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Official 4BR Tier List v1.0 - Competitive Impressions

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Hero_2_All

Smash Apprentice
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Ito can play just fine using ONE hand

He came to Fanime Con here in NorCal and he was sitting next to me playing friendlies. I looked down at his controller to find him bodying people with one hand on the controller

#mymindgotblown
Oh ya he can.... the man has scary quick hands. Also I always find how nonchalant he is intimidating. For example at Locals the man just sits on a coach drinking a soda while either texting or talking to one of his friends playing friendlies. Our TO tells him hes up, he goes... wins and sits right back down, repeat. There isn't much emotion, and he just kinda wins. On the same token he approachable and will answer questions (though 50% chance of sarcastic remark). Overall nice guy.
 

Ffamran

The Smooth Devil Mod
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EDIT: Why do people want homogenized characters and 50/50 MUs across the board? Play Divekick or something. Fatties can't have advantageous MUs now?
Talked about this a while back. The alternative many Smashers feel is having to deal with the top tiers, so about a 1/3 of the cast go at least 70:30 against them while they have to fight it out with the other mid to low tiers where if they're "unlucky", the other characters also go 70:30 against them. So, if we say the top tiers are the invaders, then it's fighting against a hopeless battle while also fighting against your "allies". As Smash never had editions like Street Fighter or more frequent releases, patches until Smash 4, and Smash never had anything close to being fairly balanced, some players don't see how a game can be balanced without some poor matchups or some really good matchups and some players don't see how a character can be viable without at best, overpowered tools or at worst, broken tools. There's a reason why when people got the chance to mod Smash 4, the immediate thing to look at is Melee or perhaps Brawl for some characters, especially Brawl vets, and give back those tools like the immediate thing to do for Falco was not lower his total frames on Blaster to see the right point where it would work as a zoning tool, but not an overbearing one, instead, they immediately give him auto-cancelable Blaster or the immediate thing to make the game "faster" or even "offensive" was to try and emulate Melee's physics where much higher fall speed and higher hit stun makes combos more possible instead of doing something like make it possible for block strings to exist in Smash by lowering recovery on a bunch of moves or making shield stun higher or work differently which the developers did making it so players could pressure shields more easily, but not as easily as if block strings were possible. For patches, some players asked for changes without considering the consequences or intentionally asking for overpowered tools -- I remember several threads where the goal was to patch a given character to be "S-tier". Some things that come up is asking for Falco to have a run speed above 1.8. First off, what's the point of Fox now when Falco would be a slightly slower, but stronger Fox? Second off, if you're complaining about how Falco is so similar to Fox, why make him as fast as Fox and be even more similar to Fox? Other things are severe nerfs to characters that would just make the character absolutely pointless. Scary part is that almost happened: 1.1.6. I say almost since Bayonetta has some part left of her, but not enough where it's "Bayonetta" anymore.

People will ask and will change things. It's a given after all; you cannot please everyone. Problem is trying to ask for and change things to a reasonable degree which as everyone is hopefully aware by now, takes so much. You need to know so much about a character, other characters, and the game to try to figure a change that would be good, but not explode on everything. Some might be obvious like let's not give Mario 135 KBG on his Bair, but some people don't get it and will ask for things like that. And there are minor changes that wouldn't do much or would be pointless like Fox with a 1.46 walk speed would be pointless change and Fox with 80 weight would be a minor change that wouldn't really do much for him. Now, Fox with a 2.6 run speed and/or Fox with 98 weight? Welp, better start putting up 20XX banners for Smash 4 'cause Fox will be one durable, speedy monster. In the end, what people are asking for might not be what they want in the long run. Yes, a balanced game would be great, but it be a bit boring when everyone's on equal ground. Yes, an imbalanced game would be annoying for some players, but if it's done right, it wouldn't be so imbalanced and those poor MUs where the disadvantaged wins? Yeah, awesome since you don't really know what's going to happen and that everything isn't just left to player skill.
 
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Smooth Criminal

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Divekick is nowhere near homogenized, lol. Outside of characters like Dive and Kick (who still are different by the by, there just isn't a whole world of it), there's a lot of variance to be had among its roster with unique character abilities and traits.

Smooth Criminal
 
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Mr. Johan

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Robin got Checkmate not only because of a need to create a threatzone up close, but because the grab is so shortranged and takes so long to complete to not be something he can just throw out. He risks a great deal in seeking the grab, and can get ravaged just as hard for missing as he would ravage someone for confirming the grab, either from a proper neutral conversion, or from a frame 11 Arcthunder.

There was no reason to ever use Robin's grab before he got Checkmate, and now there is. Think of it like an inversion of the patch that tweaked Luigi's Dthrow to necessitate using the other moves in his kit to function.
 
