NouveauRétro
Smash Journeyman
I thought I'd make this thread.
As I lab I'm going to be grading the viability of ducking on different characters.
I've just started and I'll update this as I go through the roster. Feel free to list and suggest any character not on this list
Explanation of Grading
Grading is based off how effective a G&W who often ducks is against these characters when both are grounded in the neutral
A+: Limits pretty much any good grounded approach option against this character and restricts most options in general, forcing the opponent to change how they play completely
A-: Limits grounded approach options heavily, but there is a way for the opponent to beat it but it takes a large risk in being shielded
B+: Limits enough options or good/often used enough options to make the opponent occasionally think twice about their options
B-: Limits some options but multiple simple and noncommital ways to beat it so that they don't have to change neutral much, or is inconsistent against some options
C: Limits one or two decent options that character has, but you have to duck it on hard read and the opponent has other non-duckable options that have an equal chance of being used, or avoids/makes hard to land a/some good options but is inconsistent(damn you animated hurtboxes!)
D: Can avoid a grounded approach or attack option, but it isn't an often used or good option.
F: Useless, can't avoid anything other than maybe an option that's already never used anyway
These are subject to change over time obviously, and there are many more characters I have to test. Again, leave suggestions below.
EXAMPLES FOR EACH TIER
A+:-Severely limited options
A-:-Have to take risks to hit duck
B+:-Ducks a usually very good option OR-Ducks multiple good options but has alternate options and is inconsistent on some(i.e. dash grab)
B-:-Ducks good options but is inconsistent and there are other options available
C:-Ducks an option but requires a hardish read
D:-Ducks options in rare situations
F:A lot of characters, means ducking just isn't viable as an avoidance option. F- means it'll probably do more harm than good to duck while both you and your opponent are grounded, even with the hardest of reads. Either you can't actually duck anything or what you can duck is beyond pointless.
At this point I have taken a cursory look at the entire cast's grounded moveset. Aerials will come later and will likely affect tier placing in the complete 2.0 version
Later
1. I will make in-depth explanations for characters in the A tier because those will likely be very MU-relevant.
2. I'll move to tier list maker for cleaner showing.-CHECK
3. Makes smaller notes and lists of ducked options for characters C and up-CHECK
THE DUCK LIST
https://docs.google.com/document/d/1-Lx4EUmrYVU9hX3ExCAsHea3vZvJdJolXAqV63aZnBM/edit?usp=sharing
This a comprehensize and specific list of what G&W can duck in progress BUT mostly done. Please alert me about anything you find missing.
As I lab I'm going to be grading the viability of ducking on different characters.
I've just started and I'll update this as I go through the roster. Feel free to list and suggest any character not on this list
Explanation of Grading
Grading is based off how effective a G&W who often ducks is against these characters when both are grounded in the neutral
A+: Limits pretty much any good grounded approach option against this character and restricts most options in general, forcing the opponent to change how they play completely
A-: Limits grounded approach options heavily, but there is a way for the opponent to beat it but it takes a large risk in being shielded
B+: Limits enough options or good/often used enough options to make the opponent occasionally think twice about their options
B-: Limits some options but multiple simple and noncommital ways to beat it so that they don't have to change neutral much, or is inconsistent against some options
C: Limits one or two decent options that character has, but you have to duck it on hard read and the opponent has other non-duckable options that have an equal chance of being used, or avoids/makes hard to land a/some good options but is inconsistent(damn you animated hurtboxes!)
D: Can avoid a grounded approach or attack option, but it isn't an often used or good option.
F: Useless, can't avoid anything other than maybe an option that's already never used anyway
These are subject to change over time obviously, and there are many more characters I have to test. Again, leave suggestions below.
EXAMPLES FOR EACH TIER
A+:-Severely limited options
A-:-Have to take risks to hit duck
B+:-Ducks a usually very good option OR-Ducks multiple good options but has alternate options and is inconsistent on some(i.e. dash grab)
B-:-Ducks good options but is inconsistent and there are other options available
C:-Ducks an option but requires a hardish read
D:-Ducks options in rare situations
F:A lot of characters, means ducking just isn't viable as an avoidance option. F- means it'll probably do more harm than good to duck while both you and your opponent are grounded, even with the hardest of reads. Either you can't actually duck anything or what you can duck is beyond pointless.
At this point I have taken a cursory look at the entire cast's grounded moveset. Aerials will come later and will likely affect tier placing in the complete 2.0 version
Later
1. I will make in-depth explanations for characters in the A tier because those will likely be very MU-relevant.
2. I'll move to tier list maker for cleaner showing.-CHECK
3. Makes smaller notes and lists of ducked options for characters C and up-CHECK
THE DUCK LIST
https://docs.google.com/document/d/1-Lx4EUmrYVU9hX3ExCAsHea3vZvJdJolXAqV63aZnBM/edit?usp=sharing
This a comprehensize and specific list of what G&W can duck in progress BUT mostly done. Please alert me about anything you find missing.
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