The Real Gamer
Smash Hero
She'd easily be bottom 5 IMO. Without Luma her KO potential and defensive options (oh wow I can ACTUALLY GRAB THIS CARACTER NOW) plummet.
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F**k this again, I hate puppeteers and how they can't be balanced. /overdramatizingHow good of a character do you guys think Rosalina is without Luma, full-stop?
I don't think she's awful, but her limited good moves + lack of a projectile or reflector + low weight + floatiness + huge size doom her to bottom 5 imo. She seems on par with Olimar.
(Note that Rosalina-with-no-Luma is not the same as Rosalina-with-Luma-dead-and-respawning, the latter of which always forces the opponent to approach her, dramatically changing the calculus.)
Sheik. Foiling Ganon's evil plans since 1998.Ganon? Loses to Sheik at hard counter levels for the third game in a row. "Wouldn't mind a more pronounced beard on his model".
Well for starters a Rosalina with no Luma ever is down two special moves. (Neutral and side, specifically.)How good of a character do you guys think Rosalina is without Luma, full-stop?
I don't think she's awful, but her limited good moves + lack of a projectile or reflector + low weight + floatiness + huge size doom her to bottom 5 imo. She seems on par with Olimar.
(Note that Rosalina-with-no-Luma is not the same as Rosalina-with-Luma-dead-and-respawning, the latter of which always forces the opponent to approach her, dramatically changing the calculus.)
Random aside: I think Olimar is the worst character in the game, but I don't actually think he has a bad neutral.Honestly I still think she's much better than Olimar and some of the other bad characters, who just have a terrible neutral game regardless of where they are relative to the opponent.
All versions of Star Bit would become waaay better if it was attached to Rosalina's body and not tied to Luma. (And didn't freeze her in mid-air of course)Alternatively, if we assume she can still do Luma Shot and Star Bits, but Luma simply disappears after use, then upper mid. This removes most of her approaching problems and allows her solid fundamentals to shine through. She wouldn't be quite as good as some of the characters in high, but she still has an edge on much of the cast.
That's a huge exaggeration. I don't know where a lot of the community gets this idea from, but Rosalina has very definite weaknesses without Luma, and most definitely wouldn't be a top or high tier character without Luma. Probably not mid-tier either. And I wouldn't exactly call a mid-tier character "good" if that's what you were referring to instead.
Yes all of her moves when Luma is gone "have a use." 99% of moves in this game have a use. However, no that does not necessarily make them good moves.
The hitbox on her uptilt is only present on the ring. This makes it incredibly weak both as an anti-air move and against grounded opponents because she can't cover just about anything diagonally. Anyone who gets hit by her uptilt would be hit by just about any other move anyways, so there's really not much reason to use it when Luma isn't there.
The hitbox on her nair is only on the feet. While it has low cooldown at the end, it takes a while for Rosalina to swing her feet around her body in order to get it into that position. So you can smack her when she makes the initial swing-around movement, before the hitbox reaches her front side, or even afterwards with a jump-canceled move out of shield. The way I see most people try to punish Rosalina's n-air is the same way people tried to punish ZSS' down smash upon Brawl's release, except Rosalina's n-air has way more start-up, no frame advantage, and overall far less use cases. Rosalina's n-air without Luma is somewhat strictly a zoning tool.
F-air takes too long to be very usable in a neutral position. Yes, this is a minor point in a vacuum. However, I bring this up for 2 reasons. Firstly, her air game from the front without Luma is incredibly risky to use when you're trying to make it back to a neutral position from high up. N-air takes a while for the hitbox to reach anywhere in front or below her. You may as well time a b-air if you're going to try to use n-air while being juggled. F-air has considerable after-lag if you don't land with it. And d-air only covers directly under her. Consider all of that along with her floatyness and you can reasonably understand she becomes much more easily juggled without Luma's hitboxes there. Secondly, If you consider her poor front-ward air game, and the small hitbox on her uptilt, she has a pretty blatant weakness against aerials and any characters that use them often.
Next I'm going to list some aspects of Rosalina's gameplay that are removed when Luma reaches 52 total dmg, is knocked away from her, or is knocked offstage. Keep in mind some of these weaknesses are realistically dwarfed when you consider she's got a projectile absorption move with Luma coming back on a timer. But we're theorizing Rosalina without Luma permanently, here.
Edit: Her basic kit reminds me of Brawl's Zelda, kinda
- Much, much fewer of her moves combo into each other when Luma is dead.
- She loses her projectile.
- She loses literally half her range.
- She loses hitboxes in areas that normally cover the angles and timings Rosalina by herself is particularly weak against.
- She loses her zoning game.
