warionumbah2
Smash Master
My is gutter trash. I dropped alot of my punishes with because Wifi shenanigans.and did decently to good against his MK and Megaman,
Bowser is very simple to use compared to the other two especially online.
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My is gutter trash. I dropped alot of my punishes with because Wifi shenanigans.and did decently to good against his MK and Megaman,
I think I'm inclined to agree it sounds annoying, but I think I'd do a lot of u-throwing in this matchup. Mostly to force Bowser above me since his air speed isn't very good. This is VERY preferrable on platform stages.I'm going to attest to that. Bowser is a very hard matchup for Cloud, it seems like. I played with warionumbah2 for a bit, and did decently to good against his MK and Megaman, but Bowser... Any whiff/miscalculation = pivot grab = a lot of damage. Can't pressure his shield either, because Cloud's grab reward is... nonexistent. Cross up nair is pretty safe though. Using Uair in neutral is pretty much a no go, his Utilt just like... swats you away. Meh
I'm getting Pac-Man off-stage Bonus Fruit charging vibes here...Charging Limit offstage (if you manage it right) is really critical especially since you can cancel the charge into literally anything for free lol. If you have an idea on how much meter you got, always do this.
I feel like people aren't running away and playing lame enough =P. Nair is stupid for retreating and you can cancel Down-B into literally anything. Runaway is pretty viable with this character until you build limit, then you toss them up with U-Throw or any move that launches vertically and fish for whatever you want.
Not saying he's super amazing but I don't think you can approach him as a character that really "goes in" immediately IMO.
Oh yeah, Bayonetta is ridiculously tall in her own games... Y'know, I think if they stuck with her home series, she'd be taller than Ganondorf... I swear she's supposed to be taller than Ganondorf, but it might not be true. Anyway, that's just one thing about her... Probably as tall as Samus at the very least...I think people are failing to see the flaws in her design. She's really tall, and has a large hurtbox. So she can be spaced out and will likely lose to smaller characters.
Her combo game seems ZSS level though, she'll definitely be really strong though.
Y'know, I always wondered how a character would function if all their moves were multi-hits... I expected Sephiroth since his entire moveset was made up of multi-hits in Dissidia, though. Bayonetta also has a unique mechanic like in her games where you can followup after attacks, so she might have an incredible bait game where she could purposely miss or know that if she misses, she can still attack right after.I think I'm gonna stick it out with Cloud. I like the cut of his jib, let's see if I can find anything. Gonna try and put a vid up on just basic Limit Cancelling stuff and whatnot, it hasn't been talked about a lot here but it's really cool.
As for Mewtwo I still think his problems very much exist, he's just gotten noticeable improvements. Turning into one of the fastest moving characters in the game on the ground is pretty good for dashgrabbing and his USmash, and all of his aerials have gotten better.
Dunno if he's tournament viable yet but he is definitely noticeably better.
Bayo looks like combo crazy but also 1 million multihits so trades are gonna suck for her IMO. We have 3 months of development left so this is only speculation and not even worth thinking about, but that's just what I can pull from it. She'll be really good though if it all pans out the way it looks it will.
How are we supposed to know that, nowHow threatening do you guys think bullet climax will be?
break into bill trinens house and make him give us the dev build with that sexy knuckles miiHow are we supposed to know that, now
I agree. All those patches buffed his poor 1.04 frame data to something pretty solid. His aerial frame data is still lacking though, hence why he has poor OoS options alongside 14f standing grab, but he makes up for this in range and reward for the aerials that are a bit slow.Gonna go out on a limb and say Greninja's frame data is actually pretty good.
It's a couple of crucial moves (Fair, Nair, grab startup) that drag the average down. He has a f3 jab, tilts all on or under f10, and fairly fast smashes. Ftilt, dash attack and Utilt all have a FAF of 33 and Dtilt has a FAF of 27. Dashgrab has good frame data, as do shurikens.
Cloud's average frame data is probably comparable to or better than Greninja's, but in terms of the pokes both characters will actually be using, Greninja's frame data eclipses Cloud's substantially. It's definitely a problem for Cloud.
Cloud's ground mobility is looking really good, though. His excellent initial dash and limit cancel give him a wide array of options. Good mobility massively takes the edge off suspect frame data.
that's why I said what do you THINK and WILL be, as in just theoryHow are we supposed to know that, now
Except bombs have a hurtbox and eat things.Limit Blade Beam is TRANSCENDENT. Bomb does not beat it because it DOESN'T INTERACT WITH ANYTHING, IT GOES THROUGH IT.
What's sexy about the retooled f-air? It was always an OK move...I'm personally pleased with the changes Link got. The f-air change especially.
The facing bit was flipped, so the angle had to be mirrored across the 90 degree to retain the same apparent angle.So what's with the hit angles on moves with a 130 degree angle changing to > 50 ?
