TDK
Smash Master
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Why not just create Smash 4- and buff everyone to oblivion?
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Your icon complements the content in your message spectacularly.Id say if I were to nerf Cloud I would add maybe a tiny bit more of charge time to limit, reduce KB on LCS, and shrink a few hitboxes. Hes not that insane or bonkers, but as a Cloud player Ill admit that I largely want some nerfs to him because 1. I do think LCS is dumb sometimes, and 2. (this is the main reason) I get really tired of all the constant hate and criticism that people throw at us. Sure I think some parts of him are overtuned but I dont think hes ruining the meta or toxic.
Fair enough.What's interesting and what isn't is indeed entirely subjective. I think my post convinced you just fine. I'd like to think we don't always have to say "in my opinion" after every sentence just to make sure everyone understands we're not claiming something is objective, especially when we never even mention that word. Variety by itself, however, is less likely to desensitize you than simple repetition by itself is. A bunch of other things play a part, like how watching DK fish for a grab the entire match can still be hype because of the whole upset factor behind it, but more options being available always yields higher capability for something being interesting than less options being available do
That's nothing more than anecdotal evidence on your part, though. There are unique arguments to be made for Palutena that don't apply to similarly mediocre characters because she has actual tournament results via IceNinja and Prince Ramen.Palutena is possibly the least scary character for me to fight against personally (without customs of course), and she does not have the kit nor the results that offer good reasons to think she isn't in the bottom ~20% of characters. There are no arguments to be made for Palutena that can't be made for just about every other character in the game.
False claim. Ike also has Nair for spacing, traps and combos, and while his smashes are indeed terrible, Upsmash is a situational, but viable KO option (which more or less falls in line with most sword wielding characters and their niche smash attacks). Furthermore, Ike's moveset has excellent flow. He isn't sticking to one option, but rather various options depending on the game state. He has good spacing options and a surprisingly strong up close game due to his grab follow ups, but limited mobility and a large frame to compensate. He's a straightforward character, but hardly a problematic one.Ike's neutral consists of grab, jab, fair, bair and dtilt, and his advantage consists of throw combos. His smashes are terrible (utilt, ftilt and dash attack are basically his smashes) and his specials are all either strictly recovery moves or niche in their usage. "Bull****" has nothing to do with anything, as I'm talking about straightforward gameplans here. Mewtwo isn't perfect but he's a more versatile character.
That wouldn't really make sense though, nor directly solve any issues. It'd just give an arbitrary condition to the BS known as limit.Cloud Limit balancing idea: Limit doesn't fully fill up until someone hits Cloud.
He can charge the Limit all the way up to the near max, but he can't hit max until someone hits him.
No one would be forced to engage him, especially with a percent lead, and if Cloud decides to engage, he risks getting hit to get Limit activated, but then also risks getting sent offstage from the hit and be forced to use Limit UpB.
It would give Cloud control of the match, but at the same time somehow no control at all. At the very least, this sort of interaction would be unique.
This.That wouldn't really make sense though, nor directly solve any issues. It'd just give an arbitrary condition to the BS known as limit.
Really, they need to switch how much limit charges when he gets hit. Without ANY charging, 100% on him 100% on the opponent ensures 1.5 charges per stock.
I don't think Cloud players will get the same ire Bayo players got if only because pretty much everyone plays him lol.Im just hoping Cloud doesnt turn into the next Bayonetta, where everyone goes out of their way to trash on Cloud players and treat them like pests/dirt. While we can say what we want about pre patch Bayo it was 100% inappropriate how the community at large went about treating her players. I worry that if we dont get another patch that in maybe a month or so people will begin doing the same thing to Cloud as to what they did to Bayonetta players.
There are ways to deal with Cloud and I dont believe he absolutely destroys the entire cast like ppl make it out to be, but I can understand why ppl would want dair and LCS nerfed or hitboxes shrunk, but nerfing his mobility seems rather silly.
If anything what would happen if they nerfed LCS would be that he would lose the one LB move that he can use with little chance to punish and can kill. Limit blade beam is pretty weak, Limit Climbhazard doesnt kill till 100ish and is easy to dodge, and Finishing touch has no true set ups or anything and as such is purely read based and leaves cloud wide open to be punished. Its not so much limit that people hate but LCS itself. Its his main and easiest kill option and I agree that its overtuned, but not busted. I wouldnt be sad or mad if they nerfed it, if anything I would understand. But lets not turn his other decent aspects into something thats overly broken or "insanely stupid", cause they arent.
ehhI also think the quantity of viable moves isn't important, but it's how they're used. Ike isn't solely relying on the same options to get him through a match, and it's extremely myopic to place him in the same category as Donkey Kong and Bowser.
