FullMoon
i'm just joking with you
Japanese Greninja are such wi-fi warriors lol
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I'm glad Halberd is banned. The gimmicks were annoying, that tiny ceiling and small fighting ground benefits the top tiers in every single sense.It was Cloud getting saved from Mac's KO Punch due to the tilt he received little knock back when hit. It was on a recent dragon smash video (https://m.youtube.com/watch?v=-ytpLbGZayw) starts at 1:35.
These ledges are a stage hazard at this point. Would Halbert be THAT bad still? Aside the stage hazards I know the low ceiling was a issue but a lot of the ladder and upwards blast zone combos got nerfed. Would it still be too powerful a stage for characters like ZSS and Bayonetta? Speaking to replace Lylat Cruise with it, don't mean to start a full blown stage conversation.
That's not the site's fault. If a few prideful pseudo-intellectuals drive people away from the actual meaningful discussion, that's on the people driven away.Seems like more top players now have a distaste for Smashboards because of Scrub's 4148th maniacal misinformed ranting. Just what we needed, huh.
Usually if they can make top 15 or so at majors consistently (lol ESAM), then they're a "top" player. But maybe there's someone here that can inform me if we have a certain criteria before someone is "top"?L9999 @Bowserboy3 @NotLiquid
You all make good points and thanks for the responses.
I personally am very conservative when it comes to identifying the top players. Yes, SuperGirlKels and Craftis and Sodrek and great great great players, I set them slightly apart from the likes of 6WX and Larry Luur and Nairo (But maybe I haven't been watching competitive smash long enough to know that this comparison is wrong). The amount of Sonic and Fox mains certainly helps them, i suppose, even if the top spot between the three is usually held by Nairo.
I suppose it hardly matters to begin with; The top 13 or so characters are all about equally as viable.
Wuhu Island could also be an alternative. I'd suggest Umbra Clock Tower, but I have no real answer to motion sickness. (And it doesn't affect me that way so I can't even really relate. Bit odd.)I'd like Skyloft to be tested. The mountains having hitboxes can be an issue, but at this point, everything else we have has some issue. Walkoffs are overrated in this stage. Transformations come and go insanely quick on Skyloft (not sure of exact time but iirc it's 10 seconds-ish) and it puts the camper in a linear position where they are forced to recover. It skews the risk reward. If someone keeps trying to camp someone who isnt biting the bait, theyre just putting themselves in a free disadvantage continuously. The camper will always lose. It's better than say, the tree, where it's always there (I'm not anti DH tho, I'm neutral. I wouldnt mind it gone).
The last thing I want is both Lylat and Duck Hunt getting axed and have a 5 stage meta. Void and Mr. R have already expressed issues on counter picking ZSS. Imagine a scenario where, even if the ZSS wins, they have the favor. You wont bring her to T&C or Dreamland. Battlefield is tri layout so it also favors her. All ZSS needs to do is ban Smashville or FD, meaning that out of those two, they will always go to the stage they want.
Considering the sharing feature of Custom Stage, this is logistically feasible.I feel its my duty to warn you that megaman's uair is busted af on skyloft.
But something something mid tier, please add it to rotation :D
Orrr... we could remake a pokemon stadium platform layout on custom and use that. Ive been doing it for a while on my wii, its aiight.
To be fair, the only failure is a hazard toggle. We'd have a huge stage list with that alone.The game just isn't offering good stages. Sakurai failed hard. We had the opportunity to get a godlike stage list but instead we got a really bad stage list, most likely because he thought omega mode would solve everything.
For instance...The game just isn't offering good stages. Sakurai failed hard. We had the opportunity to get a godlike stage list but instead we got a really bad stage list, most likely because he thought omega mode would solve everything.
*Kongo Jungle is made legal*If it wasn't for Ridley Pyrosphere could be legal. Why Sakurai didn't bring back Stadium 1 but decided now was the perfect time for Kongo Jungle 64 to return to the series is beyond me.
