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so If I tell you how to fix DDD, will you try to implement those, or provide feedback?I try to listen to your ideas! I ask you about what you'd change on ROB and then you just say "I don't care about smash". Exact words.
I'm all ears.
No you're baldso If I tell you how to fix DDD, will you try to implement those, or provide feedback?
I notice you've laid off Roy in recent times, or at least used him less than 3.5. Do you think he's significantly worse because of his nerfs?No you're bald
Ike is good, but not S-tier.Here's what I make of a PM 3.6 Tier List:
S-Tier
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A-Tier
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B-Tier
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C-Tier
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D-Tier
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What do you think?
I've actually gone IaBs with roy only in 3.6. I think Roy got worse, but hes still very very potent.I notice you've laid off Roy in recent times, or at least used him less than 3.5. Do you think he's significantly worse because of his nerfs?
Not a complaint, I way prefer watching your Tink.
>Zelda better than Toon Link, Wario, and IvyHere's what I make of a PM 3.6 Tier List:
S-Tier
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A-Tier
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B-Tier
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C-Tier
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D-Tier
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What do you think?
I really have no actual reason for why he's worse aside from the fact that I haven't seen any yoshis do much in 3.6Real talk, is Yoshi actually THAT much worse than he was last match? I can't tell if there's a vocal Yoshi QQ crew or if Yoshi is legit way way worse. As far as I could tell, he was upper mid/high tier in 3.5, and I can't tell what about him is way way worse. Egg rolling being worse is one thing, but he still has super armor double jump, aerials out of double jump, and no more footstool game against him. I know his weight got marginally worse. What else is so much worse about him?
Is Diddy S-tier because of Junebug?![]()
feast your eyes. best tier list you ever dun seen.
characters obviously not in order
I needed more tiers to fully complete it in the future but close enough
I'm surprised with how low ZSS is and how high Link is. I thought Link was consistently the "tricky to balance and could easily be subpar if not too good" guy. Is he solid this time around?
I didn't say he was broken, just terribly designed. Honestly, how easy is it to figure out one's character's counterplay and punish timings for G&W their first time playing against the character? G&W either requires that you know his frame data or play a character that gives him a hard time without much thought.GnW has probably the worst combo weight in the game. Why are you up in arms about his escape option again? He doesn't even move until frame 8 or so. Combo better and kill harder.
GnW, Luigi, and Ganondorf are far from broken. @TheOtherGuy Broken is not qualified by whether or not you like playing against them. Get over it.
http://prntscr.com/80zqfu
feast your eyes. best tier list you ever dun seen.
characters obviously not in order
I needed more tiers to fully complete it in the future but close enough
You dun goofed sirwhy did i just post here oh my god
That's pretty unreasonable to try and escape lol, and I'm pretty sure there's actually nothing Samus can do if you space the d-tilt close to her. DI does practically nothing because it launches her a whole 3 ft in the air. So yeah if I know exactly when it's coming and I super SDI your frame 5 move and also you spaced at the tip of d-tilt, I can escape. Is her d-tilt a meteor btw? Hitstun seems extra long.Bru, you gotta SDI the down tilt away. Are you practicing on bots? Even if at point blank range, if you SDI the d tilt and continue holding away you can escape the up tilt. There isn't enough hit stun for us to chase and up tilt so the best we can do is tipper forward tilt, which won't KO you until around 160% if you have good DI. I'm not saying it's easy, but at 90% percent you have the ability to escape.
On the subject of Zelda vs Samus, how the hell do I DI down throw so I don't get Ice faired?
Not sure if Zelda can escape a follow-up. Down and away seems like the way to go, but I might still be able to connect f-air, would have to test. If you DI in you're probably just gonna die to up-smash instead.Behind Samus seems to work for me.
goofed like yoshi's 3.6 patch notes ayy lmaoYou dun goofed sir
What would you change about 3.6 yoshi? Revert pivot grab? Weight?goofed like yoshi's 3.6 patch notes ayy lmao
Diddy is S-tier because he has amazing grounded mobility and stage control, he has amazing OOS options with glide tossing and up-smash. His grab is extremely good. and he has a command grab that allows follow ups on nearly everybody at every % AND it helps his recovery and if you don't want to grab, you can just turn it into an attack. great recovery, great weight and fall speed and body type for being juggled/surviving.Is Diddy S-tier because of Junebug?
What makes Wario so good?
