Search results

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
  • Punishment (redirect from Punish)
    be punished if their attack is shielded, such as via shield grabbing or out of shield attacks. An attack that is difficult or impossible to punish is usually
    2 KB (316 words) - 15:47, October 26, 2023
  • vulnerability, meaning they can be punished very easily if read. Shield pressure is used to lure out one of the options to punish. An example of good shield pressure
    9 KB (1,298 words) - 10:52, April 14, 2024
  • rarely used as a result, only being useful as a risky hard punish or as a shield break punish in most situations. While not always true, characters with
    14 KB (2,289 words) - 10:04, April 12, 2023
  • allowing for harder punishes. Yet another change in Ultimate is that all characters have greatly increased traction, which makes OoS punishes easier to perform
    25 KB (4,239 words) - 09:50, April 12, 2023
  • Edge (redirect from 2 frame punish) (section 2 frame punish)
    players to be punished for going for a ledge grab, even though it is more difficult and less consistent than edge-hogging. The two frames of punish time don't
    19 KB (2,836 words) - 06:14, December 29, 2023
  • read (or, in some cases, react to) the direction of a player's tech and punish them. Characters with fast movement speed, like Captain Falcon, are very
    5 KB (797 words) - 11:46, April 5, 2024
  • are fast enough to punish any mistakes. However, Mewtwo can also use its great ground and air speed to mix up approaches and punish mistakes using these
    76 KB (10,106 words) - 14:19, May 3, 2024
  • make them highly committal, making them very easy for wary opponents to punish (particularly using a shield grab). Prior to Super Smash Bros. Ultimate
    13 KB (803 words) - 18:25, March 2, 2024
  • neutral. Overall, Falcon remains a high-risk high-reward fighter with a solid punish game overall. Falcon has seen respectable tournament results from players
    66 KB (9,325 words) - 11:25, May 9, 2024
  • makes it his best hard punish option considering its immense strength. Overall, his smash attacks are all formidable for hard punishes. Both up and down smash
    90 KB (9,000 words) - 18:57, April 23, 2024
  • in the top of A tier. One of Sheik's greatest strengths is her formidable punish game. Sheik's down throw is one of the best combo starters in Melee, as
    44 KB (5,566 words) - 00:09, February 16, 2024
  • startup of their down smashes, which allow them to dodge certain attacks and punish them heavily. This leads them to sometimes be humorously labeled "spot dodges
    21 KB (1,813 words) - 22:34, May 10, 2024
  • her to easily punish opponents that are quick to approach her on the ground. Should opponents reach Samus up closer, she can quickly punish and reset neutral
    56 KB (7,956 words) - 18:11, May 6, 2024
  • traction generally require more precise movement across the ground and cannot punish attacks as effectively out of shield since they will get pushed further
    14 KB (472 words) - 21:35, October 20, 2023
  • start his strong punish game and when he ends up offstage, he heavily struggles to get back on stage against a strong opponent. Ness' punish game unfortunately
    30 KB (3,751 words) - 23:15, February 20, 2024
  • game, as well as being able to dash away from shield grabs without getting punished, complementing his already-impressive range extremely well. Marth also
    47 KB (5,076 words) - 10:16, March 30, 2024
  • with almost any opponent while additionally making him very difficult to punish. In terms of attack speed, almost all of Fox's moves have less than 10 frames
    65 KB (8,191 words) - 23:40, March 24, 2024
  • because slow rolls are easier to react to and short rolls are easier to punish. Most characters use a rolling, somersaulting or spinning animation for
    44 KB (1,339 words) - 12:59, January 28, 2024
  • viable option out of shield; all other options can be punished or do not have the proper range to punish well-spaced moves. Moveover, his damage-based armor
    70 KB (9,060 words) - 19:59, May 8, 2024
  • to, while Dragon Fang Shot has two separate chargeable portions which can punish careless shielding up close. Dragon Lunge serves as the centerpiece of Corrin's
    59 KB (8,213 words) - 18:24, May 9, 2024
  • dodge attacks and make a retreat or capitalize on a reckless opponent and punish them. Some attacks intentionally make certain body parts intangible in order
    39 KB (443 words) - 11:50, November 10, 2023
  • stock. A single Ice Climber, known as "Sopo", loses access to its grab punishes and has one of the lowest damage outputs and worst recoveries in Melee
    37 KB (3,846 words) - 12:13, March 9, 2024
  • through shielding, Shields can block attacks and leave opportunities to punish afterward, and regular attacks can outprioritize grabs due to their generally
    13 KB (2,152 words) - 22:24, October 27, 2023
  • both of these changes improve his hard punish game. The changes to shieldstun make it easier for him to punish aerial approaches out of shield and make
    84 KB (10,218 words) - 18:27, April 21, 2024
  • finishers, allowing them to quickly and effectively punish opponents close to him, while being difficult to punish themselves on shield. Forward smash can be angled
    93 KB (11,305 words) - 11:02, April 17, 2024
  • result, some fighters have up smashes that serve as excellent out of shield punishes, while others function as precise, but powerful anti-airs. From Brawl onwards
    16 KB (1,235 words) - 22:33, May 10, 2024
  • opponent's to make risky approaches, providing opportunities for Isabelle to punish. Notably, Isabelle's unique jab gives her the ability to perform the "Wobbelle"
    61 KB (4,967 words) - 02:19, May 5, 2024
  • more on reads and baits, and the punishes that come with them. However, Ganondorf is also very susceptible to punishes himself, as he is easily comboed
    53 KB (5,534 words) - 21:02, May 8, 2024
  • Its incredibly large hitbox makes it an excellent 2-frame punish tool, can be used to punish rolls or techs, and can also be used as a deadly stage spike
    57 KB (8,115 words) - 03:30, May 9, 2024
  • into his specials, while his auto-turnaround ability also allows him to punish rolls and create deadly ledgetraps. In addition, Terry's combo and KO ability
    57 KB (4,219 words) - 18:22, March 1, 2024
  • Falco's Blaster shots are very fast, hard to punish, very long-ranged, transcendent, and allow him to camp and punish approaches easily. At low percents, Falco
    58 KB (6,812 words) - 11:25, April 25, 2024
  • long ranged, fast and auto-cancels from a short hop, making it difficult to punish. In Ultimate, it is much harder to use due to having noticeably less range
    14 KB (914 words) - 10:34, April 12, 2023
  • during the peak of the Golden Age. Pioneered Falco's punish game further, particularly by extending punishes using platforms and aerial Shine combos. By 2007
    51 KB (6,010 words) - 18:27, March 7, 2024
  • opponent, as they can capitalize on the opponent still being in hitlag and punish them or bait a certain reaction by using an attack with invincibility. Invincibility
    9 KB (526 words) - 21:45, December 30, 2023
  • him apart from them. Ridley's most defining trait is his potent and varied punish game and aerial pressure. With remarkably long range, high power, and decent
    70 KB (5,612 words) - 19:02, May 6, 2024
  • might be able to bait and punish with his up special to start combos, but it can become predictable over time, and it can be punished by characters with quick
    78 KB (10,673 words) - 13:47, May 8, 2024
  • relatively low end lag. This results in Mario being fairly difficult to punish relative to most of the cast. His combo game is quite flexible, as Mario
    77 KB (9,650 words) - 10:00, May 1, 2024
  • previous game and still possesses devastating punishes, her watered down combo game makes her early punish game and advantage less oppressive than before
    63 KB (8,339 words) - 09:59, April 20, 2024
  • Sephiroth forward and significantly lowers his hurtbox, giving him a way to punish more ranged attacks. Dash attack, despite being fairly punishable due to
    69 KB (5,880 words) - 19:48, April 24, 2024
  • allow Luigi to quickly and effectively punish opponents close to him while also rendering him being difficult to punish on shield. Forward smash deals extra
    79 KB (9,784 words) - 14:36, May 1, 2024
  • hard to punish on a blocked pin-down version, even with a successful powershield. The followups from the grounded hop can also be used to punish tech options
    9 KB (1,300 words) - 20:15, August 13, 2023
  • of this move to catch landings and punish whiffed moves is essential, although overuse and misuse is easily punished as it is unsafe on shield. Her forward
    77 KB (10,149 words) - 23:39, April 23, 2024
  • very few attacks come out as equally fast, and many attacks can be easily punished after being shielded. Due to this characteristic, simply approaching an
    33 KB (4,542 words) - 18:44, February 4, 2024
  • B tier. His placing on the tier list comes from having one of the best punishes in the game, as well as a solid neutral. However, he is held back due to
    29 KB (3,264 words) - 12:30, March 12, 2024
  • out the opponent quite easily, stuff out opposing approaches and adeptly punish most careless attacks. A prime example of this trait is Cloud's aerial attacks:
    57 KB (6,058 words) - 08:09, April 26, 2024
  • impossible to punish in some situations. Shuttle Loop has high knockback (especially at low percents), quick start-up, and is difficult to punish, as he can
    55 KB (5,522 words) - 23:41, April 12, 2024
  • mainly centered on the fundamentals of platform fighting: neutral game, punish game, and finishing (including raw KO power and edgeguarding). In Brawl
    8 KB (1,282 words) - 03:41, June 5, 2023
  • while being difficult for an opponent to punish due to its staying power, relative safety on shield and heavy punish abilities, making Incineroar very formidable
    72 KB (6,221 words) - 19:22, April 28, 2024
  • it easy for him to heavily punish mistakes, his sluggish frame data also makes counterattacks an excellent option to punish his many KO options if they
    55 KB (4,872 words) - 11:22, May 9, 2024
  • matchups than Melee or Brawl despite the Ice Climbers' expanded neutral and punish options. In the Project+ tier list, they are ranked 13th in the A tier,
    14 KB (1,056 words) - 12:07, March 12, 2024
  • carefully when close to Dr. Mario, as a single whiff could lead into a deadly punish. However, Dr. Mario's weaknesses outshine many of his strengths. His most
    79 KB (11,100 words) - 15:14, April 23, 2024
  • characters, which, in conjunction with his quick speed makes Joker hard to punish, and hard to hit. One of Joker's biggest strengths is his frame data. Many
    72 KB (7,276 words) - 13:56, April 20, 2024
  • reliant on Warp, which has no active hitbox and can be consistently two frame punished. Overall, Palutena is a simple but effective character at all levels of
    70 KB (8,983 words) - 19:02, April 9, 2024
  • or edgehog, and if Falcon chooses to land on the stage, he can be freely punished upon landing, resulting in him repeatedly being knocked off the stage.