Speaking of which, Kongo Jungle 64 doesn't have too many issues with it. It does have Lylat's uhm... silly issue of being able to pass through the stage from below, but really the stage doesn't have too many issues to it, and certainly less than Lylat.
I'd rather add Kongo Jungle and a custom stage with Stadium 2's Default layout than remove Lylat and do nothing else.
Skyloft also might be an option, but then that'd bring up arguments about Delfino and Halberd too.
I'd rather replace Duck Hunt with Kongo Jungle. No need to be timed out on two stages >.>Is there a rule banning a stage that a character strongly benefits from?
Because if you legalized Kongo, and you know your opponent uses Sonic, ban it. Because otherwise, that's the moment we receive Brawl 2.0.
Awesome platform cancel tech found by @Ryukred pic.twitter.com/VK73cpL3OM
— Beefy Smash Doods (@BeefySmashDoods) October 12, 2016
So I think Void used the hurtbox shifting of u-air's landing lag to avoid Komo's second u-tilt, where airdodge would've got hit
— Deku Tree (@Treethesheikguy) October 12, 2016
What a god. pic.twitter.com/m347tI5aVh
By being in a different meta. Japan and NA don't compared 1:1 directly (particularly noteworthy: how many different people can place well at major tournaments over there, which in turn makes nobody super consistent results wise outside of a very select few. Much more select than NA). The two regions have quite noticeably different strengths and weaknesses.Welp we have another Doggy. Explain to me how a Character with 4 Top level mains be low tier?
Most moves with hitboxes below them are going to destroy Bowser Jr's recovery. Yes he has mixups with side special but that doesn't save him from getting gimped at 10% because somebody knows their timing. To me his recovery is like Fox's, it can cover a lot of distance but the amount of time it takes for him to get anywhere with it and the linear path makes it easy to edgeguard. He either uses side b then up b, just side b, or just up b. Good two framing moves like Diddy and Marth's dtilts, downwards multihits or sex kicks like Wario, Peach, Doc, and Cloud's dair, or projectiles that can move diagonally or be controlled like Pikachu, Sheik, Mario, Pit, and Ness.Wifi vs. reality is incredibly skewed because 6f of input lag is already in the game, now add wifi. That's basically it.
Also Bowser Jr's recovery is 100% bottom tier against Dr. Mario because Doc can Dair him out of Up+B and this autogimps him at most any % soooo yeah. Only in this matchup tho, lol.
You're assuming he's always going to recover low. If you hover at the ledge with Nair you're going to get fair'd or slapped by spin out. He can also just go under the stage and get to the other ledge before you can get to him.Most moves with hitboxes below them are going to destroy Bowser Jr's recovery. Yes he has mixups with side special but that doesn't save him from getting gimped at 10% because a Jigglypuff/MK decided to hover at the ledge with nair or a Sheik/Mario/Pikachu who know how to hit the b button while in the air. To me his recovery is like Fox's, it can cover a lot of distance but the amount of time it takes for him to get anywhere with it makes it easy to edgeguard.
Both Pikachu and Mario can chase the projectile and punish Bowser Jr as soon as he uses kart, airdodges, or up airs. I realized later that Jigglypuff/MK nairs weren't really good examples but are almost always going to be the death of him if he recovers low.You're assuming he's always going to recover low. If you hover at the ledge with Nair you're going to get fair'd or slapped by spin out. He can also just go under the stage and get to the other ledge before you can get to him.
The kart moves extremely quick and spin out easily beats out those small, non threatening hitboxes. Thunder jolt and fire ball gimp attempts are evaded by kart, air dodge, Uair can cancel them out.
What happened to ViceGrip nearly every time he recovered high against K9? He took ~50% before he actually landed, then got punished for landing. By the time he actually reset to neutral on the first stock he had taken more than 60%.For some reason you're assuming that Bowser Jr. either always has to go for up B or that he has lost his jump.
@ViceGrip dies to a gimp by K9's sheik.
