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As of right now, about ~5. However, I might change this in the future depending on other people's opinions (in the future anyways), the addition of new characters, and certain characters that might need to be on the list more than once ( & ). But we'll reach that point eventually. So for right now, I would say five per category.Yeah, I don't usually think in terms of "on a scale from one to ten." It'll be more apparent to me where Rosalina stands when more of the high/top tiers are fleshed out. Like how many characters are allowed 5 stars?
I would treat survivability as a sort of "passive" Disadvantage state. As in, the moment you pick your character on the select screen, that particular Disadvantage is something that you are always going to have to take into account throughout the entirety of the match. As opposed to being forcibly placed into a bad position by your opponent.I just notice a lot of people rating disadvantage as 1s and 2s.
Anyways, I notice that some aspects such as survivability isn't really accounted for. Is that a part of disadvantage or neutral? You can get killed out of both. Maybe it affects both ratings?
Oh. That changes my ratings a lot. More like this:As of right now, about ~5. However, I might change this in the future depending on other people's opinions (in the future anyways), the addition of new characters, and certain characters that might need to be on the list more than once ( & ). But we'll reach that point eventually. So for right now, I would say five per category.
The only exception to this right now is the single half-star, which would have 10 characters. Though I am planning to branch this off eventually anyways.
Survivability is really hard to classify. So many factors go into it (fall speed, weight, size, and so on), that it's hard to classify it as being strictly related to one category. Since much of this is fairly subjective to begin with, it makes sense that players can factor survivability into their own analysis of characters. For instance, Bowser is massive and takes a lot of percent tacked on to kill (generally), but his rather low-end-of-average-or-worse recovery, plus his jugglability, mean that many of the factors contributing to his survivability also directly cause the need for such survivability. On the opposite end, Jigglypuff is a feather but is consequently hard to juggle. Yet one solid blow, forget anything about combos, will end her.I just notice a lot of people rating disadvantage as 1s and 2s.
Anyways, I notice that some aspects such as survivability isn't really accounted for. Is that a part of disadvantage or neutral? You can get killed out of both. Maybe it affects both ratings?
In my eyes, here is how I view the three states (in regards to this topic):Survivability is really hard to classify. So many factors go into it (fall speed, weight, size, and so on), that it's hard to classify it as being strictly related to one category. Since much of this is fairly subjective to begin with, it makes sense that players can factor survivability into their own analysis of characters. For instance, Bowser is massive and takes a lot of percent tacked on to kill (generally), but his rather low-end-of-average-or-worse recovery, plus his jugglability, mean that many of the factors contributing to his survivability also directly cause the need for such survivability. On the opposite end, Jigglypuff is a feather but is consequently hard to juggle. Yet one solid blow, forget anything about combos, will end her.
I feel like the three state system simply doesn't account well for that sort of survival polarity that exists in Smash. A dimension that could indicate that volatility may be nice in order to essentially factor in things like weight and floatiness (though those also affect survivability in different ways, affecting horizontal vs vertical kill feasibility).
imo
Best/Worst Disadvantage: /
There's nothing wrong with Shulk's disadvantage. He's not particularly easy to edgeguard, juggle or ledgetrap, he has really good survival parameters and Vision can be pretty nasty as it can kill opponents from a disadvantaged position at stupid percent. I'd say his disadvantage is average and his advantaged state is pretty good. It's his subpar neutral game that holds Shulk back.So does Shulk though. And while Shulk's frame data is horrendously bad, at least he can take more of a beating than an angry piñata with boxing gloves.
Most of the stuff you're attributing to Mac's advantage state is actually his neutral game.
adv: ★★★★☆
neutral: ★★★★☆
dis: ☆
once he gets an advantage, mac is deadly. his dtilt/jab are fast moves which lead to big strings, and he can kill at obnoxiously early percents with his fast, high knockback, armored smashes, and KO punch, which is ridiculously easy to set up. i'm preventing myself from 5-starring his advantage due to his lack of a good throw game (excluding dthrow>up-b which only works for so long) and edgeguarding capacity (d-smash hits far below the edge, but isn't that reliable).
Yeah a lot of people tend to give low numbers for disadvantage. I think that's because most people naturally view the disadvantaged state as something negative and thus tend to assume that ratings automatically have to be low for it.I just notice a lot of people rating disadvantage as 1s and 2s.
Anyways, I notice that some aspects such as survivability isn't really accounted for. Is that a part of disadvantage or neutral? You can get killed out of both. Maybe it affects both ratings?
I can't speak for any others but I personally just use Sheik's obvious ★★★★★ neutral game as my cornerstone and kinda work from there. I think that's more or less the absolute cornerstone of the smash 4 metagame as a lot of characters viability [or the lack thereof] is a direct consequence of how they perform against Sheik in neutral [or against the characters that can compete with Sheik's neutral].Yeah, I don't usually think in terms of "on a scale from one to ten." It'll be more apparent to me where Rosalina stands when more of the high/top tiers are fleshed out. Like how many characters are allowed 5 stars?
