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Techei.aMSa
Some
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Techei.aMSa
Some
I pray for a faster DK Nair (frame 10 with pitiful sized hitboxes). Also, a usable fair. I Have a sneaking feeling though, Sakurai uses the infamous "head balance" for the giants.Quite frankly, would it be so bad for dedede to have a frame 3 nair? Frame 7 seems like a really long time for something as simple as sticking his arms and legs out. I mean, look at pac-man's frame 3 nair where he turns into classic pac and somehow gets a fast vertical spin going. Is frame 7 really necessary?
But...how would sword characters ever win spacing wars with them?Random thought on Heavyweights: Since a surprising amount of their issues come from hurtbox size alone, what if they had heavy armor on their outer hurtbox? Like, if a hit isn't close enough to the center of their hurtbox, they only take partial damage and armor through it?
To everyone who isn't looking at Frame Data now, in terms of the top 10 heaviest characters, Dedede is tied with Ganondorf and Bowser Jr. for the fastest start-up on N-Air for his class, only bested by Wario.
If you really want an N-Air to complain about, look at R.O.B.'s N-Air. It has the most abysmal startup lag and its damage just makes it even more abysmal than it would seem. An attack that starts on frame 18 is terrible when it deals 8% damage. Then look at Dedede's, which is over twice as fast and deals 12% damage.
In terms of the speed...
Wario, Ganondorf/Dedede/Bowser Jr., Bowser/Samus, Charizard, DK, Ike and ROB are the order of speed for their N-Airs. Yes, Ike's the second worst speed for Super Heavyweight N-Airs and Ganondorf is among the second fastest for his class. Surprising is it not?
Again, ROB's N-Air is very abysmal in terms of logical qualities.
So let's stop bickering about Dedede having a bad aerial when ROB has a slow one with bad damage.
In case you haven't noticed, Radical Larry is a either a troll or an exemplary demonstration of Hanlon's Razor (or Poe's Law?) and you just took the bait. Responding is bad, asking questions is worse. Everybody knows ROB's nair is good, there aren't very many moves with gigantic hitboxes that are positive on shield.LOL
If you think ROB's nair is bad you really have no idea how it or the character works. The startup is bad, sure, but it does NOT need buffing, and this is coming from someone who mains him. It may not be good as a combo breaker but it's still ****ing amazing in so many other aspects. Its knockback is surprisingly decent; if ROB is having trouble hitting someone with a kill move, it'll start killing around 180. It is massively disjointed, and, since it is a "spinning" nair it covers the area all around ROB. FF nair is the saving grace to ROB's ability to land when being juggled, and it freaking autocancels. Its safeness, coupled with ROB's also safe dtilt, fair, laser, and gyro contribute to ROB's exceptional ability to space out and poke his opponent. That's not even mentioning the fact that at low percents its knockback sets up into small two or three piece combos with fair, grab, and dtilt. It even covers airdodges which are frequent when someone is trying to avoid the hoo-hah. Watch a good ROB and you'll see how frequently it is thrown out. All in all, don't judge a fish by its ability to climb a tree and don't look at moves in a vacuum. From my experience his nair is actually something people dislike about ROB because it's so quote-unquote cheap.
by the way, what do you mean by "logical qualities"
In case you haven't noticed, Radical Larry is a either a troll or an exemplary demonstration of Hanlon's Razor (or Poe's Law?) and you just took the bait. Responding is bad, asking questions is worse. Everybody knows ROB's nair is good, there aren't very many moves with gigantic hitboxes that are positive on shield.
I agree that is better than people think but he is not THAT great.I have seen a lot of people in here criticize him; I was under the impression that this was just someone who sincerely had no idea how smash works, and I still am not sure if they really are serious or not. If they aren't, then this is an extremely elaborate and well-made troll. Regardless though, you're right about ROB's nair and its safeness on shield is by far its biggest advantageous quality that I avoided. I still liked writing that post though -- it feels good writing something that is agreed on as correct.
EDIT: After seeing his status about the honor in using low-tiers I think the chances that Radical Larry is elaborate bait have risen.
I thought of a dumb as hell idea that Bowser should be able to shrug off 2% or even 3% moves, so a stronger Tough Guy, while the others, Charizard, DK, Ganondorf, and Triple D could shrug off 1% hits - basically, they'd get Tough Guy 1.0. Of course, some of them would need some re-tuning like DK would probably have to have a slower Spinning Kong if he's able to shrug off 1% moves along with the removable of his partial intangibility on almost everything, but in return, better hitbox placement and Tough Guy would be his "compensation". That being said, it might be a bit crazy for all of them to have Tough Guy, but still, they're the juggernauts and for people familiar with Marvel's Juggernaut, you'd know he doesn't take **** from measly scratches. Also, armor on at least Ganondorf's grounded Dark Dive would be nice. Still pretty not useful, but hey, at least he's got some protection. I just realized that he's the only juggernaut to not have armor or invincibility on his Up Special.Random thought on Heavyweights: Since a surprising amount of their issues come from hurtbox size alone, what if they had heavy armor on their outer hurtbox? Like, if a hit isn't close enough to the center of their hurtbox, they only take partial damage and armor through it?
