• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Character Competitive Impressions

Status
Not open for further replies.

Lavani

Indigo Destiny
Joined
Oct 24, 2014
Messages
7,256
That is not smash DI, that is windboxes.
I'm not sure when KO Punch's windbox suddenly blew you down and under the stage, toward Mac.

As the Jigglypuff, it's also news to me that KO Punch did that by itself for me. Guess I can save myself some work next time!
 

Nysyr

Smash Journeyman
Joined
Nov 5, 2014
Messages
288
I'm not sure when KO Punch's windbox suddenly blew you down and under the stage, toward Mac.

As the Jigglypuff, it's also news to me that KO Punch did that by itself for me. Guess I can save myself some work next time!
Implying KO punch doesn't have **** physics with jigglypuff
If I were to think about sets I've lost, a lot of them would involve Up-B punishes or combo confirms never accentuating and me dying for it (one way or another). She has TRIPLE JUMP GLITCH/RCO on top of this.
Uh, no she doesn't. I've found zero evidence of this, in fact, she didn't even have it in Brawl.
 
Last edited:

TheReflexWonder

Wonderful!
BRoomer
Joined
Feb 10, 2005
Messages
13,704
Location
Atlanta, GA
NNID
TheReflexWonder
3DS FC
2492-4449-2771
KO Punch has a very high amount of weight-dependent knockback on the Frame 4 windbox (meaning it pushes her harder than every other character), but i'm pretty sure the windbox stops doing anything once you get hit by the KO Punch itself.

There is most certainly SDI in this game, though autolink angles and generally lower SDI multipliers on multihit moves than in past games generally mitigate the effect.
 
Last edited:

Vipermoon

King Marth's most trusted advisor.
Joined
Jan 4, 2015
Messages
2,661
Location
PNW
Switch FC
SW-3371-7457-0227
Of course there's SDI. Sakurai officially calls it hitstun shuffling.
 

hypersonicJD

Smash Journeyman
Joined
Jun 28, 2015
Messages
431
NNID
I don't have
3DS FC
2122-7467-7267
Well yeah but it was in For Glory. You wanted a tourney match? Then I can't do that :p

Forget about my tier list. It was pretty stupid and I shouldn't have done it anyways. I can't seem to get Fox's Jab Combo into Up Smash. Is there something i'm missing? Because when I try Up Smash at like 110% or more in Mario or another Fox I can't seem to even input Up Smash. I use the Jab Combo and when I try to do Up Smash, Rapid Jab comes out.
 

Hippieslayer

Smash Ace
Joined
Aug 12, 2008
Messages
966
Location
Azeroth
this thread has an unhealthy obsession with thinking that they know exactly how to nerf the top tiers :/
anyways Swordfighter, his skid animation is so long and his dash attack is so good that he can force a mixup of a dash animation skid
don't block: Attack
block: grab
jump: you jump depending on who and how they jumped
What do you think is the optimal move set overall with SF?How do you way your setup in accordance with matchup?You seem to be the only one in the thread who plays swordfighter apart from me so I'd really like your thoughts on this.
 

Ghostbone

Smash Master
Joined
Sep 20, 2010
Messages
4,665
Location
Australia
I'm pretty sure Lucario is one of those characters that just gets ****ed by ZSS d-throw > up-air > up-air > up-b no matter what your DI or SDI is.
 

Yonder

Smashboard's 1st Sole Survivor
Joined
Oct 9, 2007
Messages
3,549
Location
Canada,BC
NNID
Skullicide
3DS FC
4055-4053-1813
Imo, in a nutshell who needs buffs, nerfs, and no changes at all:

Buff: :4mewtwo:[better Hitboxes, weight]:4drmario:[Ground speed]:4palutena:[Tilts, default specials]:4robinm:[SPEED]:4samus:[Charge shot in midair, better missiles and grab]:4zelda:[Better Phantom + Dins or approach]:4wiifitm:[Better hitboxes]:4charizard:[less landing lag]:4dedede:[Less end lag]:4gaw:[Kill power]:4lucina:[Anything to make her worth playing over Marth or Roy]:4littlemac:[Old Side B]

Nerf: :4miibrawl:[Helicopter kick] :4pikachu:[Heavy skull?]:4feroy:[F smash] :4sheik:[Needles, fair]:rosalina:[Less Luma health, uair nerf, maybe custom star bit akin to Falco's laser]

Little/No changes: The rest.

