You're not logged in | Login / Register | News Filter | Submit News
Past comments by Galeonez
SSB4: Pac-Man - Pac-Jump
One interesting note about the trampoline is that it is considered a projectile for all intensive purposes. A character that can take projectiles and not just reflect them can actively go and edgeguard Pac-Man because of this. Villager is notorious for this. Furthermore, any opponent can go out and use up Pac-Man's jumps if he flies out too far. Try to use your head when coming back because there is very clear counterplay to his ...

SSB4: Pac-Man - Neutral air attack
This is actually one of Pacman's best moves but it flies completely under the radar. The hitbox lasts for a very long time but the move itself comes out almost instantly. Mario comboing you? Neutral air. Villager in the middle of his up tilt? Neutral air. Not only that but the ending lag is pretty low. If you need a quick move that has a lot of active frames when an opponent is recovering, this ...

SSB4: Little Mac - Left/Right Smash Attack
Lil Mac's Fsmash not only has monstrous power but it comes with super armor during the startup of the move, letting him barrel through your opponent's attacks and reduce the potential counter attacks you have to worry about from your opponent. A common tactic is to space out your opponent while they're shielding with a forward tilt. When they attempt to retaliate with a shield grab or attack, Fsmash can completely stuff their response and ...

SSB4: Little Mac - Straight Lunge
Although not listed here, Lil Mac has his own unique mechanic in that he has a gauge that will slowly fill up as he damages the opponent and receives damage (though receiving damage fills up the gauge much more quickly). When the gauge is full, it will glow with the letters K.O. This move is unblockable and hits like a final smash, killing characters at around 40+. It's not all great though. The move has ...

SSB4: Luigi - Down air attack
This move can be used in a sort of pseudo-chaingrab. Down throw to down air is a true combo and has a chance to spike. At low percentages, this string lasts long enough for the throw lockout system to wear out and net you a free regrab. In the worst case scenario, you get some free damage but limited followups. It's up to you whether to attempt it because the sweetspot can be difficult to ...

SSB4: Luigi - Luigi Cyclone
The cyclone has a bunch of practical uses in Smash 4. While recovering, you can use the momentum from your double jump to get you alot of height. If you do this without the upwards momentum of your jump, you can still go upwards but it won't be nearly as drastic. You can also use this move to poke opponents with almost no fear of retaliation. After hitting an opponent or if they block it, ...

SSB4: Shulk - Vision
Gogashi hit the nail on the head. The move's active frames worsen the more that Vision is used. This means that you'll have to pick and choose your moments carefully. The counter amplifies knockback pretty dramatically. For example, Vision can kill Ness at 0% when fully charging PK Flash. You can use this to come up with creative kills in teams since the tournament standard has friendly fire on (teammates can attack each other). Another ...

SSB4: Shulk - Left/Right Smash Attack
This move can potentially do very high damage and have crazy knockback/shield pressure depending on the Monado you are currently using. When in Smash mode, this move destroys shields making opponents think twice about when to turtle up vs Smash Shulk. While in Buster Mode, this move does a staggering 27%, making it the heaviest hitting (doing the most % damage) uncharged smash attack in the game. The money is in the Smash mode Fsmash, ...

SSB4: Mii Swordfighter - Grab
At low percentages, down throw is the party starter. Down throw into a dash, up air is a solid 20% and leaves you with no lag on the ground with the opponent in a juggle state. Up throw should almost never be used because down throw has higher combo potential while up throw does 1% more damage with no guaranteed followups. Forward and back throw are viable options for putting the opponent into an edgeguarding ...

SSB4: Mii Swordfighter - Down air attack
This move provides a very weak spot that Mii Swordfighter needed. Although the idea of a weak anything being useful sounds foreign, this move is so powerful because after an offstage down-air, you can footstool your opponent. This lets you quickly beat them to the edge and leaves them very low. Your Mii Swordfighter should be of maximum thickness because this affects the size of his sword. When fully maxed, down air becomes a surprisingly ...