Where's Peach's high level representation to justify that placement?
What makes Roy the worst Fire Emblem character now?
It's difficult to believe that Squirtle is mid tier. Squirtle mains claim they suck, yet they manage to contend with and defeat supposedly better characters and players with their underrated character.
I thought the running narrative was that Pit was restored to a strong but not OP state. Lower mid conflicts with that. What holds Pit back besides trouble killing?
Like I said, Zelda is high tier because Umbreon believes that she is that high, and I respect umbreons opinion of her enough to believe him despite him never putting work into her. Umbreon is a high caliber player and understands what makes characters good. Lunchables has said the same thing before I believe?Zelda loses to the overwhelming majority of A, B, and C. Squirtle hard counters her. She loses to Mario and Pit. She struggles with ZSS. Pikachu is rare, but he should have the advantage based off being short, having great vertical KO power, better mobility, and good damage output. A Pikachu main might know more about their strengths in the matchup. Ganondorf, Charizard, and Sonic are hard though she might have the advantage over them. Kirby beats her. Yoshi seemed 0 or -1 from Oracle's two sets versus Hamyojo in 3.5. I think she beats Ice Climbers. She beats Ness, DK, and Bowser, but beating fatties is a trivial strength. The Jigglypuff matchup is stage dependent. Olimar didn't exist in 3.5, so I'm clueless about that matchup. With the tiers you currently have listed, she'd belong in D. In D, the matchups in her tier and below would range from -1 to +2 with possible exceptions for Sonic and Kirby.
ZSS's new buffs to her on stage didn't offset the huge nerfs to her recovery. and link is super scary being faster and HoT demonstrating that His tools are great.I'm surprised with how low ZSS is and how high Link is. I thought Link was consistently the "tricky to balance and could easily be subpar if not too good" guy. Is he solid this time around?
Maybe revert pivot grab, fix his side b to recover a bit easier.What would you change about 3.6 yoshi? Revert pivot grab? Weight?
?
I think shes annoying as ****, but shes not high tier. Probably mid.Like I said, Zelda is high tier because Umbreon believes that she is that high, and I respect umbreons opinion of her enough to believe him despite him never putting work into her. Umbreon is a high caliber player and understands what makes characters good. Lunchables has said the same thing before I believe?
So is someone supposed to research every character before competing? Followup research after a loss is fine, but in the middle of a match, there shouldn't be things that just can't be figured out. Matchup knowledge shouldn't be a prerequisite before playing a matchup for the first time.oh no you have to know the matchup the horror
Making PM yoshi as similar as possible to melee while not being terrible sounds like a great goal in my opinion. Essentially a buffed melee yoshi, like melee fc-remix esque(it's essentially a balanced melee for those who don't know) but with some brawl things/other buffs added. Sounds like a lot of work needs to be done for that though. However, you know that's not an issue with PMDT when you take a look at some 3.5/3.6b character changelists haha.Maybe revert pivot grab, fix his side b to recover a bit easier.
replace him with Melee Sheik
If we're going for the true Yoshi experience then if you guys could work inparryingedit: Melee Parrying where he can't jump out of shield after that'd be really, really neat and then he could be balanced around Melee Yoshi, which would probably be a bit easier and more interesting, but more degenerate competitively.
Maybe make him faster somehow, not sure exactly how though.
Yoshi really is just a stupid dinosaur that's impossible to balance or work with
In a competitive environment you're expected to know the game inside and out. If you lose to your ignorance then you can only blame yourself. Just say his animations should match the hitboxes instead of labeling him as horribly designed.I didn't say he was broken, just terribly designed. Honestly, how easy is it to figure out one's character's counterplay and punish timings for G&W their first time playing against the character? G&W either requires that you know his frame data or play a character that gives him a hard time without much thought.
"guys, guys, ness is bad and here's why:I'm gonna step in here and contribute to why Ness is not that great as well.
So Ness's recovery is commonly misinterpreted as good only because his recovery has 7 frames invincibility on the start of pkt2, goes really far, and kills if the opponent doesn't edgeguard it.
Surprise surprise, it's super easy to edgeguard because, a little bit of frame data: Ness has 16 frame on start up with the initial hitbox of the up b appearing, and at frame 20, the projectile comes out. The real kicker comes from the duration of the thunder aimed at Ness. The amount of frames it takes for PKT to reach Ness in the fastest time (IE, default angle of 45 degrees), it takes another 38 frames after the projectile comes out. It only gets longer from there if you're going for specific angles.
