Ranking EVERY Self-Destruct Move In Smash Ultimate

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self-destructs kamikazes stock trading whatever you want to call them right from the start they've led to some of the most exciting dramatic smash plays that you can find and with ultimate having more characters than ever that also means there are more opportunities for self-destruct plays than ever so what I've done is I've gathered up a list of every single reasonable way I think you can trade a stock away with your opponent and we're gonna rank them all up against each other going purely off their self-destruct properties usually when I've done these kinds of specific rankings I've included everything the move is capable of but this time around no no we're getting rid of recoveries we're getting rid of the more conventional uses this is just purely along the lines of I feel like trading my stock from my opponent's stock right now how good is the move at doing that there was a bit of room for interpretation when I was assembling the candidates for this list because essentially if you want to go hard enough basically any move can become a self-destruct move so I had to go by some guidelines a few of these included that if you're doing a dive kick and your character can short hop off the ledge and survive afterwards well then that's not a real self-destruct move if missing it will make you lose your stock but you survive if the attack connects well same deal that doesn't really count moves to put you in a special fall do count but not ones where you generally be able to drift back to the stage so you'll notice the vast majority of the ones that I've included here kill off the side rather than the top moves that rely on something like when to work those don't count because we're playing with a hazards off rule set explosives are on the list but low powered explosives that aren't designed to kill at realistic percents aren't uh exactly what you call a realistic kill percent is a bit up to interpretation again but my interpretation at the end of the day although if you think there is something I genuinely missed please let me know not much more to say let's get into it [Applause] foreign [Music] this video talks about a lot of the most over-the-top dangerous things you can do to your opponent in Smash so the sponsor ended up being kind of perfect here this video is sponsored by Morgan and Morgan America's largest injury law firm with over 100 offices Nationwide 800 local lawyers and enough resources to follow any case to the end they're here to fight for you to get the Justice you deserve they've recovered over 15 billion dollars yes that's with a B for their clients and the best part is that you don't pay a dime unless they win your case no upfront costs no sign up fees you don't pay for calls or meetings nothing let's say I don't know a portly biker bites you or a guy dressed in spandex gives you a flaming kick to the sternum in a game hilarious in real life terrifying you get what I'm going for here but these are lawyers I can't show anything from 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works a surprising amount the grab range isn't enormous on inhale but it's big enough and if Kirby gives up ledge invincibility to go for an inhale his multiple jumps and decent spacing Aerials do give him some other opportunities for Mix-Ups as well for you to truly just drag your opponent down to the depths from the ledge you both need to be at relatively high percent so your opponent needs to have a terrible match because you can Mash out of inhale but it does happen the more reasonable way to get a true stock traders to intercept them as their General recover and hail has a very persistent hitbox so it is a thing it is a pretty gimmicky thing to go for although to be fair that applies to the vast majority of moves that are going to go on this list but it's relatively reliable compared to a lot of other options like this being a command grab that goes through Shields and can be used with alleges a big deal there are some reliability issues with trying to drag your opponent down at lower percents which kind of stops me from doing s tier but I think a very solid at on this one you do see it at least sometimes show up in a real proper competitive sets and by the standards of the moves on this list that's pretty good and then of course we've got King dededes and hail used in essentially the exact same way when we're talking about self-destructs but there are a couple of differences first off King DDD is just a stronger character at the ledge in general corridors are a nice addition and he also has much larger hitboxes than Kirby so the threat of a DVD side at the ledge is more pressure on the opponent compared to Kirby and whereas Kirby is a very floaty character King DVD is actually a very fast follower so he can drag his opponents down much further with him I don't think these are enough to move at a tier above Kirby although just for the record King ddds I would put a little higher up although this list is not ordered I guess we'll just wrap these guys up first off Kirby's final cutter generous hitbox and it covers a lot of space on the way up and down and if you connect with The Sweet Spot it's a pretty reasonable kill move it's got some weaknesses though first off it's a pretty good kill move but it's not a near guaranteed kill on The Sweet Spot unlike some of these other drag down moves that we're going to look at later and also unlike some of those the drag down potential there is nowhere near as good on the sour spot it's disruptive and can still potentially take a stock but again it's not a near guaranteed thing and it doesn't really have anything in terms of reliable setups into it and it's kind of slow to start up it can create some fairly reasonable Checkmate situations for your opponent and it's not the hardest thing in the world to connect not the best of these that we're going to look at today but all things considered at least for the moment I think B tier that may get reevaluated later checking and during editing to say that yeah at the end of the video there's going to be a bit of a rebalance once we see how the entire list shakes out and then we get to the super DVD jump and this can technically create some of the same Checkmate scenarios as Kirby can but realistically that's a pure stunt thing you're essentially never gonna see it in a real match the one thing that it really does have going in its favor though is that DDD is a pretty good Shield break character and he has a zero to death Shield break if he wants to go for a Kamikaze situation that relies on super duty jump to actually finish it off because it is extremely powerful the other thing to note about that though is that DDD is a super heavyweight he obviously has extremely powerful moves to begin with including one of the strongest forward Smashes in the entire Series so in practice even if he does get a shield break which is not the hardest thing for DVD to do there's a very narrow window where you really want to be going for super DVD jump that Niche is enough to put it into seat here because it does have a valid role to fill but it's not a standard thing to be going for by any means let's do the spin attacks link young Link and Toon Link these all have somewhat different roles to play on stage but off stage they all work essentially the same way some differences in power and distance and all that stuff but they do the same thing which is drag your opponent into the sky then launch them very far sideways and they're really good at doing that they have a lot of knockback on them and you can bring your opponent closer to the blast zone before you send them off and on top of that they have setups into them off stage Lincoln young Link in particular can use neutral air to force your opponent into what's essentially a Checkmate situation a lot of the time their neutralizers are pretty good tools to begin with so is pretty consistent and it starts killing again very early and they can go for these same kinds of interruptions with their boomerangs that they can angle or they have bombs that they can drop on their opponent for different kinds of setups between the different characters and they're all pretty quick to start up and cover tons of space especially Adult Link he's got some fancier bomb stuff than the other two that can start from on the stage more and still leads into a guaranteed self-destruct sequence if he feels like it these are all just good moves to begin with and as far as Kamikaze moves go they perform extremely well there I think all three of these are going to get a nest here even without their projectile setups they'd still be easier to connect with a lot of stuff on here speaking of projectiles Link's bomb so in moment to moment gameplay this is an incredible item I think it's one of the best items that any character can pull but as far as being a self-destruct option not so much there are absolutely scenarios where you'd be like hey we're both at hypersense but I'm a stock up let me just pull the trigger on an explosive and blow us both up and I'll win that's a reasonable situation to be