- Game Versions
- Smash 3DS, Smash Wii U
Jab - A general quick get off me move doing 3% per hit. Not useful in too many situations, but has its uses.
Dash Attack - A situational move, but can be used for spacing, and edgeguarding if they choose to recover diagonally , does 10% if you hit them dead on and 6% with the pot by itself.
F-tilt - Another good get off me move, but not too useful for anything else, as it’s high ending lag makes it bad for combos, and its lack of a lower down hitbox makes is useless for edge guarding most of the time, does 9%
U-tilt - Useful as a surprise kill move to to it’s decent start up time and killing fairly early depending on character and rage, it also does 11% total, with the first hit doing 6, and the second doing 5
D-tilt - This move is very similar U-tilt, being a kill move, but this one is better for comboing, as it has less knockback growth and less base knockback alongside being quicker, however at the same time, it doesn’t have as big of a hitbox, making it harder to hit. It does 13%
F-smash - One of the absolute best edge guarding tools in all of smash history, it punishes what is usually the safest way to get back to the ledge, that being to recover low, not only that, but it has an amazing amount of knockback and and can make short work of anyone with even the slightest bit of predictability in their recovery. It’s also the best way to punish a shield break for villager, as it does 21% at full charge, and doesn’t take as long as setting up a tree. Uncharged it does 15%
U-smash - A great anti air due to it’s large disjointed hitbox, and can combo very easily out of D-smash. It does a total of 11% between all of its hits, however due to being easy to combo off of down smash, you’ll often get to charge it for 15%.
D-smash - A very quick move, and while knock back isn’t really a thing for this move, it can hit at the edge, so it can provide a function similar to leaf shield at the edge, giving them a light tap, which can catch people who aren’t expecting it of guard, causing them to slip up, but usually it’d be better to just go for F-smash. However due to it’s low start up and ending lag, it really is a great way to punish a reckless dash, mostly C. falcon. It is also a decent out of shield option. It does 6% on either the first or the second hit.
Grab - Not the best grab around honestly, it’s slow to come out, with a lot of lag if you miss, however with the use of lloyd rocket it can be much easier to force them to shield because they try to block the side b and don’t want to jump due to Villager’s great aerial game. Pummeling does 3 damage per hit.
F-Throw - Generally useless unless right at the ledge, due to not having that great of knockback, or combo potential. Does 9%
B-Throw - One of the absolute best kill throws in the game, able to kill bowser at about 125%. Does 11%
U-Throw - Again, not great other than maybe on a stage with a low ceiling and high platforms, because of low overall knock back an high ending lag. Does 10%.
D-Throw - A very good combo tool, able to lead into fair, nair, axe, or even some pocketed projectiles. Does 4.5%.
Nair - An amazing tool, you can use it as an excellent get off me tool, combo starter, edge guarder, or even an approach option. Does 9 - 5 damage depending on when it hits.
Fair - Another amazing tool. This is going your main way of harassing, approaching, edgeguarding, or zoning. Does 7 - 2.5
Bair - Just about the same thing as fair, but does a little more damage. 9 - 3 to be exact.
Dair - Another good move, because you can use it as a great landing move due to its low landing lag, and high priority. Is a sex kick and has an RNG element to it. 1 to 3 turnips can appear and if you sweetspot Dair with three turnips, it’s a relatively strong spike. Overall does 13 - 4.
Up air - The same as Dair just upwards and can’t spike obviously, but better for juggling. Does 13 - 4.
Neutral B -Pocket - This is quite possibly the absolute best reflector in the game due to it’s insane 1.9 multiplier on any projectile you can get your hands on. Most chargeable projectiles will break shields in one hit after being pocketed, and even against characters without projectiles it can be used as effective getaway tool in the air because of its long invincibility time and the ability to B reverse it too get away quickly and safely in the air, not only that, but some projectiles can be comboed out of down throw.
Side B -Lloid Rocket - Another great tool for villager, it’s a long range medium speed projectile that combined with forward air can make for a wall that is very hard to get around, as well as making it a great way to trick them into shielding for a grab. It also completely stops your momentum so you can use this along with good DI to live to utterly insane percents. And while you can ride it, I wouldn’t recommend it in most cases, due to taking to long and overall being very predictable, however if you can catch them with it, once you hop off you can hit them with a Fair, Nair, or the axe, much like down throw. It does 7 - 5% when not riding it, and when you do it does 16%
Down B -Timber - The most powerful attack you have, but also the slowest. It has 4 steps to actually fall, plant, water, chop, and chop again. However, other than planting the seed, each part has a use. The watering can makes for an ok push box, not useful most of the time but can be useful if they happen to recover to high. Then there’s the axe, being a quick and powerful attack that can be comboed of of many things, and a fairly good kill move. Then there’s the tree itself, it can block projectiles, kill absurdly early, and if they get in between you and the tree, the axe (if close enough) will hit them and the tree, and if they don’t perfect shield it, this combo will break a full shield in one hit. The amount of damage the tree does when it fall will be either be 25%, or 15% depending on whether if hits before or after it hits the ground. Also sometimes a notch of wood or a fruit will fall out of the tree, the notch is a useful projectile like Rob’s Gyro, or Peach’s turnip, but not as useful due to it’s low damage and knockback. The fruit heals 3% when eaten, but it appears very rarely.
Up B -Balloon Trip - This is both one of villagers strongest points, and his biggest weaknesses. It does no damage and is somewhat slow, so your recovery is incredibly vulnerable, however, because it goes so far, you can go in as deep as you want for edge guarding. Also the balloons can block projectiles when you use it to snap to the ledge. Generally you should try to get as close to the ledge as possible before using Balloon Trip to minimize the risk, alongside using fair and side B to harass them if they stay right by the ledge.
