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Yep, although DS doesn't lose like half it's height when angled. Aiming back gives it a bit more height, but forward I think doesn't reduce height by anything significant.
That... What? It's the same distance, but at a different angle. "Height" isn't involved. The slight angle with Dolphin Slash is the same distance when not angled. Blazer's sharper angle doesn't change its distance; Roy's just moving at a lower angle. That's what angling does.
DunnoBro
the combo in the video is registered as a true combo in training mode but I'm pretty sure people can air dodge out of it, however as you said if you read the air dodge you can still punish with a delayed fair/dair.
Also it seems that rage makes easier to land this combo, which makes me wonder how rage affects combos, so I tested mario Dair against a pikachu and he was able to airdodge Dair last hit until mario was at 120%, past 120% no matter how many % pikachu had he can't escape Dair, If you test this in training mode pikachu can airdodge mario dair last hit at any percent.
Could this mean rage adds extra hitstun so it enables more combos at high percent? Any info about this?
That... What? It's the same distance, but at a different angle. "Height" isn't involved. The slight angle with Dolphin Slash is the same distance when not angled. Blazer's sharper angle doesn't change its distance; Roy's just moving at a lower angle. That's what angling does.
Don't ask me, just stating how I remember it works. Neutral or forward, Marth ends up at the same height or close to it. Pretty sure he gets more total distance going forward.
DunnoBro
the combo in the video is registered as a true combo in training mode but I'm pretty sure people can air dodge out of it, however as you said if you read the air dodge you can still punish with a delayed fair/dair.
Also it seems that rage makes easier to land this combo, which makes me wonder how rage affects combos, so I tested mario Dair against a pikachu and he was able to airdodge Dair last hit until mario was at 120%, past 120% no matter how many % pikachu had he can't escape Dair, If you test this in training mode pikachu can airdodge mario dair last hit at any percent.
Could this mean rage adds extra hitstun so it enables more combos at high percent? Any info about this?
Of course rage adds extra hitstun. Hitstun is 100% based purely off of knockback in a certain formula. If rage increases knockback it increases hitstun.
Of course rage adds extra hitstun. Hitstun is 100% based purely off of knockback in a certain formula. If rage increases knockback it increases hitstun.
Maybe I'm not uderstanding the concepts but if pikachu is at 0% and he is hit by mario Dair with 120% rage he should have less or equal hitstun than being hit at 120% with mario Dair with mario at 0 rage, right?
The point is that my testing seems to point that rage > enemy percent regarding hitstun, but I dunno.
Maybe I'm not uderstanding the concepts but if pikachu is at 0% and he is hit by mario Dair with 120% rage he should have less or equal hitstun than being hit at 120% with mario Dair with mario at 0 rage, right?
The point is that my testing seems to point that rage > enemy percent regarding hitstun, but I dunno.
I'm pretty sure Mario's Dair multihits don't have knockback growth so Pikachu's % didn't matter. Only Mario's mattered because when something doesn't have knockback growth the only thing that can increase it is rage or getting hit while charging a smash attack.
I'm pretty sure Mario's Dair multihits don't have knockback growth so Pikachu's % didn't matter. Only Mario's mattered because when something doesn't have knockback growth the only thing that can increase it is rage.
Of course rage adds extra hitstun. Hitstun is 100% based purely off of knockback in a certain formula. If rage increases knockback it increases hitstun.
I know for a fact that when angled forward, DS doesn't make it over the Battlefield top platform. What I had to confirm in training mode, however, was if angling it straight up (hold back after the turnaround window) gave a height increase over normal DS and turns out it's the same height. But I found out that the straight up is actually a backwards. He rises straight up but before that goes a good distance backwards right before he gets off the ground.
None of this stuff matters in this thread but I just wanted to end a conversation here. No need to reply if there's nothing to add.
It's just positioning. The hitstun formula takes true knockback (the knockback you see with your own eyes) which is definitely after rage. Look at Anti's death combo on ZeRo at TBH5. Rage factored into the extra hitstun he needed to take ZeRo all the way to the blastzone.
Because otherwise Mewtwo and Jigglypuff should swap places. Jigglypuff needs to severely outplay her opponents to do ANYTHING of significance. Mewtwo only needs to do that to finish his opponents quickly.