I'm not denying that he's less versatile than Mewtwo, but versatility isn't inherently a good thing. (Pre-patch Sheik was versatile and the definition of problematic). I don't dislike Mewtwo, but to imply that he's somehow better balanced than Ike despite having a blatantly overtuned option in the form of Fair seems very suspect to me.
You're missing a lot, I think:as a bayo player why is cloud more "respected"? cloud players arent treated with the same open animosity and are openly mocked both online and at actual tournament play that ive seen. cloud is literally everything that people claimed bayo was:
1. extremely easy to use
2. every pro player has a pocket and every competive player practically in mid level
3. become the desprate character choice when seeking a win (already zero has done it)
4. dominates talk online forums and is seen as a character that will evetually consume a large portion of the meta
Mii Gunner can edgeguard Cloud easily with flame pillar. It's hitbox lasts for over 40 frames and it can cover the ledge when spaced properly. It can cover every ledge option when combined with up smash. Charge blast and fsmash can also cover every ledge option when timed properly. While it is pretty difficult to edgeguard Cloud offstage with aerials, it is very easy and plausible to edgeguard Cloud onstage with moves that have enough range to avoid the hitbox of his up b.While I was reading what M2K said in the document I found myself thinking "Thank god I main Sheik" over and over again. The strategy he outlined is possible for less than a handful of characters. You're boned if you don't play Sheik, Pika, MK or w/e because edgeguarding him is so absurdly implausible.
It's a fair point that players aiming for the top will pick a character they think they can get there with.People are dropping their mains to play better characters, instead of mid-low tiers? I mean, if they think they can do better but their tool is holding them back, it makes sense that you would choose a better tool. Basic tenet of playing to win. Players who evolve into a better mindset and become proficient at the game are going to crave more than mid tiers can give them.
The top 4 tends to be filled with good characters because they are good characters being used by good players. Of course this is the case. If we found that some random mid tier was cropping up in relevant results in top 8s or 4s or winning stuff, they probably aren't mid tier.
The rest of Raziek's post is exactly what you'd expect from a low-mid tier hero switching to a top tier: he's disappointed with his recent results, and realizing that he could be much more successful by switching full time to his top tier pocket. But the fact that he wouldn't consider dropping his main for any other high/top tier character suggests Cloud is in some respect not just another top tier.I really enjoy the character [Corrin], and if Cloud didn't exist, I'd probably be dual maining Robin/Corrin.
Because Cloud is only a problem if you think about it.as a bayo player why is cloud more "respected"? cloud players arent treated with the same open animosity and are openly mocked both online and at actual tournament play that ive seen. cloud is literally everything that people claimed bayo was:
1. extremely easy to use
2. every pro player has a pocket and every competive player practically in mid level
3. become the desprate character choice when seeking a win (already zero has done it)
4. dominates talk online forums and is seen as a character that will evetually consume a large portion of the meta
Why Link though?Honestly the only characters I can see getting buffs are Link, Charizard, Ganondorf, and maybe Roy
I can only dream of a Puff buff
Other than that the game is pretty much fine as it is, extremely balanced for how big the roster is
but once again as ive discussed with other players this is the only fighting game ive ever seen where players that arent high level are treated differently. when i was new at marvel i hated x factor or zero and couldnt deal with them very well. i was told point blank either learn to deal with it or drop the game from multiple people. we dont see that in this community instead we baby these low level players.You're missing a lot, I think:
Side-B was insanely safe. Lower-level players couldn't punish it, for the most part.
Up-B was a frame 4 that went into an easy 0-death.
She had 0-death combos since release, and they were only refined from then on.
Witch Time we have now is a nerfed version of her release. It felt ridiculous. More so then LCS.
Her recovery is amazing, making gimping her hard. Also the massive hitboxes made challenging it difficult for people in general.
Down-Air killed ridiculously early on the ground for what it was.
Bullet arts, or whatever you would call the extra damage you get off of holding A, could initiate hitstun and was frustrating for players who weren't aware/didn't understand it.
