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Well, I haven't been keeping up with this thread but I assume this is for national/international viability and Zelda doesn't really stack up at that level unless your name is Nairo (I dunno if he still thinks she's mid tier but he's said that in the past). Thing is, she can hold her own against a lot of the cast but gets whooped when the high tiers come out.Zylach wanna say anything about Zelda to these people?
Her pros and cons, how she may do against some high tiers and such?
For the record, I'd argue that Dedede has an above-average DK matchupFunnily, Bowser is the only character I confidently say Dedede beats based on experience.
Ehehe~
I play a lot more Charizard than I do Bowser admittedly, but from what I've played, Charizard seems like a slightly safer Bowser with more options, yet he consistently gets rated worse. I mean, I'm willing to admit that I may be waaaay off, but first I need somebody to correct my error to know that I am in error at all, right?So there's something that's been bothering me for a while about most tier lists, Japanese AND American, and I have to ask... why is rated higher than ? They are similar characters in a lot of ways, but Zard has a better oos game, a better kill throw, a combo throw (at low percents,) a better jab, better grab range, better grounded mobility, better tilts, disjoints on his wings, a move with 5 frame armor that can do up to 30% damage at low percents and kill at high percents, and a better recovery. I know Bowser often gets PLAYED more, but is there something I'm missing as to why he's consistently considered a better character than Charizard?
I think he MIGHT beat Ganon, not 100% sure though, i think it's either even or slight DDD advantage.Funnily, Bowser is the only character I confidently say Dedede beats based on experience.
Ehehe~
DK gets too much out of being in advantage for DDD to deal with.For the record, I'd argue that Dedede has an above-average DK matchup
When I fight Ganons I just switch to Robin, so I don't know enough about the MU to say much.I think he MIGHT beat Ganon, not 100% sure though, i think it's either even or slight DDD advantage.
I swear Swordfailure is only allowed to be a Fire Emblem character when it means that he gets their worst attributesI was too lazy to check the link.
Mii Gunner is 8.
Mii Swordfighter is likely 16 (LOL)
Mii Brawler I haven't tested, maybe 10?.
Isn't that the point of Hadouken? Control space and harassment? Emblem Lord's the expert on Street Fighter, so I leave him to confirm or deny.Hadoken is decent for controlling space but too slow to actually hit anything and too risky to keep throwing out.
I know El Fuerte is quick in SFIV, but what about Zangief, Abel, and Hakan? Hakan I know kind of works like Chin and Hwa Jai with the oil mechanic, but I'm not that familiar enough with other fighting games or what makes grapplers work in fighting games. Oh, and would Soul Calibur's Astaroth count as a grappler? I just remember that he has a lot of grab moves. There's also King, Armor King, and Marduk, but maybe 3D fighting games are "easier" on grapplers since they have much more freedom to move around.Grapplers don't work unless they have a great mobility option (Cerebella of Skullgirls) or the tools to nullify their inherent weaknesses(Potemkin of Guilty Gear).
Heh, I remember when Kofu posted that.OBSCURE KNOWLEDGE DROP TIME!
The likely reason they made the Flame Choke techable was to eliminate item infinites that he had in Brawl. They are all impossible now in Sm4sh. That's right, items. Items have changed your precious game balance. MWAHAHAH! ITEM STANDARD PLAY IS THE FUTURE!
