Wintermelon43
Smash Champion
- Joined
- Feb 13, 2015
- Messages
- 2,767
Can somebody give me a list of all the crews?I feel sorry for anybody going up against Tristate, good lord.
I'm pulling for Texas here but I dunno if they can do it.
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Can somebody give me a list of all the crews?I feel sorry for anybody going up against Tristate, good lord.
I'm pulling for Texas here but I dunno if they can do it.
So much of this. That crew is made of Japan's best players. A whole country! Tristate is just a couple of states. People claiming this is an auto win for tristate have never seen the Japanese players. Rain is probably the weakest player in that crew, and he's better than half the people there.I'm gonna feel sorry for Tristate when they have to face Japan.
It should also be noted that the very slight KBG buffs also help a lot with allowing follow-ups, combos, and chases that were otherwise impossible. With certain fast-fallers at low %s, Kirby could do F-Throw -> F-Air and force a tech, the opponent would be too low to jump or attack, so you tech or you get knocked down, where Kirby could jab lock. Problem was, some fast-fallers had good horizontal aerial mobility, so the jab lock in of itself required bad DI in order to do so, plus the %s to do so launched them too far.True - I didn't mean it that way either. You need to be able to pressure your opponent effectively. What I meant by "aggressive" is "running/rolling in all the time recklessly."
Also, the runspeed buffs help with some follow-ups and punishes Kirby couldn't get beforehand. At least, in my experience.
...Uh, yeah? That is exactly what that infers. Why the hell would you have a game where you have less than a 10% chance of your chosen character being competitively viable? You pose the statement as if it's silly to expect a fighting game to have a high percentage of viability, but there are games, fairly recent games, which prove this wrong, so i don't know why the argument keeps being posed specifically to defend Smash 4 and its state of balance.By this logic, if every player in the top 32 played three totally unique characters each, but the game had 1000 characters, its balance would be poop--yet a game with only 1 character has 100% representation and is perfect." - Thinkaman, something something 2015.
Probably even more (ZeRo's Diddy, Nairo's Dark Pit, Esam's Yoshi?)Even if Melee is more balanced character wise, its still pretty damn predictable that every single major is going to have the following matches in top 8
fox vs fox
fox vs falco
fox vs marth
fox vs jigglypuff
fox vs sheik
If you're lucky, you might see fox vs pikachu. Thats about it though.
Who wants to bet we will have 8 different characters in top 8 at genesis 3
Probably from this lot
So we can prove that this game's balance is not as fair as people claim.Why are we arguing which game has better balance?
Because people in this community love to pit the subcommunities against each other in a childish pissing contest.Why are we arguing which game has better balance?
I'll admit it was like 1 when i started working on this so i may have made some mistakes here and there, like forgetting Lucario has projectiles, so I can see Ike being a brawler/swordfighterMethinks you have Roy and Ike switched.
Or at least Ike should be in the same spot as Roy then as Ike relies on grabs heavily. Assuming the Swordfighter/Brawler section means "Plays both a spacing game and a CQC game, frequently but not always with grabs playing a large role" MK, ZSS, and arguably Roy fit that description, not so sure about the other two...
Zelda also probably goes in the Gunner/Swordfighter area I would image. She's just... horrible at both aspects but that's how she's set up.
Curious to the reasoning as to Lucas in the middle but not Lucario/Greninja. I could see them falling in that section possibly.
Even though it's a whole country, their overall competitive smash activity isn't actually higher than Tristates.So much of this. That crew is made of Japan's best players. A whole country! Tristate is just a couple of states. People claiming this is an auto win for tristate have never seen the Japanese players. Rain is probably the weakest player in that crew, and he's better than half the people there.
I just think it's an interesting subject. Love both games/communities D:Because people in this community love to pit the subcommunities against each other in a childish pissing contest.
His visa got denied.so is MK Leo not going to genesis 3?
makes sense, he's only like 14 iirc
MVD's the big Diddy main now iirc. Zinoto also uses him solo.What list is that for?
Also it's been a while since we've talked about Diddy. Are there any Diddy players still in the mix that don't use him as a secondary? He seems to have disappeared after he got nerfed.
There is also JJRockets (Chicago)What list is that for?
Also it's been a while since we've talked about Diddy. Are there any Diddy players still in the mix that don't use him as a secondary? He seems to have disappeared after he got nerfed.
That's...not quite what he meant....Uh, yeah? That is exactly what that infers. Why the hell would you have a game where you have less than a 10% chance of your chosen character being competitively viable? You pose the statement as if it's silly to expect a fighting game to have a high percentage of viability, but there are games, fairly recent games, which prove this wrong, so i don't know why the argument keeps being posed specifically to defend Smash 4 and its state of balance.