Combos for days, even if they didn't kill.
She had a metric ton more at all levels of play then Cloud does. It obviously would generate more frustration in general, and a lot of the above was available right at the release. People had to work with Cloud to get him to where he is right now.
Please explain all of these Diddy MUs, I actually narrowed my eyes at my computer screen when reading this.It's interesting how a lot of top tiers have bad or disadvantaged matchups in the lower echelon of the roster (mid to low tier).
goes even or loses to ,,
If anything I think that isn't a real problem. I think it's pretty clutch and pretty cool when it happens. It also makes him immediately use his charge, so I really don't see what the problem is here.Since everyone in this thread now is trying to suggest reasonable Cloud nerfs, here comes my try:
Make it so he has to touch the ground to get full limit charge. This way you can't hit him offstage, give him limit and save him in the process, which is an incredible stupid game mechanic.
Olimar's shortness makes some of Diddy's best approaches whiff very easily. Pikmin give diddy headaches and make it hard to space dtilts at mid range. Offstage, they both do a number to each other. Even though a lot of us diddy mains hate this matchup, it's almost even.Please explain all of these Diddy MUs, I actually narrowed my eyes at my computer screen when reading this.
I'm not ready to hop on the "complain about Cloud" wagon quite yet. Beating pocket Marios/Luigis/whatever was a prerequisite for doing well when Cloud wasn't around, if I can't beat a pocket Cloud with my main character who doesn't have a -3 MU with him, then it's my fault. The Cloud CP won't be as strong when people get more used to exploiting his less obvious weaknesses (ie. they learn the MU properly).
Where did you get this info from? Fox wins the MU vs Greninja solidly.goes even or loses to
You may or may not remember me as the guy who made a whole write-up as to why vs. is a 50:50 MU on the MU thread. Regardless, I used to think this MU was even, but as I've started to play more and more optimized Foxes, I don't think so anymore.Greninja's not a mid tier nor does he beat Fox. However we cannot say he solidly loses (any more) as his tournament record against Fox is fine.
The MU is most likely even.
It's a huge stretch to say that Ike relies solely on half of his moves. His only aggressively mediocre moves are Counter (which isn't exclusive to him as a character seeing as how most counter moves in this game are are complete ass), Forward Smash, Down Air and Down Smash with Up Air being on the borderline. That's it. Everything else ranges from usable to great, with consistent use in competitive play.ehh
Would it sound better if I placed Ike in the same category as Falcon and Palutena instead?
Obviously not being *** backwards broken or incapable is more important than versatility, but I've been talking about this purely in terms of how many moves of a given character have a consistent purpose distinctive from their other moves. To me, this strongly relates to how interesting a character is.
90% of Ike's moveset usage consists of roughly half of his moves, while Mewtwo is closer to a character that relies on 90% of his moveset every match. They were both given similar buffs (mobility, hitboxes, lag reductions), and they were both considered low tiers prior to said buffs. I'm not saying Ike is a problem, I'm saying Mewtwo is a more interesting character in this context.
The implication i'm getting here is that you think that Ike's buffs turned him into a grab spamming fiend, but that flat out isn't true in practice. Like, you're severely underestimating the depth of Ike's buffs; he didn't get band aid for his problems, but outright changes to many of his core moves (aerial and grounded normals) to outright make them functional. His buffs made him go from a mediocre and boring swordsman to a rewarding one with a unique style that sets him apart from the rest of his kin. I also think you're giving way too much credence to Mewtwo buffs, which were pretty hit and miss. His weight is completely justified now that he actually fits the glass cannon mold well, but he also has overtuned options in the form of Fair, overkill run speed and the ability to autopilot with Nair and Shadow Ball in neutral. If anything, Mewtwo is a character that doesn't even need to use most of his moveset to succeed in a match.Buffs shouldn't simply make a character better, but also more interesting to use (outside of becoming more capable). A grab combo you spam for damage is the absolute antithesis of that. The buffs Mewtwo got worked for him in this regard because he already had utility in most of his moves, but for Ike to become more interesting he needed more work to more of his moves than what he got. In that regard he very much fits in the same category as Bowser and DK.