This is one reason why I think standard jump (and grab) frames should be a thing. All characters have a soft landing of 2 frames. Cool, standard and nobody gets screwed for jumping and landing normally. Hard landing, landing while fast falling, isn't standard. For instance, Greninja, Ike, and Samus have 4 frame hard landings. Okay, so it doesn't seem that bad since Greninja is highly mobile, Ike is a heavy, and Samus is well, Samus. Here's the thing, Charizard, DK, Mewtwo, the Pits, Roy, Lucas, Mii Swordfighter, Link, and Ganondorf all have frame 5 hard landings. 1 frame doesn't seem so bad, right? 1 frame adds up. If it wasn't hard enough for say, Ganondorf to land, he now has to deal with the fact he has a frame 5 hard landing; he will always be at 1 frame disadvantage to any character that chooses to hard land. Oh, but wait! There are characters with frame 6 landings and they're Bowser and Triple D meaning these 2 will be at a 2 frame disadvantage when hard landing. So, not only does Bowser have the only frame 8 jump, he has a frame 6 hard land too. Welp, looks like Bowser should try to never fast fall onto the stage. Also, that's 12 characters out of 55 who have longer hard landings. This isn't like the wacky jump frames; it's worse. About 22% of the cast is disadvantaged for landing from a fast fall or auto-canceling their aerials - auto-cancel aerials uses hard landing, right? It's a minority, yes, but the 78% who don't have to deal with this? Really? 78% of the cast having an advantage - even if it's slight - is crazy.Bowser still has crappy movement frame data. Like unnecessary lag just gets tacked on everytime he jumps, lands, tried to shield while running, tries to change direction, or even walk. All his attacks don't come out like how you would want them, so that puts a limit on the reaction time you can have with him, and every attack he does besides jab is a commitment, since they're all unsafe on shield.
Oooooooooo. That would be cool.Hmm, it would have been cool if say, Bowser could. So, say his initial dash is 1.3, his running speed is 1.792, and when he turns around, well, he'll turn around, but he'll dig his claws to the ground to propel himself with say, a 1.6 turnaround dash. Eh, it wouldn't even be far-fetched for Palutena to use plant her staff and use it spin herself to turnaround instead of having to "land" and continue hovering.
And when he digs his claws in the ground, sparks come up and you here the scraping metal sound and he grunts then he throws his arms back to propel himself.Isn't that the point of Hadouken? Control space and harassment? Emblem Lord's the expert on Street Fighter, so I leave him to confirm or deny.
The only issue is how Smash works compared to Street Fighter. Ryu can fire Hadouken as much as wants (at a reasonable range) in SF since you can't run like in Smash. Even in KoF, running's not as powerful in a sense you can almost do whatever. Running's more for chasing and no character in KoF, SF, or other more traditional fighting games have extreme mobility like the likes of Sonic, Captain Falcon, Little Mac, or Fox. Hell, even Marth or maybe even Mario and Smash 4 Ryu.
In SF, it's not as risky for Ryu to use Hadouken kind of close- to mid-range, but in Smash where characters have high mobility or where jumping isn't a major commitment like in traditional fighting games, Ryu can be punished. At long-range, it's fine and it's one thing that lets Ryu not get ultimately screwed over by average mobility and average range - actually, his range would be good for a melee fighter, right?
Also, with the way damage, hit stun, knockback, and projectiles work in Smash, Ryu's combos into Hadouken aren't exactly as potent as in SF. It's not common for characters in Smash to do something like say, Samus jabs to Charge Shot, Lucario Dtilts into Aura Sphere, or even things like Sheik jab to Needles. It's kind of not worth it for Ryu to do a cr. LK into Hadouken which gets like 8.6% and doesn't kill, but a cr. LK to Shoryuken is not only much more rewarding, but it's also safer. Still, it would have been wicked if Ryu could true combo Hadouken just cause and it would be very scary if say, Samus and Lucario could confirm their projectiles like that. The most we get in Smash are stupid stuff like a Fox D-throw to pointblank Blaster for intimidation. We still have, however, projectile confirms like aerial Needles to Bouncing Fish, Aura Sphere to Up Smash, Fireball to whatever, and I think Vegetable to Fair. They're not always true, but they work and they're more rewarding than a hit confirm to projectile.
