Crystanium
Smash Hero
With the exception of D3 and King K. Rool, Bowser and DK move pretty quick for their size.Really? It's the heavies that give me problems with Ridley.
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With the exception of D3 and King K. Rool, Bowser and DK move pretty quick for their size.Really? It's the heavies that give me problems with Ridley.
Im down to play tomorrow if you want. Im not trying to put you down but from what I’ve read, you really are missing the point of how Ridley is meant to be played.See, this is the response I expect from Ridley mains. Either I'm "not using Ridley correctly", or he's not that great. Ridley's recovery is subpar. He's easy combo food. His projectile game is lousy. We can do friendlies. I'm fine with that. Show me what Ridley can do because he's not cutting it for me and that makes me upset. Fast characters screw him over hard.
Great. I’ll add you tomorrow so we can set up a time to play.T-Donor66
I'm kind of baffled at how one can even say Ridley should be played, considering he's very new. I thought I did well against my brother with Ridley, but then I go online and while I made it to Elite Smash, I've been kicked out of it a few times. My Samus and Dark Samus made it in Elite Smash and have remained there since.
Ridley is both heavy and a big body, but I see what you're saying. I've tried using n-air and f-air for spacing options. One set against Snake seemed fine, mainly because Snake tends to camp. I would appreciate knowing how to use Ridley's moveset properly. I'm in Pacific Standard Time. I work tomorrow, but if you have a Discord account, you can find me at the Samus/Dark Samus server under the name "Crystanium".
I agree that Bowser's old up throw should be back, but you can still combo up throw to up air at low/mid percents. But Bowser is still fine and viable. if you want to talk about a fighter being unviable, Little Mac says hi.Ultimate Bowser is easily the worst character to ever be put in a fighting game. The one thing that made him somewhat viable at all (up throw combos) got removed. the 2 other buffs he got are too minor to balance out one of the biggest nerfs in FGC history.
How he could be buffed:
- Give him his up-throw back.
- Give him a proper dair instead of an uncancellable stall-n-fall that leads to an instant death if used anywhere clode to the edge of the stage.
- Make his f-smash a little faster, because it's easily reactable in 95% of situations it's used in.
- Make his side B actually work. The enemy is UNDER bowser, why does bowser die off the bottom FIRST?
How can you say that when his son exists?Ultimate Bowser is easily the worst character to ever be put in a fighting game.
Bowser is a lot worse than Junior.How can you say that when his son exists?
I think most people would heavily disagree.Bowser is a lot worse than Junior.
Why not make the enemy die first once they are over 120%? That way it’s a confirmed kill only when other moves would kill as well. This makes it no longer “cheap” to win with, as a smash attack would also get the job done. It would add a lot of fun and variety to those final stocks.I have to agree somewhat with the notion that the enemy should die first using Bowser's side B, but I guess it doesn't work that way for the same reason they nerfed Ganoncide: so it doesn't become the only option people use when both they and their opponent are at one stock.
UhhBowser is a lot worse than Junior.
Like most final Smashes? ......that would actually make sense. Same for Ganon.Why not make the enemy die first once they are over 120%? That way it’s a confirmed kill only when other moves would kill as well. This makes it no longer “cheap” to win with, as a smash attack would also get the job done. It would add a lot of fun and variety to those final stocks.
Some of the “weaknesses” given to characters went a little too far.I'm sorry, but a lot of the more recent comments seem to either want to buff a character's weakness, or just revert something from Smash 4. Weaknesses are there for a reason. It is to make the character interesting.
While I definitely get Little Mac's shtick was too far (I even made up a rework thread that made his grabs and aerials not completely useless), some other one's here are just ridiculous. If you want to buff a character, buff what they are good at already so they are specialized a bit. I doubt anyone would say Young Link has so little kill power that that weakness outweighs the strengths of having a lot of projectiles, being disjointed, and being agile overall. Oh, and Fire arrows.Some of the “weaknesses” given to characters went a little too far.
they realized this with little mac in the transition from 4 to ultimate, it’s why he can now use up b after his side special in the air to help his recovery.
Sometimes they make an intentional weakness a little TOO crippling for a character, where their advantages just don’t make up for it. In these situations it’s better to give the characters a slight buff, where these weaknesses are still very much there, but they don’t completely cripple the character and/or a particular move.
Bowser's up tilt would like a word with you - have fun getting back down if you get hit into the air by himBowser is a lot worse than Junior.
First of all, don't apologize for expressing your opinion. Second, yes, this has kind of migrated from a minor "buff wishlist" to a "plssss make my character broken and SS tier wishlist." Another example of patch culture. But I don't think we're packaging this up neatly into an envelope and sending it directly to Sakurai, either.I'm sorry, but a lot of the more recent comments seem to either want to buff a character's weakness, or just revert something from Smash 4. Weaknesses are there for a reason. It is to make the character interesting.
What's funny is Little Mac is actually worse off now for that "buff" LOLSome of the “weaknesses” given to characters went a little too far.
they realized this with little mac in the transition from 4 to ultimate, it’s why he can now use up b after his side special in the air to help his recovery.
