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Official 4BR Tier List v1.0 - Competitive Impressions

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Trifroze

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An interesting approach to viewing the future of the meta is which character you'd pick over every other character for each matchup if you were equally good with all of them (although this completely ignores ease of use). Might look something like:

:4cloud: > :4diddy:
:4cloud: > :4ryu:
:4sheik: > :4cloud:
:4sheik: > :4fox:
:4bowser: > :4sheik:
:4diddy: > :4zss:
:4diddy: > :4mewtwo:
:4zss: > :4sonic:
:4sonic: > :4mario:
:4metaknight: > :rosalina:
 

Shady Shaymin

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I just realized

Are there even any active posters in this thread who main sheik? I see Cloud, Diddy, ZSS, Fox mains here pretty regularly, and a bunch of other characters have good rep in CCI, but I feel like there are no regular sheiks here, which sorta sucks.

Sheik is like that cool, mysterious, talented kid in high school who people either idolize or talk **** about, despite no one really knowing much about them

Because let's be real here, how many of us have experience against top level sheiks, let alone enough experience to make claims that her neutral doesn't compensate for her killing issues J JustSomeScrub
 

Locke 06

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Mewtwo has difficult tech, but tech isn't the thing that makes Mewtwo difficult to use.

If all you see is Mewtwo succeeding in neutral, you're only getting half the story. You're seeing its nice range, you're seeing d-tilt, you're seeing Shadow Ball's low cooldown, and the ability to answer just about everything provided you're not too close to your opponent.

What you're not getting, then, is that all of Mewtwo's tools in neutral have clear weaknesses. D-tilt loses to short hop. F-tilt and U-tilt are good but not that good. Fair is really really good for a fair, but it can be beaten out by quicker attacks or superior disjoints.

"What does this matter if Mewtwo's attacks are so good?" It's because Mewtwo's a glass cannon. I know that's obvious at this point, it's the most commonly said thing about Mewtwo, but I still think people sometimes don't get the ramifications of this.

Mewtwo has a strong neutral, but pays the price dearly for making the wrong decision. The most vital resource in any Mewtwo matchup is not health or how charged your Shadow Ball is, it's FEAR. Mewtwo wants to instill fear in the opponent, but Mewtwo players can easily start playing scared and lose control of the game within a few seconds because of how fragile Mewtwo is.

Think of it like YOLO mode in DIvekick. It's a special gem that gives you a massive boost to all your stats, except instead of taking 5 hits to lose a match, you only need to get hit once. Sure, you have the superior character with the superior stats, but do you feel confident you can last 500% longer than your opponent?
Dtilt may lose to SH in theory, but the range at which dtilt reaches means the opponents have to aggress with their SH and commit while dtilt can poke and is incredibly low commitment.

Dtilt out of shield drop catches a lot of spaced aerials, which characters not blessed with SH forward autocancels can stuff. Because of this move, even if the opponent has low landing lag, shielding is the natural action to protect against it, giving Mewtwo an advantage even on block due to its range, but also an opening to land a grab.

Dtilt is silly.
 
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JustSomeScrub

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I just realized

Are there even any active posters in this thread who main sheik? I see Cloud, Diddy, ZSS, Fox mains here pretty regularly, and a bunch of other characters have good rep in CCI, but I feel like there are no regular sheiks here, which sorta sucks.

Sheik is like that cool, mysterious, talented kid in high school who people either idolize or talk **** about, despite no one really knowing much about them

Because let's be real here, how many of us have experience against top level sheiks, let alone enough experience to make claims that her neutral doesn't compensate for her killing issues J JustSomeScrub
You don't have to be a top level player to notice the best Sheik's out there out neutral their opponents to 160+ only to get hit once and die at 80. If this were only happening to mid level Sheiks you'd have a point. But it clearly is a major issue for her at all levels of play.

And I just don't see how Sheik's neutral is that much better than everyone at this point anyway. Her fair got massive range nerfs in 1.1.5. Her needles are unsafe at close-mid range (way too much ending lag) and at long range barely deal any damage. So what tools does she have in neutral that makes her so special?

I'd argue at this point Diddy and Cloud definitely have better neutral games and the likes of Mario, Rosa, Sonic, Mewtwo and Fox among several others can do just fine versus her in neutral.

She might crap on most low-mid tiers but those characters are obviously less relevant.
 
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Ffamran

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Her needles are unsafe at close-mid range (way too much ending lag) and at long range barely deal any damage.
Are we talking about single Needles or charged, stocked up Needles? 'Cause if you're talking about single Needles, yeah, of course they're not safe at close range, but long range? Zoning? Stage control? Establishing your area? Harassment? Stalling? That's something they can do well. Damage doesn't matter when you can zone the hell of your opponents. Charged Needles just add in being safe at pretty much any range, being able setup, and of course, more damage.
 
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JustSomeScrub

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Are we talking about single Needles or charged, stocked up Needles? 'Cause if you're talking about single Needles, yeah, of course they're not safe at close range, but long range? Zoning? Stage control? Establishing your area? Harassment? Stalling? That's something they can do. Charged Needles just add in being safe at pretty much any range and as a setup.
Both. Single are unsafe due to ending lag, charged are very unsafe if whiffed (due to decent amount of active time). An option that unsafe at mid range is not good to establish stage control with imo.

They don't deal enough damage to convince players to approach. Something like Cloud's Limit charge does a much better job of that.
 
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Shady Shaymin

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You don't have to be a top level player to notice the best Sheik's out there out neutral their opponents to 160+ only to get hit once and die at 80. If this were only happening to mid level Sheiks you'd have a point. But it's clearly as major issue for her at all levels of play.

And I just don't see how Sheik's neutral is that much better than everyone at this point anyway. Her fair got massive range nerfs in 1.1.5. Her needles are unsafe at close-mid range (way too much ending lag) and at long range barely deal any damage.