This talk of Ryu's poor out of dash options because of average mobility, average-speed dash attack that doesn't really kill, lack of kill throws, and Ryu's projectile all reminds me of Falco... It makes me think that it's possible to call Falco an "inferior Ryu" and "Ryu before Ryu was in Smash". Similar cases: Falco's mobility is below-average except for his walk and "vertical mobility", his dash attack is average-speed, Falco's kill throws are unreliable, and his projectile, well, sucks compared to Ryu. You can thank the developers for allowing Fox to keep an abusive frame 4 dash attack and doubling Falco's dash attack speed on a character whose running speed is not high like Fox, but low... Captain Falcon, Little Mac, and Meta Knight can work their average-speed dash attacks because of their fast running speed and they're safe like Captain Falcon's disjointed dash attack or Little Mac's step-in dash attack or the fact they're rewarding like Meta Knight's. On slower characters like Ganondorf, Jigglypuff, Ike, and Peach, their dash attacks are very rewarding as they all kill and/or they have "special traits" that help them such as Ganondorf gaining a massive speed boost or Jigglypuff and Ike not entering a recoil animation when clanking like Little Mac's Ftilt not to mention how long they linger and that Ike's is a disjoint.
You could give Fox a frame 6 or 8 dash attack and he wouldn't mind. For Fox, it would be a slight inconvenience at worst and at best, almost noticeable. Go ask Captain Falcon, Little Mac, ZSS, Greninja, and Pikachu about their average-speed dash attacks. They (and everyone in general) would love it if theirs were faster like Fox, Sheik, and Sonic's, but it's not a major problem. Falco? Falco is utterly screwed when his out of shield and out of dash option just got butchered. At least Ryu's out of shield options are good and that his dash attack does 12% clean and 8% late. Falco's doing 9% clean or 6% late with a move that's more of a combo extender or a weak punish. It's probably safer for Falco to do a pivot Ftilt, but since he's slow, he's not going to have an easy time like Fox with his pivot Ftilt.
That being said, the main thing about Ryu's dash attack is that it does damage. Still, Ryu would kill for Falco's walk speed - imagine that monstrosity -, (unreliable) kill throws, and the ability to angle his light Ftilt and Falco would kill for a stronger dash attack or a faster one - they could have made it frame 6 like Brawl ZSS's instead of 8 -, Ryu's air speed, Ryu's run speed, Ryu's grab data, Ryu's Dair startup, and a more threatening/useful projectile like Ryu's Hadouken. Oh, and Falco would love a functioning jab - I just experienced a Shoryuken jab interrupt yesterday and it was not fun - or a ground hit/kill confirm. Ryu, hell, anyone would kill for Falco's Bair power and speed. Ganondorf with Falco Bair startup, anyone? It would be the most broken move in the game; a frame 4-6, 16% to 17% Bair with 22 recovery frames, so it'll be 29 total frames, on Ganondorf would be freaking hilarious. Hell, let's give it Falco's landing lag of 15 too.
I know El Fuerte is quick in SFIV, but what about Zangief, Abel, and Hakan? Hakan I know kind of works like Chin and Hwa Jai with the oil mechanic, but I'm not that familiar enough with other fighting games or what makes grapplers work in fighting games. Oh, and would Soul Calibur's Astaroth count as a grappler? I just remember that he has a lot of grab moves. There's also King, Armor King, and Marduk, but maybe 3D fighting games are "easier" on grapplers since they have much more freedom to move around.
Heh, I remember when Kofu posted that.
This is one reason why I think standard jump (and grab) frames should be a thing. All characters have a soft landing of 2 frames. Cool, standard and nobody gets screwed for jumping and landing normally. Hard landing, landing while fast falling, isn't standard. For instance, Greninja, Ike, and Samus have 4 frame hard landings. Okay, so it doesn't seem that bad since Greninja is highly mobile, Ike is a heavy, and Samus is well, Samus. Here's the thing, Charizard, DK, Mewtwo, the Pits, Roy, Lucas, Mii Swordfighter, Link, and Ganondorf all have frame 5 hard landings. 1 frame doesn't seem so bad, right? 1 frame adds up. If it wasn't hard enough for say, Ganondorf to land, he now has to deal with the fact he has a frame 5 hard landing; he will always be at 1 frame disadvantage to any character that chooses to hard land. Oh, but wait! There are characters with frame 6 landings and they're Bowser and Triple D meaning these 2 will be at a 2 frame disadvantage when hard landing. So, not only does Bowser have the only frame 8 jump, he has a frame 6 hard land too. Welp, looks like Bowser should try to never fast fall onto the stage. Also, that's 12 characters out of 55 who have longer hard landings. This isn't like the wacky jump frames; it's worse. About 22% of the cast is disadvantaged for landing from a fast fall or auto-canceling their aerials - auto-cancel aerials uses hard landing, right? It's a minority, yes, but the 78% who don't have to deal with this? Really? 78% of the cast having an advantage - even if it's slight - is crazy.
