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As long as I main Kirby, and his only saving grace in certain matchups is that he gets big damage off low knockback moves, I will never agree that Rage is well designed, lol. Having a 50% combo turn into a 25% combo because of Rage could easily mean the difference between a win and a loss, and it's a comeback mechanic... working against you, as punishment for doing well? No thanks.Edit: Asdioh those things you listed as 'breaking the game' are mostly rewards for living a long time, excluding DHD's broken smashes... That is a mistake on the part of DHD's design and is probably fixable without changing rage.
I think rage reducing ridiculous combos early on is a good thing. For example, if you almost kill mario but he barely pulls out an usmash and gets you, he at least doesn't get 60% autocombos on your next stock immediately, while you have to try and kill him making comeback nearly impossible. Coming back is already hard enough with a stock deficit, no rage would make it worse AND the game more boring because every combo would look the same. One optimal BnB would emerge and we'd see whoever gets the first stock start his timeout, and punish anyone for approaching him with his huge combo.
And it generally helps the worst characters. Notably, our most dominant shiekah doesn't benefit much from rage at all compared to most, and still is the best character. It at least breaks her combos and makes d-throw uair have counterplay as simple as 'if i get a few more hits, she can't do it! and if she hits me, its working against that too, AND making it easier for me to kill her"
I like how it makes some moves combo moves and later kill moves, and also helps along with killing in the slower games. Sure it sucks when you hit sonic ones and he comes back and uthrows you for the kill, barely winning because you hit him... But I think by and large it helps the lesser characters greatly. It also feels nice to have a chance at a comeback, because after I get the first kill on a shiek who has taken me to 90% on my second stock, at least within a few hits i can get a hard read utilt and bring the game all the way back!
You're right of course, tripping is the worst closely followed by Sonic.And don't compare it to the abomination of game design that was tripping. Tripping was terrible. It was a giant **** you to the competitive community. It could happen once per 1000 games and still be an abomination. It punished what, footsies? Existing? Doing anything but standing in place? It was garbage game design, garbage not only for its effect but for what it stated. Man i hated tripping. Even when I tripped after dash dancing as a taunt, it was like being reminded a dream was dead.
Wario loses due to the combination of raw disjoints and solid mobility, primarily. Limit is actually less of an issue for Wario than most characters because he has the mobility to avoid it, and because it will get there whether you like it or not (Wario can't approach Cloud), so you're still encouraged to camp for Waft.I have an idea
TheReflexWonder
What are your thoughts on Wario vs. Cloud? Or Wario in general, for that matter?
Smooth Criminal
Puff v Ganon is not a free matchup. Nair is slow if not AVERAGE speed and doesn't autocancel until frame 41. so I can just bait it and weave in with my superior air mobility. Also take into consideration when puff gets in. You will most likely take a LOT of damage. If not enough damage to make YOU approach. You are also playing one of the most gimpable characters in the game, against a character with great aerials that can cover several of your recovery options. A good puff will know how to pressure you and bait you properly offstage. Now I'm not implying we win the matchup. You can get a stray read and kill at 60 but you also have to put puff's strengths into play. Far from a free matchup, and until I'm proven otherwise with a serious reason then I'd put it even.We literally never have to get close to Puff, she has no reliable ways to get past our Nair, if the Ganon rushes in then sure Puff may win but you have nothing to force us to approach.
As i said the other ones are arguable but we definitely don't lose to Kirby for the same reasons as puff, we never have to approach, if we play lame the MU gets super boring & i believe Ganon can lame out Kirby a bit harder than Kirby can lame out Ganon.
Also we don't beat DDD, i'm with william on this one, it's either even or slightly in DDD's favor.
80:20? Don't think so. Some of the main reasons :was as is was because of the grab release death trap. And 's aerials are still better than clouds; cloud can't wall out people to the same degree as brawl Marth.Ike neither does as poorly against Sheik as Greninja does [30/70], nor does he have as much of a chance at beating her as Rosalina does [40/60]. It just seems like the next logical step to classify it as 35/65. The .5 doesn't account for anything specific except for the fact that by design smash is a bit more complex than your average, traditional fighter. Too complex to allow us to classify all matchups on an "out of ten" scale with what I consider sufficient accuracy.
Dude, that matchups blows so hard.
vs was already about 3/7 in Marth's favor and is pretty much on steroids.
There are good jigglypuffs? Please enlighten meOk, you say 'good puffs wouldn't let you do that' but I still don't know what Puff has to contest nair/uair.
RDR7 . He just posted on this page. Ranked 7th on South Carolina PR.There are good jigglypuffs? Please enlighten me
While I agree that it's not a 2-8, smash4 Wario is also waaay weaker than it's Brawl incarnation, even taking into account the grab release stuff. So all the things cloud have worse than marth, wario is also a super nerfed version than the brawl one.80:20? Don't think so. Some of the main reasons :was as is was because of the grab release death trap. And 's aerials are still better than clouds; cloud can't wall out people to the same degree as brawl Marth.