Is this actually your opinion? Because Doc TOTALLY isn't > DDD in neutral and DDD's advantage is in no way better than Doc's.
COMPARE THE PAIR.
Doc Neutral > Dedede
Doc Advantage <= Dedede
Doc Disadvantage << Dedede
I think you meant "advantaged state" here. I normally wouldn't comment on a typo, but it's your whole conclusion.Most of the stuff you're attributing to Mac's advantage state is actually his neutral game.
His advantaged state might as well not exist as apart from single powerful blows in neutral he has nothing that dishes out massive damage once the opponent is in an unfavorable position. He has no juggle traps and no way to kill opponents above hin in midair except the risky upB option. He's not good at edgeguarding and his ledgetraps aren't better than that of many other characters. Mac outpowers his opponents in neutral and neutral only. Once the opponent has been knocked off the ground Mac doesn't have much [read: anything] to keep going on. No direct follow-ups or traps.
But he can repeat the whole process of being better in neutral over and over until he wins [or gets knocked into a disadvantaged position and dies]. So I'd bump down the amount of stars for his neutral game down to ** at the absolute best tbh.
Don't forget that Rosalina's up B has no hitbox, so she is vulnerable if she has used up her double jump and is offstage.Stuff
Well I wouldn't say an amazing neutral automatically makes a top tier. Mega Man has an amazing neutral, but his advantage is meh and his disadvantage is... below average. Meanwhile Sheik has amazing neutral, advantage, and disadvantage together. Heck, pretty much all the top/high tiers have really good all of these. Of course not necessarily - Ness's disadvantage, Villager's neutral and Meta Knights neutral are all relatively sub-par, Mario and Luigi both have about average disadvantage.Guys, you gotte be a bit realistic with your numbers. Megaman having ***** in neutral would essentially mean that his neutral is on par with Sheik. That's not in the cards. Not by a long shot.
If Megaman actually had a ***** neutral he'd be pretty much undisputed top tier. No way, guys.
You basically said everything I wanted to about Ganondorf. His neutral and disadvantage are clearly subpar but they're not the absolute worst, especially thanks to the 1.1.0 hitlag changes. Bowser would kill for Ganon's Nair, or really any sort of semi-useful combo breaker. Really Ganondorf's two main problems that need fixing are poor CQC options, especially OOS ones, and his issues killing characters he can neither techchase nor edgeguard effectively(Sheik).I'd like to point out that whenever you rank someone's advantage as 5★, you're claiming they're on the level of ZSS and MK who reliable juggle stocks off out of a single hit that's easy to land, starting from around 30% and resulting in a kill literally half the time. Hurricane Kick Mii Brawler I think deserves to be in the same category but lol Miis - Smash 4 community 2015
But yeah generally no one else should get 5★ advantage, even Ganondorf is pushing it because he's slow and it's hard to trap opponents with him. Every hit counts as 1.5-3 hits depending on who you compare to so that's a boon, but someone like Ryu does the same thing with far better frame data, combos and mobility with reduced kill power in comparison to Ganondorf.
How many people knew that after the buff to Ganondorf's fair and the hitlag reductions to >1 hitlag moves in general, no move in the game can punish Ganondorf's fair or bair on shield if you use them just before landing? Even if you use them several frames before landing, something that's an easy and common timing, ~95% of the game's dash attacks are too slow to punish it with only Sheik and maybe Wario standing a chance. Common 7 frame dash attacks can punish them if perfect shielded though because pushback is a major reason the moves have so much safety, but very few moves in the game have safety on perfect shields. Up smash is also safe. Ganondorf's neutral perhaps higher than ☆? His dash attack is also a decently fast high reward punish move to demand respect in neutral, being 10 frames but actually briefly travelling faster than Falcon's dash speed for example. He still has terrible OoS options and mobility of course.
Disadvantage is a nightmare for Ganondorf but it's probably not the worst in the game. For the sake of comparison, I believe Falcon has the worst disadvantage in the game because of his deadzone in the air, massively spread frame while flying around, weight, fall speed and bad recovery. He gets true comboed harder than Dedede who is heavier than Falcon and has a higher fall speed than him. Mac's disadvantage doesn't even contend although his recovery is by far the worst in the game. Ganondorf is better off than Falcon in basically every regard aside from his recovery unless we're talking customs in which case he wins that one by far. Down b is also not something you want to overextend yourself into, and nair breaks some combos relatively well.
Assuming default meta, I'd say Ganondorf sits at:
Neutral: ★(☆)
Advantage: ★★★★(☆)
Disadvantage: ★(☆)
(this sort of ranking is really hard without extensive character knowledge across the cast because it should all be relative, so the half stars are my way of giving benefit of the doubt)
Now give Ganondorf back his Brawl flame choke and stomp and make jab 5-6 frames or powerful enough to justify its slow speed of 8 frames.
Zelda has kill set-upsI'm okay with not using star rates.
-I may not find Zelda's advantage that good, I mean she has a combo game, but it stops at a point, doesn't really get a kill setup and can't apply pressure. Din's Fire just doesn't cut it.
