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Official 4BR Tier List v2.0 - Competitive Impressions

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~ Gheb ~

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Why is it that Lucina fangrills feel the need to crawl out of their caves every other month and try to argue that she's somehow close to as good as Marth is? Everybody has understood by now that she's a fairly good character and no longer a bottom-tier meme but doesn't mean she's suddenly entitled to that borderline toptier spot Marth has rightfully earned over the last few months. Marth is by all means considerably stronger a character than Lucina is and understanding that the tipper sweetspot is the whole reason for that is about as simple as understanding that one plus one equals two. Sometimes the simple explanation works - one extremely powerful advantage in shape of the tipper, extrapolated over the more than 50 different matchups in which Marth is just straight up better because of it adds up to a little more than a minor difference. It's not like Marth is leagues better than her but if Lucina mains seriously start to argue over people having like 5 spots and a tier gap between them we've reached a point where the discussion has become unreasonable. Marth is currently seen as a strong contender for top 10, Lucina still has to prove herself to be a better character than the likes of Villager, Mega Man and Toon Link. Should that ever happen we can surely come back to this discussion but right now it's just not a case of people failing to understand how Lucina works but Lucina supporters being unable to accept the facts.

Also, another thing that hasn't really been considered yet: as Marth and Lucina became better and better with each patch, the relative advantage he gained over her from having sweetspots also became bigger. When both characters were trash Marth's tipper didn't make as much of a difference as it does now that Marth is reborn as a spacing monster. He just didn't have the tools to limit his opponents' options enough back then. The better Marth's spacing game, the harder it becomes to avoid getting tippered - and thus the amount of times where Marth trumps Lucina in a real-life tournament setting increases.

:059:
 

MistressRemilia

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Mii's perhaps I can understand because there are varying rules about them all across the globe.

Clones on the other hand are completely separate characters. Simply not including them would be a joke.

No other Smash game has "removed" the clones, so to speak. Why should Smash 4 be any different?
Because, in the past, Clones had enough differences to have their own metagame, their own accomplishments.
Palette Swaps Clones barely have that. The data at disposal to judge them for people who do not main them is about as small as the Miis, which is, as you can guess, abysmally low. It may be an issue with my own self, but i'd rather say nothing than say something outright wrong. I do not have any shame in saying that i do know how good of a character Lucina, or Mii Gunner are. Because why would i know? Despite my will to have an opinion as accurate as possible on every character, the amount of data that's given to me to analyze the capabilities of these characters is so low that it becomes hard to have a fully fleshed out opinion.
Lucina's case is a bit more awkward though, she's probably the character that has seen the most exposition out of the 6 i've mentionned, but it clearly doesn't live up to the character's viability. We can analyze her tools as much as we want, the amount of results given for this character is too low to place Lucina somewhat accurately, because imo, Tiers have criterias to get in them, usually involving the hypothetical results that a character of this kind should be getting. With Lucina, doing such things is way too hard because what's at our disposal to determine that leaves a very foggy result.
And again, i'd rather not know than falsely know about something, so from my perspective, ranking Lucina is a no.
 

Floor

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Because, in the past, Clones had enough differences to have their own metagame, their own accomplishments.
Palette Swaps Clones barely have that. The data at disposal to judge them for people who do not main them is about as small as the Miis, which is, as you can guess, abysmally low. It may be an issue with my own self, but i'd rather say nothing than say something outright wrong. I do not have any shame in saying that i do know how good of a character Lucina, or Mii Gunner are. Because why would i know? Despite my will to have an opinion as accurate as possible on every character, the amount of data that's given to me to analyze the capabilities of these characters is so low that it becomes hard to have a fully fleshed out opinion.
Lucina's case is a bit more awkward though, she's probably the character that has seen the most exposition out of the 6 i've mentionned, but it clearly doesn't live up to the character's viability. We can analyze her tools as much as we want, the amount of results given for this character is too low to place Lucina somewhat accurately, because imo, Tiers have criterias to get in them, usually involving the hypothetical results that a character of this kind should be getting. With Lucina, doing such things is way too hard because what's at our disposal to determine that leaves a very foggy result.
And again, i'd rather not know than falsely know about something, so from my perspective, ranking Lucina is a no.
Exactly. I think calling Marth "better" than Lucina is over simplifying it but not getting into that. The point is that basically no one would solo main her if there's a "technically better" option available; but she's still stellar. If new character Light Pit was exactly like Pit except every attack did 1 more damage, why would anyone play Pit? And does that suddenly make Pit bottom tier? No.
 