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Trifroze

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For a character like sheik, ZSS, pika, or sonic there's never a time where you get "nothing"

They all have good advantage states, and some of them have superb edge guarding which can net an early stock. ESAM's performance with pikachu at Combo Breaker is a prime example. Trying to make a comeback with these characters isn't nearly as difficult as you make it out to be.

As for grappler types, you neglected to mention that their awful disadvantage states can cause them to lose just as much as they would gain on a successful interaction. DK/Bowser get combo'd for days, have bad landing options, and bad ledge options, and OK recoveries. Ness's is combo food, has OK landing and ledge options, but has a terrible recovery.

and I remember those days before DK and Bowser got their uthrow>uair...they were terrible and IMO not fun to use because they were just so bad at everything
Not sure why you'd throw ZSS in there after I just explained that she's exactly like a heavy when it comes to comebacks and punishes. Meanwhile, Sheik's strongest on-stage hard punish takes closer to 150% than 100% to kill. They really don't belong in the same group as they are pretty much polar opposite top tiers in several regards.

What comes to edgeguards, they are a non-reliable kill method that sometimes works in certain matchups and never works in others. There's a huge difference in being able to reactively kill any character as a punish or as a guess at 50-80% in neutral vs being able to possibly get an early stock through edgeguards in some matchups.

What are you arguing here though? Yes, DK and Bowser have terrible disadvantages but that doesn't justify the problem of bad design I already spent several posts explaining. I also didn't neglect to mention anything, you neglected to read it:

It's a completely disproportionate risk reward ratio for a single option, and it doesn't matter what the rest of their movesets and problems are like. It's bad design.
I'm not sure the situation is fully understood here: Luigi got massive hate because he was a low mobility character who had very good grab setups and 90% of his gameplan revolved around them. On the other hand, DK and Bowser get hype for pulling the exact same neutral plan except their grabs kill at considerably earlier percents.

So, what's the difference between Luigi and them?

It's that Luigi was a decent character even outside of his grab setups, being able to reset to neutral and setup into his grabs more easily, thus being able to perform well and dominate the meta as an effective easy to pick up character (mostly on a regional level and lower). However, Luigi's capability is irrelevant here, the only relevant thing was his effect on the meta.

If DK and Bowser were to ever reach the same point through popularity and/or development just enough to have a considerable effect on the meta, they would receive the exact same hate Luigi did because not only would they share the same widely disliked gameplan, but it would now have the same effect as well. Right now people are literally arguing that DK and Bowser should have the simple gameplan Luigi was completely trashed for just because "the characters kind of suck otherwise".

= We're at a point where the grab setups of DK and Bowser become not-okay if the characters start making an impact, and it remains okay as long as they still have some trouble performing. It's a quickfix that works for as long as the characters stay low profile enough that people don't get pissed off about it.

Don't mistake the "uthrow uair at 70%" -hype for being related to the setup itself. It's hype about a perceived weaker character making a comeback and causing an upset. If DK and/or Bowser doing well becomes commonplace, this perception disappears and the hype will turn into the opposite very fast. Fighting against a simple gameplan, fighting with a simple gameplan, and watching a simple gameplan is not at all interesting to most people. This is my entire point. It's not in any way related to DK or Bowser being too good or broken with the setups they have, because they're clearly not.

If you want to be convinced further, ask anyone who was there from pre-1.0.6 until Luigi nerfs. From that time, he went from a hero (similar to DK and Bowser right now) to arguably the most disliked character in the game.
 
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Gawain

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On the idea of grapplers in Smash, honestly the reason they don't work here and work in most other fighters is because Smash, especially non-Melee, has essentially zero oki. Grapplers are all about mixups on wakeup or during blockstrings etc and Smash 4 just doesnt have these because moves have long recovery or not enough shieldstun, and there are EXTREMELY limited situations in which you can reliably put your opponent on the ground while also being in a position to respond to all their escape avenues.

This becomes a very obvious problem when you throw someone. Smash 4 doesnt really have any throws that guarantee you this setup. The only ones which come close are Fox and Roy's fthrows on fastish fallers. Because of this,throws need to have guaranteed followups(dthrow up air etc etc) and this is where there is an issue for grapplers in Smash.

When you get thrown by a character with scary command throw setups in Street Fighter, there is a HUGE danger in taking a ton of damage, but they still have to read your wakeup option. The advantage grapplers have here is you can't throw tech a command throw, essentially reducing possible outcomes. In Smash bros there are no techs at all. You get grabbed, you're getting hurt. If you get grabbed by Bowser at the wrong time, you're dead:guaranteed. That makes grapplers feel really janky, especially towards non-op characters.