    64 KB (8,097 words) - 10:57, March 6, 2024
  • him the ability to vary his recovery to make it incredibly difficult to punish him offstage, let alone gimp him. Meta Knight does have several weaknesses
    53 KB (7,028 words) - 10:00, April 20, 2024
  • combos, his grab is among the shortest-ranged in the game and can be easily punished if a grab misses. His moveset revolving around several projectiles means
    72 KB (7,048 words) - 01:46, May 5, 2024
  • while shielding. Generally, it is used to punish attacks when they are blocked, and is the most basic way to punish out of shield; in most cases, the attacker
    3 KB (428 words) - 09:42, April 12, 2023
  • and can be jumped out of -the mechanic known as parry- giving him unique punish opportunities when an opponent hits him during that startup animation. Although
    53 KB (6,888 words) - 16:05, March 28, 2024
  • aerials. This makes a Kirby playing defensively correctly rather difficult to punish. However, Kirby's defensive ability is hindered slightly by his average
    49 KB (3,151 words) - 07:00, March 13, 2024
  • speed of all three variations allows them to only work effectively as whiff punishes. While it's not impossible to use it in other contexts, it is far less
    4 KB (191 words) - 05:58, January 31, 2024
  • the middle ground between Fox's focus on pressure and Falco's focus on punishes. This is reflected in his attributes: he has a slow dashing speed (though
    67 KB (10,682 words) - 21:44, April 17, 2024
  • and his finishers are generally fast for their power, giving him a solid punish ability. While his air speed is slow, his aerial moveset is generally solid:
    94 KB (10,790 words) - 23:32, May 2, 2024
  • in Brawl. Altogether, Ganondorf's high power allows him to deal ruthless punishes when the opportunity arises, in addition to being capable of ending stocks
    88 KB (10,762 words) - 04:00, April 18, 2024
  • although her down tilt and down smash are solid power shield punishes. As a result, Zelda's strong punish game is not enough to make up for her poor mobility,
    86 KB (10,264 words) - 18:04, April 22, 2024
  • relatively low end lag. This results in Mario being fairly difficult to punish relative to most of the cast. His combo game is quite flexible, as Mario
    70 KB (8,484 words) - 04:48, May 4, 2024
  • even kill confirms, while in turn allowing her to reverse disadvantage and punish her opponent. Finally, Bayonetta has an oppressive offstage game thanks
    89 KB (11,539 words) - 00:51, May 11, 2024
  • to them causing higher shieldstun, making it difficult for opponents to punish tippers on shield. In addition, his overall frame data is very good, such
    82 KB (10,193 words) - 21:03, December 5, 2023
  • Jigglypuff has one of the most potent punish games out of all characters, yet is immune to most other characters' punishes; additionally, it cannot easily be
    58 KB (7,182 words) - 19:03, May 6, 2024
  • as well. Inhale has high ending lag, allowing other characters to easily punish him after he finishes the move. Gordo Toss's Gordos can be reflected back
    63 KB (7,450 words) - 00:44, April 29, 2024
  • recovery that does not cause helplessness, and Heaven's Door allowing him to punish shielding opponents, which is further boosted under the effects of Rage
    77 KB (6,200 words) - 04:01, May 10, 2024
  • it is far more likely an attempt at causing a shield poke, or to bait and punish a roll, grab, or spot dodge. Still, since gaps in shieldstun must exist
    22 KB (2,929 words) - 14:05, March 18, 2024
  • launching them with the last blow. You can adjust the laser beam's angle, so punish a foe who thought he or she was safe by trying to duck under the beam! Mii
    3 KB (277 words) - 09:41, April 12, 2023
  • small character who wields a sword. These factors make him difficult to punish, and in turn allow him to pressure his opponents. His speed also gives him
    47 KB (5,444 words) - 01:47, March 17, 2024
  • moveset has some effective attacks: down tilt functions as an amazing 2 frame punish and edgeguarding option thanks to its long duration and range, up tilt is
    68 KB (6,155 words) - 11:33, May 6, 2024
  • and startup of a majority of his moves, making him prone to getting parry punished or overwhelmed by faster moves. His recovery is also fairly exploitable
    74 KB (9,477 words) - 16:26, March 29, 2024
  • opponents with low shield health play more carefully around him, as he can punish any mistake extremely hard. As such, mistiming or overusing shields against
    67 KB (9,116 words) - 11:44, April 21, 2024
  • Its large hitbox also reaches beyond the ledge and allows it to 2 frame punish opponents. His down smash is fast, has good KO power (especially with the
    74 KB (11,753 words) - 02:00, May 3, 2024
  • opponent. This potentially improves his punishes. This makes his ledgetraps more efficient and allows him to punish rolls and cross ups much more easily.
    73 KB (8,914 words) - 20:10, April 11, 2024
  • down smash, which makes them hard to land and/or leave him exposed for a punish. In conclusion, Mega Man has a lot of tools to apply a lot of pressure with
    63 KB (6,277 words) - 10:25, May 1, 2024
  • guaranteed KO setups with Witch Time, and the ability to punish the opponent for trying to punish her due to the former move. Despite her strengths being
    64 KB (7,256 words) - 11:16, April 11, 2024
  • out the opponent quite easily, snuff out opposing approaches and adeptly punish most careless attacks due to his speed and range. A prime example of this
    74 KB (9,471 words) - 10:32, May 8, 2024
  • slightly more startup and are heavier on ending lag, making them easier to punish than other grab types if they miss. Pivot grab (known as CatchTurn internally)
    52 KB (4,372 words) - 10:25, May 1, 2024
  • maneuverability also makes him a great punisher, being able to swoop in, bait an attack, back away, and move back in to punish with one of his many fast aerials
    30 KB (2,793 words) - 16:30, January 25, 2024
  • reaction from the enemy. The Gunner's Grenade Launch, while being tough to punish, is able to cover a large range of angles, switch directions up to three
    30 KB (2,791 words) - 15:51, March 17, 2024
  • wavedashing. Players tend to get a grasp of how to bait out attacks and punish them, an important skill for succeeding all the way into high-level gameplay
    4 KB (501 words) - 05:58, February 8, 2024
  • handful of characters can punish the move on shield (although if Zero Suit Samus spaces the move well, even they cannot punish it). One problem the move
    5 KB (534 words) - 13:07, July 16, 2022
  • having a short range, which makes spacing essential for him to avoid getting punished. As mentioned within his reveal trailer, Little Mac performs strongly on
    69 KB (6,887 words) - 13:13, January 29, 2024
  • Consequently, characters with superior attack speed can easily overwhelm and punish him, especially if his attacks are whiffed. Most of Ike's out-of-shield
    60 KB (7,828 words) - 21:24, April 19, 2024
  • has very little ending lag, making it very difficult for an opponent to punish her for using it. This allows Rosalina to virtually shut down projectile-reliant
    48 KB (4,816 words) - 21:56, April 16, 2024
  • and a slow, short ledge roll, making it very easy for enemies to extend punishes on Pichu with little that the Pichu player can do to escape. Furthermore
    34 KB (3,740 words) - 12:40, May 10, 2024
  • combos/multi hits which would normally work and they can even potentially punish the opponent after getting hit. This does overall depend on the strength
    18 KB (2,910 words) - 13:38, March 7, 2024
  • recovery move and is also Hero's fastest and most reliable out of shield punish. Woosh can be charged into Swoosh, granting more vertical distance and horizontal
    78 KB (6,827 words) - 04:57, May 4, 2024
  • with its slower startup, this makes it much safer and more difficult to punish, even being safe on shield if spaced, and due to its low cooldown, it can
    23 KB (1,799 words) - 16:10, March 28, 2024
  • intangible, it is difficult to hit during Quick Attack's warps, making it hard to punish if Pikachu uses it effectively. The move's intangibility combined with its
    17 KB (2,250 words) - 20:05, December 29, 2023
  • opponents thanks to its consistent hitbox, although it can also be used as to punish opponents from out of shield when it is SHFF'd. Palutena's grounded moveset
    63 KB (5,941 words) - 16:50, April 18, 2024
  • aerial, which can also make him difficult to punish if the opponent stands too close to him and mistimes its punish. However, King Dedede has numerous weaknesses
    68 KB (8,107 words) - 04:24, May 3, 2024
  • and explosion also makes it relatively easy for the opponent to tech and punish the move's ending animation, a maneuver known as the Tech Check. Main article:
    12 KB (1,544 words) - 06:14, December 29, 2023
  • has weaknesses. His subpar tech roll and bad combo weight make it easy to punish and fatally chain Lucas if he makes a mistake. He also has short range and
    35 KB (3,903 words) - 14:35, March 20, 2024
  • player to avoid damage, not be as easily punished, have more control over their actions, and be able to punish their opponent's attacks. Dash-dance pivots
    64 KB (9,094 words) - 02:46, April 13, 2024
  • combo breaker. It can also lock, which gives Greninja access to potent punishes from opponents missing techs. Its down tilt is an excellent combo starter
    48 KB (6,555 words) - 18:33, April 23, 2024
  • player to avoid damage, not be as easily punished, have more control over their actions, and be able to punish their opponent's attacks. Dash-dance pivots
    31 KB (3,463 words) - 21:32, January 26, 2024
  • as a consistent whiff punish kill confirm. Down smash’s higher knockback and faster frame data gives it more potency as a punish option, ledgetrapping
    2 KB (193 words) - 01:40, March 25, 2024
  • cheap when players have difficulty countering it and may be difficult to punish. Juggling an opponent involves spamming the up tilt, up aerial, or up smash
    2 KB (328 words) - 22:50, February 27, 2020
  • the precision required to punish rolls with the move. However, it's still slow, has a clear visual cue, and can be punished very easily as the move can
    13 KB (1,802 words) - 21:05, March 16, 2024
  • such as his Shoryuken and Tatsumaki Senpukyaku, allowing his opponent to punish him for landing those moves. Finally, Ken is forced to approach in a lot
    69 KB (7,682 words) - 10:06, May 3, 2024
  • for around half a second; effective ways to punish her are to edgehog her in Melee and Brawl, and 2 frame punish in Smash 4 and Ultimate. The re-entry of
    5 KB (529 words) - 12:49, February 22, 2024
  • for opponents to escape due to hitbox placement. The move can be used to punish rolls or even stage spike if positioned properly. However, there is a hitbox
    4 KB (272 words) - 17:15, March 28, 2024
  • good amount of range making them solid whiff punishers however, they can leave the user vulnerable for a punish if the down tilt is blocked or if their opponent
    14 KB (1,524 words) - 21:02, March 7, 2024
  • bit harder to punish. For all its potential, however, Rest infamously possesses extremely high ending lag, making it very easy to punish if whiffed, though
    63 KB (7,725 words) - 13:46, April 20, 2024
  • to now punish the move on shield (including Bayonetta), in addition to the move becoming -5 on powershield, opening up more power shield punish opportunities
    5 KB (475 words) - 23:08, April 12, 2022
  • extend combos, while the latter can quickly rack up damage and set up strong punishes. Ness's recovery has improved in Ultimate thanks to buffs to PK Thunder
    51 KB (7,457 words) - 15:40, April 25, 2024
  • and create more time for the character to act, potentially avoiding being punished during the move's landing lag. Precise auto-canceling of aerials is also
    21 KB (3,033 words) - 06:15, December 29, 2023
  • Mega Man or shield the explosion. Both projectiles easily lead to a grab punish as Mega Man owns a great grab combo ability, having a fast grab and many
    42 KB (3,953 words) - 10:25, May 1, 2024
  • heavily limits the opponent's ability to punish Ness if he absorbs a projectile but it can even allow Ness to punish opponents after absorbing projectiles
    37 KB (4,557 words) - 16:38, March 8, 2024
  • most lag and prevent themselves from being on the wrong end of potential punish opportunities while on the floor (known as a “missed tech”). A successful
    20 KB (3,089 words) - 22:53, November 28, 2023
  • Sheik's nerfs mainly impacted her punish game but she still had the tools needed in order to win neutral and get her punish game going. Sheik was very likely
