- Joined
- Feb 27, 2008
- Messages
- 26,564
I keep watching... and watching... and watching..
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!
I keep watching... and watching... and watching..
I think you will have to explain the one about Mario to me.if i get to tether and make it back and all you hit me with is a 13% aerial every time, it'd call that a pretty good trade for me. most characters would just get killed.
> no refutationPost 3 video examples of notable Marth players getting slammed by mario.
If you see a Pit or Mewtwo coming towards you while you're off-stage I'm sure you'll **** your pants just the same.The way to test if recoveries are to good is to use the jigglypuff test. Many of the cast do not consider her coming after them off stage threatening anymore in pm. Whereas in melee this was auto death on the majority of the characters excluding (pikachu, jigglypuff, and sometimes samus and peach. In addition to this, we have characters like mewtwo now. while i dont have a problem with the fighting aspects of this character, I do have a problem with the ledge camping potential of this character. Its like sheik on steroids. We may see a ledge grab limit in the future.
Gee> no refutation
asking for the burden of proof when you already know it doesn't exist
because we don't even have videos of bad marth vs mario matches, and good players of both characters are pretty rare?Gee
I wounder why it doesn't exist lmao
No, are you?because we don't even have videos of bad marth vs mario matches, and good players of both characters are pretty rare?
are you done?
I never said she had to, but it is a very important part of her play in melee.Jigglypuff shouldn't have to rest people to kill them.
I think in general most players in PM are afraid of to Ramin noodle (which thanks to rar WD is a lot easier in this game) and allow people to grab ledge too much. This is more of a meta game issue.The way to test if recoveries are to good is to use the jigglypuff test. Many of the cast do not consider her coming after them off stage threatening anymore in pm. Whereas in melee this was auto death on the majority of the characters excluding (pikachu, jigglypuff, and sometimes samus and peach. In addition to this, we have characters like mewtwo now. while i dont have a problem with the fighting aspects of this character, I do have a problem with the ledge camping potential of this character. Its like sheik on steroids. We may see a ledge grab limit in the future.
For the record, Zelda is not a lightweight. She weighs 90 units (Jiggs is 60, Mario is 100, Bowser is 118), which is tied for 19th. She also has Din's to guard the ledge and/or stage, so the weak to edgeguards part isn't necessarily true either regardless of up-b. Startup and endlag are both mitigated by extremely quick hitbox coverage. You really can't cite landing lag as a balancing factor anyways, because its what most of the cast would expect to have to deal with, significantly less distance and safety notwithstanding.I always shake my head when people complain about Zelda's recovery. She's one of the lightest and floatiest characters in the game, meaning she is also one of the easiest to send flying into the upper/side blastzones. Why should she also be cursed with a mediocre recovery/significant weakness to edgeguards? Farore's Wind also has a ton of startup, and it's not hard to punish the lag if she is forced to land on the stage. Love Jump is situational and can put her in a potentially bad position - above the opponent.
Just a little sample.Here's an example:
There needs to be a higher skill element to all tethers in the game. As of right now most of them require little skill to use. The only thing you need to know is the delay and the spacing (and of course avoiding the weird zone where a tether won't work). The way Tethers work in Melee is a good example of higher skill-based design for them.Tether recoveries involving Zairs are probably the only area I'd tweak.
If you said z tethers I would be more inclined to agree with you. But not every single thing should require tech. For characters like ivy with a tether, that is her only way of getting on stage. The reason it should be a somewhat brain dead recovery is because it is reasonably predictable, ivy's only option, and can not be air dodged into.There needs to be a higher skill element to all tethers in the game. As of right now most of them require little skill to use. The only thing you need to know is the delay and the spacing (and of course avoiding the weird zone where a tether won't work). The way Tethers work in Melee is a good example of higher skill-based design for them.
Very few characters have the vertical jumping height that Falco does...I don't get why people whine about Zelda so much. Most of the times I see people struggle against her, it is almost always just because they don't know what to do in the match-up. Zelda is NOT safe when she sets up Din's offstage. You CAN go off stage and hit her.
Here's an example:
http://youtu.be/vA9KVWcCZcM?t=33m38s
If Falco of all characters, who is known for having a weak off stage presence, can hit Zelda out of her Din's, chances are that your character can too.
Read: NO character has the jump height Falco has. Da bess.Very few characters have the vertical jumping height that Falco does...
I think Fox U-Smash needs a higher element of skill. Right now, it requires little skill to use.There needs to be a higher skill element to all tethers in the game. As of right now most of them require little skill to use. The only thing you need to know is the delay and the spacing (and of course avoiding the weird zone where a tether won't work). The way Tethers work in Melee is a good example of higher skill-based design for them.
I think that most of the characters that aren't Falco are low-tier because of this.Very few characters have the vertical jumping height that Falco does...
