Top 10 Best Moves In Super Smash Bros History

Top 10 Best Moves In Super Smash Bros History

Top 10 Best Moves In Super Smash Bros History

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Top 10 Best Moves In Super Smash Bros History

The storied history of Super Smash Bros. includes some fantastic moves, covering 64 all the way through Ultimate. During the latter half of the Nintendo 64 era, Masahiro Sakurai bestowed upon us a one-of-a-kind party game that would soon become one of the in gaming history. With Ultimate, we now have over 70 playable characters, most of which have drastically changed and evolved throughout time. From Smash 64's comparably tiny roster, each subsequent game added more fighters and adjusted existing ones to fit the newest title. From over 20 years of Smash Bros. goodness, which ten moves in the series will carry you and your favorite character to greatness? THEGAMER VIDEO OF THE DAY

Snake s Up-Tilt

Introduced as a guest character in Super Smash Bros. Brawl, Snake plays very differently from every other character, being more focused on setups and projectiles. But don't think that grenades and C4 are the only things in Snake's arsenal, as Snake frequents the local yoga classes as shown in his flexibility. His Up-Tilt comes out deceptively fast in a measly 6 frames in Ultimate. Coupled with its speed and insane kill power, being able to KO most opponents fairly early, he can get a guaranteed follow up into it from a down-throw at higher percents. Seeing a man armed to the teeth with explosives slowly walking towards you has never been so terrifying.

Captain Falcon s Up-Air Smash 64

The beauties of Smash 64 are its fairly balanced roster and checking your texts while you're stuck in hitstun. Speaking of hitstun, Captain Falcon would like a word with you. This infamous move is a combo tool and kill setup all in one, and can be easily achievable out of a forward-throw. Falcon can easily string three or more of these in one single combo and end it with a destructive up-special to take your precious stock. In a game centered around maximizing your profit off of a single hit, Falcon definitely shines.

Cloud s Neutral-Air Smash 4

Sakurai is quite the mysterious man, and how he ever managed to get a character like Cloud Strife into Smash Bros. may forever remain a mystery. Taking his DLC privilege to the bank, Cloud comes paired with excellent frame data, insane range, and huge hitboxes. While nerfed a bit in the transition to Ultimate, Cloud was a force to be reckoned with in the competitive days of Smash 4. All of his aerials are great, but his neutral-air sticks out the most. It comes out blindingly fast, hits all around him in a huge radius, and can be used as both a great combo tool and out-of-shield option.

Rebel s Guard

While Arsene makes Joker a top-tier character all on his own, being able to speed up the Rebellion Guage while simultaneously blocking moves is monstrous. By holding down-special, Joker becomes semi-invulnerable to all attacks, negating any knockback while taking half damage. The amount of Rebellion Guage filled depends on the moves blocked, but most moves will at least fill it a quarter of the way. It doesn't just leave him a sitting Phantom Thief either, as it'll push away opponents upon release to give Joker a "Get Out of Disadvantage Free" card. You always have to stay on your toes versus Joker, or he might soak up that predictable smash attack and KO you at 80%.

Monado Arts Smash Ultimate

Being able to change the fundamental workings of a character on the fly makes Shulk one around. While he remained a bit lackluster in Smash 4, his transition to Ultimate blessed him with the improved frame data he needed to rise to the top. By holding down neutral-special, Shulk can almost instantaneously pick between one of five arts, each modifying him in some fashion. He can use Jump to easily reach the ledge, Speed to rival Sonic's signature agility, Shield to survive virtually forever and escape a lot of moves, Buster to greatly increase his damage output, and Smash to KO ridiculously early. They do come with some drawbacks, but Shulk can feel unstoppable in the right hands.

Peach s Turnip

Peach likely has the most deadly gardening skills in Smash, even rivaling Villager. Her down-special gives her a random assortment of items, usually being variants of turnips. These turnips all have different stats, with ones like the "stitch-face" being particularly deadly. She may also have the chance to pull a Mr. Saturn to instantly break shields or a Bob-Omb for explosive destructive power. Besides having access to projectiles in the first place, they can be used as a devastating combo tool, allowing peach to pull off 60% or higher in a single combo. As an edge-guarding tool, characters with weaker recovery options will have a new least favorite vegetable.

Kirby s Up-Tilt Smash 64

Sitting proudly at the top of 64, Kirby would unfortunately never again stand tall as a higher-tier character. But, within Smash 64, Kirby just about had it all. A good recovery in a game with universally garbage ones and an extremely deadly combo game made him feared. Many of his moves stick out as one of the better ones in the entire game, like his damaging and gimping down-air, but we'll focus on up-tilt this time. Because of Smash 64's massive hitstun, Kirby could use this move multiple times in a row, made super easy by its huge hitbox and ridiculous damage. It seems Kirby took some juggling classes this time around, so keep your distance.

Jigglypuff s Rest

As kids, we were all puzzled by the nature of this move. Most brushed it off as useless or thought that it was able to heal Jigglypuff as it does in . But, when someone decided to use this move at point-blank on an opponent, Jigglypuff became one of the most feared characters in the series. When landed, Rest deals tremendous damage to opponents, often killing them way earlier than anything else in the game. In some titles, this has reliable confirms into Rest, like the infamous up-throw to Rest combo. In Super Smash Bros. Melee, fast falling characters like Fox and Falco are particularly vulnerable to it, and she now sits proudly as the Queen.

Meta Knight s Moves Brawl

It's too difficult to narrow Brawl Meta Knight's moves down to a single contender, so let's discuss why. For context, Meta Knight is the only character in the entire series to reside in his own tier, and he shaped the entire competitive scene of Brawl. Meta Knight shaped the "Meta" game into who can best stand a chance against this monster. His aerials all come out blindingly fast, with up-air coming out literally almost instantly, and they all provide great combos and damage. All of his specials can be used to recover or attack, and most of his Smash Attacks, primarily his down-smash, are amazing. When playing with friends, it wasn't uncommon to have one kid mashing the life out of neutral-special, and for good reason.

Fox and Falco s Shine Melee

via: CamelHoarder101 on Reddit Probably the most infamous move in all of Smash, the "Shine" single-handedly shaped competitive Melee forever. Intended to be used as a reflector, these moves serve way more potent purposes. They come out in 1/60th of a second, can be jumped out of almost instantly, can KO extremely early and lead to insane combos, can be used to stall recoveries and can be combo'd into itself in a semi-infinite...What can't this move do? Fox and Falco's Shines function very differently, but both are equally important factors as to why they stand at the top. It isn't just these characters that make this move shine, as giving this move to anyone would essentially make them an instantly great character.

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