I think the rest just need more exploration. I'm still seeing wonderful diversity...so far at tournies. A bit heavy on Sheiks and Falcons maybe from experience but so far the meta game is still thriving a lot more than Brawl's. I like it. There's at least 5 more sleeper high tiers somewhere in the cast.
 

Nobie

Smash Champion
Joined
Sep 27, 2002
Messages
2,251
NNID
SDShamshel
3DS FC
2809-8958-8223
Watching Xanadu brings up a question.

Normally when we talk about tether grabs, we treat them like these terrible grabs that no one would want and are mostly inferior to normal grabs. However, what happens when tethers fight tethers?
 

ParanoidDrone

Smash Master
Joined
Jan 26, 2008
Messages
4,335
Location
Baton Rouge, LA
^
Seriously though I wonder if Rosalina has one of the worst shields in Smash 4 simply because she can lose luma while shielding
Despite being her single biggest strength, Luma can also be a surprisingly large liability. There's the obvious case of high-hitlag moves like Wario Waft getting extended even if Rosalina properly dodges, making such moves extremely dangerous for her. But there's also the issue of Luma being unable to shield, like you said. There are a few moves that "burst" on hit but not on shield, like Ness's PK Fire, that suddenly become harder to punish when they hit Luma and activate anyway. Explosives like Crash Bomber similarly do a number on Luma since they detonate on contact, whereas they normally bounce off of shields. (I think. I know shielding Crash Bomber is an option at least.)

Bouncing Fish, although it bounces off of shields anyway, is uniquely safe vs. Rosalina since she cannot spotdodge and punish. It'll just hit Luma and bounce off. ZSS's Flip Jump is in a similar boat, although I'm not sure if she can usually jump off from a shielded hit.

There's also the mental impact. Even though Luma doesn't count against Rosalina when it dies and it's not too hard to wait out the timer for a new one, we're still very aware of its limited HP and every hit it takes is something we'd rather avoid. The problem is that it's quite difficult to keep Luma completely safe, it's basically inevitable that it'll take a few hits. Especially if you're up against someone that likes their projectiles.
 

Shaya

   「chase you」 
BRoomer
Joined
Jun 8, 2007
Messages
27,654
Location
/人◕‿‿◕人\ FABULOUS Max!
NNID
ShayaJP
Watching Xanadu brings up a question.

Normally when we talk about tether grabs, we treat them like these terrible grabs that no one would want and are mostly inferior to normal grabs. However, what happens when tethers fight tethers?
Tether grabs aren't all bad.
Little Mac surely hates tether grabs more than regular grabs. In general, the natural counter to Super Armor; Grabbing, is limited to only tether characters as the lack of grab armor makes it not possible for most everyone else.

They're also just better against less safe characters in the cast.

But in general, tether vs tether... bigger is better~
 
Last edited:

Sir Tundra

Smash Journeyman
Joined
Sep 23, 2014
Messages
289
Location
Currently in the Hyperbolic Time Chamber
NNID
Righteous
3DS FC
2938-7133-5824
bigger is better~
Ha that's what she said
(I couldn't resist)

In all seriousness though I agree with what you say about tether grabs having there uses man. Especially against little mac.

Still though the lag on zss grab can be horrendous at times that whiffing a grab can often mean the end of a match if the zss main and his/her opponent are in their last stocks and are at kill %
 

Antonykun

Hero of Many Faces
Joined
Oct 10, 2014
Messages
6,727
3DS FC
1049-0472-0051
What do you think is the optimal move set overall with SF?How do you way your setup in accordance with matchup?You seem to be the only one in the thread who plays swordfighter apart from me so I'd really like your thoughts on this.
213x is my go to set
SoL is an amazing projectile and really helps with neutral
Aerial assault is a strong but exploitable recovery
Hero's SSpin is the best move in the game best recovery and solid kill option evn from jab cancels
 

