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My point is noone else has the combination of all of them like Duck Hunt does. Villager and Pac Man have awful grabs. ROB is not very mobile and is a huge target. Olimar has a pseudo tether grab, but his is pretty good. All of them have recovery moves with no hitbox, but they have ways to attack out of it (ROB, Olimar) or mix it up (Pac, Villager).Actually, the characters you have listed above have a few of the options you have listed. Villager, PAC-MAN, ROB, and Olimar all have follow ups out of their throws (PAC-MAN has a forward throw that sets up jab locks. ROB and Olimar have true combos out of their throws. Villager has a pretty strong kill throw). ROB is the only character you listed with a frame that is not small. Also, Duck Hunt's size doesn't help him very much (He is still relatively easy to jab lock and combo). The only character that doesn't have a good jab on your list is ROB. All of the characters in this list have good spacing options that aren't projectiles.
Duck Hunt's recovery has good distance, but it is slow and easy to gimp. Also his specials are too laggy to cover his recovery in most cases. Most characters can jump over the special and attack Duck Hunt if the specials are used too often.
Duck Hunt killing earlier wouldn't make him oppressive to any character. They can still combo him effectively when they get in. Allowing Duck Hunt to kill characters earlier by making his smashes connect reliably will make Duck Hunt more balanced relative to the rest of the cast.
@Kofu, Duck Hunt's forward smash starts on frame 17, and his up smash and down smash start on frame 12.
Actually...My point is noone else has the combination of all of them like Duck Hunt does. Villager and Pac Man have awful grabs. ROB is not very mobile and is a huge target. Olimar has a pseudo tether grab, but his is pretty good. All of them have recovery moves with no hitbox, but they have ways to attack out of it (ROB, Olimar) or mix it up (Pac, Villager).
Regardless, I am very hopeful that Duck Hunt gets some needed buffs because as it stands, he seems like an imcomplete character.
Hell yeah I'm crazy enough to want that. In other words I notice they only seem to buff what fits their preordained, but not so transluscent picture of character archetypes. If decided to buff something else let's say his approach or landing, he would be more scary than bufinh his bairs.BUFF DK's back air? Bruh.
You don't want that. I don't want that. That move is godlike as it is.
Iunno, if the move got too good people would just stop getting hit by it. It's happened before in other games even outside of Smash, overbuffing one thing eventually leads to even stronger counterplay and it often ends up hurting the character. I think it's already a fairly good move that doesn't really need to be any better, for its own sake.Hell yeah I'm crazy enough to want that. In other words I notice they only seem to buff what fits their preordained, but not so transluscent picture of character archetypes. If decided to buff something else let's say his approach or landing, he would be more scary than bufinh his bairs.
The move is good, but vastly overrated. It combos into itself....if the opponent decides to put down their controller and watch it combo. It kills......relatively late since it has high base knock back, but low scaling.....meaning it kills decently early if you so close to the blastzone, but midstage is difficult. It also stales like a modo. On top of that, it extends DKs hurtbox to unbelievable levels. If ur not able to punish even a max spaced DK bairs, then that may be MU inexperience. Don't get me wrong, I know the move is good and has utility, but is it really that good? You guys forgot that its on DK not SheDK.
How instead we buff his less used moves like his smashes and Dair? That way he won't be even more linear ( not saying DK is linear or any character in the game for that matter. Every character has variety, even little Mac).Hell yeah I'm crazy enough to want that. In other words I notice they only seem to buff what fits their preordained, but not so transluscent picture of character archetypes. If decided to buff something else let's say his approach or landing, he would be more scary than bufinh his bairs.
The move is good, but vastly overrated. It combos into itself....if the opponent decides to put down their controller and watch it combo. It kills......relatively late since it has high base knock back, but low scaling.....meaning it kills decently early if you so close to the blastzone, but midstage is difficult. It also stales like a modo. On top of that, it extends DKs hurtbox to unbelievable levels. If ur not able to punish even a max spaced DK bairs, then that may be MU inexperience. Don't get me wrong, I know the move is good and has utility, but is it really that good? You guys forgot that its on DK not SheDK.
I'm actually ********. How on earth could I forget that? I was just playing Pac yesterday...Actually...
Both pac jump and power pellet trail have hitboxes
That makes sense though. DK is a punisher character, not rushdown. His main goal should be to reward patient play with big damage. You can see this in Ding Dong, FAir, and DAir. IMO, his BAir is more of just a poke and zoning tool to keep the opponent away from center stage.Hell yeah I'm crazy enough to want that. In other words I notice they only seem to buff what fits their preordained, but not so transluscent picture of character archetypes. If decided to buff something else let's say his approach or landing, he would be more scary than bufinh his bairs.
The move is good, but vastly overrated. It combos into itself....if the opponent decides to put down their controller and watch it combo. It kills......relatively late since it has high base knock back, but low scaling.....meaning it kills decently early if you so close to the blastzone, but midstage is difficult. It also stales like a modo. On top of that, it extends DKs hurtbox to unbelievable levels. If ur not able to punish even a max spaced DK bairs, then that may be MU inexperience. Don't get me wrong, I know the move is good and has utility, but is it really that good? You guys forgot that its on DK not SheDK.
