User:Alex the weeb/Fact-checking Tips in Ultimate
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Tips are intended to give useful information to the player about various elements of the game. However, sometimes the tips are not accurate. I went through and fact-checked every tip in the game, with some fact-checks being more important than others. Enjoy!
Fighter[edit]
Tip title | Tip description | Truthfulness rating | Fact-check |
---|---|---|---|
Mario: Dodging with Cape (Side Special) | Use this in midair to slow down Mario's falling speed for a moment. In particular, the first time you use it, he'll float up a bit–great for dodging! | Misleading | While Mario's cape CAN be used to dodge attacks, it is not a particularly effective method of doing so. |
Mario: Meteor Knuckle (Forward Air Attack) | It's a slow attack, but Mario swings his fist down hard enough for a meteor smash as it begins. | Misleading | The first active frame of Mario's forward air is a sourspot that does not meteor smash, and thus it does not meteor smash "as it begins". |
Donkey Kong: Headbutt's Traits (Side Special) | Headbutt grants super armor at the beginning of the move, allowing you to fight through incoming attacks. It's also useful when returning to the stage, landing, and against opponents waiting for you to land. | Misleading | The move is not particularly useful for returning to the stage, as it no longer stalls Donkey Kong in the air. |
Donkey Kong: Comboing with Kong Karry (Forward Throw) | You'll toss opponents diagonally upward when throwing forward, toss them high when throwing backward, and launch them low when tossed down. Throwing them up is a great start to a combo. | Misleading | Cargo down throw launches at 46 degrees, which is not a particularly low angle. |
Link: Hylian Shield's Strength | Link's Hylian Shield is capable of stopping even the most powerful of projectiles. This means you won't take any damage at all. | Misleading | Projectiles generated by Final Smashes will not be blocked, and these are arguably the most powerful of projectiles. |
Samus: Charge Shot (Neutral Special) | This is devastating when fully charged. It can be unleashed instantly, and fired repeatedly when not charging. You can also charge it in midair. | Misleading | Charge Shot has startup, even when firing as soon as possible, and therefore cannot be used "instantly". |
Dark Samus: Charge Shot (Neutral Special) | Devastating when fully charged, it can be unleashed instantly and fired repeatedly. You can also charge it in midair. | Misleading | As with Samus, Dark Samus' Charge Shot will always have startup. |
Yoshi: Noggin Dunk (Forward Air Attack) | Yoshi charges up for a moment and then delivers a powerful headbutt. If you hit opponents from above, they'll fly down with a meteor effect. | False | Whether or not Yoshi's forward air meteor smashes is not dependent on if Yoshi is above or below the opponent, but by whether Yoshi lands the tip hitbox or not. It is possible to meteor smash opponents above Yoshi, and is possible to not meteor smash opponents below Yoshi. |
Kirby: Jump | Kirby's light body lets him jump six times––more than most other fighters. If Kirby gets launched but not KO'd, you can almost bet he's coming back! | Misleading | While Kirby's recovery covers a good distance, it is easy to edgeguard, so him returning is not a safe bet. |
Luigi's Origins | Luigi made his debut in the 1983 arcade classic Mario Bros. At the time, he wore a white shirt and cap with green overalls. | Mostly False | Luigi's shirt and cap in the arcade game Mario Bros. was brown and green respectively. However, the described colour scheme IS used in the NES remake of the game. However, since the tip specifies the arcade version, it is incorrect. |
Ness: PK Fire (Side Special) | If this attack connects, a big pillar of fire appears. "I feel the burn!" your foes will yell. | Mostly False | The pillar of fire is not particularly large. In addition, your foes will not, in fact, yell "I feel the burn!". |
Ness: PK Thunder's Bolt (Up Special) | You can guide the bolt of lighting around and hit yourself for propulsion––but this leaves you defenseless, so be careful! | Misleading | While you're certainly left vulnerable to edgeguarding, you're not completely defenceless, as you are protected by a powerful hitbox. |
Ness: PK Thunder Play (Up Special) | Since you can move the attack yourself, you can stop enemies from recovering by moving it near an edge and waiting for them to climb up. | Misleading | You technically can use it to interrupt an opponent's recovery, but it's not an effective edgeguarding tool, as its knockback is mostly vertical, which could actually ASSIST your opponent in recovering. |
Captain Falcon: Raptor Boost (Side Special) | Used in midair, his hand has a meteor effect on the downswing. The trick is to hit the foe when they're below Captain Falcon. | Mostly False | Once again, whether or not you meteor an opponent depends on whether you get the outer or inner hitbox. Though you are less likely to land the inner hitbox against opponents below you, so there is some truth to this. |
