by far fal's most famous move and for good reason it's the main thing that leads into his famous cut scene combo so anything that can combo into that is worth considering let alone when it's frame three and big I've only been talking about the falling drag down variant though using it more conventionally is still really good and when you consider that Falco has the single highest double jump in the entire game and that neutral air is a consistent multihit the entire way through Falco being positioned below you when you're trying to get back the stage is terrifying he can cover a ridiculous amount of space with unreactable timing there are plenty of persistent neutral airs with some kill power but far more often than not there's some timing involved because only part of the move will kill it'll have a sweet spot then a sour spot in Falco's case the sour spot drags Into The Sweet Spot the entire way through the move so you can just kind of throw it out and it'll work multi hits always introduced some amount of inconsistency but it's honestly not that bad here and even at lower percents the rising variant has some combos of its own helped out quite a bit by how fast falu Falls and how low his short hop is coming into this I was almost tempted to call it one of the best neutral layers in the game an unsung hero I can't quite do that purely because of this I said it has a big hit box and that's true but the hit box is angled out from Falco's body and moves around a fair amount the part of the hitbox close to his body aka the part you want to be using out of Shield unfortunately that's a bit on the stubby side which means that yeah it whiffs way more often than you'd hope for especially on shorter opponents or opponents who are low profiling on taller opponents or moves that hit higher up yeah no problem it's frame three that's fantastic for o of Shield timing if it was a consistent o of Shield option it would be an absolute Nightmare and it would get talked about a hell of a lot more as is I can't call it a nightmare move but the things it does do it still does extremely well okay going from a long lineer veterans to a newcomer here we have piranha plant with jab the plant gang shut up real quick after piranha plant came out you don't really hear much about it at all anymore and if you hear anything it's a b pouille which yes is a pretty disgusting projectile jab is a lot more humble but it's surprisingly good and a little bit weird on a character like this it's frame two which is one of the absolute fastest Jabs in the game and feels almost a little bit out of place on piranha PL who overall has pretty bad Frame data case in point Prana plants neutral err is on the slow end of that kind of move and that applies to his Landing leg as well so particularly on the drag down hitboxes it can definitely struggle to get combos off of that that is if it didn't have jab which is just so fast that it can reliably confirm into it out of a drag down neutral air which is a nice perk especially because piranha plant's jab is surprisingly rewarding on hit mostly because of the gentleman 123 which sends at a sharp angle and has very low knockback growth these kinds of tech chases can be unreliable because in some instances your opponent can di up to get out of them and while you'll sometimes see quick animations bypass this just by virtue of being too fast to reliably react to every time a jab 1 2 three that's never going to happen your opponent always gets to make an informed decision about where they're going to di so yeah it's not the absolute first choice for the kind of move you'd like to see this property tacked onto but it's still not a property you're going to be unhappy to see and then later on you're probably going to switch to the rapid jab which kills at high percent now I'd be lying if I said it was the strongest killing jab on the roster and if you're using it something's probably gone wrong but again not something you're going to be complaining about and just throwing this out there rapid jab locks opponents in place for a long time and poison breath wants them locked in place for a long time and pirona plan has one of those Ultra spammy Jabs you can just kind of hold over at the ledge and wait for opponents to get up into after a lot of searching I couldn't find any real world tournament examples of this setup that's not to say they're not out there and even if not let's be real there's so little hyper optimized pirano footage out there to begin with that I wouldn't weigh it too heavily theoretically an option having said all that even if none of the more rewarding stuff applied and it was literally just a frame 2 panic button a slow character like piranha plant you know what they'll take it the fact that it's useful enough to be a staple part of their game plan that's just gravy and let's just keep going with the jab theme Here Dr Mario's jab as you'd expect for an offshoot of Mario this is a good solid Dependable move it's frame three pretty quick does decent damage sets up Tech chases at Mid percent the first couple of hits aren't horribly unsafe on Shield you can go for some Mix-Ups with grabs and stuff like that that's all fine none of that's why I'm talking about it though did you know you can do this I just recently found out about that Dr Mario's a be is frame three and it's a really nasty kill move and this is easy to do I have awful reaction times but there's so much hit lag after connecting the jab one that it's really effortless to react to it and Performing the combo is super easy just by abusing ultimates buffer system you just tap a and then at any point keep holding B and you'll get it this is a window it doesn't work at any% but the window is relatively generous on B has starts true comboing on the meter at exactly 103% and on bileth it stops working at exactly 146 at Point Blank 145 and you can see there's a different animation