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Character with highest skill-cap?

Snagrio

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Going purely on ranged specialists, I put :4duckhunt: on the top.

At first glace he seems to good at nothing but brainless spamming projectiles, but when you actually study said projectiles, things get really complicated as they are the most varied and unique in the game.

The Can is the most wonky object to deal with in the game, for both the user and opponent, Clay Pigeon is kinda like Crash Bomber without the Gooey Bomb properties but still possessing multiple hitboxes, and Wild Gunmen act as both a wall and delayed projectile. The incredibly disjointed hitboxes on the smashes are also tricky to pull off properly.
 
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Ffamran

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To me Falco just seems nerfed to a state of being horrendous. I tried a few of the things I would do on Falco in Brawl, saw the state of them and recoiled in horror. Perhaps I'm missing something but he seems really unplayable to me.

Perhaps winning with that could be the highest skill required - that or he has some decent tools that I didn't bother to notice.
Falco to me is like Brawl Wolf fused with the past Falcos and something else. Falco will use his Bair like Wolf to kill and their Up Smashes are functionally the same except for appearance and hitbox. So, since projectiles can't be spammed as much in SSB4 excluding Fox since that's his thing and Lag because Lag is a *****, Falco's Blaster is more of an interrupter and zoning along with some combos - I think it's either down throw or forward throw and three Blaster hits. Reflector is now an interrupter, spacer, and a combo tool.

Move set-wise, all of Falco's moves will lead up or setup into something which sort of creates a problem for 3DS players, but it's nothing much for Wii U players. Or... they'll kill early on compared to other characters. Bair is infamous for this along with pre-1.04 patch Fair which dragged opponents down if you fast fall - it basically became a pseudo-spike -, D-tilt, and Side Smash which retains its killing ability from Brawl.

If you want to know more, then check out the Falco section.

Lasers. Shine.

Your argument for him not being spammy in Melee is destroyed. :L
It's been years since I played Melee and I don't play competitively. *gasp!*
 
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Karinole

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Shulk seems the trickiest to master but skill cap wise I'd say peach do to her combo potential and how difficult it is to kill with her.
 

Gawain

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Well skill-cap is sort of a weird way to define something. If you ask me the best character in the game is Diddy Kong by a pretty fair margin. But I wouldn't say he's necessarily hard to use. His pressure is extremely straightforward to implement and very hard to deal with and his easy combos are (possibly?) guaranteed and build percent and kill very quickly.

But what if two Diddy's face off? It's not like there is some arbitrary "cap" in skill that people reach; the basics of Smash, like in any fighting game, have no cap on skill level. There is always room for improvement from a human perspective. Your reads can improve etc. And the way to respond to situations varies per-character, so I don't think there is such a thing as a skill-cap.
 

Shadow Blitz

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:4duckhunt:, :4robinm:, and :rosalina: all seem to be rather difficult but could have great potential if mastered.





Going to sound a little biased, but :4metaknight: is significantly harder to use compared to brawl.


Conversely, I think some of the easiest characters to use are: :4dedede:&:4mario:
 
D

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The three characters that come to mind to me are Shulk, Rosalina, and Duck Hunt.

To master Shulk requires smart tactics about the Monado Arts. You have to figure out which Monado Art is the best to use in a given situation; should you combo with Speed or rack up damage with Buster. It's basically a battle in Xenoblade.

Rosalina requires mastery of her puppeteer moveset. Using the Luma can be rather dangerous and learning to use the Luma and Rosalina separately will require a bit of experience and patience. I bet anyone who masters this character will be annoying.

Speaking of annoying, Duck Hunt has amazing spacing and trapping abilities with his specials. That alone will make him a pretty big threat.
 

Raijinken

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I'd say the top seven are Robin, Rosalina, Duckdog, Wii Fit, Megaman, Shulk, and Pacman, in no particular order.
 
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LancerStaff

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Gotta say, Pit is a ways up there.

