Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Not losing to one of the best characters just for getting grabbed is a good start. Also, not dying off stage immediately for having an opponent above his head. Rage making bthrow even more threatening also comes to mind. Last major thing that comes to mind is fair having a consistent hitbox rather than a shrinking, approaching one and an increasing, retreating one.What are the difference between Brawl Ness and Smash 4 Ness?
Ehhh...Neither of his grabs work OOS. Pretty much every character w/ a tether grab that isn't really a tether grab has to make up for their horrible grabs in unique ways in order to do anything. Yoshi and Link's can force approaches and pressure with eggs. Villager's jab is safe on shield and in the random event that he does land a grab you're going for a ride.
When you look to the mid and low tiers w/ pseudo-tethers you start to get a better idea of how horrible not being able to grab OOS.
Pacman has guaranteed shieldbreak setups, water to move people in shield around, true blockchains into grab, and a frame 1 option OOS that beats shield, and he's still "bad" because of his grab. Imagine how terrifying it would be if someone viable like Mario got hydrant and gained the ability to do drive by up smash's.
BJR can cross people up on shields with his side b and down air, but that's about it. His disadvantage against shield, the limitations of his item relative to everyone else, and his poor recovery hold him down when pretty much any top tier in the game would take his forward or down airs.
Thanks. A little more detail would be nice though.Not losing to one of the best characters just for getting grabbed is a good start. Also, not dying off stage immediately for having an opponent above his head. Rage making bthrow even more threatening also comes to mind. Last major thing that comes to mind is fair having a consistent hitbox rather than a shrinking, approaching one and an increasing, retreating one.
Not having to deal with 10 extra frames of grab release was a huge buff in of itself.What are the difference between Brawl Ness and Smash 4 Ness?
all have arguably better command grabs than . And Yoshi's neutral B isn't all that terrifying yo begin with, unless I'm missing something huge here. I fail to see how he has a better grab than something like 's dash grab. Also, Yoshi doesn't get much reward off of it either. I'm much more afraid of someone like grabbing me than Yoshi landing a neutral B.Yoshi having a "poor grab game" is about as much a meme as Bayonetta's "bad neutral". There are few - I'd personally argue no - better grabs in smash 4 than Yoshi's neutral B.
Most of this stuff seems like universal improvements through transitioning between Brawl mechanics and Smash 4 mechanics.Not having to deal with 10 extra frames of grab release was a huge buff in of itself.
Better hitboxes overall (bair, uair, PK Thunder) and a much better dsmash. He also gained a reliable combo throw and like Krysco mentioned Rage and the removal of momentum canceling made bthrow much better. Removal of ledgehogging also benefitted his recovery (it did for everyone's really, but at least Ness isn't as doomed offstage).
The fix to his grab release animation went a long way. It was a major reason for his abysmal MU against Marth in Brawl, and Marth being a common top-tier didn't help. In fact, the grab release weakness was so abusable that he was at a significant disadvantage vs Donkey Kong, who wasn't even considered that much better than Ness. Ness's floatiness should've made it difficult to rack up damage on him, but grab release exploits nullified this.Most of this stuff seems like universal improvements through transitioning between Brawl mechanics and Smash 4 mechanics.
correct me if i'm wrong
I heard most characters if not all lacked combos in Brawl where as in Smash 4 a large majority of the roster has grab combos or combos off of normals/specials now. The removal of ledge hogging makes everybody's recovery better. Doesn't the removal of momentum canceling help make everybody's kill moves more reliable now? Plenty of characters benefit from rage, not just Ness.
So he got some hitbox buffs on bair, fair, uair, PKT, grab release (was this exclusive to him?) and a better dsmash. Anything else?
I'm just trying to figure out what it was that made him bad in previous smashes and why people think he's so much better in Smash 4
Ganon is well designed for the most part, his moves work how they should (except D-smash which has that stupid thigh hitbox) & his hitboxes on his normals are good.Very few, if any, characters have bad designs, it's just a matter of undertuned reward. Mario is good in smash 4 because his reward relative to the cast is good, and bad in previous games because his reward relative to the cast is average/bad.
