Fenny
Smash Ace
- Joined
- May 29, 2016
- Messages
- 584
Because they're better...?Another tier list with Greninja over Pit... And Marth and Corrin a tier ahead of him assuming Zero didn't just forget them. Seriously, why?
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Because they're better...?Another tier list with Greninja over Pit... And Marth and Corrin a tier ahead of him assuming Zero didn't just forget them. Seriously, why?
A quick gander at Koopa's rankings will show you that all three are comfortably above Pit in results.Another tier list with Greninja over Pit... And Marth and Corrin a tier ahead of him assuming Zero didn't just forget them. Seriously, why?
I wouldn't say it was worded wrong. Its a figure of speech, an exaggeration. The disadvantage stage obviously exists...Yes since she can be put in disadvantage states, she'd be the best character or a bit higher if she truly has no disadvantage states but it was just worded wrong lol
Ah okay my b I was confused because it looked like you compared her and mk in that regard but yea I see what you mean! You can read her getaways once the juggles start and stuff (OR BE DIDDY KAPPA). Never thought about it but would be interesting some kind of list to see who would have the least worry being in disadvantage states
If you all want to know what Ikes to watch now that Ryuga and Ryo aren't using him as much: Yoh is a pretty good one. As is Waldo. Yoh got 4th as you see here, Waldo was top 32 at Shine.Das Koopa
1st: Longouw
2nd: Boomuki
3rd: WiiAse
4th: Yoh
5th: Sodrek
5th: Tsunayoshi
7th: Eddy
7th: Schligger
9th: Haeschen
9th: SdN
9th: Yikarur
9th: Kweet
13th: Plategoron
13th: Repus
13th: Sabaca
13th: Miles
IIRC it's possible to maximum SDI down and away and tech it.Sdi up Smash? Explain this
Nah, I think you're onto something.So, I guess I think this is good to ask. Is Yoshi actually just an extremely overrated lower-mid tier or even straight-up low tier character? Results are hardly everything, but Yoshi hardly has any accomplishments to his name, few Yoshi players seem to have remarkable set wins of big-name players, etc. Like, all of these characters seem to have better accomplishments:
Obvious ones:
Less obvious characters with a better track record or greater accomplishments:
With Yoshidora busting out at 17th and neither Raptor nor The Wall having much to their name in terms of super-impressive accomplishments, I don't see where Yoshi is the kind of character that "just needs the right playstyle/main".
The biggest indicative of a positive towards the character seem to be his regional results. Yikarur and JFK both do well, but major results and accomplishments for the character seem absent.
tear apart this post as you will, I just wanted to share my thoughts
Is that because Lucario literally trades his own blood for power?
Incorrect, those women were innocent.
At least the Lucario bashing was funny this time . . . .Only this time, burning you at the stake would probably kill the village folk at 5%
In theory, but I've never seen this done in practice (and it's not like this move is important in that regard seeing as no-one uses it at competitive levels of playIIRC it's possible to maximum SDI down and away and tech it.
Yoshi is absolutely a blast to play. I dont know what your friend's deal is but between that hilarious projectile, unique aerial mobility options, fair spikes, and his general lovability as a character I can't get enough of him. He's more fun than either of my dedicated mains and if I ever have a chance to play as him, I do so. In other words, I play as Yoshi whenever I'm not trying to win. Which brings me to my next point.Nah, I think you're onto something.
I wouldn't call Yoshi straight up low tier, but I think it's a combination of Yoshi being thoroughly joyless as a character to play and some obvious holes that plague him at higher levels play. Like, he might seem better better than several characters on paper, but that nonexistent grab game REALLY holds him back. Looking at the current tier list, I can't really justify placing him over many of the characters in mid tier. He seems like a clear cut, lower mid tier character.