in there's a fair amount of detonation time on this and while it's a strong move it's not the absolute best raw kill move out there its strength is much more putting your opponent into a bad situation so if you want to go for a stock trade with it both you and your opponent need to be at pretty high percentage in which case it's starting to get even riskier to go for and again reminder those are the only kinds of situations I'm looking at for this video in particular the other point in its favor is again it's got Synergy with his Spin Attack so he can kind of chain them together into a different kind of Kamikaze kill but overall I don't think that's really enough to salvage it strange to put in an F tier not many lists where you're gonna see it show up that low but there's a pretty specific list me sword Fighters hero spin I guess we'll throw that one in there this feels like a custom move from Smash 4 there were a lot of those up specials that traded off travel distance for increased power and this is very much in that mold the power is obviously great because it means it's essentially a guaranteed kill if it connects off stage at anything resembling a reasonable percent but the lack of height on this one is a pretty big deal because being able to cover your opponent trying to go over you is a major strength that the spin attacks have and as far as offstage interruptions go me sword fighter has them chakram can definitely put you in those kinds of similar situations and his down air performs somewhat of a similar function to link and youngling's lingering neutral and his own neutral air can also do it as a reasonable Edge guarding tool but it's not the absolute best out there it's certainly a substantial downgrade from the links I think it gets downgraded to a tier and the main reason for that is the height differential again being able to cover more space when your opponent is trying to get over you to come back on stage is a huge deal but still solid while we're talking about things the killerly nessa's PK thunder so we'll put Lucas's up there too these are pretty unreliable even when your opponent is in a tricky situation trying to get back to the stage you need to spend a lot of time lining up your angle no the strength that Ness has in his favor here is if it does connect the opponent is just dead it's one of the absolute strongest moves in the entire game so that kind of cheese gives it a legitimate Niche very narrow one but it exists and every once in a while you will see something like that show up in a competitive set now Lucas's travels a lot farther So in theory he can hit opponents much further away than nesses but I don't think the range really matters that much because your window to line this up is not that great to begin with and by the time Lucas approaches anything resembling his final travel distance his opponent has had time to react to it and get out of the way far more than with nests going for it from further away also reduces the amount of panic options your opponent might try and throw to get out of its way so in reality its effective range is a little more than this is still but not much and if we're talking similar effective ranges Lucas doesn't have bad kill power and it is nice that he can drag opponents into the blast zone unlike with nessa's single hit but it doesn't have quite the same level of cheese and that cheesiness is really the only purpose of going for a move that can be so difficult to land now one point that is legitimately in his favor is his PK Thunder will not fizzle out on opponents like nessa's will unless you hit the tailor with the very beginning of it his will power through them so he does have a bit more freedom with setups they both are very floaty characters with long lasting double jumps so it does give them more opportunity than a lot of characters to go off stage in line something like that up again Nest can take a better advantage of that than Lucas can so I think he's gonna get a B tier that seems reasonable if we're designating C tier as Niche is as specific as a shield break set up close to zero and F tier is useless I don't think PK Thunder fits into either of those categories Lucas is going to go down and see Tierra technically usable but so much less than desirable than this is Donkey Kong's spinning Kong in the air this is a carry move it drags your opponent all the way to the blast zone and then launches them into it and DK is actually a pretty good Edge guarding character his back air is very very good at setting opportunities for spinning Kong to be used he's got his notorious forward throw which is extremely good at setting up Edge guarding scenarios and ultimate that said this one doesn't always launch your opponent towards the blast zone it depends on which side of DK they end up on on the final hit and in practice in the use cases you have for this I'm gonna say it works out more often than not but certainly something to take into a consideration and another big one to take into consideration uh remember when I was talking about how the hero spins height was an issue well that's far worse here because the barely list Decay into the air at all opponents can often go around it it's such a huge problem that I think it drops it all the way down to B another drag through this guy's kind of move though the piranhafter this one can do the job and it actually does it relatively reliably in terms of the direction it sends at so it's very consistent and piranha plant even has a little bit of maneuverability in it to help it connect better that's all good stuff the issue with this one though is that it's very if your opponent isn't already at really high percents it's just not worth going for because the most likely outcome is you're gonna die and they won't and it's not the easiest thing to connect with because yes it does have some maneuverability but the acceleration into it isn't the quickest in the world and its hitboxes are quite small persistent yes but I personally still find it kind of hard to line up I think that's a CT the lining it up thing is partially a skill issue if this was a super strong kill move it would definitely be worth learning to do more but it's not and then there's we fit trainer's super hoop and I just basically included this to show how terrible one of these can be functionally it's not really a kill move it has basically no knockback and the hits don't even chain into each other reliably there are situations where you can go really deep off stage and use it against an opponent who has a bad recovery and has already had to burn their double jump but that's so incredibly specific that I think no one's gonna have a problem putting this one down in F tier let's do some more explosives snake C4 this is an extremely similar principle to Lynx remote bomb it's a detonatable explosive minus any of that sort of technically also counts Synergy with his up special because snake Cipher does not put him into free fall and isn't really a kill move but snake can stick the C4 to an opponent and also it can get stuck to him so compared to Link's remote bomb snake can force that fight more basically anytime his opponent and him are close to each other he can go okay it's the four time I guess that means it's a bit less niche as a self-destruct option but let's be real still very Niche after Steve's TNT in theory is the same principle behind it but the fact that this one needs to be tripped to detonate in close proximity rather than you needing to manually detonate it yourself that creates some interesting options you can see situations where Steve for example hurls himself in his mind cart into it and it also hits the opponent along the way there are actually way more scenarios like that and then you start getting into being able to put it on top of blocks and stuff do you see that kind of stuff pop up a lot no but certainly more compared to the other two so that one I think is actually gonna get boosted all the way into B tier and then duck hunts can okay now we're talking this is two things it's a kill move and it's a frame one combo breaker this means that he can use it in the same way as something like snakes grenade to break out of combos early and then it's also got kill power behind it and that makes duckon going oh no no no he's coming with me a totally viable option and it's something that you see pop up it's just a great use case the duck on players are going to pull out all the time anyways and if he decides to pull it out in a situation where it's appropriate for both their stocks to be taken that's pretty reasonable and because of that this is an explosive going an S tier incinero is cross chop this move has so much going for it first off its power is incredible essentially if it connects with The Sweet Spot your opponent is just dead it's got armor on Startup so instead of our players often use it preemptively to get themselves out of sticky situations and on top of that instinero has multiple very viable setups into it he's got a famous one out of down throw at extremely early percent so that one can connect sometimes another notable one is up there incinero has an incredible up there it's very