You can SHFF AC all his aerials, but only at specific times. His Uspecial is exponentially more powerful when you understand the underside of the stage you're on, and there's like 50 stages now. Controling arrows takes quite a bit of practice too. Not only do you have learn how to control them, you have to learn how to with different levels of charge. (Charging them makes them faster but not turn as sharp.) Learning to hit crouching opponents/shield poke with them is a must. More then a few of his attacks have sweetspots and it's not always the same spot on his blades. And then there's all the interactions involving his Sspecial. It's alot to remember.
 

MSDChaos

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I'll say Pac-Man. He has so many tools with the Bonus Fruit, Hydrant water, and trampoline. Especially the fruit which can adapt to a multitude of situations.
 

SmashShadow

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Shulk (Monado Arts)
Robin (Keeping track of the tomes and levin sword)
Rosaina (controlling and protecting Luma)
Mega Man (learning how to effectively use all those projectiles)
Little Mac (Having to fight with both no projectile and a negligible air/recovery game)
Villager (similar to Mega man)

Mainly what I'm saying is that most of the new characters have a higher skill ceiling.
 
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Sandwiches

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Probably the hardest part about Shulk is the fact that you're telegraphing to your opponent what you plan to do next. I guess it could work in the inverse as 'mind games', but I'm not sure how viable that would ultimately be.
 
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I think a lot of you are confusing "steep learning curve" and "difficult to use" with "high skill cap". High skill cap means that at their best, they are the best character in the game. A character being hard to master does not mean that when they are mastered, they will be the best. For example, Olimar is much more difficult to master than Diddy Kong, but a mastered Olimar is not better than a mastered Diddy Kong.
 

Chewmuncher

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I think ZSS is one of the weirder ones people haven't mentioned. She's fairly easy to pick up and feels great to play, but to best optimize her skillset, you have to be super precise with your moves.
 

kenniky

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Biased, but with reason, Shulk because of ridiculous Monado Art playstyle changes could lead to crazy results
Rosalina because you basically control two characters, it's like IC
Duck Hunt because projectile spam everywhere but they're all controllable so again, it's like controlling more than one character at a time
Olimar because I feel like even with his drastic nerfs, he still has the power to both rack up damage and kill with Whites/Purples, you just need to be smart with him

To a lesser extent:
Megaman because projectile spam is still everywhere but a lot of his projectiles are relatively straightforward so idk
Pac-Man because of "fruit" (since when are keys fruit) and their properties, as well as the fire hydrant that can do some crazy stuff, and maybe the trampoline, but other than that he's pretty basic imo

Robin I'm kinda meh about because if a tome/sword is gone you can still survive pretty well with the others, but idk haven't seen any problems with the durability thing so far

On the exact opposite of the list would be Greninja, I picked up Greninja almost immediately without any prior experience and 2-stocked one of my friends that I had trouble playing against before as kind of a joke pick.
 

B.A.M.

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I always find it funny that Sonic and Peach often get left out of this equation despite their tool kit. Especially Sonic. Yes people who dont know the Sonic MU get bopped by basic spin charges and he has more kill power now. However, if you are speaking about the mastering of a character and top level play, then very few character have a more convincing argument than Sonic. Yes there are plenty of new characters that we have figured out all their options, but Im willing to wager that Sonic will still end up with the most options in this iteration of smash. He wins the AT department by a landslide. His neutral game consist a ton of variants of shield cancels, jumps, spin cancels, non situational footstool combos, even his own basic movement has some extra variants because of the nature of his run stop pivots and fox trot ( like the unique slide into neutral he can do from his fox trot/dash). You could even just check the Sonic boards as proof. Any seasoned Sonic is likely to be using many of the absurd acronyms we have to use for Sonic due to his plethora of options ( ex: SDJ SDSC SDCJ iSCDRJ ASDSC ASC etc). Hes always been an easy character to pick up, but to master? Definitely not.

I also dont see how Diddy could be put in this category; hes much more linear than before imo. He also absurdly easy to pick up at this point. I feel the characters that currently can be perceived as being difficult characters to master ( in no particular order) are:

Peach Sonic Shulk Robin Rosalina Wii Fit and Megaman. I do think there are other characters that reveal a vast amount of potential as well; theres a ton of options that we simply havent seen in a smash game before so who knows what complexity lies beyond them. I mean theres even certain normals that cancel on hit; who knows, maybe theyre are plenty more of those than we suspect.
 