What is the Rosa/Ness MU? I've heard it's awful, but I don't specifically know how awful.
Borderline exists because the people in this thread can't seem to come to a great consensus on them. In the case of Peach and MK, it's more of "it's a matter of time before they move up/ they're better than everyone below them but not on par with everyone above them yet."
I haven't seen any kirby since I made the last one.
The characters in extremely viable are there because of amazing matchups against the majority of the cast, amazing tournament results, and the general consensus in this thread that these are the best characters in the game.
The characters in very viable are there due to great matchups against the majority of the cast, solid tournament results, and looking through this thread has shown the general consensus that these are the "high tiers". Great characters, but have some tiny weakness that holds them back from being the best.
Borderline is based less on results and more on theory and reading through the thread. Meta Knight and Peach are two characters with the toolsets to jump to very or even extremely viable, but lack the results as of right now to go there and are better than the characters in somewhat viable by enough of a margin to warrant a seperate placing.
Somewhat viable are characters with solid toolkits and decent matchups and results, but are held back for a few reasons [such as Ike being a bit slow or lucario being really weak at low percentages] and fall just a little short of being very viable. In retrospect, I should change this tier's name to "viable".
Borderline 2 is characters who haven't been fully fleshed out or have several awful MUs and little results.
Semi-Viable as a solo main is almost exactly what it sounds like. These characters have passable MUs across the board and often one or two players getting results with them, but not widespread results [Such as M2Ks DK, Abadango's Pac-Man, *****' Toon Link, etc.]
Semi-Viable with a high Tier secondary is reserved for characters with alright MUs that usually require creativity. These characters often have to go for reads to ensure a stock, and are usually seen partnered with High-tier secondaries or as secondaries themselves.
Barely Viable is characters with Poor MUs and glaring flaws that hold them back from doing much.
It's simple. The moment Ness goes offstage, he is dead. With NO EFFORT AT ALL. And even if he could recover, Rosaluma can pressure his shield as much as she likes and she can also juggle Ness for days. But seriously, is one of the most one-sided matchups in the game and you don't know about it? Watch any video of any big tournament that has Dabuz and Shaky/FOW in it and see for yourself.
Well, Kirby mains, we can start regretting our complaining about Kirby's shield stun changes. Cause apparently, it actually convinced people that Jigglypuff is more viable than him.
Also, in what ****** universe is WFT considered on the same level of viability as Jiggs?
Youtube commentators and ESAM call it 90-10. (Why ESAM, why? I thought you understood the game!!!).
A lot of Rosalina mains hear about how bad it is from Youtube commentators and put it at 75-25.
Dabuz puts it at 60-40. Gimping Ness isn't NEARLY as easy as people make it out to be. You have to be right over him and read when he starts the PK thunder to successfully absorb it. If you don't read it, you get hit by his Uair. For some reason however, people fixate on the idea that PK thunder can be absorbed and freak out about it (even though everyone messes with Ness's recovery) and forget everything else that Ness has that makes him a top tier (His B-throw will kill Rosalina at the ledge at 74% (no rage, no DI IIRC)). And honestly, they're about even in neutral and both have a stupid advantaged states in the matchup, which kinda makes it like Little Mac dittos in a sense. Mess up and you're getting hard punished.
Dude... Are you serious? That's why Sonic, Mario, Sheik, ZSS and Rosalina are so damn viable. Because they have tiny weaknesses and aren't that bad in a disavatange state. Because they can get easily out of that state and reset neutral (Yoshi, Villager, Sonic, Mario and Ryu are good at this. Especially Sonic).
Captain Falcon has a very very bad disavantage state. He gets comboed really hard, it's easy to edgeguard him and won't be able to kill at high percents with something reliable. He needs a read to secure a kill at like 150% or more. Yes, he is viable, but you should always have a secondary for him to cover his bad match-ups.
Ness gets gimped easily by Rosalina, Pikachu can't survive too many hits, Diddy Kong gets gimped easily by hitting him out of his rocket barrels. Results aren't that strong when you analize the match-ups of the characters. If we actually go by this, Sheik should always be number one. But we have seen that she can lose to any character that can output the same amount of damage or more than she and get a kill more easily.