DK is definitely one of the best edge-guarders in the game.It's because not many know much about Mii Fighters, period.
There are very few characters that CAN'T go offstage to edgeguard (hey Little Mac), or at least have limited options for low recoveries (say, Mario and Fox).
Top/High tiers with the best edgeguarding probably go to Pikachu and Villager.
Lower tiers with notable edgeguarding include Zelda, Dedede, Dr. Mario, Jigglypuff (her only saving grace in some matchups), Ganondorf (if only for the sheer power) and Mewtwo. In fact I've got a fairly detailed writeup about his...
To add to this, bair is a really good stage spiking move, so good in fact that he can often do it when HE's the one recovering.
Mii Gunner gets propelled back kind of like how ROB gets propelled forward. I'm looking for a move that involves moving back then hitting.Ffamran in regards to moves that hit forward and move back, the closest I can think of is Mii Gunner's fair.
Except pivoting involves moving forward in the direction your character is facing and some characters are capable of hitting with the back part of some of their pivot moves. Pivoting is turning not retreating which yes, moving can be the retreating part, but could you imagine the insanity of a move pivoted like that? Oh, he's moving away to do a pivot Ftilt and then suddenly because of how the move works, he's now behind you. That and the mixup of running in, stopping, and using the move, so you back off, they whiff, and suddenly they get hit.I'm guessing that with pivoting being possible there's not really much reason from a gameplay standpoint to build in backwards movement into a move when you can just do it manually.
Well, it could work like how Ike and Samus's dash attacks involve an animation where they step forward before attack or how Ganondorf's Wizard's Foot involves him setting up and none of those moves exceed 16 frames of startup and Samus's is frame 10. They still look slow because they are telegraphed as there are slow moves that seem fast because they lack noticeable movement like compare Captain Falcon's Dair to Falco's and Falco's will look slower because he winds up while the Capt. just lifts his legs up to stomp, but they're both frame 16.The one issue I can see with moves that act like that would be frame data.
It'd take time for the move to do the move animation -> Attack to come out and still be able to hit in front of their previous position.
That's probably one reason why the moves aren't used in Smash, ROB's still hits behind him but sends him propelling forward using momentum, kinda like how his Down Air pushes him up.
1. Mobility difference.But...how would sword characters ever win spacing wars with them?
As a matter of fact...how would ANY character win footsies with them unless they have speed like sonic's?
as long as the heavy is only touching the sword and not the fighter then the Swordsdude should win the trade if I'm correctBut...how would sword characters ever win spacing wars with them?
As a matter of fact...how would ANY character win footsies with them unless they have speed like sonic's?
Cloud's forward smash animation starts with him pulling back slightly. I think Wolf's did as well. Oh, and Ivysaur's. And Squirtle's if memory serves. Charizard's especially. I miss Pokemon Trainer.Mii Gunner gets propelled back kind of like how ROB gets propelled forward. I'm looking for a move that involves moving back then hitting.
Last post since it's pretty much off-topic: I meant moving/stepping back and not pulling back like Mario, Captain Falcon, or Wolf during their Side Smashes...Cloud's forward smash animation starts with him pulling back slightly. I think Wolf's did as well. Oh, and Ivysaur's. And Squirtle's if memory serves. Charizard's especially. I miss Pokemon Trainer.
Edit: Kind of similar, but Sheik's up smash has really apparent hurtbox reduction after the hit, when she ducks really low. Might be others like that.
I'd first like to say that for those who call me a troll, I would want to go against you, a challenge if you may. If you choose not to believe me in what I say, I can easily show you a bad time against me. If I win and prove that I was right, it makes you all look like fools and vice versa.LOL
If you think ROB's nair is bad you really have no idea how it or the character works. The startup is bad, sure, but it does NOT need buffing, and this is coming from someone who mains him. It may not be good as a combo breaker but it's still ****ing amazing in so many other aspects. Its knockback is surprisingly decent; if ROB is having trouble hitting someone with a kill move, it'll start killing around 180. It is massively disjointed, and, since it is a "spinning" nair it covers the area all around ROB. FF nair is the saving grace to ROB's ability to land when being juggled, and it freaking autocancels. Its safeness, coupled with ROB's also safe dtilt, fair, laser, and gyro contribute to ROB's exceptional ability to space out and poke his opponent. That's not even mentioning the fact that at low percents its knockback sets up into small two or three piece combos with fair, grab, and dtilt. It even covers airdodges which are frequent when someone is trying to avoid the hoo-hah. Watch a good ROB and you'll see how frequently it is thrown out. All in all, don't judge a fish by its ability to climb a tree and don't look at moves in a vacuum. From my experience his nair is actually something people dislike about ROB because it's so quote-unquote cheap.