I don't disagree with what you're saying, but I think you're completely off base in regards to Ike. There's a bit of a double standard here and a fundamental misunderstanding in how he was buffed . Ask literally any Ike main and they'll tell you that the character is more fun, interesting and rewarding to play than ever.The views on what buffs or nerfs should do or what warrants a buff or a nerf are sometimes extremely narrow here. Modifications don't and shouldn't completely revolve around the capability to win major tournaments or perform otherwise. There's so much more to good design / good balance than that, and there can be so many problems that you can't see by just looking at results from the last 300+ player tournament.
A character can perform badly at majors and still have a tool 50% of the cast can do nothing about. Ganondorf will never be a top tier without a complete change of design or without becoming a stupidly extreme design. The fact that a character is good without posing any considerable problems doesn't mean their 2 useless moves shouldn't be given utility.
No, Ike doesn't need buffs or nerfs but his buffs could've been done better for the sake of his players.
No, Cloud isn't too good in terms of top level results but something could still be done to him to change the fact that 15% of all players you ever encounter use him.
No, Falcon doesn't need buffs but it would be nice if Falcon Punch and Kick weren't half useless in every game mode.
Pacman has a weird trip that requires different timing for diddy to grab him, his edge guarding game is really effective at hitting him out of his barrels, hydrant water messes up throw follow-ups, and his general campiness works well at not getting hit by banana in neutral.Please explain all of these Diddy MUs, I actually narrowed my eyes at my computer screen when reading this.
Under what criteria is he not a mid tier?Greninja's not a mid tier nor does he beat Fox. However we cannot say he solidly loses (any more) as his tournament record against Fox is fine.
The MU is most likely even.
Mario's been top 8 for a while, and a contender for top 5. That being said, I do agree with this post, except for the part where you say Sheik is more common than Cloud. Rosalina is for sure a problem for Mario, but she's really not that common.Where do you guys feel Mario ranks at this point? I'd put him in top 8 at least for the following reasons:
1. His results are amazing and it's not just by one person. Ally and Anti both have gotten top results with him consistently and he also does extremely well in Japan. This suggests it's just as much the character as the players. Top players play to win. If Mario wasn't a contender they wouldn't be using him and placing well so consistently.
2. His matchup spread versus top tier characters is also great. He does well versus Diddy and Sheik who are probably the most common top tier threats in the current meta. We know he can beat Cloud as well even if it's a bit harder. His only real bad matchup it seems is with Rosalina who isn't nearly as common.
3. Other top tier characters have been nerfed through multiple patches. Diddy, Sheik, Rosalina and ZSS in particular. But Mario has remained untouched making these matchups easier for him to deal with.
I'd also like to point out that Mario mains tend to underrate him possibly because they don't want him nerfed. This is true of most players who play top tier characters, even the best players.
Mewtwo's nair is anything but autopilot, c'Mon.It's a huge stretch to say that Ike relies solely on half of his moves. His only aggressively mediocre moves are Counter (which isn't exclusive to him as a character seeing as how most counter moves in this game are are complete ***), Forward Smash, Down Air and Down Smash with Up Air being on the borderline. That's it. Everything else ranges from usable to great, with consistent use in competitive play.
The implication i'm getting here is that you think that Ike's buffs turned him into a grab spamming fiend, but that flat out isn't true in practice. Like, you're severely underestimating the depth of Ike's buffs; he didn't get band aid for his problems, but outright changes to many of his core moves (aerial and grounded normals) to outright make them functional. His buffs made him go from a mediocre and boring swordsman to a rewarding one with a unique style that sets him apart from the rest of his kin. I also think you're giving way too much credence to Mewtwo buffs, which were pretty hit and miss. His weight is completely justified now that he actually fits the glass cannon mold well, but he also has overtuned options in the form of Fair, overkill run speed and the ability to autopilot with Nair and Shadow Ball in neutral. If anything, Mewtwo is a character that doesn't even need to use most of his moveset to succeed in a match.
I don't disagree with what you're saying, but I think you're completely off base in regards to Ike. There's a bit of a double standard here and a fundamental misunderstanding in how he was buffed . Ask literally any Ike main and they'll tell you that the character is more fun, interesting and rewarding to play than ever.
Excellent theory, fair results, currently sitting at ~20th in Koopa's rankings after a recent slump. Assuming you expand high tier past the top 12 or so (to include the next 10-12 characters who are about as strong), he's a shoe-in.Under what criteria is he not a mid tier?