To be honest, its my eternal gripe with this series. Non-special Throws should be techable, but they should grant hard knockdowns for everyone, and their shouldn't be silly cop out kill throws. Characters like bowser would be so much more interesting and BETTER if it was the case.
 

thehard

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I honestly do not see this so-called simplistic gameplan coming from our notable DK and Bowser mains. Watching Lord Mix this weekend I was impressed with his full utilization of Bowser's kit. Their kill confirms have a percent and rage window... not seeing the issue here

Edit: it's telling when no one's switching off to Bowser or DK (except Larry) like they would pre-patch Luigi, at any skill level
 
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Yonder

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I honestly do not see this so-called simplistic gameplan coming from our notable DK and Bowser mains. Watching Lord Mix this weekend I was impressed with his full utilization of Bowser's kit. Their kill confirms have a percent and rage window... not seeing the issue here

Edit: it's telling when no one's switching off to Bowser or DK (except Larry) like they would pre-patch Luigi, at any skill level
Bowser I do see utilizing his whole kit. Its DK I have the gripe with, and this is most evident after the last gigantic tourney before GOML (Pound) .Like i said, not a single, solitary kill comes from anything but ding dong. I can't think of another character like that in this game besides pre patch Diddy and Luigi.
 
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bc1910

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I'm not saying I have gripes with DK (he needs that combo to compete) but man is he boring to watch sometimes. Watching Will get someone to 60% and then wait for a grab gets tiring real fast.

Only those who are committed to maximizing their meta and balance their character honesty with their X-Factor.

It all depends on the neutral game, but also jumpsquats and matchup consistency against Greninja, Ike, and ESAM.
On a serious note, the issue with those two characters is that people just ****post about them like it's Reddit.

These posts are frequent, which makes people think those characters get talked about all the time when in fact nothing of value is being added.

They're always getting called underrated, or overrated, or irrelevant, or on the rise. Pikachu is another victim of this - I've actually seen people apologise for bringing him up. This thread doesn't allow for meaningful discussion about these characters (one of the reasons it's gone downhill IMO - thread gets a bee in its bonnet and that's it, no-one's been allowed to mention Pika for months). All three of them have lacklustre top level results but that doesn't mean they are irrelevant because they still pop up quite frequently, and they are worth talking about seriously.

In terms of realistic, constructive discussion, these three are probably some of the least talked about characters in this thread. I for one will endeavour to change this (childish) attitude and if people don't like it, they know where the ignore button is.
 
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Ffamran

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To be honest, its my eternal gripe with this series. Non-special Throws should be techable, but they should grant hard knockdowns for everyone, and their shouldn't be silly cop out kill throws. Characters like bowser would be so much more interesting and BETTER if it was the case.
Problems: if grabs were techable or breakable, some throws wouldn't be changed as they would be "predictable". So, welcome the Diddy and Luigi overlords again.

As throws are horizontal and vertical, you can't force hard knockdowns on all of them. At most, you could force mixup situations on D-throws like how Sonic and Wolf's work where people slide on the ground and can tech, but as most D-throw aren't really "down" throws, instead, sending people up, they were tuned to be integral to characters as setup throws instead of front and back throws or even U-throws. Why they decided to make most D-throws "vertical" setup throws is beyond me. As the game focuses on knockback and one that's slightly vertical to prevent weird semi-spike situations -- probably a reason why 361 degrees exists --, throws have to send people far away. Front and back throws tend to be literal throw people out and sometimes use the thrown person as an object to hit people with since Smash can have more than 2 players on screen. There's a problem there too: few front and back throws actually KO at reasonable percents and only one is really stupid and that's Ness's B-throw as other do KO, but around the same percent as KO moves. Can you really say a character cops out with a KO throw if they're KO'ing at +130%? In most cases, they're positional and they suck at it too since you could use another attack for position and get more damage. Positional throws really should be doing more damage too since they do jack for setups.

Smash's answer to escape throws is grab release. Problem with that is it's not instant and there are grab release followups in all games. If you could tech throws, regardless if you were pushed out into the air or standing on the ground, I would not be surprised if one character could get followups from that: Rosalina. Tech a throw, Luma's right in front of you or behind you. Luma would need to be programmed so Rosalina cannot command Luma during a broken throw, but since Luma's still capable of sneaking in hits after attacks and throws, I wouldn't be surprised if teching throws is a no-no against Rosalina.

Also, Smash treats the inputs for grabs as attack + shield and throws as a followup to grabs. Grab really should be it's own button since stupid stuff can happens because it's attack + shield at times. Anyway, what you're asking is for a traditional 2D fighting game concept to seamlessly be integrated into an nontraditional 2D fighting game. Can it work? Yeah, but not as all throws and not for all characters, especially since some of them have animations that wouldn't make sense e.g. Mario's F-throw really does look like it throwing you up and away, but at the same time Mario's D-throw shouldn't cause you to bounce up or move at all; you should be on the ground and Mario should be able to freely do anything with you no techs at all.