much in the vein of someone like Mario where it can platform combo except it's a better kill option and it leads directly in the cross chop there's so much in Cross Chop's favor here but one thing that it doesn't have in its favor unfortunately is reliability incineroar is relying on just the perfect hitbox to connect to get that really nice smooth carry down if not he can knock his opponents away but it'll often just must result in incinero giving up a stock for nothing the way up and the way down both have opportunities for things to go wrong so as great as it sounds with everything I've said about it it should be asked here I really want to put it in s tier but I can't because sometimes going for it just means throwing a game away for free so I gotta put it down in eight here it's a shame it's so close maybe this is another one that I need to reevaluate later and there are other moves on this list that have issues with reliability as well right you can fall out of the links spin attacks that is a thing to some extent that exists for basically any multi-hidden ultimate including other great moves that we're going to look at here but it's so common on cross chop you guys just got some fun ones to work with we got flying slam we've got us down air and we've got the Bowser bomb flying slam is very easy to connect one of the fastest command grabs in the game frame six as fast as a normal grab is allowed to be and Bowser has combos into it and he's great at pressuring opponents in the shield so connecting it not really a problem the question is what happens afterwards and unfortunately it's not a particularly reliable Kamikaze option yes he gets to drag as a point around but the opponent also has influence over how that goes depending on how high Bowser's percent is that will detract from his ability to drag his opponent in the direction he wants which means often his opponent is just going to get hit by flying slam on stage instead now that's good it still does tons of damage and kills pretty reasonably in its own right but remember we're only interested in the self-destruct portion the Bowser player is going oh I'm way behind I really need to equalize stocks here to catch up and if he doesn't manage to do that that's considered a fail for this list and it's also a fail if he dies but his opponent doesn't and sadly that can happen as well because his opponent is able to get out of flying slam before he can a huge caveat that needs to be applied to a lot of these Kamikaze command grabs they don't technically actually kill the opponent even if you both reach the bottom Blast Zone Bowser is guaranteed to die but his opponent will always pop up and have a chance to recover now most characters can't make it back from that situation but there are a handful of matchups where that's worth noting you do still see the show up in competitive play it is a real option to go for sometimes it's just guaranteed it does work more than you might I'd expect it to and it's attached to a fantastic Standalone move so my question here is between ARS tier but I think because we're specifically looking at the Kamikaze option and that part has so many flaws it's more of an a tier than an S tier for me and then as down Air versus Bowser bomb as far as the applications we're looking at they're essentially the same they're both not the fastest dive bombs but they're not horrendously slow either Danner is a bit quicker and a bit easier to line up because of the diagonal angle but the difference isn't that substantial and during the start above the attack they're both extremely powerful spikes and after that they still kill reliably off the top you're obviously more interested in the spike because it's a guaranteed kill especially in the kind of reversal situations at the ledge that you often see these moves be used in or in Checkmate scenarios when the opponent is trying to get back but having a backup option later on is nice down air I think I'm gonna go B tier uh bazer bomb pretty similar there's not really that much of a reason to go for Kamikaze baser bomb a lot of time versus going for Kamikaze down air do I want to penalize it for that yeah I think I do on this particular move set it's directly out competed so I'll put it down a tear from its higher level competitor since we just covered the flying slam I'll do another very similar move kazuya's Heaven's Door as a standalone move certainly on stage I'm gonna say it's not as good as the flying Slammers it's much slower frame 14 versus frame 6 and it's also on a slower character but its fundamental properties are pretty similar the dive bomb potential the ability for both kazuya and his opponent to control the trajectory based on their percentage this is another move that has armor on it which is a point in its favor in terms of ease of Landing doesn't show up too often in general gameplay he does have one colossal advantage over Bowser though and that's this can be comboed into out of the electric wind God fist which is arguably the single best post quarters combat tool that ultimate has and because he's going for this more often than doing the move raw it means that he can move his opponents closer to the blast zone so some of that drift control factor is mitigated and in reality you see this show up a lot more as a viable option compared to the Flying slam like a lot more so much so that I think this one's getting a clear-cut EST here all of this applies to Race drive as well for the record which I'm just folding into the same slot now when he does it right he does stutter step forward slightly further but for our purposes they're close enough let's do something a little different here hero kaklang and Kamikaze uh yaka clang sucks the only thing you can do is run off stage above your opponent and try and line it up with just a completely random Spin and then even if you connect it it's not good Kamikaze or Kamikaze however that's supposed to be pronounced as you might expect is blatantly designed to trade stocks it's a rare role that's a big knock against it but it is very good at what it does huge hitbox relatively quick startup and the times you tend to be using this are when your opponent is cornered or whatever and you're rolling for an option to leg strap them within the menu so its viable use cases actually aren't that bad that one's going to go up into S2 because I'm gonna choose not to penalize its Rarity in this instance it's one of those things where yeah most of the time you're not gonna have it but if you do happen to have it and you're in a scenario you can make use of it that's great clang that's definitely not the case you need to go to your way to fish for this and the reward is not even that great for fishing for it after no questions asked wait did the Bowser bomb let's do the Yoshi bomb I mean it's faster than the Bowser bomb but what else am I supposed to be praising here it's a decent kill move if you scoop them off the ground but if you're doing that then getting the self-destruct is close to Impossible and off stages kill power is not very good at all and it sends opponents up so if it doesn't kill it's essentially a recovery boost I'm not holding it in super high regard Yoshi does have great air movement so it's not the hardest thing in the world to line up but why bother this is when I may well end up revisiting I'm putting it here because it's functional but I'm not sure what's going to be reserved for f tier in the future let's do this little micro genre of moves here Ike's ether Chrome soaring slash clouds climb Hazard I guess mean sword fighter Stone Scabbard goes in there as well pyra's blazing end so krom soaring slash basically from the beginning of the game has been the textbook example of that just like drag your opponent across the stage and then Kamikaze down with them whenever you feel like it a lot of the extended setups didn't really turn out to be that true you candy I out of them but some of the show shorter ones are real and it's also just very good as a standalone stock taker in its own right it's got a big hitbox it's pretty quick to start up it's fairly easy to just go out there and catch your opponent and bring them down with you even if you do just catch them with a downwards hit that'll still do the job hike also has reliable setups into ether nowhere near as reliable as Chrome soaring slash but they do exist and they're on moves like neutral air that you really want to be using anyways and ether is even better off stays than the soaring slash because it has a hitbox that goes way into the air as well as one coming down it's one of the easiest moves in the entire game to catch people with as they're trying to recover its vertical hitbox is so lenient oh and they both have armor on them and for Ike in particular it's really generous and pretty relevant in last stock situations it can be a bit ambiguous who's gonna die first as a general rule of thumb Chrome tends to lose those scenarios whereas Ike is much more reliable but if you're a stock up with either character You're Gold most of what I've just said can be applied to Cloud as well he doesn't have nearly the same generosity in terms of vertical coverage