ParanoidDrone
Smash Master
I was flying all afternoon and missed basically everything. Is there a Twitch archive or similar I can watch these matches on?
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Then balance shall come by buffing low/mid tiersThe balance team are busy with , so i think that we will see mostly buffs to low tier and some mid tiers, remember nerfing and in reality will not help, well maybe a little, but the real winners will be high tiers who are blocked by them ie: ,,,,,,
http://www.twitch.tv/showdowngg2/profileI was flying all afternoon and missed basically everything. Is there a Twitch archive or similar I can watch these matches on?
Well of course they'll be the biggest winners, but notice that the list you mentioned is a lot longer than the 2 chars currently in charge, and keep in mind that I'm not suggesting anything close to the nerfs Diddy got, so it's not as if they won't still be there and present most of the same challenges they do currently. Cloud I think is probably getting nerfs since he seems too good too soon against a cast with a year's head start. I predict limit is going to be made to charge slower, similar to the Rosa nerf from 3DS to Wii U, though it shouldn't be quite as significant.The balance team are busy with , so i think that we will see mostly buffs to low tier and some mid tiers, remember nerfing and in reality will not help, well maybe a little, but the real winners will be high tiers who are blocked by them ie: ,,,,,,
I'd argue that both are fine how they are. Both kill and Villager already has plenty of more reliable kill options as it is. Point blank fair and bair, sweet and sour spot 2-3 turnip uair/dair, nair off stage, bthrow, Lloid ride, axe chop, fsmash, tree growth, timber, and point blank dtilt along with those two. Both serve their purpose well. Both are good out of spot dodges and cancelling out many ledge options, not to mention both are easy to do out of a dsmash bury. As far as a high tier character goes, Villager is really balanced in my opinion. If I had to fix anything of his, it would probably be the end lag of his grab but, given how many options the character already has, it's debatable if this is even necessary.Villager doesn't need major buffs, but I would like to see uptilt and upsmash fixed.
I never really understand when people say Bowser has no landing options. His aren't amazing, but I wouldn't lump him together with DK. He at least has the choice/threat of a dair/Bowser bomb, the choice of using Bowser Bomb to retreat to the ledge, or landing with the Flying Slam grab. It's options that characters to be wary of with Bowser that they don't have to for DK.All the heavies are still designed as scrub stompers right now. It doesn't matter how hard you buff their combos, they just never get a chance to return to neutral after getting hit. Watch M2K's DK vs a really good sheik or watch 9B fight a Bowser. Good characters just never let these characters play the game more than once per stock. They have no landing options and they can't get off the ledge.
O yes but i say that nerfing these two will do nothing to the bottom tier on a national level even mid tiers, and i think that the balance team prioritises helping mid or low tiers characters, so for them is more important helping underwhelming characters than nerfing the top so already good or decent characters(high tiers) become better, of course if i expect nerfs to and, but only when they finish with the majority of the bad characters, sorry if i didn't explain myself in my other post.Well of course they'll be the biggest winners, but notice that the list you mentioned is a lot longer than the 2 chars currently in charge, and keep in mind that I'm not suggesting anything close to the nerfs Diddy got, so it's not as if they won't still be there and present most of the same challenges they do currently. Cloud I think is probably getting nerfs since he seems too good too soon against a cast with a year's head start. I predict limit is going to be made to charge slower, similar to the Rosa nerf from 3DS to Wii U, though it shouldn't be quite as significant.
Its not that they are weak, its when they don't work. People falling out of Uptilt or Upsmash can punish you for hitting them with the move.I'd argue that both are fine how they are. Both kill and Villager already has plenty of more reliable kill options as it is. Point blank fair and bair, sweet and sour spot 2-3 turnip uair/dair, nair off stage, bthrow, Lloid ride, axe chop, fsmash, tree growth, timber, and point blank dtilt along with those two. Both serve their purpose well. Both are good out of spot dodges and cancelling out many ledge options, not to mention both are easy to do out of a dsmash bury. As far as a high tier character goes, Villager is really balanced in my opinion. If I had to fix anything of his, it would probably be the end lag of his grab but, given how many options the character already has, it's debatable if this is even necessary.
Laggy slow options like Dair and Bowser Bomb won't help vs top tiers that are quickly putting out low lag Uairs and moving around on the ground to catch your landing. Aerial Flying Slam is quite slow so you can still just frame data it if he gets close and tries it. Once he reaches a certain distance from the ground, his slow aerials basically mean its all dead frames.I never really understand when people say Bowser has no landing options. His aren't amazing, but I wouldn't lump him together with DK. He at least has the choice/threat of a dair/Bowser bomb, the choice of using Bowser Bomb to retreat to the ledge, or landing with the Flying Slam grab. It's options that characters to be wary of with Bowser that they don't have to for DK.