    77 KB (9,124 words) - 09:08, April 12, 2024
  • attacks are fast, short-ranged, weak attacks meant for easy close-range punishes or escaping pressure. Almost all neutral attacks in the series are natural
    30 KB (2,345 words) - 15:41, May 1, 2024
  • overall disjointed range in the game. Shulk's excellent range allows him to punish careless moves by retaliating at a distance, or create space by challenging
    64 KB (6,628 words) - 22:46, April 10, 2024
  • options, allowing her to reliably punish relatively safe moves. However, these moves are still not fast enough to punish ordinarily safe moves and Zelda
    55 KB (7,146 words) - 20:06, April 20, 2024
  • in its ending animation, punishing foes who attempt to DI close to him to punish the ending lag. Bowser Bomb is now a much safer move; in addition to its
    41 KB (5,116 words) - 10:01, May 1, 2024
  • the aforementioned projectile and chain grab users, and that the enhanced punish game means that small mistakes become far more consequential (similarly
    8 KB (948 words) - 16:55, October 24, 2023
  • simply walking or dashing up to the opponent. Walking is slow and can be punished. However, this method can be unpredictable due to its rarity, and allows
    10 KB (1,509 words) - 15:59, March 29, 2024
  • also auto-cancel on a short hop, which grants it utility for out of shield punishes and potential zero-to-death combos. Despite its poor range, Pikachu also
    61 KB (6,745 words) - 16:47, May 9, 2024
  • and it also lacks a hitbox when she reappears, leaving her vulnerable to punishes when he tries to land. All of these factors contribute to Zelda having
    28 KB (2,934 words) - 14:27, March 15, 2024
  • with high knockback but has a very slow startup, making the move easy to punish. It has recoil damage both in the beginning and when Charizard hits something
    7 KB (814 words) - 09:43, April 12, 2023
  • get an opponent on top of a platform and Rest can be used after that to punish their tech option. Up aerials can be used to cause the opponent to miss
    4 KB (496 words) - 07:45, July 8, 2020
  • certain characters and, if they are moving, can make it a bit harder to punish. For all its potential, however, Rest has the slowest interruptibility in
    75 KB (8,927 words) - 13:51, April 20, 2024
  • As such, the move is rarely used in competitive play, apart from hard punishes or setting up sacrificial KOs while having a stock lead. In Ultimate, the
    4 KB (305 words) - 13:36, January 8, 2024
  • the harsher Project M environment, where many characters now have tools to punish and gimp Fox harshly for mistakes that players make with him. Overall, he
    14 KB (1,279 words) - 11:58, March 12, 2024
  • opponent's shield until they choose an option to escape, which Roy can then punish. Roy's neutral attack is useful thanks to its KO confirms into his forward
    57 KB (7,049 words) - 03:05, May 6, 2024
  • in competitive play, thanks to his high reward potential and devastating punish game. However, despite his success and great potential, Ryu's tier ranking
    54 KB (5,330 words) - 11:37, January 25, 2024
  • from a down tilt or neutral aerial at low percentages. If Peach 2 frame punishes the opponent with a down tilt, she can follow with a golf club. The tennis
    5 KB (312 words) - 10:36, January 5, 2024
  • landing back on stage and also providing a consistent option for her to punish certain attacks and even projectiles. When coupled with Rosalina's reliable
    63 KB (8,803 words) - 21:25, April 12, 2024
  • and all having very minimal ending lag, making her extremely difficult to punish properly; this is supplemented by the good range of her moveset. She also
    64 KB (7,890 words) - 12:20, May 8, 2024
  • it is a lunging tackle that can start combos at varying percents, 2 frame punish reliably, function as a pseudo-crawl, and is his best spacing option in
    56 KB (6,544 words) - 06:50, April 20, 2024
  • reactions, to properly edgeguard Pikachu. Pikachu's other strength is its solid punish game; although Pikachu is fast and light, it still possesses several ways
    57 KB (6,891 words) - 07:06, February 2, 2024
  • than conventional counters; the distance the move covers allows Lucario to punish the opponent when countering a projectile, and the fact that the strength
    52 KB (8,113 words) - 20:41, April 22, 2024
  • slathering boatloads of damage onto the opposition from a single whiff-punish. At percents too high for a combo, it's still useful as one of the Climbers'
    3 KB (273 words) - 18:43, May 10, 2024
  • to be punished. For it to be a reliable crossup, the King K. Rool player must space dash attack to cross up in a way that leaves it harder to punish, which
    6 KB (853 words) - 09:46, April 7, 2024
  • in the game. Pikachu can easily approach its opponent to start its strong punish game and Pikachu also has the tools to play a more defensive game if it
    34 KB (3,904 words) - 16:44, May 8, 2024
  • additionally mostly have poor to mediocre reach. This results in him being easily punished when his attacks are shielded, and complicates safe approaches. His projectile
    46 KB (4,866 words) - 17:37, March 8, 2024
  • landing options and slow falling speed, opponents will also have more time to punish Samus as she attempts to return to the stage. In addition, many of her moves
    70 KB (7,932 words) - 01:14, April 5, 2024
  • quite punishable if they miss. At a distance, one can even use Quick Draw to punish floor recoveries and floor attacks because of the move's ability to be held
    30 KB (3,200 words) - 17:07, April 20, 2024
  • quickly uncharged Water Shuriken can allow Greninja to recover fast enough to punish with options such as a dash grab. Aside from recovery/edgeguarding applications
    49 KB (5,587 words) - 18:45, February 6, 2024
  • it at the opponent for it to work, it is integral to his kit and lets him punish missed attacks, have a strong advantage in the neutral game, create extremely
    58 KB (7,322 words) - 18:46, April 27, 2024
  • that does not actually fix the problem with planking, and it can unfairly punish a player who exceeded the ledge grab limit from being kept offstage often
    10 KB (1,550 words) - 06:13, December 29, 2023
  • can swerve away from opponents if it hits shield to potentially escape a punish. While up aerial can also be drop canceled, the utility is little to none
    8 KB (1,021 words) - 05:41, March 26, 2024
  • always leads to a KO. They argue that wobbling's guaranteed stock loss punishes opponents too severely for making small mistakes, and forces opponents
    14 KB (1,825 words) - 21:07, July 16, 2023
  • attacks, Wario is able to dip in and out of the fray to bait attacks and punish. Wario's attacks in general also tend to be disjointed, as his hands don't
    58 KB (7,505 words) - 17:11, April 23, 2024
  • disjointed hitbox above Marth's head which can hit through the stage and punish people standing near the ledge. However the move doesn't travel far horizontally
    5 KB (352 words) - 13:25, July 14, 2022
  • is a strategy that limits the opponent's options and provides a chance to punish their reaction. Using his forward and back aerials in a short hop is also
    68 KB (6,138 words) - 14:17, March 28, 2024
  • Fox's traction is higher (0.0667 (2) → 0.08), making it easier for him to punish out of shield. Fox's air speed is much slower (1.2 (36) → 0.83), going from
    73 KB (9,489 words) - 18:16, April 20, 2024
  • and good spacing can sometimes potentially also make them difficult to punish as well. Her dash attack is fast by swordfighter standards, coming out on
    75 KB (9,330 words) - 17:00, April 18, 2024
  • bottom five. Finally, Roy's long extended dash-dance allows him to read and punish opponents accordingly. However, his laggy initial dash (17 frames) and turnaround
    63 KB (7,271 words) - 09:11, March 23, 2024
  • of time to punish Marth. This can often lead into a stock, even at very low percents as opponents can either charge a very powerful punish or begin a devastating
    21 KB (3,147 words) - 01:24, March 16, 2024
  • used on or above the stage, Jigglypuff's opponents have a lot of time to punish Rest, and when it is used off-stage, it leads to a guaranteed self-destruct
    16 KB (2,250 words) - 08:33, March 28, 2024
  • Marth's moves, it is easily punished if shielded. Marth's Counter, the fastest counter in the game, can be used to punish opponent attacks and interrupt
    58 KB (7,401 words) - 20:27, May 8, 2024
  • Ultimate is particularly effective due to its solid power and difficulty to punish. Zelda's back aerial is one of her Lightning Kicks, and deals very high
    16 KB (1,291 words) - 10:28, June 28, 2023
  • together, they can be difficult to approach, as one can cover the other and punish opponents when in danger. They also have good KO potential, thanks to Luma's
    12 KB (1,317 words) - 11:50, March 21, 2024
  • combined with its fast startup for a smash attack. It's also a powerful punish option. However, it has noticeable ending lag, it's unsafe on shield and
    2 KB (101 words) - 16:44, February 16, 2024
  • from a down tilt or neutral aerial at low percentages. If Daisy 2 frame punishes the opponent with a down tilt, she can follow with a golf club. The tennis
    4 KB (318 words) - 10:36, January 5, 2024
  • Mii Swordfighter's moveset, especially on the ground, can be quite easy to punish, especially by quick, powerful characters like Little Mac. The Mii Swordfighter
    36 KB (3,379 words) - 11:41, January 25, 2024
  • landing options and slow falling speed, opponents will also have more time to punish Dark Samus as she attempts to return to the stage. Similarly to Samus, Dark
    56 KB (5,423 words) - 12:50, March 14, 2024
  • combos. Neutral aerial's hitbox has a long duration, which allows it to punish air dodges or start combos upon landing as the opponent is being hit. Forward
    73 KB (8,722 words) - 12:06, April 25, 2024
  • of parry against attacks with multiple hits. Flare Blitz is a strong hard-punish attack that effectively tech chases opponents and inflicts significant damage
    54 KB (7,033 words) - 07:52, February 21, 2024
  • smash and down tilt. Her screw attack also offers a quick and difficult-to-punish out of shield option, due to being invincible for the first couple frames
    54 KB (6,604 words) - 10:02, May 1, 2024
  • Pac-Man is holding while attacking, allowing Pac-Man to run away and possibly punish the opponent. Update 2.0.0 then buffed Pac-Man's combo potential by making
    59 KB (8,220 words) - 09:51, April 20, 2024
  • Bowser's attacks have notoriously sluggish frame data, and are easy to punish. As a result, Bowser ironically has trouble KOing opponents despite his
    33 KB (3,323 words) - 10:02, May 1, 2024
  • potentially valuable resources. His up smash and down tilt leave him vulnerable to punish should he miss, and while Steve's tool attacks are fast, they have short
    87 KB (7,648 words) - 11:05, May 6, 2024
  • Infinite Dimensional Cape are usually banned and the guilty parties are punished accordingly. However, some glitches are deemed positive to the overall
    5 KB (717 words) - 09:25, April 18, 2024
  • Lucario to keep close to the opponent so that it never misses a chance to punish and tack on damage, which is a problem against faster close-range fighters
    35 KB (3,862 words) - 13:06, April 18, 2024
  • dropping is to punish the use of moves on a shielding player on a platform, as it allows players to quickly do an aerial out of shield to punish ending lag
    7 KB (939 words) - 15:51, August 19, 2023
  • The sheer number of rapid multihits can make it even more difficult to punish since it's hard to make out the ending animation amongst two Climbers in
    7 KB (670 words) - 22:11, May 8, 2024
  • real method of dealing with pressure is Whirling Fortress, which can be punished if executed too late. Some of his moves are also inevitable KOs if used
    89 KB (11,597 words) - 17:22, November 22, 2023
  • due to its very weak knockback, and dash attack's is mostly used as a fast punish option and its low power can actually allow it to combo, though it can be
    78 KB (12,461 words) - 05:33, May 10, 2024
  • granting him a decent combo game, this trait makes him both difficult to punish and very effective at punishing. However, the multipliers applied to some
    81 KB (9,115 words) - 10:00, May 1, 2024
  • Jigglypuff's constant aerial playstyle, and can punish opponents who overuse shields in an attempt to punish Jigglypuff out of shield. In Super Smash Bros
    9 KB (1,050 words) - 05:23, March 18, 2024
  • floating low to the ground and using retreating aerials makes her difficult to punish, and this greatly helps her own approach as well. With good spacing, she
    59 KB (7,439 words) - 10:08, April 20, 2024