and he doesn't have quite as a reliable setups into it although they still do exist and he also doesn't have the same option to initiate the attack on stage and then go off stage with it I can Chrome do but as a trade-off his starts up extremely fast it's pretty common to see this used in reversal scenarios where the opponent gets just a little bit too greedy going off stage and suddenly they're just being drank down into the abyss when it comes to me sword fighters Stone Scabbard and Pyro's blazing and they both sort of have the same issue for me they cover a lot of space particularly the stone Scabbard but they don't connect as reliably and they don't have the same kind of sheer power that the other ones do here pirate kind of gets the words of all worlds with this she doesn't even really get to go up with it which is a major advantage of this type of move so she sort of has to use it to catch them on the way down and even then the scenarios where that will actually take their stock are so much less so I can Cramer both getting clear-cut ass tears these are both fantastic self-destruct moves Cloud I think is going to go up there as well it's maybe a little bit of a lower tiered s but still s a tier it's good it definitely has uses but it is a bit of a poor man self-destructing comparison blazing and I think is a b tier because you can use it to check made off stage it's got a good hitbox on it but you really have to go for the downward portion and your opponent has to be in a vulnerable scenario that still makes it more viable than the moves in seat here I think but it is kind of a borderline one me Brawler's storing ax kick is actually kind of the same thing just minus the sword it's pretty strong now it's not nearly as strong as some of these opponents with very good recoveries can survive it and it's obviously got a stuffier hitbox compared to the sword moves but it's very quick to start up and me brawler is a setup character so combo into this is not too big of an ask not the most reliable multi-hit on the planet but not too bad either effective on the way up and on the way down I think that'll be us tier the Falcon kick and in comparison the Wizard's foot see this is interesting because it's kind of like the bombs we looked at earlier Falcon kick never spikes whereas Wizard's foot does have a spiking sweet spot that transitions into a sour spot afterwards the thing with the Falcon kick though is it kills off the side instead of the top unlike the Yoshi bomb and it's also really powerful and it's consistently powerful even way down the trajectory of the kick and it also travels at a diagonal which means it's a little bit easier to line up and Captain Falcons got a lot of moves that put opponents very low off stage so even though it's a dive move that doesn't Spike like it's still very strong at setting up Checkmate scenarios Wizard's foot on the other hand is a dive that does Spike but the spike window is not that generous and Ganondorf moves like molasses in the air so it can be kind of tricky to line up and the sour spot of Wizard's foot launches opponents basically straight up it is a kill move it will kill at reasonable percent but nowhere near as reliably as Captain Falcons especially because the scenario is that you're going to be using these in are generally going to be in the drop zone which means your opponent actually has more leniency for surviving vertical knockback they're starting out below the stage Falcon kick still needs to be done totally raw and it's not exactly an insta kill so I'm gonna put it in a tier rather than S tier but very good and Wizard's foot I gotta put down in B because it's just less practical to go for most of the time something a bit different again Jigglypuff we got rest and we got roll out there are a couple of reasons this can be considered a self-destruct movement ultimate it does still have the thing where you can sometimes get a kill on your opponent and while you're still sleeping they can come down for their Revenge although because Jigglypuff wakes up earlier if she lands the rest which is not something that happens in the other games this isn't really really that common a scenario anymore we're only looking at the Times the scenario would pop up and because rest kills so early and has multiple setups into it it's still a viable thing to go for that notion of I'm at high percent I want to trade my stock for my opponent's low percent one can mean very low percent and the other thing you can do is go for off-stage rests and even though it kills purely off the top and most of those moves aren't being looked at here because it has so much knockback it will still usually finish your opponent off I'm a Jigglypuff player and I want to trade stocks with my opponent a frame to a move that can kill a 50 that seems like a good way to do it so that's gonna be us here roll out on the other hand it is pretty strong so I'll give it that but it's not outrageously strong and you have to charge it up for a long time so your opponent can absolutely tell what you're going to be doing and there's no taking it back there's no Mix-Ups there's no nothing you start charging it up and then you fire it out that's all you can do can't even really take advantage of her air Mobility I'll give it C I guess rather than F because if y'all really want to go for it there are some ways you can Jigglypuff has moves that send opponents at low end angles but why another little group of Fire Emblem up specials here Marth and Roy Horan dolphin Slash's Sweet Spot has very good knockback and Marth is a good Edge guarding character he's got great Aerials to force his opponents into scenarios where dolphin slash can't connect and he's a relatively floaty character so he can hang out off stage for a while the big issue for Dolphin slash is reliability The Sweet Spot is very easy to connect on stage your opponent is basically always going to be in range for it but off stage you need to position yourself basically directly on the same horizontal plane as them which opens you up to getting hit and ruining the self-destruct scenario although against closer range Fighters that's not as big an issue because it's frame one Invincible against like another sword fighter though that's probably not a particularly viable thing to be doing and the sour spot is quite weak for Roy's Blazer it's just overall very weak it seems like it should be really good Roy has incredible air speed and he has strings that can lead his opponent directly into the blast zone and they still usually won't die because Blazer just doesn't really do all that much they can and every once in a while you will see this pulled off but its knockback is really low the angle it stands out isn't that bad and then finally corden's dry pregnancy centers another carry move like Roy's Blazer this one kills off the top so it's kind of debatable whether it should have been on here to begin with but you can angle it pretty aggressively so it's guaranteed to kill corn for Marth I'm gonna go b-tier there are situations where for example you're not in the right spacing to finish them off with a tip or Forward Air but this will kill and Lucina guess the same thing I understand that specific scenario doesn't come up but you're generally going to see both of them use it the same way Roy's Blazer is a beat here as well if it was just a little bit stronger it would definitely be at least a tier and then core and C tier it's pretty decent for going for like Hail Mary's with corn pointing upwards but if you're doing that you're often drifting back to the stage and that's not what we're interested in Squirtle waterfall this is essentially Blazer except it actually kills reliably and like with Roy squirrel has reliable carries across the stage pretty good mobility and the hitbox is huge Yes dear more Elemental stuff Firefox Firebird firewolf all three of these let you air stall and then give you full 360 degree control over your trajectory those are all really good properties for catching opponents off stage that's not necessarily they don't have their weaknesses fox goes the furthest distance but he also doesn't drag opponents with him and the knockback isn't incredible on it Falco does drag opponents along with him and he's also got fantastic air movement but Firebird goes far less distance overall and it also just doesn't really have much knockback both of these will kill in the right scenario but neither are that reliable wolf also has amazing air movement and his Fire Wolf does drag opponents with him and does kill the catch is that its range is not very good so that makes it a little bit finicky to connect and it's got good kill power but nothing absolutely mind-blowing and it kills off the side so no Spike at any point I think a tier I'm kind of debating between ANS I think it's just a step below the moves in the category above it Fox is more like a c tier what's the point of going for a self-destruct if you're the only one destructing and same with Falco you know what the best of all worlds with this is sephiro's talk to slash he's still got the air stall he's still got the omnidirectional property and then it's got the travel distance