Emblem Lord
The Legendary Lord
- Joined
- Aug 11, 2005
- Messages
- 9,720
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- Scotch Plains, NJ
- NNID
- ShinEmblemLord
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- 3926-6895-0574
- Switch FC
- SW-0793-4091-6136
Witch twist is Bayo's jab.
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People are saying they will die about 5% earlier apparently. Time to rework my combo and kill percent charts! yay...I haven't seen it yet, but Sheik dying 1% earlier and Up-B killing 1% later is bound to have it rare hidden moments where it had an impact.
Uhh... 2.4 percent more cautiously? And vanish kills 4 percent later? *Braces for no noticeable impact in play*Sheik: While the nerfs will not usurp her from throne, they still are fairly notable. The nerf to her weight makes her more susceptible to KOs (particularly from powerful moves like Bowser's U-Smash) requiring her to play more cautiously. The Vanish nerf decreases the effectiveness of her D-Throw 50 / 50s and makes it harder to get a kill with Vanish in the neutral.
Dude, you played DMC. Witch Twist is not Bayonetta's jab; Witch Twist isWitch twist is Bayo's jab.
Vanish's hitbox size was also nerfed, making it harder to land out of D-Throw. That being said, I misjudged how little the hitbox was actually nerfed, so sheik can still land it on most characters even if they air dodge and drift away.Uhh... 2.4 percent more cautiously? And vanish kills 4 percent later? *Braces for no noticeable impact in play*
(Those numbers are 1-(84/85)^2 and 1-(102/104)^2, respectively.)
****... I meant High Time... They both start with H! Speaking of which... There are no characters with the ability to rise up with their normals - excluding DmC and UMvC3, moves like High Time were mapped to normals and not Specials or Style moves -, right? Would have been neat if say, Bayonetta's Utilt let her rise, but that might be too good... Some of them really make sense, though, like Corrin, (Dr.) Mario, Olimar which is basically his Nair, the Pits, Sonic, and even Ike's Utilt would look fine if they were rising moves. Captain Falcon being able to rise up with Up Smash would be wicked. Oh well.I'm gonna have to go off-topic
But Helm Breaker never launched.
I've been getting it all day, a jump canceled upb sucking someone in from inside/below will fail to send them horizontally, allowing a uair to connect.I think you'd need to use Side B, but after all I've done, Bayonetta's U-Air doesn't work after Up B.
But that would cost the devs money and heaven forbid they use more money to make the characters seem better!If Corrin gets a hitbox for charging FSmash Ness should get his yo-yo charging hitboxes back.
Brief experience against Bayonettas of unknown skill but a lot of her attacks seems to be susceptible to DI at some point. You can get out of jab 2/3 and I don't think I've ever been followed up after an aerial side-b. I'm sure a lot of that will change as people learn DI patterns and the various options to follow up with her combos.
If the rest of the cast was as intricately designed as the third party characters (and to some degree the DLC) we'd have a much more interesting game.
Sheik is still more or less the same character. Vanish hitbox being smaller might potentially make it harder for Sheik to use it to cover the area around the ledge to thwart 2 frame attempts, but not by much, and of course it only matters for the few characters actually able to challenge her recovery options, so maybe it'll make life a bit easier for Pika and Villager at best. Needle nerfs are always appreciated but won't change much, and obviously the weight nerf isn't that big either. Really the meta is basically the same as before, but with the addition of Bayonetta, and maybe Ike/Toon Link being a bit better.Vanish's hitbox size was also nerfed, making it harder to land out of D-Throw. That being said, I misjudged how little the hitbox was actually nerfed, so sheik can still land it on most characters even if they air dodge and drift away.
Hmm... Maybe the developers could use the concepts from Bayonetta and Ryu in the future for moves like that... I don't like using "Sakurai quotes", but someone mentioned way back that Sakurai wanted more aerial combat... Well, there's a few ways for that: launchers and aerials that can combo come to mind. Launcher are easy; just moves that send up and can potentially setup like Ike's Dtilt or ZSS's Utilt. The difference is that with the idea of held buttons changing moves, they could make it so Utilts and maybe even Up Smashes which is a bit more difficult since holding them means they're charged Up Smashes allows the user to rise up. So, holding attack during Mario's Utilt just has him rise up kind of like an extension to his move like how Bayonetta's Bullet Arts extend her attacks. It would be a "different" move, but only in frame data like maybe it has set knockback now. They could even give (Dr.) Mario a Shoryureppa if they don't want to make it a rising normal. Or they could make it an entirely different move like with Ryu's where say, Corrin's heavy Utilt has her do Link's Cyclone Slash? from Soul Calibur II instead. Obviously not as powerful, but just a move to get Corrin into the air. For aerials that can combo... We have that, but Bayonetta's Fair? - I don't own her, so I'm probably wrong about this - is the only aerial to have multiple inputs and basically act like Meta Knight's Ftilt which Bayonetta also has for her Ftilt.Smash doesn't have such moves.