-I'd say WFT might have the best Advantage of this batch, with a strong combo game, kill setups (now at reasonable percentages) and the fact that any space allows her to charge her moves.
-Jigglypuff is pretty good at not allowing the opponent to breathe when she gets in, but any successful flail hurts her a lot.
-Ganondorf forces reactions and punishes HARD for any misplay.
-DDD has range, power, and Gordos to keep up, if it weren't for his terrible speed, these traits could platform him to viable tiers.
-Lucina might not have combos, but her jugglings and shield pressure are pretty good.
The rest I'm not mentioning I don't really know how to measure.
Shulk's disadvantage isn't the worst because you do have to respect his huge disjoints and Counter, but it isn't good because everything has slow startup and most of it has endlag. All of my experience vs. him indicates that his disadvantaged state is indeed subpar, though I concede he might have advanced stuff I'm not familiar with. His neutral I think is around 2 stars and his disadvantage is between 1 1/2 and 2 stars. His advantage is legitimately amazing and I think is at least 4 stars, maybe 4 1/2, though the better characters in the game rarely give him the chance to get it going.There's nothing wrong with Shulk's disadvantage. He's not particularly easy to edgeguard, juggle or ledgetrap, he has really good survival parameters and Vision can be pretty nasty as it can kill opponents from a disadvantaged position at stupid percent. I'd say his disadvantage is average and his advantaged state is pretty good. It's his subpar neutral game that holds Shulk back.
I'd give Shulk the following ratings:
adv: ★★★★☆
neutral: ★★☆
dis: adv: ★★★☆
Seems pretty accurate to me? Overall pretty average stats but due to the importance of neutral he's kinda doomed to stay in the nowhere land of low-midtier.
I'd like to point out that whenever you rank someone's advantage as 5★, you're claiming they're on the level of ZSS and MK who reliable juggle stocks off out of a single hit that's easy to land, starting from around 30% and resulting in a kill literally half the time. Hurricane Kick Mii Brawler I think deserves to be in the same category but lol Miis - Smash 4 community 2015
Good point, allow me to redact my post.Robin with 5 stars in Advantage is kinda ridiculous. His bad mobility doesn't allow him to keep himself in advantage for too long and makes him have a hard time juggling opponents, his offstage game is also pretty meh.
★★★☆ or ★★★★ seems to better fit Robin imo.
I'd only include ness's advantage state that high due to the "just lost neutral" punish game, and super safe edgeguarding/pressure with pk thunder he has. He's definitely not quite on their level, though. Not sure if it's beyond half a star difference, though.Can't believe I forgot about Luigi when trying to come up with the best advantaged states, and I suppose DK gets a pass too with his edgeguarding and his newfound grab game. Ness though? Not quite on the same level in my opinion.
These were candidates too but I just wanted a small sample of safe examples.I'd throw Diddy in the best neutrals department as well. Villager is also strong, all he really lacks is OoS options but it only really seems to matter versus rushdown and nair seems to work well enough in most situations. Same things probably largely apply to Pac-Man, except instead of pellets he throws items at you and sets up fire hydrants and trampolines instead of saplings and trees.
Her disadvantage is inconsistent, but it's overall high tier. I can't think of many other characters with such a good disadvantage state, even if inconsistent. The average disadvantage state isn't nearly so forgiving.Rosalina's disadvantage with Luma available is decent, but it doesn't really hold a candle versus characters who start things up from aerials or other things which can't be punished (tying this to neutral somewhat) and which also knock Luma away, and once that's done her disadvantage is bad. Some characters get rid of Luma for essentially free while some don't, so her disadvantage should be something of an average of those unless she gets two different ratings for Luma and no Luma states.
That's likely, though I'm getting kind of depressed looking at the spread of sheik lolEDIT: Forgot to say that Sheik should possibly be the only character with 5/5 neutral unless banana-Diddy is a separate entity. Needles beat out basically any camping while bouncing fish punishes the little things the opponent thinks they have the time to do. Also all her spammable aerials (fair, bair, nair) possess absolute safety, meaning nobody can punish them even after perfect shielding if Sheik spaces even halfway decently. She also has pretty insane mobility stats while being able to shield just 8 frames after starting a dash. Literally nothing she does is committing. Great OoS options as well.
Mii Brawler's advantaged state really depends on percent though. He actually needs the opponent to be BELOW a certain amount of damage to unleash the full potential of his advantaged state. I think that's a strong counter-argument to giving him a full ★★★★★ rating. Once the opponent is at high enough percent he can't combo into helicopter kick anymore ... and that kind of becomes an issue.I'd like to point out that whenever you rank someone's advantage as 5★, you're claiming they're on the level of ZSS and MK who reliable juggle stocks off out of a single hit that's easy to land, starting from around 30% and resulting in a kill literally half the time. Hurricane Kick Mii Brawler I think deserves to be in the same category but lol Miis - Smash 4 community 2015
Does Ness really have *that* powerful an advantaged state? I think ★★★★ is enough for DK, I don't think he deserves to be on the same level as ZSS. MK, Rosaluma and idk maybe Ryu could have ★★★★★.Have advantage rates of: ★★★★★