of foxes the drag potential of Falco's and the kill power of wolves and that gets even better if he's in his One Wing form I think this is a contender for the single best self-destruct move in the game you see this show up in high level play all the time it's so hard to avoid and then me sword fighters Skyward slash Dash is kind of the budget version of this literally it didn't cost extra budget off to slash when we're talking about a self-destruct tier list though that's still pretty good it's actually quicker and it's still got great travel distance still has a generous hitbox in front of him the big problem with this one is that it's not especially strong dragging a lot of characters into the blast zone with you will still often be enough to finish them off and you know what's better than hoping they can't make it back just killing them but still very solid a tier borderline s sephiros other Kamikaze is down air this one does not Spike the entire way down but the spike window it does have is quite good which is important because if he doesn't land the spike it's not really that impressive doesn't kill until past 100 near the ledge and it can send you in either direction sephiroth does have the One Wing form which in addition to powering up his moves it gives him an extra jump and that makes it actually quite easy to set this up I'd say that more than compensates for the fact that it's another dive that goes straight down in fact when he has that out I'd say it's maybe the easiest dive to line up in the entire game it's definitely got to be up there he doesn't always have One Wing obviously which is a problem um we haven't done too many diving down errors yet I guess we'll get to that next but compared to something like Bowser's down air this is similar in the sense that it doesn't Spike the entire way down but the One Wing form thing is a big deal okay I think I'm gonna let this one slip into a tier the horizontal range is not impressive at all but it also helps at the vertical distance of his sword is so good it sticks way below him let's do a couple more Toon Link another sword plunge properties of this one are honestly pretty similar to Severus in a lot of ways decent startup it doesn't Spike the entire way down but the window is pretty good not especially impressive if you connect with sour spot what he doesn't have is the one Wing form but what he does have is a floatiness and b bomb setups which you don't see Toon Link players tend to go for a whole lot in practice but they are on the table the sword is also directly below tune link as opposed to sephiroth where it's a bit in front of them so you've got to get slightly closer to your opponent to use it but not too much I don't think the drift matters an insane amount there I do think the One Wing form is more important for going for Kamikaze setups then the bomb is even though the bombs are always available and the One Wing isn't they're pretty close to each other this is tough um yeah I think it's gonna go up in eight year along with sephiroth let's do some more dive kicks this time mysterious Suit Samus I think this is the premium example of this kind of down air it covers diagonally it's very quick to start up zero suit Samus has great Mobility including a third midair jump to line herself up and it spikes the entire way down that's a huge perk in its favor and she can cover a lot of ground when the opponent is trying to make it back if any of these dive kicks are going to be guessed here this is probably the one Sheik has basically all the same properties as zeros at Samus the diagonal angle the fast startup even a very similar third jump to get herself in a position to use it that's all great what she doesn't have is the persistent Spike Sheik does have a sour spot on it and it's actually a pretty nasty one and it comes up pretty early in the move you guys are gonna knock it down to eight here mid man has basically the same down arrow but what she doesn't have is any of that air movement to try and get herself in position she does have a better ability to set opponents into uncomfortable positions off stage her arms are infamously good at that and also because of that realistically she's just gonna opt to stay on stage and use the arms instead that's not really a director for this list we're more looking at the Times where she wouldn't be confident with that approach and does want to go off stage and trade stocks in which case she would have a really hard time lining it up compared to she kind of thing B tier Ridley's Dan air notorious for being one of the worst downers in the game if not the worst purely looking at self-destruct opportunities though you know not bad the main point in its favor is that Ridley is another multi-jump character so he can really go off stage for a long time and set them up outside of that it's nothing particularly impressive it does Spike but the spike hitbox is really not very generous and if you get the sour spot it's a decent kill move but not incredible and it's got the issue of sending your opponent either direction and it goes straight down so his coverage isn't the best it is really quick though it's actually quicker than any of the dive kicks on overall much faster characters than we've looked at here and with that multi-jump I'm actually gonna go eight here I'm looking at bayonetta's dive kick here and realizing that I actually messed this one up the rules are if you can short hop off the ledge and make it back you're not eligible and she can do that pretty comfortably so whoops in that case let's wrap up Ripley we've got the wing Blitz and we've got the space pirate rush so as far as command grabs generally go space pirate rushes and in the absolute upper echelon you know it doesn't have a lot of setups into it it's a bit slow but it's a solid move has good range on it does good damage can kill it's got some pretty harsh properties when you're trying to use it as a stock trade though it really does have multiple jumps but even with that in mind the slow startup of this can make it a bit difficult to line up in the air and there's the percentage-based mash aspect so even though his opponent can't control its trajectory at all they can sometimes Mash out of it before they even get down to the bottom floor winglets on the other hand it's kind of a Firefox style move not nearly as generous with the angles you can only choose between four but they're useful the most notable one by far is angling it downwards it's a huge powerful Spike the entire way down so not too bad to connect at all but the slanted sideways variants work as well and they're really strong space pirate rush I've got to give a seat here and it's probably the best C tier on this list you can make a borderline argument for it it is more practical to go for than many of these but the result just aren't there Wing Blitz on the other hand s tier versatile can be really hard to avoid pairs well with Ridley's multi-jumps solid let's do Meta Knight Sierra mock tornado dimensional cape and drill rush I included mock tornado because it's got some interesting technicalities behind it everyone knows that this is a very very powerful offstage kill move the thing is Meta Knight usually makes it back if he goes for that for it to be considered a self-destruct move he has to travel towards his opponent far enough that he's not gonna have time to drift back and what that means is he's connecting the sour spot of it and now I'm stepping in and editing to say that I did some initial tests on a lot of these before I started out including the mock tornado but during more extensive testing that I had to do while I was recording it actually turns out the sour spot is better than I gave it credit for so I'm gonna skip the rest of the mock tornado segment for now and then at the end of the video when I'm making some tearless adjustment placements anyways I'll revisit it dimensional Cape Meta Knight is one of the best candidates in terms of just character attributes for Kamikaze moves tons of jumps decent air movement and fantastic at putting his opponent off stage with the rest of his toolkit on top of that and dimensional Cape is a very strong move if it connects on stage opponent they're basically always dead fully omnidirectional as well that's always great the issue here is it's very specific it's slow and if Meta Knight ends up on the wrong side of his opponent it's going to send them back towards the stage instead of away from it so you kind of need the spacing of the Gods to pull it off still more viable on meta Knight's kit than most characters but not the most viable thing in the world B tier drill rush though now we're getting somewhere take everything good I just said about Meta Knight and on top of that add a colossal steerable hitbox that reliably sends in the same direction carries your opponent to the blast zone has good knockback on it this is an incredible self-destruct move easiest here sora's got his own little drill rushy thing Sonic Blade this is an extremely versatile move you can do this up to three times including any angle on some of them and you can even do it out of up special so you've got multiple opportunities