adom4
Smash Lord
It's ok you'll get used to it eventually.You can't be serious.
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It's ok you'll get used to it eventually.You can't be serious.
Yeah, but landing one off of an airdodge read can lead into up-b which ends up killing between 70-90%.Meta Knight's up air hitbox is nothing special.
Yeah the fear the dash attack just opens everyone up to everything else because they'll play around the dash attack and get hit by them trying to avoid it.That doesn't show us how MK is without it, though. Regardless of Tyrant's playstyle, the fear of the escalator is enough to cause people to play differently.
Care to explain on these wonderful theories of yours? i'd honestly be glad to hear you out on this.Unless MK's U-Air gets the Diddy Kong treatment (which it should and probably will), MK has a very dangerous quip, but that's only if he can keep up with a perfectly DI'ing opponent. If he goes against someone like Ganondorf and whiffs one attack or even U-Spec, that is literally the best opportunity for Ganondorf to set up a reversed Warlock Punch; and before people say it can't be done, yes it can. Sure, it'll sometimes miss, but that's by a significantly less margin than anything else. He has a higher chance of his Warlock Punch hitting an opponent who whiffed a U-Spec finisher than anyone else. So characters like ZSS, Meta Knight, Bowser, Charizard, Marth and Mario for example have absolutely no reason to whiff Ganondorf with finishers or combos, lest they be punished by a completely mobile and powerful attack, all due to the chances increasing.
But it is not guaranteed. If you don't get the "magic percents" is is very difficult to actually get it to work.Yeah, but landing one off of an airdodge read can lead into up-b which ends up killing between 70-90%.
Well, on a random note, the new reverse warlock punch super armour helps against Luma.You can't be serious.
Would it really? The lowered damage from successive hits might actually help him combo better (without making his damage output too excessive). Kill power on his main kill moves wouldn't be impacted too badly (if a move isn't used in a combo it's damage is normal). As damage patches have shown a simple change of damage can have a significant effect on knockback.All of these changes would screw Kirby so hard, lol
Damage scaling is the act of lowering damage of moves used in true combos, with the more hits in a combo amplifying the effect.If it was simply switched on right now, no other changes, probably. (If I understand what it is...)
Buuut they wouldn't let such a mechanic exist without "balancing" it their way and we'd be back at square one with another mechanic that just muddles combo percents.
IMO, it'd be better if staleness worked differently. Right now it only hurts kill moves and helps combo moves. If instead knockback increased for certain moves it'd be a lot easier to control what does and doesn't combo... And as an added bonus they'd have a new gimmick to toy around with, like making certain moves explicitly combo longer or kill quicker the more they're used.
Your hopes will slowly perish as you feel those 1000 Needles on your character.Well, on a random note, the new reverse warlock punch super armour helps against Luma.
How?Well, on a random note, the new reverse warlock punch super armour helps against Luma.
It got super armor last patch, so we don't have to position ourselves awkwardly during shield breaks lol.How?
Are you sure? Why did people raise a ****storm about certain people not sharing what % range the MK combos worked in?MK just needs to touch you once with a confirm to set you up to death at almost any percent.
It's nowhere near as centralized as MK's ladder combo is, though. Many MKs struggle with their matches if the opponent gets out of range where the ladder combo works (and I know I've seen a spreadsheet with the info about what % ranges it works on different characters...).Also yeah, they do. Sheik 50/50, ZSS ladder???
None of them are as easy to confirm as ZSS/Sheik's options, though, at any percentage.And MK also has solid KO options outside of ladder. Amazing fsmash, UPB oos, Usmash, bair, nair, edgeguards.
Sure it is. If the perceived difference between two characters is small, it could only be meta development that's missing to make the perceived weaker character as or more viable.There is always a best character, by how much is irrelevant.
Well first off, think of this, say you have an opponent that can perform strings into a kill option, and that kill option just so happens to be a vertical one. Now let's put this to one of two characters, either Zero Suit Samus OR Meta Knight, and say that their kill move whiffs (because don't lie, those things can whiff into a free punish) on someone like Ganondorf.Care to explain on these wonderful theories of yours? i'd honestly be glad to hear you out on this.
"A mysterious masked swordsman from the Kirby series. His cape can turn into wings, which gives him the ability to fly. His swift swordplay and ability to stay in the air give him an edge in this game. He can combine five mid-air jumps with a special move to make recovering a cinch. If you use him, try to keep battle airborne."I doubt that MK's getting U-Air string -> Shuttle Loop changed anytime soon.
The angles by which certain moves send opponents suggests that MK wants to engage on the ground, and finish in the air. Shuttle Loop is the "Grand Finish" of this mindset.
You can DI them, but there's nothing you can do to survive if Meta Knight hits you at the right percentage range, and then follows your DI without making input errors. At least, this is true for Kirby :/ MK mains gloat to me about how easy it is to perform on him.People need to learn how to DI Meta Knight's Uair strings better. It's obviously a lot harder to do that with certain characters though.