In a perfect world, being able to pick, practice and play any character in a tournament setting and succeed is what every game should be aiming for. That game is not Smash 4, is not anywhere close to being Smash 4, recent balance patches aren't giving it any significant strides, and if we're being honest, Smash 4 isn't anywhere closer to that goal than Melee was.
Although people loooveeee to bring up the Melee top-tiers in Smash4 balance discussions, as if Sheik ZSS and Diddy aren't doing the exact same thing.
Uh... Keitaro's been a Falco main since EVO 2015. Before that, he was a Diddy main who while successful, floundered around, tried using Link, Mii Brawler, and Falco after Apex 2015, but ended up settling on Falco after some main-searching and fans really wanting him to play Falco again since he was a Falco main in Brawl. Keitaro still has his Diddy, Link, and Mii Brawler, but he's focused on Falco primarily. Nairo, however, is just Nairo. He stomped people using Dr. Mario, Falco, Lucina, and Zelda. I wouldn't be surprised if one day he stomps someone using Wii Fit Trainer just because he can and not because Wii Fit Trainer is bad; it's the opposite since Wii Fit Trainer is damn good.Well I dun goofed. I meant keitaro. Didn't help that Falcos lasers are literally unusable now compared to melee.
Easiest Melee to Smash 4 character would be Zelda. Seriously, you don't even need to think about it...The list is just for funsies. I'll probably do one for Melee/Brawl vets: It just gives an idea of how well characters have done as the series goes along.
It kind of makes you stop and think: What would it take to make Zelda good? I'm kind of stumped, honestly, beyond overtuning her damage numbers to horrific levels, and even that would just be a bandaid fix.Uh... Keitaro's been a Falco main since EVO 2015. Before that, he was a Diddy main who while successful, floundered around, tried using Link, Mii Brawler, and Falco after Apex 2015, but ended up settling on Falco after some main-searching and fans really wanting him to play Falco again since he was a Falco main in Brawl. Keitaro still has his Diddy, Link, and Mii Brawler, but he's focused on Falco primarily. Nairo, however, is just Nairo. He stomped people using Dr. Mario, Falco, Lucina, and Zelda. I wouldn't be surprised if one day he stomps someone using Wii Fit Trainer just because he can and not because Wii Fit Trainer is bad; it's the opposite since Wii Fit Trainer is damn good.
Easiest Melee to Smash 4 character would be Zelda. Seriously, you don't even need to think about it...
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Other "bad" characters like Link, Ganondorf, Samus, and more had some kind of hope in some games like Link, Ganondorf, and Samus were considered mid-tier-ish in Melee before dropping off in Brawl and retaining some hope of being low-mid in Smash 4. Zelda? Bad in all games. It's actually surprising since she's just not fun nor rewarding to play with at all; Zelda's clunky and very punishable while requiring a ton of precision for moves that in any mode, would be stressful and difficult to land. Oh, and if you flub them? You're not Marth or Roy; you're getting pitiful hits that would make a staled Sheik look like a killer. Compare this to Triple D who's humorous to play as, Kirby who's this cute puffball, or Ganondorf where hits count and they're freaking hilarious when you can boot someone from one end to the other end like you were playing tennis.
???Umm wrong. The tier list now is like this
Sorry dude, I missed that.???
I'm ranking as an average across all four games (since those 12 have been in all 4), not specifically 64.
Sadly, I had to fix it for ya :/IDin's Fail
That's fair. Maybe Nairo likes skin tight outfits and ZSS just happens to be one of the best characters in the game, right?Look, I'm just saying that a character being one of the best isn't the only reason to take them to a tournament even at a high level. By that logic every top player would do better if they just played sheik but I don't think that's true. The way they play the game might just suit other characters better.
Super Smash Flash 2 managed to make Zelda high tier. Pretty much a buffed Brawl Zelda. Din's Fire activates and travels more quickly and doesn't go into freefall, Lighting Kicks are pretty much like Melee, U-air is a bit quicker, D-smash is stronger and her U-throw and D-throw can combo into Kicks (as well as U-air in U-throw's case). That's mostly it. All Zelda really needs is simple adjustments to Din's Fire and Lightning Kicks to become a threat.It kind of makes you stop and think: What would it take to make Zelda good? I'm kind of stumped, honestly, beyond overtuning her damage numbers to horrific levels, and even that would just be a bandaid fix.