DmC has it in spades, with moves like High Time, Rising Sun.
Wait... I thought Ness's Down Smash hits while charging...If Corrin gets a hitbox for charging FSmash Ness should get his yo-yo charging hitboxes back.
Brief experience against Bayonettas of unknown skill but a lot of her attacks seems to be susceptible to DI at some point. You can get out of jab 2/3 and I don't think I've ever been followed up after an aerial side-b. I'm sure a lot of that will change as people learn DI patterns and the various options to follow up with her combos.
If the rest of the cast was as intricately designed as the third party characters (and to some degree the DLC) we'd have a much more interesting game.
But the fact of the matter is, is that Bayonetta will need to respect opponents with long grabs or projectiles, and opponents who have better frame data. This makes her need to respect both Link and Toon Link, for examples.Bayonetta IMO will become a character with the best disadvantaged state, even better than Sheik's and ZSS. Multiple side b's, jump/up b resets, up b OoS into potential death, witch time to stall and instill fear on opponents in extending strings, bat within to better position yourself against an opponent that overextends.
She's just so..<3
If it did Ness could edgeguard that space witch and Sheik with 0 effort. Maybe that's why they changed it.Wait... I thought Ness's Down Smash hits while charging...
Reallly guys...... istudying is power ranked number TWO in the Netherlands. Some is power ranked top 32 in Japan. Saying these other regions aren't good is really grasping for straws, to put it nicely. It's not like no one lives there, or nobody plays smash there. These regions may not be as good as the USA, they're respectable enough to not be ignored (because people are ignoring them, that's a fact) People need to stop being so narrow sighted and open their eyes up more to foreign play. This centrism around America really bothers me, and I'm American!Those other scenes aren't ignored, they just aren't that good.
Though what you're saying isn't wrong, it's just that what you're saying literally goes for every other high tier. All the high tier boards complain about how oppressive Sheik is, because it's true. Sheik is just difficult to muscle through unless you have an elite kit. If you consider characters like amazing, then yeah, are amazing too. Greninja should be considered a top 20 or 25 character in this game.You know, I constantly see Greninja mains whining about their Sheik match up and using this excuse to justify their performance and tier placement. Meta Knight has a bad Sheik match up. Ito has talked about dropping the character, and Tyrant is using Sheik vs Sheik. Yet he is still placing quite well.
This sounds a lot like the Ness vs Rosalina argument, and I do not really see the validity. Greninja and especially Falcon struggle because they are just not amazing characters. It is about time people accepted this.
They did in Brawl, but in return their damage wasn't boosted from the charge. Snake's USmash worked similarly; it range increased as it charged but not its damage.Wait... I thought Ness's Down Smash hits while charging...
Some is 32nd in the newest Japan PR.Aww Man! I just realized I missed all this great greninja debate!
Reallly guys...... istudying is power ranked number TWO in the Netherlands. Some is power ranked top 20 in Japan. Saying these other regions aren't good is really grasping for straws, to put it nicely. It's not like no one lives there, or nobody plays smash there. These regions may not be as good as the USA, they're respectable enough to not be ignored (because people are ignoring them, that's a fact) People need to stop being so narrow sighted and open their eyes up more to foreign play. This centrism around America really bothers me, and I'm American!
Her extended combos will probably be more reliable versus big characters. Yep, definitely needed another character that stomped big characters...Brief experience against Bayonettas of unknown skill but a lot of her attacks seems to be susceptible to DI at some point. You can get out of jab 2/3 and I don't think I've ever been followed up after an aerial side-b. I'm sure a lot of that will change as people learn DI patterns and the various options to follow up with her combos.
