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ness can't remain as a gare keeper to high tiers. all the dlc eat him alive (except roy).I think Ness really sucks, actually.
The additions of Cloud and Corrin really didn't help him at all.
I had to think about this for a moment, but if the lasers are hitting, then shouldn't it KO earlier the higher up Falco is on the platforms of Dreamland? I can't of why an additional attack that hits closer to the blast zone would KO later than the previous that started lower outside of, which isn't the case for Falco's lasers, the hit angles were horizontal or were in the 270 range pushing people down.Yeah, these are without DI. This weakens a bunch of the throws, but the differences should be similar.
This is all done with Falco's lasers hitting. I think it's what makes his throws different from others, allowing to do what other characters can't, but of course they come with their own issues.
Meanwhile, Peach is sitting alone somewhere crying to herself. That or Peach's Toad (Abuse) doesn't work for whatever reason.For reference, the following characters have counterattacks:
Isn't Peach already at that point though? and has been since like.......... Febuary? Shulk probably will get to that point as well though, I agree on that.Overrated: (She's not good. She's going to fall)(slightly)
Underated: (slightly)(slightly)
Goes back on forth on any given day:
On the edge of being overrated/will most likely be overrated in the future:
LOL you actually wasted your time to just post "LOL"
imo:
and to a lesser extent, (Not joking) for overrated.
(No joke) for underrated.
This obvisualy isn't all, but the most under/overrated ones.
LET THE HATE COME IN!!!
I legit forgot about her. I was thinking mostly of down specials because that's where they're all mapped except hers.I had to think about this for a moment, but if the lasers are hitting, then shouldn't it KO earlier the higher up Falco is on the platforms of Dreamland? I can't of why an additional attack that hits closer to the blast zone would KO later than the previous that started lower outside of, which isn't the case for Falco's lasers, the hit angles were horizontal or were in the 270 range pushing people down.
The only reason I can think of why his U-throw would KO later the higher he is up is the laser completely missing because Mario or whoever flew past the blast zone, but if you're sure and I'd assume you be since training mode has a hit counter, then that's just weird.
Meanwhile, Peach is sitting alone somewhere crying to herself. That or Peach's Toad (Abuse) doesn't work for whatever reason.
considering void is turning into Mr. top 4, i'm inclined to agree.Watching more and more tournament sets, I'm beginning to think that Anti might be correct about Sheik's tournament viability. He argues that a Sheik will probably never take another supermajor, and it's not because she's bad, he thinks she's quite good. The issue is that Sheik, at top level play, requires an insane level of effort to secure kills, and is pretty dang killable herself, which require superoptimal play at all times, and can produce a lot of fatigue in the players, even the best players. And I find that hard to argue against - it has to be stressful to regularly take opponents to 140%+, and be aware that you can get taken out at 80%.
I definitely don't disagree that Sheik may be the best character in the game - in "optimal" situations, I think she very well may be. However, I don't know if we'll ever see this borne out in tournament results.
It's worth it for:It seems you can shield an attack then counterattack that same hitbox, given the hitbox is out long enough. Most effective with single-hit, long-duration hitboxes like Cloud's dair.
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(I hope I got the embedding done right.)
(EDIT: I didn't. Link 1. Link 2.)
This sounds like the sort of thing that should have been common knowledge, yet I find myself surprised that it works at all. Am I just super late to the party here?
For reference, the following characters have counterattacks:
I'm not entirely sure this would be worth it for most of them. Bayonetta obviously because Witch Time is fundamentally different from other counters in terms of how it retaliates, and Corrin and Shulk have lots of power behind their counters so I'd hate to get smacked in the face with them. But the rest?
with bayos it could be a little tricky to execute if the hitbox is really that active. its not free like corrins or shulk.It's worth it for:
Bayonetta - Obviously
Corrin - High kill power
Ike - High kill power, this counter here kills people cross stage at 40, rage makes it even scarier. If this works on Ike's frame 9 counter, hitting a PS will cause deaths.
Shulk - Forward vision will give it the speed needed to hit properly and kill insanely early. The only concern is, obviously, the attack itself.
The ones where it means little
Greninja - Slowest counter, it may not even hit in some situations, dunno how powerful it actually is either but likely won't be huge.
Marth/lucina - Counters don't do a lot for them, it'll be damage...and not much else.
Mac - Slip Counter is pathetic, and the slow attack will cause issues.
Palutena - Worst counter in the game, nothing to say here.
Mii Sword - People play this? It's pretty weak for a counter even with it's 1.25 amplification.