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Bowserboy3

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Because, in the past, Clones had enough differences to have their own metagame, their own accomplishments.
Palette Swaps Clones barely have that. The data at disposal to judge them for people who do not main them is about as small as the Miis, which is, as you can guess, abysmally low. It may be an issue with my own self, but i'd rather say nothing than say something outright wrong. I do not have any shame in saying that i do know how good of a character Lucina, or Mii Gunner are. Because why would i know? Despite my will to have an opinion as accurate as possible on every character, the amount of data that's given to me to analyze the capabilities of these characters is so low that it becomes hard to have a fully fleshed out opinion.
Lucina's case is a bit more awkward though, she's probably the character that has seen the most exposition out of the 6 i've mentionned, but it clearly doesn't live up to the character's viability. We can analyze her tools as much as we want, the amount of results given for this character is too low to place Lucina somewhat accurately, because imo, Tiers have criterias to get in them, usually involving the hypothetical results that a character of this kind should be getting. With Lucina, doing such things is way too hard because what's at our disposal to determine that leaves a very foggy result.
And again, i'd rather not know than falsely know about something, so from my perspective, ranking Lucina is a no.
No, I am sorry, but I am not buying this one bit.

"Pallete Swap Clones" is a poor argument for this. The only character I can see this being a fair argument for this is Dark Pit. Dr Mario and Lucina are both different enough to avoid being lumped into this area.

If anything, Dr Mario was more of a "Pallete Swap Clone" in Melee when you compare him to Mario, in stark contrast to how he is in a Smash 4 comparison. Dr Mario was separate in Melee for example.
 

|RK|

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Why is it that Lucina fangrills feel the need to crawl out of their caves every other month and try to argue that she's somehow close to as good as Marth is? Everybody has understood by now that she's a fairly good character and no longer a bottom-tier meme but doesn't mean she's suddenly entitled to that borderline toptier spot Marth has rightfully earned over the last few months. Marth is by all means considerably stronger a character than Lucina is and understanding that the tipper sweetspot is the whole reason for that is about as simple as understanding that one plus one equals two. Sometimes the simple explanation works - one extremely powerful advantage in shape of the tipper, extrapolated over the more than 50 different matchups in which Marth is just straight up better because of it adds up to a little more than a minor difference. It's not like Marth is leagues better than her but if Lucina mains seriously start to argue over people having like 5 spots and a tier gap between them we've reached a point where the discussion has become unreasonable. Marth is currently seen as a strong contender for top 10, Lucina still has to prove herself to be a better character than the likes of Villager, Mega Man and Toon Link. Should that ever happen we can surely come back to this discussion but right now it's just not a case of people failing to understand how Lucina works but Lucina supporters being unable to accept the facts.

Also, another thing that hasn't really been considered yet: as Marth and Lucina became better and better with each patch, the relative advantage he gained over her from having sweetspots also became bigger. When both characters were trash Marth's tipper didn't make as much of a difference as it does now that Marth is reborn as a spacing monster. He just didn't have the tools to limit his opponents' options enough back then. The better Marth's spacing game, the harder it becomes to avoid getting tippered - and thus the amount of times where Marth trumps Lucina in a real-life tournament setting increases.

:059:
I think this is A) a bit reductionist, and B) ignoring what BowserBoy3 posted about Lucina with rage. She gains tipper-esque strength without having one, and with more consistency. Additionally her lack of tipper means consistent shield pressure - anyone who plays a character without a disjoint knows the importance of using your shield and movement to get in a disjoint user's face. Whereas Marth's sourspots work against him in this instance, Lucina's moves will be better for her if you get too close.

Lastly - people keep talking about spacing as if it's a one player game. If you're playing against someone at your level, they are spacing too. That's why even Ally - playing a bad MU and a character without disjoints - was able to bring the best Marth in the world to game 5. Lucina's consistency for all of the instances where your opponent will get in your zone is very valuable here.

Also:
 
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MistressRemilia

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No, I am sorry, but I am not buying this one bit.

"Pallete Swap Clones" is a poor argument for this. The only character I can see this being a fair argument for this is Dark Pit. Dr Mario and Lucina are both different enough to avoid being lumped into this area.