The last thing Sheik needs is more fair.Only time will tell, but I feel Sheik needs at least some minor nerfs to make her at least a little more "fair" so to speak.
Yeah I think beyond your suggestion I don't think she needles anything.......god, I'm so sorry.
Or they could change it so Sheik can only use Uair from U-throw and Vanish with D-throw. It would still be a 50/50, but now you get a visual queue. Also, the sad part is her D-throw has the second-most recovery for her throws, 23, to U-throw's 29. They could, I don't know, make it so D-throw's recovery is 26-ish while U-throw's 24. Maybe swap/alter the angles too since 85 degrees on U-throw with much lower recovery means DIing Sheik just got worse.No, the source of Sheik's disproportionate strength lies entirely in the d-throw uair 50/50. It allows her to subvert her ordinary kill option weakness that is otherwise prevalent throughout her design, all at the hands of her terrific grab game. It's exactly the same as pre-patch Diddy, but only half as much of a problem. (Literally and figuratively.)
If you add a few frames of endlag to d-throw, Sheik suddenly doesn't get free kills on a coin flip. She is still a high-tier, just like Needle-less Sheik; I'd speculate they'd be similarly tiered. But we are comparing adding a few frames of lag to a throw to removing the game's best special move from a character's kit.
The contrast of those two solutions--the fact that the results of each could be remotely comparable--should make it the nature of the problem clear to everyone.
The main issue with that isn't that you're wrong from a balance perspective - you're not. The issue is that a Sheik with needles but without reliable kill confirms is going to be less interesting to play/watch than the reverse, and that I think is a big reason as to why people shy away from suggesting changes in that direction. Needles are only exciting when used aerially to confirm into BF. Nerfing "lame" aspects like her strong camp game or excessively safe recovery are more popular because on some level the playerbase accepts the idea of Sheik being top tier and want her to be changed to be more of a "fun" top tier more than they want her dethroned. I can't say that I'm exempt from that either.Needle Storm is one of the game's most obnoxious moves, but I don't think they are the source of Sheik's dominance. As an extreme showcase of this notion, removing fair would ruin Sheik far more than removing Needles. (Needle-less Sheik is still a high tier character, and I'll laugh at anyone who says otherwise.)
No, the source of Sheik's disproportionate strength lies entirely in the d-throw uair 50/50. It allows her to subvert her ordinary kill option weakness that is otherwise prevalent throughout her design, all at the hands of her terrific grab game. It's exactly the same as pre-patch Diddy, but only half as much of a problem. (Literally and figuratively.)
If you add a few frames of endlag to d-throw, Sheik suddenly doesn't get free kills on a coin flip. She is still a high-tier, just like Needle-less Sheik; I'd speculate they'd be similarly tiered. But we are comparing adding a few frames of lag to a throw to removing the game's best special move from a character's kit.
The contrast of those two solutions--the fact that the results of each could be remotely comparable--should make it the nature of the problem clear to everyone.
There's also Bouncing Fish's I-frames and weird hitbox... I kind of get that since she's flipping into you, it should have an arcing hitbox like Marth's Fair, but at the same time, it always seems to hit weirdly like the hitbox is just weird... and too generous.People would be a lot happier if Sheik got hit in more ways than Needles. I don't think anyone would complain if Sheik couldn't throw out an aerial after Bouncing Fish in the same jump, or if the jumping lunge in the startup of Vanish was just flat out removed.
Baiting a dair or Bowser Bomb is an easy hard punish because the landing lag for both attacks is some of the worst in the game and Bowser Bomb to the ledge just brings up the situation of how to correctly get back on the stage. His landing options are bad too because he's heavy and his aerial mobility isn't that great so a decision has to be made fast when he finds himself up the air. This is why Sonic and ZSS suck for both characters.I never really understand when people say Bowser has no landing options. His aren't amazing, but I wouldn't lump him together with DK. He at least has the choice/threat of a dair/Bowser bomb, the choice of using Bowser Bomb to retreat to the ledge, or landing with the Flying Slam grab. It's options that characters to be wary of with Bowser that they don't have to for DK.
i am sure every Sheik, and ZSS would be mad if they change their character to have less options and need to relearning them, even if they are top tier, so saying that nobody would complain is false.People would be a lot happier if Sheik got hit in more ways than Needles. I don't think anyone would complain if Sheik couldn't throw out an aerial after Bouncing Fish in the same jump, or if the jumping lunge in the startup of Vanish was just flat out removed.
Same goes for Zamus in a few ways. Name me one person who would be aggravated if Zamus lost double jump height, air speed, Flip Jump height and distance, Tether range, or any combination of the four.