B.A.M.

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Gotta say, Pit is a ways up there.

You can SHFF AC all his aerials, but only at specific times. His Uspecial is exponentially more powerful when you understand the underside of the stage you're on, and there's like 50 stages now. Controling arrows takes quite a bit of practice too. Not only do you have learn how to control them, you have to learn how to with different levels of charge. (Charging them makes them faster but not turn as sharp.) Learning to hit crouching opponents/shield poke with them is a must. More then a few of his attacks have sweetspots and it's not always the same spot on his blades. And then there's all the interactions involving his Sspecial. It's alot to remember.
lol not to be rude but virtually all you said is basics anyone has to learn about a character. As far as his side b is concerned it reflects and has super armor; theres not really much variance it in that. I gonna go out on a limb and say you main or second Pit?

Also to the Greninja fella; beating your random friend doesnt give validity to your claim. You need far more than that.
 

Spirst

 
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On the exact opposite of the list would be Greninja, I picked up Greninja almost immediately without any prior experience and 2-stocked one of my friends that I had trouble playing against before as kind of a joke pick.
Oh come on, Greninja's not a braindead character you can just pick up and win with. I'd beaten my friends (really competent players) with characters like WFT and I definitely don't ever use her. Would you say she's extremely easy to pick up and play too? Sometimes, you just catch them offguard or they don't know what to do against the character exactly. Trying to use that personal account as any kind of valid reasoning just doesn't hold up.
 
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LancerStaff

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lol not to be rude but virtually all you said is basics anyone has to learn about a character. As far as his side b is concerned it reflects and has super armor; theres not really much variance it in that. I gonna go out on a limb and say you main or second Pit?

Also to the Greninja fella; beating your random friend doesnt give validity to your claim. You need far more than that.
Main, yes. Pit still has a ton of little nuances compared to the likes of Mario or Kirby. His Sspecial only reflects certain projectiles, which ones it does appears to be chosen at random. The super armor is also inconsistent, some multi hit moves are handily beaten by it, others stop it in it's tracks. How many characters can SHFF autocancel all their aerials? And like I said, the timing is different for each. And if you don't understand how his recovery works, you'll be a sitting duck more often then not. Help with his recovery is actually a pretty common question over on the Pit forums.
 

Saimunn93

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Pit still has a ton of little nuances compared to (..) or Kirby.
Apart from aligning :4mario:&:4kirby: in terms of ''nuances'', professing that :4pit: (and / or :4darkpit:) encompasses generally more nuances to his play than ''the likes (what kin is this that you speak of?) of the aforementioned'' is indescribably superficial lol.

His Sspecial only reflects certain projectiles, which ones it does appears to be chosen at random.
It is highly equivocal that this is chosen at random. There most likely is a boundary to the vigor at which it can reflect (or deflect) projectiles; i.e. charged vs. fully charged blasts etc.

The super armor is also inconsistent, some multi hit moves are handily beaten by it, others stop it in it's tracks.
It's not super armor but heavy armor; the knockback resistance is finite.

And if you don't understand how his recovery works, you'll be a sitting duck more often then not. Help with his recovery is actually a pretty common question over on the Pit forums.
Measuring the degree of ''skill'' that is required to master the recovery of :4pit::4darkpit: by the parameter of ''the Pit forums'' almost approaches a scientifically endorsed empirical research, but still does not provide others with sufficiently compelling arguments to plea for a 'high skill ceiling'. Simply knowing how and when to use the move to recover properly does not make one a better player, it's execution that counts. And knowing that, for instance, it's preferable to use Up-B at the bottom of the stage, facing the stage over any other position, facing away from the stage, does not really elevate a player to a higher 'skill level'. Execution is what counts.