If anything, Dr Mario was more of a "Pallete Swap Clone" in Melee when you compare him to Mario, in stark contrast to how he is in a Smash 4 comparison. Dr Mario was separate in Melee for example.
If they were different enough, they would have had accomplishments that wouldn't make it so hard to judge them apart.
Melee Mario & Melee Dr.Mario, as close as they may, have different accomplishments of their own that allows us to analyze to a certain degree their viability. Melee Mario on one side has players like A Rookie, Schlimm Shady or KoopaTroopa89 who each have a couple of decent placings at Regional Tournaments, while Melee Doc on the other hand had Shroomed & now has Eagle & Reason, who are doing quite decent with the character. There's something to compare with both characters because they both have a metagame & playerbase that's existant & does not hinder the other's. Overall, Doc & Mario's results are pretty on par, but the peak that Doc has reached in the past has yet to be reached by Mario, and for arguably good reasons. Therefore, we can conclude something for both of them, based off of their own results, and not based off of the other's results.

That individuality is barely a thing with the Smash 4 Clones as of now. It may happen in the future, but as of now, i still consider the data that we have to be small enough to justify not ranking them for the time being, as most of us are not able to judge them accurately, at least for the time being.
 
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YerTheBestAROUND

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Additionally her lack of tipper means consistent shield pressure - anyone who plays a character without a disjoint knows the importance of using your shield and movement to get in a disjoint user's face. Whereas Marth's sourspots work against him in this instance, Lucina's moves will be better for her if you get too close.
Her shield safety up close, while, yes, better than Marth's sour spots in terms of numbers, is not enough to make a difference against the relevant cast. You're still getting punished if you misspace with Lucina. She still has to play at the same range Marth does to be effective in neutral, and Marth is better rewarded for that.

They're both bad when misspaced on shield. One being slightly better than the other doesn't matter when they're both getting punished.
 
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|RK|

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Her shield safety up close, while, yes, better than Marth's sour spots in terms of numbers, is not enough to make a difference against the relevant cast. You're still getting punished if you misspace with Lucina. She still has to play at the same range Marth does to be effective in neutral, and Marth is better rewarded for that.

They're both bad when misspaced on shield. One being slightly better than the other doesn't matter when they're both getting punished.
Sure, but the same argument could be made for at range. Anything Marth isn't getting punished for isn't going to punish Lucina for the most part. And in addition to that she gets more leeway up close and remains just as scary when you're in her zone.
 
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Bowserboy3

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Her shield safety up close, while, yes, better than Marth's sour spots in terms of numbers, is not enough to make a difference against the relevant cast. You're still getting punished if you misspace with Lucina. She still has to play at the same range Marth does to be effective in neutral, and Marth is better rewarded for that.

They're both bad when misspaced on shield. One being slightly better than the other doesn't matter when they're both getting punished.
This is a fair point.

However, it's foolish to forget that not all parts of the game are played at the same range, and not all moves are always hit on shield. Yes, both Marth and Lucina are looking to play at a certain range, being max range, but you have to remember the opponent isn't just going to sit still and allow that to happen. If they've got their two wits about them, they can try and pressure from afar, or even up close.

Yes, even up close, they are both unsafe, on shield. However, Lucina still has that advantage up close when it comes to KO'ing and overall punishing. Lets say an opponent is playing up close in front of Marth to limit his reward/ability to play a proper spacing game (Falcon, Sheik, Pikachu are a few examples who are quite effective at this style). They can play up close, but the moment a chance appears, Lucina can strike far better with anything Marth can - I once again point to Fair, and more notably, Bair OoS.

Marth can convert a little better off of a low percent sourspot punish, but late percent wise, this is a notable advantage for Lucina.

In terms of shield safety and such, there are certain MU's where Lucina is simply outright safer than Marth due to the fact that her shieldstun is literally the same as Marth's tipper (IIRC, they're actually around a frame or two less safe due to damage differences, but this is incredibly minor and still far better than Marth's sourspots); Luigi springs to mind, in the fact that she can use a whole lot of moves even up close and be safe because Luigi will be sliding backwards upon shielding a move due to a combination of their overall power and stun, and Luigi's traction (or lack there-of). Her Fsmash is actually almost unpunishable on Luigi's shield when you account all of these, even up close. Marth's sourspots are still punishable by Luigi.

Again, I re-iterate the point; Marth is still clearly the better character; it's dumb not to think that when being rewarded heavily for simply playing neutral and spacing games, and having good fundamentals. However, I feel players cling to this point too much, and forget the other areas of the game that Lucina is better at than Marth, because they are there.