I'd argue at this point Diddy and Cloud definitely have better neutral games and the likes of Mario, Rosa, Sonic, Mewtwo and Fox among several others can do just fine versus her in neutral.

She might crap on most low-mid tiers but those characters are obviously less relevant.
Citing circumstances where a character struggles to kill against some of the most skilled and top level players in the world doesn't seem like a valid argument against the character being outside of top 5. We know that sheik's killing tools are mediocre, and we know that seeing the ugly dark red triple digits under your opponent's icon sometimes happens if you play sheik at the highest level. I don't see how that changes

-needles still being a contender for best move in the game and a headache for most of the cast
-some of the best mobility and frame data in the game
-still having 50/50 kill confirms off of relatively safe tilts
-still having a burst mobility move that stock caps, edgeguards, can be combo'd into, and bounces off of shield
-being the only character that actually decisively beats Cloud
-finally and most importantly, having the highest ranking in Das Koopa Das Koopa 's system and seeing consistent results at top level play even after devastating nerfs
 

JustSomeScrub

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Citing circumstances where a character struggles to kill against some of the most skilled and top level players in the world doesn't seem like a valid argument against the character being outside of top 5. We know that sheik's killing tools are mediocre, and we know that seeing the ugly dark red triple digits under your opponent's icon sometimes happens if you play sheik at the highest level. I don't see how that changes

-needles still being a contender for best move in the game and a headache for most of the cast
-some of the best mobility and frame data in the game
-still having 50/50 kill confirms off of relatively safe tilts
-still having a burst mobility move that stock caps, edgeguards, can be combo'd into, and bounces off of shield
-being the only character that actually decisively beats Cloud
-finally and most importantly, having the highest ranking in Das Koopa Das Koopa 's system and seeing consistent results at top level play even after devastating nerfs
Hold on.

Are you joking about needles?

They have massive ending lag (singular) or are very unsafe on whiff charged. And deal almost no damage at long range.

If you block Sheik's needles at mid range, most characters literally have enough time to unshield, run up and up Smash for instance.
 
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Shaya

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I've said it before and I'll say it again, a character which has so many safe actions with very high damage output - augmented by disjoints, large range and mobility isn't a glass cannon, it's a light-weight hand held laser [machine] gun.
i.e. hello most high/top tiers in most smash games.

The only inherent risk to mewtwo seems to be the exact same risks every light character has. He's not like Fox who has an extremely exploitable recovery, or Jigglypuff/G&W (G&W was seen as and agreed upon as a glass cannon in the early meta of this game + also in Brawl) without the frame data or inherent move safety (especially on the ground!!!!) and are extremely punishable for their "cannon blowing". Playing an oppressively strong neutral game better than most of the cast, with a disadvantage better than other tops such as Diddy and Fox, with safe tools that double up as KO moves or KO set ups. Like.. where's the glass?

Mewtwo is just too well rounded to be a glass cannon, and Nobie you're the only one who really openly uses that term despite it not really making any sense (in his current paradigm).
Every weakness you talk of is always shared by other characters with similar moves (i.e. good characters), yet because someone can SH over a down tilt that makes mewtwo a glass cannon? Fair, a move that's meant to be melee range but can be out sped (by what exactly? 6F is pretty much the fastest you'll get for forward facing aerials and it's one of the best ranged ones in the game) or outdisjointed (DUH, Marth's fair outdisjointed sheiks at release, didn't mean that's a real weakness whatsoever or that Marth could ever beat Sheik's fair) expresses a huge amount of character bias to me.
Maybe not having a 2-3 frame start up move means you have a weakness... but seriously... that's just narrow minded. Characters with great range/disjoints, damage and such low start ups are... no one? ZSS maybe?, Falcon has a jab?

Ughh. Yes, maybe the design ideal was glass-cannony, as a very light weight and high damage output character suggests (again: nearly every top character in every smash game). But your definition of "glass" in smash4 seems whack or skewed to only possibly being able to refer to Mewtwo.
Or way too expansive (yet you refuse to ever use the term for any other top character but your main). Is Fox a glass cannon to you as well? Zero Suit? Rosalina? Zelda? What stops them from being glass cannons to you? Because all of them bar G&W/Jigglypuff/Zelda seem to have just about everything they need to function without needing to fear their fragility beyond what one would expect.
 
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Shady Shaymin

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Hold on.

Are you joking about needles?

They have massive ending lag (singular) or are very unsafe on whiff charged. And deal almost no damage at long range.

If you block Sheik's needles at mid range, most characters literally have enough time to unshield, run up and up Smash for instance.
So now that needles are somewhat more punishable and short ranged, they all of a sudden aren't still really good? Did 1.1.5 remove the transcendent priority, the stupidly low startup upon usage, and the kill confirm into bouncing fish off of their aerial form?
 

JustSomeScrub

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So now that needles are somewhat more punishable and short ranged, they all of a sudden aren't still really good? Did 1.1.5 remove the transcendent priority, the stupidly low startup upon usage, and the kill confirm into bouncing fish off of their aerial form?
The kill confirm was made much harder afaik. Now I've only seen it work in offstage situations. I do agree needles are still good for edge guarding.

And keep in mind aerial needles unless done a specific way have tons of ending lag as well. IIRC you actually have to do them instantly off the ground while rising in a full hop to get rid of said lag, making them even more situational.

And yes, projectiles with that much ending lag aren't really good neutral options for mid range. Do you consider Smash 4 Falco's lasers effective at mid range?

Sorry but in a game with Toon Link's bombs, Diddy's bananas, Mewtwo's shadow ball etc. Sheik's needles (while on stage) seem extremely tame in comparison. I don't see how compared to those you can insist Sheik needles are the best projectile let alone best move.
 