I don't agree. Corrin is small and seems fairly nimble. And if you saw his Uair, he might technically be based on Marth - which means he might get Marth's grab (which is a good thing). He has Melee Roy/Smash 4 Ike's Dtilt, and what looks like a fast Ftilt, Utilt (which seems to be a combo starter), jab, and dash attack. I don't remember if we saw his Usmash or Dsmash but we know the Fsmash range. If it lags less than Shulk's, that Fsmash will be good. He has a stall and fall Dair but his Nair is really fast full body coverage like Cloud's but with really low landing lag. I remember seeing Bair having decent end lag (I bet it's the same lag as Marth's). Fair seems to mimic Marth/Roy; we saw Uair. His specials look useful and he definitely has a better recovery than Cloud.So, about Corrin... Would be willing to bet money he'll be low tier at best if I had some to spare.
Dragon's Lance or whatever looks like a tether grab, but you can use it in the air. Either you can shield it or it's going to be really laggy. Corrin probably has a normal grab, but then again Dorf and pre-patch Robin had pretty bad grab games to "make up" for having the command grabs. Looks like it's built specifically for fishing in FFAs... Dragon's Breath is built like the ever so useful Phantom Slash, although it might be a decent edge guard. Mobility looks average at best, recovery ain't that special either. Absolutely nothing stands out to me as looking good besides Bair, and that's assuming it doesn't have a truckload of endlag.
Really looks like one of those characters designed to sit outside of a brawl and won't be able to defend himself properly in a 1v1 situation.
Plot twist: all the Fire Emblem characters except Ike have the same startup for all grab - Ike's dash and pivot have different startup. They all, but Robin, share the same total frames. Gee, I wonder why? It would not surprise me one bit if Corrin's startup and maybe even total frames for grabs are the same as Lucina, Marth, Robin, and Roy's. This would immediately beg the question why Robin's grab while fast has longer recovery and short range while she's incredibly slow compared to the others. Yes, Robin and Roy's throw games are better than Lucina and Marth's, but who's going to get grabs more easily? Robin won't.I don't agree. Corrin is small and seems fairly nimble. And if you saw his Uair, he might technically be based on Marth - which means he might get Marth's grab (which is a good thing). He has Melee Roy/Smash 4 Ike's Dtilt, and what looks like a fast Ftilt, Utilt (which seems to be a combo starter), jab, and dash attack. I don't remember if we saw his Usmash or Dsmash but we know the Fsmash range. If it lags less than Shulk's, that Fsmash will be good. He has a stall and fall Dair but his Nair is really fast full body coverage like Cloud's but with really low landing lag. I remember seeing Bair having decent end lag (I bet it's the same lag as Marth's). Fair seems to mimic Marth/Roy; we saw Uair. His specials look useful and he definitely has a better recovery than Cloud.
I think Corrin has a chance at being good or decent. We'll see though, because we know nothing about his grab game and whatever kill setups he can create.
Yes, Bombs have a hurtbox and can interact with every single projectile, even Cloud's.Except bombs have a hurtbox and eat things.
Lucas Pk fire, lloid rocket, DH Frisbee/can, etc (can't think of more ATM) have hurtboxes.
Edit: Luma shot. Gordo. Saturn.
It can kill earlier now and it's better at edge-guarding, shield poking and damage racking. That's pretty sexy.What's sexy about the retooled f-air? It was always an OK move...
Man why are people downplaying this.Kirby's U-Throw buffs aren't that significant. With 100% Rage, Mario doesn't die until 130% with DI. The opponent is basically guaranteed to DI it properly every time due to it's long animation, too.
Also, I don't get the whole thing about Cloud having no kill options. He has things like U-Air/Sour D-Air > Final Touch, U-Air, F-Air and Climhazzard to cover a large amount of %'s on top of two incredible spiking moves and an amazing F-Smash, plus all the other LB moves.
Mario, doc, luigi, falcon, ganon, zss (and falco, but his is reversed) all have the same flash kick animation for their up-airs. pretty much everyone shares animations in this gameAlthough, Corrin's U-air... That single move is used by 4 friggin' other people in FE universe. Really bothers me.
Can people like, stop suggesting falling uair is an approach option?I honestly don't think that Cloud struggles to kill as much as once thought if he has limit break. Finishing Touch is excellent since it can be used OoS to punish laggy options and it can be true comboed out of Falling Up-Air. Limit Cross Slash also combos out of N-Air at kill percents until you get too high, then you get options out of sour spot down air. Down Air looks fantastic for getting the 2 frame, making sealing stocks just edgeguarding.
Cloud's gonna LOVE the stage list also. You're gonna wanna ban BF/DL and you usually only get one ban unless your region gives 2. Up Air and up tilt are fantastic platform options and Finishing Touch will destroy anyone who is forced onto the platform.