Marth is also more relevant on a results standpoint. However, looking at everything on paper, aside from things like early tipper KO's and such, there's nothing Lucina can't do that Marth can. It baffles me when people say she "is significantly worse than Marth", this is a bare faced lie. Worse, perhaps, but she's incredibly capable, just as much as Marth.
 

YerTheBestAROUND

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Sure, but the same argument could be made for at range. Anything Marth isn't getting punished for isn't going to punish Lucina for the most part. And in addition to that she gets more leeway up close and remains just as scary when you're in her zone.
But that's not an equivalent comparison. As I said, Marth is better rewarded for playing at max range than Lucina is, but on the other hand neither is punished less than the other for a misspaced move.

Edit:
This is a fair point.

However, it's foolish to forget that not all parts of the game are played at the same range, and not all moves are always hit on shield. Yes, both Marth and Lucina are looking to play at a certain range, being max range, but you have to remember the opponent isn't just going to sit still and allow that to happen. If they've got their two wits about them, they can try and pressure from afar, or even up close.

Yes, even up close, they are both unsafe, on shield. However, Lucina still has that advantage up close when it comes to KO'ing and overall punishing. Lets say an opponent is playing up close in front of Marth to limit his reward/ability to play a proper spacing game (Falcon, Sheik, Pikachu are a few examples who are quite effective at this style). They can play up close, but the moment a chance appears, Lucina can strike far better with anything Marth can - I once again point to Fair, and more notably, Bair OoS.

Marth can convert a little better off of a low percent sourspot punish, but late percent wise, this is a notable advantage for Lucina.

In terms of shield safety and such, there are certain MU's where Lucina is simply outright safer than Marth due to the fact that her shieldstun is literally the same as Marth's tipper (IIRC, they're actually around a frame or two less safe due to damage differences, but this is incredibly minor and still far better than Marth's sourspots); Luigi springs to mind, in the fact that she can use a whole lot of moves even up close and be safe because Luigi will be sliding backwards upon shielding a move due to a combination of their overall power and stun, and Luigi's traction (or lack there-of). Her Fsmash is actually almost unpunishable on Luigi's shield when you account all of these, even up close. Marth's sourspots are still punishable by Luigi.

Again, I re-iterate the point; Marth is still clearly the better character; it's dumb not to think that when being rewarded heavily for simply playing neutral and spacing games, and having good fundamentals. However, I feel players cling to this point too much, and forget the other areas of the game that Lucina is better at than Marth, because they are there.

Marth is also more relevant on a results standpoint. However, looking at everything on paper, aside from things like early tipper KO's and such, there's nothing Lucina can't do that Marth can. It baffles me when people say she "is significantly worse than Marth", this is a bare faced lie. Worse, perhaps, but she's incredibly capable, just as much as Marth.
I don't think anyone here believes that Lucina is significantly worse than Marth, more so that she isn't top tier/top 10 like Marth is which was the origin of this discussion. She's strong yes, but I think we're also reaching the point where Lucina needs to prove herself more so through her own results than those of Marth. If people think she's capable of top 10 then it needs to be proven how she's better than Meta Knight, Villager, Toon Link, Mega Man, and maybe Pikachu and Corrin first to even make it to top tier.
 
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|RK|

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But that's not an equivalent comparison. As I said, Marth is better rewarded for playing at max range than Lucina is, but on the other hand neither is punished less than the other for a misspaced move.
Marth is better rewarded for scoring a *hit* at max range, yes. In the same vein, however, Lucina is better rewarded if an opponent breaks past that range. So she theoretically has to worry less about zone breakers and can go for a quick punish without having to space (e.g., Nairo banana into fsmash vs ZeRo).

EDIT: Lol, what BowserBoy3 said.
 
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BunbUn129

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It's a misconception that landing tippers is always the most optimal choice for Marth. In several instances it isn't.

Marth can sour up tilt , tipper up tilt, up air at low percents. The sour spot on Marth's up tilt allows him to true combo into up air at a wider percent range. This is an example of how Marth's kit possesses a versatility that Lucina's lacks, and is perhaps the biggest factor that ensures Marth will always be significantly better, in my opinion more so than his potential to seal stocks earlier.