to chase your opponent into the air you are gonna have to chase them pretty far because the knock back on this isn't particularly good but Sora can do that he's one of the floatiest most air-centric characters in the series he's got projectiles to put them in bad situations as well now you're not always going to be able to send your opponent exactly where you want to just because you can pick the angles on the Sonic Blade doesn't mean they're always going to be carried perfectly by that and you really do need to chase them out there which even for Sora who can do it better than basically any other character that is an issue I think a solid a tier if it was a bit stronger would be us another move you can say is in the same category depending how loose you want to be with that is Lucario's extreme speed we're getting into pretty extreme Precision required at this point though because while yes it is omnidirectional and you can even change your direction mid-flight it only has a hitbox at the very tip this also scales up with Lucario's Aura and at low Aura it's really weak at high Aura it becomes very strong but his travel distance also changes with the aura extreme speed at the best of times can still be difficult to control even experienced Lucario players will occasionally SD trying to go for a tricky angle and the further this move goes the more you may need to bend to try and stay under control especially in the ideal scenario right where you're at high percent and have a lot of Aura and your opponent is at low percent so that's the ideal time to be trading a stock with them so your attacks are going to be sending them not especially far off stage and then you're trying to chase them with this extreme long-range thing that you have to try and rein in and that's hard to do because of how fast it is it's a cool stunt move and I've seen it work before but realistically I think I gotta go see tier it's just so unreliable and the dynamic Aura travel distance thing is putting just another bump in the road of what's already a really difficult move to connect never spikes won't always kill something that does Spike me Gunners Cannon jump kick this isn't the most powerful spike in the game it won't reliably kill the entire roster until higher percents but it's good enough it'll kill a lot of them earlier and it's got a pretty generous hitbox and is very quick to start up and you've got the backup kill option of the main attack which kills off the top now generally speaking killing off the top is a very good thing and it's a big pergola move but for Kamikaze scenarios where you're going off stage to meet them not as good as killing off the side because then you get an early kill so for what we're looking at you really want that Spike and it's not the worst thing to connect and me Gunner has ways of getting out there pretty well with stuff like reverse fare overall though me Gunner is not an especially mobile character and you're asking for a relatively precise placement despite the little bit of leniency in the hip-hop size so beat here I think oh and of course it goes without saying that she has projectiles to help set this up as well but still a bit on the finicky side despite that let's do shulk here we got backslash and we got air slash the base properties of backslash aren't too bad for stock trading he gets a pretty generous hitbox fully persistent it's got a little bit of an air boost to let him get further towards his opponent killpower is not bad nothing particularly impressive either but of course with all of shulk's moves you need to take his monado Arts into account so when you're using smash art alongside the backslash then suddenly it actually becomes kind of a tank and then of course it gets even stronger if you hit your opponent in the back although realistically most characters don't recover that way air slash is where things really pick up though the hitbox on this is just ridiculous and it has pretty good kill power on top of that even without monado arts and then when you bring them in it gets even better you've got like speed art and jump art and you've got that classic Forward Air into Forward Air into air slash string air slash I think actually gets s here as a result and backslash what do I do with you I think eightier if this was a reliable kill move like if it dragged his opponent down with him it would be an easy s the trajectory of shark's movies also just don't really set up for it nearly as well as they do for air slash but it's good corin's down air and let's just get the last of the Stalin falls out of the way with banjo or at least all the Stalin Falls the characters can't survive Corn's Diner is a bit different than the others we've looked at it's a drag down move so it doesn't generally finish opponents off completely basically only when Corin goes into the blast zone before the move ends which limits that aspect of just a true kill move so you're relying on an opponent not being able to make it back after you drag them down having said that though it drags opponents pretty far and the entirety of the move drags down there's no real sweet spot on it so it's dangerous throughout its entire duration that is a big deal go straight down with no leeway that is a problem it's at least reasonably quick though so not that bad to line up should mention that on stages with walls core and actually can survive after using this by using panor obviously not looking at those use cases that is actually a bit relevant because it makes the move easier to line up on opponents who are hugging the stage corn doesn't need to be worried about opponents going under under it a lot of its traits are relatively mediocre but that drag down aspect is a big deal it's that security of I'm gonna go off stage if my opponent is in even a little bit of a rough situation and if I connect this there's gonna be no funny business they're not going to get popped up because I hit a sour spot gives me tons of leeway with lining up the vertical timing on this it's a really long hitbox which makes that even more generous I think that lets it move into a tier compared to something like minions dive kick for example I think it's pretty clearly a step ahead and then we get to banjo and kazooie's down air and I don't think they can survive doing this around stage height they get close with their grenade catch Tech but I couldn't get it to work maybe I'm wrong about that let me know if you can but for now we'll count it and man they were not kind to this one it goes straight down instead of diagonal so it's got worse coverage it's got a reasonably powerful Spike on it but nothing insane and the window for it sucks it transitions to the sour spot really quickly and visar's body is absolutely pathetic sends your opponent almost straight up with bad knockback yes Banjo-Kazooie are a multi jump care character and they even have an explosive projectile to help them try and set up for this but even with all of that going in their favor I think this is going to be the only sea tier stall and fall down air I don't know why this one is so crap compared to all the others why they decided that was necessary from a balanced perspective at all but it is I it's not good I'm sorry banjo players let's do the last couple of pseudo Stalin Falls here with the me's me brothers head on assault is Yoshi bomb or Bowser bomb works very similarly except this one is a brutal Spike the entire way down not only that unlike say the Bowser bomb this one spikes even if you get them with a scoop hitbox at the beginning and that scoop still lets you move them off stage and as I mentioned earlier me brawler is a setup character he's got setups into the head-on assault you know the fastest startup in the world and it does go straight up and down no diagonal leniency but solid a tier to me and then me sword fighters power thrust is essentially the Falcon kick except it doesn't have that moves absurd power if you do it off the side of the stage still pretty quick still a good hitbox with diagonal coverage but you the payoff is not anywhere near as good as the Falcon kick so I gave that one a t or I'm gonna give this one B tier little Max jolt Haymaker it was a bit borderline whether I was gonna count this one if you do it directly beside the side of the stage you can recover which doesn't apply to most of the side specials although it does apply to a lot of the up specials if he goes out there with any kind of real distance though he's not making it back so I am going to include it and you know what it's really good at what it does very generous hitbox it doesn't have the absolute for this travel distance of all the side specials we've looked at but very tall and it does have decent distance it's got a fast startup the actual travel velocity is quite quick and it's brutally powerful if it connects there's no setup potential or anything like that and Little Mac certainly can't hang around in the air for a long time trying to line it up but the hitbox does mitigate that to a large degree it's really not difficult to land and the payoff is there a tier another sideways Zoom thing here mithris Photon Edge Mithra is a very quick character who