If you doubled the damage on all of Ganondorf's attacks in smash 4, he'd be a safe-on-shield monster who KO'ed characters with 2 hits. Easily top tier, better neutrals be damned. It's not about his design at all, it's just that he doesn't quite have the reward he needs on his moves.
Now, you can say that a design is toxic or unhealthy because the Ganondorf outlined above would be annoying at best and hilariously polarizing at worst.
Bad, though? I wouldn't say any design in this game is bad.
I think you are preying on semantics here. When people label a character's design as bad, they are doing so under specific criteria. Being unhealthy or toxic are some of the criteria people choose to use. Bad is a pretty straight forward word. It's the opposite of good, and unhealthy or toxic designs cannot be considered good game design.Very few, if any, characters have bad designs, it's just a matter of undertuned reward. Mario is good in smash 4 because his reward relative to the cast is good, and bad in previous games because his reward relative to the cast is average/bad.
If you doubled the damage on all of Ganondorf's attacks in smash 4, he'd be a safe-on-shield monster who KO'ed characters with 2 hits. Easily top tier, better neutrals be damned. It's not about his design at all, it's just that he doesn't quite have the reward he needs on his moves.
Now, you can say that a design is toxic or unhealthy because the Ganondorf outlined above would be annoying at best and hilariously polarizing at worst.
Bad, though? I wouldn't say any design in this game is bad.
His short range, bad approach option, terrible recovery are usually what have held him down in every smash game despite having great reward when he gets in. In 64 his recovery is laughable and his approaches are generally bad even with DJCs and platforms. In melee he gets some disjoint on some moves(dash attack and Fair) and has great grab reward, but his grab range is garbage, his approach is still awful and his recovery is so easy to intercept that you can do it blindfolded. Brawl he still has good damage, but has all the same issues on top of grab release killing his viability and SDI negating one of his main combo tools(Fair). Other brawl shenanigans didn't really help him out either.Most of this stuff seems like universal improvements through transitioning between Brawl mechanics and Smash 4 mechanics.
[...]
I'm just trying to figure out what it was that made him bad in previous smashes and why people think he's so much better in Smash 4
?I think you are preying on semantics here. When people label a character's design as bad, they are doing so under specific criteria. Being unhealthy or toxic are some of the criteria people choose to use. Bad is a pretty straight forward word. It's the opposite of good, and unhealthy or toxic designs cannot be considered good game design.
Increase the reward of any character in this game sufficiently and you have a good character relative to the cast.Characters in this game are usually not bad because they have under tuned reward.
Wouldn't that be the same thing from a competitive player's point of view? If a character's risk / reward ratio is skewed in either direction that'd be considered poor character design. What makes Ganondorf such a bad choice for competitive play is the disproportion between risk, which is extremely high in his case, and reward. If the risk aspect of Ganon's character design were as low as Sheik's nobody would think about calling his reward "undertuned".Very few, if any, characters have bad designs, it's just a matter of undertuned reward.
Wouldn't that be the same thing from a competitive player's point of view? If a character's risk / reward ratio is skewed in either direction that'd be considered poor character design. What makes Ganondorf such a bad choice for competitive play is the disproportion between risk, which is extremely high in his case, and reward. If the risk aspect of Ganon's character design were as low as Sheik's nobody would think about calling his reward "undertuned".
So yes, there are badly designed characters. Jigglypuff, Zelda, Ganondorf, Doctor Mario, Falco, Roy, King DDD, Bowser Jr are among the characters that have insufficient reward to justify the risks they have to take.
Shiki from Japan is going to Genesis 4. He's no Some, Oisiitofu or Lea, but is probably capable of making top 64. Stroder could also attend since he's kind of in the region, but hasn't registered to my knowledge.All of this hype for Ness mains attending...there just a lot of Ness mains/supporters or is he kinda like an underdog character? I know opinions of him tend to go down every now and then but he is still a high tier. Meanwhile, no hype for ESAM or Captain L~ I'd be hyped myself but I'll wait till top 16 comes and I see a Pika head pop up. Also, Esam has a Mewtwo now? Did Corrin not work out for him?