Ever since release, the strongest argument for Lucina against Marth was that she traded Marth's more potentially devastating punishes for greater consistency, or more simply she was a low-risk/learning curve, low-reward version of the Hero King. That argument lost much of its weight with patch 1.1.4. The enlarged tipper hitboxes on Marth's attacks make this mechanic a reliable tool, rather than a sort of double-edged sword (ha...) like it was earlier, eroding the supposed consistency advantage that his clone had.

I've been using Marth mostly for less than 2 months now (basically I main him now), and it didn't take much time for me to improve my ability to space tippers. You just need to put in a moderate amount of effort to get a feel for his hitboxes--actually the game rewards you for this with every character, Marth's hitboxes just amplify it.

Marth has far more options to work with than Lucina, and he's therefore the better investment in the long-run.
 
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Floor

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It's a misconception that landing tippers is always the most optimal choice for Marth. In several instances it isn't.

Marth can sour up tilt , tipper up tilt, up air at low percents. The sour spot on Marth's up tilt allows him to true combo into up air at a wider percent range. This is an example of how Marth's kit possesses a versatility that Lucina's lacks, and is perhaps the biggest factor that ensures Marth will always be significantly better, in my opinion more so than his potential to seal stocks earlier.


Marth has far more options to work with than Lucina, and he's therefore the better investment in the long-run.
Lucina can double uptilt as well at low percents just like Marth and I'm pretty sure uptilt into upair is true for her as well, just might lose some slight range on that percentage window. Marth elitists have to scratch for combos that they have that Lucina doesn't; all they get is small percent windows meanwhile Lucina could still follow up with the same tricks at the windows she lacks, she just might need to need an airdodge basically.

No disrespect meant here, but you say you're only playing Marth... it is my firm belief that every Marth main should play Lucina and Vice Versa; it takes nearly zero effort to use the other and you're benefiting off small matchup windows. Tbh every person I've seen who bashes Lucina (not saying you are bashing her) plays Marth and only Marth and has next to zero time put into Lucina... meaning they really don't know how little of a difference it makes or they don't know just how much they are discrediting. I'm not saying this is you but I've seen this trend
 

|RK|

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It's a misconception that landing tippers is always the most optimal choice for Marth. In several instances it isn't.

Marth can sour up tilt , tipper up tilt, up air at low percents. The sour spot on Marth's up tilt allows him to true combo into up air at a wider percent range. This is an example of how Marth's kit possesses a versatility that Lucina's lacks, and is perhaps the biggest factor that ensures Marth will always be significantly better, in my opinion more so than his potential to seal stocks earlier.

Ever since release, the strongest argument for Lucina against Marth was that she traded Marth's more potentially devastating punishes for greater consistency, or more simply she was a low-risk/learning curve, low-reward version of the Hero King. That argument lost much of its weight with patch 1.1.4. The enlarged tipper hitboxes on Marth's attacks make this mechanic a reliable tool, rather than a sort of double-edged sword (ha...) like it was earlier, eroding the supposed consistency advantage that his clone had.

I've been using Marth mostly for less than 2 months now (basically I main him now), and it didn't take much time for me to improve my ability to space tippers. You just need to put in a moderate amount of effort to get a feel for his hitboxes--actually the game rewards you for this with every character, Marth's hitboxes just amplify it.

Marth has far more options to work with than Lucina, and he's therefore the better investment in the long-run.
You're assuming that we're saying Marth only wants tippers. We're well aware of the sourspot combos. Lucina's lack of a sourspot allows her to have unique conversions as well. Most notably her Nair 1 into fsmash, but she also gets consistency on other things... If I recall correctly, Gunblade was explaining how Lucina's consistency allowed her to do some interesting strings with walking jab, but without having to space it like Marth would.

So the versatility goes both ways, I'd imagine. You don't need two types of hitboxes for that.

And I'm going to repeat - spacing isn't a one player game. If you were to go against a top player with your Marth, it's likely you'd miss a lot more tippers.
 

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I have two questions to try and change the discussion.

1. What do you guys and gals think players try to find out with tier lists/match up charts?
2. Why do players try so hard to get the charts skewered in their favor and want everyone too see (or only) agree with their arguement?

I know discussion and different opinions are great for a community but sometimes to me it feels like people are going at tooth and nail with each other.

EDIT: For me, I like to think that it helps to clear up mis-information and give as much knowledge one has about a character or playstyle to help people who encounter an obstacle they may be unfamiliar with to be on the lookout for it and not lose to something they had no knowledge of.
 
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Floor

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I have two questions to try and change the discussion.