Djent

Smash Champion
Joined
Apr 6, 2010
Messages
2,606
Location
Under The Three Spheres
Speaking only for the characters I know wellish:

:4palutena:
  • Remove the infinite Lightweight glitch. It's by no means broken but it's bad from a design perspective. One of the things I despise about UMvC3 is how poorly designed install supers are. I thought Smash 4 had finally implemented the concept well (a powered-up state that actually had tangible drawbacks dissuading liberal use). But in practice, a 70% dthrow to uair means that she gets to postpone the negative consequences of activation, potentially doing so indefinitely if she can put her opponent in a bad position quickly enough. It allows momentum to snowball which is mechanically unsound, especially when coupled with rage.
  • I would like to see her tilts reworked, but I don't think they can be changed liberally without further nerfs to Super Speed and Lightweight. She kind of has to have mediocre normals if those moves are to remain relatively untouched. In the interest of not asking for a complete design overhaul which could potentially make things worse, I'm going to assume that not much should change. The only tilt that is worthless at this point in time is ftilt. Dtilt actually finishes in 41 frames which is laggy but still occasionally useable. Utilt is laggy as balls but has an important niche as a more reliable kill confirm off of jab at high-% with a bit of rage. Her ftilt does 6%, is still slow as sin, and takes over a second to complete. Whiffing it is basically asking to eat a charged smash to the face. I'd like to see the endlag reduced significantly or the damage doubled to 12%. The latter suggestion might sound like overkill, but if you're putting yourself on the line with such an awful move you deserve good reward. For some perspective, Falcon can noncommittally bair you for 14%, and if that's remotely acceptable I guarantee it's not too much.
:4pikachu:
  • Assuming no customs, Pikachu actually doesn't need much to change to become a "fair" character. Something as simple as adding a few frames of startup to Quick Attack would be a large nerf to his performance in disadvantage, as well as making it easier to react to from a neutral position. He gets to keep his long combos, solid edge-guarding, and pseudo-sword normals, but he doesn't get to do so while shrugging off punishment for his mistakes and artificially extending his longevity.
  • Basically, he shouldn't get to play like :metaknight:-lite plus a projectile.
  • Customs is an entirely different story, however. Heavy Skull Bash should obviously not have the "smash" input feature. I'm not sure whether a fully-charged bash should do slightly less knockback as well, but I consider that a much lower-priority change than the (absurd) semi-charge shortcut. Thunder Wave should also be modified (either more endlag or less stun) so that it no longer chains into itself so easily. I realize that this infinite is situational, but it's still careless poor design and should be removed on principle. I also don't care if this ends up making TWave unusable, as his default Jolt is more than good enough and serves just fine in most matchups.

TL;DR:
A few minor changes could make these characters a lot more fair (i.e. more like the current high-tiers).
 
Last edited:

NachoOfCheese

Smash Ace
Joined
Dec 27, 2014
Messages
981
Location
Uncharted Island
NNID
NachoOfCheese
I don't get it. They've never changed character attributes such as weight or speed in ANY previous patches and yet people keep saying they're necessary. They just aren't happening guys. Can we stop suggesting them now?
 

Nexin

Smash Journeyman
Joined
Jan 27, 2015
Messages
450
Location
Lawrenceville, Georgia
NNID
Nexinitus
Personally, I feel that Palutena mainly needs small tweaks to some of her moves to make her viable even without customs.

Really, I feel the only big buff that Palutena needs is a kill option in her default moveset. The fact that she doesn't have a safe kill move nor a guaranteed kill setup means that she either has to make a massive read to score a KO or rely on her opponent to make a mistake such as DI the wrong way after dthrow just to take a stock. This alone would help her out a lot.
 

Thinkaman

Moderator
Moderator
Joined
Aug 26, 2007
Messages
6,535
Location
Madison, WI
NNID
Thinkaman
3DS FC
1504-5749-3616
I've been really surprised to see people aiming at a lower power level target than me. I though for sure the power level I'd suggest changes towards was lower than 99% of people, if only slightly.
 

hypersonicJD

Smash Journeyman
Joined
Jun 28, 2015
Messages
431
NNID
I don't have
3DS FC
2122-7467-7267
DId you guys see what Smash God did to poor Average Joe? That grab release into Forward Smash was amazing. And it seems like you can't escape that combo. It was really sick.
 

