NachoOfCheese
Smash Ace
You know, just throwing it out there, not all characters HAVE to be good...
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I'm not saying every character has to be good..... Just the ones I like to playYou know, just throwing it out there, not all characters HAVE to be good...
You could be more naive than that. You could believe Jigglypuff is higher mid tier, has a functional neutral and that she beats Ryu, ZSS, Peach and goes even with Sheik (which a Puff main has told me repeatedly).You know, just throwing it out there, not all characters HAVE to be good...
It works as a punishing move, like if you read a landing or roll. Char might have a few early throw combos into FB (help someone?). FB also gives Char a very long horizontal recovery that's scary to challenge.on the subject of zard:
can somebody please tell me what, if any, use flare blitz has? slow and predictable startup, beaten by the very existence of the shield button (it does a pittance of shield damage and knocks zard into an unfavourable position, making followups basically impossible if the opponent just hits the trigger on time) and damages zard even if it doesn't connect. you're punished jut for using it. massive risk and guaranteed damage for what i perceive to be a very mediocre reward. it can't even be used as a reliable side-b recovery because you take damage just by using it. i'd understand if it did damage on hit to compensate for its high knockback potential, and possibly the damage gimmick is to keep people from spamming it in free for all, but does it have any practical benefit in 1v1 except maybe as a high-risk hail mary?
U take less damage if it doesn't hit anybody, so it can be used to recover. I only use it to punish landings while I'm on the ground or a way to blast thru projectile spam. Dragon Rush is so much better, I wish that was his standard.on the subject of zard:
can somebody please tell me what, if any, use flare blitz has? slow and predictable startup, beaten by the very existence of the shield button (it does a pittance of shield damage and knocks zard into an unfavourable position, making followups basically impossible if the opponent just hits the trigger on time) and damages zard even if it doesn't connect. you're punished jut for using it. massive risk and guaranteed damage for what i perceive to be a very mediocre reward. it can't even be used as a reliable side-b recovery because you take damage just by using it. i'd understand if it did damage on hit to compensate for its high knockback potential, and possibly the damage gimmick is to keep people from spamming it in free for all, but does it have any practical benefit in 1v1 except maybe as a high-risk hail mary?
I basically use it for 3 reasons:on the subject of zard:
can somebody please tell me what, if any, use flare blitz has? slow and predictable startup, beaten by the very existence of the shield button (it does a pittance of shield damage and knocks zard into an unfavourable position, making followups basically impossible if the opponent just hits the trigger on time) and damages zard even if it doesn't connect. you're punished jut for using it. massive risk and guaranteed damage for what i perceive to be a very mediocre reward. it can't even be used as a reliable side-b recovery because you take damage just by using it. i'd understand if it did damage on hit to compensate for its high knockback potential, and possibly the damage gimmick is to keep people from spamming it in free for all, but does it have any practical benefit in 1v1 except maybe as a high-risk hail mary?
Sheik can still Nair out of it due to Tornado's blind spots.If mario has 40% or more(when rage begins) you can't airdodge the dair I'm pretty sure.
Bowser has little to fend off Ness, and due to his large frame he gets juggled by Ness hard especially in the air. His lack of good landing options also doesn't help him in that MU due to PK Thunder, and Ness gets free edgeguards and gimps with his aerials offstage due to Bowser's slow and predictable recovery. And due to Ness' floatiness, it's hard for Bowser to combo (it's hard for Bowser to combo in general except for fastfallers) him and get ahold of him in general. Bowser has trouble dealing with pressure, and Ness can apply a hell of a lot of it. Only thing he's really got is Whirling Fortress out of shield and even then I wouldn't say it helps much.
Gordos are awesome for covering ledge getups and can even setup into Dedede's aerials if you can capitalize on the trajectory your opponent goes. I love them a lot despite them being really bad as projectiles in neutral, and they're so damn satisfying for stage spikes too!It would be nice if you could tech the recoil from landing Flare Blitz. I actually think the move is almost decent enough, but it being as laggy as it is (whether on whiff or on hit) really hinders its potential.
On Dedede: yes, Gordo is basically the reason to play the character outside of character loyalty. It's one of the most unique tools in the game with a large amount of potential uses, even with the massive flaws it has. IMO it's the reason Dedede isn't the worst character in the game. But that ain't really saying much because he's still pretty bad.
Pretty sure that's just them falling out due to improper DI following and punishing you. Haven't tested in-depth yet... I should probably do that later today.Sheik can still Nair out of it due to Tornado's blind spots.
He is doing dedede. I saw him asking people who the best dedede players were on twitter.ZeRo said on his recent Palutena analysis video that he'll do either , or next.