I just noticed that no character "accelerates" when turning around from run, right? Most characters when turning around to run slide a bit and continue running slightly slower before reaching top speed. It's really noticeable with Captain Falcon where a straight sprint is fast, but if you turn around, he runs slightly slower at first. Hmm, it would have been cool if say, Bowser could. So, say his initial dash is 1.3, his running speed is 1.792, and when he turns around, well, he'll turn around, but he'll dig his claws to the ground to propel himself with say, a 1.6 turnaround dash. Eh, it wouldn't even be far-fetched for Palutena to use plant her staff and use it spin herself to turnaround instead of having to "land" and continue hovering.
I think added shield damage for Dorf might be too much, hell he's already a great shield breaker & buffing shield damage for him will be dumb.Man, I just want the fatties to be viable for once. The normal heavies(Falcon, Ike, Yoshi) can be good characters so why not the fatties. The only traditional fatty to be viable was Brawl Dedede and he wasn't even that good, just invalidating half the cast with his chaingrab(he had other good attributes but CG was the deciding factor). Even DK is considered mid tier at best.
Their reward is obvisouly not a problem especially for DK and Ganon and even though it would help them tremendously, buffing mobilty is out of the question since they are designed to be moving mountains.
At this point, I would say give every move of the fatties added shield damage to their attacks, about 10-20%. It would allow them to pressure shields much more reliably and nerf one defensive option against them. It wouldn't even be broken because everyone else still have their superior mobilty to evade them not to mention the huge weaknesses they still have. Even with the shield nerf, fatties still stuggle with shields because they are so slow moving. DK pre-patch could pressure them and Ganon too in specific scenarios but that really isn't enough. If you fight against those juggernauts it's supposed to be "avoid or die" yet because of shields, this isn't the case. Why can Ryu pressure shields harder when he is not supposed to be a moving mountain? Jeez.
Considering everyone can combo the fatties to death, loading their moveset with shieldbreakers would only be fair.
I criticized Ryu's threatening midrange options and simply explained why hadoken isn't one.Isn't that the point of Hadouken? Control space and harassment?
And for people who want a better frame of reference, it takes ~20 frames to travel the distance of FD and has a shooting animation that is recognizable that takes about 7 frames.For those questioning the speed on Pit's fully charged arrows, they only take about four frames longer to cross FD from the time the projectiles come out as compared to Link's.
So I don't think you can say they're easy to avoid offstage.
The problem is that there is no reward for being slow. Being slow gives you no advantage whatsoever.Man, I just want the fatties to be viable for once. The normal heavies(Falcon, Ike, Yoshi) can be good characters so why not the fatties. The only traditional fatty to be viable was Brawl Dedede and he wasn't even that good, just invalidating half the cast with his chaingrab(he had other good attributes but CG was the deciding factor). Even DK is considered mid tier at best.
Their reward is obvisouly not a problem especially for DK and Ganon and even though it would help them tremendously, buffing mobilty is out of the question since they are designed to be moving mountains.
At this point, I would say give every move of the fatties added shield damage to their attacks, about 10-20%. It would allow them to pressure shields much more reliably and nerf one defensive option against them. It wouldn't even be broken because everyone else still have their superior mobilty to evade them not to mention the huge weaknesses they still have. Even with the shield nerf, fatties still stuggle with shields because they are so slow moving. DK pre-patch could pressure them and Ganon too in specific scenarios but that really isn't enough. If you fight against those juggernauts it's supposed to be "avoid or die" yet because of shields, this isn't the case. Why can Ryu pressure shields harder when he is not supposed to be a moving mountain? Jeez.
Considering everyone can combo the fatties to death, loading their moveset with shieldbreakers would only be fair.