  • hits connect. The last hit deals moderate knockback, making it difficult to punish and allowing it to KO at high precents, as well as being rarely escaped
    82 KB (8,978 words) - 17:21, January 28, 2024
  • could punish it on-hit with a back aerial and produces a slight wind effect a small distance outside its grab to make it more difficult to punish. It also
    27 KB (2,721 words) - 17:42, May 4, 2024
  • knockback-based armor, making weak hits glance off and allow for a quick punish. Giga Bowser's gigantic size also gives him incredible reach, even with
    20 KB (1,515 words) - 01:05, April 16, 2024
  • great out of shield options with Soaring Axe Kick having excellent range to punish disjointed attacks and retreating aerials, Helicopter Kick coming out as
    80 KB (8,654 words) - 17:41, April 26, 2024
  • than Link's (0.113 → 0.105), making it slightly harder for Young Link to punish out of shield. Young Link's air friction is slightly lower (0.0038 → 0.00375)
    79 KB (12,433 words) - 20:00, April 21, 2024
  • mechanic as the only wake-up option that can be used afterwards, allowing for a punish as the opponent stands up. The character will stand up in an identical animation
    25 KB (1,313 words) - 00:45, April 12, 2024
  • time ends, which can cause unsuspecting opponents attempting to punish them to get punished themselves instead. From Brawl onward, however, every character
    13 KB (1,758 words) - 01:11, March 14, 2024
  • forward smash to send opponents off-stage. Its greater power up close can also punish overzealous opponents who carelessly step into Roy's threat zone, allowing
    57 KB (7,081 words) - 04:17, March 7, 2024
  • of endlag, making them fairly risky to throw out and easy for him to be punished. His projectiles are also easily predictable to see coming and avoid which
    74 KB (9,414 words) - 23:31, April 24, 2024
  • able to reliably take stocks around 70%. Aside from the typical hard read/punish that most f-smashes serve as, such a fast instance of the move is great
    5 KB (424 words) - 14:02, May 11, 2024
  • who would occasionally interrupt gameplay (or even save a player from a punish) and the fact that the ducks, which would increase the score on the bottom
    10 KB (1,191 words) - 14:18, December 1, 2023
  • has to win more neutral exchanges to compensate for the lack of stronger punishes, while his KO ability is still weaker than Roy's, most notably with Double-Edge
    62 KB (5,907 words) - 00:54, May 4, 2024
  • close range. On power shield, more characters could punish the move but even they could only punish if they had a very quick neutral attack or tilt, which
    24 KB (3,561 words) - 04:56, May 3, 2024
  • moves are also helpful for his gameplan. Giant Punch is his surprise KO and punish move, can be used to pressure the opponent, and has super armor if fully
    66 KB (8,198 words) - 19:53, April 26, 2024
  • hit has a slightly longer duration (frame 14-15 → 14-16), enabling it to punish rolls better than Mario's. Down smash has less reach (12u/6.8u (front) and
    39 KB (4,407 words) - 13:45, May 10, 2024
  • throws have decent damage outputs and minimal lag, which make them hard to punish. Incidentally, his grab game is decent overall. While none of his grabs
    76 KB (9,429 words) - 10:25, May 1, 2024
  • Barrel Cannon below may be considered a gimmick, but it is very easy to punish players shooting upwards out of the barrel, and it is also impossible to
    14 KB (1,547 words) - 09:12, October 30, 2023
  • it is harder for her to punish out of shield with an up smash or dash attack. Some of her laggier moves are also easier to punish out of shield compared
    71 KB (9,008 words) - 19:11, May 1, 2024
  • restricts Lucario to using a bait and punish playstyle, as it cannot safely perform rushdowns without getting punished most of the time. This gives Lucario
    58 KB (7,094 words) - 10:50, April 9, 2024
  • Technically, this counts as a buff, thanks to it making the window for jab locked punishes on Min Min less lenient. However, Min Min was yet again nerfed in a few
    60 KB (6,011 words) - 07:34, April 3, 2024
  • Diddy Kong's punish game but Diddy still retained his strong mobility and moveset, allowing him to still easily win neutral and get his punish game going
    81 KB (10,554 words) - 10:02, May 1, 2024
  • Yoshi has significantly higher traction (0.0426 → 0.095), allowing him to punish out of shield much more easily. Yoshi's jump height has been slightly reduced
    55 KB (6,636 words) - 09:55, April 20, 2024
  • notably prevalent in competitive play, whether as part of a true combo or to punish an opponent air dodging out of those moves. The new rage mechanic naturally
    9 KB (1,437 words) - 09:07, March 4, 2024
  • incredibly threatening character with a very unforgiving advantage state and punish game if their opponent is unable to KO the partner climber quickly. Despite
    56 KB (10,078 words) - 16:13, May 3, 2024
  • to counter with attacks alone, although its ending lag makes it easily punished. If used in the air, the move has an extremely laggy ending animation regardless
    7 KB (902 words) - 20:42, February 19, 2024
  • when Bowser lands with his shell, which makes the move slightly harder to punish. He also grants intangibility on his arms and legs in midair (frames 14-60)
    3 KB (146 words) - 11:54, April 18, 2024
  • fighters to tied for the 11th highest out of 39, making it easier for him to punish out of shield. Mario's air speed is higher (0.86 → 0.94), improving his
    57 KB (6,732 words) - 10:25, May 1, 2024
  • the backward bounce upon hitting a foe preventing the attack from being punished with a shield grab, it is still generally unsafe due to its long lag making
    5 KB (357 words) - 00:27, May 6, 2023
  • stuck in place longer than usual, which buys the climbers some extra time to punish. What's more, it hits pretty hard, and covers them on all sides, so it can
    6 KB (129 words) - 14:14, May 11, 2024
  • undisputed best Peach player of all time. Armada was known for his unforgiving punish and edgeguarding game, and for holding positive matchups against almost
    34 KB (3,372 words) - 15:04, March 5, 2024
  • vulnerable, it may even get players unaware of this obscure mechanic's existence punished for trying to use a getup attack near food. Food comes in many varieties
    22 KB (1,622 words) - 19:31, January 13, 2024
  • has more ending lag and is significantly weaker, making it much easier to punish and far less reliable for KOing, eliminating one of her most useful KO moves
    82 KB (10,013 words) - 11:30, March 25, 2024
  • Kong include most of his attacks having heavy ending lag (making it easy to punish most of his attacks if he misses), being very vulnerable to meteor smash
    44 KB (5,189 words) - 14:57, April 3, 2024
  • floating low to the ground and using retreating aerials makes her difficult to punish, and this greatly helps her own approach as well, because with good spacing
    47 KB (5,078 words) - 20:41, March 19, 2024
  • and long start and end lag render Ike vulnerable to many combo setups and punishes. His tall height is also considered a drawback, as it makes his hurtbox
    36 KB (4,100 words) - 00:08, March 17, 2024
  • attacks, but it has high ending lag, is predictable, and an opponent can punish him with a grab. It is useful as a surprise KO move, and on stages with
    51 KB (6,473 words) - 12:23, March 4, 2024
  • through momentum canceling, and significantly increases the chance of getting punished for landing a hit. While some players argue in support of the mechanic
    5 KB (691 words) - 19:06, April 28, 2024
  • longer, this means that Kirby either has to use his grab or back aerial to punish a majority of moves out of shield. Kirby's damage output and KO potential
    66 KB (8,682 words) - 07:09, March 13, 2024
  • too confident or too hesitant with this move, which can probably get one punished. Overall, up tilt is too situational of a move to be used properly unless
    2 KB (141 words) - 17:41, April 7, 2024
  • Mechakoopas will deactivate if colliding with a shield, making him susceptible to punishes, and as his traction is among the lowest in the game, this gives him a
    51 KB (4,604 words) - 13:23, March 5, 2024
  • projectiles with low cooldown, as it has enough ending lag for an opponent to punish K.Rool if they dodge the reflected projectile. It is also possible to reflect
    7 KB (946 words) - 19:08, April 23, 2024
  • opponents, but must be careful when throwing out normal attacks to avoid being punished due to the end lag that many of them have, thus making it a patient fighter
    45 KB (4,343 words) - 17:29, May 6, 2024
  • an attack in the cases where Marth would commonly use Counter, and then punish him with a grab or delayed powerful attack such as a charged smash. Another
    14 KB (2,244 words) - 00:03, February 27, 2024
  • used to reflect a wave of incoming projectiles such as Falco's laser, to punish camping. In Melee, the technique is known as power shielding (named for
    21 KB (3,016 words) - 01:06, November 9, 2023
  • generous edge sweetspot range, making it hard for certain characters to 2 frame punish them, and due to its deceptive startup hitbox, it can be used to gimp off-stage
    72 KB (5,878 words) - 01:08, April 7, 2024
  • Kong's traction is higher (0.0567 (1.7) → 0.08), making it easier for him to punish out of shield. Donkey Kong's jumpsquat is shorter (6 frames → 5). Donkey
    50 KB (6,408 words) - 01:51, May 8, 2024
  • Swordfighter will bounce back, giving it some shield safety, although this can be punished if the opponent knows how it interacts. Against non-shielding opponents
    6 KB (485 words) - 10:56, April 24, 2024
  • its hitboxes make it extremely unsafe on hit, allowing Luigi to be easily punished or grabbed when he hits someone with the move, while the move is also expectedly
    2 KB (177 words) - 22:24, April 27, 2024
  • longest tech rolls and ledge rolls in the game, which can make her hard to punish even if a roll is expected. These attributes give her overall good mobility
    65 KB (6,718 words) - 18:31, March 26, 2024
  • recovery options. Dancing Blade is a four-hit combo that can be used to punish sidesteps and rolls, as well as effectively rack up damage. The final upward
    63 KB (8,425 words) - 10:25, May 1, 2024
  • pressure and poke with his tilts and aerials without leaving himself open to punishes. His Blaster, despite being nerfed, is an invaluable tool in Fox's arsenal
    67 KB (8,683 words) - 23:30, March 24, 2024
  • speed, power, reach, or hitbox placement, giving him a powerful neutral and punish game. He also has great comboing ability, having combo starters such as
    24 KB (2,765 words) - 12:17, March 12, 2024
  • also makes his poor traction much more of a liability, as the inability to punish out of shield exacerbates approaching and mobility problems. The introduction
    46 KB (5,433 words) - 10:25, May 1, 2024
  • provides respectable vertical recovery and its first hit can be used to punish aerial and post-recovery opponents by spiking them at point-blank with the
    76 KB (8,152 words) - 21:19, May 8, 2024
  • is a strategy that limits the opponent's options and provides a chance to punish their reaction. Using his down aerial in a short hop is also a good approach
    41 KB (3,666 words) - 10:43, April 17, 2024
  • above Falcon. This move comes out fast as well, and is great to approach or punish. Falcon Kick, as with Falcon Punch, has its fire effects rendered as 2D
    10 KB (1,276 words) - 08:44, September 2, 2023
  • auto-canceling with short hops, which weakens his options to approach or punish opponents. His other aerials (except forward aerial) have increased landing
    21 KB (2,938 words) - 02:07, February 21, 2024
  • to read an opponent; a fighter may read an opponent's action and input a punish, but instead, the opponent trips, keeping them out of the reach of the attack
    19 KB (1,326 words) - 08:16, December 31, 2023
  • utility and/or KO power, while the speed of his moves allows him to easily punish opponents out of shield. However, Falco's neutral game has been drastically
    78 KB (10,269 words) - 05:47, April 14, 2024
  • attacks; while this can be alleviated with L-cancelling, they can still be punished, requiring Link players to carefully set up combos and KO moves. Link also
    49 KB (5,590 words) - 02:35, May 2, 2024
  • scaling and vertical launch angle, and is also very susceptible to being punished on whiff, while not being very safe on shield even if he somehow crosses
    3 KB (186 words) - 11:12, January 27, 2024
  • Snake's traction is higher (0.0542 → 0.08). This makes it easier for him to punish out of shield but shortens the distance of his new wavedash. Jump squat