Something I find interesting is how this thread just got done discussing Pit and now Yoshi came up...they're both at the very top of mid tier. Meanwhile, Luigi is barely in the upper half of it. I'm wondering if Luigi will ever crawl up into the lower ends of high tier or at the very least the top of mid tier. He seems to have the results for it.
Looking at the G4 notable players, there's a surprising lack of Megaman, (outside of Abadango who seems to fall flat when he switches off Mewtwo) Greninja and Lucario. No Venia or Some or iStudying or Day. That's the only notable Lucario name that comes to mind...
I agree with all this, but it's also important to mention that Yoshi has a 3 frame n-air he can use out of shield. Other characters with poor or slow grabs like Mewtwo and Greninja don't have this fortune.Neither of his grabs work OOS. Pretty much every character w/ a tether grab that isn't really a tether grab has to make up for their horrible grabs in unique ways in order to do anything. Yoshi and Link's can force approaches and pressure with eggs. Villager's jab is safe on shield and in the random event that he does land a grab you're going for a ride.
When you look to the mid and low tiers w/ pseudo-tethers you start to get a better idea of how horrible not being able to grab OOS.
The "elevator" 2nd hit can be DI-ed sideways. Zelda can guess the DI though and the 2nd hit of Farow's wind is very strong. I generally agree with your post.Zelda already has decent reward (hit her shield wrong? die from Up B at 80%)
And yet I can guarantee you that if you were to simply double the damage on all of Ganondorf's attacks and it were sufficient to make him competitively viable, he would very quickly gain a reputation as a stupid luck-based character.I think you're talking about character balance rather than character design. Ganondorf's design is fine, it's just that his single heavy hits don't do enough damage to justify his lack of combos, mobility, and recovery, which means that his balance is not right.
It's important to distinguish between the tuning of the kit and the design of the kit.
Fixing Ganondorf by giving him a frame 2 escape option from all non-true-combo strings is a change to his design. It gives him the ability to do something that his kit obviously wasn't designed to do.
Fixing Ganondorf by adjusting his damage numbers is just fine-tuning the design without changing it. If he still has no way to break free from strings but can now do twice as much damage when he actually does hit you, he retains his intended design (gets hit a lot when he gets hit, but hurts a lot when he hits), but he is obviously now a very good character.
This is a fundamental topic in fighting game design. @Thinkaman is probably better suited to commenting on it than I am given his background in the field, so I'll let my point stand there.
A character design that is founded on extreme polarization is bad game design
Then why is Bayonetta so good?A character design that is founded on extreme polarization is bad game design
Is poorly designed, yes. Probably the most glaring example of outright bad design choices in the game.
Because bayo has answers for situations that may come and she actually has an array of tools to choose from.Then why is Bayonetta so good?
Tbh, does anyone have a better grab than Falcon's dash grab? Falcon can punish a mid ranged whiff with just dash grab alone, he doesn't even need to run at all because the slide he gets is so insane.I fail to see how he [Yoshi] has a better grab than something like 's dash grab.
Falcon does have some great moves; he's lethal. His main weakness is obviously his recovery, but he is deadly. He can destroy anyone but at the same time anyone can destroy him since he's susceptible offstage and is the perfect combo weight.Tbh, does anyone have a better grab than Falcon's dash grab? Falcon can punish a mid ranged whiff with just dash grab alone, he doesn't even need to run at all because the slide he gets is so insane.
On the topic of Falcon though, the character has some absolutely insane moves. The aforementioned dash grab, a god like and simple jab that creates one of the most potent ledge traps in the game, back air, an excellent up air for juggles.