It's totally anecdotal, but the one guy I know who played Yoshi at my local switched over to Mewtwo. I asked him if he did that for a better chance of winning, but he just told me he wasn't really concerned with winning and was merely tired of playing as the character. He's apparently just incredibly unfun to use in a competitive environment and I can see why players would pass on him. I might be grasping, but I think the reason why guys like Dath or LordMix do well with their respective controversial characters is due to the fact they're incredibly fun to play as. Passion is important.
Very.Passion is important.
Ness's dash attack, Utilt, all Smashes, Fair, Bair, and Dair are all disjoints to begin with. For Lucas, it's dash attack, Utilt, Ftilt, all Smashes, Fair, Bair, Dair, and Zair. Not the typical weapon disjoints, but magic disjoints. Rosalina?, Peach, and Zelda have this too. Kind of Mewtwo too. Between Lucas and Ness, they're a bit similar, but there are of course, differing functions. Lucas's dash attack is basically a running Ftilt while Ness's is a different move where it's kind of like a "force push"; the hitbox of Lucas's is static while Ness's moves forward. The only weird thing is their Uair. For whatever reason, Lucas's is a static hitbox unlike in Brawl and Ness's Uair where the hitbox is attached to the head. Brawl Uair apparently was a bit crazy since it was frame 5, did 13%, and had an arcing hitbox, but they upped its startup and it doesn't have Ness's vertical angle or knockback -- these 2 were unchanged from Brawl as Ness always had the stronger Uair between the two. Oh well.Adding to the Ness vs Lucas discussion, Ness has deceptively good hitbubbles around his body.
https://smashboards.com/threads/ness-hitbox-visualization.438757/
https://smashboards.com/threads/lucas-hitbox-visualization.436464/
Lucas has good disjoint too but compare Ness' Uair, Fair, Nair, DA to Lucas'. Ness has big meaty hitbubbles, Lucas has more ridged smaller bubble placements that require you to be at a 'compass direction' from the opponent (up/down/left/right). Lucas' Nair has no disjoint.
Of course there's a lot more to it than hitbubbles but they're food for though.
Passion is indeed super important, people need the drive to lab and discover new things.Very.
Passion was the sole thing that drove me forward when I felt like the entire Smash community was against me playing Lucina back in the 1.1.0 days. Nowadays, passion is a big part of why I want to succeed as her.
Having fun with what you do and doing it well is important in more than just Smash, you know.
Keep in mind Lucas' Uair has 2 hitboxes in this game which send you at slightly different angles, and trying to DI well for one of them if the other hits will send you flying straight up. But yeah this is good.Ness's dash attack, Utilt, all Smashes, Fair, Bair, and Dair are all disjoints to begin with. For Lucas, its dash attack, Utilt, Ftilt, all Smashes, Fair, Bair, Dair, and Zair. Not the typical weapon disjoints, but magic disjoints. Rosalina?, Peach, and Zelda have this too. Kind of Mewtwo too. Between Lucas and Ness, they're a bit similar, but there are of course, differing functions. Lucas's dash attack is basically a running Ftilt while Ness's is a different move where it's kind of like a "force push"; the hitbox of Lucas's is static while Ness's moves forward. The only weird thing is their Uair. For whatever reason, Lucas's is a static hitbox unlike in Brawl and Ness's Uair where the hitbox is attached to the head. Brawl Uair apparently was a bit crazy since it was frame 5, did 13%, and had an arcing hitbox, but they upped its startup and it doesn't have Ness's vertical angle or knockback -- these 2 were unchanged from Brawl as Ness always had the stronger Uair between the two. Oh well.
Man...Passion is indeed super important, people need the drive to lab and discover new things.
I won't let nobody tell me is bad.
life hurts
It has one hitbox, right? The hitbox viewer only shows one hitbox and while it's messy -- one site is down, so I'm reliant on raw data at the moment --, Lucas's Uair only has one hitbox listed. Outdated, but Lucas's Uair wasn't touched as far as I know: http://opensa.dantarion.com/s4/mastercore3/dump/160/lucas. Reminder: damage, angle, and knockback are in hex.Keep in mind Lucas' Uair has 2 hitboxes in this game which send you at slightly different angles, and trying to DI well for one of them if the other hits will send you flying straight up. But yeah this is good.