- She loses any kind of decent offensive pressure.
- She loses combos from a grab.
- She loses a little bit of kill power on her smashes.
- She loses combined damage from moves that would normally hit with both Rosalina and Luma's hitboxes.
- She loses additional safety on block on every move that had it.
IMO the poor pikmin AI gives him bad neutral. There's all kinds of times when I'll attempt an UpSmash or something and it just won't come out because the stupid pikmin got lost, forcing me to try to whistle them back or whatever while I'm getting smacked in the face on what should have been a legitimate punish.Random aside: I think Olimar is the worst character in the game, but I don't actually think he has a bad neutral.
He mostly suffers from dismal reward, dismal kill power, reflectable smashes, and poor Pikmin AI.
I actually don't find the aerials much worst, but I'm no Olimar main.Aerials also seemingly got way worse since Brawl. Tilts are decent, but that's about it.
In other words, if you don't split mario's strengths, he becomes great >_>Like I said, all Doc needs is better run speed and he becomes scary.
Uair is clearly much worse. Dair and Nair are about the same. Fair and Bair seem less safe.I actually don't find the aerials much worst, but I'm no Olimar main.
Yeah like, this alone makes me mad because it just makes it harder to make either one of them good while keeping them unique in some way.In other words, if you don't split mario's strengths, he becomes great >_>
I wish they would've taken the PM approach instead splitting Mario up essentially.
Well no because his run speed wouldn't fix everything. I also should specify he should NOT run slower than King Dedede, he doesn't have to be fast but it's not a science that a run speed that low is severe. He'd still have fundamental issues compared to Mario.In other words, if you don't split mario's strengths, he becomes great >_>
I wish they would've taken the PM approach instead splitting Mario up essentially.
I'd rather they buff default lasers slightly (nothing crazy like SH autocancel lasers, just either a slight hitstun or startup buff). That would sorta address the issue you're talking about.I also feel Falco's runspeed is an issue for a character with such low aerial mobility and a close range moveset like his. But that may just be my own personal wish for Falco, I'd be much more comfy with him. As it is, I don't feel I can chase to follow up, but that's likely a limitation you're supposed to live with.
I'd rather just have it not be techable.I also really want them to consider giving Flame Choke's grab priority cause it can trade with moves and that's just silly. I know that's how throws work in general here but that's...ouch.
So what you're saying is, even in his less than stellar matchups, if he gets in he's well off in comparison? Just wanna clarify about this statement, cause, you know, stuff....(he's my main ;_; )Doc's massive reward makes him really win-more when he's doing well
This is my experience with doc.So what you're saying is, even in his less than stellar matchups, if he gets in he's well off in comparison? Just wanna clarify about this statement, cause, you know, stuff....(he's my main ;_; )
Just because a Ganon player read the opponents 8 seconds in advance doesn't mean the MU wasn't horrendous for him. I have never heard of the people you are mentioning but I would be willing to bet a decent amount of money that that MK player has never sat down for even 15 minutes to think about his potential options against Ganondorf. Like really sit down and study Ganondorf as a character. Because I guarantee you that Ganon player had done the same for MK. All high level brawl players were surgeon level experts at the MK MU, Will would utilt MK's out of tornado with like 95% consistency. Until that player comes back and is like "ok I have been working pretty extensively on the Ganondorf MU" and then still gets bodied then I may be a little more swayed.This just wasn't true in any of my experience.
Last tourney I was at with Jekyll, he tore through the entire bracket. Zoze only beat him in GF after Jekyll SD'd game one, and CPing Luigi's Mansion (which was legal for some reason) game 3. Zoze isn't the world's best MK, but a player of his performance would have slept-walked through the matchup to hear you tell it. If Jekyll's moves did double damage, he'd have been 2-stocked repeatedly.
In STL, people wouldn't go MK against TP's Ganon; they'd go ICs, Falco, DDD, Olimar, or Sheik--all of whom are vastly more abusive.
BBrawl Ganon was nowhere near as buffed as 2.0x damage and got zero speed or range upgrades, and he proved to handle MK fine. (Olimar was still a small problem, in comparison.)
Jigglypuff also did way better against MK, better than any other top tier except ICs. Falcon also preferred MK to Olimar and ICs.
But anyway, back to Smash 4. The confirmation of Luma respawn nerf is really interesting!
I don't mind that kind of playstyle on Ganondorf where the majority of his moves aren't very safe and when he can't really force people to approach him. It's the basis of being a grappler. Neutral by design is supposed to be difficult, but the positive state is overwhelmingly favorable. I appreciate Ganondorf in this game for embodying a high impact on few hits playstyle, which actually seems to be well emphasized in a game where the majority of character damage per hit is extremely low.So basically the real challenge is setting up and performing optimally, but when Doc's in, that's the ticket. I guess I can be satisfied with that, I play Ganondorf I really shouldn't be surprised, kind of the same deal with both of em.