I love utility Jabs and I especially love jab cancelling it's something that's always felt really satisfying and fun for me to pull off and smash but ultimate is not really a thing on most characters anymore I knew about a few of them but I just found out this year that Dr Mario could join the club a combination of having a pretty good jab one and a super fast killing special move that's a relatively rare combo speaking of special moves this next one has a bit of a different vibe than what I've talked about so far but I think it's worth talking about anyways Falcon kick this certainly is isn't an obscure move in fact that's kind of the problem it gets spammed so much by lower level Falcons that it's got a bit of reputation for being a scrub move so there's an interesting phenomenon that you see with a lot of moves but really prominent with the Falcon kick where as players get better they stop using it as much but then when they get really good they start using it again Smash games tend to have a Tempo to them a rhythm that players fall into and the beauty of birth movement options is that they can break up that Rhythm and at the end of the day Falcon kick is just a pretty good burst movement option your opponent can certainly be ready for it but it's so fast and travels so far that if they're not prepared for it it catches a lot of what they're doing if they're short hopping if they're dashing back if they're dashing forward if they're preparing an attack Falcon kick beats all of those from a pretty respectable range and likewise while an opponent who's prepared to punish it will generally be able to if the falcon cake whiffs but your opponent didn't expect you to throw it out there are still a lot of scenarios where they're just not going to be able to do anything about it you can't really get combos or anything off it so it's moderate risk moderate reward until your opponent gets to kill percent when you're not when it then becomes moderate risk High reward because it's a kill move foot toot of Shield has also been a major upheaval in ultimate's high level meta over the last couple of years and Falcon kick pairs perfectly with it out of Shield options is something Captain Falcon can struggle with is up special falcon dive it is good in a lot of ways it's high reward can kill at high percent it's very good at punishing laggy moves on your Shield or if an opponent lands an aerial on your shield and then Shields themselves because it's a command grab but a frame 14 start up with minimal range that's that's rough there are very few aerial in the game that he can punish with it and even a lot of grounded moves are safe his fastest Aerials Auto Shield are up air and neutral air up air is not really doing much of anything you might intuitively think that neutral air would work a lot better it definitely looks that way but in practice it just starts up too high with too small a hit box so it tends to whiff way more often than you'd want and even if that wasn't true it's still a frame seven aerial which makes it a frame 10 out of Shield option including the jump squat frames and that's still just not that impressive the vast majority of good Aerials in Ultimate are safer than minus 10 on Shield there are some ceptions but there aren't too many this isn't going to be catching much ideal foot stool Auto Shield though that's frame four which is really fast the only thing that can beat that is an up special out of shield and there are precious few of even those the thing is not every character has something they can actually do after a foot stool but Falcon kick immediately halts all of his upward momentum and sends him plummeting back towards the ground so it's a very viable option for him the other big issue with foot St out of Shield compared to more conventional options is it's a bit finicky if you're spacing your timing or a little bit off you're not going to get it every time and you don't really have room to react to the foot stool most of the time you just sort of have to go for it even if you do screw it up you know it's okay in a scramble definitely worth the risk of having access to a frame for out of Shield option it's no Falcon Punch or knee of justice but the Falcon Kick's a relatively famous move in its own right and I'm happy to see that it has so many surprisingly viable use cases in the meta it's fun heading into the penultimate Choice here let's talk about mew's forward tilt elephant in the room mew's tail her box sucks and it means that while a lot of characters may get to use their tails more like swords he does and it's got a bit of a disjoint on it but for the most part this is more of a brawler move than anything else having said that it is a hell of a brawling tool it does basically everything you want out of a traditional forward tilt the upward angle variant can be used as an anti-air the downward variant can catch opponents hanging on a Ledge which means you can use it as a two frame and it overall comes to the table with a ton of range even if some of that range is vulnerable and Mew makes very good use of that range because this thing is strong this is an excellent kill move surprisingly so I feel like the animation isn't nearly brutal enough to convey just how much it hurts when you com that with mew's ridiculously fast ground speed he can go from out of range to fishing for a kill move in the blink of an eye and doing it relatively safely too forward ta is minus 15 or minus 16 on Shield depending on the hit box so if you hit it at Point Blank Range a lot of characters will be able to punish it but if you do it from further away most of the time you're clear forward Tils like this are usually safer than the Frame data implies and it's worth fishing for even at lower percentage because it's also a great Tech Chase Creator and Mewtwo is really good at capitalizing on Tex scenarios between that ground speed how much his