It should be redone thenIf you said z tethers I would be more inclined to agree with you. But not every single thing should require tech. For characters like ivy with a tether, that is her only way of getting on stage. The reason it should be a somewhat brain dead recovery is because it is reasonably predictable, ivy's only option, and can not be air dodged into.
There is more skill to using tethers, it's just no one needs it because everyone is ****ing garbage at dealing with it. Like seriously, just hang there until they pull up, ledge hop in with a fair for a free punish EVERY TIME. Even better if you're Falco or Ganon. SideB for a free knockdown which will probably lead to a free kill. Like, **** dude just do it.There needs to be a higher skill element to all tethers in the game. As of right now most of them require little skill to use. The only thing you need to know is the delay and the spacing (and of course avoiding the weird zone where a tether won't work). The way Tethers work in Melee is a good example of higher skill-based design for them.
That's a false equivalence, all of those require proper setups and spacing to use effectively in a match against opponents who know what they're doing (Especially Falcon's Fair). It takes every little effort to Tether effectively. Watch a Link or Samus in Melee recover with their tethers, then watch the tether recoveries in PM. Melee tethers require much more skill to use (they have to aim and hit the ledge to zipline legde grab it, and they only get 1 tether per recovery), while in PM that just simply isn't the case. I don't really see how someone can make valid argument to the contrary.I think Fox U-Smash needs a higher element of skill. Right now, it requires little skill to use.
I think Falco D-Air needs a higher element of skill. Right now, it requires little skill to use.
I think Falcon F-Air needs a higher element of skill. Right now, it requires little skill to use.
I think Mario nB needs a higher element of skill. Right now, it requires little skill to
Most of the time, that weak hit will lead to something else that causes a knockdown, forces a tech chase at the edge of the stage (lol that means you are going NOWHERE) > dead. Like literally every character has at the very least some kind of option like this. If you don't know it that's your own fault. Like I said before, people are complete garbage ******* in this game and the majority of the people in here creating their rebuttals against tethers are simply uninformed persons that have no idea what they're talking about.People are bad at dealing with normal tethers, but at the same time it's not like all characters have a good ledge hop aerial to smack the person with. Even if you do hit them, with many characters that 1 hit is the extent of your punishment: you don't usually hog the edge and then hit them with a kill blow or get quick 40% gimps due to that edge hop attack.
If I were given the choice of a recovery that had that blatant edge hop flaw, or one that had issues sweetspotting/getting gimped/poor distance/etc, I'd probably take the former every time. Eating a blow from even the most powerful of Fairs and being sent across the stage < dealing with other recovering worries.
You're not even allowed to grapple a wall in this game like you could Melee. Options are inherently limited in this game because of that. What are you even going on aboutThat's a false equivalence, all of those require proper setups and spacing to use effectively in a match against opponents who know what they're doing (Especially Falcon's Fair). It takes every little effort to Tether effectively. Watch a Link or Samus in Melee recover with their tethers, then watch the tether recoveries in PM. Melee tethers require much more skill to use effectively
In chases where the tether punish won't Kockback the recovering character past the center of the stage the punish pushes the recovering character to the center of the stage which is in effect giving them better stage positioningThere is more skill to using tethers, it's just no one needs it because everyone is ****ing garbage at dealing with it. Like seriously, just hang there until they pull up, ledge hop in with a fair for a free punish EVERY TIME. Even better if you're Falco or Ganon. SideB for a free knockdown which will probably lead to a free kill. Like, **** dude just do it.
They programmed Wave dashing into the game (and many many many other things ), I'm optimistic they could replicate the melee Tether mechanics in the future.You're not even allowed to grapple a wall in this game like you could Melee. Options are inherently limited in this game because of that. What are you even going on about
Show me a video where a Falco does that.Most of the time, that weak hit will lead to something else that causes a knockdown, forces a tech chase at the edge of the stage (lol that means you are going NOWHERE) > dead. Like literally every character has at the very least some kind of option like this. If you don't know it that's your own fault. Like I said before, people are complete garbage ****ies in this game and the majority of the people in here creating their rebuttals against tethers are simply uninformed persons that have no idea what they're talking about.
Check out this scenario that is extremely common for me right now.
> Roy vs. ZSS
> Roy on ledge, ZSS grapples
> ZSS pulls up and does that little auto hop
> My boy Roy comes in with an uair to EASY sweetspot Fsmash
Falco vs Ivy?
sideB > tech chase with Fsmash.
Like, **** dude it's easy. Just do it.
Perfect example of edge gaurding against tethers that I would gladly throw directly into the garbage can outside. That ****'s not allowed in my house.In chases where the tether punish won't Kockback the recovering character past the center of the stage the punish pushes the recovering character to the center of the stage which is in effect giving them better stage positioning
Why the **** do you need a video for something so simple? The enemy is in the air and Falco jumps incredibly high. Just hit them with SideB and it automatically puts them in knockdown state. They literally can't do **** about it.Show me a video where a Falco does that.