This guy gets it.The main issue with that isn't that you're wrong from a balance perspective - you're not. The issue is that a Sheik with needles but without reliable kill confirms is going to be less interesting to play/watch than the reverse, and that I think is a big reason as to why people shy away from suggesting changes in that direction. Needles are only exciting when used aerially to confirm into BF. Nerfing "lame" aspects like her strong camp game or excessively safe recovery are more popular because on some level the playerbase accepts the idea of Sheik being top tier and want her to be changed to be more of a "fun" top tier more than they want her dethroned. I can't say that I'm exempt from that either.
I think buffing her smashes would be one of the worst ideas in the game. Her smashes have mediocre startup frames and TERRIBLE endlag, so using her smash moves in almost any situation will get you punished (i.e. I have seen plenty of players f-smash or d-smash on a non-perfect shield at high percents out of frustration, only to get punished VERY hard). The only setups I've seen with her smash attacks is her up-smash, and you need to hit the sweetspot of up-smash (which can be very hard to actually land, since it is deceptively small). If you don't get the sweetspot, up-smash will basically not kill until 150%, which is really ridiculous and frustrating, to be honest.There's also Bouncing Fish's I-frames and weird hitbox... I kind of get that since she's flipping into you, it should have an arcing hitbox like Marth's Fair, but at the same time, it always seems to hit weirdly like the hitbox is just weird... and too generous.
Wow... forgot that her Smashes are that pathetic... Hey, maybe if we made it so Bouncing Fish did 10% and her Side Smash, Down Smash, and Bair - Seriously, why was this nerfed when Fair was the problem? - were more usable/stronger as compensation, maybe Sheik players could figure out weird setups for Side and Down Smash... I mean, they've got Up Smash down... Speaking of Up Smash, patch 1.1.4 or whatever needs to fix Greninja's Up Smash and how it hits people on platforms. Falco got that treatment, so Greninja needs it now since it's really stupid for a move like that to only do 5%.
This is definitely true. Basically his landing options are only usable in laggy for glory situations where people can get away with many things that you can't do otherwise in an offline gameplay. I would really love it if bowser had the ability to control the speed at which his dair descended. I think that would open up alot of landing options and mindgame situations where people will have to guess how bowser players will use their dair. I would also love it if G&W also got this option with his dair, since he already had this ability back in brawl (I'm not sure why sakurai removed this feature on his dair, so please sakurai...).Baiting a dair or Bowser Bomb is an easy hard punish because the landing lag for both attacks is some of the worst in the game and Bowser Bomb to the ledge just brings up the situation of how to correctly get back on the stage. His landing options are bad too because he's heavy and his aerial mobility isn't that great so a decision has to be made fast when he finds himself up the air. This is why Sonic and ZSS suck for both characters.
I mean, I'm still okay with nerfing grounded Needles in key regards because they are dumb. (I even wrote a paragraph about it in that post, but deleted it because it blurred the message.) Let's just not pretend we are doing it for purely balance reasons or that this alone will "fix" Sheik.The main issue with that isn't that you're wrong from a balance perspective - you're not. The issue is that a Sheik with needles but without reliable kill confirms is going to be less interesting to play/watch than the reverse, and that I think is a big reason as to why people shy away from suggesting changes in that direction. Needles are only exciting when used aerially to confirm into BF. Nerfing "lame" aspects like her strong camp game or excessively safe recovery are more popular because on some level the playerbase accepts the idea of Sheik being top tier and want her to be changed to be more of a "fun" top tier more than they want her dethroned. I can't say that I'm exempt from that either.
This is only true if we commit slippery slope fallacy, and assume that "Well, we'll never stop nerfing since there will always be SOME best character!"I think trying to balance every top tier character will ultimately make this game very slow and boring.
No they don't. They have average recovery frames, 37 for Up Smash and 35 for Down Smash, for Smashes except for Side Smash which has 23 which is pretty above-average. For startup, they're all below average, none of them got above frame 12, which for Sheik is slow when almost all of her moves are fast on startup. Her Smashes are pathetically weak compared to her other options like Bouncing Fish. I said to nerf her Bouncing Fish from 12% to 10% and compensate by better Side and Down Smashes and a reversion of her Bair to pre-1.0.6? Bair. I didn't say make her Side Smash as strong as Ganondorf's or Down Smash invincible. Side Smash should at least connect better and Down Smash shouldn't do 9% total when there are Down Smashes like Luigi and Little Mac's that are much faster, safer, more spammable, and do 12% minimum.Her smashes have mediocre startup frames and TERRIBLE endlag, so using her smash moves in almost any situation will get you punished (i.e. I have seen plenty of players f-smash or d-smash on a non-perfect shield at high percents out of frustration, only to get punished VERY hard).