Very few characters in this game have unwinnables and most of them lie in low/bottom tier. Having no unwinnables will not make you a high tier.I struggle to see how Pit's mid tier when he wins several relevant MUs, goes even with a bunch of others and doesn't get bodied by anybody so bad it's unwinnable.
If anything he's underrated because everybody around here thinks he's some mediocre blob.
I got you fam:I feel like many people just overestimate Corrin's strengths, kinda similar to Marth. However, I think he is much worse than Marth at most other stuff anyway, and has many flaws. I admitdly don't know much about Corrin though, so I could easily be wrong and I don't know how to write this in words due to that. I will mention though that 50% of people say Corrin is a good counterpick to Mario and the other 50% say Corrin is deatroyed by Mario. Could a Corrin main please tell me what the matchup actually is?
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utilt and dtilt are pretty good for putting someone in hitstun real quick for a Witch Time combo.Witch Time still has intangibility, so it's still pretty safe, though yes you'd have to watch out for the lingering hitbox while you play your punish option.
Also curious on this.Kamemushi's recent match up chart has Megaman as 4.5:6.5 versus Meta Knight. Can any Megaman mains present give justification for why Meta Knight might have a slight advantage?
Cloud's not that good at keeping Pit out. Cloud's lacking ground buttons make him DA/DG bait. Like you said, Pit's really good at exploiting his disadvantage too. Pit's disadvantage against Cloud isn't anywhere near as bad as Cloud's against Pit. Biggest thing Cloud has over Pit is limit but Pit basically exists to bait out anything and everything so it's going to take a pretty hard read to get him.Very few characters in this game have unwinnables and most of them lie in low/bottom tier. Having no unwinnables will not make you a high tier.
Who does Pit beat? My guess is that you want to say cloud because pit abuses his disadvantage state really well, but he can't really force cloud to approach. Having nothing safe on sheild hurts too and guardian orbitals can only save you from uair juggles for so long before you're forced to retreat to the ledge...I like to call it even.
But honestly, who does he beat? Fox, diddy, sheik, ZSS, Bayonetta, Mewtwo, and Mario all have better buttons and more dynamic nuetral games (well, besides ZSS) that all lead to much better reward than pit gets...
Edit: electroshock is a pain for rosa, but you can't rely on that when Rosa walls dark pit out so well and can simply jump over the slow *** electroshock.
I made a match up chart recently and placed Megaman as one of four characters that are +1 versus Meta Knight, but this is entirely on theory since I have only fought a competent Megaman twice.Also curious on this.
I feel like MK can't actually do anything in this matchup.
MLG is not a major.https://twitter.com/PG_Dom/status/759059750566793216
I found this interesting enough to put it in here, it's a compilation of the relationship between US Top 8 results and some of the characters in the game.
Have to keep in mind that patches happened, so some placings may be irrelevant now. Also, it has little nitpicks, like the absence of Doc (MLG) or Cloud in the top row because the autor of the chart claims that "Anti won CEO mostly with Mario".
Ah, actually, the problem is that I originally put in the numbers wrong and even though I swore I fixed it, it didn't save for whatever reason. Should be fixed now.I had to think about this for a moment, but if the lasers are hitting, then shouldn't it KO earlier the higher up Falco is on the platforms of Dreamland? I can't of why an additional attack that hits closer to the blast zone would KO later than the previous that started lower outside of, which isn't the case for Falco's lasers, the hit angles were horizontal or were in the 270 range pushing people down.
The only reason I can think of why his U-throw would KO later the higher he is up is the laser completely missing because Mario or whoever flew past the blast zone, but if you're sure and I'd assume you be since training mode has a hit counter, then that's just weird.
Meanwhile, Peach is sitting alone somewhere crying to herself. That or Peach's Toad (Abuse) doesn't work for whatever reason.
Okay, that makes more sense... For a moment, I thought some shenanigans were happened like lasers cancels out the old knockback, game tries and fails to add in new knockback while the thrown person is flying, and something stupid happens.Ah, actually, the problem is that I originally put in the numbers wrong and even though I swore I fixed it, it didn't save for whatever reason. Should be fixed now.
Meta Knight's dash attack is a great tool against Mega Man. It can safely clank with his projectiles and can get underneath Mega Man's shorthop. The move also leads to juggles, of course, which Mega Man is very susceptible too. Additionally, Meta Knight can do nasty things to Mega Man off-stage and can get a lot of damage that way, if not outright kill him.Kamemushi's recent match up chart has Megaman as 4.5:6.5 versus Meta Knight. Can any Megaman mains present give justification for why Meta Knight might have a slight advantage?
