You may have seen or read about the 0 percent Richter kill combo online as we did, and we were curious to see how it all went down. So, on the surface it seems to good to be true, I mean imagine starting the fight and within a few moments your opponent blasts you off the map after a very quick combo which KOs anyone at 0 percent. You’d be left saying “but, but, but… I had 0%,” I don’t know about you, but I’d be pretty pissed so I wanted to see just what it really takes to pull this combo off.
On the surface it doesn’t seem like much, but it’s all about the timing. The way you do it is jump, use holy water on your opponent, jump again and throw your cross, use the down kick, have them be hit by the cross, down kick again and then uppercut them to send them to their death. The hard part is obviously landing each one and also the timing with the axe. If all doesn’t go exactly as planned you may still have a decent combo but not the auto kill like intended. The crazy thing is it’s really quick you can see it here in Zeros video who is probably the most recognizable player on the smash scene. He does it in practice mode and it’s not the easiest you’ll notice him miss it once or twice before actually completing it. Definitely seems like it would be tough to land mid-fight, so proceed with caution if you’re planning jumping to it and trying this online it against friends.
After doing our research we’re pretty surprised this combo is that strong, but also glad it’s really hard to pull off. Also even though I’ve seen Richter be very high on some tier lists I personally haven’t seen much of him online. I’m really happy this doesn’t seem like some game-breaking type of thing. In my opinion, if you can pull it off more power to you. I think he had a lot to offer with his moveset and is a good addition to the smash bros universe.
If you think you can pull this off let us know at @gaminginsweats on Twitter.
Super Smash Bros Ultimate brings a huge library of fighters for you to choose from. One of the originals Samus is still a beast when used right. Some tier lists shy away from her on the top tiers, but honestly, I completely disagree. She is easily one of the more well-rounded fighters there is. She has a ton of range, while still being a great fighter up close.
This is a guide of how I play her, but feel free to leave comments if you think you have some other strategies with her. Samus is currently my highest Global Smash Power Rating or GSP, with Lucas being right behind her.
Attacks and Specials
Here’s the thing about Samus, distance is always preferred even though you can hand out your melee beatings just as well with her. I consider her more of a zoner than anything because if the opponent leaves me be, I can absolutely pick someone apart from distance, and if you charge me the strategy is to deliver a few blows then regroup elsewhere.
One nuance to Samus is always trying to have your shot charged. It can be tough sometimes because it does leave you vulnerable, so what I suggest is take advantage of K.O’s and other times when your opponent might not be directly on top of you. We’ll get into that later, but it’s a great weapon to have handy whenever you may need it. With that being said, if you are versing her be sure to be mindful if Samus has her shot locked and loaded or not. It could be the difference in the game. You never run out of power or anything like Inkling , so shoot as much as you please.
Neutral Special (B)
Like I stated earlier make sure the shot is charged whenever you possibly can. It is a great way to finish opponents not only from far away but even up close when they least expect it. I can’t tell you how many people I’ve launched with a shot from feet away. The shot is more about deception than anything. Lull your opponent to sleep, make them forget that you even have it charged and then boom, see you later!
The only thing to be careful with this is that some characters have reflects and/or absorb moves that can neutralize this big time. I’m not saying don’t use it, but you must use it wisely. A few notables are K. Rool, Mario, Zelda, and many others. I think of it as having an ace up your sleeve.
Side Special (Right or left + B)
Samus’ side special is really good IMO. Some people don’t care for it as much, but I think they can be so useful when trying to keep up the pressure on someone or trying to keep a distance.
There are two types of missiles that get shot randomly. One is a homing missile and the other is a more explosive straight missile. Both have their uses and Samus shoots them quickly, so it is nice to have in a lot of different situations. It’s even possible to launch people with the straight shot which is always a plus in my book if you can launch someone from a distance.