How many characters can SHFF autocancel all their aerials?
:4pit::4darkpit: cannot ''autocancel'' all their aerial moves with a short hop -> fast fall, this is nonsense. If by autocancelling you would insinuate that he can finalise every aerial without ending lag upon engaging with the stage again, it's impossible actually. I would reckon that the 'fast falling' element needs to be void in this scenario, to render it possible. Otherwise D-air will, at all times, induce minor lag, even if you manage to input a short hop onto the stage (ex off-stage) incorporating the fast falling element. The fact that you can traverse the stage spamming N-air, or F-air does not validate your theory really.

D-air would work with a full hop, followed by fast falling input of the move. Short hopping into D-air may be lagless if you input it whilst rising. Short hopping, fast falling and then inputting the move would never achieve such result.

The point I'm trying to make here; for a person that claims that there are many nuances to :4pit::4darkpit:, you yourself aren't quite as nuanced in your reasoning.

:4pit::4darkpit: are both characters that have their own technicalities vested in them, but a better player using the characters is always characterised by generally better execution, ergo; reaction time, detecting habits/patterns, abstaining from input flaws, performing flawless control execution etc. The human element involved probably renders the character's qualities irrelevant. Within this tendency, one could argue that an optimally performing :4jigglypuff: could beat a not optimally performing :4diddy: (just an example, signifying the gap between character tiers). If human players can approach TAS-play, then you're good to go lol.

The knowledgeability of players could also be perceived as a skill (knowing all the frame data), but I'd say that execution is prime in this sense.
 
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Sleek Media

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Pac-Man by miles.

Stage control with hydrant/trampoline, using hydrant for edge guarding, using hydrant to disrupt opponent movement, using hydrant to enhance your approach, using hydrant to distract opponent, using hydrant to alter fruit trajectory, tech chase dThrow, spot dodge punishing grab, super armor with properly spaced sideB, bonus fruit charge cancel, grabbing fruit mid throw, using hydrant to grab fruit, dropping fruit, throwing fruit, gimping with trampoline, and using 2/3 of that stuff together to create incredibly situational combos and frame traps.

Rosalina is #2 since managing Luma properly is a game in itself, but she isn't even in the same league as Pac.
 

Browny

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@Everyone can agree with me that [Character] has the highest skill cap as s(he) is the most technical character in the game. You need to master and know all of her/his techniques to be successful such as jumping, edge guarding, spacing, approach, projectiles, and all of her/his aerial attacks. The amount of time, patience, and knowledge needed to master this character easily makes her/him have one of the highest learning curves in the game.
Fixed for ya

Peach being able to float is actually really easy to use, and having projectiles puts her in the majority of the cast.

Honestly, every character has some difficulty in learning their moveset, the only thing Peach has different is a float which in some ways, makers her character more linear and easy to play because of how simple and effective it is.
 
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LordFluffy

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:4shulk:Has probably the most to consider considering the 5 monado arts. Definitely seeing him rise up the rankings after facing a few with some pretty good tech and mastery of the character.
:rosalina:Also pretty high skill cap as well, but not as high as other people believe since she still retains some of the strong priority, great recovery and Luma jank that had me call her best in the game pre patch and pre getting destroyed by a Diddy in a local.
:4duckhunt:often called a braindead spamming zoning character, but get beyond that phase of his character and there's a lot of interesting mixups and possibilities that can come from his kit. a lot to consider here but not the most.
:4zss:I actually think has a decently high one as well. i main her so bias can be all over this. Zero suit has speed and some good true combos and strings that can rack up damage but there's so many options she has for any given situation there is a good chunk of depth to her, with rushdown, spacing, and defensive strategies that can all be applied to different scenarios. mix ups, movement options, combos defensive prowess, spacing play, there's just a lot to her that can all be extremely effective when applied properly, leaving lots of counter play/pick potential and adaptation potential to how your opponent plays.

Completely off topic but i feel :4mario:has the lowest skill cap. i swear you can just do things and they'll work. it hurts my soul.
 

