Jiggs jumps the entire alphabetThis raises a question for me. What does a doubles tier list look like?
I know Cloud/Sheik/Diddy are at the top, but what else is there?
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!
Jiggs jumps the entire alphabetThis raises a question for me. What does a doubles tier list look like?
I know Cloud/Sheik/Diddy are at the top, but what else is there?
Nairo always buys into the new character hype. Like when he said he was gonna "stick" with Mewtwo.Anyone else been feeling down about the future of this game lately? I never considered myself much of a patch-prayer, but man is Bayonetta unreal. Her design makes me feel many layers of salty. I'm afraid of the game's future atm.
Also Nairo is going Bayo at KTAR. I think he might stick with her. She's like a ZSS sidegrade, possibly with a more stable MU spread.
If Bayonetta is the future, at least the future of Smash 4 will be flashy and exciting to watch. I'm excited for Nairo's Bayo, the character seems to fit his style.Anyone else been feeling down about the future of this game lately? I never considered myself much of a patch-prayer, but man is Bayonetta unreal. Her design makes me feel many layers of salty. I'm afraid of the game's future atm.
Also Nairo is going Bayo at KTAR. I think he might stick with her. She's like a ZSS sidegrade, possibly with a more stable MU spread.
Stuff that works well on Bayo include:Totally straight question here since I don't have her yet: what are Bayonetta's flaws? What does she do poorly?
Sounds like the Dedede MU. My matches against dedede usually last 6-7 minutes because Dedede wants you to jump into his stuff. Same for BayonettaAs much as I believe the matchup is in greninja's favor.........
Fighting Bayonetta sucks.
Why? Stupid witch time is why. Greninja's startup just doesn't quite cut it. Nearly all my combos she seems to be able to punish me for.
So what do I do to win? Play lame. REALLY lame. I already play a little campier than I should but even then I'm not campy enough.
I can win, it's just really boring.........
Have a move that bails you out of all her high damaging combos......what makes a character have a decent mu with ?
I see it as 60:40 for Pac-Man. He destroys Luigi's neutral game if he plays it right. Luigi can't fireball because of power pellets and he literally can't punish Pac-Man for his trampoline unless he gets a clutch misfire (assuming he hard reads the trampoline and catches Pac-Man in the air) or Pac-Man falls into him if he misses. My buddy and I hard labbed Luigi's options for punishing Pac-Man's trampoline, and we essentially came to the conclusion that it's un-punishable by Luigi in a match except in those two cases. If he tries to short hop over it, it'll bounce him up. A full hop is too slow to catch Pac-Man in time to do something meaningful.As for , who was also mentioned as a bad MU... I can't see it. Pacman is annoying to catch for sure, but I can't imagine it being bad.
Unfortunately he doesn't have an "I win" mechanic similar to his power pellets in his own games. Once you know how he works, you realize just how much he struggles to put you in situations where your stock is in danger.Makes sense I guess. Pacman is a one-hitpoint-wonder that spends his games running away and clearing his objective one piece at a time. The only way he can get kills is by trapezeing his way through the stage until he snags what he needs to finally start killing blokes.
True to the franchise. Gotta love it.
Dabuz is going and he said he might go bayonetta as well lol.I do think Nairo should consider her, especially after he takes KTAR for free. The Mewtwo example is moot because Bayo is a very good character, unlike pre-patch Mewtwo.
Not sure why this doesn't exist already, but I did some research on Bat Within:
When it's activated, it starts a whole new animation, rather than continuing the frame data of the roll/spotdodge/airdodge/Down-B cooldown. They have different animation lengths between them. Bayonetta and the opponent triggering Bat Within do not experience hitlag, and the opponent does not transition (if a Jab1 loops normally, holding A will not give them Jab2).
Bat Within causes slowdown on the opponent for most of the animation. While the animation length is long-ish, the opponent's slowdown gives it much better frame data than that would suggest.
Spotdodge BW basically has a FAF of 17. Forward/Back Roll BW FAF is 25. Airdodge BW FAF is 22. Down-B BW FAF is 29.
This means that her Frame 1 BW spotdodge gives her +13 extra frame advantage compared to her normal animation (or +9 if you compare it to the first true invincibility frame, which is Frame 5). Bat Within seems truly outrageous.