Exactly. The problem so early into the meta is that a really good player can pick up a wide variety of characters and do well. But that can cause problems from a data standpoint, if we suck at analysing data (which tends to happen a lot this early on).Just because a Ganon player read the opponents 8 seconds in advance doesn't mean the MU wasn't horrendous for him. I have never heard of the people you are mentioning but I would be willing to bet a decent amount of money that that MK player has never sat down for even 15 minutes to think about his potential options against Ganondorf. Like really sit down and study Ganondorf as a character. Because I guarantee you that Ganon player had done the same for MK. All high level brawl players were surgeon level experts at the MK MU, Will would utilt MK's out of tornado with like 95% consistency. Until that player comes back and is like "ok I have been working pretty extensively on the Ganondorf MU" and then still gets bodied then I may be a little more swayed.
The problem in every Ganondorf MU is NOT damage dealt. Ganon only needs a few solid hits and read or 2 to end a stock. The problem is....... he can't get ANY solid hits. Ganon lives off of dash attacks and dtilts which don't get him anywhere (but thats all he can land). All of Mk's moves are safe on powershield, MK gimps Ganondorf practically for free, and in a juggle situation (or on the ground for that matter) Ganon doesn't have a single move that beats tornado., nor can he punish it on shield.
My argument is also that most players aren't really sure if MK is not as bad as some of the other high tiers, because MK players never bothered to learn MU's below B tier, they managed to get by easily enough with tornado and a few other moves that completely shutdown characters. I am not however saying that MK was every characters worst MU (although it wouldn't surprise me at all).
Just take the one good point that he has (pills and f-smash making it hard to approach him), and make it even more extreme. Give doc some sort of timer-based (meaning not spammable) self-healing move for his down-b (can have virus variants that damage opponents instead for customs); fits thematically and capitalizes on his strengths--he's difficult to approach, but you have to approach him or else he'll win by sheer % advantage.I don't mind that kind of playstyle on Ganondorf where the majority of his moves aren't very safe and when he can't really force people to approach him. It's the basis of being a grappler. Neutral by design is supposed to be difficult, but the positive state is overwhelmingly favorable.
I just feel like the fact Doc has a projectile though makes him harder to balance. It's an extra lever in neutral that means anybody that happens to have trouble shutting him out then has to deal with approaching on his terms. The only two real solutions I really see to make Doc more viable are:
1. make him better at approaching. This solution homogenizes him.
2. make his projectiles better and more defining (in terms of reward and setup potential). This solution polarizes him.
You can't take away Doc's reward for the most part, otherwise that also homogenizes him in a way nobody would agree with due to his parallels with Mario.
Clearly his back thumping taunt should heal a few percent. Get on that Smash 4 Plus!Just take the one good point that he has (pills and f-smash making it hard to approach him), and make it even more extreme. Give doc some sort of timer-based (meaning not spammable) self-healing move for his down-b (can have virus variants that damage opponents instead for customs); fits thematically and capitalizes on his strengths--he's difficult to approach, but you have to approach him or else he'll win by sheer % advantage.
Um... I acknowledge that fact. This comes simply from lack of knowledge of how good Villager is. Which really shows in my previous post that you replied to. Even here it seems many cannot agree where Villager places. I've seen him all over the place.I probably have more experience against Villager than any other character thus far... Villager is VERY good and he'll only get better once the Wii U version comes out and players can perform retreating Fair/Bairs easier.
It's understandable to want your main to get buffed but it's important for the developers and us players to put our bias aside and focus on the characters that actually need them. Villager is not one of those characters.
Lol I always say this (sorta as a joke) Sheik SHOULD beat Ganon, she avoided him all of Ocarina til she scrubbed out and transformed.Sheik. Foiling Ganon's evil plans since 1998.
Avoiding edge guard: Zelda, Palutena w/ Warp, Peach, Pikachu, Greninja, Lucario.So...
Which characters are best at edge guarding/gimping? Which characters do you think are best at avoiding being edge guarded?
Good Edgeguarders:So...
Which characters are best at edge guarding/gimping? Which characters do you think are best at avoiding being edge guarded?
Best recoveries in this game:So...
Which characters are best at edge guarding/gimping? Which characters do you think are best at avoiding being edge guarded?
Yeah, having her damselled at the end was a legitimate sour spot for me.Lol I always say this (sorta as a joke) Sheik SHOULD beat Ganon, she avoided him all of Ocarina til she scrubbed out and transformed.