Exploding Balls(U-tilt), Wizards Truck(down-b) and boot to the skull(Usmash) are his primary shield breakers, right? (I think he has more but they are rather impractical)I think added shield damage for Dorf might be too much, hell he's already a great shield breaker & buffing shield damage for him will be dumb.
What? I never said being slow gives advantages.The problem is that there is no reward for being slow. Being slow gives you no advantage whatsoever.
Fatties just by their very design are kind of doomed to fail in the mobility-powered world of Smash. Dr. Mario is pretty much the ultimate example of this; he basically has much of the same moves as Mario, a high-tiered character blessed with added power, but is fatally crippled by his severely lowered mobility. And this is what developers wanted him to be in Melee. He dodged a bullet in that game by virtue of it being rushed.Man, I just want the fatties to be viable for once. The normal heavies(Falcon, Ike, Yoshi) can be good characters so why not the fatties. The only traditional fatty to be viable was Brawl Dedede and he wasn't even that good, just invalidating half the cast with his chaingrab(he had other good attributes but CG was the deciding factor). Even DK is considered mid tier at best.
Their reward is obvisouly not a problem especially for DK and Ganon and even though it would help them tremendously, buffing mobilty is out of the question since they are designed to be moving mountains.
At this point, I would say give every move of the fatties added shield damage to their attacks, about 10-20%. It would allow them to pressure shields much more reliably and nerf one defensive option against them. It wouldn't even be broken because everyone else still have their superior mobilty to evade them not to mention the huge weaknesses they still have. Even with the shield nerf, fatties still stuggle with shields because they are so slow moving. DK pre-patch could pressure them and Ganon too in specific scenarios but that really isn't enough. If you fight against those juggernauts it's supposed to be "avoid or die" yet because of shields, this isn't the case. Why can Ryu pressure shields harder when he is not supposed to be a moving mountain? Jeez.
Considering everyone can combo the fatties to death, loading their moveset with shieldbreakers would only be fair.
Oooooooooo. That would be cool.
The idea comes from, well, common sense. When you run and stop, you stop and if you choose to turn around and run, you don't have this slow run thing that happens in Smash 4. People are capable of running, stopping, and reaching a decent speed without having to slow run for long period. Unless your soles are so worn out or you're running on ice - why are you doing that? -, there shouldn't be a slow start. If anything, the easiest way would be to make it so the initial dash happens again like a way to say your character recovered from a slow start and is propelling themselves to reach their regular run speed if you run and choose to turnaround and run. Technically, you can do that, but you have to wait until your skid animation ends which isn't really efficient.And when he digs his claws in the ground, sparks come up and you here the scraping metal sound and he grunts then he throws his arms back to propel himself.
Gosh. Nintendo should hire us man
F-smash is the best one imo, fully charged F-smash does like 90% shield damage & with some prior damage even half charged F-smash breaks shields easily.Exploding Balls(U-tilt), Wizards Truck(down-b) and boot to the skull(Usmash) are his primary shield breakers, right? (I think he has more but they are rather impractical)
I guess you are right, at least causally speaking. Competitively speaking, you could still avoid him with superior mobilty. And it's not like you can never use shield, you just have to use it sparingly.
But since casual play will be a factor, I guess my point is moot. Balancing those fatties around 1vs1 for casuals and competitive is a real challenge that which I hope we can overcome. Maybe some day.
What? I never said being slow gives advantages.
Edit: Nvm, you misquoted me didn't you?
That's why you spin when charging... Disguises the firing animation.And for people who want a better frame of reference, it takes ~20 frames to travel the distance of FD and has a shooting animation that is recognizable that takes about 7 frames.
Whereas Link shoots his arrow instantly and takes ~16 frames to travel that distance.
Also, you can't hold the charge indefinitely... Not without angling up and down and stuff, which takes frames.
Edit: nope, I'm wrong. Angling takes like 1 or 2 frame.
You can't just jump over Pit's unless you're Bunny Hood Puff or something.Pit's arrows are slower to come out and have longer endlag than Link's.
That's silly lol
Mitigates / is mitigated by the fact that the trajectory can be aimed.Pit's arrows are slower to come out and have longer endlag than Link's.