Antonykun

Hero of Many Faces
Joined
Oct 10, 2014
Messages
6,727
3DS FC
1049-0472-0051
I don't get it. They've never changed character attributes such as weight or speed in ANY previous patches and yet people keep saying they're necessary. They just aren't happening guys. Can we stop suggesting them now?
better yet can we stop suggesting buffs and nerfs?!
 

hypersonicJD

Smash Journeyman
Joined
Jun 28, 2015
Messages
431
NNID
I don't have
3DS FC
2122-7467-7267
I didn't spread false information D: I said: IT SEEMS. Like it looks. Not confirmed. It was just by looking at it. But I didn't confirm that you can't escape it. It just seemed like it. I don't know if It can be dodged or influenced by DI.
 

Hippieslayer

Smash Ace
Joined
Aug 12, 2008
Messages
966
Location
Azeroth
this thread has an unhealthy obsession with thinking that they know exactly how to nerf the top tiers :/
IMO right now, only top tier nerf needed is some kind of sheik needle nerd, personally I'd like to see the range on those needles nerfed, don't like how they excert pressure from so goddamn far away :p Other than that I think what the game needs is some buffs for the low-tiers, like the goddess, give Palutena super speed in default and she'd be good to go, Zelda needs some major changes, Samus needs a fastfall and less lag on missiles. It'd be great if we could have the low tiers also be veritable mid tiers like the majority of the cast.

Anyway about Swordie's moveset, I agree on Shuriken of Light, it's just a great and simple move. Don't really see how you could prefer any of the others.

I prefer slash launcher for the side special, it's faster than airborne assault on start if you release early, thus you can use it to recover horizontally without giving the opponent a chance to telegraph and punish if the distance is small, if you need to charge it, well it's still faster than aerial assault. It deals less damage for sure, thus its more viable for the opponent to jump out and take the hit in order to cause swordie to fall to his death, but its also harder to do so because of its speed and the way you can time your release, plus if the opponent does take the hit to cause an SD you don't fall backwards a small distance like you do with aerial assault, also makin it harder to gimp. Lastly, its more useful as an attack than aerial assault, I find there are actually times when I can land it or use it to extent combos. I just feel that overall slash launcher is slightly better.

I agree whole heartedly on hero's spin, it's just way way better than the others, I used to go with the back in the stone thingy or whatever its called, once I switched I realized I was being ******** using that mediocre attack. It really is a great kill option too, means you never have to use the crappy dsmash, the fact that it hits instantly on both sides.. combined with the sheer power of it.. its just yummy yum and way outshines the other options.

As for down special.. I dunno, I prefer counter I think, its neat for punishing holes in combos and deadly if you make a read on high percents. But I do like how power thrust can punish opponents eager to juggle and how it acts as a faster (not initially but it reaches further away faster than dash attack) and longer ranged dash attack. I find that it, similarly to counter can be used once to thrice a game before it gets predictable. Reflect is good for some matchups of course, but I only pick it against opponents with strong chargeable projectiles.
 
Last edited:

Hippieslayer

Smash Ace
Joined
Aug 12, 2008
Messages
966
Location
Azeroth
I didn't spread false information D: I said: IT SEEMS. Like it looks. Not confirmed. It was just by looking at it. But I didn't confirm that you can't escape it. It just seemed like it. I don't know if It can be dodged or influenced by DI.
Please stop constantly using different forms of "its only my opinion I don't know for sure" as an excuse for not not knowing what you're talking about. Saying "it seems like you can't escape that combo" strongly implies you can't, its not a false statement, but it is a false implication, implications are still information, thus it is false information.