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DJBor

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What is defined as "top tier" in Smash 4? Is it a character that has results? Is it a character with good matchups? Is it the characters with the best abilities among the cast? It's been loose for a long time, with the level that the game has been balanced to. Is there even a need for a tier list if there are at least 10 characters that could all be considered "top 5" depending on personal experience? There is no definition to this metagame thus far, as it appears now...
 

Shady Shaymin

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The kill confirm was made much harder afaik. Now I've only seen it work in offstage situations. I do agree needles are still good for edge guarding.

And keep in mind aerial needles unless done a specific way have tons of ending lag as well. IIRC you actually have to do them instantly off the ground while rising in a full hop to get rid of said lag, making them even more situational.

And yes, projectiles with that much ending lag aren't really good neutral options for mid range. Do you consider Smash 4 Falco's lasers effective at mid range?

Sorry but in a game with Toon Link's bombs, Diddy's bananas, Mewtwo's shadow ball etc. Sheik's needles (while on stage) seem extremely tame in comparison. I don't see how compared to those you can insist Sheik needles are the best projectile let alone best move.
Falco lasers are nowhere near as fast as needles. Power shielding lasers is so easy I could practically do it while drunk. Falco lasers can't force approaches like needles can, which while they aren't super long ranged, are chargeable and therefore inherently force approaches.

The comparison to Falco lasers is a whole lot of nonsense and you're fixating on one point in my list of reasons why sheik is so damn good.
 

FeelMeUp

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Why are people responding to the guy that's spreading misinformation and showing clear ignorance about Sheik?
"haha she's not top 5 can't kill"
Do you want me to take an average % of every stock taken by Mr. R last weekend?
 

JustSomeScrub

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Falco lasers are nowhere near as fast as needles. Power shielding lasers is so easy I could practically do it while drunk. Falco lasers can't force approaches like needles can, which while they aren't super long ranged, are chargeable and therefore inherently force approaches.

The comparison to Falco lasers is a whole lot of nonsense and you're fixating on one point in my list of reasons why sheik is so damn good.

All I'm saying is there's a reason no top Sheik uses needles frequently at close to mid range. If they were as good as you say, you'd seem them being used much more often in neutral.

It doesn't matter if they can't be power shielded on reaction, they are simply a big risk with little reward because grounded needles again, lead into absolutely nothing and leave Sheik wide open.

In contrast Toon Link's bombs or Diddy's bananas have almost no cooldown after tossing them and lead into guaranteed kill setups. I mean come on, Sheik players would kill to have these options over needles.

Anyway, regarding your comment about top player inputs, for what it's worth Zero recently made a tier list and didn't put Sheik in top 5. And he was considered the best or second best Sheik for a very long time. With that said obviously top players have bias like everyone else.

Why are people responding to the guy that's spreading misinformation and showing clear ignorance about Sheik?
"haha she's not top 5 can't kill"
Do you want me to take an average % of every stock taken by Mr. R last weekend?
No other supposed top tier has opponent's regularly living to obscene percents. Which is amplified by the fact that Sheik is light and rage exists.

Not saying Sheik can't kill at decent percents, just that it doesn't happen nearly as often as it does with other characters that have much more reliable kill setups or can simply force situations and kill a lot earlier with stray hits.
 
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Ffamran

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Both. Single are unsafe due to ending lag, charged are very unsafe if whiffed (due to decent amount of active time). An option that unsafe at mid range is not good to establish stage control with imo.
That's because you're not supposed to use them at close-range? Projectiles aren't freaking swords. There is few times you'd want to use a projectile point blank. Unless it's really powerful like the typical charge shot, have high knockback like PK Fire, has some property like being able to drag people out like Shakunetsu, or is a shotgun, projectiles are meant to be used at range. Projectiles that are confirmed into aren't as prominent in Smash for various reasons unlike in traditional 2D fighting games. The only one that comes to mind that don't have those properties I described above is Falco's Blaster...

Needle Storm, regardless if it's single, uncharged, or charged, technically have 43 recovery frames. The thing if you consider the other Needles to be the last hitbox, then Needle Storm actually varies from 43 to 35 (uncharged with 5 Needles) to 28 (charged) recovery frames. 35 and 28 recovery frames are pretty decent for projectiles and moves in general... unless we're all freaking spoiled by auto-canceled projectiles. Even though she commits to it hard like Bayonetta does with Bullet Climax, you still have to account for all of the hitboxes. Dropping shield early or dodging poorly and you're still going to get hit. Multi-hit moves in a nutshell.

Almost all moves are unsafe when whiffed. That's common sense. Stage control isn't just limited to mid-range. If a Sheik wants to put you as far as way as possible, so ledge to ledge, she can and will with single Needles. Why? I don't know. Breather? Time stalling? Or just to piss you off? Not ever projectile does the same thing; not every projectile establishes one range. Luigi's stage control with Fireballs is about close to close-mid-range like Mega Man's pellets and Villager's Fair and Bair, Greninja and Ryu's is mid-range, and Fox and Sheik at long-range.

They don't deal enough damage to convince players to approach. Something like Cloud's Limit charge does a much better job of that.
Damage is damage and some people panic when then get hit. It's not the damage Needle Storm is about, but the (strangely) high knockback that pisses people off. Projectiles harass. Harassment causes agitation and people make poor decisions when agitated. That's the point of a lot of projectiles, the point of zoning, to force a poor reaction. Some projectiles just do more which Needle Storm as I've already outlined. Whether that's chip damage, high damage, knockback, stalling, damage per second (hi, F.A.N.G. and Olimar's White Pikmin), whatever. It's pressure. It just so happens Needle Storm's pressure is long-range. Also, why are you talking about Limit Charge, a passive threat that does no damage when you brought up Needle Storm, an active threat, a projectile, that does damage?