Up Special (Up + B)
Samus’ Up B is awesome quite frankly. It is a great recovery and has a lot of launch power by itself. It’s great to use if your opponent is flying downward because it can keep popping your opponent in the air for a punishing juggle. What is also cool is it’s super quick and fairly simple to hit.
Down Special (Down + B)
If anyone says this move is useless they’re simply not a Samus player. While this is one more that has no launch ability whatsoever it is one of the most important things you can master as a Samus player. Her Down B or “bloops” as I’ve heard them called before are essential to controlling your opponent. Got a pesky opponent who keeps spamming the dash attacks? Drop a little “bloop” for them and they’ll have to be more cautious the next time.
Also, cool sidenote which has been in the game since Melee I believe is they can be extremely useful in getting back on to the board. While in mid-air you can navigate through the air by hitting yourself with these “bloops” to get an extra boost to get back on the stage.
Strengths and Weaknesses
I think her greatest strength is just how well balanced she is. If she didn’t shoot anything I’d still use her and that’s what I hate about some of the backlash going on with her. Some will disregard her as someone who just shoots stuff, but she’s so much more than that. Her dash is great and her grab is one of the best because it has great range. Don’t miss or else you’re left vulnerable, but needless to say that with most moves in the game.
Another helpful hint is to use the hell out of Down + A. It’s super quick and has a launch power. It’s great when fighting up close. This can even start a combo if you’re quick about it because it will pop them in the air.
The only weaknesses she may have is the number of projectiles with no other smash specials. This can come back to bite you when you’re versing someone with a great dodge or reflect. While she’s good hand-to-hand, there are certainly better out there.
Pick a zone and hold it down. If they let you sit back torture their life with projectiles, but if they charge you be ready to lay the smack-down and then later regroup back to safety and recharge your shot. Once you charge up, poke the bear until they charge you and repeat the process until the percentage is high enough to launch them off.
Don’t forget your “bloops” aka Down+B, and use your grab as an offensive weapon to create space for yourself.
Good luck out on the battlefield! Hit us up on Twitter @gaminginsweats if you want to show off your new found skills.
For starters, I’m currently addicted to Super Smash Brothers Ultimate, so don’t take this the wrong way, but it really mashes my buttons that Peach has the same moveset as Peach. It got me thinking why? Is it because they’re both girls? Or maybe because they wear a similar dress? Or maybe because Nintendo was being lazy? I’m not sure which of those it was or whether it was something totally different, but it really bothers me that Nintendo would choose to do this.
I think my biggest issue is Peach has a moveset that pays homage to her Super Mario 2 days, such as floating or the turnips which are fine in and of themselves however Daisy has them too and she wasn’t in the friggin game! Does Daisy just float around because Peach taught her some cool trick? It’s just not right. I’m all for her being put in the game, I mean she is the more levelheaded of the two princesses, well, I would think due to getting captured less over the years, but what do I know. I just wish she had her own moves. They could’ve paid homage to her playable appearances in Mariokart or Mario Tennis, but nope we got the lazy same moveset as Peach.
I’m not sure on the exact differences which are extremely minimal, but they could’ve made it at least like a Pichu/Pikachu type of thing where one is stronger, but has a flaw. I’d even settle for like one or two moves being different such as Mario and Luigi, or the Villager and Isabelle. Well all we really got with this is essentially 14 Peach skins. You give us this nonsense and no Waluigi Nintendo what gives?
Rant Over. Until next time on “What Mashes My Buttons” (working title comment some suggestions below if you think you have better.)
Super Smash Bros Ultimate brings a huge library of fighters for you to choose from. One of the fan favorites from the batch of new fighters in this game is Inkling – a cute little squid looking thing that inks enemies and dips below the ground when dashing, dodging, and reloading (which you have to do).
Here is our first ever Smash Bros character guide for your viewing pleasure. We present our official Inkling guide:
Attacks and Specials
Everything you do, shoot, and splat with inkling revolves around the ink that gets all over the place and on enemies as you perform your smash attacks and specials. They all apply ink in one way or another.