And then the day came...201X...Meta Knight fell down Mount Ebott and...good luck trying to land the uair ladder in ffa
-sakurai 2016
Only one small nitpick with this Sakurai has said that cloud is supposed to be bad in the air. Now his recovery is terrible but he has some of the best aerials in the game so I'm pretty sure his amazing aerials are not intentional.The next thing people will say is that the balance team doesn't know of punish game, or luma, or good aerials, maybe they want the characters to be that way, or because they aren't an immediate problem, or the time is not worth(they still need to balance , and probably buffing low-mid tiers), because i doubt the team that toned down nerf shields, rolls, airdodge, make chances exclusivity to a format that only competitive smash use ie: same team absorbing mechanics in doubles, (yes i know that she is still too good but she was even better before) , reduce polarizing aspect of , fixed and helped , yes the team sometimes make questionable choices, but 90% of the time they are right, yet you still say that they don't know something like metaknight Up-air combos, when in the game tips its says that he is better in aerial combat.
Maybe the quote just says he's bad in the air. It's hard to know exactly what he means by that.Or Sakurai could have been talking about his ability to recover overall?
Smooth Criminal
His disadvantage state is bad, but not all that awful. With airspeed like that and a highly threatening Dair, it's more difficult to juggle him than one may think.Cloud is "bad in the air". His recovery is bad and this disadvantage state is bad as well. Once you get him in the air you'll get a lot of damage on him.
You can't expect everyone to forget about stuff like the Ganondorf Usmash debacle (what was it you said? It only has 20 total frames?) or constantly claiming Link is better than Toon Link when a huge amount of evidence exists to the contrary. Committing to posting such "radical" things (which IMO you do for the sake of it/for attention) and then complaining when no-one believes you is like, I dunno, doing a nude scene and then complaining no-one takes you seriously as an actor.Look, I'll be honest, I'm NOT very good at explaining it, but if you guys actually had a little bit of faith in me (and stopped thinking I'm a loon, because the jokes are getting old), go try testing it out. Maybe it'll work, maybe it won't; it's just a 50/50 chance if you use it as a punish tool on opponents. It's nothing spectacular, it's nothing broken, but it's something I've at least found effective when playing as Ganon. It may not be the same with you guys and you think it's a joke, but it's just not; I'm not kidding on this.
Rage and Uair staling considerably widen the range at which Uair combos work; Uair staling especially does and is underused. Ito comboed Uair into another Uair to Up-B at 87% for the kill in his set vs Waymas at G3 for example.Are you sure? Why did people raise a ****storm about certain people not sharing what % range the MK combos worked in?
It's nowhere near as centralized as MK's ladder combo is, though. Many MKs struggle with their matches if the opponent gets out of range where the ladder combo works (and I know I've seen a spreadsheet with the info about what % ranges it works on different characters...).
Not being quite as good as the two best characters in the game doesn't mean much in the grand scheme of things. Besides, Sheik's Dthrow 50/50 at least requires you to read their DI and guess which get-out option they will pick, so it's not that easy. ZSS's Uairs to Up-B shouldn't even kill most characters without considerable rage if they DI correctly. Although of course, she still has setups into Flip Kick.None of them are as easy to confirm as ZSS/Sheik's options, though, at any percentage.
Agreed, but some mistakes:After now FOW and Gunblade (and ConCon I guess?) all putting Kirby as a high tier contender, I just have an urge to talk about Kirby's place in this meta.
FOW said that Kirby is a secret MU destroyer, which I can't disagree with. He obviously gets bodied by some characters (ie. ) he has about even MUs with and (now with pluck dashing, basically wavedashing with pikmin that combo), he can be a huge threat counterpick wise. Results wise he isn't doing great, but Mike has taken multiple sets off of Larry, and also went last hit/last stock/last game with Nairo.
Kirby is a character that, while being a great counterpick character, is also easily counterpicked. Mike vs Larry's Mario is good evidence of this. Larry lost with his main and secondary, so in their next set he goes his tertiary and gets a clear 3-1. He has a lot of trashy MUs, that he basically needs a secondary for.
Does this make him high tier? Probably not. I like to think of him as Melee Samus. He can do well as a CP but struggles as a solo-character. Kirby simply can't be low tier with his decent high tier MU spread, no matter how you look at it.
You're kind of behind on MUs. Luigi was almost unwinnable until he got nerfed, but he's still probably our worst MU (maybe after Sonic) due to his range and frame data advantage, along with his projectile and good kill power. I make it seem a lot better than it is.Agreed, but some mistakes:
But yeah, that last paragraph is kinda like what I think, although I think he can go solo due to Mikekirby getting fifth in KTAR while beating both a AND . Top players that use certain characters get pretty bad though, so who knows
- doesn't destroy us, that matchup isn't worse than 40-60. or would fit better there
- You forgot as even. and are advantages for us
- Not a mistake, but I bet Bayoneta will be even too, and also be a S tier
The last time I heard of Kirby being a possible counter to sheik was when shaya created the first competitive character impressions thread.Kirby is not even with Sheik. This is a misconception that has been going on for far too long and needs to die.
Kirby having comparable frame data and the ability to copy needles does not do enough to bridge the gap between his and Sheik's mobility. She runs rings around him, camps him, outranges him and is better at killing. To copy needles he has to catch her, which is a massive feat in itself.
Is Kirby Sheik's worst low tier MU? Possibly. Does that mean it's in Kirby's favour? Absolutely not.