Guess what? Fox has a similar recovery, and he starts moving at frame 43, which is effectively FIFTEEN FRAMES FASTER than Ness, and can CHOOSE WHICH ANGLE HE WANTS TO MOVE IN. If people thought Fox's recovery was bad... WOO BOY, just goes to show how bad Ness's recovery is! (I'll also point out that PKT2 is NEGATIVELY DISJOINTED TOO, so it can lose to moves like SHINE)
Here's also another thing about Ness's recovery. When Ness commits to UP-B, Ness starts to fall down slowly, and eventually fast enough that his own PK Thunder can't hit him. If the player were to accidentally miss with PKT, Ness is dead. GUARANTEED. With this falling as well, it makes aiming for specific angles even trickier. Lucas, unlike Ness, doesn't fall down so fast when he commits to a PKT, effectively making his recovery not only EASIER TO AIM, but also LESS RISKY.
Edgeguarding Ness is also extremely EXTREMELY easy. If he's ever above the stage and far away, you cover ledge. If he's ever above stage and really close, you can stuff him out because his recovery takes too long. If he's ever below the stage, charge a disjointed fsmash or smack him at the apex of his recovery. Seriously, it's not that hard.
Also, I'm just gonna toss this in here and say that if you thought Ness's bthrow was a reliable kill move, you're sorely mistaken. (This match was in patch 3.02, but from other patches, Ness's bthrow is untouched so this is still relevant to the topic at hand).
That honestly wouldn't cover much. Yoshi's good at blocking air approaches with armor or a REALLY well spaced pivot grab or even usmash. Eggs are already amazing at covering that exact angle anyway. His neutral would still suck.Making PM yoshi as similar as possible to melee while not being terrible sounds like a great goal in my opinion. Essentially a buffed melee yoshi, like melee fc-remix esque(it's essentially a balanced melee for those who don't know) but with some brawl things/other buffs added. Sounds like a lot of work needs to be done for that though. However, you know that's not an issue with PMDT when you take a look at some 3.5/3.6b character changelists haha.
On the topic of Yoshi, I'd like to share an idea I had a long time ago about him. Why not make it possible to manually explode the eggs from up-b somehow? like a certain input to stop the egg from falling completely. The eggs he has now are definitely better overall than the ones he has in melee, but I think it would be even better to have the option to explode them in the air if you want. It could also create a solid mixup game for his egg spamming. In melee/64, the mid air explosion actually had some uses, specifically against aerial opponents. It kept a hitbox in a certain area for a split second longer than if the egg was to keep falling to the ground. Also, maybe even the explosion hitbox could be tweaked to linger a bit longer in order to make this more effective. Even just a slightly improved egg game from Yoshi could actually make a BIG difference in his neutral game.
To be fair, NZA and Boiko already covered a majority of what makes Ness bad so I just added to it with more specific information on a topic that I feel they didnt really touch up on. I shoulda added the "why Ness's RECOVERY" is not that great."guys, guys, ness is bad and here's why:
recovery."
Thanks for only covering one small aspect of his play, rofl.
Knowing the matchup means understanding their options. The problem here is that LEARNING those options is stupidly arcane in the case of G&W. Yes if you are all-knowing about the animations not matching the hitboxes it doesn't matter, but since the whole point of animations is to represent the hitboxes intuitively why does this exist?oh no you have to know the matchup the horror
As I said, I'm pretty sure you should never be in a situation as Samus where she spaces dtilt so that you are close to her, but yes if somehow you do then she can hit you with an uptilt. Only the inner hitbox is a meteor, which is why she can follow up with an uptilt. The outer hitbox is easy to DI out even by accident.That's pretty unreasonable to try and escape lol, and I'm pretty sure there's actually nothing Samus can do if you space the d-tilt close to her. DI does practically nothing because it launches her a whole 3 ft in the air. So yeah if I know exactly when it's coming and I super SDI your frame 5 move and also you spaced at the tip of d-tilt, I can escape. Is her d-tilt a meteor btw? Hitstun seems extra long.
Not that it's super OP or that I should be regularly being hit by d-tilt in the first place, but it's practically inescapable.
Not sure if Zelda can escape a follow-up. Down and away seems like the way to go, but I might still be able to connect f-air, would have to test. If you DI in you're probably just gonna die to up-smash instead.