Donkey Kong should be borderline 2. Greninja maybe in viable or even borderline 1 (judging from the Greninja's on this thread, it doesn't look that bad for Greninja, he has bad match-ups but he got rid of Luigi and doesn't really lose horribly on his bad match-ups. It's not like Ness with his possible 40:60 againts Rosalina or Sheik vs Captain Falcon).
I really don't agree with the list. But don't really bombard me since I don't know deeply some characters like Greninja or Ness.
Yes. Rosalina has tiny weaknesses . Forget being the 5th lightest character and the 3rd tallest. Or literally losing half your moveset because you blocked a strong attack and now you have a terrible matchup against pretty much anyone. Or having a linear recovery with no hitbox. Or having no long range pressure options except for throwing your meat shield away. Or being terrible in CQC. Rosalina has the MOST weaknesses in top tier and quite a few in comparison to most characters. It's her stupid strong strengths that make her good.
That's why I said I didn't knew them so deeply And yeah. I actually forgot about Bair. But a good player won't let you land it so easily and kill them when they can use Rage againts you.
What is the Rosa/Ness MU? I've heard it's awful, but I don't specifically know how awful.
Borderline exists because the people in this thread can't seem to come to a great consensus on them. In the case of Peach and MK, it's more of "it's a matter of time before they move up/ they're better than everyone below them but not on par with everyone above them yet."
I haven't seen any kirby since I made the last one.
Roy above DK for now, at least in my opinion.
The characters in extremely viable are there because of amazing matchups against the majority of the cast, amazing tournament results, and the general consensus in this thread that these are the best characters in the game.
The characters in very viable are there due to great matchups against the majority of the cast, solid tournament results, and looking through this thread has shown the general consensus that these are the "high tiers". Great characters, but have some tiny weakness that holds them back from being the best.
Borderline is based less on results and more on theory and reading through the thread. Meta Knight and Peach are two characters with the toolsets to jump to very or even extremely viable, but lack the results as of right now to go there and are better than the characters in somewhat viable by enough of a margin to warrant a seperate placing.
Somewhat viable are characters with solid toolkits and decent matchups and results, but are held back for a few reasons [such as Ike being a bit slow or lucario being really weak at low percentages] and fall just a little short of being very viable. In retrospect, I should change this tier's name to "viable".
Borderline 2 is characters who haven't been fully fleshed out or have several awful MUs and little results.
Semi-Viable as a solo main is almost exactly what it sounds like. These characters have passable MUs across the board and often one or two players getting results with them, but not widespread results [Such as M2Ks DK, Abadango's Pac-Man, *****' Toon Link, etc.]
Semi-Viable with a high Tier secondary is reserved for characters with alright MUs that usually require creativity. These characters often have to go for reads to ensure a stock, and are usually seen partnered with High-tier secondaries or as secondaries themselves.
Barely Viable is characters with Poor MUs and glaring flaws that hold them back from doing much.
Do you mean can he confirm off Blazer? If so no. He can confirm INTO blazer with a variety of moves though. Jab and dthrow(certain characters only here) work if they don't DI right, and sour up air will combo into blazer at kill percents regardless of DI. Sour Nair will also true combo into down smash and ftilt at kill percents for both moves. Sweet Nair will true combo into a lot of stuff that kills, up tilt, forward tilt etc...
Anyone who says that Roy doesn't have kill confirms is smoking something fierce. Roy is one of those characters that a lot of people love to make comments about without knowing jack about the character.
Well, let me just do my own tier list. I haven't done these in a while, and I'm basing this all off how a character plays, potential, tournament results and talk based upon the character. However, tournament results are the heaviest amount of all things, so a character might be in a position that you might think of as odd for a moment, but tournament results do allow them to be there. I'm giving 6 categories filled with 2 sub-categories to fit all the characters within, as it will go by named viability and a sub-category of letter viability.
Named Viability is truly what you need to acknowledge, as Letter Viability just allows characters to be in a decent order so that they can be categorized. Top Tiers are top tiers and so on and so forth, no matter the letter.
Without further ado, let's head on to the "Radical Larry Tier List v3". And remember, no bias, so you can help manipulate my list if need be:
Category: Top Tier
Top Tier characters show the most potential and tournament results out of any character within the game, and have relatively good play styles that allow them to rise above others. They have low-risk, high reward, great advantage and disadvantage.