DA out of hitstun of unsafe pellets on hit is strong. As is up smash/tornado to catch landings. Edge guarding at high % is strong when weak NAir is enough to put MegaMan far enough away to get back into position to do another one.Kamemushi's recent match up chart has Megaman as 4.5:6.5 versus Meta Knight. Can any Megaman mains present give justification for why Meta Knight might have a slight advantage?
Someone said it doesn't work with Bayo.Hmm, that counter thing could be quite troublesome if it becomes commonplace.
Bayonetta getting free Witch Times out of shield when she thought WT would be just too slow or risky to throw out in the first place? Corrin's super fast frame 4 dash -> shield frames getting rewarded with an 85% kill?
I dunno, it just feels like an overlooked exploit that can quickly become abusive.
Really? I'd like a source on that.Someone said it doesn't work with Bayo.
pls no. It's not that fast.Hmm, that counter thing could be quite troublesome if it becomes commonplace.
Bayonetta getting free Witch Times out of shield when she thought WT would be just too slow or risky to throw out in the first place? Corrin's super fast frame 4 dash -> shield frames getting rewarded with an 85% kill?
I dunno, it just feels like an overlooked exploit that can quickly become abusive.
It's not as practical as you might think, because it doesn't work on the majority of moves. I'll use Diddy's fair as an example of a lingering hitbox. That move is active from frames 6-16. Let's assume Corrin powershields the move on frame 6 so she has the maximum amount of time available to counter. She goes through 5 frames of powershield shieldstun, at which point there are 6 frames left to counter the move. However, Corrin's counter becomes active frame 7, so she can't counter Diddy's fair after shielding the attack, even under optimal conditions.Hmm, that counter thing could be quite troublesome if it becomes commonplace.
Bayonetta getting free Witch Times out of shield when she thought WT would be just too slow or risky to throw out in the first place? Corrin's super fast frame 4 dash -> shield frames getting rewarded with an 85% kill?
I dunno, it just feels like an overlooked exploit that can quickly become abusive.
Bayo's counter is the only one that affects KO Punch, so there might be something special with the way it's programmed. Not saying that it doesn't work because I haven't found that reputable source make that claim, but it is possible.Why wouldn't it work with Bayo?
If the countered move's hitbox was deactivated off the shield, Bayonetta literally incurs no risk to throwing it out OoS, because there's no hitbox to get in the way.
I tend to look towards results because I think common conceptions of MUs are very nebulous and short sighted. How often did we hear "Rosa gets shafted by Cloud,"? How often did we hear "Pikachu has a great MU spread"?There's really nothing, nothing at all that bugs me more in tier lists than people using raw results to determine their thoughts in a tier list.
I'm looking at your tier list to see what you think of the current metagame. "I want to place this character higher or lower but I can't because of results." Have an actual opinion. Results are conditional and people often fail to realize that, which is why discussing viability primarily through results is fundamentally flawed. A character will be perceived higher if it is constantly in the limelight, seeing high placings and such, but that doesn't tell you anything close to the whole story. What did their bracket look like? How consistent is this player? What did the sets look like...was everyone playing well (EVO is a really good counterexample of of this situation)...who did this person who placed poorly lose to...is it a personal matchup problem... Looking at raw results doesn't explain the whys and hows, but people do it regardless and it's a completely worthless endeavor. Even though I disagree with some of his conclusions, FeelMeUp is doing a better job of this than anyone else in this thread. Instead of crumbling in the face of raw results, he seeks to explain more of why and how they occur to gain meaningful conclusions instead of results just being numbers with limited value to measure characters.
With that in mind, Cloud is being severely underrated in this thread because of his perceived decline. I've seen people say Cloud isn't top 5 because of his results. With M2K not even entering CEO or EVO in mind, are you kidding me? Not only is it hard for me to believe that this is ignored, but you're telling me that a character who loses only one matchup and wins against half of the top tiers is not even top 5. Cloud beats as many top 10 characters as Mario does in the entire top 20. The character is good in every state except offstage, with a top 5 neutral and one of the scariest advantage states in the game. Look, I think Sheik is the best in the game. I'm not saying Cloud is the best character. But considering how exceptional his theory remains, and with the uncertainty surrounding his 'declining results' without the best Cloud even entering, I don't see how you can reasonably argue that Cloud isn't even top 5.
This can effectively punish Cloud limit AC D-Air. Even on PS that's hard to punish.pls no. It's not that fast.
PS punishes are generally stronger than these counters on long lasting hitboxes like these. Bayo being an exception, if it works. Like, it'd work on blocking Link's spin attack and then countering... or you could block and fsmash.