I completely agree with this and I respect the hell out of anyone who even tried to main DH.Nah, he's about right. Duck hunt is bar none the worst character in the game at killing by a fair margin, and with the goal of the game being to kill your opponent... That puts him pretty far down overall. He has some quirks, but nothing that comes even close to matching that weakness.
IMO, Duck hunt is clearly the overall worst character in the game. Palutena is God(des)-like in customs, as she was designed. Zelda also functions great in doubles. Both these characters are worlds superior to DHD in Free for Alls AND dubs, which DHD can't really function in (unless it's customs)
While in singles he probably functions better than those characters, it isn't by much.
Mewtwo, Lucas, and Bowser were in the running for worst character too but... Well, we know what happened to them.
Unless he was also designed for customs (which I find very possible considering how perfectly zigzag functions with his kit) then I find it kind of odd he hasn't received buffs. Only explanation would be early 3ds impressions of the character.
That's a bad idea for all KINDS of reasons... (but I get what you're saying)I'd be using gold bricks as toilet paper.
While Duck Hunt has unique tools compared to other zoners, he also is lacking in important things (kill power and a safe recovery) that make him worse than the characters that you listed. I understand your point (although it seemed like you thought too highly of Duck Hunt relative to the characters you listed, I fully understand your point now), but it would be better if you don't underrate the tools of other characters in the process of making your point.My point is noone else has the combination of all of them like Duck Hunt does. Villager and Pac Man have awful grabs. ROB is not very mobile and is a huge target. Olimar has a pseudo tether grab, but his is pretty good. All of them have recovery moves with no hitbox, but they have ways to attack out of it (ROB, Olimar) or mix it up (Pac, Villager).
Regardless, I am very hopeful that Duck Hunt gets some needed buffs because as it stands, he seems like an imcomplete character.
Fairly confident nearly a year in now that the balance criteria is .... global smash power.Emblem Lord said:When Capcom wants to balance a game they will call in pro level gamers to help them. Arcsys the makers of Guilty Gear are known for this as well.
You think Nintendo does this?
It hypothetically COULD be, but I'm just not seeing it happening.Do you guys ever consider that Duck Hunt's goal is to get them off the stage and simply unable to return? He can already do that with the right projectile walling off stage. Nevermind using the projectiles like stands while you keep them away and fall to their doom.
But it is rather easy to recover against a DH. It isn't as easy as some characters, but I would put his ledge guarding game around the same level as Diddy's. He has tools, but nothing spectacular, and only a character with a poor recovery would get hit. Even Fox might not have trouble against DH's LG game.Do you guys ever consider that Duck Hunt's goal is to get them off the stage and simply unable to return? He can already do that with the right projectile walling off stage. Nevermind using the projectiles like stands while you keep them away and fall to their doom.
Ah, but that's the thing, Ike's F-Air starts at Ike's head, not in front of him. Even if you factor in it only having 2 frames more speed on it, Ike's F-Air has to get toward the opponent first whereas Link's is directly in front of him the second the hitbox starts, never minding the 2 frame difference. Secondly, you're forgetting a key concept of perception is that some players will activate Link's F-Air earlier than Ike's and could still hit Ike regardless of Ike having the faster F-Air. It's about coming out first.You keep praising Link's edgeguarding and make his F-Air sound like a godsend for edgeguarding but I just.
Don't
See.
It.
You compare it to Ike's F-Air. Ike's F-Air comes out not only faster, it covers a much better arc for edgeguarding, from way above Ike's head to basically below his feet in a huge arc, and it does slightly less damage if you only get the 2nd hit, which is 1.5 percent more. They both have the same angle, because 361 = 45 if used on an aerial opponent, which is not optimal for edgeguarding, as you want the angle to be as horizontal as possible. The only way you're getting much better than Ike's F-Air is if you get both hits, which is wishful thinking at best now that the first hit sends you much further, making linking it off-stage harder.
Also 85 percent kill at the center of FD with Link's F-Air with 100 percent rage?
Excuse me for being pessimistic here, but I don't see it killing that early.
It hypothetically COULD be, but I'm just not seeing it happening.
The projectiles are good, sure, but we're talking about managing to keep out characters with some pretty amazing recoveries, and that includes actually prying them off the stage in the neutral to begin with.
It's a shame because DH is easily the most original and unique character in this game (at least IMO), but it's a concept that just ain't working. I seriously can't imagine that the FG stats for DH is very good, and especially not for FFAs where pretty much anyone else is going to get those kills before DH does.
Maybe just buff the ever-loving crap out of the can's knockback. If there's any character that deserves to have a projectile that kills VERY well, it's DH.
They can reduce the self-damage/KB done by it separately from what it does to an enemy.Buffing can KB would also have a massive down side like outfoxd said.
Can combo breaker -> suicide?
10/10.
Right now can just does slightly less to DH, i believe.They can reduce the self-damage/KB done by it separately from what it does to an enemy.
Isn't it Link's bombs that have the property where, if they detonate on an enemy, they don't damage Link?
