Wintermelon43
Smash Champion
- Joined
- Feb 13, 2015
- Messages
- 2,767
We need a FFA thread.
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We are technically allowed to talk about FFA. It says so in the discussion topics...We need a FFA thread.
We are technically allowed to talk about FFA. It says so in the discussion topics...
It would be very difficult, if not impossible, to remove those without making up smashes insanely difficult for tap jump users. And before anyone mentions the c-stick, I believe the wiimote on its side is still a control option.Certain momentum techs can't be removed because of how the moves buffer. I don't see B-reversing going away any time soon.
I wonder if Jump-canceled Usmashing could be on the chopping block though.
All right being faster than sheik was indeed incorrect but seriously Luma is more or less Rosalina's Disposable Sword than an actual character or rather thats what an unhealthy number of her fandom believes and seriously and really as an extension of Rosalina's hitboxes (aka a sword) Luma is really fast with three frame 3 attacks in the form of up tilt n-air and up air and his damage problem isn't even a problem when you remember who his partner in crime is because rosalina worise abbout damage and Luma does the actual killingLuma's frame data is way, way worse than Sheik's. Luma kills well but also does horrible damage, and Luma doesn't exactly extend its "limbs" very far when it attacks. I think literally every one of Luma's moves is really unsafe on block too; if Luma is pressuring you without Rosalina being there, you probably have windows where you can just kill Luma.
Again, I'm not saying Rosalina is bad (she's very good), but I think a lot of people really overestimate what she can do mostly just a drastic overestimation of her speed since she's really not a fast character in any way at all. She's actually a pretty well balanced character in the current build; she's super punishing to opponents who don't know what to do, but seeing as she requires a substantial effort investment to play at a high enough level to take advantage of that, that's a reasonable dynamic for her to have.
I never saw the Little Mac Side B nerf as being because of For Glory, but rather because Little Mac still flew too far for a character who was supposed to have a terrible recovery. It was out of character for how he was envisioned, so he was brought in line.More than FFA vs 1v1, I think Nintendo gives much more importance to low level smash (FFA and FG) rather than high level 1v1, a lot of patches did remove "techs" probably because they we're against the essence of smash (pick and play no skill required), little mac was obviously nerfed because FG couldn't handle him, Diddy and Luigi nerfs could be seen as potentially hurtful to FG users. I remember when the game was fresh a lot of people here were overrating VANILLA shulk, but even with that hype he was buffed subtancially, very likey beacuse he had awful FG winrate, Dedede gordos were nerfed also probably because it was to hard for FG people to reflect them. Frankly I'm still surprised that things like perfect pivot, momentum reversing and other sheaningans are still there.
Just my 2 cents.
Luma has item/projectile priority. He can clank, since he is airborne he won't recoil after clanking, but since he is also a projectile he can be clanked by and clank with aerials (example: Mario nair can clank Luma usmash).Is it true that Luma has the priority of a special move? I recall the video ESAM did on attack priority and iirc special moves have inherently the highest priority. I also recall hearing that Luma has persistent special move properties. That would explain his high priority. I may have just made this up, though. Smart people help me! I don't want to spread misinformation, especially about RosaLuma, who seems to be largely misunderstood as is.
Would it be accurate to say that in terms of priority, Luma acts similarly to Brawl 's Mach Tornado?Luma has item/projectile priority. He can clank, since he is airborne he won't recoil after clanking, but since he is also a projectile he can be clanked by and clank with aerials (example: Mario nair can clank Luma usmash).
I didn't really get into Brawl, but from what I'm reading about it on ssbwiki, probably.Would it be accurate to say that in terms of priority, Luma acts similarly to Brawl 's Mach Tornado?