Speaking of damage, are you asking that Needle Storm or projectiles do even more damage? Projectiles should not be doing a ton of damage with consequences like needing to spend meter, charge, have a ton of startup, have a ton of recovery, or something like a sweet-spot. There's a reason why projectiles were nerfed in Smash 4. There's a reason why no other game has auto-cancelable, ridiculously low commitment and low recovery, projectiles like in previous Smash games, and there's a reason why you can't chip someone to death in Street Fighter V. People hate projectiles. Why would you want them to do more damage?

I'm starting to wonder if Smash players understand how projectiles and zoning work in fighting games...

And yes, projectiles with that much ending lag aren't really good neutral options for mid range. Do you consider Smash 4 Falco's lasers effective at mid range?
Bringing in what is the worst projectile in the game to compare is not really a good idea. Falco's Blaster has low set knockback instead of regular knockback that even low knockback projectiles like Fireballs are safer at close-range and it has 48 recovery frames grounded and 41 in the air. The lasers are visible and travel much slower. Even at long-range and on-hit, Falco's Blaster fails to be safe against anyone with decent mobility. Sheik's single Needles at least manage to be safe at long-range on-hit and sometimes whiff. Those 5 less recovery frames do make a difference.
 
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Das Koopa

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Is Falco laser really the worst projectile when PK Flash and Shot Toss exist
 

MushroomKiller

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Guys, JustSomeScrub is literally just some scrub. Well, OK, not literally because that would imply that he's a semiabrasive cosmetic lotion applied to the face and body in order to cleanse the skin.

If you have issues with a poster in this thread or on smashboards in general due just use the Smashboards Ignore feature on them like I do, and you won't have to deal with their inane spurts of nonsense and predilections to get into immature hissy fits.

Life is good.

mod edit, Shaya~
 
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DanGR

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Why are people responding to the guy that's spreading misinformation and showing clear ignorance about Sheik?
"haha she's not top 5 can't kill"
Do you want me to take an average % of every stock taken by Mr. R last weekend?
... I'd be quite interested in seeing that, actually.

If these data points were plotted out, we'd see a lot more variance compared to someone like Diddy who kills at a very specific percent range (110-130%), what, 80% of the time? For Sheik my guess is we'd see a few kills scattered around 50-90% from gimps and low % horizontal chains. I guess probably ~30-40% of the kills would happen around 90-120% (mostly nair->bouncing fish, airdodge prediction->bouncing fish, & upair, it seems), then somewhat of a gap with fewer kills between 120-160%. Then we'd see another spike in kills at 160,170%+ from stray fairs and other small hits. I may plot this out myself, next tournament this large.
 
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Das Koopa

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When did Din's Fire stop existing?
probably a contender too, can't find much of any footage of players like Ven using it (Slash surprisingly used a lot for multiple purposes)

Laser isn't good but I think more unusable projectiles exist
 

JustSomeScrub

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That's because you're not supposed to use them at close-range? Projectiles aren't freaking swords. There is few times you'd want to use a projectile point blank. Unless it's really powerful like the typical charge shot, have high knockback like PK Fire, has some property like being able to drag people out like Shakunetsu, or is a shotgun, projectiles are meant to be used at range. Projectiles that are confirmed into aren't as prominent in Smash for various reasons unlike in traditional 2D fighting games. The only one that comes to mind that don't have those properties I described above is Falco's Blaster...

Needle Storm, regardless if it's single, uncharged, or charged, technically have 43 recovery frames. The thing if you consider the other Needles to be the last hitbox, then Needle Storm actually varies from 43 to 35 (uncharged with 5 Needles) to 28 (charged) recovery frames. 35 and 28 recovery frames are pretty decent for projectiles and moves in general... unless we're all freaking spoiled by auto-canceled projectiles. Even though she commits to it hard like Bayonetta does with Bullet Climax, you still have to account for all of the hitboxes. Dropping shield early or dodging poorly and you're still going to get hit. Multi-hit moves in a nutshell.

Almost all moves are unsafe when whiffed. That's common sense. Stage control isn't just limited to mid-range. If a Sheik wants to put you as far as way as possible, so ledge to ledge, she can and will with single Needles. Why? I don't know. Breather? Time stalling? Or just to piss you off? Not ever projectile does the same thing; not every projectile establishes one range. Luigi's stage control with Fireballs is about close to close-mid-range like Mega Man's pellets and Villager's Fair and Bair, Greninja and Ryu's is mid-range, and Fox and Sheik at long-range.


Damage is damage and some people panic when then get hit. It's not the damage Needle Storm is about, but the (strangely) high knockback that pisses people off. Projectiles harass. Harassment causes agitation and people make poor decisions when agitated. That's the point of a lot of projectiles, the point of zoning, to force a poor reaction. Some projectiles just do more which Needle Storm as I've already outlined. Whether that's chip damage, high damage, knockback, stalling, damage per second (hi, F.A.N.G. and Olimar's White Pikmin), whatever. It's pressure. It just so happens Needle Storm's pressure is long-range. Also, why are you talking about Limit Charge, a passive threat that does no damage when you brought up Needle Storm, an active threat, a projectile, that does damage?

Speaking of damage, are you asking that Needle Storm or projectiles do even more damage? Projectiles should not be doing a ton of damage with consequences like needing to spend meter, charge, have a ton of startup, have a ton of recovery, or something like a sweet-spot. There's a reason why projectiles were nerfed in Smash 4. There's a reason why no other game has auto-cancelable, ridiculously low commitment and low recovery, projectiles like in previous Smash games, and there's a reason why you can't chip someone to death in Street Fighter V. People hate projectiles. Why would you want them to do more damage?

I'm starting to wonder if Smash players understand how projectiles and zoning work in fighting games...