This is interesting. Does this mean Witch Time is ineffective versus multi-hits?Speaking of, if Bayonetta Witch Time's the Fsmash charge box, all that does is guarantee she gets hit by the later hits of the charge box. Matter of fact, once she gets hit two more times on the charge, the Witch Time just stops, and the attack proceeds as normal. It's rather weird.
Ike gets more guaranteed kill confirms. If he grabs you at certain percents, you lose the stock. He can situationally use uair, nair, and fair to take stocks. Then there are raw fairs and edgeguarding fairs. It is tough to keep fair fresh, though.Back on-topic, how do you, as an Ike player, view Ike's buffs to Nair and Fair? Was I overestimating Ike's buffs even though they were buffs to essential moves for Ike rather than more situational moves like Falco's? Or was I close to it? What are you thoughts if they haven't been said already?
Not sure on this, but I have been able to get up Shield before witch Time ends as well. Also been able to keep moving in the air to get to a nearby ledge before being hit. It's not foolproof, it just slows you down, so you can still act, which doesn't help the move considering Bayo's already slow moveset.This is interesting. Does this mean Witch Time is ineffective versus multi-hits?
Ike's buffs definitely matter. Nair combos are nontrivially better, though I'll need to get in the lab to tell you by how much. Increased shield safety on your primary spacing tool is also pretty important. Fair kills around 10% sooner, and the buff also increases damage output on throw combos. Weight nerfs above him also serve to magnify this power increase. So overall they're meaningful but not revolutionary, as the core issues that make Sheik and ZSS tough haven't been fixed, and those two put a ceiling on his viability. The climb did get less steep though.Back on-topic, how do you, as an Ike player, view Ike's buffs to Nair and Fair? Was I overestimating Ike's buffs even though they were buffs to essential moves for Ike rather than more situational moves like Falco's? Or was I close to it? What are you thoughts if they haven't been said already?
She'll stomp them if she gets in, though given her bad frame data that may be a slight problem; trades with heavies will practically always be in their favor. I guess that's what Bullet Climax and Witch Time are for, to force approaches and create openings. Having Afterburner Kick as a burst option is helpful too (especially since her dash attack is garbage).Her extended combos will probably be more reliable versus big characters. Yep, definitely needed another character that stomped big characters...
The changes that Little Mac got in this patch are not entirely positive, actually.Little Mac stuff
So the damage buffs on Ike's aerials don't come with knockback value changes? That becomes a really strong Fair that you can easily combo into at kill %. Lol, funny that this one buff is probably more significant than everything Marth got combined.Ike gets more guaranteed kill confirms. If he grabs you at certain percents, you lose the stock. He can situationally use uair, nair, and fair to take stocks. Then there are raw fairs and edgeguarding fairs. It is tough to keep fair fresh, though.
Prepatch, it was a little annoying getting followups with nair at 0% on fastfallers except for jab, and the late hit wasn't too great at low %. Now everything is easier. You can easily dtilt fastfallers after nair and utilt floaties. Nair->aerials can happen at lower %.
When performing combos, uthrow->fair for example, opponents go farther at low % and have more hitstun and knockback. It just changes the feeling of the combo a bit, but not by much.
It'd be decent but the charging hitbox is weak. Now, if it hit confirmed into the rest of DSmash... yeah, that'd be nuts. Ness's edgeguarding game is strong without it though.I'm picturing how Ness could cover every 2 frame ever with his old Dsmash charging hitbox.
Fair and Up air, down tilt and up tilt are pretty fast and pop the opponent upwards. Jab isn't great, but Corrin's got hilarious range in both the sword and the stabby dragon moves, and especially the stabby dragon moves. Neutral B is amazing, Side B is nice for mixups, Corrin's got a kill throw, Up air is completely ridiculous, being quick and killing at around 110, and a lot of corrin's tools are designed to get you above them. They're characters that require optimization and perfect spacing to play well, and reward you with lots of powerful vertical follow-ups and finishers. Corrin's top 25 at least, probably more.Stiiiill not seeing anything spectacular on Corrin... Jab 1 I'm fairly sure is f5 and definitely has stubby range, not to mention the tip lacks a hitbox. Nair doesn't actually have two hits, meaning it does a poor job pressuring shields. Anything involving the stabby dragon powers plus the front hit of Dsmash has meh active frames too. Other normals... May be placebo but his F and Dtilt seem really short, on top of the aforementioned jab.
Understatement of the year.Bayo has some quirks.