Darklink401

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I think a lot of you are confusing "steep learning curve" and "difficult to use" with "high skill cap". High skill cap means that at their best, they are the best character in the game. A character being hard to master does not mean that when they are mastered, they will be the best. For example, Olimar is much more difficult to master than Diddy Kong, but a mastered Olimar is not better than a mastered Diddy Kong.
RIGHT? I was thinking the same.


@ Gawain Gawain - They're talkin about simply the character himself. How far could someone take a character? Sure, you'd need to be good, but obviously not every character has the same potential.
 

LancerStaff

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Apart from aligning :4mario:&:4kirby: in terms of ''nuances'', professing that :4pit: (and / or :4darkpit:) encompasses generally more nuances to his play than ''the likes (what kin is this that you speak of?) of the aforementioned'' is indescribably superficial lol.


It is highly equivocal that this is chosen at random. There most likely is a boundary to the vigor at which it can reflect (or deflect) projectiles; i.e. charged vs. fully charged blasts etc.


It's not super armor but heavy armor; the knockback resistance is finite.


Measuring the degree of ''skill'' that is required to master the recovery of :4pit::4darkpit: by the parameter of ''the Pit forums'' almost approaches a scientifically endorsed empirical research, but still does not provide others with sufficiently compelling arguments to plea for a 'high skill ceiling'. Simply knowing how and when to use the move to recover properly does not make one a better player, it's execution that counts. And knowing that, for instance, it's preferable to use Up-B at the bottom of the stage, facing the stage over any other position, facing away from the stage, does not really elevate a player to a higher 'skill level'. Execution is what counts.


:4pit::4darkpit: cannot ''autocancel'' all their aerial moves with a short hop -> fast fall, this is nonsense. If by autocancelling you would insinuate that he can finalise every aerial without ending lag upon engaging with the stage again, it's impossible actually. I would reckon that the 'fast falling' element needs to be void in this scenario, to render it possible. Otherwise D-air will, at all times, induce minor lag, even if you manage to input a short hop onto the stage (ex off-stage) incorporating the fast falling element. The fact that you can traverse the stage spamming N-air, or F-air does not validate your theory really.

D-air would work with a full hop, followed by fast falling input of the move. Short hopping into D-air may be lagless if you input it whilst rising. Short hopping, fast falling and then inputting the move would never achieve such result.

The point I'm trying to make here; for a person that claims that there are many nuances to :4pit::4darkpit:, you yourself aren't quite as nuanced in your reasoning.

:4pit::4darkpit: are both characters that have their own technicalities vested in them, but a better player using the characters is always characterised by generally better execution, ergo; reaction time, detecting habits/patterns, abstaining from input flaws, performing flawless control execution etc. The human element involved probably renders the character's qualities irrelevant. Within this tendency, one could argue that an optimally performing :4jigglypuff: could beat a not optimally performing :4diddy: (just an example, signifying the gap between character tiers). If human players can approach TAS-play, then you're good to go lol.

The knowledgeability of players could also be perceived as a skill (knowing all the frame data), but I'd say that execution is prime in this sense.
As far as reflecting with Sspecials goes, charge doesn't matter at all. It reflects boomerangs, shuruken, and phantoms, but doesn't reflect pills, turnips, or Villager's projectiles, for example. We've determined it's been randomly preset. To make things even more complicated, it shoves bombs and thrown Pikmin out of the way with a windbox or something...

It's super armor. You can punch your way through a stack of Bob-ombs with ease. The inconsistency comes in because the armor cuts out during the uppercut. The weird part is that it'll consistently not work on certain moves, like Mac's Ftilt.

As I said before, his recovery reacts differently depending on the stage's underside. Not even Omegas are all that similar. For Pit, Omega Brinstar and Omega Lylat Cruise are two completely different stages just because of the undersides. It's yet another thing to learn that most other characters don't need to.

You're talking to a player with jump set to L and a functional C-stick. Performing instant Dairs and Uairs is a short order for me. I'll admit I lied about the Dair autocanceling though, it simply ends before hitting the ground. There's indeed enough time to fastfall and save yourself some time. Play on half speed and see for yourself.