Bringing in what is the worst projectile in the game to compare is not really a good idea. Falco's Blaster has low set knockback instead of regular knockback that even low knockback projectiles like Fireballs are safer at close-range and it has 48 recovery frames grounded and 41 in the air. The lasers are visible and travel much slower. Even at long-range and on-hit, Falco's Blaster fails to be safe against anyone with decent mobility. Sheik's single Needles at least manage to be safe at long-range on-hit and sometimes whiff. Those 5 less recovery frames do make a difference.
Guile's fireballs in most Street Fighter games say hi just to name one example. Sorry but you are flatout wrong about all projectiles having high recovery times. Especially weird coming from someone that claims to understand traditional fighters.

You completely missed my point. I repeat. Sheik needles are not safe at all to throw out at mid range. How can you insist this is fine because all moves have this kind of ending lag when this is flatout false?

Diddy's bananas and Toon Link's bombs? Do they ring a bell? Why do you think these are actually commonly used in mid range neutral and Sheik needles are not?

And no 5 frames in this context is not a big difference (43 versus 48, they are both massive already). In most situations where you could punish Falco's laser, you could punish Sheik's needles.

Edit:

Cloud's limit charge is relevant because it's a much bigger threat than Sheiks needles ever could be. As a result, it convinces people to approach much moreso than needles do.
 
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Pyr

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I'd think Zelda's Down-B is the worst projectile. At least PK Flash, Din's Fire and things like that can be absorbed/bucketed in doubles. Her Down-B can be reflected, which then makes it kill at absurd %s. It's a huge commitment, massively telegraphed, can be "killed" for around 10 seconds, leaves Zelda open for almost anything if it misses... It's just something that should never be used.
 

DJBor

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Worst projectile? Bowser Jr. Cannonball. Or, the 1-damage pellet that's left behind when Sheik fails at using Grenade.
 

JustSomeScrub

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Also zoning is about controlling space. If your projectile is only safe at ridiculously long ranges, you are hardly controlling any space. More importantly, in a game where jumps are a low commitment option and air mobility is so high, a linear projectile like needles that puts you in lag is even more limited.

This isn't Street Fighter. If you predict Sheik is about to throw a needle so you jump and she doesn't, you don't eat a guaranteed anti-air. You have a million options to retreat with.
 
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FeelMeUp

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If you predict Sheik is about to throw a needle so you jump and she doesn't, you don't eat a guaranteed anti-air.
good thing needle storm comes out on frame 1, fair is still one of the best anti-approach/approach tools in the game, and needle charges in general can be cancelled without significant lag.
 
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JustSomeScrub

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good thing needle storm comes out on frame 1, fair is still one of the best anti-approach/approach tools in the game, and needle charges in general can be cancelled without significant lag.
Yes but the point is you don't have to commit to your jump in unlike most traditional fighters.

You can short hop towards Sheik, if you don't react to a needle startup animation you can back off before committing to anything.

And consider risk reward. If you successfully predict one needle using a character with aerial kill power, it could be lights out for Sheik. On the flipside if Sheik successfully baits a bad approach, Sheik's fair is not going to kill until 180+ (and that's assuming it's fresh and they are near the edge). So is it really much of a deterrent?

In fact this strategy would be much more effective with Mewtwo as both his Shadow Ball and fair will kill at respectable percents and/or deal decent damage. One of the reasons why I think Shadow Ball is a MUCH better more threatening projectile than Needles. Unlike Sheik you actually have to worry about getting your approaches stuffed with his fair.
 
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FeelMeUp

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Yes but the point is you don't have to commit to your jump in unlike most traditional fighters.

You can short hop towards Sheik, if you don't react to a needle startup animation you can back off before committing to anything.

And consider risk reward. If you successfully predict one needle using a character with aerial kill power, it could be lights out for Sheik. On the flipside if Sheik successfully baits a bad approach, Sheik's fair is not going to kill until 180+ (and that's assuming it's fresh and they are near the edge). So is it really much of a deterrent?

In fact this strategy would be much more effective with Mewtwo as both his Shadow Ball and fair will kill at respectable percents and/or deal decent damage. One of the reasons why I think Shadow Ball is a MUCH better more threatening projectile than Needles. Unlike Sheik you actually have to worry about getting your approaches stuffed with his fair.
you.....seem to not understand how needles work.
if you're at a % where needles knock back you don't even need to use fair anymore. just needling their soft landing after b reversing a charge gives you free stage positioning. if needles are putting you in tumble you can't take more than 2-3 needle hits before being sent offstage where sheik wants you. that's 6 taps of a button and the occasional L/R for a move that has almost no commitment and conditions you to shield then potentially die for getting grabbed.
before talking about and downplaying an absurd move you barely understand you should try watching this:
https://www.youtube.com/watch?v=S1hj_ebvNvM
 

JustSomeScrub

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you.....seem to not understand how needles work.
if you're at a % where needles knock back you don't even need to use fair anymore. just needling their soft landing after b reversing a charge gives you free stage positioning. if needles are putting you in tumble you can't take more than 2-3 needle hits before being sent offstage where sheik wants you. that's 6 taps of a button and the occasional L/R for a move that has almost no commitment and conditions you to shield then potentially die for getting grabbed.
before talking about and downplaying an absurd move you barely understand you should try watching this:
https://www.youtube.com/watch?v=S1hj_ebvNvM
Nearly everything in that video I've been doing since Brawl. I'm well aware of how needles work. And how they don't work.

No offence but are you seriously saying you don't know how to deal with a Sheik spamming needles at long range? Or that it is somehow a powerful strategy to begin with? Do you consider Ness spamming PK fire unbeatable as well?

Yeah I remember seeing all those top level Sheik matches that consisted of the Sheik just doing this at long range. They perfected their opponents. Oh wait...