Plus you shouldn't have made that implication from the get go, use some common sense man. If that was guaranteed don't you think we'd have heard about it long ago? Don't you think Rosa mains would've been doing that like months ago? Dabuz for one would've most certainly known about it with the way he explores his characters options. That and the fact that it didn't even seem unescapable since the guy didn't expect it and thus most likely didn't DI it, in fact since he probably expected a forward throw it's likely he was DI'ng towards Rosa. You certainly do know what DI is so the only way you didn't consider that is because you got excited and posted in haste.

So like come on, be sensible and think stuff through before posting instead of hiding behind the subjective nature of posts.

@ARGETH What do you think? :S If you can't figure it out you lack knowledge of very basic stuff and need to go do your homework on Smash 4 rather than read discussions you don't have the tools to understand.
 
Last edited:

Scarlet Jile

Smash Lord
Joined
Oct 19, 2005
Messages
1,223
Location
The Woods, Maine
NNID
ScarletJile
I've been really surprised to see people aiming at a lower power level target than me. I though for sure the power level I'd suggest changes towards was lower than 99% of people, if only slightly.
I think it's a mistake, for the most part. I don't think any characters besides Sheik/Rosalina need to be toned down, allowing that HSB would make Pikachu pretty dominant unless it was also adjusted (or banned). The ideal power level as far as I'm concerned is A-tier, with characters like Mario and Falcon.
 
Last edited:

Shaya

   「chase you」 
BRoomer
Joined
Jun 8, 2007
Messages
27,654
Location
/人◕‿‿◕人\ FABULOUS Max!
NNID
ShayaJP
Buff / Nerf standard template:

[ Name of over(tuned/powered) or dysfunctional action | Area of essential game play undertuned ] +
[ Your understanding expressed of how these things currently play out and why it is problematic ]* +
([ Realistic and sensible suggestions on how to improve the dynamic] + [literal number changes]?)* +
[ Expected impacts of suggestions ]

Example
Sheik's needles
Are the most dominant projectile in the metagame, exceptionally strong as a long and mid ranged tool, as such a long ranged transcended difficult to react to and damaging move it stifles neutral play by allowing Sheik to always force approach and passively respond to enemy approaches with some of the best frame data/range in the cast.
- Increase start up to throw them / making needles more visually stand out (reactionary tuning). Would reduce how potent they are in controlling movement and punishing just about any commitment from any horizontal distance.
- Reduce travel speed (also reactionary tuning). Could possibly allow guaranteed long range bouncing fish on hit if ending data for release was not hit as well, but would make dodging through it in aggression more realistic; interesting trade off.
- Decrease damage to negligible levels to accentuate only it's ability as a game pacing/neutral tool; would reduce her capabilities in attrition greatly but could still maintain the style-istic choices that have developed. Other long range zoners would be able to keep up with her in damage more reliably, would make them more aggressively tuned rather than passive but would still function in that role.
- Reduce distance traveled of needles noticeably. Reduce long range abilities significantly, without frame data buffs would possibly lose hit confirm traps/combos. Would help many character's neutral games against her and make it so her effective range isn't 'long' where other characters can compete.
- Remove hitbox growth / make it static knockback. Negate/reduce the effectiveness of them at late percent in snowballing positional dominance including off stage, make counterplay/strategy to them more static for players to deal with on hit/etc (i.e. similar to Falco laser).

(Obviously not all of these at once.... maybe).

@ hypersonicJD hypersonicJD you may be the type who feels the need to be vocal in a conversation, but I think it would be of benefit to yourself if you tended towards lurking so you can learn things. You know by now that this isn't a social thread to throw out notions from random pondering (there are tons you could do this in and get the responses you want to boot, so why here?), which aren't of strategic relevance. "Wow that was an interesting hard read" is the extent one can really work with that situation.
 
Last edited:

Fatmanonice

Banned via Warnings
Joined
Jul 27, 2006
Messages
18,432
Location
Somewhere... overthinking something
NNID
Fatmanonice
How do you guys pick a secondary?
Ideally they're supposed to cover the weaknesses of your main/s. Another alternative is to pick a pocket that's specially for one or two matchups that you struggle with. If you're a lower level player though, it's really just who you enjoy playing as and who you feel competent with.
 

