D
Deleted member 269706
Guest
Where did you pull this quote from?Holy crap are you serious!?
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!
Where did you pull this quote from?Holy crap are you serious!?
Not to get too far off topic, but I really like Meta Knight. I stopped playing him when I found how Overpowered he was. The Ledge Mechanics in Brawl are similar to what they are in Melee, which is every time you grab the edge you get ledge Invincibility. It was just easier for MK because Shuttle Loop is invincible on start up and if you drop from the ledge, you can do Shuttle Loop forming a long period of invincibility where you can't touch MK. The ledge regrab rule was made to counter this MK strategy.Holy crap are you serious!?
That's ballistic. I didn't know it was that bad. Good lordNew
↑
Holy crap are you serious!?
Not to get too far off topic, but I really like Meta Knight. I stopped playing him when I found how Overpowered he was. The Ledge Mechanics in Brawl are similar to what they are in Melee, which is every time you grab the edge you get ledge Invincibility. It was just easier for MK because Shuttle Loop is invincible on start up and if you drop from the ledge, you can do Shuttle Loop forming a long period of invincibility where you can't touch MK. The ledge regrab rule was made to counter this MK strategy.
And yes, this is the monster that everyone is comparing Bayonetta with. Saying she could essentially become this, which is why i'm not really into the BrawlMK argument that people are throwing out.
-Ledge Grabbing
> MK can shuttle loop or dimensional cape to Ledge Stall
+ Bayonetta cannot get ledge invincibility on regrab (engine mechanics)
-Normals
> MK's sword strikes are hard to challenge because you cannot clash with them
+ Bayonetta has bad frame data which makes it hard for her to contest opponents OOS like Shiek can.
-Neutral
> MK had superior roll, spot dodge and air dodge abilities, along with an incredible Nair as an OOS, along with Shuttle Loop Invincibility
+ Bayonetta has terrible evasion data that is only mitigated by bat within.
-Combos
> MK can Fair (like pre-patch Sm4sh Shiek) you off the stage and eventually to your death if you are unaware.
+ Bayonetta can kill you off the top if you DI improperly or do not mix up your DI and SDI.
-Cheap Tactics
> MK's Shuttle Loop is invincible on start up and leads to a Glide, promoting his Insane recovery.
> MK's Tornado gained priority for as many times you pressed it, allowing it to eat up certain charged projectiles eventually.
> MK's Dimensional Cape could become indefinite if you mashed the C Stick-up.
> MK can cancel Landing lag with a Glide Attack
+ Bayonetta has Witch Time, which can slow down time upon an opponent hitting this counter. Time of Usage goes down significantly as Witch Time is used (See Shulk Vision)
+ Bayonetta can use Witch Twists which has insane priority (ie. Meta Knight Tornado) but cannot beat out Projectiles and you cannot move while this is active
+ Bayonetta can mitigate her weakness by using Witch Time before touching the ground, still incurring a lag of some kind upon hitting the ground.
Please someone correct me if I'm wrong. but these are some of the comparisons that people are afraid of when they speak of BrawlMK and compare the time of dominance that BrawlMK has, despite Bayonetta not having the BrawlMK options. True, she could get this bad, but she has a LONG way before she becomes BrawlMK.
#963Darksydaz, 9 minutes ago
Last edited: 9 minutes ago
At the same time, you can DI the same way for every character, and gravity and fall speed still affects her combos.Bayonetta's side and up special moves calculate knockback as if every character weighed the same amount (roughly Cloud's weight). Source. That in itself is ridiculous, Bayonetta can play against every character practically the same way once she is in the advantage state.
Well DI is pretty universal when being comboed. Like I have no idea when anyone should ever DI in after Ness's dthrow at low percents if they wanted a good outcome. The latter half of your statement is true, although gravity and fall speed don't mean much while in a combo when you're weight is completely negated.At the same time, you can DI the same way for every character, and gravity and fall speed still affects her combos.