Also Das Koopa minor tidbit but in your results list, Wave should also be under Nuevo as sponsored.
The only thing holding Lucas back is having too many moves that can be SDI'ed: Nair, usmash, dsmash, and PKT 2. This is the main issue behind multihits, even though dsmash cannot hit more than once.
If T gets announced I'll lose it. The best in the world in the US, competing with some of the US's top players would be really, really interesting.
Komo gets yet another chance in the US. They will announce more players later. Hopefully we get someone new in the US because these guys deserve it
Check out this thread, if you look very closely at his Uair animation you'll notice 2 distinct hitboxes based on timing, one is slightly to the left of the other but they otherwise have the same shape and size:It has one hitbox, right? The hitbox viewer only shows one hitbox and while it's messy -- one site is down, so I'm reliant on raw data at the moment --, Lucas's Uair only has one hitbox listed. Outdated, but Lucas's Uair wasn't touched as far as I know: http://opensa.dantarion.com/s4/mastercore3/dump/160/lucas. Reminder: damage, angle, and knockback are in hex.
This is listed under 06B which is where all other Uairs are listed. Still, fact-checking, Lucas's Uair does do 13%, send at an 80 degree angle -- well, that changed from Brawl's 62 degrees --, 10 base, and 100 growth, right? Lucas's Brawl frame data: http://opensa.dantarion.com/autoframe/FitLucas.php#aerial.
Bone 0, the cause of why Lucas's Uair is just weird. Why of all moves to have a static hitbox? It's not going to be insane if it arced. Has 1 less active frames than Ness's to begin with already, so it could have been the Mario Up Smash to Lucas's Doc and Luigi Up Smash in terms of active frames. Just messes with people seeing the animation, an arcing headbutt and oh, it only hits in one spot... Bowser, Charizard, and DK all have their headbutt Uair hitbox attached to bone 13 which is presumably the head like Ness and arguably, Bowser, Charizard, and DK's Uairs are much stronger not to the mention safer considering all three have their heads made invincible during them. Yes, they're not as fast or whatever, but even then, they're not broken or overpowered. Lucas's Uair set-ups aren't even guaranteed. If it was, then sure, but hey, look at Bowser, DK, and Robin's.AsynchronousTimer(2.000000)#frame 2
?SetBit(0x2100000d)
AsynchronousTimer(7.000000)#frame 7
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x0, Damage=13.000000, Angle=0x50, KBG=0x64, FKB=0x0, BKB=0xa, Size=5.200000, X=0.000000, Y=14.000000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.100000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x1)
AsynchronousTimer(10.000000)#frame 10
RemoveAllHitboxes()
AsynchronousTimer(38.000000)#frame 38
?ClearBit(0x2100000d)
End()
Since the data's pulled up...
Lucas's Nair loop hits are known to have a x2.0 SDI multiplier. First off, why since it's not really any different than Falco or Zelda's where Falco's has a property that forces his opponent to be launched wherever he's facing along with Falco being a fast-faller that helps with frame-syncing his Nair so he can chain them quickly and Falco's "normal" aerial jump allowing him to just leap at you with either another Nair or Fair and where Zelda's as of 1.1.5, does 15% with the all front hits and 11% with back hits. Lucas's Nair doesn't do much of a damage difference to Falco or Zelda's. Nothing about Lucas's Nair screams, "We screwed up and don't want to take the time to tweak its frame data, so let's slap on a x2.0 SDI onto its loop hits". Anyway, I digress, but one thing is that compared to previous games, SDI isn't as strong, so while x2.0 is of course, high, it might not be as potent as if was in Brawl or Melee. That and people might not be SDI'ing in the first place... For those who want to check, it's listed under 068.