That's some weird and unnecessary name someone came up with for not recoiling. All aerials are like that - go clank Luigi fireballs with various characters' aerials, you'll see what I mean. Luma's always airborne, so he follows the same rules.I thought Luma had the "trample" property, whatever that is. /shrug
I just realized that "trample" probably comes from Magic the Gathering. Thanks, StephenPlays. Disclaimer: I may be wrong with whatever stuff I say here. Anyway, that's [trample] is kind of different. Trample clanks, but goes through - the way I define it is "recoiless". Invincible - I don't care for the difference between intangible and invincible - is just that: invincible. You don't clank with other normal hitboxes like say, Marth's jab, Mario's Ftilt, or Fox's Bair since they don't harm you at all, but you can "clank" or rather, make contact with, other hitboxes like items, projectiles, etc. Then there's transcendent priority which ignore hitboxes and makes it so if you have a hurtbox whether you're a flappy bird or the flappy bird's Blaster laser, it ignores hitboxes. It's like a bypass. The thing is that they pretty much do the same thing, but interact differently.I thought Luma had the "trample" property, whatever that is. /shrug
Yeah, I know; it's not a fair comparison as they're not the same moves, but I mentioned how in the frame 16 Dair group, each of them have some kind of merit, some kind of pro to counteract whatever their cons - notably their slow startup - have, and something that makes them stand out whether that's the move itself or how the move interacts with the character. For Roy's Dair, as a move, it's bad and how it interacts with him is also bad. Yes, you're not supposed to use spikes on-stage and from a short hop, but even though Ganondorf and Ike have low jumps like Roy, their auto-cancel windows and/or landing lag is lower than Roy's and you could argue that his overall mobility is what's being used against his Dair to balance it, but then you note how fast Captain Falcon is and even though his Dair isn't a disjoint, it's consistent, it doesn't have atrocious landing lag (compared to Roy's), and its auto-cancel is good despite him being a speed demon. Roy's Dair is just there compared to the other frame 16 Dairs and Dairs in general.I don't know if it's very useful to rank Dairs by their landing lag, since they're intended usually to be used offstage unless you're Ganon, who gets a good advantage from using it onstage unless its power shielded.
Of course some people have Dairs that are super useful everywhere. But we also have characters who can combo you to 40% with Ftilt and Fair, so meh. >_>
Been waiting for someone to talk about this. Quite a few players in NJ feel this way including our ranked players.Am I the only person who think Falcon is really overrated
I think he's only mid tier. All the guy has is speed and low percent gimps. Unless you're one of those characters that he has those throw combos on he has a lot of trouble killing without rage. He just has so many flaws.
Despite his speed so many characters can walk him out or just capitalise on his bad disadvantage and recovery. He just seems like one of those characters that everything works on. Combos, rising aerials, frame traps etc.
His speed can be overwhelming at first but once you have enough experience against him or with him you realise he struggles in a lot of MUs
Pika's a bigger issuehis mu with seems too poor to be solo viable.
Not even close. Fox is smaller, better aerial acceleration, recovery, and can cross people up with return-to-neutral kill confirms like dair, nair, and phantasm. (A stall in reflector is helpful too)If we are going to say Falcon's overrated because of his crap disadvantage/recovery, then Fox should go with him too.
Have you ever seen falcon vs rosa?Some say he's advantaged against Rosa but... I'm kinda not seeing it?
I think Trample should be called Clank, and Clank called Clank-Cancellable.I just realized that "trample" probably comes from Magic the Gathering. Thanks, StephenPlays. Disclaimer: I may be wrong with whatever stuff I say here. Anyway, that's [trample] is kind of different. Trample clanks, but goes through - the way I define it is "recoiless". Invincible - I don't care for the difference between intangible and invincible - is just that: invincible. You don't clank with other normal hitboxes like say, Marth's jab, Mario's Ftilt, or Fox's Bair since they don't harm you at all, but you can "clank" or rather, make contact with, other hitboxes like items, projectiles, etc. Then there's transcendent priority which ignore hitboxes and makes it so if you have a hurtbox whether you're a flappy bird or the flappy bird's Blaster laser, it ignores hitboxes. It's like a bypass. The thing is that they pretty much do the same thing, but interact differently.
Having a polished game takes precedence over glitches and unintended side effects maybe enhancing gameplay. Something like Toon Link's landing lag cancel bomb stuff neither makes sense nor makes the game any better- in fact I can't think of much "tech" that's been patched out that I miss.More than FFA vs 1v1, I think Nintendo gives much more importance to low level smash (FFA and FG) rather than high level 1v1, a lot of patches did remove "techs" probably because they we're against the essence of smash (pick and play no skill required), little mac was obviously nerfed because FG couldn't handle him, Diddy and Luigi nerfs could be seen as potentially hurtful to FG users. I remember when the game was fresh a lot of people here were overrating VANILLA shulk, but even with that hype he was buffed subtancially, very likey beacuse he had awful FG winrate, Dedede gordos were nerfed also probably because it was to hard for FG people to reflect them. Frankly I'm still surprised that things like perfect pivot, momentum reversing and other sheaningans are still there.