1. What do you guys and gals think players try to find out with tier lists/match up charts?
2. Why do players try so hard to get the charts skewered in their favor and want everyone too see (or only) agree with their arguement?

I know discussion and different opinions are great for a community but sometimes to me it feels like people are going at tooth and nail with each other.

EDIT: For me, I like to think that it helps to clear up mis-information and give as much knowledge one has about a character or playstyle to help people who encounter an obstacle they may be unfamiliar with to be on the lookout for it and not lose to something they had no knowledge of.
To be fair the discussion was only brought up because i had the audacity to, in the side, mention that i believe a character could be top 10 who is often seen as 15-20 these days.

I don't think people try to "convert" people to following their tier list either; i sure as hell don't and wasn't but i can tell a few individuals here do. Also i think player > character needs to be stressed. A tier list means very little in comparison
 

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1. What do you guys and gals think players try to find out with tier lists/match up charts?
I think this might be a red topic and thus banned? It might fall under Tier List Meta Discussion and Matchup Ratio Meta Discussion.

2. Why do players try so hard to get the charts skewered in their favor and want everyone too see (or only) agree with their arguement?
This also seems like Tier List/MU chart meta discussion and thus banned in this thread. I wouldn't mind discussing it, but I don't want to break the rules. Create a new thread elsewhere?
 
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YerTheBestAROUND

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If you were to go against a top player with your Marth, it's likely you'd miss a lot more tippers.
Leo lands a significant amount of the tippers he wants to land, and if he doesn't he's still able to cover options and try and land another hit soon afterwards. And a hit is a hit, I'd take hitting a sour spot and putting my opponent in a bad position over not hitting at all. Work with what you get, not with that you didn't the way I see it.
 

Floor

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Leo lands a significant amount of the tippers he wants to land, and if he doesn't he's still able to cover options and try and land another hit soon afterwards. And a hit is a hit, I'd take hitting a sour spot and putting my opponent in a bad position over not hitting at all. Work with what you get, not with that you didn't the way I see it.
Read his quote again; he's implying the non-marth is a top player
 

YerTheBestAROUND

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Read his quote again; he's implying the non-marth is a top player
I realize, but you should also realize that comparing lower level players to top level players in this manner is silly. You might as well just say that if the Marth player is significantly worse than the player they're up against then they'll do badly. Well yeah, duh, that's kinda how skill based games work. The better player with the much more refined states of gameplay is going to win.
 
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Another one.

And there goes any hope of Puff mains proving she's better than Swordfighter 1111 and Brawler 1111, two characters with virtually no results.
Welp, we tried.
(On another note, Mii Gunner 1111 is being underestimated in this video.)
 
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Frihetsanka

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Seems he's underrating Mii Gunner 1111. The character isn't that bad. Aside from that I mostly agree with his list.
 

ShadowGuy1

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Another local before the storm is happening today and is featuring some amazing talent!

Accidentally clicked enter too soon lol


https://smash.gg/tournament/smashfield-weeklies-78

Abadango:4mewtwo:
MKLeo:4cloud2::4marth:
Salem:4bayonetta:(Could see :4lucina::4samus: as well)
Kameme:4megaman:
Komorikiri :4cloud2::4sonic:
Zinoto:4diddy:
KEN:4sonic:
Ranai:4villager:
Ryuga:4corrinf::4sheik:
Nom:4sheik:
Taranito:4ness:
Some:4greninja:
T:4link:
Shuton:4olimar:


Tournament is still accepting registrants so this list could alter at any time.
 
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Gunla

wow, gaming!
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I'm aware that there was a bit of confusion regarding a few things on Tier List V3. More details will be released in the next week or so when it will be released, but I would like to clarify a few things:

Dark Pit: We've opted to keep Dark Pit and Pit together this time around, a hyper majority of voters keep them side by side and while there are obvious differences between them (and a general conception of which is the "better" Pit), there is a significant overlap in game play that allows overlap of usage which does not apply to anyone else in Smash 4.

Lucina: For Lucina, we decided she'd be an optional vote - not an exclusion, just like the Miis. Many have stated in the past they don't really know where to place her and rather than have them 'guess', we decided to have her be part of the addendum.

Regions: The 4BR Tier List is not exclusive to any sort of region; we have players from multiple continents sending in votes. Whereas a game like Pokken has regional issues because the US has a version that's two major patches and multiple characters behind, this is a non-issue here.

Tier List V3 is planning on being released next week. The list, alongside the full data and more details will be released then.
 