Hippieslayer

Smash Ace
Joined
Aug 12, 2008
Messages
966
Location
Azeroth
Speaking only for the characters I know wellish:

:4palutena:
  • Remove the infinite Lightweight glitch. It's by no means broken but it's bad from a design perspective. One of the things I despise about UMvC3 is how poorly designed install supers are. I thought Smash 4 had finally implemented the concept well (a powered-up state that actually had tangible drawbacks dissuading liberal use). But in practice, a 70% dthrow to uair means that she gets to postpone the negative consequences of activation, potentially doing so indefinitely if she can put her opponent in a bad position quickly enough. It allows momentum to snowball which is mechanically unsound, especially when coupled with rage.
  • I would like to see her tilts reworked, but I don't think they can be changed liberally without further nerfs to Super Speed and Lightweight. She kind of has to have mediocre normals if those moves are to remain relatively untouched. In the interest of not asking for a complete design overhaul which could potentially make things worse, I'm going to assume that not much should change. The only tilt that is worthless at this point in time is ftilt. Dtilt actually finishes in 41 frames which is laggy but still occasionally useable. Utilt is laggy as balls but has an important niche as a more reliable kill confirm off of jab at high-% with a bit of rage. Her ftilt does 6%, is still slow as sin, and takes over a second to complete. Whiffing it is basically asking to eat a charged smash to the face. I'd like to see the endlag reduced significantly or the damage doubled to 12%. The latter suggestion might sound like overkill, but if you're putting yourself on the line with such an awful move you deserve good reward. For some perspective, Falcon can noncommittally bair you for 14%, and if that's remotely acceptable I guarantee it's not too much.
Since customs likely won't be a thing again for at least a year after EVO she really does need a buff, else she's one of those few characters who really really suck. Everyone should get to be a mid tier. Sure some are always going to be worse than others, but everyone should fit into mid tier in terms of viability anyway imo.

I'd like to see super speed be her default side special, that'd make her viable enough. Anyway, yeah f-tilt is really bad, I found I could use it pivoted to counter opponents going in on me, but that only works if you have a soft read, and it stops working almost instantly unless the opponent is dumb, with that not being viable it literally has zero uses. IMO it needs to deal at least twice as much damage, if it did that it would actually shield poke due to being multihit, but tbh with how slow it is it should deal 14% imo. It still wouldn't be very good but it would force opponents to respect it, and its risk/reward ratio wouldn't be so abysmal. The damage right now is just a joke.

Since they most likely will never make super speed a default she needs more buffs than that to even become viable though. I'd like to see d-tilt having a knock back angle that allows it to combo into aerials. And I'd like her b-throw or f-throw to kill at like 110% with 100% rage versus medium weight chars by the ledge. Stronger windboxes on f-smash would also be very cool. Moreover uair needs less landing lag to allow more liberal usage of it, atm its just not worth it unless you're going for a kill or you combo into it from grab or utilt.

Sorry Anthony, I can totally see how this is boring to read or just takes up space, maybe potential buffs and nerds shouldn't be discussed in this thread :O
 
Last edited:

Antonykun

Hero of Many Faces
Joined
Oct 10, 2014
Messages
6,727
3DS FC
1049-0472-0051
IMO right now, only top tier nerf needed is some kind of sheik needle nerd, personally I'd like to see the range on those needles nerfed, don't like how they excert pressure from so goddamn far away :p Other than that I think what the game needs is some buffs for the low-tiers, like the goddess, give Palutena super speed in default and she'd be good to go, Zelda needs some major changes, Samus needs a fastfall and less lag on missiles. It'd be great if we could have the low tiers also be veritable mid tiers like the majority of the cast.

Anyway about Swordie's moveset, I agree on Shuriken of Light, it's just a great and simple move. Don't really see how you could prefer any of the others.

I prefer slash launcher for the side special, it's faster than airborne assault on start if you release early, thus you can use it to recover horizontally without giving the opponent a chance to telegraph and punish if the distance is small, if you need to charge it, well it's still faster than aerial assault. It deals less damage for sure, thus its more viable for the opponent to jump out and take the hit in order to cause swordie to fall to his death, but its also harder to do so because of its speed and the way you can time your release, plus if the opponent does take the hit to cause an SD you don't fall backwards a small distance like you do with aerial assault, also makin it harder to gimp. Lastly, its more useful as an attack than aerial assault, I find there are actually times when I can land it or use it to extent combos. I just feel that overall slash launcher is slightly better.