Captain Falcon: Falcon Kick (Down Special) | The attack is at its most powerful right after pressing the button and loses power as it goes. However, it loses less power when it is used in the air. | Misleading | The move has startup, and thus won't deal damage until frame 13, which is not "right after pressing the button". |
Jigglypuff: Pursue with Sing (Up Special) | If Jigglypuff uses Sing in midair, it can move left or right slightly. You can use this to chase after an opponent who evaded your attack or use it to get back onstage when the edge is just out of reach. | Misleading | The claim that Sing extends your ledge grab range is an old one. However, in Ultimate, it has no effect on your ledge grab range whatsoever, and believe me, I've tested it extensively. |
Jigglypuff: Jiggly Ram (Dash Attack) | When done on an opponent who hasn't taken much damage, you might find yourself open to counterattack, but when done on an opponent who's taken a lot of damage, you might get a KO. | Misleading | That first part was certainly true in Smash 4, but not really in Ultimate. Technically, Mario can just barely punish Puff's dash attack on hit with Up B at 0%, and I mean EXACTLY 0% because even at 1% it does enough hitstun to be safe on hit, but most characters would never be able to punish this move on hit. |
Jigglypuff: Shield | If its shield is shattered, Jigglypuff will get launched and KO'd no matter its damage. | Mostly true | You can actually survive Jigglypuff's shield break if there's a ceiling above you. |
Peach: Low Gliding | Hold jump while crouching to float just above the ground. You can use air attacks quickly that way! | Misleading | This implies that you have to be crouching to do this. Pressing down at any point during Peach's jump while holding the jump button will cause her to start floating. |
Daisy: Toad (Neutral Special) | A Toad will risk its life to protect Daisy. If an attack hits the Toad, it will unleash a counter and launch opponents in front of daisy. | Misleading | Hitting Daisy herself will also trigger the counter. Additionally, Toad will also attack opponents BEHIND daisy. Toad's life also isn't in any danger, as he is completely invulnerable in Smash. |
Bowser: Whirling Tip for Whirling Fortress (Up Special) | Repeatedly pressing the button while using this in midair will give you a small boost in how high you fly. | Misleading | It's more complicated than that. Depending on at what point during the move you mash the button, it can actually REDUCE how much height you get. You'll want to start mashing during the second half of the move. |
Bowser: Bowser Bomb––the Shield Breaker (Down Special) | If you land this on a shielding enemy, you can break their shield in one hit. Just make sure you capitalize afterward with a dropkick! | False | In fact, it takes all 3 hits of the move to break an opponent's shield, including the first hit, which is only present with the grounded version. It's also worth noting that the first hit is not a shield combo into the rest of the move, so the opponent can just drop their shield or roll/dodge. |
Bowser: Tough Guy | Bowser's a real tough guy. When he's only lightly damaged, weaker attacks won't make him flinch. | Misleading | Bowser Armour doesn't stop working based on how much damage Bowser has taken. While having more damage makes it more likely that a weak move will break through the armour, as long as the knockback dealt by a move is low enough, it will be tanked. |
Bowser: Super Armour | Weak attacks won't cause him to flinch while his damage is low. He also gets super armour at the start of his tilt attacks and smash attacks. | Misleading | See "Tough Guy" |
Ice Climbers: Squall Hammer (Side Special) | Move left and right with the control stick and rise into the air by repeatedly pressing the button. When both Popo and Nana are present, you can launch opponents with the final hit. | Misleading | The final hit can launch opponents with just Popo, it just deals less knockback. |
Ice Climbers: Hammer Sweep (Down Smash) | Popo attacks in front of himself and Nana attacks behind. When Popo is alone, his attack range will become smaller. | Misleading | Popo's attack range does not change when Nana is absent. |
Ice Climbers: Grabbing Popo | If Popo is grabbed, Nana will panic and be unable to move. Once Popo is freed, Nana will begin moving again. | Misleading | You can also start moving Nana when the opponent executes a throw, even before Popo is released, which can allow you to avoid throw collateral hitboxes. |
Sheik: Burst Grenade (Side Special) | Hold the special-move button to throw the grenade farther. It doesn't move much once it lands, but it can travel three times as far in the air. | Misleading | I checked, the maximum difference in the air is about 2.3x the max distance on the (flat) ground. |
Falco: In His Series | Falco, full name Falco Lombardi, has appeared in Star Fox games starting with the fist one, "Starwing". He's as skilled an Arwing pilot as Fox. His design is based on a pheasant. | Misleading | I'm not an expert when it comes to Star Fox, but according to the Lylat Wiki: "As the team's ace pilot, Falco is the best Arwing pilot in the team", meaning he is MORE skilled a pilot than Fox. |
