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Fun fact: Abadango has now taken a set off of three of the the top 4 Sheiks with Mewtwo.
Who are the top 4 sheiks ?
Kinda nitpicky, but I don't believe that was true. I think a lot of Luigi mains in this thread pointed it out multiple times. If you shield it or jab the fireball it was probably true, but body blocking it or total avoidance was usually the best coarse(still is).Being forced to not rely on Fireball > Grab 24/7 can really help a character out.
4 Sheiks in the top 8. And some people said Sakurai nerfed her too much. Diddy Kong got the same overall nerf treatment and remains extremely popular. What this tells us is that only characters that get a tool that centralizes their entire game plan go down (Luigi, MK). Solid characters overall just...remain solid characters. They don't really have one tool that players exploited, they are a complete kit.LVL UP Expo 2016 Top 16
1st: Nairo
2nd: VoiD
3rd: Larry Lurr
4th: Scatt ,
5th: Saiki
5th: Tyrant ,
7th: K9
7th: Falln
9th: Z
9th: FOW
9th: Doomlion
9th: Xzax
13th: Calculus
13th: JK
13th: Lycan
13th: Horse
that isnt bayo's overcentralizing tool though, you can go a whole set without using it once, its both divekick and witch twist that centralize her to make 0-death.I wonder if Bayonetta would go down if witch time got nerfed significantly? Because that's the only tool I feel honestly needs adjusting. Why am I losing a stock over a jab? Not even Shulk on smash mode counter can do that to a jab.
I still feel that Bayo's 0 death stuff can eventually be SDI'd with practice. Could be wrong. But some characters already have tools to make her weary of using her ladder (Greninja shadow sneak off the top, along with Mario's up b) maybe there are more tools we haven't found out yet?that isnt bayo's overcentralizing tool though, you can go a whole set without using it once, its both divekick and witch twist that centralize her to make 0-death.
pretty accurate apart from the lack of edge, who is a tier 1 sheikopinion on sheiks
Tier 1: ZeRo, Mr. R, VoiD
Tier 2: Vinnie, Rain, K9, Cacogen, False
Tier 3: Karna, Trevonte, Light, Tyrant, Zex
something like that
Might be time soon to add Saiki in the mix, he's had such a breakout performance.opinion on sheiks
Tier 1: ZeRo, Mr. R, VoiD
Tier 2: Vinnie, Rain, K9, Cacogen, False
Tier 3: Karna, Trevonte, Light, Tyrant, Zex
something like that
Wonf won a tournament over Regi.not so good performance for this weekend, both seagull joe and 6wx got eliminated in SMASH ADELPHIA, it seems that luigi is having better placements around high or top level tournaments post nerfs, before the nerfs he was getting very good results around regional and local level, but at a national level this results were underwhelming.
It has pretty bad horizontal range tho, run>WT isn't very effective against projectiles and disjoints, so its main use (ever) is OOS, which means the opponent was doing unsafe stuff anyway.The real broken move bayo has is grounded Witch twist, is a frame 4 move, that can do ridiculous damage or potentially kill at the top, has very big hitboxes, is very difficult to punish, is very good OOS, mitigates Bayo slow frame data , there is a reason why Tyroy spam the move, there is no reason to not spam, at worst you return to neutral.
If you want to dethrone Bayo of the top tier, nerf the startup of the move and the hitboxes, the chance 0-to death lowered to.
But it converts to great damage, even if can't kill with good DI, and i exaggerated with the "broken" part, i dont think any bayo move is particularly broken or that she is, maybe "very good" would be better, but can't deny that if the move was nerfed bayo would be drop a few places, her fastest move would be down tilt and is frame 7, faster characters would pressure better against bayo, and this defensive options would be worse and her punish too.Wonf won a tournament over Regi.
From what I read he used Sonic and not Bayonetta (at least against Regi), but I am not sure.
It has pretty bad horizontal range tho, run>WT isn't very effective against projectiles and disjoints, so its main use (ever) is OOS, which means the opponent was doing unsafe stuff anyway.
EDIT: And I am not saying it's not a good move, but Witch Twist itself is NOT the problem with Bayo's balance.
EDIT EDIT: Another thing worth noting is that good DI will result on grounded Witch Twist being unable to 0TD.
I would agree except his Twitter profile indicates he quit Sm4sh for Splatoon.pretty accurate apart from the lack of edge, who is a tier 1 sheik
I forgot Splatoon was even a thingI would agree except his Twitter profile indicates he quit Sm4sh for Splatoon.
Speaing of which:The real broken move bayo has is grounded Witch twist, is a frame 4 move, that can do ridiculous damage or potentially kill at the top, has very big hitboxes, is very difficult to punish, is very good OOS, mitigates Bayo slow frame data , there is a reason why Tyroy spam the move, there is no reason to not spam, at worst you return to neutral.