Also, this time around wario has no grab release crap to worry about.
Then why did he give queen safety-the-character a kill combo from a safe throw, and a disjointed fair... Character identity?!The way I've interpreted Sakurai's desire for people to use Smash Attacks more is just... he wants people to take more risks while fighting!
He wants people to put their stocks on the line to secure a kill, to get that wonderful read where you don't have a nice safety net to support you. He doesn't want people just doing safe moves over and over.
Maybe that's why he enjoyed Abadango vs. Nairo so much. Nothing says crazy high-risk, high-reward like two characters trying to elevator combo each other to death.
I'm surprised you responded. I'm getting a little tired of people thinking Gunner has like DHD perceived kill potential and Dr. Mario recovery. Even a simple fsmash at the ledge can kill at 100 and is pretty easy to land. There are more ways to kill with just a bit of risk. There are just few no-risk kill confirms unless you use 0/0 gunner where projectiles can confirm into uair well.stuff
He didn't start using grab release to pivot Fsmash for kills until later in set 2 for some reason. Maybe people are forgetting Brawl stuff.Wario had sneaky reaching fairs (would hit marth's hands in fair vs fair moments first), good bair range, safe-ish down air cross overs, the best standard grab range/animation in the game after Dedede and the fast super armor forward smash.
Grab release shenanigans were a really big part to it. But Wario could play toe to toe with Marth better than people expected.
While Marth would have guaranteed grab damage (grab release up smash was a nice 20%+), and guaranteed kills usually by the 110% mark (platforms were a thing and you weren't getting FD ever; wario could live surprisingly high from tipper fsmash still), Wario emasculated Marth on the ledge with triple jump glitch.
Optimal theoretical play styles could push that match up into looking really one sided, but not too many people would ever really consider how Marth's chances of getting off a ledge past 100% with a stock was at best a fifth of the time against the likes of Wario.
(Triple jump glitch was turning Marth's landing aerials from -3/-7 to close to -20).
Not to get off topic, but holy crap this makes me so glad that Smash 4 is what Brawl should have been. Thank you Sakurai/Namco/whoever!RE: Brawl ,
For those interested, here's one the better Marths and Warios duking it out at a MI regional's Brawl side event last weekend (what? you think B is dead or something? over my dead body!).
V115 mained ZSS nearly purely in Brawl. But like how the inverse is true now, ZSS was all about dreaming she had Marth things (like his more fitting well-tuned mobility specs [jump heights, fall speeds, etc]) and they've maintained similarities in design and play style through both games as well.He didn't start using grab release to pivot Fsmash for kills until later in set 2 for some reason. Maybe people are forgetting Brawl stuff.
Edit: I love how many Marth mains use ZSS in Smash 4. There's someone like that in MI too
Waft, very good edgeguarding with the combination of his aerials, bike, dash attack and aerial mobility, a good b-reversible command grab that can be used in the air and great survivability make Wario a great character.So is anyone willing to point out Wario's strengths? All that I saw was that bit about his Fair, Bair, and Dair, and some about his standing grab
Thanks dude, just wasn't really sure on how he was strong in any way, I hardly see Warios anywhere I play SmashWaft, very good edgeguarding with the combination of his aerials, bike, dash attack and aerial mobility, a good b-reversible command grab that can be used in the air and great survivability make Wario a great character.
His main shortcoming is his lack of range and his damage output can be a bit subpar.
To add on to Wario's strengths, He also has a kill throw in the form of forward throw. Fasfalled up air is also a hella good move. One of his weaknesses is that he lacks a fast aerial to escape combos/strings, but that's a common weakness among most heavies.Waft, very good edgeguarding with the combination of his aerials, bike, dash attack and aerial mobility, a good b-reversible command grab that can be used in the air and great survivability make Wario a great character.
His main shortcoming is his lack of range and his damage output can be a bit subpar.
I didn't think about tripping vs rage much until just now, and the bold is why I actually have to think about it instead of saying "of course random tripping is 100 times worse!"Rage is tripping without the randomness, and spread like a thin layer throughout a matchup rather than all at once in what is potentially a single pivotal moment.
Falcon goes even with Meta Knight. He's the perfect weight for early Knee kill confirms.Falcon probably gets wrecked by MK as well. And I consider 40:60 to be -2; it's really hard to win a 40:60 at high or top level. Losing 40:60 is losing hard. So if you're saying Falcon loses 40:60 to other characters on top of "losing hard" to Sheik and Pikachu, then he actually loses hard to plenty of high tiers. In the current meta, he is worse than the characters you mentioned. They are doing far more impressive things. He's right behind ROB, though.