That's silly lol
My theory on Doc is quite different, kind of a tangent but....Fatties just by their very design are kind of doomed to fail in the mobility-powered world of Smash. Dr. Mario is pretty much the ultimate example of this; he basically has much of the same moves as Mario, a high-tiered character blessed with added power, but is fatally crippled by his severely lowered mobility. And this is what developers wanted him to be in Melee. He dodged a bullet in that game by virtue of it being rushed.
Mewtwo is basically what you get by addressing most issues they suffer with in exchange for weight.
Explains why you main pit. This is him in a nutshell lolEverything in moderation including moderation.
That wasn't my point.Exploding Balls(U-tilt), Wizards Truck(down-b) and boot to the skull(Usmash) are his primary shield breakers, right? (I think he has more but they are rather impractical)
I guess you are right, at least causally speaking. Competitively speaking, you could still avoid him with superior mobilty. And it's not like you can never use shield, you just have to use it sparingly.
But since casual play will be a factor, I guess my point is moot. Balancing those fatties around 1vs1 for casuals and competitive is a real challenge that which I hope we can overcome. Maybe some day.
What? I never said being slow gives advantages.
Edit: Nvm, you misquoted me didn't you?
I find it kind of funny that Sakurai would say that, but then decide that Ganondorf of all characters deserved to be a clone of Captain Falcon...At one point Sakurai had stated that he wanted Wario in Melee as a clone of Mario but thought Wario deserved better.
It was that or Ganondorf didn't get in period. Its because of a tech demo of a Zelda game, where Ganondorf physically had pretty much the same build as Falcon. Might not have been using a sword in that tech demo either, I can't remember.I find it kind of funny that Sakurai would say that, but then decide that Ganondorf of all characters deserved to be a clone of Captain Falcon...
Shields aren't that huge a problem so long as heavies have ways of punishing shielding in any form. It doesn't need to be braking shields.Man, I just want the fatties to be viable for once. The normal heavies(Falcon, Ike, Yoshi) can be good characters so why not the fatties. The only traditional fatty to be viable was Brawl Dedede and he wasn't even that good, just invalidating half the cast with his chaingrab(he had other good attributes but CG was the deciding factor). Even DK is considered mid tier at best.
Their reward is obvisouly not a problem especially for DK and Ganon and even though it would help them tremendously, buffing mobilty is out of the question since they are designed to be moving mountains.
At this point, I would say give every move of the fatties added shield damage to their attacks, about 10-20%. It would allow them to pressure shields much more reliably and nerf one defensive option against them. It wouldn't even be broken because everyone else still have their superior mobilty to evade them not to mention the huge weaknesses they still have. Even with the shield nerf, fatties still stuggle with shields because they are so slow moving. DK pre-patch could pressure them and Ganon too in specific scenarios but that really isn't enough. If you fight against those juggernauts it's supposed to be "avoid or die" yet because of shields, this isn't the case. Why can Ryu pressure shields harder when he is not supposed to be a moving mountain? Jeez.
Considering everyone can combo the fatties to death, loading their moveset with shieldbreakers would only be fair.
How about this one: What would happen if a broken shield stays broken for the duration of the match (or stock?)? Cuz you know, it's broken. Sheilding after a broken shield would still show the character block animations and have the same duration and drop frames. Except you can't block, only something like crouch cancel depending on knockback.Hmm... What would happen if only the juggernauts, Bowser, Charizard, DK, Ganondorf, and Triple D (and maybe other heavyweight characters like Ike, Link, and maybe Wario) had added shield push? To show their strength and to fit their archetype, they happen to be able to push shields better than say Pit, Fox, or Mega Man. So, a Ftilt from Ganondorf would push someone shielding a quarter across the stage, but a Ftilt from Zelda only pushes them say, an eighth. Ganondorf's Ftilt staggers Link if he's blocking in Twilight Princess and in general, strong attacks stagger your guard like in Soul Calibur, Demon/Dark Souls, and whatever game with block systems like those. Can't really stagger someone's guard in Smash, but what if juggernauts and some characters or some moves like Falcon Punch or Zelda's Fair and Bair had much more shield push?