moves hurt and also Shadow Ball which hits like like a giant truck all by itself which means that when you combine it with forward ta as a confirm you're golden the Synergy between these two is fantastic Shadow Ball combos into a lot of moves but the consistency of those combos varies and the windows depend on stuff like percentage charge level and spacing Shadow Ball into disable is a thing for example but disable is a relatively slow move so therefore the combos are more specific he has stronger confirms into stuff like Forward Air or into Dash grab for an upthrow kill but those are moves that don't travel as far Dash attack is a move that also has good reach but that one doesn't have quite the same kind of kill power that forward tilt does it just checks all these boxes as a fast ranged kill move that's still relatively safe even if his opponent gets the shield weapon time because there are scenarios where you're just essentially guessing how much frame Advantage you're going to have almost time for The Last Choice before we get there though I'm not going to do a bunch of honorable mentions because like I said there may be another episode of this at some point I do want to talk about mew's jab though which in Another Universe would have been the move I went with for him I don't know why this thing's damage output is so high especially if you trap your opponent at the ledge but look at it what else needs to be said well okay it's probably is frame five which is kind of slow for a JB but hey still good okay final entry of the video and I'm doing this to quash some nasty rumors that I've heard pop up way too much about my own character it's pits back air okay here's the thing I've heard this referred to as one of the worst back airs in the game many times over the years and I just have to conclude people don't know what it does the issue people always bring up is of course the fact that it's a kill move with a sour spot on it and yeah every now and then that can be a problem take a look at the hit box though that sweet spot is not a mar Tipper situation that's actually really easy to land having a sour spot isn't even always a bad thing because it combos for a decent amount of time and other than that and the hit box arguably being a bit on the skinny side those are it those are the Moo's weaknesses everything else about it is nuts safety on Shield minus three at the Tipp or another one that's as good as Cloud its sour spot is only minus 4 startup frame 10 better than clouds range there are longer sword D joints in the game than it but if you can't work with that hitbox the problem's on you kill power insane and the pits use this a lot just Raw it's a great neutral tool it's a great ledge trap tool but on top of that they have throw setups into it which is such a rare luxury as with a lot of horizontal kill confirms this can be relying on your opponent's di but that's not inherently a problem and the pits actually suffer from it a lot less than many other characters they've got a down throw that leads into kill confirms and a forward throw that kills or puts your opponent in a horrible position off stage so how you're going to di against them is not particularly straight forward especially because the throws are also both pretty quick and hard to react to di out at the wrong percent you get caught by down throw back and are just dead on the spot di in at the wrong percent you die to a kill confirmed with down throw into up air or down throw into drag down up air into up smash can you early afford to di out with how nasty forward throw is though uh I mean maybe or just back air by the way there's a window where You'd Survive up air but diing in kills you anyways listen if you've watched me for any amount of time you know I'm not shy when it comes to complaining about the pits but back air is not a move that deserves complaints about it it's fast it's safe it's long ranged it's disjointed it combos it kills it enables kill confirms and then when you combine that with p it's multiple jumps it's even pretty good and disadvantage day cuz you can turn yourself in the air hover above your opponent's head with ambiguous timing and then land quite comfortably if you're in the smash scene and someone ever tries to talk about how bad pit and dark Pit's back air is just send them this segment because I'm done I don't want to hear anything more about it after this by one complaint the only problem I have with this move is that it should be even better on dark pit because he should have better Aerials and pit should have better ground moves Echo Fighters great feature I love how much they capitalized on that thanks for watching everyone and as a reminder if you have any moves you think would be a good fit for a future episode feel free to drop them in the comments YouTube uses likes and comments to determine whether video should be passed around to more people so if you think this one deserved it much appreciated you can check out another bo rock Talk video Here video on Mock Rock below going over every single Pokemon as a smash candidate and patrons YouTube members and twitch stops get perks like early videos and Discord access later people
Info
Channel: MockRockTalk
Views: 90,772
Rating: undefined out of 5
Keywords: Smash Ultimate, alpharad, Nintendo, little z, super smash bros ultimate, smash bros ultimate, tier list, esam, hungrybox, ssbu, alpharad deluxe, Nintendo Switch, Gameplay, nintendo memes, nintendo, smash ultimate tier list, smash ultimate tournament, smash ultimate best moves, super smash bros ultimate worst moves, kirby smash, smash bros, sora, steve, kazuya, kirby, little mac, lucario, riddles, zeltik, mrdanish buttercookie, pjiggles, pkbeats, tcnick3, whydo, smash tier list, final smash
Id: QcxrbPbMnCs
Channel Id: undefined
Length: 20min 18sec (1218 seconds)
Published: Thu Apr 04 2024
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