Nah it's better than Wario and Bowser for sure, but not Mewtwo and Diddy for obvious reasons. Neutral b gives decent gimmicky movement but with little reward to it when used on non fast falling characters under 100%. Otherwise if it's a fast faller and they're above even 70% they most likely just lost a stock if they got egg layed offstage unless the yoshi misses their dair/fair spike (if it's needed since people tend to not mash fast enough out of it).all have arguably better command grabs than . And Yoshi's neutral B isn't all that terrifying yo begin with, unless I'm missing something huge here. I fail to see how he has a better grab than something like 's dash grab. Also, Yoshi doesn't get much reward off of it either. I'm much more afraid of someone like grabbing me than Yoshi landing a neutral B.
Can't DJC anymore with neutral b, you're thinking UpB.Its a command grab that you can b-reverse and gives you insane amounts of momentum and its not to laggy, plus you can use it to cancel jump
And yet I can guarantee you that if you were to simply double the damage on all of Ganondorf's attacks and it were sufficient to make him competitively viable, he would very quickly gain a reputation as a stupid luck-based character.
Let's face facts. Ganondorf's design is ****. You can go on and on about how he doesn't have enough reward, when the plain and simple fact of it is that his design doesn't work. He loses on both offense and defense to every single tool in the game (Mobility? Yes. Disjoints? Yes. Projectiles? Yes. Rushdown? Yes.) and doesn't even get to kill well for it. You know how you can tell that Smash has some wack-*** balancing? Diddy Kong kills more consistently at earlier percents than Ganondorf does. And I could go on and on about the mess that his design is, but that wouldn't change anything.
Ganondorf has a bad design. So do his bottom tier compatriots. And nothing is going to change about it until Sakurai or his team pulls their heads out of their ***** and actually looks at the game.
Tbh, does anyone have a better grab than Falcon's dash grab? Falcon can punish a mid ranged whiff with just dash grab alone, he doesn't even need to run at all because the slide he gets is so insane.
On the topic of Falcon though, the character has some absolutely insane moves. The aforementioned dash grab, a god like and simple jab that creates one of the most potent ledge traps in the game, back air, an excellent up air for juggles.
Is a character of extremesTbh, does anyone have a better grab than Falcon's dash grab? Falcon can punish a mid ranged whiff with just dash grab alone, he doesn't even need to run at all because the slide he gets is so insane.
On the topic of Falcon though, the character has some absolutely insane moves. The aforementioned dash grab, a god like and simple jab that creates one of the most potent ledge traps in the game, back air, an excellent up air for juggles.
WTH is Tamushika? Still, good to see new DHD players, too bad they are all stuck in Japan. And just as we finish discussing Pit and his "blandness" Earth gets 2nd with solo Pit. It would help Pit's reputation if more Pit players placed good solo with Earth absent, like Kuro or anyone else.Waseda Festival 2016 Tokyo, Japan (128 entrants) (Cat 1)
1. KEN
2. Earth
3. Kameme
4. Tamushika
5. Fuwa
5. Eim
7. Taiheita
7. Todoman
9. Kept
9. Umeki
9. Manzoku
9. Abadango
13. Kirbus
13. Raito
13. Gomamugitya
13. Kenkenpa
33. T
Upsets
Toboman> Abadango
Tamushika> T
Tamushika>Umeki
Paseriman>T
Toboman> Raito
Again: wouldn't that be one and the same thing from a competitive player's point of view?I think you're talking about character balance rather than character design. Ganondorf's design is fine, it's just that his single heavy hits don't do enough damage to justify his lack of combos, mobility, and recovery, which means that his balance is not right.
A few notes here:Waseda Festival 2016 Tokyo, Japan (128 entrants) (Cat 1)
1. KEN
2. Earth
3. Kameme
4. Tamushika
5. Fuwa
5. Eim
7. Taiheita
7. Todoman
9. Kept
9. Umeki
9. Manzoku
9. Abadango
13. Kirbus
13. Raito
13. Gomamugitya
13. Kenkenpa
I have to question whether any of those are true upsets.Upsets
Toboman> Abadango
Tamushika> T
Tamushika>Umeki
Paseriman>T
Toboman> Raito