Sub-Category: S-Tier
Characters:
Sub-Category: A-Tier
Characters:
Category: High Tier
High Tier Characters show extraordinary potential and tournament results, and have good play styles that help them rise high. They have low or high risk, high reward, great advantage and disadvantage.
Sub-Category: B-Tier
Characters:
Sub-Category: C-Tier
Characters:
Category: Upper Middle Tier
Middle Tier Characters show amazing potential and/or tournament results, and have decent play styles that can help them be viable. They have low or high risk and reward, good advantage and disadvantage, as well as are good in terms of balance.
Sub-Category: D-Tier
Characters:
Sub-Category: E-Tier
Characters:
Category: Low Middle Tier
Low Tier Characters can still show potential and tournament results, but they have a harder time than other characters to even get there in the first place due to them being harder to use initially. They have medium to high risk and reward, good advantage and disadvantage, and are good for pocket characters.
Sub-Category: F-Tier
Characters:
Sub-Category: G-Tier
Characters:
Category: Low Tier
Low Tier II Characters (this isn't actually bottom tier) show small potential and tournament results, and even have an extremely hard time than other characters do in finding results, but they can. They have high risk and moderate reward, average advantage and low disadvantage, and you better pick a great secondary.
Sub-Category: H-Tier
Characters:
Sub-Category: I-Tier
Characters:
Category: Bottom 5
The Bottom 5 are characters who show the worst potential out of any single character in the game, and have the hardest time to even get to where they can win. They have high risk, low reward most of the time, low advantage and bad disadvantage, and it's recommended to always pick a secondary that's of a higher tier.
Sub-Category: J-Tier
Characters:
Sub-Category: Z-Tier
Characters:
Anything from comments to suggestions on where characters can be are indeed welcome, but I'd like to get some characters out of the way.
Link is considered the most balanced character and despite him not having that much tournament results, his balance is so great that he can actually be considered the "middle" character. He's got good frame data (not sluggish attacks; his attacks are better than some characters'), good aerial and ground mobility, great combo game and powerful KO attacks abound his arsenal. He also has arguably one of the better gimping and edge-guarding games of all characters, and his boot can defeat many projectiles, and his bombs defeat fully charged projectiles. However, he still suffers from heavy weight, below-average mobility compared to the cast and lack of good OoS options.
Ganondorf is so high, unlike some peoples' expectations, because he has quite a bit of tournament results and is also very balanced, being the second best super heavy in the game, next to Donkey Kong. He's got arguably the best frame data of the Super Heavyweight category, has great tech chases and reads with Flame Choke, unarguably the most powerful attacks in the game overall, the best meteor and the best GTFA move in Wizard's Foot, which KO's characters who are light very early. He's also decent at breaking shields. However, he's not without faults as he is one of the heaviest characters in the game, the 3rd slowest, has bad aerial mobility and jumps, a bad recovery and is easy to combo.
Due to better match-ups against characters lower than her, as well as good combo ability from D-Throw > N-Air at various percents and characters, as well as the new buffs, Samus has become much more viable on my tier list than her original placing, which could have been Negligible Tier. She still suffers problems like floatiness, lack of power on most of her attacks and high end lag on attacks, but overall she's more solid from the patch.
Now there's a bit of displacement and repositioning, but all due to the people, not me.
Clarification: These are 1111 Miis, so Mii Brawler ends up in a lower rank than high tier because of various hindrances to the play style of the character, which might allow for worse MUs than customs Brawler.
Do you mean can he confirm off Blazer? If so no. He can confirm INTO blazer with a variety of moves though. Jab and dthrow(certain characters only here) work if they don't DI right, and sour up air will combo into blazer at kill percents regardless of DI. Sour Nair will also true combo into down smash and ftilt at kill percents for both moves. Sweet Nair will true combo into a lot of stuff that kills, up tilt, forward tilt etc...
Anyone who says that Roy doesn't have kill confirms is smoking something fierce. Roy is one of those characters that a lot of people love to make comments about without knowing jack about the character.
I'm interrupting this terrible mess to get a bit of clarification
Is the standard not 1111 only if miis are allowed? (Don't ask me why, that just seems to be the standard)
If so, how can any of the miis be considered better than swordy under any circumstance? He's the only one with a coherent moveset in 1111. I honestly don't understand.