    35 KB (3,836 words) - 12:39, March 12, 2024
  • of the cast. This means that Donkey Kong can no longer get a guaranteed punish on his opponent if he breaks out of their grab. The changes to hitstun canceling
    68 KB (7,449 words) - 01:34, April 10, 2024
  • to disciplinary action if proven to have occurred. Cheating is usually punished if discovered, though not every situation is black and white. Not all cases
    42 KB (6,378 words) - 12:26, April 30, 2024
  • higher shieldstun at close range, which makes her slightly more difficult to punish out of shield compared to Marth's sourspotted moves. Lastly, Lucina is slightly
    53 KB (5,868 words) - 02:10, May 2, 2024
  • as aforementioned, which foes can easily use as an amplified and deadly punish. Battering items such as the Fan, Lip's Stick, or the Beam Sword have their
    18 KB (1,517 words) - 07:39, November 28, 2023
  • dropped and any attempt by the opponent to approach would be instantly punished with the Final Smash. As of the 4.0.0 update, a charged FS Meter now has
    34 KB (3,441 words) - 23:03, May 10, 2024
  • is rather small, making it only good at surprise, quickly get downward or punish laggy moves. Falcon Dive sends him upwards with some horizontal movement
    48 KB (6,216 words) - 10:25, May 1, 2024
  • top of this, the move has lots of endlag, meaning missing it is an easy punish for your opponents. This is offset by the fact that it has the capability
    3 KB (127 words) - 07:44, January 11, 2024
  • Electroshock Arm, which can grant him opportunities to net KOs in the form of hard punishes. Nevertheless, Dark Pit's differences from Pit are not all that significant
    41 KB (5,843 words) - 18:16, March 25, 2024
  • are directly touching him, which hampers his juggle ability and overall punish game, and gives him a hard time hitting smaller characters. Finally, his
    49 KB (4,320 words) - 21:46, May 6, 2024
  • possibly allowing for a powerful punish if the opponent tries to jump in. This gives Donkey Kong better bait and punish tactics that would otherwise be
    14 KB (1,515 words) - 09:15, September 3, 2023
  • up in landing lag by the time Mario's down aerial ends, allowing Mario to punish them. This means only characters with fast attacks can reliably escape the
    3 KB (257 words) - 10:23, November 15, 2023
  • attack to cross-up behind Marth. Marth misses the shield grab and gets punished as a result. Snake's dash attack being used to "cross-up" behind Kirby
    3 KB (432 words) - 06:54, February 14, 2021
  • speed let it function as a great KO option out of a down-throw or even to punish foes on platforms. Ivysaur's new down-special, Seed Bomb, is perhaps its
    39 KB (4,598 words) - 14:26, March 20, 2024
  • grants. His dash grab covers a long distance, making it relatively hard to punish. His down aerial is one of the fastest of its kind, while his forward smash
    107 KB (13,584 words) - 16:33, February 28, 2024
  • result, the attacking player will often throw out an unexpected move which punishes the player for their DI. Powerful horizontal moves are most frequently
    15 KB (2,202 words) - 10:10, April 12, 2023
  • and the move is a hard hitter as well and can also KO, but it is easily punished if shielded. Ganondorf's aerials are also very strong; all have high knockback
    72 KB (9,003 words) - 13:58, April 30, 2024
  • another jump, but such options are committal and can lead to an even further punish. Altogether, Ivysaur fills the "zoner" role for Pokemon Trainer's lineup
    43 KB (7,195 words) - 02:16, May 2, 2024
  • epitome of risk versus reward. Its aura rewards it for falling behind and punishes it for pulling ahead, encouraging close matches and come-from-behind victories
    28 KB (2,957 words) - 22:15, March 6, 2024
  • reach for a projectile and is very easy to SDI out of, making it easy to punish. PK Thunder is Ness' most useful special move; it is unique for controlling
    53 KB (6,619 words) - 10:01, May 1, 2024
  • up tilt, and his smashes. The speed and reach of his attacks allow him to punish effectively on the ground as well as in the air, and their solid damage
    33 KB (3,403 words) - 00:28, April 2, 2024
  • it is lower relative to the cast. While this makes it easier for him to punish out of shield, it also means that his new wavedash covers below average
    34 KB (4,112 words) - 08:24, May 11, 2024
  • acceleration increased. This significantly worsens Jigglypuff's approach, punish and spacing abilities that constituted its outstanding neutral game in Melee
    42 KB (5,007 words) - 15:17, May 8, 2024
  • shield. The clean hit is -5 on shield, which allows some characters to grab punish Link as long as they have sufficient grab range and high enough traction
    6 KB (626 words) - 19:06, December 17, 2023
  • further increased, which in turn improves its KO potential or as a way to punish rolls. However, Link's Bomb is perhaps the most versatile weapon within
    70 KB (8,264 words) - 08:20, May 5, 2024
  • play aggressively against projectile users, who may have the ability to punish Donkey Kong if he gets close. Most of Donkey Kong's attacks involving his
    20 KB (1,802 words) - 21:05, March 18, 2024
  • the first few frames of his spin dash animation, making the move harder to punish. 7.0.0 Its meteor smashing hitboxes have received a -100% trip chance, preventing
    4 KB (191 words) - 04:55, February 2, 2024
  • its range, power (especially with a Purple), and how difficult it is to punish, while a Purple up smash can KO in the 80%'s if fresh (while players would
    36 KB (3,363 words) - 21:03, January 25, 2024
  • pseudo-crawl. Neutral attack's first two hits can jab lock, while dash attack can punish landings and whiffed attacks very effectively, and down smash's back hit
    57 KB (7,629 words) - 15:42, April 23, 2024
  • interchangeably with his others to attack with unpredictable timing and as a hard punish for an untimely airdodge or shield drop. Its high shieldstun and good coverage
    3 KB (148 words) - 19:20, April 28, 2024
  • guesses right, they successfully defend themselves and are possibly able to punish the attacker. If the defender guesses wrong, the attacker can deal massive
    29 KB (4,737 words) - 16:34, November 10, 2023
  • had superior mobility and frame data to allow their aggressive play and punish game to shine even more. However, all three kinds of Miis were quickly looked
    34 KB (3,163 words) - 00:44, April 4, 2024
  • helps the grounded version, as it has more range to punish moves from further away, allowing it to punish even more moves OoS. The grounded version of the
    16 KB (2,181 words) - 20:18, April 22, 2024
  • are directly touching him, which hampers his juggle ability and overall punish game, and gives him a hard time hitting smaller characters. Finally, his
    50 KB (4,193 words) - 02:45, March 24, 2024
  • risky to use it when close to the opponent. It is also prone to being whiff punished if overused. One notable use of Ftilt is for shifting Donkey Kong's hurtbox
    4 KB (245 words) - 08:19, March 4, 2024
  • last for very short times. This makes it far riskier to use his grab for punishes compared to other characters. This is further burdened by his unimpressive
    48 KB (4,455 words) - 10:25, May 1, 2024
  • attacks (up smash and down smash) tend to have enough ending lag to be easily punished in most situations, leaving him using only his forward smash for easy on-stage
    32 KB (3,655 words) - 03:45, March 19, 2024
  • ruler of Angel Land along with the Goddess of Darkness, Medusa. After she punishes Medusa for her hatred of humans by turning her into a monster and banishing
    19 KB (2,421 words) - 18:37, March 11, 2024
  • large area of effect makes it useful as both a burst option and a 2 frame punish. Although situational, its clean hitbox is nevertheless capable of KOing
    64 KB (5,534 words) - 12:18, April 28, 2024
  • retaining an excellent combo game, and makes her exceedingly difficult to punish. However, Sheik retains a low overall damage output, mediocre smash attacks
    23 KB (2,895 words) - 09:15, October 30, 2023
  • air dodge, allowing him to jump through moves with invincibility and whiff punish. While Ness's aerials make him a formidable fighter at close quarters, he
    55 KB (6,801 words) - 19:35, April 7, 2024
  • Gunner's tilts can be used to similar effect and with less chance of being punished. Players looking for a reliable recovery should probably consider one of
    5 KB (460 words) - 23:06, September 30, 2023
  • been improved across the board, making him more effective with a bait-and-punish style of setting traps and rushing down caught opponents. 1.1.0 The animation
    63 KB (9,553 words) - 16:09, May 8, 2024
  • discovered that Mr. Game & Watch had potential, such as his raw power and strong punish game that allowed for flashy combos, his flaws and bad matchups have hindered
    30 KB (2,731 words) - 13:03, May 3, 2024
  • slowest in the game in terms of startup (which is his fastest out of shield punish on both normal shield and even powershield) and he has poor rolls, this
    42 KB (5,473 words) - 02:35, May 5, 2024
  • damage output of the move that triggered it, which infamously allows it to punish weak and quick attacks (such as jabs) with as much efficiency as slow and
    14 KB (2,010 words) - 21:12, March 26, 2024
  • Wolf's traction is higher (0.07 → 0.09). This makes it easier for him to punish out of shield. The first hit of neutral attack deals slightly more damage
    23 KB (2,364 words) - 14:42, March 20, 2024
  • among the best chain throws in the game, many characters can be easily punished while approaching Dedede. His down throw can chain throw many characters
    37 KB (4,140 words) - 19:31, April 8, 2024
  • variations of regular grabs have more ending lag, making them easier to punish if missed. Conversely, extended grabs have less ending lag, no longer leaving
    95 KB (13,565 words) - 13:22, May 3, 2024
  • have Arsene. However, down tilt does have drawbacks. While difficult to punish, down tilt is also -7 on shield, which makes it punishable if not spaced
    2 KB (239 words) - 16:07, April 12, 2023
  • excellent for baiting the opponent and makes it very difficult to whiff punish. In addition to its very low endlag, it grants Mr. Game & Watch invincibility
    3 KB (278 words) - 16:53, January 28, 2024
  • game being laggy to the point of leaving her highly vulnerable to being punished if her grabs whiff. As she is still a lightweight, she is also susceptible
    21 KB (2,473 words) - 12:28, May 11, 2024
  • Squirtle a flexible game plan, either functioning as an effective bait-and-punish character or a quick rushdown character. Squirtle also has the ability to
    48 KB (7,310 words) - 07:51, February 21, 2024
  • the best in Melee to the 7th highest. This also makes it harder for her to punish out of shield, and due to the removal of wavedashing the benefits she receives
    55 KB (6,518 words) - 19:57, April 20, 2024
  • deals consistent damage unlike Marth's version. Dancing Blade can be used to punish sidesteps and boasts damage-racking, mix-up, KO and even recovery potential
    62 KB (7,147 words) - 19:18, April 28, 2024
  • interruptible pseudo-sidestep, granting him a chance to dodge possible punishes from his opponents. If Shulk puts up their shield during these 14 frames
    47 KB (5,701 words) - 17:50, March 15, 2024
  • especially powerful finishers. However, his moves are laggy and easy to punish if they aren't landed. His grab is also ranged, being one of the three tether
    30 KB (3,220 words) - 11:24, March 26, 2024
  • does not in a short hop. As a result, it is unsafe on shield and easy to punish if it whiffs, much like Snake's other aerials. Overall, back aerial is a
    4 KB (302 words) - 16:46, March 29, 2024
  • because Captain Falcon is put into helpless, the move is relatively easy to punish after a whiff. 11.0.0 Falcon Dive's throw has significantly less ending
    4 KB (307 words) - 09:19, April 12, 2024
  • direction, can potentially hit foes behind him, allowing him to avoid a possible punish after using the move or edgeguard foes offstage and recover at the same
    25 KB (3,308 words) - 03:43, April 19, 2024
  • provides respectable vertical recovery and its first hit can be used to punish aerial and post-recovery opponents by spiking them at point-blank with the
    52 KB (5,138 words) - 14:49, March 8, 2024
  • their respective up special, the opponent can wall jump tech the throw and punish the character during endlag. This technique is controversial in the Captain
    3 KB (269 words) - 23:49, December 20, 2023
  • extra ledge options. In Melee lasers can be punished if a player is aware in advance, and spaced by ledge to punish it.