When I hear "Character with the highest skill cap?" I interpret that as "Which character is the hardest to master?" There's actual room for debate in that. But if it's actually "Which character is the best in a TAS environment?", then it's basically just whoever is the best character, with no real debate to it.
 

Darklink401

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As far as reflecting with Sspecials goes, charge doesn't matter at all. It reflects boomerangs, shuruken, and phantoms, but doesn't reflect pills, turnips, or Villager's projectiles, for example. We've determined it's been randomly preset. To make things even more complicated, it shoves bombs and thrown Pikmin out of the way with a windbox or something...

It's super armor. You can punch your way through a stack of Bob-ombs with ease. The inconsistency comes in because the armor cuts out during the uppercut. The weird part is that it'll consistently not work on certain moves, like Mac's Ftilt.

As I said before, his recovery reacts differently depending on the stage's underside. Not even Omegas are all that similar. For Pit, Omega Brinstar and Omega Lylat Cruise are two completely different stages just because of the undersides. It's yet another thing to learn that most other characters don't need to.

You're talking to a player with jump set to L and a functional C-stick. Performing instant Dairs and Uairs is a short order for me. I'll admit I lied about the Dair autocanceling though, it simply ends before hitting the ground. There's indeed enough time to fastfall and save yourself some time. Play on half speed and see for yourself.

When I hear "Character with the highest skill cap?" I interpret that as "Which character is the hardest to master?" There's actual room for debate in that. But if it's actually "Which character is the best in a TAS environment?", then it's basically just whoever is the best character, with no real debate to it.
The debate is that the game is still early in its development, and we don't know which character has the highest POTENTIAL. Sure, Diddy looks strong now, but does another character hold the potential to, if used to the best of their abilities, be better? That's the question.
 
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Saimunn93

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As far as reflecting with Sspecials goes, charge doesn't matter at all. It reflects boomerangs, shuruken, and phantoms, but doesn't reflect pills, turnips, or Villager's projectiles, for example. We've determined it's been randomly preset. To make things even more complicated, it shoves bombs and thrown Pikmin out of the way with a windbox or something...
''Randomly preset'' sounds oxymoronic lol. The developers have determined which ones the move deflects (it's DEflect and not REflect, because the trajectory of the projectiles does not pursue an inverse path) and which one it doesn't; this is predetermined selection and not random. It would be random if it the effective deflection vis-a-vis a particular projectile would alternate. Arbitary predetermination is not the same as ''a random preset''.

It's super armor. You can punch your way through a stack of Bob-ombs with ease. The inconsistency comes in because the armor cuts out during the uppercut. The weird part is that it'll consistently not work on certain moves, like Mac's Ftilt.
The actual punch itself does not have super armor, only the gliding component. The former part only has a minor degree of (heavy) armor.. And yes it will work consistently, the window is just not so generous. If, in this instance, the Mac F-tilt is released during the gliding window (post frame entry) then it will warrant the sustenance, until the frame window for the punch ensues. The inconsistency lies within your wrong timing / input; this is not random.

As I said before, his recovery reacts differently depending on the stage's underside. Not even Omegas are all that similar. For Pit, Omega Brinstar and Omega Lylat Cruise are two completely different stages just because of the undersides. It's yet another thing to learn that most other characters don't need to.
Yes but this knowledge does not elevate the skill ceiling nor the learning curve. It would affect the learning curve marginally at best. In fact I think that Lylat is still a troll stage for a myriad of other characters because of the iffy ledge it's got. Many recovery moves are defied by Lylat's ledges, not just :4pit::4darkpit: (i.e. :4falcon:,:4charizard:,:4dedede:,:4diddy:,:4falco:, :4fox:,:4ganondorf:,:4littlemac:, :4lucario:, :4lucina:, :4marth:, :4mario:, :4drmario:, :4megaman:, :4ness:, :4palutena:, :rosalina:, :4samus:, :4shulk:, :4sonic:, :4wario:, :4zelda:,:4zss: - Dolphin Slash, Phantom, Extreme Speed, Mac's up-B (lol gg Mac), (Dr) Mario up-B, PK Thunder, Air Slash.. they all get trolled by the oscillating stage. :4pit::4darkpit: even have an auxiliary recovery move, a tad more situational and unsafe, but side-B could work wonders on Lylat. But that's just a bonus)