From MasterCore, it's messing labels past "Y="; I added them in following the format. Also, I don't know what parameter deals with re-hit rates since Lucas's Nair definitely does not do 1% and have a massive frame gap until the 4% finisher.
?SetBit(0x2100000d)
AsynchronousTimer(7.000000)#frame 7
Hitbox6_14FCC7E4(Id=0x0, Bone?=0x0, unk?=0x0, Damage=1.000000, Angle=0x16f, BKB=0x46, WKB?=0x0, KBG=0x14, Size=5.300000, X=0.000000, Y=5.000000, Z=0.000000, Effect=0x3, Trip=0x0, Hitlag=1.000000, SDI=2.000000, Clang=0x0, ?=0x0, SFXLevel=0x0, SFXType=0x0, Ground/Air=0x10, Direct/Indirect=0x3, 0x1, 0x10, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x5, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0)
AsynchronousTimer(24.000000)#frame 24
RemoveAllHitboxes()
AsynchronousTimer(26.000000)#frame 26
Hitbox6_14FCC7E4(Id=0x0, Bone?=0x0, unk?=0x0, Damage=4.000000, Angle=0x3c, BKB=0x8c, WKB?=0x0, KBG=0x28, Size=8.000000, X=0.000000, Y=5.000000, Z=0.000000, Effect=0x3, Trip=0x0, Hitlag=1.500000, SDI=1.000000, Clang=0x0, ?=0x0, SFXLevel=0x0, SFXType=0x2, Ground/Air0x10, Direct/Indirect=0x3, 0x1, 0x10, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0)
SynchronousTimer(1.000000)#frame 27
RemoveAllHitboxes()
AsynchronousTimer(37.000000)#frame 37
?ClearBit(0x2100000d)
End()
For his Up and Down Smash, SDI is marked, so it won't be as annoying to find compared to Nair. Up Smash listed under 063, x1.0 SDI multipliers on all of hits -- that being the set-up hit and the main hit plus its late hit. So, no real problem there and Up Smash often hits with the main hit, especially if used as an anti-air / against airborne opponents.
unk_F0D25BDA(0x1)
AsynchronousTimer(5.000000)#frame 5
?SetBit(0x2100001b)
unk_F0D25BDA(0x0)
AsynchronousTimer(15.000000)#frame 15
unk_F13BFE8D(0x13, 0x2)
AsynchronousTimer(28.000000)#frame 28
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x0, Damage=2.000000, Angle=0x6e, KBG=0x5a, FKB=0x6e, BKB=0x0, Size=6.000000, X=0.000000, Y=5.000000, Z=-8.000000, Effect=0x2, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x0, ?=0x0, SFXLevel=0x0, SFXType=0x0, Ground/Air=0x10, Direct/Indirect=0x3, 0x0, 0x10)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x0, Damage=2.000000, Angle=0x6e, KBG=0x5a, FKB=0x6e, BKB=0x0, Size=6.000000, X=0.000000, Y=5.000000, Z=8.000000, Effect=0x2, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x0, ?=0x0, SFXLevel=0x0, SFXType=0x0, Ground/Air=0x10, Direct/Indirect=0x3, 0x0, 0x10)
SynchronousTimer(1.000000)#frame 29
RemoveAllHitboxes()
AsynchronousTimer(30.000000)#frame 30
unk_CEDC237E(0x0)
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x0, Damage=19.000000, Angle=0x5f, KBG=0x4d, FKB=0x0, BKB=0x30, Size=12.000000, X=0.000000, Y=14.000000, Z=0.000000, Effect=0x3, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x3, Ground/Air=0x10, Direct/Indirect=0x3, 0x0, 0x10)
AsynchronousTimer(33.000000)#frame 33
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x0, Damage=18.000000, Angle=0x5f, KBG=0x4d, FKB=0x0, BKB=0x2a, Size=11.000000, X=0.000000, Y=19.000000, Z=0.000000, Effect=0x3, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x3, Ground/Air=0x10, Direct/Indirect=0x3, 0x0, 0x10)