Dash Attack - A situational move, but can be used for spacing, and edgeguarding if they choose to recover diagonally , does 10% if you hit them dead on and 6% with the pot by itself.
F-tilt - Another good get off me move, but not too useful for anything else, as it’s high ending lag makes it bad for combos, and its lack of a lower down hitbox makes is useless for edge guarding most of the time, does 9%
U-tilt - Useful as a surprise kill move to to it’s decent start up time and killing fairly early depending on character and rage, it also does 11% total, with the first hit doing 6, and the second doing 5
D-tilt - This move is very similar U-tilt, being a kill move, but this one is better for comboing, as it has less knockback growth and less base knockback alongside being quicker, however at the same time, it doesn’t have as big of a hitbox, making it harder to hit. It does 13%
F-smash - One of the absolute best edge guarding tools in all of smash history, it punishes what is usually the safest way to get back to the ledge, that being to recover low, not only that, but it has an amazing amount of knockback and and can make short work of anyone with even the slightest bit of predictability in their recovery. It’s also the best way to punish a shield break for villager, as it does 21% at full charge, and doesn’t take as long as setting up a tree. Uncharged it does 15%
U-smash - A great anti air due to it’s large disjointed hitbox, and can combo very easily out of D-smash. It does a total of 11% between all of its hits, however due to being easy to combo off of down smash, you’ll often get to charge it for 15%.
D-smash - A very quick move, and while knock back isn’t really a thing for this move, it can hit at the edge, so it can provide a function similar to leaf shield at the edge, giving them a light tap, which can catch people who aren’t expecting it of guard, causing them to slip up, but usually it’d be better to just go for F-smash. However due to it’s low start up and ending lag, it really is a great way to punish a reckless dash, mostly C. falcon. It is also a decent out of shield option. It does 6% on either the first or the second hit.
Grab - Not the best grab around honestly, it’s slow to come out, with a lot of lag if you miss, however with the use of lloyd rocket it can be much easier to force them to shield because they try to block the side b and don’t want to jump due to Villager’s great aerial game. Pummeling does 3 damage per hit.
F-Throw - Generally useless unless right at the ledge, due to not having that great of knockback, or combo potential. Does 9%
B-Throw - One of the absolute best kill throws in the game, able to kill bowser at about 125%. Does 11%
U-Throw - Again, not great other than maybe on a stage with a low ceiling and high platforms, because of low overall knock back an high ending lag. Does 10%.
D-Throw - A very good combo tool, able to lead into fair, nair, axe, or even some pocketed projectiles. Does 4.5%.
Nair - An amazing tool, you can use it as an excellent get off me tool, combo starter, edge guarder, or even an approach option. Does 9 - 5 damage depending on when it hits.
Fair - Another amazing tool. This is going your main way of harassing, approaching, edgeguarding, or zoning. Does 7 - 2.5
Bair - Just about the same thing as fair, but does a little more damage. 9 - 3 to be exact.
Dair - Another good move, because you can use it as a great landing move due to its low landing lag, and high priority. Is a sex kick and has an RNG element to it. 1 to 3 turnips can appear and if you sweetspot Dair with three turnips, it’s a relatively strong spike. Overall does 13 - 4.
Up air - The same as Dair just upwards and can’t spike obviously, but better for juggling. Does 13 - 4.
Neutral B -Pocket - This is quite possibly the absolute best reflector in the game due to it’s insane 1.9 multiplier on any projectile you can get your hands on. Most chargeable projectiles will break shields in one hit after being pocketed, and even against characters without projectiles it can be used as effective getaway tool in the air because of its long invincibility time and the ability to B reverse it too get away quickly and safely in the air, not only that, but some projectiles can be comboed out of down throw.
Side B -Lloid Rocket - Another great tool for villager, it’s a long range medium speed projectile that combined with forward air can make for a wall that is very hard to get around, as well as making it a great way to trick them into shielding for a grab. It also completely stops your momentum so you can use this along with good DI to live to utterly insane percents. And while you can ride it, I wouldn’t recommend it in most cases, due to taking to long and overall being very predictable, however if you can catch them with it, once you hop off you can hit them with a Fair, Nair, or the axe, much like down throw. It does 7 - 5% when not riding it, and when you do it does 16%
Down B -Timber - The most powerful attack you have, but also the slowest. It has 4 steps to actually fall, plant, water, chop, and chop again. However, other than planting the seed, each part has a use. The watering can makes for an ok push box, not useful most of the time but can be useful if they happen to recover to high. Then there’s the axe, being a quick and powerful attack that can be comboed of of many things, and a fairly good kill move. Then there’s the tree itself, it can block projectiles, kill absurdly early, and if they get in between you and the tree, the axe (if close enough) will hit them and the tree, and if they don’t perfect shield it, this combo will break a full shield in one hit. The amount of damage the tree does when it fall will be either be 25%, or 15% depending on whether if hits before or after it hits the ground. Also sometimes a notch of wood or a fruit will fall out of the tree, the notch is a useful projectile like Rob’s Gyro, or Peach’s turnip, but not as useful due to it’s low damage and knockback. The fruit heals 3% when eaten, but it appears very rarely.
Up B -Balloon Trip - This is both one of villagers strongest points, and his biggest weaknesses. It does no damage and is somewhat slow, so your recovery is incredibly vulnerable, however, because it goes so far, you can go in as deep as you want for edge guarding. Also the balloons can block projectiles when you use it to snap to the ledge. Generally you should try to get as close to the ledge as possible before using Balloon Trip to minimize the risk, alongside using fair and side B to harass them if they stay right by the ledge.