    2 KB (302 words) - 09:52, April 12, 2023
  • attacks, Wario is able to dip in and out of the fray to bait attacks and punish. In spite of its poor speed, Wario has a formidable ground game as well
    67 KB (7,986 words) - 10:25, May 1, 2024
  • passing through the Phantom (including rolling or air dodging through) can be punished by Zelda due to the relatively low end-lag of the move. The uncharged version
    11 KB (1,321 words) - 10:11, June 8, 2023
  • spacing of their hits to either land all of them or get the opportunity to punish opponents after they SDI out. SDI remains particularly effective in Brawl
    16 KB (2,572 words) - 01:46, March 24, 2024
  • descent. It also emits a shockwave upon landing, making it difficult to punish if not at point-blank range. Lastly, Stone causes Kirby to plummet straight
    70 KB (7,640 words) - 23:55, April 6, 2024
  • much safer, though it also means shielding opponents are now more likely to punish mispaced aerials as easily. The nerfs to shield grabbing alleviate the negative
    50 KB (6,417 words) - 04:31, April 17, 2024
  • KO'd will allow Jigglypuff to wake up before they can respawn and make a punish attempt. This technique also works in the original Super Smash Bros. against
    4 KB (642 words) - 15:50, April 28, 2022
  • aerial moves. If she only attacks with a sliding kick, she can bait and punish air dodge opponents with a timed, charged smash attack. The attack also
    6 KB (545 words) - 21:12, March 26, 2024
  • and is active for less time overall, making the move slightly harder to punish. The move’s window of frames which reflect projectiles was extended, and
    5 KB (536 words) - 20:55, March 27, 2024
  • dodge active, even during vulnerability frames, making air dodges easier to punish on land, and thus riskier to use close to the ground. To prevent this, some
    38 KB (2,870 words) - 10:52, April 12, 2023
  • result, Counter Throw is a low-lag option that allows the Brawler to heavily punish enemy mistakes, but is very inconsistent due to its flaws. It can be considered
    7 KB (744 words) - 20:44, March 24, 2024
  • SDI), this property allows characters to "tank" attacks at low percents to punish them more effectively, and is likewise the main factor behind crouch canceling's
    24 KB (2,511 words) - 14:58, March 3, 2024
  • of the two lower platforms on Dream Land), though Pikachu may be able to punish their tech option. It is a good and vital way to start a combo. Pikachu
    2 KB (257 words) - 08:19, June 2, 2020
  • pressure them more effectively, but also allows them to cancel shieldstun and punish Duck Hunt more easily if they shield 10 hits or more. Forward tilt: Forward
    57 KB (6,505 words) - 13:12, May 9, 2024
  • potentially potent edgeguard breaker, characters with reflectors can easily punish and gimp Luigi as a result, on top of its high ending lag. His Super Jump
    55 KB (6,929 words) - 10:02, May 1, 2024
  • Neutral attack is also useful for jab canceling, while dash attack can punish landings and whiffed attacks very effectively, and down smash's back hit
    87 KB (11,114 words) - 09:56, April 23, 2024
  • slower grab and up smash, this significantly hinders Charizard's ability to punish out of shield. Rolls have decreased ending lag (FAF 35 (forward)/FAF 36
    79 KB (8,863 words) - 21:44, April 16, 2024
  • Electroshock Arm, which can grant him opportunities to net KOs in the form of hard punishes. Regardless, both Pit's differences are not all that significant, and it
    40 KB (4,099 words) - 22:34, October 27, 2023
  • its heightened level of risk, with virtually any character being able to punish it with a smash attack out of shield. 3.0.0 Neutral attack's finisher has
    3 KB (295 words) - 00:38, January 8, 2024
  • halts its momentum when landing with Skull Bash. This makes it easier to punish and prevents Pikachu from auto-snapping the ledge shortly after it lands
    61 KB (6,474 words) - 19:37, April 24, 2024
  • Falcon does not hit a target during the dash, he falls down and is easily punished. In an even worse case, if he falls off an edge with this move in Super
    7 KB (915 words) - 14:33, May 1, 2024
  • transformation into Zero Suit Samus takes quite a while, and thus is easily punished. Even characters KOed by the Final Smash are often able to return to the
    13 KB (1,673 words) - 08:37, March 28, 2024
  • Cheshire, to whom Cereza would confide her feelings. With Rosa having been punished with perpetual prison for her transgression, Cereza was eventually taken
    22 KB (3,253 words) - 11:36, February 23, 2024
  • is meant to break a shield then punish the resulting shield break with a KO. Similarly, this move is Marth's best punish for a whiffed Rest. Shield Breaker's
    7 KB (674 words) - 02:12, May 2, 2024
  • → 0.08) giving him a longer wavedash than Link, but makes him harder to punish out of shield. Young Link's fast falling speed is much lower (3 → 2.2) making
    40 KB (4,447 words) - 19:58, April 21, 2024
  • higher percentages. However, it has some ending lag, which makes it easy to punish if shielded. Up tilt   9% (clean), 6% (late) A twirling-turn upwards slash
    41 KB (4,047 words) - 18:01, May 6, 2024
  • This also means that with proper spacing, her aerial moves are hard to punish on shield at maximum distance, allowing her to easily break shields with
    44 KB (4,636 words) - 21:47, April 9, 2024
  • long-range depending on the matchup to ensure they aren't punished. Neutral attack is a good way to punish jump-in attempts, keeping them in place to allow the
    26 KB (3,838 words) - 23:48, November 12, 2023
  • traction is slightly higher (0.0533 (1.6) → 0.06), making it easier for him to punish out of shield. Mario's jumpsquat is longer (3 frames → 4). Mario's air speed
    48 KB (5,835 words) - 15:08, May 1, 2024
  • and down aerial. Peach and Daisy's full jump height can also be used to punish overaggressive combatants or overzealous players who like to jump the gun
    9 KB (1,359 words) - 22:49, November 12, 2023
  • intercept a recovering opponent as the leading edge of the spin hits low to punish opponents who recover on stage or fail to sweetspot. R.O.B.'s down special
    25 KB (2,772 words) - 12:34, March 12, 2024
  • Isabelle significant movement. Dash attack typically serves as a potential punish tool, as well as occasionally an extremely safe, distanced neutral poke
    3 KB (225 words) - 06:31, January 9, 2024
  • of finishers, while also making it deceptively difficult to intercept or punish. Like Cloud's up aerial, the immediate auto-canceling of this move is possibly
    3 KB (256 words) - 22:10, April 28, 2024
  • no longers suffers from the risk of changing Pokémon and being heavily punished for it. As for its individual buffs, Charizard is much faster both in terms
    34 KB (3,829 words) - 14:28, March 20, 2024
  • on certain stages. This allows it to be used as a very consistent 2-frame punish move that can be safely performed on stage, made even more dangerous by
    5 KB (346 words) - 01:04, April 27, 2024
  • however, the Climbers' traction is higher, making it easier for them to punish out of shield although it remains the second lowest traction in the game
    47 KB (5,987 words) - 19:33, March 8, 2024
  • characters makes it an excellent whiff punishment option or as an option to punish landings, especially since the player can charge the up smash to make it
    18 KB (2,781 words) - 05:39, November 18, 2023
  • power, consistent and repetitive damage, and a very large hitbox that can punish rolls very effectively. Overall, it does 10% damage when fresh in SSB, 11%
    7 KB (774 words) - 18:13, March 11, 2024
  • where R.O.B. does not move as far into the Z-axis, allowing his opponents to punish his rolls sooner despite their increased intangibility. Air dodge has less
    69 KB (7,744 words) - 16:02, March 28, 2024
  • smash them, while her neutral attack, forward tilt and forward smash can punish and/or surprise opponents behind her, thanks to their backward hitboxes
    53 KB (4,644 words) - 16:27, March 29, 2024
  • autocancel immediately, however, which makes the move extremely difficult to punish, and with Sonic's outstanding neutral game, his up aerial can still be consistently
    5 KB (419 words) - 05:05, February 3, 2024
  • to conclude that the player spams smash attacks and is frequently whiff punished, and should train to break that habit. Another example is a player that
    41 KB (1,581 words) - 09:17, April 12, 2023
  • grab is also much laggier making it far less spammable and much easier to punish. His damage output is also lower and his forward and up tilts are laggier
    78 KB (9,508 words) - 17:04, April 9, 2024
  • especially when comparing with the returning veterans, making it harder to punish out of shield while providing minimal benefits due to the removal of wavedashing
    41 KB (4,778 words) - 19:54, April 21, 2024
  • forward smash connects, it sends the opponent above her, allowing her to punish them with aerials. Forward smash has slightly higher end lag (FAF 65 → 66)
    30 KB (3,273 words) - 16:16, May 8, 2024
  • this makes his poor traction much more of a liability, as his inability to punish out of shield with wavedashing is a more significant problem in Brawl. The
    45 KB (5,657 words) - 06:33, April 14, 2024
  • highest in Melee to only the 17th highest. This makes it harder for it to punish out of shield while providing marginal benefits in comparison due to the
    49 KB (6,129 words) - 10:00, May 1, 2024
  • it is charging, it will disappear harmlessly, causing endlag that can be punished, so the player must release the button at the right time. Lucas does not
    7 KB (835 words) - 19:36, November 29, 2023
  • Transform takes much longer to complete. This allows the opponent to set up a punish on Zelda for simply performing the move, and renders Sheik's ability to
    41 KB (5,241 words) - 17:24, February 9, 2024
  • Zelda). He still retains his trademark extreme power, granting him a powerful punish game. He also benefits from the removal of chain grabbing, meaning he can
    34 KB (4,825 words) - 12:26, December 16, 2023
  • dash-forward animation, only for the player to dash backwards and quickly punish the end lag of such attacks by doubling-back. As players can also jump out
    9 KB (1,284 words) - 03:48, January 7, 2024
  • opponents directly next to Falco's legs. As a result, it is mostly used to punish landings from above Falco, and can no longer be used as an all-purpose smash
    62 KB (7,236 words) - 14:34, April 15, 2024
  • vertical coverage of the three ARMS and makes it an extremely effective 2-frame punish while angled down. Charged smash attacks done with the Ramram also have
    4 KB (417 words) - 20:51, March 26, 2024
  • Bowser's traction is slightly higher, making it slightly easier for him to punish out of shield. As with the returning veterans, Bowser's falling speed is
    51 KB (6,227 words) - 17:38, April 22, 2024
  • recovery. These factors make Photon Edge very vulnerable to projectiles, punishes, and aerial attacks from above or below, leaving her wide open if she fails
    2 KB (196 words) - 20:56, March 26, 2024
  • 7th highest in Melee to the 11th highest. This makes it harder for him to punish out of shield. Given the lack of wavedashing in the game, it does not provide
    51 KB (7,019 words) - 19:31, April 20, 2024
  • all mutually exclusive and thus gives opponents a perfect opportunity to punish Lucas if they manage to shield it. Lucas can also have problems scoring
    73 KB (9,408 words) - 15:00, April 4, 2024
  • with Luigi for the lowest in the game. While this makes it harder for it to punish out of shield, it gives Squirtle a longer wavedash. The introduction of
    33 KB (3,672 words) - 12:40, March 12, 2024
  • intangibility, however, and is long enough that an opponent can potentially time a punish and strike Sephiroth during his vulnerability. The barrier resembles a reflector
    6 KB (794 words) - 15:06, December 12, 2023
  • of these traits, it also makes him a surprisingly difficult character to punish when it is used properly. In addition, his aerials' speed and ranges make
    74 KB (8,566 words) - 03:36, April 22, 2024
  • walking, running, jumping, etc. However, such moves can often be very easy to punish if the opponent anticipates them, though a move's punishability is on a
    6 KB (106 words) - 09:40, April 12, 2023
  • one in will result in a competent opponent waiting until the move's lag to punish, or simply using a grab, which is immune to counterattacks. While unblockable
    24 KB (1,667 words) - 22:48, February 8, 2024
  • disadvantageous situations, and can be used to punish moves that would otherwise be difficult for even her to properly punish. Successfully activating Foresight with
    5 KB (531 words) - 20:20, May 6, 2024
  • survivability advantage on Dream Land and Marth's elevated chaingrab and punish game versus spacies on Final Destination), players began arguing in favor
    9 KB (1,371 words) - 00:56, June 3, 2023