Recovering isn't great, it has some flaws, but is still good at getting her where she needs to go.Totally straight question here since I don't have her yet: what are Bayonetta's flaws? What does she do poorly?
People need to learn to DI her fthrow better. I can get Mario to live at 155% when fthrown from the edge of FD. Lots of kill throws at the edge hover around the mid 120s with ness being around 90.Please stop this "Bayonetta/Cloud loses to shield" statement. It simply isn't true.
Bayonetta has a kill throw with her forward throw, a 3% pummel, and if you DI her up throw incorrectly at low percents, she can Witch Twist you. She also has 3 aerials that are completely safe on shield (nair, up air, and bair).
Cloud has a 3% pummel, an actual combo from his d throw when he has limit (d throw nair at mid percents), and 4 aerials (nair, fair, up air, bair) that are safe on shield when spaced correctly. He also gets positional advantage from his throws which is huge given the amount of reward he gets from charging limit.
A character can lack a super potent kill throw like Ness or a "last forever" combo throw like Mario or Sheik and still have a viable way to challenge shields. We really need to stop spreading misinformation like this.
I'm going to nitpick because this is largely dependent on what the character wants.Saying a throw gives you 'positional advantage' is just a euphemism for the throw being bad.
Cloud is certainly towards the top of the doubles meta, but I don't think either Sheik or Diddy are that quite as dominating/good as they are in singles respectively. Their strength in singles lies in their dominant neutral game, which is something that's far less important in doubles. Neither character has a particularly high damage output either, the nature of doubles means that Sheik with her relatively low damage-per-hit may have to cut her strings short and Diddy's output in general is nothing special. Having a teammate certainly helps alleviate the weakness that is "having trouble killing" (particularly for Sheik) but I think their kits are more tuned for singles play. They're both still very good in doubles, just not as good, and to me it seems like there are better choices.This raises a question for me. What does a doubles tier list look like?
I know Cloud/Sheik/Diddy are at the top, but what else is there?
Everything is relativeI'm going to nitpick because this is largely dependent on what the character wants.
Cloud U-Throw is pretty solid because it puts them very high above you and forces them to land. Cloud likes this. All of his other throws are decent at creating distance, also really nice and lets me charge limit.
The throws themselves on a lot of other characters would be bad but it's important to look at it relative to who it's on.
Don't forget about Villager either. He/She used to be extremely viable in doubles, and if there were two of them you could really wreak havoc. Definitely not as viable after the newest patch, but still very good nonetheless.Cloud is certainly towards the top of the doubles meta, but I don't think either Sheik or Diddy are that quite as dominating/good as they are in singles respectively. Their strength in singles lies in their dominant neutral game, which is something that's far less important in doubles. Neither character has a particularly high damage output either, the nature of doubles means that Sheik with her relatively low damage-per-hit may have to cut her strings short and Diddy's output in general is nothing special. Having a teammate certainly helps alleviate the weakness that is "having trouble killing" (particularly for Sheik) but I think their kits are more tuned for singles play. They're both still very good in doubles, just not as good, and to me it seems like there are better choices.
You're not the first person I've seen say Diddy is one of the absolute best characters in doubles so maybe I'm wrong (I hope so! Teach me how to play Diddy in doubles) but I really don't see it myself.
@Marc(...but don't want Lord Frieza getting mad)
Let's start v2 RIGHT NOW.@Marc
Can you confirm?
In all seriousness, I'm wondering about how things were compiled per region and how you guys are going to go forward.
Smooth Criminal
That would go against the whole "super-mode" aspect of it. In fact in Bayo 1 it INCREASES damage dealt to enemies.Honestly, characters that are under Witch Time should probably take halved damage and knockback like with all the other immobilizing moves/items in the game.
Are you implying that Ryu's down smash isn't good? A frame 5 move that does 16% damage? Hell yeah, it's good for damage racking. It's not like Ryu wants for kill moves.Thats like saying Ryus downsmash being good for damage racking. No, I want the damn move to kill below 160% when I clip someones recovery right on the ledge.
Everything is relative, people keep thinking of things in a vacuumAre you implying that Ryu's down smash isn't good? A frame 5 move that does 16% damage? Hell yeah, it's good for damage racking. It's not like Ryu wants for kill moves.