Marth: Dancing Blade Up (Side Special) | Press up on the fourth swing for a slice that will launch your foes. This swing is excellent for netting some KOs! | False | In fact, this is the weakest variant knockback-wise, and doesn't KO until well above 300%. |
Young Link: Boomerang's Flight Distance (Side Special) | The distance the Boomerang flies depends on how far you tilt the control stick, but it can't fly as far as the other Link's boomerangs. However, it deals heavy damage the moment it's thrown. | Misleading | The distance it travels is actually determined by if you do a tilt input or a smash input. Only partially tilting the stick will result in a weaker throw, but making a full input that isn't fast enough to be considered a smash input will still result in the weaker throw. |
Young Link: Differences from Other Links | Young Link's launch power is the weakest of the Links, but that makes it easier to perform combos. He's quicker in the air, can unleash moves faster, and is less vulnerable when landing. | Mostly False | Toon Link is faster in the air, and generally has better frame data than Young Link. In terms of knockback, it's more of a mixed bag, but some of Young Link's moves do more knockback than Toon Link's equivalents. The landing lag thing is mostly true though. |
Mewtwo: Disable Techniques (Down Special) | Immediately after unleashing this move, you'll be invincible for a quick moment, allowing you to avoid attacks. It's a powerful move to use just as an opponent begins their attack. | Misleading | No matter how you interpret "Immediately after unleashing this move", it's inaccurate. The invulnerability is not immediate upon startup, and it doesn't coincide with the firing of the projectile either. |
Mewtwo: Shadow Bomb (Down Smash Attack) | This attack only strikes right beside Mewtwo's feet and doesn't do so much damage, but it has a high launching ability to make up for it. | Misleading | The damage is actually pretty good, and against grounded opponents has pretty good horizontal range as well. |
Mewtwo: Shadow Scratch (Forward Air Attack) | This attack might be short range, but it's fast and has a lot of launch power. Use it while ascending to get the most out of it! | False | This is clearly Shadow Claw. |
Roy: Double-Edge Dance Techniques (Side Special) | If you aim up on the third hit and to the side on the fourth, the power of the fourth hit increases, and it will be easier to hit with the full blade. | False | This method will not increase the power of the fourth hit. Furthermore, it doesn't really change the likelihood of getting the sweetspot on the final hit much. |
Mr. Game & Watch: Fire (Up Special) | A pair of firemen launch Mr. Game & Watch high into the air. Nearby opponents will also be pushed back a bit. | Misleading | It actually knocks opponents up into the air a fair distance. |
Mr. Game & Watch: Spitball Sparky (Up Air Attack) | Release a puff of air right above you to push opponents. You can even try to KO an opponent with this if you can hit them from a high position onstage. | Misleading | It is almost impossible to KO with this move. |
Meta Knight: Mach Tornado (Neutral Special) | The tornado created around Meta Knight can destroy any weak projectiles it hits. | Misleading | It can't, in fact, destroy ANY weak projectile. For example, it can't destroy Falco's Blaster, which is definitely a weak projectile. |
Meta Knight: Trample (Downward Throw) | Your enemy will fly diagonally upward after this, so that's a good time to use a combo. If their damage is low, try a dash attack and then a forward air attack. | Misleading | The described "combo" is not a true combo. |
Pit: Upperdash Arm Techniques (Side Special) | When used midair, it has less launching power, but you're not vulnerable for as long after the uppercut. When recovering from offstage, you can use it to rush a waiting opponent. | Partially False | The aerial attack does not, in fact, have less ending lag than the grounded attack. It's actually 1 frame longer. |
Pit: Under-Arc Slash (Down Air Attack) | Pit swings his sword below him with a lot of power. If you hit the opponent when the sword is directly below him, it'll have a meteor effect. | Misleading | "A lot of power" is a stretch. It's also worth noting that on the frame when the "sword" is directly below him, there is also a hitbox that doesn't meteor smash. |
Snake: Cypher (Up Special) | Attack or dodge while rising up in the air to let go of the Cypher. If you take damage while airborne, you can use this move again. | Misleading | It's actually sustaining hitstun that allows you to use the move again. Sources of damage that don't cause hitstun won't refresh the move, and sources of hitstun that don't deal damage will. |
Ike: Aether and Super Armour (Up Special) | Ike will be protected from flinching while he prepares this attack. This move can send foes flying upward! | Misleading | It moreso sends opponents diagonally. This tip was more accurate prior to the angle change in version 8.0.0. |