What I'd like to see more of is her comboing from other moves besides her WTw and Side B.If she's supposed to be a combo-oriented character, I see nothing wrong with converting to big damage.
The move could be F6 and still be her fastest move, though a much worse OOS option and worse approach.
And the funniest part is that is that if that were to be changed, the REAL problem, her ability to kill at any %, would still be present.
Splatoon is actually pretty popular in Japan.
i stand corrected, I still don't believe it tbhIsnt there a million dollar tournament series for that in Japan??
What does his post in april about bayonetta and cloud mean? dont tell me he quit over DLC.
She has a lot of combo starters actually, the prime move is Dtilt.What I'd like to see more of is her comboing from other moves besides her WTw and Side B.
Please explain how.I think reduction of hitboxes would reduce the issue of 0 to death.
More precision which would likely reduce the likelihood of them happening. Much like how hitbox reductions can kill combos.She has a lot of combo starters actually, the prime move is Dtilt.
Witch Twist requires her to ram in, Heel Slide is basically a hard read move, and ABdK is pretty much only for punishes.
Please explain how.
Reverse it. Now it may link to itself, or setup for other combos.I still stand by the idea that making that very first hitbox of grounded Witch Twist do horizontal knockback would absolve a lot of issues.
It would make OoS WT a "proper", for lack of word, GTFO move, puts opponents in a bad-ish spot without it compromising their stock automatically because they misspaced just once, and keeps the combo nature of the move intact because the other hitboxes, i.e. the ones that would hit from Heel Slide, Dtilt, and Utilt, were left as is (except with Fair 1 but hey that move would get gutted alongside WT in such a patch because that move's too free). I don't see how anyone would argue against that.
Ok, that seems to affect her ability to combo at all, and inconsistent combos plus landing lag sounds like very likely to go wrong.More precision which would likely reduce the likelihood of them happening. Much like how hitbox reductions can kill combos.
It seems in line with the character to me... In a FFA she's supposed to be more of an opportunist. She's quite frail and her Smash attacks aren't incredibly powerful or fast, and have the whole terrible priority thing going against them. Most of the time she's trying a death combo while avoiding getting hit out of it, trying to Witch Time somebody without getting her kill stolen, or stealing somebody else's kill. These all require an opponent to act, or at least actively ignore her and the victim. There's other things to consider too, like how easy it is to punish her hitting somebody else's shield with ABK or how she'll likely have opponents on both sides after using her specials in the air.She shouldn't have a gtfo move. Hell no one has an OoS option that safe.
I've always felt like Kirby was an extremely underrated character even though he has extremely solid results. He has a solid ground game and notable kill power. He also has extremely low landing lag (his overall landing lag is comparable to Sheik/ZSS just to put that in perspective) although the startup close to Bayonetta's. He still does have some notable matchups against Sonic, MK, Pikachu, and Mario. Cloud is also definitely a bad MU for him, his spacing ability is too godlike for Kirby to get inI feel like Kirby has been criminally underrated for a long time now and that despite not having the best results, I can see him as being a solid top 20 pick. Run speed being at 1.57 is rather lackluster in comparison to the other characters but he more than makes up for it with his other options. Kirby’s crouch has been discussed in-depth but something that’s been overlooked is that he also crouches when charging up smash. This not only gives him the ability to duck under hitboxes but also gives him a retaliation in the form of one of the strongest smash attacks in the game (stronger than Fox's U-Smash, by the way). Not to mention it can end stocks early when fully charged, which is possible on slightly laggier whiffs. The meta has stagnated a bit now but in the future, I don’t see why any Kirby would ever crouch at non-death percents when usmash exists. Additionally, he has a fsmash with the hitbox first appearing on frame 13 that kills most characters at 120% center stagewith a 361 launch angle and has a large amount of range given the lunge Kirby does. For the amount of range the lunge provides, I honestly find it a bit absurd how its frame data and and KB values can be anywhere near what they are now. The character definitely is strong.
Inhale acts as a solid anti-approach and the fact that it has a startup of 14 is quite generous given how useful the move is and, to be quite honest, how matchup-defining it can be even without factoring in copy abilities. Other than completely shield, the windbox attached to Inhale also outright beats a majority of the moves in the game. I did a test on Marth and found that even when Marth fsmashes on an Inhaling Kirby, the shifting of Marth’s hurtbox during the lunge is enough to succumb to the window even despite the sword disjoint. Currently, I have him as positive on Rosa, Sheik, Diddy, Bayo, Cloud, and ZSS. His worst matchup is probably Luigi which is -1 at the very least.
