Unsafe on hit moves can be strong in fighting games? Jmcrofts explains five ways how these attacks can still be useful

Posted by Justin 'AdaptiveTrigger' Gordon • September 9, 2019 at 6:27 a.m. PDT

Generally, the best type of attacks in fighting games are those that provide a high amount of reward in return for very little risk. However, for the sake of balance, these moves are typically pretty rare.

It's often when an attack is discovered to be "unsafe on hit" (not just block) when many have a tendency to declare the motion to be worthless. Jmcrofts has released a video that discusses five ways how unsafe on hit moves can still be useful.

Some attacks are meant to be used almost exclusively as anti-airs. Should a move like this connect against a grounded opponent, the attacker will be open for a punish. Striking an airborne enemy, however, will still keep you in a favorable scenario.

Other motions will be unsafe on hit if they're just simply thrown out, but are saved by a special cancel property. You'll want to hit confirm into a special that prevents you from being punished.

Believe it or not, but some abilities with hitboxes aren't necessarily meant to be used to strike a target. Most up specials in the Super Smash Bros. series and Zangief's Green Hand in the Street Fighter franchise are present for the sake of mobility.

There's also a case to be made for attacks that need to be spaced correctly. It's best not to hit an enemy with Ryu's fireball at the closest possible distance. Try taking advantage of its range instead.

Load comments (15)