Cereal Bawks
Smash Ace
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- cereal_bawks
Isn't Villager seen as a high tier usually?
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In Japan's meta, yes.Isn't Villager seen as a high tier usually?
Look dude, I'm not a mod but your 5 word sentences you constantly post here are beginning to become a bit grating on my patience.In Japan's meta, yes.
what???? What's a -1 then? Do you use decimals?-2 is a strong disadvantage almost to the point of being borderline unwinnable if they know the match up
Any of the "flaws" you mentioned about TL are the same for link, but made worse by his sluggish set of mobility specs and moves.But then there are so many other factors in what makes a character good. Toon Link has mobility, safety, good projectile game and definitely some decent kill power and combo ability, but he also lacks ways to get out of combos or juggles, his recovery move itself sucks (although his recovery is great) and Toon Link doesn't have the range that Link has.
People are just not lenient enough in using ratios. -2 is put as something far worse than it is.-2 and +2 are basically the worst and best that this game has.
Well, you answered the question yourself. 3-4 -2's is a non trivial amount, especially with all the -1's and lack of winning MUs against relevant characters. Not to say Wii Fit is bad, but strictly speaking her MU spread is not that of a high tier. Not even close, really.Too many -2s for ? Who? -2 is a strong disadvantage almost to the point of being borderline unwinnable if they know the match up. That's pretty much and some people would argue or (I personally think but not a lot of Wii Fit players agree with me). -1s I'd personally give to with 100% certainty with most match ups being slight disadvantage, equal, or slight advantage.
Cereal Bawks : Yes but I'd argue that people still underrate the character and it is commonly left out of discussions about high tier characters.
Thanks! I don't have the time/means to go to Plano for weeklies, but I love this game anyway and love to contribute to stuff.This has been on my mind for awhile but quick shoutout to Das Koopa for regularly posting tournament results. It really helps with the discussions we have around here so thanks for doing it so often.
For Wii Fit, the match up is the only one that is unanimously agreed to be -2. Like I said, the others are strongly debated and most people disagree with me about . Moving past that, what the heck are Villager and Ness with their number of -2 and -1s then? I don't see how people can argue that DK and Ike could be high tier then. Yoshi and Falcon's match up spreads aren't exactly standing ovation worthy either. Couple of weeks ago people were arguing that high tier for this game could be as big as 25 characters based on results so are we suddenly back at a 10-15 character cut off or what? That's fine but what's the cut off? People have made arguments for so it's not like I've raised Wii Fit to some impossible standard because, as you can see, the "borderline tier" is huge.Well, you answered the question yourself. 3-4 -2's is a non trivial amount, especially with all the -1's and lack of winning MUs against relevant characters. Not to say Wii Fit is bad, but strictly speaking her MU spread is not that of a high tier. Not even close, really.
To clarify for anyone who doesn't already know, the monkey does not win the matchup, but a monkey playing the penguin can.+3 is like "should not lose the MU if both play it correctly" and +4 is "even a monkey could win the MU" (like Dedede vs. Donkey Kong in Brawl)
It's actually more complicated when people decide to use some **** like 52/48.lets just use 50/50 ok? far easier to understand
pretty sure -4 is near unwinnablle not -3
Can you explain why you think Bowser vs Cloud is even/advantageous for Bowser? My impression is that Cloud is one of Bowser's worst matchups.Hmmmm.
Maybe Sheik? But I don't think the match is terrible. Bowser actually does well. I legit think Cloud might lose now that I think about it. I think CF does ok. People are saying Megaman but I'm not so sure. He def has an easier time breaking MM's zone then alot of other chars thanks to that dair and that insane dash attack.
Okay, see? THIS is convoluted as all hell.It's actually more complicated when people decide to use some **** like 52/48.
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Nothin' gets the hype flowing like Ryu bustin' out his advanced algorithms.when you think about it coding is numbers and hadoken is code so ryu IS throwing numbers at Ganondorf ( ͡° ͜ʖ ͡°)
If one of his worst is like -1 or 55:45 or whatever ****ing number floats people's boats for slight advantage then I'd agree. That's kinda what I think the MU is right now. But for all I know it could better or worse than that for Corrin. Does he lose to anyone harder than that though?The only thing that genuinely impresses me about is how I personally think she's one of worst match ups. I absolutely hate fighting her as
-3: Impossible to win.