I really wanna see him take on Shulk considering he used him as a secondary at one point. But at the same time I'm curious to see how he feels about Dedede since he's barely, if at all spoken about him.
Speaking of this "game balance" mentality, I wonder why DHD isn't getting more buffs.Dedede is really good in FFAs, Doubles, and Online play in general.
It's for these reasons I feel he won't be buffed basically ever, because he's only bad in what is considered the least important demographic for Nintendo: offline 1v1s.
Why do people talk about Bowser's upb OOS like it's one of his defining qualities. Upb OOS is not good against relevant characters, they're too safe on shield. Upb is mostly for reacting to cqc situations because it's his fastest grounded option.Bowser has little to fend off Ness, and due to his large frame he gets juggled by Ness hard especially in the air. His lack of good landing options also doesn't help him in that MU due to PK Thunder, and Ness gets free edgeguards and gimps with his aerials offstage due to Bowser's slow and predictable recovery. And due to Ness' floatiness, it's hard for Bowser to combo (it's hard for Bowser to combo in general except for fastfallers) him and get ahold of him in general. Bowser has trouble dealing with pressure, and Ness can apply a hell of a lot of it. Only thing he's really got is Whirling Fortress out of shield and even then I wouldn't say it helps much.
Gordos are awesome for covering ledge getups and can even setup into Dedede's aerials if you can capitalize on the trajectory your opponent goes. I love them a lot despite them being really bad as projectiles in neutral, and they're so damn satisfying for stage spikes too!
(If you're wondering, that is me playing Dedede.)
Any sort of examples (besides obviously Sheik)?Ganondorf vs anyone with range
I've got ya covered.Any sort of examples (besides obviously Sheik)?
Plus add anyone who can combo him really well and anyone with a good projectile. Sheik and ZSS fit all the criteria.
You're really oversimplifying Ganon.I've got ya covered.
, , , , and all body him pretty hard. Pretty much anybody who can lame him out or beat him out with disjoints and better overall mobility. The /'s do as well and I'd say even beats him.
I should've mentioned this in my first reply, but I've heard from @A2ZOMG and a few other Ganon mains that his range outpaces even some sword users like Marcina, so I'd be somewhat hard pressed to call that terrible, let alone as terrible as you're implying.I doubt it's worse than genuinely horrible MUs like Ganondorf vs anyone with range
Are you guys seriously implying those MUs are unwinnable for Ganon? Are you guys seriously saying that he loses against the majority like 20:80? I really want an explanation for this and a damm good one because the theorycrafting has gotten too far now and it has been proven in tournament matches and players that "just laming Ganon out" isn't going to work 100% of the time.I've got ya covered.
, , , , and all body him pretty hard. Pretty much anybody who can lame him out or beat him out with disjoints and better overall mobility. The /'s do as well and I'd say even beats him.
The dumb thing is that Ftilt and Dtilt have the same hit frames, but Dtilt has lower recovery which doesn't make sense since it's a crouching low kick that Ganondorf has to brace himself to lean back to kick while Ftilt is just a simple front kick. Dtilt is basically a low-angled Ftilt with a disjoint and 4 more recovery - Dtilt takes 23 frames to Ftilt's 27. Ftilt should at least be 1 frame faster since it's kind of dumb how both moves are the same speed, but Ftilt is slightly riskier. If it was frame 9-11, then sure, why not?Mobility buffs will never happen (maybe it's for the best though lol), jab buff is the best thing Ganondorf can get right now, he really REALLY lacks a quick GTFO move, F-tilt is godlike but it's still a tad slow for a GTFO move.
Or 0% if Ryu lands any of his shield break setups including Collarbone Breaker.How the **** does Jigglypuff beat Ryu, she must die at like 30...
Dedede doesn't lack kill moves per se but he doesn't have a reliably good way to force people into bad situations. I think even Ganon can at least force bad positions. Gordo SHOULD be this option but, you know, it's unreliable.Dedede is a character that improves immensely in online lag, and if only some of that could translate over to offline setitngs, maybe by tweaking his FAFs or the active frames on his attacks, then he'd improve without straying too far from his core design, which is to mess with people's spacing and catch opponents who think they're safe with meaty, long-lasting hitboxes.
I know someone above mentioned that Dedede lacks kill moves, but he's meant to be in a kind of Ganondorf situation where rage compounds with damage dealt to transform things into kill moves. Jab combo cam kill at high percents. Down tilt can kill at the ledge and is a Frame 6 attack. If there was just a way to shore up the little vulnerabilities he has without going overboard with frame data (he'll never be a Sheik as much as people might want that), then I think people would view him a lot more favorably.