  • ending lag that it has no true followups. As a result, it is mostly used to punish grounded openings, in comparison to the anti-air strengths of up tilt. Despite
    63 KB (6,336 words) - 22:15, March 14, 2024
  • returning veterans, however, Samus' traction is higher, allowing her to punish out of shield easier. Her overall projectile and finishing games have been
    43 KB (5,409 words) - 02:54, March 30, 2024
  • release as downloadable content, due to her powerful combos and ability to punish even weak moves with Witch Time. These concerns were exacerbated by update
    29 KB (4,607 words) - 02:16, May 2, 2024
  • run through and attack Zelda, meaning the move will give opponents a free punish if they are alert and not too far away. The only appropriate scenario to
    9 KB (1,174 words) - 09:13, February 14, 2024
  • includes mindgaming opponents, catching rolls, or simply making an offstage punish even more powerful. Although the move can be reversed in Melee like all
    16 KB (2,032 words) - 13:40, October 5, 2023
  • the attack can be interrupted very soon, making the move very difficult to punish especially when spaced properly. Fully charged, the move is still capable
    8 KB (985 words) - 02:21, March 22, 2024
  • from the best in Melee to the 10th highest. This makes it harder for him to punish out of shield and due to the removal of wavedashing, its benefits do not
    51 KB (6,454 words) - 15:46, May 4, 2024
  • Falcon. As Olimar is a slow character, speed demons can easily catch up and punish him if he tries to retreat to pluck more Pikmin, while Olimar himself finds
    102 KB (12,563 words) - 21:48, May 5, 2024
  • which along with its relaitvely low ending lag, makes it very difficult to punish to shield. The only notable downsides with the move is that it is less effective
    44 KB (3,795 words) - 09:15, February 14, 2024
  • Falcon can space the move to make it safe on shield (and he can use grab to punish opponents trying to shield up smash). Up Smash is overall considered to
    36 KB (3,409 words) - 23:17, February 20, 2024
  • shield but it is unsafe against certain characters (although they cannot punish if the move crosses up). The move can be used as an approach option or as
    35 KB (2,750 words) - 17:41, April 18, 2024
  • though it is still lower than in Melee. This makes it easier for her to punish out of shield compared to Brawl while giving her a longer wavedash than
    36 KB (4,135 words) - 13:07, March 17, 2024
  • uncomplicated combos (typically initiated from a dash grab) and occasional punishes. Diddy Kong was an example prior to his nerfs in version 1.0.6, as his
    11 KB (1,700 words) - 17:45, November 24, 2022
  • situations where it would be wrongly prioritised and cause K. Rool to be punished; it also made off-stage reshoots much less consistent. This new searchbox
    13 KB (1,885 words) - 19:02, April 23, 2024
  • fist becomes intangible. This gives him an enormous disjointed attack that punishes many approaches, particularly those from swordfighters. Considering its
    10 KB (1,204 words) - 03:59, March 24, 2021
  • Furthermore, the severe stale-move negation is sometimes argued to unfairly punish characters with fewer reliable KO options, such as Samus and R.O.B., as
    20 KB (3,143 words) - 19:35, March 12, 2024
  • to land all four hits, particularly if Snake is moving, making it easy to punish if it whiffs one of its hits. While the move can auto-cancel due to its
    6 KB (545 words) - 16:37, March 29, 2024
  • the move from being a solid invincibility option and makes it easier to punish. The aforementioned reductions to the move's mobility also prevents Mach
    10 KB (1,211 words) - 21:09, February 24, 2024
  • Fair. Several moves including Stilleto, Wicked Weaves, Heel Stomp, Slap Punish Attack, Tetsuzanko, Bullet Climax, Heel Slide, After Burner Kick, Witch
    24 KB (3,049 words) - 10:53, February 26, 2024
  • because of particularly severe afflictions involved with the mechanic that punish him for not swapping Pokémon constantly - an issue compounded by the sluggish
    116 KB (15,153 words) - 10:48, March 31, 2024
  • complete. Even at lower percents, the opponent can mash out of the sleep and punish Jigglypuff before Jigglypuff has even finished singing. Jigglypuff can use
    24 KB (2,104 words) - 16:15, April 14, 2024
  • sides. A good KO/edgeguard move, also a decent way to space. Usually used to punish techs/rolls. Neutral aerial Mario Kick (マリオキック) 14% (clean), 11% (late)
    25 KB (2,566 words) - 14:17, March 17, 2024
  • land, and said lack of horizontal reach limits it ability to effectively punish out of shield despite the fast startup. Because the move's projectile properties
    5 KB (404 words) - 02:58, February 20, 2024
  • cancel by using Disable, stunning the opponent so the player can choose what punish to go for. This technique has been used consistently in tournament by Mewtwo
    8 KB (976 words) - 08:48, March 14, 2023
  • to bait out reactions from opponents, making it easy to followup with a punish once the bomb latches on. With its relatively long range, it is good for
    7 KB (824 words) - 12:34, December 16, 2023
  • nor ever referred to by official sources, For Glory contained a system to punish players that were implicated as a problem through the built-in report system
    10 KB (1,490 words) - 18:42, April 12, 2024
  • A move to be punished where it would otherwise be safe without a power shield cancel. A move which can be punished with a stronger punish than what would
    8 KB (1,270 words) - 13:30, November 9, 2023
  • Link's traction is higher (0.0547 → 0.08). This makes it easier for him to punish out of shield but due to the introduction of wavedashing, it shortens the
    37 KB (4,291 words) - 00:27, March 31, 2024
  • it is very fast in both start-up and ending lag and many characters can't punish it when spaced properly. Can easily be done twice in a short hop and is
    28 KB (2,639 words) - 14:37, March 20, 2024
  • especially at the tip and high startup lag and ending lag, being easy to punish (especially with shield grabs). Hits on frame 20. This move also attacks
    33 KB (3,106 words) - 13:15, February 17, 2024
  • after down throw (CRUD) Crafting table shield-drop Crafting table shield punish extension Double jump shortening Elytra boosting Elytra push induced cancel
    23 KB (1,200 words) - 22:37, March 10, 2024
  • aerial, neutral aerial plays a few important roles, most notably in Mewtwo's punish game. Its aforementioned speed combined with its long duration makes it
    5 KB (551 words) - 10:44, February 23, 2024
  • and the counterattack have increased ending lag, making the move easier to punish if whiffed, and limiting its utility in edgeguarding, respectively; however
    21 KB (2,318 words) - 01:24, March 16, 2024
  • no finishing hit, and coupled with some ending lag, this move is easily punished. Forward smash ↗ Smash Punch (スマッシュパンチ) 16% Luigi winds up his fist for
    27 KB (2,869 words) - 20:27, April 7, 2024
  • fastest in the game) and a FAF of 57, making it extremely fast and harder to punish compared to other counters. It is also the most damaging counter in the
    8 KB (945 words) - 20:40, March 26, 2024
  • It seems to be the least frequently used attack of the Third Moves, but punishes overzealous jumping that would be done to avoid the other two attacks.
    39 KB (5,721 words) - 10:53, April 8, 2024
  • case, Donkey Kong might not have a significant enough frame advantage to punish the opponent's tech options. It can also be used to clang with other attacks
    34 KB (2,273 words) - 07:29, March 23, 2024
  • while moving forward. Very fast and has high knockback, but can be easily punished when shielded, as it has long ending lag. Up smash 2% (hits 1-5), 8% (hit
    33 KB (3,821 words) - 14:05, May 9, 2024
  • significant decrease during start-up, and is now much more useful as a means to punish opponents trying to juggle Kirby, often outright KOing them. Final Cutter
    36 KB (3,755 words) - 01:19, April 21, 2024
  • it can be quite unpredictable and may instantly land killing blows as a punish, especially if the player has sustained high damage from the prior forms
    28 KB (3,886 words) - 02:17, May 2, 2024
  • mixups. This also adds safety to recovery, as well as a decent reactionary punish against poor approaches. Cross Chop causes a fiery explosion once Incineroar
    4 KB (499 words) - 20:34, March 26, 2024
  • immediately act. This can be used as a conditioning tool, or as a way to bait and punish approaches. Failnaught is one of Byleth's four weapons utilized throughout
    5 KB (635 words) - 20:49, March 26, 2024
  • Smash Bros. series, he focuses less on speed and more on power and a fierce punish game. Ike is able to use his Aether skill as his up special move, which
    87 KB (12,386 words) - 13:54, February 5, 2024
  • getting a Star KO means that the character will not respawn fast enough to punish the sleeping Jigglypuff, due to the length of the Star KO animation. However
    13 KB (1,940 words) - 23:23, January 8, 2024
  • as its extremely slow speed makes it incredibly easy to avoid and heavily punish, as well as making it very limited as a punishment option on its own due
    14 KB (1,891 words) - 15:06, February 22, 2024
  • head along the ground while wearing a helmet. This move is slow and easy to punish. Forward smash Fire Attack Clean: 18% (torch), 14% (handle) Late: 10% (flame)
    29 KB (2,700 words) - 12:29, March 12, 2024
  • complete). The move also makes Wario rise upwards, making it very hard to punish (along with its low ending lag), and allowing it to be used as a recovery
    16 KB (2,370 words) - 07:41, March 16, 2024
  • the air while it is not moving, giving it a guaranteed setup for 2 frame punishes. The glitch that allowed the opponent to lose 2 stocks using Alolan Whip
    5 KB (3,829 words) - 14:44, March 22, 2023
  • above Steve will also be placed onto the TNT. This allows Steve to hard-punish opponents who shield on platforms; once the sheilding opponent is standing
    10 KB (1,532 words) - 15:36, April 15, 2024
  • situational survival option, though it often leaves Ridley wide open to a heavy punish. The extra damage taken begins at 8%, and will scale up to 20%, depending
    5 KB (574 words) - 20:10, March 26, 2024
  • misfortune, or bane) through the air. While this move is fast enough to use as a punish option and deals good damage with moderate knockback, it deals poor shield
    7 KB (872 words) - 09:11, October 30, 2023
  • himself. It has minimal knockback and damage, but can potentially disrupt punishes. Ridley's wings are intangible during Wing Blitz and, thanks to the attack's
    4 KB (472 words) - 20:11, March 26, 2024
  • he will then perform an uppercut that launches enemies upwards and can punish edge-hoggers, while possessing a large edge sweet spot. Down special Wizard's
    34 KB (3,857 words) - 18:58, April 12, 2024
  • forms a new mercenary group, the Diamond Dogs, and assumes the codename "Punished Snake" as he ventures into Afghanistan - amid the Soviet war taking place
    48 KB (6,514 words) - 23:40, April 22, 2024
  • smash: It has gained a shieldstun multiplier of 1.6×, making it harder to punish. This multiplier is coded only on the tipper hitbox, but is incorrectly
    6 KB (4,194 words) - 10:09, April 12, 2023
  • a few. This allows them to deal extra damage in combos, improving their punish game. In Ultimate, the command variant of Shoryuken can itself be cancelled
    10 KB (1,296 words) - 04:47, November 4, 2023
  • used as a bait and punish gameplan, as the player can rushdown their opponent and trick them into attacking, then use the armor to punish their reckless behavior
    3 KB (392 words) - 01:25, October 28, 2022
  • attack or down tilt to deal well over 50%. This can be a potentially massive punish to opponents trying to wall Terry out immediately. Even after this, a grounded
    5 KB (686 words) - 23:41, June 10, 2023
  • which has improvements that make it a burst option and consistent whiff punish. He also has a much higher jump, which gives him unique recovery options
    23 KB (2,342 words) - 14:55, October 15, 2023
  • to Luigi, as the increase in shieldstun makes it much harder for him to punish from out of shield due to his already low traction. Additionally, only a
    3 KB (1,791 words) - 01:23, January 11, 2019
  • approach options can be crouch cancelled by Peach, leading to an inevitable punish. He also gets nothing off of grabs, as they all send Peach too far away
    9 KB (1,425 words) - 21:46, April 11, 2024
  • and Dragon Lunge being the most notable due to their immense ability to punish opponents from a distance. Ridley's Skewer features a sweetspot on the tip
    13 KB (2,049 words) - 20:51, April 26, 2024
  • its required technical precision can lead to errors that could be easily punished. Note that frames given assume that inputs are given during the first frame
    17 KB (2,314 words) - 17:03, April 10, 2024
  • Knight's forward smash by short hopping over him, then using a down aerial to punish.