You're talking to a player with jump set to L and a functional C-stick.Performing instant Dairs and Uairs is a short order for me.
Hahahahahhahahah

I'll admit I lied about the Dair autocanceling though, it simply ends before hitting the ground. There's indeed enough time to fastfall and save yourself some time. Play on half speed and see for yourself.
Yes you lied, because one cannot short hop -> fast fall -> insert any aerial with:4pit::4darkpit: and expect any ''autocancelling''. From laggiest to smoothest; D-air > U-air > N-air > F-air. Shorthopping with rising D-air will incur no additionally lag upon landing with :4pit::4darkpit: (same as the lag he would incur during an aerially executed D-air), doing so with a fast falling manoeuvre in there will induce additional lag, at all times. None of his aerials will cause additional lag upon landing when used with a shorthop and timed properly, without any other movement affecting factors present. The move that would come closest to a 'clean landing' while fast falling after inputting a short hop -> aerial would be F-air. I have to verify whether it incurs absolutely no lag or just a minor bit; I had to examine it incidentally during some FG matches yesterday, but didn't really investigate meticulously.

If you still not comprehend; try to investigate:4shulk:'s N-air. Fast falling while going for a short hop -> N-air will radically affect the lag window upon landing. If you input it at the right time, you can have a virtually lagless landing and a hitbox comprising a vast range (under neutral circumstances, or with Speed / Buster / Smash or so live). It conveys more unambiguously how fast falling affects the lag.

When I hear "Character with the highest skill cap?" I interpret that as "Which character is the hardest to master?" There's actual room for debate in that. But if it's actually "Which character is the best in a TAS environment?", then it's basically just whoever is the best character, with no real debate to it.
You're contaminating my previously stated arguments.

Also, if you say that the recovery is something that ''one needs to learn'', it would sooner refer to the steepness of the learning curve than the skill ceiling of a character. The recovery move is not something that players can scarcely master, it might just take 'a little while'. The discrepancy between the 2 premises lies within how hard it is optimise the use of a move. And this, once again, lies within the hands of the PLAYER, not the CHARACTER.

Now back to the TAS-part. If you have an objectively higher ranked character versus an objectively lower ranked character, operated by TAS-programming, then the better character wins, quite obvious. The point I'm trying to make is that the fact that characters are operated by humans allows for the player that either approaches or reaches TAS-execution will beat the player that does this to a lesser degree. That's why high tier characters get their ass zerged by lower tier characters operated by a better player. This can be extended to the highest level of gaming, and the player that emulates TAS execution will win with any character against other human players that do this to a lesser degree. So this signifies that human skill in a game as Smash is so pristine and dominant. Remove items, choose flat stages, 2 characters to rival each other, and the one player that emulates the execution of a superdroid will win. Don't underestimate this and ascribe everything to characters, it's dumb -.-

The debate is that the game is still early in its development, and we don't know which character has the highest POTENTIAL. Sure, Diddy looks strong now, but does another character hold the potential to, if used to the best of their abilities, be better? That's the question.
Sure there is room for debate, just like Lancer pointed out himself. But I'm trying to exemplify how people need to distinguish 'the difficulty of playing a character' from 'what makes someone playing a character a good player playing that character' or 'a player that extracts the most rewards from a character because he plays it so well'. I mean everyone just adduces; 'omg all dis move stuffz zo unique and wtf is dis strange movez'; a great variety of moves (or move affecting properties; see Shulk Monado palette) does not mean that it's 'difficult' to master (skill ceiling), maybe the learning curve is affected because it might take a while to do a complete research in this respect. Characters that have a more restrictive moveset could be just as hard if not harder to master. The devil is in the detail after all.

It's just superficial how some people, like Lancer, approach this stuff, especially when they are advocating their own alleged primary characters..
 
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