No need for buffs. Just let them use any size and moveset and boom... Instant mid tier.And it would be really nice that the garbage () and other underwhelming characters got buffs.
Pugwest has a number of vids on GameUndergroundStore's YT channel, if you want references. Singles AND Doubles.Yeah I think beyond your suggestion I don't think she needles anything.......god, I'm so sorry.
To make this post actually worthwhile, we also had Marth and ZSS doing well in teams outside of the Cloud chaos. I wanna know, outside of Pugwest and Marss brotherhood, is the character duo actually really strong? I really want to see more of them, or more in particular, more of Marth in doubles. I think Doubles might be Marth's more optimal area, perhaps, but time will tell I suppose. My personal thoughts are just that doubles in general is beneficial for Marth based on what I saw, though.
Far from an oversight, it's completely intended behaviour.I feel like if Nintendo was really paying attention to this tournament they should do something about gravitational pull. This move should not have so much power with so little risk as it is now, it alone can shutdown the neutral of some characters and gimping Ness/Lucas's recovery without much thought required feels like an oversight by the devs tbh
They are a huge part of it though. Needle Storm is the best projectile in the game and gives her the freedom to never approach if she doesn't feel like it. If she didn't have that luxury some of her matchups would change by a good bit imo, and not in her favor.Needle Storm is one of the game's most obnoxious moves, but I don't think they are the source of Sheik's dominance.
I honestly think TL is somewhere between 7 and 17The thing is, Rosa is an intended counter to Ness, and one of the few cases I can think of where it's almost explicitly put out there by the developers. I can't really think of many other character-specific tips that encourage the use of a particular tool against a certain character (although as I'm writing this I'm starting to think maybe there is one with regards to FLUDD and LM or someone similar).
On a positive note I'm happy to see Ness re-cementing himself where he needs to be. Also to whoever said that most of these results reflect what we'd already know, I'd disagree and point to TL and DK, ESPECIALLY the former. I legitimately think TL is between 20th-25th and that's a lot better than I think a lot of people used to have him as (somewhere in the mid 30's).
Utilt utilt utilt upsmash. 30-40% doneI don't exactly see how Toon Link has good damage output.
looks like a dissapointing mid tier.
We have at least 3 Yoshis in Top64 that I know of. Thats an amazing feed. Past Top64 is a gigantic player barrier. Not even Abadango made it into Top32 so Top64 is really not a bad result. We should really collect the Top64 character results because they are an important statistic.Also Yoshi is not high tier. Go figure. Not like I've thought this the whole time or anything.
Needles and dthrow upair are the main problems.Sheik becomes an oppressive force solely because of needles. They combine with her kit to make it too much for one character, to be able to go in hard and camp better than anyone else, all while being almost ungimpable
Mii Gunner and Swordfighter are low mid tier at least. And not garbage tier. Mii Brawler is Top15...And it would be really nice that the garbage tier () and other underwhelming characters got buffs.
Is Mii Brawler top 15 due to matchup unfamialrity or just because or his insane reward/early kill potential? There are so few mii brawler players so its hard to know. It's unfortunate that Mii's meta is being restricted and I cant see any future for them sadly because of how the smash community does not like any change to the system(except when it comes to nerfing zss/sheik)We have at least 3 Yoshis in Top64 that I know of. Thats an amazing feed. Past Top64 is a gigantic player barrier. Not even Abadango made it into Top32 so Top64 is really not a bad result. We should really collect the Top64 character results because they are an important statistic.
Yoshi is a solid high tier and I think the day he'll shine will come.
Needles and dthrow upair are the main problems.
Needles force basically everyone to approach a character with an aerial that beats almost everything and an insane grab reward. If you don't have to approach Sheik everything she does automatically becomes a little bit riskier and that would be balanced again. A character with such a damage output should not be able to kill from a dthrow at such low%.
And at people who say the bair nerf was wrong: The bair nerf was what EVERYONE was wanting at that time if you remember. Why do people forget so fast? And Sheik would be insane if she would still have her old bair.
Mii Gunner and Swordfighter are low mid tier at least. And not garbage tier. Mii Brawler is Top15...
... if tournaments finally run the correct rulesets. Poor Mii Mains. They Metagame cannot even advance. I could imagine Mii Gunner and Swordfighter being higher mid tier but their metagame doesn't advance because the rules screw them so not one is encouraged to play them, because they could be screwed by ruleset changes anytime.
Good thing Beast 6 allows at least one of their best sets (even though I don't like that solution; shoutouts at MLG for the best ruleset) but I think I'll be the only Brawler player there..