RemoveHitbox(0x0)
AsynchronousTimer(38.000000)#frame 38
Hitbox_B738EABD(ID=0x2, Part=0x0, Bone=0x0, Damage=16.000000, Angle=0x5f, KBG=0x4d, FKB=0x0, BKB=0x25, Size=10.000000, X=0.000000, Y=25.000000, Z=0.000000, Effect=0x3, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x3, Ground/Air=0x10, Direct/Indirect=0x3, 0x0, 0x10)
RemoveHitbox(0x1)
AsynchronousTimer(43.000000)#frame 43
Hitbox_B738EABD(ID=0x3, Part=0x0, Bone=0x0, Damage=14.000000, Angle=0x5f, KBG=0x4d, FKB=0x0, BKB=0x20, Size=8.000000, X=0.000000, Y=30.000000, Z=0.000000, Effect=0x3, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x10, Direct/Indirect=0x3, 0x0, 0x10)
RemoveHitbox(0x2)
AsynchronousTimer(48.000000)#frame 48
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x0, Damage=12.000000, Angle=0x5f, KBG=0x4d, FKB=0x0, BKB=0x1b, Size=6.500000, X=0.000000, Y=38.000000, Z=0.000000, Effect=0x3, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x10, Direct/Indirect=0x2, 0x0, 0x10)
RemoveHitbox(0x3)
AsynchronousTimer(53.000000)#frame 53
RemoveAllHitboxes()
End()
Next, Down Smash listed under 065, also, x1.0 SDI multipliers. As a unique move that only hits once despite having 3 hits, it wouldn't really matter, but it could definitely screw up the move if it had high SDI multipliers on any of its hitboxes. Still, it's not a multi-hit and could be considered closer to Melee Falco and Fox's Fair where the multi-hits acted as late hits, but you could still connect them all if you're lucky.
AsynchronousTimer(6.000000)#frame 6
?SetBit(0x2100001b)
AsynchronousTimer(20.000000)#frame 20
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x0, Damage=17.000000, Angle=0x169, KBG=0x5a, FKB=0x0, BKB=0x2b, Size=8.000000, X=0.000000, Y=2.500000, Z=8.000000, Effect=0x3, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x0, ?=0x0, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x10, Direct/Indirect=0x3, 0x0, 0x10)
SynchronousTimer(2.000000)#frame 22
unk_7698BB42(0x0, 0x2a)
AsynchronousTimer(29.000000)#frame 29
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x0, Damage=14.000000, Angle=0x169, KBG=0x5a, FKB=0x0, BKB=0x1e, Size=9.800000, X=3.300000, Y=2.500000, Z=8.500000, Effect=0x3, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x0, ?=0x0, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x10, Direct/Indirect=0x3, 0x0, 0x10)
SynchronousTimer(2.000000)#frame 31
unk_7698BB42(0x0, 0x2a)
AsynchronousTimer(39.000000)#frame 39
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x0, Damage=11.000000, Angle=0x169, KBG=0x5a, FKB=0x0, BKB=0x14, Size=12.000000, X=-5.600000, Y=2.500000, Z=8.000000, Effect=0x3, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x0, ?=0x0, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x10, Direct/Indirect=0x3, 0x0, 0x10)
SynchronousTimer(2.000000)#frame 41
RemoveAllHitboxes()
End()
Lastly, PKT2, the tricky part... I think it's listed under 255. This is what it looks like.