    23 KB (1,044 words) - 14:51, January 25, 2024
  • technique, giving him an excellent approach. Since it isn't a grab, it can be punished when shielded properly. If still suffering knockback when using this move
    13 KB (1,731 words) - 21:02, April 15, 2024
  • Falcon Punch. It also has deceptively low ending lag, making it difficult to punish from maximum distance. However, this comes at the cost of it taking some
    7 KB (855 words) - 13:36, April 24, 2024
  • stronger than its sweetspot. Often a main combo tool, but can still be punished if used incorrectly. Back aerial 16% (sweetspot), 11% (sourspot) Similar
    36 KB (3,688 words) - 17:42, May 4, 2024
  • significantly shortening its duration, and making the shockwave easier to punish. As a result of these changes, Thunder cannot KO nearly as early as it could
    17 KB (2,274 words) - 09:23, October 30, 2023
  • a few. This allows them to deal extra damage in combos, improving their punish game. In Ultimate, the command variants of Hadoken can themselves be cancelled
    14 KB (1,830 words) - 09:11, October 30, 2023
  • cons, these changes are overall beneficial to Kirby, as while he can be punished harder for misusing the Copy Ability or improperly approaching opponents
    33 KB (3,277 words) - 12:23, April 9, 2024
  • for the opposing player to survive otherwise lethal enough knockback and punish Jigglypuff while it is falling asleep. Some characters with enough multi-frame
    4 KB (652 words) - 03:01, February 22, 2024
  • opponent into their hard landing lag, allowing the player to set up a powerful punish. For example, the first hit of Falco's neutral attack normally lacks any
    7 KB (1,129 words) - 13:55, April 6, 2024
  • potential; however, it is slower than regular Pound, making it easier to punish. Relentless Rollout provides more distance at lower levels of charge and
    103 KB (429 words) - 19:32, October 8, 2023
  • single-hit hitbox such as a projectile, gaining monumental frame advantage to punish the opponent. This can also start combos or defend K. Rool when recovering
    13 KB (1,492 words) - 09:54, April 7, 2024
  • for being able to potentially KO at 0%, making it a deadly shield break punish. Due to their long startup and ending lag, all three attacks are impractical
    9 KB (965 words) - 09:23, October 30, 2023
  • often seen as a knockout blow, though it is very commital and can be easily punished if it is anticipated. The name is also a possible reference to the Jolt
    10 KB (1,378 words) - 20:02, April 2, 2024
  • his new forward aerial being very safe on shield, allowing him to easily punish opponents for shielding, safe and spammable smash attacks, including a down
    31 KB (5,030 words) - 14:29, February 27, 2024
  • fact that Byleth's hurtbox gets shifted forward, which can potentially be punished by moves with longer range. For his forward aerial, Byleth swings Areadbhar
    5 KB (588 words) - 20:48, March 26, 2024
  • cannot be SDI'ed out of. As such, Fox's down aerial is more difficult to punish out of shield as a neutral opener, but is less reliable as a combo starter
    85 KB (3,719 words) - 17:09, April 20, 2024
  • a few. This allows them to deal extra damage in combos, improving their punish game. Special Move customization was added in Super Smash Bros. 4. These
    11 KB (1,517 words) - 09:22, October 30, 2023
  • Gigaflare, this combo is difficult to perform in neutral and is often used to punish a shield break or a reading an edge recovery. Byleth can perform a zero-death
    25 KB (4,002 words) - 22:48, December 18, 2023
  • fastest option to punish opponents behind him by more than a few frames, making it useful to punish opponents behind him or to punish opponents while ignoring
    24 KB (3,852 words) - 18:13, December 19, 2023
  • is a very powerful tactic for Incineroar, greatly assisting its potential punish game and improving its kill power. Revenge is a physical Fighting-type move
    9 KB (1,092 words) - 20:34, March 26, 2024
  • Falco reads this DI, he can predict his opponents landing and potentially punish it with either another grab, one of his aerials or even a smash attack.
    8 KB (876 words) - 14:04, September 30, 2022
  • close distance with minimal vulnerability windows, making him difficult to punish from a distance. It's also useful as a ledge option for similar reasons
    4 KB (546 words) - 20:59, March 26, 2024
  • moves Dedede quickly, and it can be difficult for an unprepared opponent to punish. However, its use it still risky, as performing it without the use of DI
    27 KB (3,410 words) - 06:59, January 2, 2023
  • a few. This allows them to deal extra damage in combos, improving their punish game. In particular, Ryu's held down tilt sends opponents far enough for
    11 KB (1,480 words) - 20:30, March 26, 2024
  • This makes shielding a stronger defensive option and dropping shield to punish moves is a much more viable option. Powershielding is also more effective
    20 KB (3,076 words) - 10:07, April 12, 2023
  • of applications, including catching opponents off-guard when they try to punish Shulk's fully intangible counter, keeping safe after using certain attacks
    14 KB (2,002 words) - 06:58, February 24, 2024
  • nearly impossible to land any combos, and worse, makes him easy to whiff punish. Giga Bowser's attacks all last well over a second, and if he misses, it
    22 KB (2,298 words) - 09:48, March 4, 2024
  • from characters like Fox. In Smash 4, it can also be used as a niche way to punish enemies who are prone to spamming edge attacks. In comparison, the fully-charged
    22 KB (3,274 words) - 17:16, April 9, 2024
  • is considered cheating in most rulesets and the tournament organizer can punish said player in whatever way they see fit even if there is no direct mention
    20 KB (1,450 words) - 08:53, February 11, 2024
  • counter his throw trap. He can simply shield the opponent's attempted punish (and then punish afterwards) or he can perform a faster followup, mainly up tilt
    21 KB (2,740 words) - 14:43, February 4, 2024
  • much greater control over their character, and is much more difficult to punish. When performed immediately after grabbing the ledge, the ledgedash also
    17 KB (2,183 words) - 00:07, June 28, 2023
  • into tumble. It is also much less safe when used in this way, being a free punish if it whiffs. Furthermore, it can cause an SD if fast falled offstage with
    11 KB (1,388 words) - 09:50, March 4, 2024
  • a phenomenal two-frame punish tool, landing KO's as low as 60% on middleweights at the ledge. The move can also be used to punish opponents attempting to
    3 KB (185 words) - 10:34, November 9, 2022
  • recovery they use each time, in order to avoid becoming predictable and be punished by repeatedly using the same floor recovery. Many attacks, such as Mr.
    2 KB (362 words) - 05:51, October 31, 2023
  • another Hero using Metal Slash, and any well-timed attack is sufficient to punish him during the ending lag of the move. Using Kaclang in the air will grant
    32 KB (1,379 words) - 13:37, April 24, 2024
  • enough time to drop their shield and punish with their own smash attack. This severe punishibility limits its use to punishes and hard reads.
    2 KB (107 words) - 21:34, August 12, 2023
  • and opponents can very easily punish the attack when shielded. The move also deals low damage and knockback for a punish tool, not being able to kill until
    3 KB (227 words) - 00:59, April 13, 2022
  • unpunishable on hit for most characters (or if they can punish, they only get a very weak punish). Overall, Ness should stick to performing a jab grab rather
    2 KB (146 words) - 00:07, April 13, 2022
  • This was due to characters being able to SDI towards Bowser, escape it, and punish Bowser for virtually free due to the 30 frames of endlag. Flame canceling
    13 KB (1,629 words) - 05:27, December 29, 2023
  • it's common to see him armor rapid jabs to extremely high thresholds and punish them outright. In the case of Giga Bowser, because he cannot be grabbed
    39 KB (1,132 words) - 10:04, July 27, 2023
  • oftentimes, enough for the shield break to occur, allowing for a massive punish that should ideally be a stock. Thanks to its gigantic hitbox and extremely
    5 KB (479 words) - 18:27, July 28, 2021
  • A Bowser player 2 frame punishes a Zelda player, cancelling the move by grabbing the ledge.
    10 KB (1,305 words) - 17:48, April 7, 2024
  • in general is less laggy than grounded Phantasm, making it difficult to punish from afar. The move props grounded opponents upwards, allowing Falco to
    3 KB (276 words) - 05:09, December 29, 2023
  • ending lag for a smash attack making it difficult to punish (though still high enough to be punished with fast enough reactions, at 27 frames), sufficiently
    2 KB (195 words) - 09:23, April 12, 2023
  • Fishing Rod, meaning that opponents can effortlessly shield the move and punish it out of shield. It has damage-based armor (with a maximum threshold of
    25 KB (2,684 words) - 11:21, January 4, 2024
  • at the start, requiring specific timing to pass through moves and get the punish from it. It also possesses deceptively low range on its first hit. It is
    2 KB (81 words) - 13:41, August 9, 2022
  • is a hard punish and can easily KO most characters at under 100%. When it whiffs altogether, it can be used again if they are too slow to punish the first
    2 KB (237 words) - 07:14, November 16, 2021
  • average to quite strong when Deep Breathing is active, making it a very potent punish tool, especially when making hard reads. However, forward smash is extremely
    3 KB (225 words) - 10:42, April 12, 2023
  • active frames and good KO potential, making it a very threatening whiff punish considering the distance it travels, increasing his threat range considerably
    3 KB (351 words) - 23:44, August 9, 2022
  • These combo punishes can deal absurdly high damage due to Shulk's increased damage output. Lastly, due to its long duration, it can punish air dodges and
    4 KB (522 words) - 18:45, July 30, 2022
  • by allowing players to avoid accountability and simply opt out of being punished. Given that this technique does not negate the endlag of the opponent's
    21 KB (3,070 words) - 08:37, May 5, 2024
  • gives a disproportional advantage to characters with fast, high jumps; punishes characters who rely on tether recoveries; first spike is an OHKO stage
    80 KB (1,582 words) - 09:06, April 15, 2024
  • it has somewhat notable startup and high ending lag, making it easy to punish and often requiring a hard read to successfully land. The late hit has low
    2 KB (103 words) - 21:11, April 12, 2022
  • practically safe on shield requiring the player to shield SDI in order to punish it (assuming they are not pushed off an edge). The move is only -8 on shield
    3 KB (256 words) - 07:40, November 1, 2020
  • to be used effectively as an anti-air. This makes it a good long-ranged punish tool for when Piranha Plant is not in range to hit with its lower ranged
    3 KB (247 words) - 12:03, August 9, 2022
  • is versatile for juggling, comboing into aerials, as well as a powerful punish option for opponents either spotdodging or in the air. The attack can additionally
    4 KB (101 words) - 21:20, May 10, 2020
  • move is frequently relegated to being a punish for opponents being hit by down tilt, or a shield break punish. It can be used as a mixup out of down throw
    5 KB (511 words) - 09:46, August 8, 2022
  • options while having the range to punish opponents aggressively ledgetrapping, although it is still slow enough to get punished fairly easily if predicted. 8
    4 KB (394 words) - 13:14, August 9, 2022
  • is deceptively low (only having 41 total frames), making it difficult to punish, easy to fake out opponents and use another attack. When sweetspotted, his
    4 KB (436 words) - 06:11, June 16, 2021
  • exploit the lack of knockback in order to get a punish on the opponent reflecting. Grabs work best as the punish, due to being able to abuse throw invincibility
    8 KB (868 words) - 16:02, January 22, 2022
  • Hits on frame 9 and sends the duo a respectable distance, allowing it to punish distant attacks. However, it is equally punishable on shield. The clean
    2 KB (69 words) - 17:21, January 27, 2022
  • and KO near the blast zone. A successful ISDJ is also very difficult to punish. One can input Spin Dash in the opposite direction of the run and Sonic
    8 KB (926 words) - 18:49, October 18, 2022
  • competitive stages. Also, if the move is spaced properly, it's very hard to punish out of shield (due to its high shieldstun and shield pushback by virtue
    4 KB (274 words) - 08:44, June 22, 2023
  • One of the best recoveries in the game, as well as a solid Out-Of-shield punish option. As a recovery, it goes decently high, with a very fast movement
    5 KB (299 words) - 13:02, December 18, 2023
  • low knockback. The move has an FAF of 35, making it easy to whiff punish and punish on shield, considering its short hitbox duration. The move is -28 or
    4 KB (496 words) - 09:15, April 12, 2023
  • window. This makes it difficult to punish if it misses and, coupled with its above average range, impossible to punish out of shield if spaced properly.
    2 KB (139 words) - 13:23, March 17, 2022
  • completely intangible during its startup meaning that the opponent can only punish Pikachu after it starts moving. Pikachu can angle Quick Attack in 360 different
    7 KB (1,034 words) - 10:32, April 12, 2023
  • the only move in the game which can punish Zero Suit Samus' down smash on shield and even then, Mario can only punish the move if Zero Suit Samus poorly
    6 KB (952 words) - 06:41, March 20, 2022
  • like Marth/Roy Dtilt. It's also very fast and works very well as a whiff punish tool, particularly because it can be timed to cover a potential spotdodge
    3 KB (326 words) - 05:04, September 21, 2022
  • a jab can bait a whiffed or late out of shield punish, and in the worst case, a jab will be punished by a well-timed grab or strong character-specific
    9 KB (1,367 words) - 20:58, April 12, 2022
  • puts the player in a good position to read the opponent's next action and punish accordingly. Additionally, down throw can be used to force a tech situation
    2 KB (160 words) - 16:42, July 27, 2022
  • even charged smash attacks to be valid punishes. The move is typically not used outside of reads and hard punishes, largely because it is quite slow, with
    6 KB (691 words) - 10:21, August 8, 2022
View (previous 500 | ) (20 | 50 | 100 | 250 | 500)