by the way, what do you mean by "logical qualities"
Greninja would still be an entire tier (and about 8-10 spots) too low on Dabuz' if he switched with WFT. It's not like that's a baseless claim either. We have one of the best players in the Netherlands using him, who just got 2nd at a 100+ man National losing only to Mr R and I think 5th at a 200+ UK international (which again Mr R won, showing the high caliber of players showing up to European Sm4sh events). He has fine results in Japan as well....and why is that? It seems like the matchup would be in Dedede's favor in some capacity, due to his zoning capabilites. Kirby can rack up a lot of damage against him but he's not going to really kill him (outside of edgeguards) so Dedede racks up rage really fast. Kirby also isn't really fast enough or ranged enough to pressure Dedede often.
I don't know either of these characters very well so if someone could clue me in in-depth that would be great.
If we're still talking Twitter tier lists, Dabuz's is excellent IMO. Other than some weird things, like Mario in top 5 (seriously??), Ike top 15, and Greninja being that low (switch him with WFT) it's pretty accurate. Move MM and Reflet too and you're good to go.
That was interesting to read dude, awesome job.I thought of a dumb as hell idea that Bowser should be able to shrug off 2% or even 3% moves, so a stronger Tough Guy, while the others, Charizard, DK, Ganondorf, and Triple D could shrug off 1% hits - basically, they'd get Tough Guy 1.0. Of course, some of them would need some re-tuning like DK would probably have to have a slower Spinning Kong if he's able to shrug off 1% moves along with the removable of his partial intangibility on almost everything, but in return, better hitbox placement and Tough Guy would be his "compensation". That being said, it might be a bit crazy for all of them to have Tough Guy, but still, they're the juggernauts and for people familiar with Marvel's Juggernaut, you'd know he doesn't take **** from measly scratches. Also, armor on at least Ganondorf's grounded Dark Dive would be nice. Still pretty not useful, but hey, at least he's got some protection. I just realized that he's the only juggernaut to not have armor or invincibility on his Up Special.
With the recent patches to multi-hit aerials that didn't connect or maybe weren't supposed to connect such as Falco's Nair, Ganondorf's Nair, Yoshi's Bair, and more, as far as I'm aware, nobody, but Samus has a multi-hit aerial that does not connect fully or more consistently. I think Lucas's Dair might count, but I can't tell if people are actually falling out or it's because the Lucas player is attempting to cause soft spikes with Dair to do footstool setups or whatever. If Lucas doesn't count, then that's kind of concerning on why Samus's Uair isn't connecting or supposed to connect properly. Even if that was intended to make it contrast from Sheik's Uair, with patch 1.1.0, they threw that out for Ganondorf whose Nair "wasn't" supposed to connect, but now it does just like Captain Falcon. Functionally, they're still different moves despite connecting like Captain Falcon's Nair and Samus's Uair are more for comboing and setups while 1.1.0 Ganondorf's Nair and Sheik's Uair are more like finisher moves. Remember, this is only for multi-hit aerials. Multi-hit normals, Specials, or in general, that's a different story... and yes, it also involves why Samus's Up Smash for whatever inexplicable reason does not have auto-link angles on loop hit 2, but has them on loop hits 1 and 3 and 4. Why is there a gap there? Seriously, why? Granted, the 160 angle hitbox makes sense for "bringing them back" to link into the other hits, but I think auto-link angles can do the same... Or there might just be stupid hitbox issues since people can fall out for whatever reason unless you land on top of Samus which okay, it works as an anti-air, but mostly vertically and even through setups, can fail because it just won't connect despite it being positioned well.