For a change like this to happen, I'd remove all grabs and pummels and force directional throws, throw button + direction, which can be teched if you input the same input kind of like in Tekken, so if Fox decides to D-throw you, you input throw + down when the Fox player does. Probably should be a ground tech and not a grab release, magically float out; Rosalina'll need to be tweaked... Be great for mind games, since you have to guess which 4 throws they would do. Cost of this is that, like I said, some over-tuned throws might remain the same and online, it will be more difficult because of input lag. Also, pivot grabs are probably dead. Sort of. B-throw from a run would replace it which isn't ideal. Technically grabs "exist", but they automatically enter into the chosen throw like in Street Fighter. You can still whiff them and deal with recovery like a normal grab attempt. There is also another problem to this: as Smash generally lacks block strings, a throw system like this could be countered to the point where shielding really is that powerful which is why I suggested techs have to match the inputs and not be a single input when you get grabbed. You'd have to be psychic or lucky to guess everything right, but if neither moves nor throws can reliably challenge shields... At the same time, person shielding can't grab back and get a freebie nor can they shield all the time since it would be stupid of them and it would be boring as hell. They'd have to take a risk or else have to guess throws or against someone with a shield breaker or command throw, take damage or get KO'd. In the end, this would need a massive overhaul which itself was kind of overhauled in Smash 4 as grabs are central to the game for most characters and players.

I honestly do not see this so-called simplistic gameplan coming from our notable DK and Bowser mains. Watching Lord Mix this weekend I was impressed with his full utilization of Bowser's kit. Their kill confirms have a percent and rage window... not seeing the issue here
What about the mid to low-level players of Bowser and DK? People did bandwagon them when the patches to their throws happened. People bandwagoned on Diddy and Luigi because of their throw setups. People cookie cut because it's easy and the easier the cookie cutter setups are, the more people are going to cookie cut. People do get weeded out, but even then, people do struggle against those players. Diddy and Luigi just got away with it much more, but what's that to say that Bowser and DK can't? There are people out there who are getting away with a 90% grab, 10% any other action game plan. Simple game plan that is annoying and boring for people. They might not be on-stream, they might not be seen, but they're there and probably terrorizing players.
 
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Man Li Gi

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I dunno if to take this entire thing seriously. I mean, I know there's always a new thing to hate (you guys really only "discuss", what you hate here), but the fundamentals of true grapplers? Cmon, this has been established as to why and what they do.

Bowser has had a ground grab release frame advantage in Melee and Brawl. Hence his Shell Shock.

DK has a history of grabbing and abducting people. He has a cargo grab in all games. Makes sense for him to have it.

Comparing Luigi to Bowser/DK is a bit misleading. Yes, they all kill off grabs..,...but Luigi has a tree of kill moves off grab and the combo lasted longer. Add that he had a projectile that if not shielded correctly, lead to grabs. As well as having decent frame data.

Yes dying at a low percent sucks, but taking so much percent or getting suffocated before the match reaches 45 seconds is much more common occurrence that heavy mains face.

But hey, I'm a partial and biased heavy main that has played only heavies in EVERY game that a heavy is available in.

¯\_(ツ)_/¯
 

Radical Larry

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So what's that growing trend with Bayonetta? Any results that'd make her seem like she's still worth it all? Or is she sent down to the upper middle tier category?
 

meleebrawler

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On the idea of grapplers in Smash, honestly the reason they don't work here and work in most other fighters is because Smash, especially non-Melee, has essentially zero oki. Grapplers are all about mixups on wakeup or during blockstrings etc and Smash 4 just doesnt have these because moves have long recovery or not enough shieldstun, and there are EXTREMELY limited situations in which you can reliably put your opponent on the ground while also being in a position to respond to all their escape avenues.

This becomes a very obvious problem when you throw someone. Smash 4 doesnt really have any throws that guarantee you this setup. The only ones which come close are Fox and Roy's fthrows on fastish fallers. Because of this,throws need to have guaranteed followups(dthrow up air etc etc) and this is where there is an issue for grapplers in Smash.

When you get thrown by a character with scary command throw setups in Street Fighter, there is a HUGE danger in taking a ton of damage, but they still have to read your wakeup option. The advantage grapplers have here is you can't throw tech a command throw, essentially reducing possible outcomes. In Smash bros there are no techs at all. You get grabbed, you're getting hurt. If you get grabbed by Bowser at the wrong time, you're dead:guaranteed. That makes grapplers feel really janky, especially towards non-op characters.

To be honest, its my eternal gripe with this series. Non-special Throws should be techable, but they should grant hard knockdowns for everyone, and their shouldn't be silly cop out kill throws. Characters like bowser would be so much more interesting and BETTER if it was the case.
In other fighting games, getting grabbed at the wrong time resulting in death is called "getting spinning piledrivered while under 30% health". Doesn't matter if that throw lead to straight up damage or combos, the scenario is still very close to kill confirms here.

Past Melee, grabs have always been defeated by timed attacks (which even gives a similar animation to such techs) and spotdodges, the latter of which has only ever been used in The King of Fighters. The real issue with grabs being difficult to answer lies in how fast they are compared to other games, plus the ability to dashgrab and the generally higher mobility of smash.
 