can get it in her off stage opponent's phase and make them Panic easily jumper air Dodge preemptively and that makes the photon Edge pretty easy to line up it's helped by having a pretty generous hitbox on it and going quite far is not an incredibly quick move in terms of startup but it also grants you a little bit of an air stall so you can use it to line that up better the horizontal hitbox on this one is also really big and extends pretty far basically as soon as it starts up so in practice you do legitimately see this used at high level competition drags your opponent far enough towards the blast zone that at any reasonable percent this will kill pretty reliably so I think in the same vein as Little Mac that's gonna be eight here might as well wrap Mithra up here chroma dust array of punishment this is very reminiscent of shelves air slash appropriate since they come from the same series but it's a lot weaker like it's a lot weaker and there's no potential for monadoarts to boost it it doesn't matter if you're going for the spread shot or the single shot you need to get your opponent almost into the blast zone and then at like a hundred percent it starts killing which is not the most unrealistic scenario in the world but compared to a lot of stuff we've looked at here can you really be impressed by it the move itself is really fast and it's got a great hitbox there are all these things in its favor but I can't justify going for a self-destruct option at like 90 sent after exhausting all your opponent's options and it won't even kill them it feels so wrong to put this in seat here but B tier feels weird all right uh I'll go beat here because the use case of your opponent is at very high percent and you're chasing them super deep off stage is really narrow in those kinds of Niche situations where the right option is to go for up special at the very least it's really easy to connect so easy that if this killed reliably off stage it would be absolutely disgusting one more zoomy Sword move to worry about here me sword fighters Gale stab it's got a very skinny hitbox and it's not especially powerful particularly if you don't charge it up if you charge it up it gets much stronger to the point where it's a viable kill move near the blast zone quite early but if you're doing that you're obviously telegraphing it to your opponent that said it does release and travel very quickly aims got really good range on it even if you don't charge it up I'd say those are enough to let it have a place although you really do need to be quite specific with exactly how you line it up and the telegraphing is not helping as I've mentioned with me sword fighter before he does that stuff like shock room to force his opponent into uncomfortable positions off stage uh B tier it's got a role to play but not much in terms of setup potential and you need to be fairly precise with it another Precision move wolf Flash not too precise like you've got three different hitboxes on this you've got The Sweet Spot which kills fairly reliably you've got the real speed spot which spikes and is basically a guaranteed kill and then you've got the sour spot which does nothing but if either of the first of those two connect you're happy and they're really not that bad to get Wolf's got fantastic air movement and he's got that great neutral air for putting opponents into uncomfortable situations off stage to line it up so you can certainly do that it's viable but what puts this one over the top are all the setups into it depending on the character and the weight he's got down throw into wolf flash he's got Forward Air into wolf flash backer into wolf flash that's the thing and then the same thing with neutral air and he can even chain these together so he can carry his opponent across the stage at low percent and finish them off with a Kamikaze wolf Flash and it's not even really that fancy or impractical you actually see it show up reasonably often in competitive play that is a clear-cut home run on St right there Zelda with Ferrari's wind this is another move like Corn's Dragon Ascent where it kills more off the top than the side but it has so much vertical knockback that going for it even if your opponent is closer to Stage height can still work out for you and it can kill off the side as well if you hit them really close to the blast zone obviously this is a Teleport move it's got a fixed distance and it takes a little bit of time to get there not so long that your opponent is necessarily going to be prepared for it in an off stage situation and you do have full control over the direction and the hitbox is fairly big so if you're going for a vertical kill in that space not too bad you just need to wait until your opponent's at a reasonably high percent if you're going for a horizontal kill though much more specific because this is another move that just sends opponents towards whichever side of Zelda they were on and with sour spots on the sides of the move to boot decent amount of stuff going in its favor so B tier actually just added Dr Mario because I totally forgot to include him so let's do him while we're here the super jump punch is for the most part a pretty bad choice for a self-destruct option it's extremely powerful it does have that going for it but the power is only in its pretty precise sweet spot after that it's absolutely useless the nichest of Niche gaming tools on opponents who've already burned their double jump but absolute best and Dr Mario is just a potato in the air he has miserable Mobility it's really hard for him to line this up but Dr Mario also has pills which actually travel at a great trajectory for Edge guards and super jump punch is one of his ideal punishes out of it it's not his only great punish down air will Spike and then Dr tornado also sends out with a ton of knockback and could potentially even let him make it back so there's no necessity for him to go for a Kamikaze option but he can and it works really well with the bills without them C tier maybe even after he really does struggle that much to get in position but with them solid beat Diddy Kong's monkey flip great traits on this it's a fast far-reaching command grab where you can just cling to your opponent and sync with them now you are just syncing with them at normal speeds you're not diving towards the bottom blast zone so you need to pick your positioning a bit carefully it doesn't hold them for that long so you're not really going to be getting Kamikaze kills off this from like a stage height too much did he's got some reasonable offstage Interruption with his banana peel as well it's not the best projectile for forcing opponents to do weird stuff off stage but it's there in the scenarios where you do want to try and pull this off it's pretty effective and it's not too hard to land so beater another where do you think you're going kind of command grab Robin's nuts for autu I don't find this one to be particularly easy to line up it's got a decently sized hitbox but it's obviously nothing like you know Diddy's monkey flip throwing himself forward like that and it's got some startup time once again not going to be taking any stocks at stage height and Robin's got the item system and nosferado only has three charges and then you gotta wait a bit so it's not always going to be there when you need it he's got the books like Diddy has his banana peel so you can do that for some off-stage interruptions but do I want to be using this in the same way I want to be using the monkey flip which is already kind of a niche option not really uh see tear seems appropriate for this one especially when you factor in the materials issue as a Junior's Abandoned Ship this is a Precision move in the sense that it doesn't have a persistent hitbox on it but you can activate the hammer swing whenever you want so all you really need to do is time the trajectory of this so it gets close to your opponent and that trajectory has a really good coverage on it it sends Bowser Jr very high and the hammer swing is incredibly powerful has a reverse hit on it but you've got a fair amount of leniency to make sure they're on the right side of you as a junior does get some drift and it's even got some setup potential into it you do need to know your percentages pretty well for that to work consistently but once you do it's not too hard to connect I'm kind of debating between a and St for this one a seems a bit more appropriate just looking at the tier above where you've got these god tier insta-kill moves and ones that are incredibly easy to connect I don't think this is quite up there does a lot though it's really respectable Wario's Chomp this is vaguely reminiscent of something like Kirby's inhale it can't drag opponents off stage in the same way because Wario doesn't have a hitbox that really extends very far outside of his body but it's really good as an edge guard in kamikaze and Wario has fantastic air Mobility some of the best in the game it's a persistent hitbox it starts off really fast you can keep them in his mouth for a long time before he's forced to spit them out I think a me Brawler's helicopter kick if you're picking this up especially a huge part of