Yep. It's not like this discovery somehow makes the discovery about how to DI her moves no longer apply. If anything, it means that any ways of dealing with it would be more universal. Besides, falling speed and gravity are still factors in this, and many throws calculate knockback the same way.At the same time, you can DI the same way for every character, and gravity and fall speed still affects her combos.
Actually, it does, because both values are completely independent of a character's weight. That's why we can have light fast fallers like Fox or heavy floaties like Samus and Yoshi.Well DI is pretty universal when being comboed. Like I have no idea when anyone should ever DI in after Ness's dthrow at low percents if they wanted a good outcome. The latter half of your statement is true, although gravity and fall speed don't mean much while in a combo when you're weight is completely negated.
This mechanic benefits heavies then.Yep. It's not like this discovery somehow makes the discovery about how to DI her moves no longer apply. If anything, it means that any ways of dealing with it would be more universal.
Straight From Kurogane in the 4BR tier list thread.Beep Boop
I haven't tested it but Gravity doesn't seem to apply either. 90% sure.
Fall speed may not either.
I'll confirm when I get home.
I'd like to point out that my post was actually quoting the video, and I was ribbing on the absurdity of the "just don't attack" logic. Clearly, attempting to bait the counter is the right move, though the risk / reward for her guessing right is completely nuts.You could say the same about every character with a counter, right? With perfect reaction, you can never approach a character with a counter!
The big problem with bayo is that hitting the counter only once is so extremely rewarding, that's why you have to be extra careful (but not never attack)...
I think most of us here actually know that she isn't as good as Brawl MK.....Anyways, I think you guys are spending too much time just talking about the people comparing her to Brawl MK. If anything, she is probably closer to being like ICs.Shoutouts to people who actually believe bayonetta is worse than brawk MK.
Not even close.
I'd like to mention that linking a video of MK against Pikachu, Samus, and Bowser, of all characters, isn't really the best idea.Shoutouts to people who actually believe bayonetta is worse than brawk MK.
Not even close.
The characters really didnt matter. I just posted that because, well, look at it.I'd like to mention that linking a video of MK against Pikachu, Samus, and Bowser, of all characters, isn't really the best idea.
ESAM also beat Nairo's MK before this.
Newsflash stop comparing characters between gamesThe characters really didnt matter. I just posted that because, well, look at it.
Those hitboxes, those movement options...bayos got nothing on that.
Uh, dont look at me. I'm not the one(s) doing it. I just pointed how silly a comparison it is.Newsflash stop comparing characters between games
****ing Brawl zelda would probably be top tier in smash 4 lol
Except you're extending it, because there wasn't that much Bayo-MK discussion over the last couple pages.Uh, dont look at me. I'm not the one(s) doing it. I just pointed how silly a comparison it is.
The video you posted indicates otherwise.Uh, dont look at me. I'm not the one(s) doing it. I just pointed how silly a comparison it is.
Also her Witch Twist goes the height of Little Mac? All of the characters sans Yoshi, Cloud and Jigglypuff (who cannot act out her Up B in the manner we are speaking) have great vertical distance on their single Up B. Hers is broken up to 1.) reflect the Witch Twist Mechanic in her game which allows her to 2.) Aid her combo game in Smash. Also with that benefit comes the burden, in the form of.... you guessed it... HER LANDING LAG. She hits the floor after all her aerials considering her life for the second? second and a half worth of frames she is there for. As a mechanic, you'd be hard pressed to find a character whose landing lag increases as they use their Air Mobility Options.Reason A: Recovery
Bayonetta is one of the few characters who can actually act after using their up B. As a mechanic, it's fairly rare to be able to do anything after using a recovery, but not unheard of. Aside from Bayo the only characters who can act out of their upB include BowJow (very limited), G&W (no jump), Sonic, Mega Man, ROB (no hitbox), JigglyPuff(extremely limited), Yoshi (not really a recovery move), and arguably Cloud. Of all of those characters, none of them are able to use their up B a second time other than Yoshi (which isn't truely a recovery) or ROB (should he interrupt his recovery), and those who can don't get anywhere close to the benefit that Bayo gets.
