LRodC
Smashing With Mewtwo and Cloud
Okay, there's one thing about this tier list that I question. How has Roy even earned being as high as he is on this list? What has he done lately over Marth, and hell, even Samus, to get that high?
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!
Commenting on this, one of the biggest shocks to me playing the demo was how weak SDI was. It's still usable in some situations (rapid jabs, Kirby's dash attack, Witch Twist) but in Brawl most multi-hit attacks were escapable with SDI. Pikachu's DSmash, Game & Watch's BAir, Ice Climber's Blizzard. With inhuman reaction time and inputs you could SDI single hits extraordinarily well, too.Oh.
Thank you for teaching me, I thought it was unchanged.
You gotta also remember that SDI isn't just for escaping. It can also be used so that once the move ends your character goes a certain direction, and if it is towards the stage/ground, you can tech and punish accordingly. Or if you are at high percents use proper SDI to aim for the corners and then use survival DI to live. There's so many applications of SDI that I have yet to see actually being applied in-game at a consistent rate, even at the highest level of SM4SH. I think it will eventually become much more prominent, but I think it would be great if people started learning the full applications of SDI right now since it is a legitimate defensive counter-play to many kill combos/setups, such as Bayo kill setups and Boost Kick shenanigans, which was covered by Trifroze (video link: https://www.youtube.com/watch?v=WQD6fPQXYwE)Commenting on this, one of the biggest shocks to me playing the demo was how weak SDI was. It's still usable in some situations (rapid jabs, Kirby's dash attack, Witch Twist) but in Brawl most multi-hit attacks were escapable with SDI. Pikachu's DSmash, Game & Watch's BAir, Ice Climber's Blizzard. With inhuman reaction time and inputs you could SDI single hits extraordinarily well, too.
About the Bayonetta grand finals... is that because everybody picked Bayonetta, or because she's actually solid? Inclined the think it's the latter.
True, it's just often impractical to do all that from single hits in a real match. SDI has always been in the game (you could potentially SDI a KO Punch at the ledge so you'd be launched into the ledge and can tech, for example). IIRC Boost Kick can only be DIed on the first hit though; after that the multihits have an SDI value of 0.0.You gotta also remember that SDI isn't just for escaping. It can also be used so that once the move ends your character goes a certain direction, and if it is towards the stage/ground, you can tech and punish accordingly. Or if you are at high percents use proper SDI to aim for the corners and then use survival DI to live. There's so many applications of SDI that I have yet to see actually being applied in-game at a consistent rate, even at the highest level of SM4SH. I think it will eventually become much more prominent, but I think it would be great if people started learning the full applications of SDI right now since it is a legitimate defensive counter-play to many kill combos/setups, such as Bayo kill setups and Boost Kick shenanigans, which was covered by Trifroze (video link: https://www.youtube.com/watch?v=WQD6fPQXYwE)
I've been theorizing that Bayo vs Dedede is going to be awful for him as well. Haven't managed to lab it yet, but oh man does it sound bad on paper.Speaking on subject of Bayo and heavies.
Has anybody else noticed that Bayo vs Ganondorf on flat stages is literally unwinnable for Ganondorf?
I do so love the reintroduction of rapid hitstun lasers into the series.
Why not just ban FD then? ¯\_(ツ)_/¯Speaking on subject of Bayo and heavies.
Has anybody else noticed that Bayo vs Ganondorf on flat stages is literally unwinnable for Ganondorf?
I do so love the reintroduction of rapid hitstun lasers into the series.
I'm definitely thinking that it's not going to be pleasant. The fact that he's a bigger target for Bayo's combos, as well as Bullet Climax (albeit in charged form) taking out D3's Gordos, it'll definitely be a hard one. Though, to be honest, Gordo maybe has little mileage in the MU regardless.I've been theorizing that Bayo vs Dedede is going to be awful for him as well. Haven't managed to lab it yet, but oh man does it sound bad on paper.
If this is true (which I believe it to be) then how does dual stick SDI work? My understanding was that SDI was control stick only in this game, although I think I've seen c stick set to smash used for escaping Ryu's utilt, so I am lost. Mario766Tilt stick can't be used for SDI and smash stick overrides the control stick entirely.
¯\_(ツ)_/¯If this is true (which I believe it to be) then how does dual stick SDI work? My understanding was that SDI was control stick only in this game, although I think I've seen c stick set to smash used for escaping Ryu's utilt, so I am lost. Mario766
Played it against several people the past couple of days and the match up is pretty BS. Here are some of the more "oh... **** you..." aspects of it:I've been theorizing that Bayo vs Dedede is going to be awful for him as well. Haven't managed to lab it yet, but oh man does it sound bad on paper.
In order:Played it against several people the past couple of days and the match up is pretty BS. Here are some of the more "oh... **** you..." aspects of it:
-She can use Bat Within and Witch Time between the first and second hit of jab.
-Bullet Climax forces you to approach.
-Dedede is so fat that you can be hit by TWO UPSMASHES if she does Witch Time against you on the ground.
-Virtually impossible to edgeguard thanks to After Burner kick.
-Reflects gordo easier than any other member of the cast. That's right... even easier than Mario or Megaman...
-40-50% combos against him are child's play because of how fat he is.