As far as I can tell, her core design is focused around strong magic-based hits, with sweetspot requirements sprinkled liberally throughout for good measure. (Seriously, every aerial bar nair has one, plus Din's Fire and I think ftilt?) This made a modicum of sense when she and Sheik still shared a CSS slot, since Sheik was conceptualized as the damage dealer while Zelda was the finisher, but even then it never really functioned as intended since Sheik's core design just works better even if her raw damage per hit isn't that hot. Never mind that Melee Sheik had tons of power anyway. But now that Zelda's a completely separate character, she's got tons of finishers (that require large amounts of precision to land) but nothing to force people into a position to get hit by these finishers.
As far as I can tell, you only need to "respect" Zelda insofar as you can't just sit there and let her smack you in the face. But as long as you space yourself properly I'm not sure what she can really do to make you sweat.
A complete goddessdamned overhaul. Other characters like... everyone else only need tweaks and they're much better or better functioning. Tweaking Ike's hitboxes and making it so his dash attack wasn't just a sad move let him function and perform better, tweaks to Marth gave him access to a sort of frame trap from jab 1, gave him a better functioning jab, and made it more rewarding to space - his tipper Nair does the most damage? in the game -, and Mewtwo gaining much higher ground speed solidifies his design as a glass cannon. Bowser and DK's throw changes basically say that if you get grabbed by these monsters, you will die and really, getting pinned down and mauled by giant beasts should really kill you instead of just being a flesh wound. Diddy and Greninja's changes made them more "healthier" characters while retaining their strong performance. Hell, there are characters with tried and true designs like Captain Falcon, Fox, Luigi, and Mario who don't need changes outside of balancing ones like Fox's Melee Uair and Brawl Up Smash's recovery frames would be overkill and Luigi's D-throw didn't need to do everything when he has everything.It kind of makes you stop and think: What would it take to make Zelda good? I'm kind of stumped, honestly, beyond overtuning her damage numbers to horrific levels, and even that would just be a bandaid fix.
Zelda seems to be a mage-archetype character. In RPGs, that's someone who's squishy, fights at range, and potentially can do a crapton of damage... In a fighting game, that's kind of what a zoner should be doing. Characters that come to mind? Rose from Street Fighter, Athena from The King of Fighters, and Terra from Dissidia. In Smash? Of the "magical archetypes" in Smash, Lucas, Mewtwo, Ness, Palutena - With customs, she'll be anything you want, baby. -, Peach, Robin, Rosalina - the literal Blue Mage of Smash -, and hell, Wii Fit Trainer - PRAISE THE SUN. Notice how Zelda isn't on the list; Zelda fails at zoning. If you go with glass cannon mages, then Zelda is beat by everyone when she has less reliable options compared to Mewtwo, Ness, and Rosalina. Slow, but strong mages? Robin and that's mostly from her slow ground movement since Robin beats Zelda in power and air acceleration while losing by 0.04 in air speed, Robin's 1.00 to Zelda's 1.04. All-around? Zelda loses to Lucas, Peach, and Wii Fit Trainer who are more versatile than her. That leaves Palutena who kind of fits the bill as versatile or rather, glass cannon with customs, and by default, is better at defensive play when she's got 2 invincible moves, dash attack and Bair, aerials that are practical and kill more reliably, and her tilts scream wall people out with their recoilless nature.As far as I can tell, her core design is focused around strong magic-based hits, with sweetspot requirements sprinkled liberally throughout for good measure. (Seriously, every aerial bar nair has one, plus Din's Fire and I think ftilt?) This made a modicum of sense when she and Sheik still shared a CSS slot, since Sheik was conceptualized as the damage dealer while Zelda was the finisher, but even then it never really functioned as intended since Sheik's core design just works better even if her raw damage per hit isn't that hot. Never mind that Melee Sheik had tons of power anyway. But now that Zelda's a completely separate character, she's got tons of finishers (that require large amounts of precision to land) but nothing to force people into a position to get hit by these finishers.
As far as I can tell, you only need to "respect" Zelda insofar as you can't just sit there and let her smack you in the face. But as long as you space yourself properly I'm not sure what she can really do to make you sweat.
Eh, just give her Wario's airspeed & acceleration. Safe frequent poking with her existing aerials gives her some bnb until she can use her bigger moves.It actually wouldn't be terribly difficult to give Zelda a real boost in power.
The problem is that it would involve things like Din's Fire having multiple sustained hitboxes that do extra shield damage and less end lag than it currently has, or Dtilt always tripping, or making Nair cancelable into Specials.
You know, blatant things.