Kung Fu Treachery

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Both will play the same poking game and will have about the same level of safety overall, none really *need* to commit and both keep opponents away from their zones very well.
But the Knockback values on some of Marth's moves (mainly Dancing Blade, Fair, Bair and Ftilt [particularly Ftilt]) will make a huge difference, because he can "accidentally" kill opponents without really fishing for anything else other than his regular defensive and punish game. Lucina doesn't have this luxury and will have to either prolong her neutral exchanges for much, much longer than Marth's average interactions (and that is very important in high-top level play, where you'll be facing Top Tiers with similar or better neutrals that will keep on contesting or outright beating yours) or burst out of her comfort area and commit into a more unsafe option to score a kill.


:196:
Bolded is a topic that I've been mulling over for a while. "Accidental" kills are the kind of thing that can catapult characters up tier lists, and it's instructive to think about which Smash 4 characters this applies to. Obviously, when you get your opponent to high percent, you start looking for an opportunity to land the KO strike, whether through strings, confirms, edge guards, or whatever else. Characters that are "good at killing" make it more dangerous to be at high percents against them, but they often do so in different ways.

The simplest kill option for most characters is the Smash attack, but nearly all of them are punishable on block, to say nothing of whiffs. You'd like to be able to throw out Smash attacks in the neutral, but that's gonna get you kicked in the teeth (for most characters, I'll talk more about the most obvious exception in a moment). If you have to rely on stray Smash attacks to take stocks, your character is not good at killing. So what's next?

50/50s, traps, and kill confirms off of low commitment moves are more reliable than Smashes. Grab confirms are strong for beating shield, but it's worth mentioning that most grabs have a punishable amount of cooldown. Kill throws are similar, often requiring a committal grab and/or high percent on the opponent. Furthermore, your opponent must be within certain percent ranges, or at a certain position on the stage, or be hit with exactly the right hitbox of the setup move, or perhaps a combination of all three. This can be a particular problem if the second half of the kill is very committal, like a Smash attack. If you are just a hair too slow, or you miss your setup slightly, you have to be aware of it, lest you miss the follow-up and eat a punish. The best confirms in the game have lenient windows to execute and do not require finicky hitboxes. (Diddy's D-tilt is a good example. The tilt is fast, non-committal, and confirms into multiple moves. Note that U-Smash does not always connect fully, though, and often U-tilt is the safest option, killing much later.) Reliable, lenient kill confirms are common across the top tier. I perceive Fox as kind of an oddball here, in that a lot of his confirms/traps have tight windows requiring precise hitboxes, but he has a bunch of them, and his moves are universally quick enough that you can never be totally ready for which one he'll try to hit you with.

The third way to be good at killing is through stray hits off of safe moves, and I think this is the rarest variety of dangerous character: the "accidental" killer. To be in this category, a character has to have a fast, low cooldown, versatile, safe move that's a good option in neutral but also starts killing at early percents, relatively speaking. Furthermore, that move can't be the character's only powerful neutral option, or else the opponent will always be on the lookout for it. The simplicity of the accidental kill move is what makes it dangerous: there are no execution concerns, no worries about following DI, and no finicky conditions or windows. Essentially, you skip the advantage/punish state. You play the neutral as normal, and then, on occasion: "Oh, look, I killed them. How about that?" Especially over a long tournament in a high-stress environment, that ease of use is enormous. I said that I think that few characters have this luxury, so let's make a list:

  • Mario's U-Smash: The biggest exception to the "can't throw out Smashes" rule. Fast, safe, and very dangerous.
  • Marth's tipper F-tilt and aerials: The aerials don't kill obscenely early, but the F-tilt does. A fast, long range move that can start killing alarmingly early, especially near the edge. F-tilt is also notable for being a low-commitment second half of another Marth kill setup, in which it follows from jab. Absurd button.
  • Corrin's Lance: Fast, safe, and long-ranged. I think it's harder to kill people out of the blue with because of how much Corrin uses it, and thus how expected it is, but it still catches opponents frequently.
  • Robin's Levin aerials: a bit wonky, since they're not always available, so they're not the sort of always-looming threat as others on this list, but they hit like a truck. Not incredible in the speed department.
  • Funnily enough, Ganon's U-air, N-air, and B-air: All of Ganon's kills are going to be random kills, but his aerials are actually really good, in terms of range, speed, and kill power. This example is particularly noteworthy, since even the rare trait of "accidental" neutral kills doesn't guarantee a good character.
  • Mewtwo's F-air: The one i'm most familiar with. Frame 6, good combo move at early percents, starts killing early, does 13% (God only knows why). Nonsense move.
  • Mac's F-tilt: Frame 4, first hit tramples, insane option. Primarily works on the ground, but that's where Mac wants to be anyway.
  • Luma: Gets very silly with rage, turns normal moves into must-dodge monsters. Luma is a collection of random kills, but you can also get rid of it, which has started to hurt Rosalina at top level.
  • Cloud's U-air: Often stales, and it was nerfed, but still monstrous, particularly for how hard it is to even trade with.
  • A lot of Lucario's moves, once he has enough aura, but he doesn't have a lot of incredibly fast options.
I'd like to see what other moves the thread thinks qualify for this status. From the above list, the really threatening characters are Cloud, Rosalina, Mario, Marth, and Mewtwo, all of whom have strong, varied neutrals to surround their random kill move, making it even harder to avoid, and their moves are all quite fast. Maybe Bayo's B-air belongs here, or DK's, but they don't kill super early, to my knowledge. Maybe I'm remembering wrongly. Sheik is antithesis of this kind of character. She has a variety of ways to kill, but she almost never gets "random" KOs, which is part of why she's not as common at lower levels of play. Even her Smash attacks aren't that strong, tipper U-smash aside, so she has no beginner-friendly way to kill.

From a game design perspective, I'd also like to hear what we think of these moves. Do we like them? Do we hate them? Would we be okay with buffing a lower-tier character's move into one of these options? That's basically what happened with Marth and Mewtwo (Mewtwo's F-air was already good, but made better with a bigger hitbox). Would these options be more acceptable without Rage in the equation? I kinda get the sense that these options are unpopular. We've heard a lot of griping about Mario's U-Smash being dumb. Nobody likes Luma. And when the devs want to make a character better at killing, they often go for grab confirms, which I find sensible. It's a very fine line to walk when giving a character "accidental" kill moves -- they can get very stupid very quickly. I love Mewtwo's F-air, but it's a silly move (13%!). Should killing be hard and/or risky for everyone, or is it okay for some characters to have supercharged kill buttons?
 

dakotaisgreat

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I'm just wondering since this game is decently old now and all of this would have been worked out ages ago at this point, is there any reason why being a default or even large Mii Fighters would be beneficial?

I know the small miis are optimal with better movement speed, better jumping, and if memory serves correctly better frame data.

Do larger Mii fighters hit harder, have more range, or live longer?

Sadly I know hitting harder means significantly less when better frame data and more movespeed allows longer and more damaging combos. And even if larger miis are heavier worse air speed and worse jumps would probably make then die sooner anyways but.. You guys know more about this kind of stuff than I do.
 

Gunla

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I'm just wondering since this game is decently old now and all of this would have been worked out ages ago at this point, is there any reason why being a default or even large Mii Fighters would be beneficial?

I know the small miis are optimal with better movement speed, better jumping, and if memory serves correctly better frame data.

Do larger Mii fighters hit harder, have more range, or live longer?

Sadly I know hitting harder means significantly less when better frame data and more movespeed allows longer and more damaging combos. And even if larger miis are heavier worse air speed and worse jumps would probably make then die sooner anyways but.. You guys know more about this kind of stuff than I do.
Large Miis have some of the worst frame data and mobility in the game, and the increased hitbox sizes are vastly outweighed by the negatives. If they were factored into competitive play, they would very well likely be the worst characters in the game.

Default size (Guest size) Miis are generally what almost every Mii player uses now, either by importing a Mii in or creating one from Guest Miis. Many feel that, simply put, Small Miis are not really suited for a competitive environment, and that Large Miis would be inferior to Default. While Default Size is not as good compared to small, Brawler and Gunner are respectable forces when given access to their alternate specials at default size, and Gunner is seen as having the most potential with 1111.
 

Das Koopa

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T absolutely shredded Zinoto. Not even a close set, just a clean two games from T.
 

Laken64

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Mario's U-Smash: The biggest exception to the "can't throw out Smashes" rule. Fast, safe, and very dangerous.
I would also add M2 dsmash to this list, its an EXTREMELY underutilized tool by M2 mains. It has low lag and insane knockback so you can bait with it and punish
 

Das Koopa

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abadango finally beats one of his demons, eliminates Zinoto at 13th 2-1
 
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