-Bullet Climax destroys his already crap landing options.
-Dsmash and dair trump any ledge stalling tactics.
-Unless you hard read it, your smash attacks are virtually useless.
It's really annoying... in the matches I fought, I felt like a majority of the damage I was doing was ftilts and grabs.
Honestly the only super heavies that do okay against are due to tough guy and armor and due to flare blitz and recovery options. They also both have low crouches. Bowser has a crawl and Charizard has a smaller hurtbox than the other heavies.Has anybody else noticed that Bayo vs Ganondorf on flat stages is literally unwinnable for Ganondorf?
DragonturtletortoisedinosaurthingBowser's a turtle tho
yeah her dAir is stupid lol. Spikes AND kills hella early.Bayonetta's dair is more ridiculous than anything else IMO.
Just saw on nairos stream, no rage dair killed DHD on the edge at 64%.
Many characters have full charge smash attacks that wont kill that early at the ledge and bayo can just throw it out to yolo trade with any anti-aerial for sub-70% kills.
sigh
Basic Zoning from beats D3.In order:
- Okay, great, but you can also space out your jab and grab her attempt at Witch Time. Novel idea, no?
- You have multiple jumps. Sure, ****ty aerial mobility, but you don't have to ****ing take all of it.
-This is possible on every member of the cast, not just D3. Matter of freshness, positioning, and what hitboxes are active.
- Uhhhh, fair and bair will beat it quite handily. Not as difficult as you're making it out to be. Witch Twist is more than likely to trade/do worse things offstage than ABK.
- See what Z'zgashi and FimPhym said. If you're tossing Gordos out in neutral, you're doing it wrong. Plain and simple.
- I'll give you this one, but so can everyone else. Sooooooo...
- Okay? Multiple jumps.
- What the **** are you doing at the edge anyways????
- What smashes do you need to make a hard read on? His frame forty-something f-smash? The rest of his smashes (specifically, d-smash) are perfectly fine options. Besides, you should be fishing for kill confirms off of bair and the like.
Smooth Criminal
You ever try to edgeguard a D3? Super Dedede Jump armors through literally everything lol, and you can't witch time the Penguin on the way up due to the lack of a hitbox until he begins the descent. So essentially Dedede is practically untouchable until the apex of the Jump's height, but if he's not grabbing the ledge before then for some reason the Dedede is not really doing something right. :U- They likely got hit to the edge/driven there by the free pressure and zoning she gets in this matchup. D3 isn't the hardest person in the game to Edge-Guard, and does that in spades already. Imagine when her game develops even more.
WHERE ARE MY TORTURE ATTACKS SAMURAI I WANT TO BEHEAD MY OPPONENTSTo be fair her Dair is a finisher in her games, maybe trying to stay true to the move kinda?
Why would Puff be one of her easiest match ups, Puff can actually avoid and get through her zoning, approach if need be, and is hard to combo. Its definitely Bayo's advantage, but I highly doubt its one of her easiest.I think her best matchup will end up as , followed by , then D3. All the points mentioned are very fair points. You can't just dismiss them with such little explanation.
Truly, her heels are sexy on so many levels.dair has 80 bkb and 140 kbg on the landing hit.
for reference, fsmash has 23 bkb and 98 kbg and bthrow only has 130 kbg compared to dair 140 kbg.
the only reason this move doesnt kill at 50% consistently across the stage is because the hit with those numbers does 5%.
Yeah I'm not sure what they were thinking when they designed her dair. Having it kill *that* early has to be an oversight, although at this point I wouldn't put anything beyond the devs ...
I'd rather have the same move with 1/5th of the knockback instead of a no fun allowed version.What I'm curious about is why they didn't just make it so she keeps falling until she hits the ground.
I mean, it wouldn't stop it from still being really powerful, but at least she wouldn't be able to go off-stage *and* make it back, too.
Fair enough. Admittedly, mine was a simple suggestion, but not an elegant one.I'd rather have the same move with 1/5th of the knockback instead of a no fun allowed version.
Probably to... let her use it offstage and make it back.What I'm curious about is why they didn't just make it so she keeps falling until she hits the ground.
Why not both? Are people really crying about this move? It's pretty awesome to hit with, but it's not "too good" like all of Sheiks or ZSS' moves.I'd rather have the same move with 1/5th of the knockback instead of a no fun allowed version.
Heh, touché.Probably to... let her use it offstage and make it back.
Why not both? Are people really crying about this move? It's pretty awesome to hit with, but it's not "too good" like all of Sheiks or ZSS' moves.
Are you guys really that bored to whine over everything?
Not everything that is good has to be taken away... it's not like the move is anywhere near broken.
It really feels like if people could make a Smash game themselves it would feel like playing a character with no arms and no legs and not be able to do anything (of course only one character would exist otherwise it would be imbalanced).
To a certain level I'd agree. Pre patch Diddy was stupid though for everyone. As long as we don't get that again all is well.Balance is overrated.
I keep saying it and the comparison is likely flawed due to other factors (marketing, cultural differences, platform, technical barriers, less popularity of 3d fighters) but Virtua Fighter is one of the most balanced fighting games in existence and has only a comparatively tiny following.Balance is overrated.