True, this is kinda OP. But look at it like this, if her knockback wasn't adjusted like such, she WOULD kill Sheik, ZSS, and other lightweights really quick from a 0-Death because they'll pop up really high for the second dABK and from there, they'd die from the top rather easily.Reason B: Combos
Her combos also work unlike any other character's combos we've ever seen before. Generally, if you're going up against a fast faller, the combos you'll need to use will be different than the combos you'll be using on a floaty character. For Bayonetta, 90% of her combos work on the majority of the cast. Why? Because Bayonetta's side and up special moves calculate knockback as if every character weighed the same amount (roughly Cloud's weight). Source. That in itself is ridiculous, Bayonetta can play against every character practically the same way once she is in the advantage state.
Yeah, but after two consecutive uses, Witch Time is really off the table. Which is why baiting it is an option. You can bait for the punish, but making her use it to remove some of the duration by a bit, is great in itself. So remember, in order to activate Witch Time, it takes two people. If you get predicable and she reads you... who's fault is it for being predictable?Reason C: Witch Time
I know, everyone talks about this move, it's getting old, but there's nothing like it. A move which allows you to have your way with your opponent for up to 3 seconds...Not to mention it has the best endlag of any counter BY FAR. Take a look at this table if you're skeptical. Witch Time can set up for combos, kills, or just about anything else the player wants. If she whiffs a WT, and then hits one, the duration goes down by 1.25 seconds. Yet to regain full duration, she only has to wait 20 seconds. Can be baited, but the window to punish it is exceptionally small compared to several other moves in this game. Like, there are characters who have more landing lag than the endlag of WT.
You cannot escape combos that are true, hence the true combo part.Reason D: Combo Breaker
On top of her amazing combo game, she has the ability to escape combos much easier than any character in the cast due to Bat Within. While both her airdodge and spotdodge technically start on frame 5, Bat Within triggers on frame 1 meaning that she can escape combos that are true on every other character. (Ryu and Marth have frame 1 combo breakers (TRSK and Aerial Dolphin Slash) but both of those moves leave the characters in extremely vulnerable states). Plus when she escapes a combo, she regains stage control and can potentially switch which character is in the advantage state, and which character is in the disadvantage state.
If your comparison between the two is "don't get grabbed" to "don't get combo'd" then the psychology is the same. If you are comparing the helplessness of a chain grab that cannot be escaped to a combo that can be DI or SDI'd against, then Bayonetta is nothing like the Ice Climbers.Nearly every post I've made about ICs here makes no mention that Bayonetta is literally ICs but rather has similar impacts on the psyche of players and also has somewhat comparable contextual circumstances, but nearly every direct response to it expresses that Bayonetta is literally not ICs hence "how can you compare the two?"
"But yes..."; I stated that neutral in smash has more to do with abusing shield and dealing with shield and you aren't considering it in your reply. Mobility allows one to play around shields better, that's for sure (but it effects advantage state / follow up ability a lot more), better dodge frames also help (for aggressive / mix up purposes).Also, Bayo Safe on Shield options are few, opposed to ZSS and Shiek. Her neutral is better than Ganondorf but in the end, they both have the same game plan. They are Bait and Punish characters in the end. ZSS has a better neutral because of cool things like Wavebounce Paralyzer, Nair, Fair, hard to punish Dash Attack, better dodge frame data, and Mobility. I think the only thing that Bayonetta excels at over ZSS in the neutral is her punish game is wicked sick.
But yes, Neutral does come down to mobility, frame data, and how easily is it to put your opponent into a disadvantageous state safely. Then no, Bayonetta does not have a good neutral game, her Neutral is focused on getting a reaction out of the opponent.
I could have swear Marth has a poor neutral due to his over reliance on tippers. Was Smashwiki wrong?If a character like Marth, entirely focused around neutral based footsies, is completely outclassed by Bayonetta doing the EXACT SAME THINGS AS HE WOULD, then I can't have faith you understand Smash/your character if you think her neutral is bad.
Yes, very wrong, especially if it's because "he has to rely on tippers".I could have swear Marth has a poor neutral due to his over reliance on tippers. Was Smashwiki wrong?