Just my 2 cents.
For the record, isn't this a nerd forum? We are discussing a competitive video game, and crafting theories...Having a polished game takes precedence over glitches and unintended side effects maybe enhancing gameplay. Something like Toon Link's landing lag cancel bomb stuff neither makes sense nor makes the game any better- in fact I can't think of much "tech" that's been patched out that I miss.
IMO, these situations need to be handled one of two ways: Removal, or official, documented implementation. An example of the latter being rocket jumping in arena shooters.
Good tech = stuff born out of creative, intuitive gameplay interactions, stuff you can find on your own and not have to look at nerd forums to learn
His speed can be overwhelming at first but once you have enough experience against him or with him you realise he struggles in a lot of MUs
Who does have notable struggles with outside of and ? Those two are probably to the point where he shouldn't be winning them at high level, which is a problem, but does anyone else get that bad?Been waiting for someone to talk about this. Quite a few players in NJ feel this way including our ranked players.
Dude loses to several top/high tiers and random mid/low tiers.
Yeah, if wavedashing and DACUS are for some reason in Smash 5, that's fine- my enjoyment of the game isn't really affected (actually that's not true because I think they both look dumb in the context of Smash)- they just need to be accessible and polished and taken into consideration when balanced. Also, the designer in me places a lot of interest on techs "making sense", to bring up rocket jumping again, imagine an arena shooter player's mindset:I think some of the most interesting competitive games emerge due to unintended tech, mainly because the most creative things are logically the ones you never intentionally come to think of. While not competitive games in the traditional sense, the speedrunning scene has always been a good example of this. Some unintended tech can be detrimental to the accessibility of the game though, and accessibility is one of the most important things for a fighting game since the community ultimately drives the competition. I think it's fine to deal with unintended tech on a case by case basis (from the patch team's viewpoint).
Mii Gunner arguably has an even matchup with ZSS (3312 especially), although more discussion from both sides would be needed to confirm it.ZSS is probably -1 vs / 0 vs / +1 vs / +2 vs
Don't know about Peach (despite playing the MU a lot), Olimar or Pits. I don't think anyone lower has a positive or even MU vs her, but I wouldn't be surprised about Toon Link or Pac-Man due to really ruining her juggles and outperforming in neutral.
If the 0s lean on either side, they lean on the side of +1 in every case except maybe Villager. Ness' double aerials and rising aerials are a pain for ZSS, while Mario's and Yoshi's aerial pressure can also challenge her really well. Diddy is annoying mainly for his rising aerials too, and the small size never helps with spacing leniency for ZSS (similar case with all the others too, Yoshi because of his very low animations). ROB I genuinely feel is only +1, but I'm not closing +2 out. Neutral is actually difficult vs him even if you focus on gyro and grabs.
I've actually played the best Falcon in my country around 1-2k times, who is leagues beyond me in skill and has won over 90% of those games. Both of us think he's overrated. I'm sensible enough to not base character and MU impressions off my own personal results because I'm not a good enough player. I base my impressions off the tools of the characters, and my impressions don't correlate to my results at all lol.Falcon isn't MK in neutral. He has falling aerials that give him effective frame advantage to ~99% of all OoS options in the game and lead to combos and grabs, and he has no problems trading with hitboxes that aren't disjoints, or just outwalling people with bair. His burst range generally forces more actions that can be punished (jumps) than most characters realistically force with any projectile or long range attack. DI and mid-air jumps nullify a lot in this game, and unpredictable movement is player based, not character based.
I think people who call Falcon overrated have never actually played one that's on their own level or higher, but everyone has played versus some sort of a Falcon because everyone pockets him.
A Falcon player whose reads are on the same level as yours and who traps landings and ledge getups is a nightmare to reset back to neutral against.