Great now how much damage did he take in an effort to avoid getting gimped? Nearly half a stocks worth every time.You can even watch a set: https://www.youtube.com/shared?ci=oNlxKRZquLI
Count how many times @ViceGrip dies to a gimp by K9's sheik.
Once again this is assuming he's recovering from a specific diagonal angle. The fire ball and thunder jolt don't travel fast enough for Bowser Jr. to not just kart away or cancel the kart into a jump that will allow him to avoid the fire ball and incoming attack. Then he can up B away during their lag.Both Pikachu and Mario can chase the projectile and punish Bowser Jr as soon as he uses kart, airdodges, or up airs. I realized later that Jigglypuff/MK nairs weren't really good examples but are almost always going to be the death of him if he recovers low.
What are you talking about? On the first stock he lost neutral and then took 22% from a grab combo but was not put offstage. He then lost neutral again and took 21% from the same grab combo.What happened to ViceGrip nearly every time he recovered high against K9? He took ~50% before he actually landed, then got punished for landing. By the time he actually reset to neutral on the first stock he had taken more than 60%.
Why are you lying? During the first game he took 50% one time when he had to recover on his second stock. Every other time he took either small hits or got back safely. The main damage came onstage when he was getting comboed.Great now how much damage did he take in an effort to avoid getting gimped? Nearly half a stocks worth every time.
Unfortunately, UCT can't really be legal if only because it causes nausea for certain people, which would be a hugely unfair advantage. I've also heard a lot of complaints about UCT's background being incredibly distracting and there isn't really anything we could do about it. Skyloft would be fun but that'd open up Halberd/Delfino/Castle Siege arguments again.Theres no reason we cant agree to make a few more custom stages. just have them all created the exact same accross multiple regions shouldnt be hard if we really want it to happen.
personally i'd rather see UCT or skyloft play tested but knowing this community and how minimalist it is that will never happen.
Kart out of the way of fireball and up b into whatever Mario throws out. You're assuming that the Mario player is where? Right in your face? Nobody who knows how to think is going to try jumping into you with a FireballOnce again this is assuming he's recovering from a specific diagonal angle. The fire ball and thunder jolt don't travel fast enough for Bowser Jr. to not just kart away or cancel the kart into a jump that will allow him to avoid the fire ball and incoming attack. Then he can up B away during their lag.
After the first fthrow > bouncing fish he was at the ledge against a Sheik at center stage, that's really not resetting the neutral. He had no stage control and his attempt at getting back a bit of it was punished and he ended up in an even worse position than before. He got back some stage control after the second fthrow > bouncing fish but almost immediately forfeited it and took another 20% before he got back to equal footingWhat are you talking about? On the first stock he lost neutral and then took 22% from a grab combo but was not put offstage. He then lost neutral again and took 21% from the same grab combo.
Again, none of this happened offstage while trying to recover..
Game 3 first stock he took 40% after getting put offstage first stock, and another 23% recovering the second stock. He tried using spin out to beat Sheiks aerials but got punished for it anyways. 4th game he was using it a lot more liberally and K9 didn't exactly challenge it or punish it correctly.Why are you lying? During the first game he took 50% one time when he had to recover on his second stock. Every other time he took either small hits or got back safely. The main damage came onstage when he was getting comboed.
oh and this"meh frame data"
His frame data is pretty damn acceptable for his excellent, long range disjoints and meaty hitboxes. The power they contain is pretty sweet too (11, 10, 10, 15, 6). Few characters are punishing a well spaced Bair consistently.
Cause he's one of the most fun and interesting characters in the game? Also it was an online tourney and not even that deep into it.Welp we have another Doggy. Explain to me how a Character with 4 Top level mains be low tier?
You can't go even or beat and go even with and be low tier, let alone bottom tier. Being able to be used as a counterpick character aganist that many top/high tiers automaticially gives you some relevance as a counterpick.So is it possible that we could talk about Kirby and how he could be a potential bottom tier when his MUs and lackluster results are put into play? I've seen too many people still label the character as mid tier or "not that bad" when his approach/neutral seems legitimately worse than like 90+% of the cast