AsynchronousTimer(1.000000)#frame 1
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x3, Damage=8.000000, Angle=0x169, KBG=0x6e, FKB=0x0, BKB=0x3c, Size=9.000000, X=-2.000000, Y=0.000000, Z=0.000000, Effect=0x3, Trip=0x0, Hitlag=1.000000, SDI=0.300000, Clang=0x1, ?=0x0, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x7, Direct/Indirect=0x3, 0x1, 0x10)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x3, Damage=8.000000, Angle=0x169, KBG=0x6e, FKB=0x0, BKB=0x3c, Size=9.000000, X=3.000000, Y=-3.000000, Z=0.000000, Effect=0x3, Trip=0x0, Hitlag=1.000000, SDI=0.300000, Clang=0x1, ?=0x0, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x7, Direct/Indirect=0x3, 0x1, 0x10)
SynchronousTimer(1.000000)#frame 2
RemoveAllHitboxes()
SynchronousTimer(1.000000)#frame 3
LoopStart(0x5)
Hitbox8_7075DC5A(0x0, 0x0, 0x3, 2.000000, 0x16e, 0x32, 0x0, 0x1e, 4.300000, 1.000000, 0.000000, 0.000000, 0x3, 0x0, 0.500000, 2.500000, 0x1, 0x0, 0x0, 0x2, 0x7, 0x3, 0x1, 0x10, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, -0x40000000, 0x0, 0x0)
Hitbox8_7075DC5A(0x1, 0x0, 0x3, 2.000000, 0x16e, 0x32, 0x0, 0x1e, 6.000000, 1.000000, 0.000000, 0.000000, 0x3, 0x0, 0.500000, 2.500000, 0x1, 0x0, 0x0, 0x2, 0x7, 0x3, 0x1, 0x10, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, -0x3f800000, 0x0, 0x0)
unk_B09F03B2(0x0, 0x1)
unk_B09F03B2(0x1, 0x1)
SynchronousTimer(2.000000)#frame 5
RemoveAllHitboxes()
SynchronousTimer(1.000000)#frame 6
LoopEnd(-0x63)
?SetBit(0x21000010)
LoopStart(0x5)
Hitbox8_7075DC5A(0x0, 0x0, 0x3, 1.500000, 0x16e, 0x32, 0x0, 0x1e, 4.000000, 1.000000, 0.000000, 0.000000, 0x3, 0x0, 0.500000, 2.500000, 0x1, 0x0, 0x0, 0x2, 0x7, 0x3, 0x1, 0x10, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, -0x40000000, 0x0, 0x0)
Hitbox8_7075DC5A(0x1, 0x0, 0x3, 1.500000, 0x16e, 0x32, 0x0, 0x1e, 5.700000, 1.000000, 0.000000, 0.000000, 0x3, 0x0, 0.500000, 2.500000, 0x1, 0x0, 0x0, 0x2, 0x7, 0x3, 0x1, 0x10, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, -0x3f800000, 0x0, 0x0)
SynchronousTimer(2.000000)#frame 8
RemoveAllHitboxes()
SynchronousTimer(1.000000)#frame 9
LoopEnd(-0x5d)
Hitbox6_14FCC7E4(Id=0x0, Bone?=0x0, unk?=0x3, Damage=10.000000, Angle=0x32, BKB=0x4a, WKB?=0x0, KBG=0x5a, Size=12.000000, X=1.000000, Y=-1.000000, 0.000000, 0x3, 0x0, 1.300000, 0.500000, 0x1, 0x1, 0x0, 0x2, 0x2, 0x3, 0x1, 0x10, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0)
SynchronousTimer(2.000000)#frame 11
RemoveAllHitboxes()
?SetBit(0x2100000f)
?SetBit(0x21000011)
End()
I'm basing this on SSBwiki where it says PKT1 does 8% and PKT2 does 2% for 5 hits, 1.5% for 5 hits, and 10% for the last hit. So, first part, the 8% is probably PKT1. Where it says, "LoopStart(0x5) is probably where PKT2 starts. Going to cut it out and label them according the format of MasterCore.