your game plan is comboing into it for really cheesy early kills which me brawler is not often going to be kamikazeing with off the most common setups but this is kind of in the same vein as the spin attacks where it's got this really big hitbox that's pretty easy to adjust to exactly where you need it and it kills stupidly early and me Brothers got that same persistent Nair to try and mess opponents up and he's got really good moves to force opponents into that trajectory he does have some setups which are more self-destruct based and he's got a sort of Zero Suit Samus light move to help position him where he needs to be when he wants it I haven't mentioned that yet yeah I've seen so many stocks get robbed by this this has to be us tier and then another meme brawler move suplex I think he might be the most represented character on this list and stepping in after the fact here this is about where my sound card started freaking out so I'm gonna have to do these again in post that's why the webcam is going to disappear for part of this could have been a lot worse for the record it was just the last two entries and a bit of cleanup I gotta redo this could have happened with hours of recording and I wouldn't have known until I started editing so me brother suplex relatively fast move and it has some setup potential into it goes a decent distance your opponent doesn't have control over the trajectory now neither can you is always the same backdrop and this means that if you're in an advantageous position you can't really drag your opponent off the stage too well you mostly need to be in a disadvantaged state this is one of those many command grabs that your opponent will always arrive at the bottom Blast Zone and it doesn't make you travel that far horizontally so more characters will be able to survive in this scenario than usual still fast command grab with some setup potential sounds like an a tier to me and then we have ganondorf's flame joke bookending at least the initial list with another huge fan favorite this one doesn't have much in terms of proper setup potential into it but it's still a relatively fast command grab that travels a good distance he also does have kind of a setup into it he can down his opponent at the ledge and then go for a read from there so there is something and you can use it in an advantage state or disadvantage State both options work relatively well and it will also properly kill your opponent alongside you they won't be popped out at the very bottom that's all good stuff but unfortunately this move took a couple of major nurse an ultimate that make it a lot worse than in previous versions your opponent can Mash out of it and yes in practice you actually do still often see this connect to your opponent doesn't necessarily even comprehend what's going on until it's too late a lot of the time but in theory the mash window is actually relatively generous more than I think it should be and Ganondorf dies before his opponent which as I said earlier applies to a lot of these command grabs but this one is worth pointing out because in every previous game that didn't happen I wish I could put a nest here it's definitely one of the best known self-destruct moves and I'd love to but unfortunately it's got to go down in a and then as I mentioned I'm adding meta Knight's mock tornado specifically the sour spot because you need to be able to travel far enough that you won't be able to make it back which is still as it turns out pretty good your opponent doesn't need to be insanely close to the blast zone or at insanely high percent for this to connect and it's not that hard to connect yes it doesn't travel up very much but it starts up really quickly and travels very fast horizontally and the vertical hitbox on it is pretty generous for the most part I would say it's definitely out competed by drill rush and it does have some flaws of its own but very solid B tier upper B tier and on honestly I could have the shuttle loop with this list as well because there are a relatively large amount of ladder combos that end in a shuttle Loop where Meta Knight can't make it back to the stage so it does turn into a kind of a Kamikaze move but I think I'm gonna leave that one off this list is already ballooned out a bit more than I originally intended it to there are a couple more that I'm going to add though that I either completely forgot to add the first time around or the first time the criteria expanded I should have included them the first of these is Greninja substitute if he chooses a downward angle he can't come back from it that one's gonna get a beat here because it's only really usable on recoveries with hitboxes which means it's not good in all matchups but in the match-ups it is good in it's actually very effective and then DK's cargo throw which I was considering putting on in the first place I decided not to but I think for the sake of completeness I'll include it now if you're in a position where your opponent is at high enough percent where you can just grab them and run off stage and get both of you you could probably have just gotten part way down throwing them and then still made it back so it's more of a show-off thing than anything else there may be some scenarios where this is optimal to do but the vast majority of the time what you're going to end up with is either opponents who can Mash out of the cargo throw or who can't in which case you can just throw them and make get back anyways F tier and then looking at how the entire list played out I'm going to make a few adjustments the first of which is going to be duck Hunt's can down to a I think it's just a bit too Niche compared to most of the options above it Jigglypuff's rest is gonna move down as well not only is it again a little bit of a niche move compared to some of the others but also there are situations where you get the Kamikaze by accident the odds are when you do this that it's not gonna be a stock trade so when it is sometimes you didn't necessarily want that and then Ridley's Wing Bliss is going to move down to a yes it's extremely destructive and pretty big but it's slow slow enough to make it just a bit too hard to line up for us here Ridley's down air is not slow as I mentioned it's extremely fast but even with that and even with the multi-jump thing I think the sweet spot's just a bit too hard to line up and the sour spot doesn't give you nearly enough the circumstances for Sora are a little bit more specific than most of its peers going back to Ridley again I think it was probably a bit harsh on the space pirate Rush it's really not that bad to use it certainly shouldn't be in the same tier as something like banjo's down air a different command grab Robbins Nosferatu is going down to F tier because it's functional technically but it does does not do anywhere near enough and the same with the Yoshi bomb I said it might happen and low and bold it's happening I think I'll move to these monkey flip down with it too especially because you can also footstool off opponents heads on that one so really how many scenarios are you even looking for a Kamikaze situation not that many me sword fighters Skyward slash Dash I think I'm actually willing to move up into s tier alongside sephiros OCTA slash it feels a bit weird to put it there considering it's just basically a Warsaw to slash but it's just so easy to connect and it's a relatively effective move in its own right yeah I think that looks pretty good like I said there are some moves that are more open to interpretation for this would you want to say oh Pikachu's quick attack should be on here because you can use it to just go there and [ __ ] your opponent and steal their double jump and suddenly they're stuck off stage you could but personally I think that's stretching the definition of a self-destruct move just a bit too far I sort of used Wii Fit trainer super hoop to demonstrate that concept of a terrible move that only does Interruption and do we really need an F tier full of that kind of thing but if there are any that you think you can make a case for that you think I just straight up overlooked then let me know I may do a follow-up as a pinned comment but other than that this is it the definitive tier list for every single self-destruct move in Smash ultimate thanks for watching everyone and let me know what you thought of the list likes and comments are a huge factor that YouTube uses to gauge whether a video should be passed around to more people so if you think this one deserved it much appreciated you can check out an animation tier list above here and then below it is a video on my main Channel Mock Rock going over a redesign of link and patrons YouTube members and twitch Subs can get perks like early videos Discord access and voting on future content later people
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Channel: MockRockTalk
Views: 199,272
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, dabuz, mrdanish buttercookie, pjiggles, pkbeats, tcnick3, whydo, tierzoo
Id: h2P84gJ_UEU
Channel Id: undefined
Length: 55min 56sec (3356 seconds)
Published: Thu Sep 21 2023
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