Catching empty short hop landing with needles? How do you know or not if they will approach with it and hit you? And it's not like empty short hops are big commitments, you can choose to jump away before landing, retreat to platforms etc. And once again you are not considering risk reward at all.
 
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Lavani

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Phantom can be B-reversed without killing momentum or putting her in freefall for landing mixups, has an actual collisionbox that can impede approaches or ledgegrabs, and it actually does pretty good damage when it does manage to hit. That puts it ahead of Din's Fire already.

Also maybe worth noting that an FG Zelda somehow pushed me off the ledge with a phantom while I was in shield behind it (no I did not drop shield, yes I was off the ledge when I got hit). Don't know how repeatable it is, but unblockables are scary.

It is a pretty sad projectile, but it isn't the absolute worst. It's not even the worst on the character in question.

The kill confirm was made much harder afaik.
Needle endlag hasn't been nerfed since 1.0.4 and needle knockback has never been touched. Maybe range nerfs reduced its effective range, but I don't know if needlefish worked at max needle range in the first place, and as far as the needles actually hitting is concerned it's no different than it has been as far as the Wii U version's concerned.
 
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Pyr

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This isn't Street Fighter. If you predict Sheik is about to throw a needle so you jump and she doesn't, you don't eat a guaranteed anti-air. You have a million options to retreat with.
At first I was going to point out that a predicted fireball leads to you losing half a bar in every Street Fighter. But then I remembered... Why are you jumping at the DP range in the first place? Why was your prediction that bad/slow that you got anti-aired?

The 2 games are not applicable to each other in this instance. You should stop referencing a game you don't understand.... And Street Fighter, too.


In regards to Sheik needles, no character can reasonable punish them from half a stage away. They are safe on use. If you're seriously saying needles are mediocre when used at the range when they become unsafe (Luigi 3/4 fireball range and closer), then I can say: you're right! But when you -actually- use needles appropriately, they are one of the best projectiles in the game due to their properties and overall safety.

You are not punishing max (or even 3/4) range Sheik needles without a heavy read and a fast projectile, bouncing fish, or the like. Period. Show me a video of someone doing it, or, better yet, make a video yourself.
 

JustSomeScrub

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At first I was going to point out that a predicted fireball leads to you losing half a bar in every Street Fighter. But then I remembered... Why are you jumping at the DP range in the first place? Why was your prediction that bad/slow that you got anti-aired?

The 2 games are not applicable to each other in this instance. You should stop referencing a game you don't understand.... And Street Fighter, too.
Umm what?

Even top Street Fighter players do bad jump ins and get AAed. The trick is baiting your opponent to jump when they think you are about to throw a fireball. How does this contradict anything I've said? Are you seriously implying good Street Fighter players never ever get AAed? That couldn't be anymore wrong if you tried.

Secondly, a typical jump in does not lead to half health lost with most characters if they have meter or otherwise, more like 1/3rd. Half is a gross exaggeration. Also in previous SF titles anti-airing with meter could lead to similar damage. Anti-air Ultras in SF4 actually were in fact almost half a lifebar. So yeah, jumping is way more risky in the game, but regardless, players still jumped.

I never said max range needles are punishable. Just that they don't impose as much of a threat as Cloud's limit charge, Diddy summoning a banana etc. And that at mid range they are highly unsafe which we both agree on.
 

Luco

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So, someone on Reddit thinks counterpicking might be important not because of the specific MU, but because of your opponent's tendencies. I think this is an interesting perspective, since people like ANTi show more success using counterpicks than some show with their mains. Do you think that this thought has some merit at the top level? Not picking characters because "this is a better MU," but because "I can do these things against this opponent"?

I think it's probably justified in a way, since even ANTi doesn't necessarily pick the best pick. He cycles through characters until one proves sufficient to beat his opponent - not just the character.

Thoughts?
As a co-main, I often come up against MUs I'm not sure of the ratios for, but I look at how my opponent played and compare my much more aggressive Ness to my much more patient, wally Lucas and often go 'would I be better playing the break-in game or the wall-out game?'

It's nice to switch to either character and know I can do certain things. If I switch to Lucas, I get excited at big combos and strings and PK Hoohah, if I'm switching to Ness, I get excited about the wonderful Uair and Bthrow and... PK Flash??? Whoops, that wasn't meant to go in there. *awkward*

TDK TDK I was versing the one and only Kofu Kofu online yesterday, at some point as Lucas I used PK Freeze as he was coming in from the air, he predicted it and held out bucket as G&W but I let go of it early, then was able to run and Usmash the end lag on bucket for the kill because PK Freeze's end lag is *that* low. We were... Surprised... >_____>

That reminds me, Ness vs G&W.

So now with a little bit more experience from my own side, I don't think G&W's neutral dominates Ness particularly hard in this MU. Bair is unsafe (I think even spaced we can Ftilt after the final hit), Fair is unsafe, pancakes are nice but also unsafe, same goes for DA. They're all respectable options of course, but I feel Ness has the frame data to beat G&W out if he wants to take it to the air and the power to get G&W to Uair / Bthrow kill percents VERY early. It's also important to keep in mind that both these moves kill, because usually if the opponent is trying to avoid 1, they're setting themselves up for the other. Anyway, in our matches gimping rarely occurred, and I think G&W gimping Ness is viable but requires a lot of thought on G&W's part and often a bad use of AD / DJ from Ness. I feel that if Ness puts himself in a serious position to be gimped then G&W was probably the better player anyway for being able to put him in that position and capitalise on it. Ironically I found myself dying offstage as Lucas far more than I did Ness.

G&W does have a fantastic juggling capability against Ness, who naturally hates being juggled. The ability to just beat out landing aerials with Usmash invincibility hurts my brain (That's not figurative: I kept trying to use Uair and it'd just clank and Usmash'd go through), but is especially effective against Ness who pretty much needs to fake out G&W then find his landing tbh or reset to the ledge which is eh.

