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(→Characters that notably benefit: Added a note that Zelda's fair and bair differences are less pronounced in Ultimate.) |
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*{{SSBB|Mario}} - his back aerial has the best [[range]] of his aerial attacks, can be comboed out of his forward throw, and has decent knockback. | *{{SSBB|Mario}} - his back aerial has the best [[range]] of his aerial attacks, can be comboed out of his forward throw, and has decent knockback. | ||
*{{SSBB|Mr. Game & Watch}} - his back aerial (turtle) is [[disjointed]], can [[space]] well, and is also an easy way to rack damage. | *{{SSBB|Mr. Game & Watch}} - his back aerial (turtle) is [[disjointed]], can [[space]] well, and is also an easy way to rack damage. | ||
*{{SSBB|Ness}} - in certain situations, his back aerial out of | *{{SSBB|Ness}} - in certain situations, his back aerial out of an RAR can be unpredictable and has great KO power when [[sweetspot]]ted. When sourspotted, it can set up a guaranteed [[up smash]] or [[jab]]. | ||
*{{SSBB|Snake}} - his back aerial is a decent KO option when his DACUS is getting predictable, though its very heavy [[landing lag]] means it should be used sparingly. | *{{SSBB|Snake}} - his back aerial is a decent KO option when his DACUS is getting predictable, though its very heavy [[landing lag]] means it should be used sparingly. | ||
*{{SSBB|Toon Link}} - his back aerial, with its very low knockback, can lead into an offstage [[down aerial]] [[meteor smash]], and start aerial [[combo]]s. | *{{SSBB|Toon Link}} - his back aerial, with its very low knockback, can lead into an offstage [[down aerial]] [[meteor smash]], and start aerial [[combo]]s. |
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