I was saying Falcon loses to Sheik and Pikachu, not that Pit does. I don't play Pit enough to claim to know any of his MUs.Just being picky but I think Sonic is the character Pit loses hard to. I mean if the Pit specialist Earth picks up Fox for the sake of that MU then it must be bad. Besides Nairo held his own really well against Esam using Dark Pit (albeit a while back), and Earth generally beats the Shieks in his bracket and does ok against Shieks who are arguably better than him as players e.g ZeRo and Rain. Yeah I wouldn't say those are the MU's he loses hard to. Not saying that he wins them but they aren't that bad
I just respond when I have time in order to help inform people about Gunner (since it helps change the minds of some people, it seems to be worth the effort). I think that a response is warranted when someone claims that Gunner loses one of the character's easiest matchups. While it is much easier to just be silent until the misinformation is proven wrong in tournament play, I haven't seen too many Gunner players take full advantage of Gunner's offensive tools (Not enough players use gundashing to extend strings and juggle, and I haven't seen too many players take advantage of Gunner's throw combos or jab follow ups). Since Gunner isn't a very popular character anyway, it isn't too hard to tell people about Gunner's tools.I'm surprised you responded. I'm getting a little tired of people thinking Gunner has like DHD perceived kill potential and Dr. Mario recovery. Even a simple fsmash at the ledge can kill at 100 and is pretty easy to land. There are more ways to kill with just a bit of risk. There are just few no-risk kill confirms unless you use 0/0 gunner where projectiles can confirm into uair well.
At least someone plays 1111 Gunner. ROM from Japan did great in some tournaments with 1111. Trela used to play 1111 Swordfighter, but that was too long ago and no one plays him anymore, and no one dares to play 1111 Brawler, so by elimination and the available proof, Gunner is the one with most hope of the 1111 Miis.I just respond when I have time in order to help inform people about Gunner (since it helps change the minds of some people, it seems to be worth the effort). I think that a response is warranted when someone claims that Gunner loses one of the character's easiest matchups. While it is much easier to just be silent until the misinformation is proven wrong in tournament play, I haven't seen too many Gunner players take full advantage of Gunner's offensive tools (Not enough players use gundashing to extend strings and juggle, and I haven't seen too many players take advantage of Gunner's throw combos or jab follow ups). Since Gunner isn't a very popular character anyway, it isn't too hard to tell people about Gunner's tools.
Gunner is just severely underrated in general. For some reason, there are people that still think that 1111 brawler is better than 1111 Gunner, even though this contradicts results, theory, and the opinion of Dapuffster (he thinks that 1111 brawler is the worst character in the game without question). Some people think that Mii Gunner is terrible at everything since Mii Gunner is low on the tier list, and Gunner isn't played very often in tournaments.
Gunner's Uair is stupid too. Imagine the setups with an Uair that's a giant pillar of doom.People love to forget that Gunner has one of the best Fairs and Nairs in the game. I'm guessing gundashing is using the wavebounce from Fair in the other direction to approach quickly, and it's really quite scary to have to deal with lawl.
Gunners normals are legit, and if you believe in 'free the mii', his other sets are godlike.
What you said is true (although gunner's nair isn't that great compared to the nairs of cloud and corrin). You are also right about Gundashing. It is really good for Gunner since it helps Gunner's recovery as well as give Gunner decent mobility overall.People love to forget that Gunner has one of the best Fairs and Nairs in the game. I'm guessing gundashing is using the wavebounce from Fair in the other direction to approach quickly, and it's really quite scary to have to deal with lawl.
Gunners normals are legit, and if you believe in 'free the mii', his other sets are godlike.
Prince Ramen is an absolutely fantastic player. One of the best players here in Florida no question, the way he plays neutral along with his reads are excellent. He goes to my weeklies but I haven't had the opportunity to play him yet, but from what I've seen he's scary.Did anyone catch Prince Ramen's set against M2K? It was pretty damn impressive.
Palutena is so bad, but Prince Ramen's play is so ridiculously on point. I can only imagine how well he'd do if she was better...
Hmm. Seems to me, (IMO) that Villager is a problem for him. Villager is pretty great at zoning, and I don't think Wario can Chomp any projectiles of Villy's. He can pocket the bike so Wario can't use it (Not to sure about that, tho. Can he pull out another Bike while Villager has it in his pocket?) And Villager has no problem going deep for an edgegaurd. I have no idea about the actual MU, though because I rarely see a Wario anywhere. But that's my thought on that MU.Adding to Wario's strengths, his nair is an interesting and effective neutral and pressure tool. Somewhere on the wario boards, there is a well thought out chart that shows how usable the nair is in certain MUs, with information like whether a character can punish it at all if it lands in front of them, on their shield, etc. His recovery is pretty amazing when you add up all his tools, he really isn't getting gimped except maybe with Ryu combo's into dair and maybe shiek stuff, a really strong read from a pika thunder... maybe if the wario gets cheeky and tries to fight at the ledge he can eat a spike from someone like Cloud, but really if he wants he can just totally circumvent the ledge game and reset to neutral because he is really mobile and the bike launches him pretty damn far.