Basically, the loop hits do have a x2.5 SDI which is... kind of fine. PKT2 does a total of 27.5% if all hits connect; (2% * 5) + (1.5% * 5) + 10%. That's kind of insane. There's also the deal with Lucas will be traveling far enough and fast enough where it seems like the main purpose of Lucas's PKT2 is to recover and escape similar to Fire Wolf compared to Fire Fox where in Lucas's case, it's through much higher distance traveled than Ness's PKT2 which doesn't travel as far, but packs a wallop. There's also the fact Lucas doesn't need to rely on PKT2 to recover unlike Ness. For Lucas, PKT2 dropping people which, I will add seems less likely to happen compared to Fire Bird and Fire Wolf, is fine since the hitbox placement is fine -- it covers Lucas well -- and he's doing enough hit stun while moving to just get out. For Ness, if his PKT2 was a multi-hit and it dropped people, it would be terrible as he doesn't really have another option to recover with. Ness doing a ton of damage and knockback is his safety net to Lucas's distance and I have another option. Just my thoughts on this.LoopStart(0x5)
Hitbox8_7075DC5A(Id=0x0, Bone?=0x0, unk?=0x3, Damage=2.000000, Angle=0x16e, BKB=0x32, WKB?=0x0, KBG=0x1e, Size=4.300000, X=1.000000, Y=0.000000, Z=0.000000, Effect=0x3, Trip=0x0, Hitlag=0.500000, SDI=2.500000, Clang=0x1, ?=0x0, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x7, Direct/Indirect=0x3, 0x1, 0x10, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, -0x40000000, 0x0, 0x0)
Hitbox8_7075DC5A(Id=0x1, Bone?=0x0, unk?=0x3, Damage=2.000000, Angle=0x16e, BKB=0x32, WKB?=0x0, KBG=0x1e, Size=6.000000, X=1.000000, Y=0.000000, Z=0.000000, Effect=0x3, Trip=0x0, Hitlag=0.500000, SDI=2.500000, Clang=0x1, ?=0x0, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x7, Direct/Indirect=0x3, 0x1, 0x10, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, -0x3f800000, 0x0, 0x0)
unk_B09F03B2(0x0, 0x1)
unk_B09F03B2(0x1, 0x1)
SynchronousTimer(2.000000)#frame 5
RemoveAllHitboxes()
SynchronousTimer(1.000000)#frame 6
LoopEnd(-0x63)
?SetBit(0x21000010)
LoopStart(0x5)
Hitbox8_7075DC5A(Id=0x0, Bone?=0x0, unk?=0x3, Damage=1.500000, Angle=0x16e, BKB=0x32, WKB?=0x0, KBG=0x1e, Size=4.000000, X=1.000000, Y=0.000000, Z=0.000000, Effect=0x3, Trip=0x0, Hitlag=0.500000, SDI=2.500000, Clang=0x1, ?=0x0, SFXLevel=0x0, SFXType=0x2, Ground/Air0x7, Direct/Indirect=0x3, 0x1, 0x10, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, -0x40000000, 0x0, 0x0)
Hitbox8_7075DC5A(Id=0x1, Bone?=0x0, unk?=0x3, Damage=1.500000, Angle=0x16e, BKB=0x32, WKB?=0x0, KBG=0x1e, Size=5.700000, X=1.000000, Y=0.000000, Z=0.000000, Effect=0x3, Trip=0x0, Hitlag=0.500000, SDI=2.500000, Clang=0x1, ?=0x0, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x7, Direct/Indirect=0x3, 0x1, 0x10, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, -0x3f800000, 0x0, 0x0)
SynchronousTimer(2.000000)#frame 8
RemoveAllHitboxes()
SynchronousTimer(1.000000)#frame 9
LoopEnd(-0x5d)
Hitbox6_14FCC7E4(Id=0x0, Bone?=0x0, unk?=0x3, Damage=10.000000, Angle=0x32, BKB=0x4a, WKB?=0x0, KBG=0x5a, Size=12.000000, X=1.000000, Y=-1.000000, Z=0.000000, Effect=0x3, Trip=0x0, Hitlag=1.300000, SDI=0.500000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect0x3, 0x1, 0x10, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0)
SynchronousTimer(2.000000)#frame 11
RemoveAllHitboxes()
?SetBit(0x2100000f)
?SetBit(0x21000011)
End()
Also, once again, I don't know if people regularly SDI out of stuff, especially if don't know about it or don't face it often -- Lucas tends to not use PKT2 unless he really needs to, so even if people knew, they might not care since it's not going to happen often.