Charizard: In Its Series | Charizard, the Flame Pokémon, graced the package cover of Pokémon Red. It's fiery breath can melt anything, but it never turns its flame on an opponent weaker than itself. | Partially False | There is absolutely nothing in any of the games preventing Charizard from attacking weaker Pokémon. |
Charizard: Wing Thrust (Up Tilt Attack) | Charizard's wings won't take damage, making this attack good for overpowering foes who are attacking from above. | False | Charizard's wings WILL take damage. |
Hydrophobic Fighters | Don't talk to Charizard or Inkling about swimming. They'll take gradual damage while they're in the water. | Misleading | The tip omits Sonic and Incineroar, who are also affected by this mechanic. Also, as far as I can tell, these fighters do not have rabies, so aquaphobia would be more fitting. |
Diddy Kong: Items and Banana Peel (Down Special) | If you're holding an item when you throw the peel, you'll throw both at the same time. However, if it's a two-handed item, you won't throw it. | True | This is actually very interesting, as it's one of the only ways you can back toss most throwing items on the ground, as the game won't let you do so normally, forcing a standard throw instead. It's actually one of the only ways to throw a Bullet Bill item AT ALL, as attempting to throw said item will normally just activate it. Just be careful with certain explosives though, as if you generate a banana peel, it may hit and trigger the explosive, potentially damaging you. You can get around this by using the move while one of your banana peels is already active! Huh? Fact-check? Oh I don't have a fact-check for this one, I just wanted to talk about it... |
PK Meteor Kick (Back Air Attack) | This powerful kick has a meteor effect. Try to hit with Lucas's knee for the best result! | Misleading | The sweetspot with the meteor smash is actually on Lucas's foot. Furthermore, the sourspot on his knee has higher priority, so if you hit the opponent with Lucas's knee, you definitely won't be getting the meteor smash. |
King Dedede: Gordo Throw (Side Special) | Gordos will stick to any walls they hit. Try doing this on walls close to edges to cause serious trouble to enemies trying to climb up. | Misleading | This implies that Gordos will always stick to walls, but they will only sometimes do so. |
Lucario: Force Palm Throws (Side Special) | If used close to opponents, it will become a throw. It has high launching power, so you might be able to land a one-hit KO if you have enough Aura charged up. | Misleading | You definitely cannot land a one-hit KO with the move, no matter how much Aura you have. |
Mega Man: A Clean Mega Upper (Up Tilt Attack) | The start of this attack strongly launches foes straight upward. It leaves you quite open if you miss, but a clean hit can really turn things around! | Misleading | It actually launches at 85˚, not straight up. |
Little Mac: Jolt Haymaker's Movement Range (Side Special) | Press the button during the jump, and you can deliver the punch more quickly. You won't move as far though, so consider that before using it. | False | The funny thing is, the opposite seems to be the case. Little Mac decelerated more during the move than during his normal airborne state, so ending the move earlier will result in you going a little further, as well as being able to accelerate forward up to your max air speed sooner. |
Little Mac: Weak Jab (Neutral Air Attack) | Little Mac's neutral air attack is the fastest of his aerial attacks. It doesn't deal much damage, and it has low launch potential, but it's quick and doesn't leave you vulnerable after using it. | Partially false | Oh yes it does! In fact, the move is unsafe ON HIT if you land the main hitbox, due to its low set knockback, and as such, opponents with fast attacks can hit Little Mac while he's still in the ending lag from the move after being hit by it. This is facilitated by the move's autolink angle. |
Little Mac: Power Meter | If you get launched after the Power Meter is full or some time has passed, the Power Meter will be emptied. Use it or lose it! | Partially false | The meter will not empty due to time passing. |
Greninja: In Its Series | Greninja is a Ninja Pokémon that uses attacks like Spikes and Double Team. Water Shuriken, an attack using compressed water, was created specifically for Greninja. | Misleading | For some reason, Accelgor can also learn Water Shuriken, and has been able to since the move was introduced. |
Greninja: Water Shuriken (Neutral Special) | The longer this attack is charged, the shorter its range is. The uncharged version can be more useful for keeping a foe from approaching. | False | This was true in Smash 4, but appears to no longer be true in Ultimate. |
Mii Swordfighter: Gale Strike (Neutral Special) | With Gale Strike, a wide swing of the sword creates a tornado that moves forward. Opponents hit by the tornado are thrown straight up into the air. | Misleading | It actually sends them at an 86˚ angle, not quite straight up. |