Utilt is safe on shield with a +3 frame advantage, which is pretty absurd given it's reward on hit. Landing hit of Dair can frame sync to set up an even frame on shield which gives him the ability to pivot grab. Fthrow pops Kirby in the air right away and sets up a frame advantage allowing for a true combo into certain projectiles such as Charge Shot which is pretty dumb. Dair>Footstool, while appearing gimmicky, is legit, cannot be SDId (QC method does nothing), and is a disgustingly safe edgeguard option.
Really unpopular opinion given the current state of the meta but I can’t see Kirby as anything below top 20.
I could see major reasons being that usmash charge doesn't low profile nearly as many attacks, plus it can be baited out and punished hard regardless of Kirby's % whereas crouching is pretty much as safe as any defensive option in the game.I don’t see why any Kirby would ever crouch at non-death percents when usmash exists.
A 14 frame move with ~60 frames of lag really isn't solid for just about anything, let alone if it only does 10% damage and sometimes copies a more or less useful neutral special. I use ZSS who gets 20-40% of damage and kills off of a move with almost equivalent frame data which beats out attacks from further away than inhale does, and I still hesitate to call it solid. Instead it's something you sometimes live and sometimes die by.Inhale acts as a solid anti-approach and the fact that it has a startup of 14 is quite generous given how useful the move is and, to be quite honest, how matchup-defining it can be even without factoring in copy abilities. Other than completely shield, the windbox attached to Inhale also outright beats a majority of the moves in the game. I did a test on Marth and found that even when Marth fsmashes on an Inhaling Kirby, the shifting of Marth’s hurtbox during the lunge is enough to succumb to the window even despite the sword disjoint.
I had to test after reading +3, and it was -7 if it hits as late as possible, -12 if it hits from behind Kirby. Even if you meant +3 against (regular) shieldgrabs, the numbers turn into -1 and -6. Not saying it isn't a good move, but I don't know where you got the number from.Utilt is safe on shield with a +3 frame advantage, which is pretty absurd given it's reward on hit.
When judging the effectiveness of characters and their moves, it's crucial to remember that your opponent is not an idiot.I feel like Kirby has been criminally underrated for a long time now and that despite not having the best results, I can see him as being a solid top 20 pick.
Kirby doesn't beat any of these. is even, is some sort of disadvantage (imo -1). I have no idea how you got to the conclusion that he could possibly beat lol.I feel like Kirby has been criminally underrated for a long time now and that despite not having the best results, I can see him as being a solid top 20 pick. Run speed being at 1.57 is rather lackluster in comparison to the other characters but he more than makes up for it with his other options. Kirby’s crouch has been discussed in-depth but something that’s been overlooked is that he also crouches when charging up smash. This not only gives him the ability to duck under hitboxes but also gives him a retaliation in the form of one of the strongest smash attacks in the game (stronger than Fox's U-Smash, by the way). Not to mention it can end stocks early when fully charged, which is possible on slightly laggier whiffs. The meta has stagnated a bit now but in the future, I don’t see why any Kirby would ever crouch at non-death percents when usmash exists. Additionally, he has a fsmash with the hitbox first appearing on frame 13 that kills most characters at 120% center stagewith a 361 launch angle and has a large amount of range given the lunge Kirby does. For the amount of range the lunge provides, I honestly find it a bit absurd how its frame data and and KB values can be anywhere near what they are now. The character definitely is strong.
Inhale acts as a solid anti-approach and the fact that it has a startup of 14 is quite generous given how useful the move is and, to be quite honest, how matchup-defining it can be even without factoring in copy abilities. Other than completely shield, the windbox attached to Inhale also outright beats a majority of the moves in the game. I did a test on Marth and found that even when Marth fsmashes on an Inhaling Kirby, the shifting of Marth’s hurtbox during the lunge is enough to succumb to the window even despite the sword disjoint. Currently, I have him as positive on Rosa, Sheik, Diddy, Bayo, Cloud, and ZSS. His worst matchup is probably Luigi which is -1 at the very least.
Utilt is safe on shield with a +3 frame advantage, which is pretty absurd given it's reward on hit. Landing hit of Dair can frame sync to set up an even frame on shield which gives him the ability to pivot grab. Fthrow pops Kirby in the air right away and sets up a frame advantage allowing for a true combo into certain projectiles such as Charge Shot which is pretty dumb. Dair>Footstool, while appearing gimmicky, is legit, cannot be SDId (QC method does nothing), and is a disgustingly safe edgeguard option.
Really unpopular opinion given the current state of the meta but I can’t see Kirby as anything below top 20.
But that's exactly what Witch Twist does in the source material, whether it's the actual, slower move or the functionally similar Witch Strike. Their main uses are lifting enemies up for an air combo, not anti-airs.That move really should only hit above her. Its a damn good up B for safe recovery with that speed and disjoint, doesn't need to be the ultimate scooping move in neutral.
I understand putting reasonable amounts of lag/startup on these moves would ruin their ability to combo, but if he hitboxes were more precise, she wouldn't feel so silly.