Emblem Lord

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Let heavies have their grabs. They are lacking in so many areas just simply due to design. They need SOMETHING.
 

Metal B

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Bowser and DK's weaknesses of landing is in strange contrast of there Grabbing type. The main concept of both is the waiting game. Thanks to their weight, they are able to do some mistakes and wait for the good grabs and reads, which can turn the match. Both should be able to reset to neutral after being comboed and get back into their waiting position, but their landing problems gives them so a hard time and they lose many chances for more mistakes (especially against fast characters).

I guess, the developers tried to give Bower landing options with Down+B and Down+Air, which are designed to not be very usable from a direct jump, and DK's many Meteor-Smashes, which are supposed to be very risky to use to far over the edge. But the developers missed to balance them properly yet.

(In my opinion Bowser's Down+B should have a earthquake effect, which trips grounded and even shielding opponent around him, and be overall faster fall-speed. While Bowser's Down-Air should continue drilling after landing to catch dodges and have overall less end-lag. It should be a 50:50 game of choosing the right landing option or get punished.)
 

Nobie

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I'm of the mind that heavies by design cannot function in Smash-type games without either something ridiculous to compensate or some small measures to make sure they have "speed" in some capacity. In past Smash games, heavies basically had to use what few quick moves they had to play like faster characters, and would get all but outclassed completely as a result.

In Smash 4, they've handed out ways to compensate for not being quick overall, such as Bowser's improved dash speed, Ganondorf's relative safety on hit, etc. Rage, of course, is just kind of a universal buff to heavier characters. However, they seem reluctant to give heavies too good an advantage state, to the point that I think it's a very intentional weakness.

If you think about the heavies with the best disadvantage states, which I would argue are Charizard and Dedede, they're more strange heavy hybrids than anything else.
 

Metal B

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A pure heavy could work with super armour and a strong shield push. The concept of super armour is to punish a successful, fast hit and a strong shield push would allow a heavy to throw out more strong, laggy moves without too much consequences (I wish, Bowser's Forward-Smash and Forward-Air would have better shield pushs. They look like they should ...)
 

Emblem Lord

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Heavies with more armor moves would be sick as hell.

Give each heavy an armor poke. UGHFHNFGGNFNF

Kreygasm
 

Ninety

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I would love me some heavies with super armored moves, but as much as we like to pretend otherwise, FFA balance is still a thing. To Sakurai's eyes (henceforth referred to as Sakureyes, I'll be here all week), there's no point in making the game perfectly balanced for 1v1 if it meant you could just pick Bowser in FFA and super armor your way into ruining everyone else's fun.
 

BunbUn129

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I think you could solve some heavyweight issues while staying mostly true to their archetype by giving each of them a handful of moves that have good range, power, and low ending lag, while counter-balanced by high start-up. Whenever I think of the unusual design of Meta Knight's forward smash (high start-up, but decent range, good power, and low ending lag), I think such a move is something heavweights need more of. Giving them moves with those attributes would allow them to space more effectively while keeping their trademark range and power, but the high start-up also makes them easy to react to and avoid, preventing them from being broken. It would allow heavyweights to keep up a bit better in neutral, while lessening their reliance on things like the Ding Dong and Shell Shock for KO's.

That's just my worthless 2-cents through.
 
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Jalil

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I would love me some heavies with super armored moves, but as much as we like to pretend otherwise, FFA balance is still a thing. To Sakurai's eyes (henceforth referred to as Sakureyes, I'll be here all week), there's no point in making the game perfectly balanced for 1v1 if it meant you could just pick Bowser in FFA and super armor your way into ruining everyone else's fun.
They could be given heavy armor instead of super armor, so moves that do 15% or more would make them flinch. That'll never happen tho :cry:
 

Rizen

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I wish Link and Ganon could get some super armor or at least partial invulnerability on moves. I mean useful SA, I know Ganon has it on customs and Warlock punch.

As far as super heavies go, Ganon's left in the dust. He has gotten buffs but I don't see him winning big events like Bowser or DK. IMO Charizard's slightly better but lags behind with Ganon. DDD somehow does well; I don't get it? But he has results. Can someone clue me in?
 

Man Li Gi

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I think you could solve some heavyweight issues while staying mostly true to their archetype by giving each of them a handful of moves that have good range, power, and low ending lag, while counter-balanced by high start-up. Whenever I think of the unusual design of Meta Knight's forward smash (high start-up, but decent range, good power, and low ending lag), I think such a move is something heavweights need more of. Giving them moves with those attributes would allow them to space more effectively while keeping their trademark range and power, but the high start-up also makes them easy to react to and avoid, preventing them from being broken. It would allow heavyweights to keep up a bit better in neutral, while lessening their reliance on things like the Ding Dong and Shell Shock for KO's.

That's just my worthless 2-cents through.
So what you want is Ganon usmash for every heavy? They nerfed it by adding end lag (IIRC 9 frames). I feel more inclined to leave that with KD3 and Ganon as they already have in place a high start up esque vibe. I honestly think they could make FAF and landing lag of fair/dair better (for Ganon). Even if they just make Ganon have AC dair again, I'd be a happy man......or make dark fists his default because that move works more in his archetype than dark dive.
 

adom4

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So what you want is Ganon usmash for every heavy? They nerfed it by adding end lag (IIRC 9 frames). I feel more inclined to leave that with KD3 and Ganon as they already have in place a high start up esque vibe. I honestly think they could make FAF and landing lag of fair/dair better (for Ganon). Even if they just make Ganon have AC dair again, I'd be a happy man......or make dark fists his default because that move works more in his archetype than dark dive.
I'd be happy with an untechable flame choke & a slight range increase on his regular grab, having a strong kill confirm on around 70% of the cast will improve him a ton.
I think his aerials are pretty good as they are, all of them are solid & have a good use, no AC on Fair is annoying but it makes up for being relatively safe & being strong as hell.
 
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jespoke

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What i think Charizard could benefit a lot from aside from safer pokes, is some sort of aerial to mix up into Rock Smash. Despite how laggy it is, the Armor makes it theoretically good for dealing with juggles. The problem is how telegraphed it is because Charizard has no other options from the position you take to go for Rock Smash.
 

Big-Cat

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I come in here sometimes thinking the lot of you do NOT want a heavy to be good. The only acceptable top tiers are waifus and animals.
 

Anomilus

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I would love me some heavies with super armored moves, but as much as we like to pretend otherwise, FFA balance is still a thing. To Sakurai's eyes (henceforth referred to as Sakureyes, I'll be here all week), there's no point in making the game perfectly balanced for 1v1 if it meant you could just pick Bowser in FFA and super armor your way into ruining everyone else's fun.
I want super armor on Ganon's Flame Choke (before he grabs, obviously). I've always want this. I don't even care if nothing else about the move changes. And the thing is it doesn't really affect FFA balance. Yeah you can snatch a player about and down them, but it creates a 1v1 interaction within an FFA situation, so you're not exactly gonna dominate everybody without getting punished for recklessness.

Not sure if super armor would benefit every character and keep them balanced for FFA though. Bowser's grab is definitely fine on its own, and his other moves could easily overwhelm a group with super armor, or it doesn't add much at all. DK... maaaybe armor on his Side B? Don't really use him a lot though, so I'm wary on thinking of was to improve him. Most of the "super heavies" actually. There's also Bowser Jr. I suppose, but does anybody consider him a super heavy? Either way I don't think people are thinking of him in this discussion. And I wouldn't improve him with super armor, so I guess I'm digressing.

Point is I don't care if super armor Flame Choke ends up being just as effective as his other buff patches. I want the ability to make people afraid to throw out moves right in front of Ganon.
 

TurboLink

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I wish Link and Ganon could get some super armor or at least partial invulnerability on moves. I mean useful SA, I know Ganon has it on customs and Warlock punch.

As far as super heavies go, Ganon's left in the dust. He has gotten buffs but I don't see him winning big events like Bowser or DK. IMO Charizard's slightly better but lags behind with Ganon. DDD somehow does well; I don't get it? But he has results. Can someone clue me in?
Please no. I would much rather them buff the startup of Link's boomerang, make his bomb pull faster, give him his old air speed back, or etc.

Anything but super armor bull**** that's not going to do anything to keep characters like Sheik, Captain Falcon, and Fox from pressuring the **** out of him.
 
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Rizen

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Please no. I would much rather them buff the startup of Link's boomerang, make his bomb pull faster, give him his old air speed back, or etc.

Anything but super armor bull**** that's not going to do anything to keep characters like Sheik, Captain Falcon, and Fox from pressuring the **** out of him.
Me too but based on past patches, Link doesn't seem to be going that direction :c
 

Nu~

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I anything, rage and the previous patches seem to have made bowser and DK more like the tank class in LoL. Tank hits like crazy and get stronger as the battle progresses. Then kill at absurdly low percentages when your opponent has fed you 100%+.

Which makes me curious, what characters would fall into the other classes like Assassin, Mage, Fighter, and Marksman?

The obvious ones are Robin/Mage and greninja/assassin. I'm not sure where swordies would fall though...
 

Vyrnx

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I'm talking about Bowser more so than DK in this post
when you're using Sheik and you hard read or hard punish your opponent at 60% only to get close to nothing out of it.
What's the problem with this? It's hard enough to find actual drawbacks in Sheik's design, but this is one of them, and it's fine. Heavies getting big conversions off of hard reads and the mobile/light hitters not is just one of the trade offs between the two archetypes.

When we're talking about bad character design due to disproportionate risk/reward, Bowser's is, "bad," compared to what? Sheik's entire gameplan was and still is, "No punish window." The whole character is built on the grounds of extreme safety on practically everything with almost no actual opportunity to punish anything ever. Sheik might still have the most disproportionate risk/reward in the game, and that isn't changed by Sheik getting little off of hard reads. This scenario applies to several characters around Sheik in the higher tiers as well. On the other end of things, there's Jigglypuff, who has subpar reward but is forced to commit to unsafe approaches all the time. Or Dedede, who can play somewhat safe, but struggles to kill and gets wrecked in disadvantage. These scenarios apply to many characters in the lower ends of the tier list, and there are many characters in between who I would argue have disproportionate risk/reward in one direction or another: Wario, Lucario, Roy, Luigi, Little Mac, Falco, etc.

Bowser's grab looked at in a vacuum (i.e. the frame data), is low risk high reward, but in context of the character as a whole, if it really is bad design, then what is it, "bad," compared to? He's a grappler with strong single hits that kills early with many different moves, but has an awful disadvantage state. In other words, he is total high risk high reward, and his grab confirm doesn't make me think otherwise, it just confirms the idea further.

A character with big weaknesses will be bad unless they have seemingly extreme reward to balance them, and the strengths looked at outside the context of the weaknesses (or the character's other strengths) appear to overcentralize the character. I would say Bowser's weaknesses do justify his grab confirm. But on the other hand, when I just talk about Bowser's grab confirm, it ignores every other early kill option he has. When I was watching LordMix yesterday, I legitimately forgot about the grab confirm most of the time he was playing. Not only in the context of his weaknesses, but in the context of his strengths, Bowser's grab confirm makes sense. It is just one more heavy hitting option on a character that has been known since release for early kill options.

It doesn't overcentralize Bowser or force him to rely on grab, "more than half the time." Like others have said, LordMix's play style proved otherwise, considering he used at one point or another all of Bowser's moves except for fsmash, dsmash, and oddly enough, dtilt and utilt, if I remember correctly. He got the uthrow uair twice across the total of ten stocks he played against Ally, one uthrow bair for damage racking, and that was it. He went to game 5 with Ally, and threw him probably less than ten times, with a total of three conversions off of throws, which compared to Ally's number of throws, damage off of throws, and let alone, number of usmash kills, is miniscule. The match did not center around Bowser's uthrow uair.

This seems to at least partially stem from grab's massive stigma. Not Bowser's grab, just grabs. Despite Bowser having multiple early kill options, the fact that he can now get them off of grab is reminiscent of Diddy and Luigi. If you look at Bowser's grab reward independently, and then look at the grab reward of Diddy and Luigi independently, it could seem silly. But again, it can't be looked at independently because of course the heavy strengths of Bowser independent of his heavy weaknesses will look overtuned. We can go all the way back to release to see this. Bowser's weaknesses were not well known at the time, and practically everyone thought he was the best character in the game. It's unfair to look at Bowser of all characters strengths in a vacuum, and then say, "effect on the meta," when Bowser will never have the same effect on the meta as Luigi did, and Bowser's gameplan does not center around his grab in the same way that Luigi's did.
 
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HeavyLobster

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On the idea of grapplers in Smash, honestly the reason they don't work here and work in most other fighters is because Smash, especially non-Melee, has essentially zero oki. Grapplers are all about mixups on wakeup or during blockstrings etc and Smash 4 just doesnt have these because moves have long recovery or not enough shieldstun, and there are EXTREMELY limited situations in which you can reliably put your opponent on the ground while also being in a position to respond to all their escape avenues.

This becomes a very obvious problem when you throw someone. Smash 4 doesnt really have any throws that guarantee you this setup. The only ones which come close are Fox and Roy's fthrows on fastish fallers. Because of this,throws need to have guaranteed followups(dthrow up air etc etc) and this is where there is an issue for grapplers in Smash.

When you get thrown by a character with scary command throw setups in Street Fighter, there is a HUGE danger in taking a ton of damage, but they still have to read your wakeup option. The advantage grapplers have here is you can't throw tech a command throw, essentially reducing possible outcomes. In Smash bros there are no techs at all. You get grabbed, you're getting hurt. If you get grabbed by Bowser at the wrong time, you're dead:guaranteed. That makes grapplers feel really janky, especially towards non-op characters.

To be honest, its my eternal gripe with this series. Non-special Throws should be techable, but they should grant hard knockdowns for everyone, and their shouldn't be silly cop out kill throws. Characters like bowser would be so much more interesting and BETTER if it was the case.
Ganondorf is the one heavy who actually operates on said principle with Flame Choke, though the one issue with it is that its effectiveness varies greatly across the cast, with him only really having to cover two non-redundant options on the likes of Bowser or Little Mac, to having to potentially cover something on the order of 6-7 options on characters where he has no guaranteed followups on missed tech, making it very hard to get any kind of reward. And then there's some techrolls that are too fast/far to actually be punished. Some sort of rework to make it more consistent would be very handy.
 