-2: Strong disadvantage.
-1: Disadvantage.
-.5: Slight disadvantage.
0: Equal.
+.5: Slight advantage.
+1: Advantage.
+2: Strong Advantage.
+3: Impossible to lose.
I'd argue most of Wii Fits match ups fall between +.5 and -.5. Can't really think of any +2s for her either.
-2 and +2 are basically the worst and best that this game has.
People are just not lenient enough in using ratios. -2 is put as something far worse than it is.
if -1 is a small disadvantage than -2 is just a clear disadvantage and not "close to unwinnable".
+3 is like "should not lose the MU if both play it correctly" and +4 is "even a monkey could win the MU" (like Dedede vs. Donkey Kong in Brawl)
I've always thought that -1 means a MU that is relatively close to even, but the winning side has an advantage in their kit that is small enough not to raise to 'clear advantage' but big enough to not be omitted in MU discussions.
-2 means one side has the clear advantage, but it's still doable for the losing side to win, they just have to work more.
-3 means the winning side has a HUGE advantage. The losing side better pick a secondary and/or be much better than the opposition or risk getting bopped in pools or something.
-4 is obvious.
Which one?!I prefer a matchup scale of
+5 Hungrybox Popoff
+4 Shouldn't be losing
+3 Significant Advantage
+2 Advantage
+1 Slight advantage
0 Even
-1 Slight Disadvantage
-2 Disadvantage
-3 Significant Disadvantage
-4 Shouldn't be winning
-5 cry
I don't think anybody in this game goes 5 in either direction but it's there I guess
Mixed bag. On the hand, we don't have easy ladder kills and our neutral's still bad. On the other hand, I think she potentially has one of the most powerful mix-up games of the entire cast. Need to see more results before making any tier judgments, but she's much more fun to play IMO.So it's been a few weeks. As a person who doesn't own Bayonetta and has never played her a single time, how did that end up working out?
Where was this tournament? I'm not super familiar with my own scene but I'm fairly certain BestNess is Utah's #1 and, if I'm not remembering wrong, Calculus is ranked and from Utah as well.i missed this
Sanctum (May 28th-May 29th) (Pacific Northwest) (96 Entrants) (Category 1)
1st: TSS ,
2nd: TEG| Pow
3rd: FedvsRafa ,
4th: Monster_
5th: BestNess
5th: Dank
7th: Nunu ,
7th: Justice , ,
9th: Calculus
9th: Marty-O
9th: ET ,
9th: Brosuke2
13th: Sqigly
13th: October Scream ,
13th: Marathon ,
13th: D5 Spartan
I think what makes Jigglypuff so poor in my eyes is that she's fairly easy to camp/wall out. It's less a matter of mobility (though I could see characters like ZSS or Greninja being able to run circles around her on the right stages) and more that she doesn't have enough speed or power to challenge a lot of other character's defenses. Unlike, say, Ganondorf or Dedede, she doesn't have hitbox size (disjoint too in Dedede's case) or power to make trading with her risky, and unlike Pikachu or Mario she doesn't have the advantage of raw frame data to exert consistent pressure. (Ganon and Dedede are still bad, maybe they weren't the best examples here.) To be fair, she does have decent damage per hit and can convert once she gets in, and Pound makes constant shielding unwise. It's getting in that poses a problem. The best strategy I've seen from Jigglypuff is air camping to wait for an opening, but against other characters with safer moves or projectiles to force approaches this is difficult. She wants to play lame but it feels like most of the cast can react to her and make things more difficult.I was thinking of something @Thinakaman said, which was that Jigglypuff is undertuned but not flawed. I believe he's right, but I also think he's working from a game designer's definition of "not flawed," as opposed to the player's limited definition.
The way the typical player sees it, there's only two flaws to care about: characters not winning enough, or winning too much.
The idea that Jigglypuff has all the right tools but that the rate at which it can successfully take down the opponent is slower than other characters fades to the background when all people see is "Jigglypuff bottom tier."
The notion of a character that is properly constructed but still maybe the worst in the game seems contradictory at first glance, but it doesn't have to be.
This reminds me of Diddy right after the initial nerfs. He had a really good kit outside of throws and UAir/FAir, there was just little reason to optimize it when he had a far easier way to victory. Bayonetta's mixup potential was there before the nerfs (and was honestly stronger), it just needed less utilization.Mixed bag. On the hand, we don't have easy ladder kills and our neutral's still bad. On the other hand, I think she potentially has one of the most powerful mix-up games of the entire cast. Need to see more results before making any tier judgments, but she's much more fun to play IMO.
Just a correction: A character having no positive MUs isn't necessarily a bad thing provided it has a lot of +0 or -1 with the top-tiered characters, then they can still be decent. If someone has a lot of -2 or -3 MUs and no winning ones, then yes, they are bad.If there's a single character with no positive mus then they are likely the worst as Melee and Brawl showed.
agree with all of this. her future is bright but people still dont di her well at all. pink fresh will lead tbe new meta for her. it looks like a wbole bunch of resets and frame traps. the wierd thing is her mu spread got worse and better at the same time. if you could di her before congrats its niw basically free. if you are still being comboed you nees to research di for her setups. also bayo will beat any hyper aggreasive player via witch time. its less character specific and more player specific.Mixed bag. On the hand, we don't have easy ladder kills and our neutral's still bad. On the other hand, I think she potentially has one of the most powerful mix-up games of the entire cast. Need to see more results before making any tier judgments, but she's much more fun to play IMO.
When does this ever happen?Just a correction: A character having no positive MUs isn't necessarily a bad thing provided it has a lot of +0 or -1 with the top-tiered characters, then they can still be decent. If someone has a lot of -2 or -3 MUs and no winning ones, then yes, they are bad.
Montana had a 55 player tournament in April. It had an assortment of players from Montana, Northern Idaho, Eastern Washington, Wyoming, and South Dakota. http://challonge.com/SS2016SM4SHUpdated region map after seeing enough posts/looking at smash.gg enough
-Removed "Rocky Mountain" region since it really doesn't exist Smash region-wise.
-Added Idaho to Pacific Northwest. Sanctum didn't get any notable OOS players, but it got OOS players from the PNW nonetheless.
-Utah added to Southwest.
-Added "West North Central Dead Zone". Originally included Idaho and South Dakota. This was revised to just Wyoming, North Dakota, and Montana.
-Connecticut added to Atlantic Northeast instead of Tristate.
-Delaware added to MD/VA instead of Tristate.
-Added "Alaska & Territories" as Region 11. I have no regional system for Canada, but this would tentatively include Yukon, though I doubt that has a scene.
Also, then we wouldn't get pages of arguments over semantics (I'm aware that I am contributing as well), and we'd have one less red topic here.Having a quick-glance number to denote how a matchup goes is actually quite useful. If I was talking about a character's viability or justifying their position in a tier list, it's a LOT more concise and to-the-point to say "character X only has a few -1 MUs against top tiers and has multiple +1s against these relevant characters ABC, and even a +2 against Y", rather than having to explain multiple different matchups in detail to explain how they all go and how they in turn relate to my original point about how good they are relative to other characters.
With this in mind, if everyone were to agree on this, it's important to have a standardised system (this also applies to other concepts like legal stages but that's another story). I've seen a slightly favourable matchup described as +1, 60:40, 55:45... Sol made a tier list recently where it's described as +5. Also I think Some made one too which had another notation altogether where it was just a flat number. For this reason, no one knows for sure what anyone means. Which is obviously bad and unhelpful, and defeats the point entirely.
Personally I think +1 as slightly favourable makes the most sense... 60:40 is acceptable. 55:45 doesn't exist, if an advantage is enough to have to be noted then it is 60:40 or +1 AKA slight advantage. Then +2 is significantly favourable, +3 is very favourable, and +4 is almost unloseable. While +5 (equivalent to 100:0) would then mean "impossible to lose", these obviously do not exist.