But I don't see this MU in G&W's favour when the damage Ness needs to make up is so relatively small in regards to the neutral reads he has to make. A single read at low percents and G&W is at 30%, another and he's at 50, a few more and he's ready to die. Ness needs a lot more hitting from G&W's side and Usmash, while killing very early, can be respected better than Ness' array of kill options. So many times Ness can get hit by Bair over and over because he's trying to avoid other, more serious options, then Ness comes back and kills G&W at 75% because lolrage.

G&W is one of the better low-tier picks against Ness, but I have yet to see him be a serious tournament-level threat against him for the reasons I have outlined. The reasons I believe Ness to be high tier is because of his ridiculous damage output, the fact that things lead into themselves for more damage, like Uair at 0% true comboes into grab, and at mid percents Uair TCs into itself and Bair, and all of these aerials doing near Ryu-level damage combo-ed with highly respectable aerial mobility means Ness will always remain relevant even if his design is somewhat volatile. Obviously Bthrow and Uair/Bair killing are big too and stuff like Dsmash at the ledge makes Ness one of the better 2-framers around. And if you want to talk about results, I agree Ness has dropped lately but he's still sitting at #15 on Das Koopa Das Koopa 's latest updated list. Idk.

If Kofu has anything to add he's welcome to chuck it in here. :)
 
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Ffamran

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Guile's fireballs in most Street Fighter games say hi just to name one example. Sorry but you are flatout wrong about all projectiles having high recovery times. Especially weird coming from someone that claims to understand traditional fighters.
17-ish to 20-ish recovery frame range territory when it comes to Guile's Sonic Boom and 30-ish for Ken's Hadouken. There is still recovery. It's low, but not 4 frames landing lag plus how many frames it takes for a character to fast fall back to the ground from a hop low previous games, especially Melee, had. Special cases, but still pretty ridiculous that projectiles were able to function like that in previous games.

Also, I never said that all projectiles have high recovery. I said "35 and 28 recovery frames are pretty decent for projectiles and moves in general". Guess what? Ken and Ryu's Hadoukens have that kind of recovery in SFV; both are about 33-ish frames. Ryu in Smash, however, has 45 frames of recovery. Why? Outside of Smash 4 being hard on projectiles in general if Diddy, Falco, Fox, Mario, Samus, and even Zelda who had their projectiles nerfed from Brawl to Smash 4 is any indication. Projectiles are more problematic in Smash than they are in other fighting games. Mobility is much more varied -- characters are faster in Smash, but the ceiling and floor are wider than in other games -- making it more difficult for some characters to get in to punish and projectiles generally do more knockback unlike in other fighting games where it's usually hit stun. Also, stages are larger at times.

You completely missed my point. I repeat. Sheik needles are not safe at all to throw out at mid range. How can you insist this is fine because all moves have this kind of ending lag when this is flatout false?
My point was to say Needle Storm is good for long-range. I wasn't trying to argue if it was good, safe, whatever at mid-range.

Diddy's bananas and Toon Link's bombs? Do they ring a bell? Why do you think these are actually commonly used in mid range neutral and Sheik needles are not?
Because they're different moves tuned for different things? Why do you think Ike doesn't use his Fair like Marth? Why do you think Fox doesn't use his Up Smash for landing traps like Falco? Different moves do different things and it's fine for them to be worst at one or several things if they're good at other things.

And no 5 frames in this context is not a big difference (43 versus 48, they are both massive already). In most situations where you could punish Falco's laser, you could punish Sheik's needles.
It makes a difference even if it's slight. 5 less recovery frames is still 5 less recovery frames.

On-hit, Sheik's Needle Storm is more difficult to punish at any range because of the much higher knockback and not having low set knockback. As a move, it's more difficult to punish when you can only see Sheik throwing, but not the projectiles themselves like you can with Falco's Blaster firing blue, lengthy, thin lasers. Can you learn the timing? Absolutely, but we're not machines; we can't automatically perfect shield everything, especially against fellow, chaotic human beings. Recovery matters relative to range; high recovery can be negligible at max range. Factor in that Sheik is much, much faster than Falco, so that if she misses, she's going to have an easier time running away than Falco.

Cloud's limit charge is relevant because it's a much bigger threat than Sheiks needles ever could be. As a result, it convinces people to approach much moreso than needles do.
Except it's a different move. Is one a better force approach tool and neutral tool, perhaps, but you were, from what I'm getting, arguing about Needle Storm, arguing about a projectile as a force approach tool and neutral tool. I'm just limiting that discussion to just projectiles because the way I look at it, Needle Storm as a projectile is a fine approach and neutral tool.

I end with I'm not going to argue anymore because I have better things to do.
 
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JustSomeScrub

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https://www.youtube.com/watch?v=kgFr0rNBETI

I urge everyone that thinks needles are OP to watch this recent set of Anti and Mr. R at CEO.

Game one and two Mr. R doesn't really use needles outside of B-reverses (weird, I thought needles were broken good according to people in this thread, wonder why he's not spamming them) at all but in game 3 he starts using them more.

He directly gets almost nothing off the needles. But he does manage to force a few bad approaches thanks to them and proceeds to fair to stuff approaches just like FeelMeUp insisted was so effective.

A great strategy...except you know...Mario lives to 232 percent. And kills Sheik at 94 taking the stock first. Mr.R proceeds to do nearly 350 damage that game...but loses the game anyway.

This is exactly the weakness I'm talking about. Sheik CAN try to keep people out (more like annoy honestly) with needles but it doesn't lead to much usually because not only are they unsafe at anything but long range but her anti-approach options simply don't kill at decent percents. The risk/reward, the 50/50s are simply NOT in her favour.
 
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Djent

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... I'd be quite interested in seeing that, actually.