Man Li Gi

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I really don't get why Flame choke is techable. For many characters, you don't get consistent followups WITHOUT the tech. His slow speed means it's very hard to get anything WITH the tech.

But what could really help Ganon, is if his limbs were intangible. I main a character who uses their limbs to the fullest and it really helps. If Ganon had that, spacing would be easier, but not crazy.

Then again, people like to hate heavies.
 

Nu~

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I really don't get why Flame choke is techable. For many characters, you don't get consistent followups WITHOUT the tech. His slow speed means it's very hard to get anything WITH the tech.

But what could really help Ganon, is if his limbs were intangible. I main a character who uses their limbs to the fullest and it really helps. If Ganon had that, spacing would be easier, but not crazy.

Then again, people like to hate heavies.
Hell, it would make a lot of sense flavor-wise too.
A warlock using dark magic to phase his attacks through opposing attacks. It would be an excuse to make his tilts look a lot cooler too (purple magic on every attack pls)
 
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Big-Cat

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I really don't get why Flame choke is techable. For many characters, you don't get consistent followups WITHOUT the tech. His slow speed means it's very hard to get anything WITH the tech.

But what could really help Ganon, is if his limbs were intangible. I main a character who uses their limbs to the fullest and it really helps. If Ganon had that, spacing would be easier, but not crazy.

Then again, people like to hate heavies.
I'd argue that there needs to be a revamp to the priority system where it's similar to Street Fighter III and V. Crazy, I know.
 

LancerStaff

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I really don't get why Flame choke is techable. For many characters, you don't get consistent followups WITHOUT the tech. His slow speed means it's very hard to get anything WITH the tech.

But what could really help Ganon, is if his limbs were intangible. I main a character who uses their limbs to the fullest and it really helps. If Ganon had that, spacing would be easier, but not crazy.

Then again, people like to hate heavies.
Dorf had jab lock infinites with items because it was untechable. Even in SSB4 that'd still be FC > jab x3 > Fsmash which is still a ton of damage and fairly easy to pull off in any situation, or at least IIRC you can cut a jab or two.

Why didn't they make FC more of a combo throw instead? Because it wouldn't be Flame Choke with a different animation, I guess...
 

R3D3MON

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Bowser I do see utilizing his whole kit. Its DK I have the gripe with, and this is most evident after the last gigantic tourney before GOML (Pound) .Like i said, not a single, solitary kill comes from anything but ding dong. I can't think of another character like that in this game besides pre patch Diddy and Luigi.
You forgot post-patch Diddy and to an extent Mewtwo. Just watch the GF set between Ally vs. Zero in GOML or Abadango's whole POUND run lol.
 

adom4

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Dorf had jab lock infinites with items because it was untechable. Even in SSB4 that'd still be FC > jab x3 > Fsmash which is still a ton of damage and fairly easy to pull off in any situation, or at least IIRC you can cut a jab or two.

Why didn't they make FC more of a combo throw instead? Because it wouldn't be Flame Choke with a different animation, I guess...
Dorf can't do any infinites out of flame choke now, hell Diddy can avoid Banana if he DIs away.
(Maybe he can do one with saturn but i'm not 100% on that.)
 
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Ninety

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Whenever I think of the unusual design of Meta Knight's forward smash (high start-up, but decent range, good power, and low ending lag), I think such a move is something heavweights need more of
So, Ganon's up smash?

I come in here sometimes thinking the lot of you do NOT want a heavy to be good. The only acceptable top tiers are waifus and animals.
But you repeat yourself.

It doesn't overcentralize Bowser or force him to rely on grab, "more than half the time." Like others have said, LordMix's play style proved otherwise, considering he used at one point or another all of Bowser's moves except for fsmash, dsmash, and oddly enough, dtilt and utilt, if I remember correctly.
He did get a kill on Vinnie's Rosa by fsmashing while she was stuck in her goddamn rapid jab. Cathartic as hell.

Even in SSB4 that'd still be FC > jab x3 > Fsmash which is still a ton of damage and fairly easy to pull off in any situation, or at least IIRC you can cut a jab or two.
Ganon's jab locks?
 

Man Li Gi

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Dorf had jab lock infinites with items because it was untechable. Even in SSB4 that'd still be FC > jab x3 > Fsmash which is still a ton of damage and fairly easy to pull off in any situation, or at least IIRC you can cut a jab or two.

Why didn't they make FC more of a combo throw instead? Because it wouldn't be Flame Choke with a different animation, I guess...
His jab never setups into jab locks due to it being too strong. Jab locks aren't even to useful for Ganon.

And plus, if Flame wasn't techable, it would be a combo throw or at least a good tech chasing option.
 
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