Berserker.
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- Joined
- Jun 8, 2009
- Messages
- 18,990
I'll start making the write up for d-smash then. U-smash discussion starts when Erico concludes this discussion (about d-smash)
DONE
D-smash: Monado Cyclone
This move is known for being really amazing but... truth be told, it's definitely not as good as most people say. Don't get me wrong, this move is definitely good. Not amazing or superb but it's good at doing what its designed to do. D-smash is mostly known for its huge horizontal range and multiple active hitboxes. It also has fairly decent damage output (~14% at the sweetspot) but its knockback is surprisingly more powerful and potent than it looks. Even the second hit is capable of KO'ing at surprisingly low percentages. In Smash art, d-smash is extremely scary. One right read near the edge and you can possibly take a stock easily. The start up (frame 18) and end lag of d-smash are its main disadvantages and it's also why you need to think twice when using d-smash.
D-smash's primary use is to catch opponents off from rolls thanks to its multiple hitboxes. Once you figure out the rolling habits of your opponent, you can at least know when to use d-smash. D-smash's utility is at its peak once you have the opponent cornered near the edge where in their only option against you is to camp at the ledge (which is a bad idea), roll at your back (a horrible idea also), to retaliate by attacking, to shield, or to jump over you. D-smash is able to cover 4 of 5 options thanks to its active hitboxes and its generally long range.
Other than roll punishing, you can also use d-smash for landing KO's, for edgeguarding and for punishing whiffed aerials. As said earlier, d-smash's KO power is a lot more potent than it seems. With Smash art, d-smash is able to KO at fraudulent percentages. D-smash's horizontal range also makes it effective for edgeguarding. With buster art, you can increase the reward for landing d-smash on your opponent. Additionally if you land this against a shielding opponent while they're near the edge, you have a good chance of breaking their shield and possibly taking their stock if they fall off the edge. With jump art, you can do a sliding d-smash with jump's slippery momentum which can catch opponents off guard
Overall, d-smash has certain uses but overall, it performs its job fairly well and it's not really hard to use for as long as you aren't dumb with it. It's not really a move to spam and whiffing it will get you punished really hard.
Rating:
普盾


翔疾

1/2
斬撃



DONE
D-smash: Monado Cyclone
This move is known for being really amazing but... truth be told, it's definitely not as good as most people say. Don't get me wrong, this move is definitely good. Not amazing or superb but it's good at doing what its designed to do. D-smash is mostly known for its huge horizontal range and multiple active hitboxes. It also has fairly decent damage output (~14% at the sweetspot) but its knockback is surprisingly more powerful and potent than it looks. Even the second hit is capable of KO'ing at surprisingly low percentages. In Smash art, d-smash is extremely scary. One right read near the edge and you can possibly take a stock easily. The start up (frame 18) and end lag of d-smash are its main disadvantages and it's also why you need to think twice when using d-smash.
D-smash's primary use is to catch opponents off from rolls thanks to its multiple hitboxes. Once you figure out the rolling habits of your opponent, you can at least know when to use d-smash. D-smash's utility is at its peak once you have the opponent cornered near the edge where in their only option against you is to camp at the ledge (which is a bad idea), roll at your back (a horrible idea also), to retaliate by attacking, to shield, or to jump over you. D-smash is able to cover 4 of 5 options thanks to its active hitboxes and its generally long range.
Other than roll punishing, you can also use d-smash for landing KO's, for edgeguarding and for punishing whiffed aerials. As said earlier, d-smash's KO power is a lot more potent than it seems. With Smash art, d-smash is able to KO at fraudulent percentages. D-smash's horizontal range also makes it effective for edgeguarding. With buster art, you can increase the reward for landing d-smash on your opponent. Additionally if you land this against a shielding opponent while they're near the edge, you have a good chance of breaking their shield and possibly taking their stock if they fall off the edge. With jump art, you can do a sliding d-smash with jump's slippery momentum which can catch opponents off guard
Overall, d-smash has certain uses but overall, it performs its job fairly well and it's not really hard to use for as long as you aren't dumb with it. It's not really a move to spam and whiffing it will get you punished really hard.
Rating:
普盾
翔疾
斬撃
Last edited: