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!
Monkey Flip and 0 commitment B reverse Popgun? Seems pretty OP if you ask me. Every character in the game would kill for a B reverse that has like literally no frame commitment.Diddy's disadvantage, whilst good, is not in the same league as Sheik's or ZSS'. It's in line with above average disadvantage states across the rest of the cast.
Diddy's recovery is very well above average. Hardly an issue for him to be offstage. If being far offstage somehow makes Diddy vulnerable, it's about comparably problematic for ZSS who gets less distance on her recovery than Diddy.Diddy has to actually be close enough to the stage to land on it in order to consider b-reverse popgun as an option. With his low air speed, that isn't going to happen each time. Once he's far enough off the stage, his recovery is vulnerable.
Any ZSS that uses DownB to recover generally should be punished if your edgeguard tools aren't horrible, as there is plenty of time to react to the animation and hit the end portion of it. The tether is moderately more difficult to punish but can be snagged by lingering hitboxes.ZSS has a tether which is difficult to knock her out of out of and a down b with generous invincibility. Diddy has a side b which is beaten by anything with more range, and his up b loses to literally any hitbox since it puts him into a tumble state that takes a long time to recover from, thus not giving him enough time to charge it up all the way.
Diddy players get gimped all the time, same can't be said for ZSS. All of ZSS's recovery options are much harder to interrupt than for Diddy. This can't be stressed enough.Any ZSS that uses DownB to recover generally should be punished if your edgeguard tools aren't horrible, as there is plenty of time to react to the animation and hit the end portion of it. The tether is moderately more difficult to punish but can be snagged by lingering hitboxes.
Diddy gets so much distance on his SideB and Up-B combined that he almost never has to fight hitboxes when recovering. ZSS sometimes has to deal with hitboxes directly when she's read hard enough. Diddy does not even leave that as an option in the first place if he has good control over his recovery.
The reason why there's so many upsets in Smash 4 at a top level is because Smash 4 actually has the hardest neutral game of all the Smashes by a landslide.Ally and M2K in losers today. Nairo also getting upset yesterday. And Japan is full of nothing but random results lol.
I'm starting to wonder why Smash 4 seems to have so many upsets compared to all the other Smash games. Top players (excluding Zero perhaps) seem to get upset all the time. And I don't think you could argue Smash 4 has more competition as Melee for instance definitely has much more and yet the top players rarely get upset.
I can't help but wonder if Smash 4's skill ceiling is a little too low. It seems so many players are able to reach that top, top level of play. Not sure how I feel about it. Don't get me wrong, upsets are hype but when it happens so often as in this game...idk.
Say it with me guysAlly and M2K in losers today. Nairo also getting upset yesterday. And Japan is full of nothing but random results lol.
I'm starting to wonder why Smash 4 seems to have so many upsets compared to all the other Smash games. Top players (excluding Zero perhaps) seem to get upset all the time. And I don't think you could argue Smash 4 has more competition as Melee for instance definitely has much more and yet the top players rarely get upset.
I can't help but wonder if Smash 4's skill ceiling is a little too low. It seems so many players are able to reach that top, top level of play. Not sure how I feel about it. Don't get me wrong, upsets are hype but when it happens so often as in this game...idk.
Diddy players get gimped all the time, same can't be said for ZSS. All of ZSS's recovery options are much harder to interrupt than for Diddy. This can't be stressed enough.
More importantly if you hit Diddy out of his up B ONCE he's dead without question. He can't up B again until it's too late. ZSS can get hit out of her recovery options several times and still make it back.
Did it ever occur to you that maybe Smash 4 is more balanced than all the other games before it?Ally and M2K in losers today. Nairo also getting upset yesterday. And Japan is full of nothing but random results lol.
I'm starting to wonder why Smash 4 seems to have so many upsets compared to all the other Smash games. Top players (excluding Zero perhaps) seem to get upset all the time. And I don't think you could argue Smash 4 has more competition as Melee for instance definitely has much more and yet the top players rarely get upset.
I can't help but wonder if Smash 4's skill ceiling is a little too low. It seems so many players are able to reach that top, top level of play. Not sure how I feel about it. Don't get me wrong, upsets are hype but when it happens so often as in this game...idk.
Diddy players get gimped all the time, same can't be said for ZSS. All of ZSS's recovery options are much harder to interrupt than for Diddy. This can't be stressed enough.
More importantly if you hit Diddy out of his up B ONCE he's dead without question. He can't up B again until it's too late. ZSS can get hit out of her recovery options several times and still make it back.
I repeat, Melee has much more competition and yet upsets are much more rare. You almost never hear of the best players not making top 8 or getting upset by players who are hardly known.For the record, some characters can shut down Diddy's Monkey Flip recovery. Corrin threatens that horizontal space easily with fsmash and dragon lunge.
----
The game has a lot of upsets because a LOT of people play it, it's only a couple years old, it has more characters, more viable characters, etc. Things haven't even begun to settle.
You may think the skill ceiling is too low but then you play a top player and feel completely helpless. You've been playing since launch but you get bodybagged effortlessly by someone else. The gap is wider than you thought possible. Never doubt that it's high enough. Most of us will never even get close anyway.
In the first place, Diddy does not have to recover level with the stage, and shouldn't in most situations.For the record, some characters can shut down Diddy's Monkey Flip recovery. Corrin threatens that horizontal space easily with fsmash and dragon lunge.
----
The game has a lot of upsets because a LOT of people play it, it's only a couple years old, it has more characters, more viable characters, etc. Things haven't even begun to settle.
You may think the skill ceiling is too low but then you play a top player and feel completely helpless. You've been playing since launch but you get bodybagged effortlessly by someone else. The gap is wider than you thought possible. Never doubt that it's high enough. Most of us will never even get close anyway.
This could definitely be a part of it. It's a lot harder to be consistent with less stocks.Say it with me guys
TWO STOCK IS STUPID!!!!!!
Why wouldn't Diddy get to charge Rocket Barrels for free? He can go basically over two stage lengths to recover successfully. Nobody is challenging that, not even Villager in most situations simply because of how unbelievably far away he can recover from with virtually full control over his trajectory no less.Diddy has to be extremely high up (often needing to use his double jump) having just used Smash Monkey Flip for the popgun reverse to accomplish anything. Monkey Flip in disadvantage is vulnerable on startup and has no invincibility whatsoever. Compare this to Bouncing Fish which has 3-4f invincibility, covers a huge distance and has a huge hitbox on the axe kick, or Flip Jump which is essentially a second double jump airdodge that can spike you for screwing up. Sheik also has f3 Nair and better landing options overall, whilst both have stall-then-fall divekicks to use as Hail Marys. Diddy is very good at escaping juggle situations once he gets knocked high enough into the air, but with no combo breaker or easy-bake invincible burst option he can struggle before that point.
I doubt his recovery covers more raw distance than ZSS' considering her long-range tether. Probably can if you allow him to charge the rocketbarrels, but why would anyone let that happen. Monkey Flip loses to hitboxes as bad or worse than Flip Jump does. We don't see ZSS get gimped at top level and we rarely see Sheik get gimped, but it can happen to Diddy. His recovery is simply not as good.
He's on the weighty side for how small he is but not extremely heavy. He weighs the same Toon Link and less than Greninja, Ness and Lucas, all of whom are small.
Don't get me wrong, Diddy's disadvantage is in the upper portion of the cast. I just don't see it putting him in a different league when combined with his neutral, like Sheik's does.
Moderately?Any ZSS that uses DownB to recover generally should be punished if your edgeguard tools aren't horrible, as there is plenty of time to react to the animation and hit the end portion of it. The tether is moderately more difficult to punish but can be snagged by lingering hitboxes.
Think about it like this...For example smash has less combos and safer nuetrals than most, but if you added say a marval vs capcom character with 50 hit footdive combos into 0 to death confirms, but it had ganon lvl nuetral they would still be amazing. All in all though its all about risk vs reward ratios.
Diddy's Up B takes ages to charge and is very much interruptible. That's why.Why wouldn't Diddy get to charge Rocket Barrels for free? He can go basically over two stage lengths to recover successfully. Nobody is challenging that, not even Villager in most situations simply because of how unbelievably far away he can recover from with virtually full control over his trajectory no less.
Villager can do a lot more with item shenanigans and Thunder is not exactly risky to attempt. Sheik probably struggles. ZSS doesn't get edgeguarded a lot, but she still has windows where it can happen.Moderately?
MODER8LY????????
You need to stop playing against Zero Suits who always tether at the same spot and always instantly pull themselves to the ledge after using it. Even characters like Villager, Sheik or Pikachu can't really do **** about it, they're forced to hard read the timing(s) after all of ZSS' stalling options and risk getting flip kicked for attempting that any time flip jump is still available.
Diddy charges Up-B at the blastzone, you ain't challenging it, and if he has any idea how to control it accurately, he gets back unpunished.Diddy's Up B takes ages to charge and is very much interruptible. That's why.
This is why something like Marth or Mario's up B despite having technically far less max distance is MUCH harder to challenge.
Distance isn't everything.
Why call it a commitment when nobody is intercepting it from the blastzone? Diddy always has the option to reactively outmaneuver attempts to chase him once he launches. The one thing that should kill him at this point is a technical error.Up B can still be challenged before it launches. Yes, it moves fast and has a plethora of angles it can travel, but charging it is still a commitment even if you go far away from the stage.
This sounds awful familiar...You need to stop playing against Zero Suits who always tether at the same spot and always instantly pull themselves to the ledge after using it. Even characters like Villager, Sheik or Pikachu can't really do **** about it, they're forced to hard read the timing(s) after all of ZSS' stalling options and risk getting flip kicked for attempting that any time flip jump is still available.
Trifroze confirmed Homestuck trashMODER8LY????????
If you even think for a second that neutral in Smash 4 is harder than Melee you should really look back at actual competitive Melee match-ups. The SHEER amount of options you have in Melee along with the ability to crouch to cancel KB and make attacks unsafe on hit makes neutral WAY more difficult than in Smash 4. Smash 4 neutral is a cakewalk in comparsion, and I'd say that Brawl neutral is harder because it's more of a mindgame, esp if you aren't playing herpdederp Meta Knight, unless you're in the ditto which has insane neutral play because both characters are stupid.The reason why there's so many upsets in Smash 4 at a top level is because Smash 4 actually has the hardest neutral game of all the Smashes by a landslide.
If I were to rank the difficulty of neutral in Smash bros by series, it would look like this.
Smash 4 >>> Melee > 64 > Brawl
Neutral in any other Smash is cake compared to Smash 4. Also why a large part of the meta is disadvantage state, because neutral is so hard to remain consistent in, it's essential to be able to get out of bad situations on demand.
To use your own argument, if you don't have horrible edgeguarding tools you can throw a projectile or hitbox in his flight path and prevent him from recovering.Diddy charges Up-B at the blastzone, you ain't challenging it, and if he has any idea how to control it accurately, he gets back unpunished.
Mario's Up-B should be challenged a lot more. Marth's however is legitimately overpowered for recovery.
Losing a stock from a mistake in neutral means neutral is less important, not harder. M2K was the top player in both Melee and Brawl for a reason, and it's not because he's good at neutralIf you even think for a second that neutral in Smash 4 is harder than Melee you should really look back at actual competitive Melee match-ups. The SHEER amount of options you have in Melee along with the ability to crouch to cancel KB and make attacks unsafe on hit makes neutral WAY more difficult than in Smash 4. Smash 4 neutral is a cakewalk in comparsion, and I'd say that Brawl neutral is harder because it's more of a mindgame, esp if you aren't playing herpdederp Meta Knight, unless you're in the ditto which has insane neutral play because both characters are stupid.
Not to mention you have to think harder in Melee or 64. Why? If you lose neutral once you could just lose a stock. You aren't gonna have that in Smash 4, and you never will.
This.If you even think for a second that neutral in Smash 4 is harder than Melee you should really look back at actual competitive Melee match-ups. The SHEER amount of options you have in Melee along with the ability to crouch to cancel KB and make attacks unsafe on hit makes neutral WAY more difficult than in Smash 4. Smash 4 neutral is a cakewalk in comparsion, and I'd say that Brawl neutral is harder because it's more of a mindgame, esp if you aren't playing herpdederp Meta Knight, unless you're in the ditto which has insane neutral play because both characters are stupid.
Not to mention you have to think harder in Melee or 64. Why? If you lose neutral once you could just lose a stock. You aren't gonna have that in Smash 4, and you never will.
Biggest surprise of this tourney yet IMO. Aba previously said something to the effect of "don't ask me to play Pac."Aba pulling out the Pac Attack for Zinoto's diddy
Former Brawl players do well in Smash 4 due to somewhat similar engines and fundamentals carrying over. However Brawl's neutral is considerably different from Smash 4s. Brawl has incredibly ******** autocancels on aerials everywhere, and everyone who is not named Ganon or Falcon literally has a rising SH B-air that hits everyone in neutral.This.
Smash 4 has nowhere near the hardest neutral to play lol.
The guy lists Smash 4 as the hardest neutral and Brawl as the easiest despite the games having much more similar neutrals than any other 2 Smash games. There's a reason most top Smash 4 players are former Brawl players.
I'm sorry but if you think Smash 4's neutral is hard but Brawl was the easiest, you are beyond biased and nothing you say about other Smash games can be taken seriously.
You're severely underestimating neutral game in general just like you overestimate Diddy's recovery.Losing a stock from a mistake in neutral means neutral is less important, not harder. M2K was the top player in both Melee and Brawl for a reason, and it's not because he's good at neutral
Melee neutral is very simple. You bum rush people with safe on block SHFFL aerials or you bait with dashdance JC grabs. Crouch canceling existing if anything makes neutral easier, as a slightly braindead response to people who autopilot bad approaches.
Brawl neutral is even simpler. SHFFAC B-air, or airdodge. That's literally neutral in Brawl. Hitboxes are so good in Brawl, and airdodge is so low commitment as a neutral option, anyone can learn it quickly.
Hitboxes in Smash 4 actually suck, so you have to learn way more ways to microspace, especially across different matchups because you can't autopilot extremely generous lingering hitboxes to cover space safely.
Wrong on all accounts.Losing a stock from a mistake in neutral means neutral is less important, not harder. M2K was the top player in both Melee and Brawl for a reason, and it's not because he's good at neutral
Melee neutral is very simple. You bum rush people with safe on block SHFFL aerials or you bait with dashdance JC grabs. Crouch canceling existing if anything makes neutral easier, as a slightly braindead response to people who autopilot bad approaches.
Brawl neutral is even simpler. SHFFAC B-air, or airdodge. That's literally neutral in Brawl. Hitboxes are so good in Brawl, and airdodge is so low commitment as a neutral option, anyone can learn it quickly.
Hitboxes in Smash 4 actually suck, so you have to learn way more ways to microspace, especially across different matchups because you can't autopilot extremely generous lingering hitboxes to cover space safely. Major reason why Sonic works in Smash 4, and largely doesn't in Brawl.