10 EXTREMELY UNDERRATED Smash Ultimate Moves
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Published 2024-04-04
Original video: • The Top 10 UNDERRATED Attacks in Smas...
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#SmashUltimate #Nintendo #SuperSmashBros
All Comments (21)
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Thanks for watching! What did you think of the list? This is a topic I've gotten a lot of requests to revisit, so if you think there's a good candidate I missed, feel free to let me know and maybe it'll pop up in another episode at some point! Also need to give a correction: all jabs besides the honourable mention are frame 2. As for the original video this came from, you can watch it here if you'd like: https://youtu.be/kghWfaMQEWs?si=vhVEZ1f862eJL3EG Main channel: youtube.com/mockrocktv Twitter: twitter.com/MrMockRock Patreon: www.patreon.com/mockrock Twitch: www.twitch.tv/mockrocktwitch Teespring: teespring.com/stores/mockrock
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15:55 did not expect to see a set from my local here man does his research 😂
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Ah, poor pits. What kind of mandela effect is making so many people see a solid back air as bottom tier like this? At least we got an immaculate Mockrock segment out of it. I've said it before, and I'll say it again: we need more mildly unhinged MockRock on this channel.
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I have an honorable mention. Lucario nair. It’s -1 at WORST. Combo starter, combo extender, edge guarding tool, creates tech chases, and kills at high auras. The only down side being its frame 10 on start up
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Glad someone finally acknowledged how Sakurai straight up lied to our faces when he said Daisy's moves "behave differently" than Peach's.
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As someone who for the longest time was advocating for how broken Corrin’s up air was, I cannot tell you how satisfying it felt when people started to also realize “Wait. That move is actually horseshit”. But then the monkey’s paw curled and it became spammed. So seeing you advocate for 10 MORE moves that could turn into a Corrin up air situation, I pray it isn’t the same outcome Also you uploaded at the perfect time for me since I was literally just rewatching one of your older videos :)
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Alright, soapbox time: Duck Hunt’s nair. No, I’m not kidding. It’s one of those moves that’s hard to see as good unless you play a lot of the character, but as a DH main, it is SO versatile. The strong hit deals a good chunk of damage and can even kill in some scenarios, but the real utility in my opinion comes when combining it with a fast fall. The recovery time after landing is minimal so you can easily follow it up with a jab combo or interrupt, and if you don’t fast fall, it auto-cancels. This is super useful if someone is trying to rush you down and you need to throw out a non-committal hitbox; but even its weak hit is enough to break people’s momentum. Once that happens, you have an opening to chase your opponent with a grab or dash attack, or even just run away to make more space. With platforms, though? Nair becomes another beast altogether. After pushing someone off a platform, you can dash forward and use a fast fall nair to keep the combo going, and if the strong hitbox connects then they’ll be pushed at a low angle and likely tumble. This opens them up for a jab/down tilt lock, a trap with the gunman, or a forward smash. If the weak hitbox connects, then the low recovery time still gives you an opportunity to connect since the opponent still has to deal with a bit of hitstun. Need to get off a platform safely? Fast fall nair. Have a can you need to reverse on a platform? Hit it with the back half of nair. Need an easy gimp? Nair, even the weak hitbox. Want to cross up the opponent safely? Put out gunman then nair behind them while they’re forced into an option. (This is even better if it’s a RAR nair!) I honestly think this move is the most underrated in Duck Hunt’s kit. It’s amazingly versatile and really fun once you work out the situations it excels in.
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Meta Knight's new Drill Rush tech is really cool, thanks for including it!
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Can we get some props for Robin's neutral air? The Levin version in particular is a Frame 7 disjoint that outspaces 90% of the roster, deals semispike knockback, and kills outright offstage at ungodly percents. Yet a lot of the community seems to forget Robin has a sword at all, much less a sword move that matches the reach of Shulk's forward air with half as much startup!
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An extra note about Falco's Nair is how much damage each multi-hit does. Each multi-hit before the final hit does about 3% for each hit, rather then 0.5% - 1% for most multi-hit moves. Landing the Nair dragdown multiple times and during combos can rack an insane amount of damage
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Lucas' kit in general is by far the most underrated in the game. He has amazing buttons, is well rounded, good fall speed, hits like a truck, amazing edgeguarding... what's not to love?
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We have a good MK in my region and the amount of times he's done the stupid ledge thing with drill rush is ludicrous. But also funny.
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Ness F tilt is a super underrated move, and every time I kill someone with it they’re like “That kills???” The move isn’t ridiculous or anything, but I swear absolutely no one knows about it and how much it can do
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As a Falcon main, one other use case for falcon kick is, seriously, ledge guarding. A lot of characters that are good offstage like to drift in horizontally to keep their options open. If you punish this once with a surprise falcon kick, that will definitely kill, they'll start recovering low every time, opening the door for that juicy dair.
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Sidenote on Falco's nair : in smash 4 it used to have a windbox that would make it consistent even on shorter characters while keeping pretty much the same hitbox. It got removed in ultimate and I really don't know why (btw falco's nair is the most underrated move in smash 4 to me)
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honorable mentions should go to ALL of mewtwo's tilts tbh. down-tilt is super fast and combos into his up-tilt, which can start a juggle if you know where the opponent's going
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Little correction on Mewtwo's F-Tilt: it's -13/-14 on shield, not -15/-16. Ultimate Frame Data gets this wrong for some reason. Also I'm surprised you didn't mention that F-Tilt confirms out of drag down Nair at any percent! That's so broken.
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Here's my addition: Lucario Nair. It's reasonably large, leads to combos, lingers for 11 frames, and edgegaurds. But the crazy thing is, it's can be -2 on shield WITHOUT AURA. With max aura, it can be ZERO on shield. It's only flaw is that its relatively slow, at frame 10.
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Plant mains finally seeing their character get some form of recognition:
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If you talk about lucas... my boy... love up air but why not F-air! -2 on shield . Kills , disjointed , sour spot for tech chasing . Really freaking good move