Yes, very wrong, especially if it's because "he has to rely on tippers".
Marth's neutral would be arguably "poor" more due to gaining little reward from being successful in neutral compared to top tiers and a poor-ish approach as he doesn't have dynamic means of dealing with shield/attrition.
Taken from ssbwiki.comThis combination of high ending lag on his moves and his requirement for careful spacing result in a lackluster neutral game, as none of his approach tools are particularly reliable or consistent, and this is exacerbated by his lack of a projectile.
Not only does Marth struggle to win in neutral, but his conversions are unreliable and weak.
....
As such, Marth has poor options against shields, and Shield Breaker is highly punishable if predicted.
I find it accurate most of the time. And I use your site too.ssbwiki is an awful source of information and should only ever be used as a loose guide.
Well, it's easier to think of it another way.Taken from ssbwiki.com
Is there any errors?
It's hard to **** up literal data things (although 32 shield damage vs 50 is their lack of hex to decimal conversion), but if you didn't really understand something in the first place and take what is said on ssbwiki at face value, what are you going to get?I find it accurate most of the time.
I find it accurate most of the time. And I use your site too.
Actually I find something weird when I compared your site with ssbwiki.com.
Your site said Marth's fully charged SB deal 50 shield damage, but ssbwiki.com's Shield damage said it is 30.
So.... can you double check for me please?
I say the reason why it wasn't a problem for Brawl Marth was Fair had a low landing lag. With more landing lag on Fair, he has a harder time in the neutral. Of course, this is just me.Well, it's easier to think of it another way.
He's been patched multiple times since release and this may be overly outdated.
His requirements for careful spacing have not been seen as a problem in previous games, in his recent big patch a lot of his tippers become 2x as 'large' in hitbox priority as they were before making it easier. But in Brawl he had similarly small sized tippers to pre-buff Marth and it wasn't seen as detrimental.
In the "neutral game" article his basic tools are noted as good for neutral in Melee/Brawl while not being drastically different to now.
I am confused at what you mean.(hint: 30 shield damage vs 50 is their lack of hex to decimal conversion)
This is a significant factor (although a literal comparison between games) - but their raw end lags are barely different and their interactions with shield are comparatively the same - engine and near-universal design changes have to be considered. Tipper neutral air and down tilt are safer on block in smash4 than they are in Brawl although they both have more end lag. But all landing lag data in Smash4 is generally worse than in Brawl.I say the reason why it wasn't a problem for Brawl Marth was Fair had a low landing lag. With more landing lag on Fair, he has a harder time in the neutral. Of course, this is just me.
There are prime sources, secondary and tertiary sources.I am confused at what you mean.
EDIT: Thanks KH!!
I know 32 = 50, but seeing 30 confused me.
But the problem was many characters got a bigger range buff.In contrast, Marth has more range in this game than in Brawl too.
****, my bad.Great, now we went from comparisons of Bayonetta to talking about Marth's neutral game. We should probably get back on topic, just bringing that up.
Seriously?! I know recent patches made him at least useable, but I used him a lot in Brawl, I thought his range would never get to Brawl's levelIn contrast, Marth has more range in this game than in Brawl too.
There were range nerfs, SB and FSmash to be exact. Everything else is strictly better!Seriously?! I know recent patches made him at least useable, but I used him a lot in Brawl, I thought his range would never get to Brawl's level
Wow. What about his Fair though? Wasn't the landing lag increased?There were range nerfs, SB and FSmash to be exact. Everything else is strictly better!
We're talking about 'neutral game' in general.Great, now we went from comparisons of Bayonetta to talking about Marth's neutral game. We should probably get back on topic, just bringing that up.
I think it was a lack of matchup knowledge, but can't say for sure since it isn't available to watch and analyze.From my view, Marth's neutral game is decent. But from tournament footage of the best Marth main in the US (possibly the world) getting completely shut down in neutral by Bayonetta because her nair and down tilt are strictly better than Marth's own similar tools is pretty expressive of her not having a terrible neutral game to me either.