The rundown is that of the moves Lucas has that have above normal, x1.0, SDI multipliers, it's only really Nair that would be a problem and even then, if people aren't SDI-ing for whatever reason or if they do and it doesn't do much, it might not really matter.
Oh, and I think there needs to be a SDI list somewhere... Just sayin'.
Where are the results you're looking at?A quick gander at Koopa's rankings will show you that all three are comfortably above Pit in results.
Marth and Corrin have more "obviously" strong tools and have performed well in the hands of many players. For the most part, Pit only looks special when piloted by Earth.
Greninja players are improving and the character's top tier traits are beginning to shine through. ZeRo (who has gone back and forth on his opinion of the character) is singling him out as more than just an upper/high tier with a few valuable MUs.
Times have changed from when Pit got free top 15 placements on tier lists for... no reason at all. And I think that trend already lasted a lot longer than it should have.
Really, the onus is now on you to explain why Pit should be above those three characters (and many more besides).
Thanks dude.Also, Dark.Pch , I always really like your posts! I always like seeing you around here.
A tier list does not matter to me. What is it doing for me? If there was not a tier list, results would not change. It be the same thing. People would play the same way. And people will still complain about the same characters. You will see the same over used characters in tournament. People should just play who they want. if you are being manipulated or pressured to pick a character due to a tier list, you are not playing on your free will. You are just trying to be one with the crowd. You are not thinking for yourself.Do tier list matter? Absolutely. But it shouldn't be the only factor for picking up a character.
T has a ridiculous punish gameT beating Ranai
Come on, just look at Das Koopa's rankings:Where are the results you're looking at?
The heck is "obvious" power? It's more "obvious" most people don't have a clue how to fight Corrin and Marth.
Earth, Kuro, Plastic Poptart, a few others... That's not just Earth. Kuro got top 8 at Sumbato just a week ago.
Speaking of last week, people were definitely with me on Greninja and Corrin's placement so I don't know why that's any different. Marth's top level results aren't much better then Pit's as far as I can tell and everybody flees when I try and debate it out so I literally have no reason to think otherwise. It's less about Pit's placement and more about how far apart these characters are relative to him. Corrin a tier ahead of Pit is dumb, especially when arguably one of Corrin's best players quickly demoted him to a blue-moon counterpick in favor for Pit. Marth a tier ahead of Pit doesn't make sense to me.
Top 8 Weighted:Marth: 112.5
Greninja: 94.5
Corrin: 86.5
Pit: 34
Hell, as far as Marth and Greninja are concerned, the weekend's results are also pretty telling.Marth: 50.5
Greninja: 41.5
Corrin: 39
Pit: 10
5th: Oishiitofu
5th: Waveguider ,
9th: DooM ,
9th: Ludi
1st: iStudying
7th: Eddy
9th: Mr. E
9th: KillLock
5th: Plastic Poptart
9th: Anderson
13th: Sabaca
Greninja and Marth just have way more representation getting good placings overall than Pit does. Most of Pit's results can be attributed to Earth which says more about how good Earth is than Pit.4th: Earth
is straight up bad mate.Passion is indeed super important, people need the drive to lab and discover new things.
I won't let nobody tell me is bad.
life hurts