That sounds like an entirely fair buff to give DH, IMO...
Yeah, I'd either turn that WAY down or make it simply not affect DH at all.Right now can just does slightly less to DH, i believe.
Alright, let me delve into this.I'm gonna have a bad time against a frame 14 move that has a purely horizontal hitbox and is very easy to predict that it's coming out.
Yeah.
Sure.
I'll be more scared of Toon Link's almost 100 BKB 13 damage F-Air which hits like a truck KB wise for how much better his moility is.
Here's the other issue. You're trying to talk about using a frame 14 move to edgeguard with. That requires either a bad play on the opponents part, or a strong read on your part. No one is gonna jump into a frame 14 move, hell they won't even jump into a frame 12 move like Ike's F-Air. Even if Ike's F-Air starts on frame 12 it'll hit in the same area of Link's either on frame 13 or 14, depending on if they are slightly above or below Ike, which is either 1 frame faster or same frame as Link's. You also have air speed. Link's air speed is abysmal, and with a frame 7 jumpsquat, like Ike, it's much harder to go out and edgeguard compared to other characters with better jumpsquat and/or air speed.
How do you set up these F-Air edgeguards? You can't use a projectile, as they take far too long for you to be able to follow-up on unless you're going out and putting yourself at risk. Do you just jump out and try to hit them with it? That's predictable, so if they react correctly now you're massively at risk with a poor recovery and bad air mobility leaving you wide open to a reversal.
Yes, Link's F-Air hits hard, is it easy to use like how you describe? No. It'll kill Mario at quarter screen about the same as Ike's Dash Attack kills with no rage at the ledge percent wise.
Buffing can KB would also have a massive down side like outfoxd said.
Can combo breaker -> suicide?
10/10.
I don't see anything wrong with removing the kamikaze factor entirely. The move comes out slowly enough, and it makes it more dangerous to be right in DH's face.Unfortunately I doubt they'll buff it too much because of the kamikaze factor.
This has been something I've been wondering for like, more than half a yearI keep hearing about how zig zag shot is so good with DHD, but I don't know why. Could someone elaborate?
Taking a set off Luigi isn't much of an achievement compared to pre-patch. Have a DH take a set off Sheiks, ZSSes, or 'insert top tiers here', THEN we can scream.On a side note, Guy's DH just took a game off of ZD's Luigi...
http://www.twitch.tv/vgbootcamp
EDIT: ...And he took the set.
This is the original source/tweet in question:Didn't someone ask about Japan or SHI-G's tier list? I don't have a source nor do I remember who asked for which, so take this with a grain of salt until someone can confirm it... Of all the places to see this first... the Zelda social.
Once again, I really don't understand why the Pits aren't just lopped together. They're barely different compared to Dr. Mario and Lucina and Marth. To me, it's more like a "legalized custom Pit" where yes, because you have different functioning moves that also includes a randomly weaker Ftilt, you will have to deal with things differently, but because you're barely any different, might as well have them be considered the same fighter. Also, I fail to see how Samus is considered that bad. I mean, really? Oh, and finally! Ike's actually considered good. Meanwhile, Marth... Oh, and Bowser's placing seems a little too... optimistic. Don't know much about Nintendo of America's Vice President of Sales, but I feel like he should be at most in B for now since while his U-throw is now a fantastic setup, Bowser's still has his other old troubles.
Komorikiri got 5th at Pre-KVO with Cloud, nothing else comes to mind other than that.Obligatory comment about Japan's very high opinion of Pit (no doubt due to Earth being one of their finest players) and prediction that Dark Pit will rise a bit when the full impact of his side-b buff is felt...
Now that that's out of the way, what really catches my attention is Cloud's placement: he's been out for barely a couple of weeks now and he's considered a potential threat in the Japanese meta. I don't know exactly what the west thinks of him right now (too early to tell, I know), but I recall him causing a few upsets in both regions. Very interesting. Will have to keep an eye on this new challenger.
Can somebody remind me what exactly he's done in Japan to generate that kind of hype? I know there were a few sets with him recently, but I'm tired and can't remember who played him and who was beaten by him.
This by eSportsRunner, a Japanese game guide site. AFAIK the only notable players involved with this list's creation are Shimitake and Rom. Not reliable.Didn't someone ask about Japan or SHI-G's tier list? I don't have a source nor do I remember who asked for which, so take this with a grain of salt until someone can confirm it... Of all the places to see this first... the Zelda social.
Once again, I really don't understand why the Pits aren't just lopped together. They're barely different compared to Dr. Mario and Lucina and Marth. To me, it's more like a "legalized custom Pit" where yes, because you have different functioning moves that also includes a randomly weaker Ftilt, you will have to deal with things differently, but because you're barely any different, might as well have them be considered the same fighter. Also, I fail to see how Samus is considered that bad. I mean, really? Oh, and finally! Ike's actually considered good. Meanwhile, Marth... Oh, and Bowser's placing seems a little too... optimistic. Don't know much about Nintendo of America's Vice President of Sales, but I feel like he should be at most in B for now since while his U-throw is now a fantastic setup, Bowser's still has his other old troubles.