Also, I know it was mentioned but Bite is an amazing move, and probably the best command grab. I say probably because of how good Bowser's is now, but Warios is definitely the easiest to land. His aerial weaving means he can suddenly drop a bite on a defensive opponent and almost always get the grab, and if they roll the move is fast enough at recovering that Wario is probably fine. If they use some OOS aerial or special, bite probably 'trades' but wins, where wario takes the initial hit and then you get chomped for full damage. It also leads into Waft even more, because in stalemate situations Wario can eat stuff to charge up his waft. He is one of 3 characters (I believe this is all) that can heal when left to their own devices.
In some MUs, like vs Megaman, the bite is an amazing answer to zoning. He freakin eats the metal gear and gains 1%... annoying, since chip damage zoning ending up healing the opponent is the exact opposite of what you want to happen.
And, the combination of good weight, recovery, mobility, and a forward facing kill throw means he can really come through in clutch situations. He is probably one of the best game clutchers with Waft, kill throws, huge survivability, a command grab (getting into advantage smoothly is an advantage that cannot be overstated) and a healing move to force reactions.
Also, his edgeguarding and ledge game is pretty scary if you don't know how to carefully avoid the bike, getting hit with the bike and following attack does an absurd amount of damage, especially when you consider that the bike is probably going to bounce up and hit you twice.
Oh, and if he almost gets you with fthrow but doesn't, he can use that bike to unstale the move for the next throw to kill.
Dsmash gimps, but otherwise his smashes are kinda meh. The normal Mario Bros Usmash is still pretty solid though. Bair starts killing... Wario is solid, just held back as most Wario mains will tell you, by his matchups with the characters above him. He is good, but he just doesn't have a really solid place in the meta. But, due to his ability to clutch games and generally reward his player with high mobility, he will always have some players who get results with him, in my prediction/opinion.
Wario in general struggles with disjoints and good zoners, mostly due to his mediocre range.Hmm. Seems to me, (IMO) that Villager is a problem for him. Villager is pretty great at zoning, and I don't think Wario can Chomp any projectiles of Villy's. He can pocket the bike so Wario can't use it (Not to sure about that, tho. Can he pull out another Bike while Villager has it in his pocket?) And Villager has no problem going deep for an edgegaurd. I have no idea about the actual MU, though because I rarely see a Wario anywhere. But that's my thought on that MU.
Yes! Finally somebody who feels the same way I do about Palutena. Whenever I see people consider Palutena somewhere near bottom 5 it's almost always a case of character ignorance. She's definitely not going to break out on a national level anytime soon due to her current state, but she's not outright irredeemable garbage. I actually have similar sentiments when it comes to Samus, but that's another story I suppose.It feels weird to be defending a character that I effectively dropped, but I'm not convinced is "so bad." TLTC, IceNinja, Prince Ramen, and possibly others I'm forgetting still pull off consistent top 8 local and regional finishes; this suggests that her flaws are more manageable than those of many other low tiers. She's not "viable" at the major level, but her results are far too good for her to be anywhere close to bottom tier.
Funnily enough, I was just reviewing her mobility stats and they are incredibly similar to Pika's (walk, run, air speed and accel.). Combine this with two invincible moves, and she can kind of force her way in despite large parts of her kit serving little to no function in a lot of matchups. I realize that people are over thinking she's bottom tier, but I wouldn't even feel comfortable putting her in the grouping above that as in the current list.
Thanks for clearing that up. I was just curious about the MU because he eliminates MMan's Metal Blade with chomp, and I wanted to know if he can take out one of Villy's Projectiles, tooWario in general struggles with disjoints and good zoners, mostly due to his mediocre range.
Reading this posts reminded me of how good Palutena's grounded attacks would be if they weren't so sluggish (frame 8 jab and a forward tilt where you can't act out of it until frame 68. why.) Her frame data is pretty bad in relation to her weight, shares this flaw but Pally is definitely better than her anyways.Palutena seems like this weird combination of grappler/hit and run (with customs making her lean more towards the latter).
Her invincible moves are outstanding in burst movement and general quickness.
Her smashes as a package aren't great but usmash is incredibly strong and godlike for catching 2-frame and surprising opponents on platforms/above you. Plus the f-smash windbox for shenanigans (I know this as a Cloud player).
Jab is also a strong reset/mixup tool to lead into more grab followups or catch them jumping with uair/usmash.
I also heard utilt catches opponents grabbing ledge with her ground hitboxes. If so, that'll probably be dandy in the future for Palu mains.