I agree whole heartedly on hero's spin, it's just way way better than the others, I used to go with the back in the stone thingy or whatever its called, once I switched I realized I was being ******** using that mediocre attack. It really is a great kill option too, means you never have to use the crappy dsmash, the fact that it hits instantly on both sides.. combined with the sheer power of it.. its just yummy yum and way outshines the other options.

As for down special.. I dunno, I prefer counter I think, its neat for punishing holes in combos and deadly if you make a read on high percents. But I do like how power thrust can punish opponents eager to juggle and how it acts as a faster (not initially but it reaches further away faster than dash attack) and longer ranged dash attack. I find that it, similarly to counter can be used once to thrice a game before it gets predictable. Reflect is good for some matchups of course, but I only pick it against opponents with strong chargeable projectiles.
Tbh the side specials are all about the same in usefulness so any is good choice

I almost think that Stone Scabbard spikes are gimmick

My favorite down special is Power thrust as it is another edgeguarding tool and burst movement
 

Hippieslayer

Smash Ace
Joined
Aug 12, 2008
Messages
966
Location
Azeroth
Tbh the side specials are all about the same in usefulness so any is good choice

I almost think that Stone Scabbard spikes are gimmick

My favorite down special is Power thrust as it is another edgeguarding tool and burst movement
Can you really afford to sacrifice horizontal recovery for another projectile? I suppose since you think that it has to be a stronger move than I think. If you care to elaborate on it a little that'd be really appreciated.
 

Antonykun

Hero of Many Faces
Joined
Oct 10, 2014
Messages
6,727
3DS FC
1049-0472-0051
Can you really afford to sacrifice horizontal recovery for another projectile? I suppose since you think that it has to be a stronger move than I think. If you care to elaborate on it a little that'd be really appreciated.
90% of the time your main mode of recovery is Hero's spin that move will not let you down (unless your opponent spikes you) so the recovery benefits of AA and SL are about as even as Chakram's pseudo anti air and other gimmick set ups
 

Baby_Sneak

Smash Champion
Joined
May 28, 2014
Messages
2,029
Location
Middletown, Ohio
NNID
sneak_diss
I don't think sheik needs any nerf when ZSS, sonic, rosa, mario, luigi, and the other top tiers and high tiers exist.
But even if sheik deserved a nerf in needles (full charge is 10%. Full charge) then who's next?
 

ARGHETH

Smash Lord
Joined
Mar 9, 2015
Messages
1,395
@ARGETH What do you think? :S If you can't figure it out you lack knowledge of very basic stuff and need to go do your homework on Smash 4 rather than read discussions you don't have the tools to understand.
I'd have to question if he does, though.
And that's ARGHETH, thank you very much.
 
Last edited:

Luigi player

Smash Master
Joined
Jul 29, 2004
Messages
4,106
Location
Austria
I can't believe so many people think Palutena sucks so much without customs. I cringe every time...
Palutena is pretty decent. Not high or top, but somewhere around mid-low.
Her jab is really good (can't get out, outranges most stuff, sets up for followup combos (grab, dashattack, another jab, usmash if you're not careful, ...)), her walk- and runspeed are great, she gets grabcombos like dthrow -> fair / bair / uair. Uair can even true combo into a KO at kill % (like ~90-110?) against some characters. Uair is also like unbeatable and scary. Don't try to airdodge it offstage or you'll get spiked. Her usmash is super strong so you'll always have to be scared of that if you're in the air or at the edge/ledge. Her dashattack beats everything. Her bair beats everything and makes her almost unapproachable if she spaces with it. Her fair has great range and is quick with not much lag making it also a great "stay away" tool.

If you don't think what I say is correct then you've probably never played against a great Palutena (which wouldn't surprise me since there are almost none). She sometimes really feels broken to me, but I guess the highest she can get is mid.
 
Last edited:
Status
Not open for further replies.
Top Bottom