Mii Swordfighter: Charging Blurring Blade (Neutral Special) | Mii Swordfighter attacks with a flurry of fire stabs, then launches the opponent diagonally upward. Hold the button longer to charge the attack. The longer the charge, the greater the attack power. | Misleading | The move sends more outwards than upwards. |
Palutena: Black Hole Laser (Final Smash) | Palutena's Final Smash traps opponents in a Black Hole before Palutena fires a laser beam to launch them. The beam's angle can be slightly adjusted. | False | The beam cannot be adjusted. |
PAC-MAN: Strawberry Bonus Fruit (Neutral Special) | PAC-MAN's strawberry flies a little farther than other fruit and bounces twice when it lands. | False | The strawberry is actually one of the shorter ranged fruits. |
Robin: Neutral Attack | If the third hit is fire, it will launch opponents with great force. The wind flurry attack repeatedly slashes opponents and deals a lot of damage. Both will use up a tome charge. | Misleading | The rapid jab can use up multiple tome charges, gradually using charges as you keep holding the attack. |
Ryu: Tatsumaki Senpukyaku's Power (Side Special/Command-Input Move) | When facing right, enter ↓↙← for 1.16x power. Increasing the strength also increases the move's speed and travel distance. | Misleading | The multiplier is closer to 1.15x power. I think the second part is referring to holding vs tapping the B button, but is pretty clearly misleading as it implies it refers to performing the input. |
Cloud: Blade Beam (Neutral Special) | Cloud releases a shock wave along the ground. As you'd guess by looking, the attack range is quite wide, so you'll need to jump high to clear it. | Misleading | For reference, Mario can short hop clean over the grounded beam. |
Cloud: Cross Slash (Side Special) | If you press the button again when connecting with an enemy, you can hit them up to three times. Otherwise, Cloud only attacks once. | Misleading | Although the attack has 3 stages, it actually hits opponents up to 5 times. |
Cloud: Meteor Slash (Forward Air Attack) | Cloud takes a huge vertical swing at an enemy. Hitting an opponent with the tip of the sword has a meteor effect. | False | The meteor hitbox is not at the tip of the sword. Also the opponent must be at a specific height. |
Corrin: Dragon-Form Kick (Downward Throw) | Hits in a wide radius, sending multiple foes skyward when Corrin stomps the ground, lining them up for a nice follow-up attack. | False | The collateral hitbox actually sends opponents at a low angle, making followups very difficult. |
Bayonetta: Bat Within | If Bayonetta is hit during the dodge or during her down special, she'll change into a burst of bats, taking half the damage. | Missing context | This tip doesn't mention that this only occurs if you miss the main dodge or counter within a certain window. |
Inkling: Killer Wail after Being KO'd (Final Smash) | Even if the Inkling is KO'd during the Final Smash, the laser will remain and can still be controlled. | Misleading | Upon dying, you will lose control of the beam until you reappear on the respawn platform. |
Incineroar: In Its Series | Incineroar is the final form of Litten, one of the three Pokémon you can choose at the beginning of Pokémon Sun and Moon. It's a well-balanced Pokémon with very high attack and defense. | Misleading | Incineroar's defense base stat (90) is actually about average for a fully evolved Fire type Pokémon, with the average being 85.89 as of writing this. |
The Three Slowest Walkers | #1 is Incineroar, #2 is Robin, and #3 is Jigglypuff. Incineroar may be slow, but has some serious launching power. | False | Robin isn't even close to the second slowest walker...did the devs mix up the words for "walk" and "run"? |
Steve: Using Minecart Repeatedly (Side Special) | You can use the minecart repeatedly, but doing so will reduce the amount of time a fighter is trapped in it. | False | As far as I can tell, no such mechanic exists. |
Pyra/Mythra: Down Air Attack | When Pyra strikes opponents below her, she'll cause a meteor effect. Mythra won't trigger a meteor effect, but she is also less vulnerable when using this move. | Misleading | Pyra's Dair can also meteor smash opponents at the beginning of the move, and thus opponents don't have to be below Pyra to be meteor smashed. |
Kazuya: Tough Body | While you have low damage, the weak attacks of opponents will not cause you to flinch. This makes it much easier to unleash combos. | Misleading | See Bowser: Tough Guy. |
Sora: Blizzaga (Neutral Special) | These chilly shots will scatter and fly through the air. Opponents who are hit several times will freeze, and those who have taken a lot of damage will freeze for longer. Get close to make it really easy to hit! | Misleading | Even one hit can freeze opponents. |
Sora: Sonic Blade Charge Speed (Side Special) | Each time you charge, you'll lose a bit of speed. You'll also lose speed if you hit an opponent or they shield against your attack, so don't go charging into danger without a plan. | Partially false | It doesn't appear as though speed is lost when hitting opponents or their shields. |