Sometimes they make an intentional weakness a little TOO crippling for a character, where their advantages just don’t make up for it. In these situations it’s better to give the characters a slight buff, where these weaknesses are still very much there, but they don’t completely cripple the character and/or a particular move.
God, no. Please no. I praise Sakurai every time I get hit with that at a higher percent and fall out. They made it easier to do the inputs for it, that's plenty for the most annoying punish move in the game. It doesn't need to be any better./
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- After a certain percent Dancing Blade and Double-Edge Dance just stop working. Fix that, please.
It’s not like it’s better than it was before. Whether or not you find it annoying, the fact that it doesn’t work is inexcusable.God, no. Please no. I praise Sakurai every time I get hit with that at a higher percent and fall out. They made it easier to do the inputs for it, that's plenty for the most annoying punish move in the game. It doesn't need to be any better.
Regardless of my feelings. You act like it's useless. The characters with Dancing Blade are still high and top tier regardless of whether it works the way you want it to or not. The rest of their kits are fast, disjointed, and hit hard. I think it makes sense that at higher percents that you don't get a free autocombo out of it.It’s not like it’s better than it was before. Whether or not you find it annoying, the fact that it doesn’t work is inexcusable.
Your feelings are literally the only reason we’re even talking about this.Regardless of my feelings.
I never said that. I act like I expect to be able to land every hit of a multi-hit move like a reasonable person would.You act like it's useless.
Now you’re talking about tiers in the first month of the game’s release?The characters with Dancing Blade are still high and top tier regardless of whether it works the way you want it to or not.
You can’t actually think that a move not serving its intended purpose makes sense. Maybe you think it’s fair, but if you think it’s sensible then I have no further words...The rest of their kits are fast, disjointed, and hit hard. I think it makes sense that at higher percents that you don't get a free autocombo out of it.
Multi hit moves not connecting into each other is one thing I hate in all five Smash games. If you land a hit, you should be rewarded with actually outputting decent damage, but instead, it punishes you by allowing the opponent to hit you back. It's not just dancing blade that suffers from this though. Many multi hit moves have had a history of not connecting, and not all of them were fixed in the most recent game either.The rest of their kits are fast, disjointed, and hit hard. I think it makes sense that at higher percents that you don't get a free autocombo out of it.
Thanks for picking apart my post and ignoring the main points. I asked what percent you fall out of it. If you don't know, that's fine. If it's something like 100% of the cast falls out at <20%, then that's stupid. But if they're falling out at 100+%? that is sensible. It's a multi hit move, that involves multiple inputs. It's not a single attack. You can stop at any time.Your feelings are literally the only reason we’re even talking about this.
I never said that. I act like I expect to be able to land every hit of a multi-hit move like a reasonable person would.
Now you’re talking about tiers in the first month of the game’s release?
You can’t actually think that a move not serving its intended purpose makes sense. Maybe you think it’s fair, but if you think it’s sensible then I have no further words...
I guess, see what I posted above. Some things are stupid, like Smash 4 Duck Hunt's smashes basically being a death trap for even attempting them in most cases. He was stuck in the animation till it completed. If someone shields or is too high of a percent to continue all 4 hits of Dancing Blade, then you can stop before the final hit to minimize the punish window.Multi hit moves not connecting into each other is one thing I hate in all five Smash games. If you land a hit, you should be rewarded with actually outputting decent damage, but instead, it punishes you by allowing the opponent to hit you back. It's not just dancing blade that suffers from this though. Many multi hit moves have had a history of not connecting, and not all of them were fixed in the most recent game either.
If a move is not working like it's supposed to, then it needs to be fixed. Just because this one happens to be part of kits belonging to higher tier fighters doesn't make it any different than things like Samus's Jab or Link's Forward Smash.
What's the point of using the move if at high percents it deals less than 3% damage? If someone shields, you should be stopping anyways, but if it hits, the game shouldn't put them in a position far from where the next hit is going to be. If you land the attack, you should receive the full reward for doing so. The same should apply to all Jab combos except in the case where a rapid Jab is held for an overly extensive amount of time.I guess, see what I posted above. Some things are stupid, like Smash 4 Duck Hunt's smashes basically being a death trap for even attempting them in most cases. He was stuck in the animation till it completed. If someone shields or is too high of a percent to continue all 4 hits of Dancing Blade, then you can stop before the final hit to minimize the punish window.
And multihit moves have always been a trouble area for the Smash devs. I agree. In 64, they were too good and destroyed shield. In Melee, they were mostly useless. (I can't remember how they were in Brawl, I only remember MK's Tornado). In Smash 4, they were borderline too good again.
I'll admit, I hate rapid jabs with a passion. I think if you're going to have a garbage one like Falco's, they should all be that way and everyone should have a choice between a 2/3 hit jab or the rapid jab.
I can respect putting super armor on flame choke, but making it where you cannot tech is a bit far imo. It would become one of the most annoying attacks in the game along with the super armor. I would say only one could be applied, either super armor, or no tech, but absolutely not both.: Ganoncide kills victim first again and also Flame Choke can never be teched and the ground variant has super armor
Why stop there? It should also be able to grab you anywhere on screen, and then after it does that it should permanently delete the character from the game.: Ganoncide kills victim first again and also Flame Choke can never be teched and the ground variant has super armor