I think its like 151% or something, I just remember its about 30% below pre-patch, its a really good u-throw and it kills when it needs to. Don't know why people are acting like it isn't a big deal ESPECIALLY since it is platform boosted.Man why are people downplaying this.
When charizard got a kill throw that doesnt kill Mario until 159% people freak out over it as the best buff ever, Kirby gets a similar platform-boosted kill throw that kills at similar %'s and people think its not that significant?
Please tell me what the kill % for it is with perfect DI, centre stage on FD with 0 rage. I want to know how it fits into the strongest vertical kill throw order which goes like this
Mewtwo: 135%
Lucas: 148%
Olimar (Blue): 154%
Charizard: 159%
ROB: 162%
The problem is the angle Kirby's U-Throw sends at. It makes it so DI screws it over. Obviously it's going to help him with platforms, but it's on a character that's forced to approach at all times with lackluster movement speed and short grab range. It's not hard to avoid being below the top platform against Kirby with Rage.Man why are people downplaying this.
When charizard got a kill throw that doesnt kill Mario until 159% people freak out over it as the best buff ever, Kirby gets a similar platform-boosted kill throw that kills at similar %'s and people think its not that significant?
Please tell me what the kill % for it is with perfect DI, centre stage on FD with 0 rage. I want to know how it fits into the strongest vertical kill throw order which goes like this
Mewtwo: 135%
Lucas: 148%
Olimar (Blue): 154%
Charizard: 159%
ROB: 162%
It gets real intricate if you slow down their animations, though. If I remember correctly, Captain Falcon flips himself so his body is parallel to the floor and then he immediately kicks up while ZSS's is more noticeably since she sort of kicks diagonally, but that's besides the point. Also, you forgot Kirby's Uair... Poor, little, pink puffball... Oh, and Pac-Man too, but he's too happy to care that you don't remember him.Mario, doc, luigi, falcon, ganon, zss (and falco, but his is reversed) all have the same flash kick animation for their up-airs. pretty much everyone shares animations in this game
What bothers me is the move is also 4 other characters' in the same universe, and they don't even share the same game except for Lucina and Robin. IIRC Corrin's U-air looked like it's ripped off straight from Marth, Lucina, and Roy.Mario, doc, luigi, falcon, ganon, zss (and falco, but his is reversed) all have the same flash kick animation for their up-airs. pretty much everyone shares animations in this game
My point is that ever since Charizard got his uthrow buff, people have been constantly saying its so powerful and the strongest vertical kill throw when its not, it is not even close sitting 24% behind Mewtwos.The problem is the angle Kirby's U-Throw sends at. It makes it so DI screws it over. Obviously it's going to help him with platforms, but it's on a character that's forced to approach at all times with lackluster movement speed and short grab range. It's not hard to avoid being below the top platform against Kirby with Rage.
edit: kills mario at 161% with DI, no rage
edit2: kirbys unchanged bthrow kills at the exact same % with proper DI and no rage from the center
but it's weaker than Charizard's?????My point is that ever since Charizard got his uthrow buff, people have been constantly saying its so powerful and the strongest vertical kill throw when its not, it is not even close sitting 24% behind Mewtwos.
Kirby gets a throw that is STRONGER than Charizards and people are acting like its not a big deal.
No, it is a big deal. That's a huge buff, be happy.
Of course I'm talking about optimal DI here. With optimal DI its still stronger than Chairzards (apparently)
The first frame hits below you, so i dont know wtf ur talking about man. Sounds like ur just getting pissy for the sake of itCan people like, stop suggesting falling uair is an approach option?
Do you not realise how bad that is? You're going to approach a gounded enemy with an attack that hits above you, leaving you completely open to any attack or grab. Its the second worst approach behind approaching with a bair while facing forwards.
Also a frame 16 downb move oos is not a good option.
Mazdamaxsti posted that it kills in the 150's with no rage. Since charizards kills at 159%, at worst Kirbys is even. Any other % from 150-158 makes it stronger.but it's weaker than Charizard's?????
im confused
but it doesn't?Mazdamaxsti posted that it kills in the 150's with no rage. Since charizards kills at 159%, at worst Kirbys is even. Any other % from 150-158 makes it stronger.
The angle it sends at is 78 degrees, which is 2 less than R.O.B.s. It does get in the way, but it's not awful like his u-smash.The problem is the angle Kirby's U-Throw sends at. It makes it so DI screws it over. Obviously it's going to help him with platforms, but it's on a character that's forced to approach at all times with lackluster movement speed and short grab range. It's not hard to avoid being below the top platform against Kirby with Rage.
edit: kills mario at 161% with DI, no rage
edit2: kirbys unchanged bthrow kills at the exact same % with proper DI and no rage from the center
That's why I edited the post after initially sending that out~What stage did you use for those values? I just checked on the Wii U FD, and Kirby's b-throw didn't kill at the center WITHOUT DI until around 174%.