If these data points were plotted out, we'd see a lot more variance compared to someone like Diddy who kills at a very specific percent range (110-130%), what, 80% of the time? For Sheik my guess is we'd see a few kills scattered around 50-90% from gimps and low % horizontal chains. I guess probably ~30-40% of the kills would happen around 90-120% (mostly nair->bouncing fish, airdodge prediction->bouncing fish, & upair, it seems), then somewhat of a gap with fewer kills between 120-160%. Then we'd see another spike in kills at 160,170%+ from stray fairs and other small hits. I may plot this out myself, next tournament this large.
Yeah, characters who rely on very specific setups should have multimodal kill-% distributions, whereas those who are more consistent (Diddy) or flexible (Mewtwo) should be closer to normal. I too really like this idea. If you do go through it, I'd limit it to matches in bracket as pools will include stats from low-level players and skew the distributions away from "top level" play.
 

Kofu

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As a co-main, I often come up against MUs I'm not sure of the ratios for, but I look at how my opponent played and compare my much more aggressive Ness to my much more patient, wally Lucas and often go 'would I be better playing the break-in game or the wall-out game?'

It's nice to switch to either character and know I can do certain things. If I switch to Lucas, I get excited at big combos and strings and PK Hoohah, if I'm switching to Ness, I get excited about the wonderful Uair and Bthrow and... PK Flash??? Whoops, that wasn't meant to go in there. *awkward*

TDK TDK I was versing the one and only Kofu Kofu online yesterday, at some point as Lucas I used PK Freeze as he was coming in from the air, he predicted it and held out bucket as G&W but I let go of it early, then was able to run and Usmash the end lag on bucket for the kill because PK Freeze's end lag is *that* low. We were... Surprised... >_____>

That reminds me, Ness vs G&W.

So now with a little bit more experience from my own side, I don't think G&W's neutral dominates Ness particularly hard in this MU. Bair is unsafe (I think even spaced we can Ftilt after the final hit), Fair is unsafe, pancakes are nice but also unsafe, same goes for DA. They're all respectable options of course, but I feel Ness has the frame data to beat G&W out if he wants to take it to the air and the power to get G&W to Uair / Bthrow kill percents VERY early. It's also important to keep in mind that both these moves kill, because usually if the opponent is trying to avoid 1, they're setting themselves up for the other. Anyway, in our matches gimping rarely occurred, and I think G&W gimping Ness is viable but requires a lot of thought on G&W's part and often a bad use of AD / DJ from Ness. I feel that if Ness puts himself in a serious position to be gimped then G&W was probably the better player anyway for being able to put him in that position and capitalise on it. Ironically I found myself dying offstage as Lucas far more than I did Ness.

G&W does have a fantastic juggling capability against Ness, who naturally hates being juggled. The ability to just beat out landing aerials with Usmash invincibility hurts my brain, but is especially effective against Ness who pretty much needs to fake out G&W then find his landing tbh or reset to the ledge which is eh.

But I don't see this MU in G&W's favour when the damage Ness needs to make up is so relatively small in regards to the neutral reads he has to make. A single read at low percents and G&W is at 30%, another and he's at 50, a few more and he's ready to die. Ness needs a lot more hitting from G&W's side and Usmash, while killing very early, can be respected better than Ness' array of kill options. So many times Ness can get hit by Bair over and over because he's trying to avoid other, more serious options, then Ness comes back and kills G&W at 75% because lolrage.

G&W is one of the better low-tier picks against Ness, but I have yet to see him be a serious tournament-level threat against him for the reasons I have outlined. The reasons I believe Ness to be high tier is because of his ridiculous damage output, the fact that things lead into themselves for more damage, like Uair at 0% true comboes into grab, and at mid percents Uair TCs into itself and Bair, and all of these aerials doing near Ryu-level damage means Ness will always remain relevant even if his design is somewhat volatile. Obviously Bthrow and Uair/Bair killing are big too and stuff like Dsmash at the ledge makes Ness one of the better 2-framers around. And if you want to talk about results, I agree Ness has dropped lately but he's still sitting at #15 on Das Koopa Das Koopa 's latest updated list. Idk.

If Kofu has anything to add he's welcome to chuck it in here. :)
Might add more later but since I'm about to go to bed I'll just say this. During our matches I was thinking about what makes Ness a high/top tier threat. It honestly comes down to his absurd damage output and attack output. People complain about Cloud for his damage/autocancels/safety? Ness has most of those things as well. Every aerial except DAir is great (RIP Brawl DAir). I'm a little rusty on the details but I know that NAir is quick enough to allow another action out of a short hop after using the move and I believe at least one more of his aerials can do the same. His hitboxes are also disproportionately large for his size. They're obviously not as big as Cloud's, but they're quite meaty anyway. His ground game is decent and he's often capable of waiting there until he can trap the opponent and get them into the air. He even has a somewhat exploitable recovery like Cloud! And, while he lacks Cloud's absurd mobility, he trades that for a far scarier grab game.

The comparison isn't exact but Ness can do some heavy damage and is no slouch in the kill department. He relies a little more on landing traps than Cloud does since he doesn't have the mobility to keep up with all opponents but he's not a character you usually want to trade with.
 

FeelMeUp

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I'll do it for Mr. R on Pound 5 then. Every death after hit for each game in my sample will be recorded and I'll get you guys a final average afterwards.
 

JustSomeScrub

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I'll do it for Mr. R on Pound 5 then. Every death after hit for each game in my sample will be recorded and I'll get you guys a final average afterwards.
I feel the results might be skewed because of Sheik's good gimping capabilities on low-mid tiers especially.

Then factor in pools matches where Mr.R would be way better than his opponent's anyway and you've got a recipe for a ton of low percent kills.

But against other top players, you will notice it's not uncommon for top Sheiks to struggle at killing.
 
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