The other observation: there aren't a lot of moves that move characters outside of Specials. Yes, yes, we shouldn't homogenize everyone and no, I'm not talking about the baby steps characters like Fox does for jab or Ftilt, Falco moving slightly forward with Side Smash, Marth does for Utilt, or the momentum of most dash attacks. I'm talking about stuff like Wolf's Side Smash, Fox's Side Smash, or better yet, ROB's Bair. ROB is the only character that stands out in my head as having an aerial that moves them horizontally. Vertically, we do have the stall and fall aerials like ZSS's Dair, but nobody has one that just nudges them up... until Cloud came along. Not confirmed entirely, but it appears that Cloud's Uair moves him up slightly. With how aerials work since you're actually in the air and constantly moving, I can understand why moves don't or shouldn't have movement unless it's logical like ROB's activating his rockets, so he should move in that direction, but if Roy inexplicably flew up with Nair, it would be weird. This is also unrelated to momentum changers like Fox's Fair or ROB's Dair. Why this observation? There is one direction moves haven't gone: backwards. Even with ROB's Bair, ROB's still going "forward" where his head's is, but there aren't any moves I can think of where a character steps back and hits like Nero's Shuffle. We do, however, have step back, "shrink hurtbox", before attacking moves like Mario and Captain Falcon's Side Smash. Curious since it would be cool to see if a character would ever have this in Smash and what move it would be assigned to. Side Smash is likely, but weird since people might think Side as a "move forward to attack" input and Down Smash works since all Down Smashes are cover and/or utility moves like how Little Mac's Down Smash is coverage and utility while ZSS's is more of utility.
Now, something maybe more interesting: Kirby's Uair. Let's go over its frame data, startup of frame 10, hits on frame 10-15, so 6 active frames, 23 recovery frames, 39 total frames, has 12 landing frames, auto-cancels before frame 10 and after frame 22, launches at 70 degrees... pretty okay so far... does 9%, 20 base, and 100 growth... Notice anything? For comparison, Mario's Uair is frame 4-8, 5 active frames, 23 recovery, 31 total, 12 landing, auto-cancels after 18, launches at 75, and does 7%, 10 base, and 135 growth. That's twice as fast while doing only about a third less damage. On second thought, Mario's air speed is much faster, so let's find someone else with slower air speed... Luigi and Falco. Luigi's is frames 5-7 clean and 8-11 late, so 7 total active, 28 recovery, 12 landing, auto-cancels after 19, launches at 55, and does 11% clean, 7% late, 0 base, and 100 growth. Launch Falco's Uair was frame 10-14, 5 active frames, 21 recovery, 15 landing, auto-canceled before 8 and after 26, launched at 68 or 80? (body), and did 11%, 27 or 30 (body) base, and 100 or 20 (growth) while post-1.0.8 Falco's Uair is the same except it's frame 7-11, auto-cancels before 4 and after 23, launches at 65, 75, or 85, and does 10%, 35 base, and 90 growth.
Is Kirby's Uair good? Probably, but it's kind of strange how even before 1.0.8 changing Falco's Uair, it's slow in comparison to other flip kick Uairs while doing okay damage. Sure, it recovers like other flip kick Uairs meaning Kirby probably can juggle with it, but currently, it has the highest startup out of the other flip kick Uairs while having damage per hit equal to or lower than faster Uairs like Captain Falcon, Falco, and ZSS - hers is frame 6 and does 8%, but we know that doesn't matter when she can chain them faster than you can say pickles. With even faster Uairs like Diddy - not a flip kick, but whatever -, Mario, Luigi, and Pikachu - tail flip, but whatever, Kirby's probably getting outpaced. For pure damage and knockback, Ganondorf's is 4 frames faster, lingers 4 frames longer, and does more damage during its same active frames as Kirby, from 13% to 10% to Kirby's only 9%, all at the cost of 8 more landing frames and a worse auto-canceling window of after 25. I don't know enough about Dr. Mario, but even if he can't chain Uairs like Mario, his Uair is still over twice as fast while lasting 9 frames and only doing 1.16% less. The only "reason" I can think of to justify Kirby's slower Uair is his multi-jumps, but then you're reminded of Meta Knight who takes that to a whole new level because of much lower knockback, lower recovery, and having a finisher by default via Shuttle Loop and reminded that Captain Falcon, Mario, and ZSS don't care that they only have 1 midair jump.
Maybe it's a minor problem, but Kirby with say, a frame 6-11 Uair wouldn't be abusive to the rest of the cast. It won't make him suddenly high-tier and it won't solve all of his problems. It would just be a quality of life thing for Kirby. Same thing would involve his Nair and hell, even Diddy's Nair being really slow for no real reason when you have dumb frame 3 Nairs like Luigi and Yoshi's that kill or a frame 6 Meta Knight Nair that kills while being fairly fast, but not too fast.
I mean, he never said that its purpose was to make them footsie gods. It was to eliminate their hurtbox handicap1. Mobility difference.
2. They wouldn't. That's kinda the point.
(Hate phone typing)
You've been playing too much For Glory. ROB's Nair is a disjointed move that also combos from his most important neutral tool, gives him a landing, gives him an important neutral tool due to being safe on shield and disjointed, etc.N-Air is the attack that I don't worry about because I never see ROB's pull it out in my matches against them.