Zelda's jab is disjointed as hell AND is transcendent, i seriously can't think of a jab that's worse than Ganon's (it's not worthless btw, those 2 frames can matter at times but for the most part F-tilt just outclasses it).The dumb thing is that Ftilt and Dtilt have the same hit frames, but Dtilt has lower recovery which doesn't make sense since it's a crouching low kick that Ganondorf has to brace himself to lean back to kick while Ftilt is just a simple front kick. Dtilt is basically a low-angled Ftilt with a disjoint and 4 more recovery - Dtilt takes 23 frames to Ftilt's 27. Ftilt should at least be 1 frame faster since it's kind of dumb how both moves are the same speed, but Ftilt is slightly riskier. If it was frame 9-11, then sure why not?
Meanwhile, jab's frame 8-9, 2 active frames, and 25 total frames. Yes, it's almost as slow in recovery as Ftilt, but has sour-spots and is weaker and riskier to use than Roy's frame 5-7, 3 active frames, and 15 recovery jab. Ganondorf's jab is basically aa weaker, "high-angled" Ftilt. There is no reason his jab should be frame 8 when all he freaking does is a palm strike to Roy's I have to flip my sword to reverse-grip it and do an uppercut. Meanwhile, Falco's frame 8, turnaround front flip Up Smash. Do you know how acrobatic you have to be to do that? Ganondorf's jab should be at most frame 6. Jabs in general should not exceed frame 7. Lest I remind everyone of Zelda's frame 11 jab. Hey, at least it's spammable... Ganondorf's isn't.
Or 0% if Ryu lands any of his shield break setups including Collarbone Breaker.
It never felt that bad as a Ganon main either lol.i have to be honest, i love ganondorf and i love the ganondorf community, but i think he is one of pit's easiest matchups. granted, that's not saying much - it basically means it's a bit better than even, maybe +1 or +2 at a bit of a stretch - but i don't think pit has much to fear if he keep on top of ganon.
he has better footsies than ganon due to his mobility and frame data, his grab reward is great on ganon's size and falling speed, disjoints can keep ganon out in neutral and arrows pester him for days - especially off-stage, where pit can just snipe him for free.
even so, ganon is formidable off-stage and he should be edgeguarding pit no bother. ganon has godly airs, one hit can make pit really rethink his recovery options. ganon doesn't have much of a problem kicking pit about if he gets the hit in. the tricky thing is getting the hit in. ganon's eternal dilemma manifests itself the way it inevitably does.
pit will want to go for safe hits and punishes both on-stage and off. fortunately, he's very good at that and he can just play hit 'n' run with ganon until he can get the kill. ganon will wreck pit if pit overcommits or tries to force his way in, same as he does every other character, but pit wins neutral pretty handy in this matchup and can make it difficult for ganon to do his on thing.
it's not unwinnable by any means and ganon has plenty of tools to deal with pit's shenanigans, i just think pit has safer options. and, y'know, more of them.
"Bodied" was probably the wrong term to use on my part, I apologize. But they definitely are matchups where he's at a noticeable disadvantage bar Shulk.Are you guys seriously implying those MUs are unwinnable for Ganon? Are you guys seriously saying that he loses against the majority like 20:80? I really want an explanation for this and a damm good one because the theorycrafting has gotten too far now and it has been proven in tournament matches and players that "just laming Ganon out" isn't going to work 100% of the time.
In terms of viability or because of his game design?DK doesn't even belong in the same conversation as the other super heavies. Lol.
oh yeah, it's not horrible by any means. pit doesn't do horrible matchups. i just think pit, played well and optimising his options, has the edge over ganon. disjoints and good mobility helps. i think pit definitely has the advantage.It never felt that bad as a Ganon main either lol.
idk about Pit's other MUs but i agree pit beats Ganon but it never really felt all that horrible for Ganon, just annoying.
The only one i'd argue is a somewhat noticeable disadvantage is Link."Bodied" was probably the wrong term to use on my part, I apologize. But they definitely are matchups where he's at a noticeable disadvantage bar Shulk.
Maybe he's in the OP on WiFi club so they think he's fine.Speaking of this "game balance" mentality, I wonder why DHD isn't getting more buffs.
He is irrefutably garbage in FFAs, and gimmicky at best in doubles, he truly can only function in singles so it's weird he hasn't gotten more buffs. I'm hoping it's due to early impressions depicting him as top tier making them hesitant rather than just his sheer unpopularity.
I think he's the only example of a character that is low tier in ALL game modes. (Odd considering he was worked from the ground up unlike other essentially doomed chars like zard or zelda)
Even team attack off DHD is bad.
Edit:
ALSO
I noticed ZeRo rolling towards Rosalinas after dthrowing them and then punishing them when they try to buffer a luma stuff.
Since her aerials are fairly lengthy, if roll can consistently avoid luma stuffing does this mean she can be pseudo 50/50'd?