The ink doesn’t only annoy your enemies, though. When covered in ink, your enemies will also take more damage from your attacks. Pretty cool!
Your ink tank will deplete as you use the moves that apply ink. Once that runs out, you can refill by pressing B when totally empty. If you want to refill during a pause in the action, you can do so when not empty by shielding (L or R) and pressing B.
Attacks with Inkling are super fast and can lay out the damage pretty fast when you’re landing your attacks. Inkling’s dash attack is one of the best and they can be hard to see when dashing because of their animations. Landing dash attacks can be pretty easy when done correctly. Their jab combo is also one of the best around. It applies ink and can do tons of damage.
Neutral Special (B)
Inkling fires his/her gun like a machine gun, damaging and inking enemies in the path. You can control the direction of the stream by tilting up and down on the stick. Inked enemies take more damage from attacks.
Overall, we don’t use this move a ton. It can be good for some quick damage and ink, but usually, there are better moves to be using!
Side Special (Right or left + B)
Inkling’s side special pulls out the paint roller and runs in the direction you activate it. It can be done in the air for a quick way to get across to your opponent, giving them less time to react. When you hit enemies with the roller, they will be dug into the ground and stunned until they shake themselves out.
If you circle back and hit them with the roller for a second time, it will smash them, sending them flying.
It could just be us, but we find it a bit hard to put the roller away for some reason. It could be something that will be getting patched, but as of now, it sometimes takes us 2-3 presses of B before inkling will put the roller away. A bit annoying when fighting good players when every second matters and response times are so short.
Up Special (Up + B)
Inkling goes into squid form and shoots upwards. One of the best recoveries in the game in our opinion and it can do some damage and box enemies out upon landing. It does no damage until landing and isn’t a great damage move in general – the usual trade off for being such a good recovery.
Down Special (Down + B)
Inkling throws an ink grenade at a variable distance that will explode after a few seconds, causing damage in a large area around the explosion and applying ink. You can extend the range depending on how long you hold B.
If you just tap the button, Inkling will do a little lob, throwing the grenade right in front of him/her.
This move is variable, unpredictable, and can do some serious damage. Since the splash is large, it is pretty easy to hit with. We love using the short distance throw in close combat with someone. It adds an extra thing for them to have to block and is usually unexpected.
Strengths and Weaknesses
Inkling’s greatest strengths are speed and agility. If you’re into fast fighters like Greninja or Shiek, Inkling will probably be a good fit for you. You should move around a lot, pull off many dash attacks, and leverage your speed as much as possible when fighting, especially against slower fighters like Ganondorf or Bowser.
Of course, if they do catch you, your going to get launched like a potato out of a rocket launcher, so be careful!
Ink supply is something you have to worry about a lot with Inkling and make sure it is always as full as possible. Putting your shield up and then hitting B will let you refill at any time, so use your speed and get to an open spot to reload or wait for a lull in the action like when you blast someone far away or KO them.
When fighting Inkling, keep them pressured. If you stay on top of them they wont be able to reload and will be weaker without their special abilities like the grenade and roller. Their smash moves also won’t be as strong when they are short on ink, so keep that pressure on!
Generally, you just want to stay on the move with Inkling to keep yourself safe and get those dash attacks in as much as possible. You can pretty easily combo someone from there with inklings relatively straight forward aerial attacks. The up aerial attack is especially useful when trying to just add that little bit of damage to an already flying enemy. It has some pretty good power to it, too, so you can sometimes get that up smash KO out of it.
Use mobility to your advantage while dodging and dashing around the arena. Keep enemies at bay or disrupt a fight with a well placed grenade, sending 2 or more enemies flying and confused.
Keep your eye on your ink meter and use the best opportunities to refill. The best times are when other enemies are fighting each other, get KOd, or are just far enough away that you can reload. You don’t have to fully reload every time!