I think Peach and Samus are too slow to qualify for this list, however safe.Best recoveries in this game:
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I think Peach and Samus are too slow to qualify for this list, however safe.Best recoveries in this game:
Maybe. At the very least though, it's very difficult to edgeguard them without very specific tools.I think Peach and Samus are too slow to qualify for this list, however safe.
Whether she's invincible the whole duration or not, the vanishing hitbox was enlarged and she now has a windbox on her reappearance, getting in on her when there's cooldown is almost impossible.I have no idea how anyone is supposed to edge guard Shiek because she seems to be invincible for the entire duration of her up B. Before you could just edgehog her and force her on the stage but now that's not an option anymore.
The problem with this though is that Rosalina on her own is still really good least low high tier. She only loses star bits and luma shot which is a slight disadvantage for her, but the rest if her can handle anything else. All the weaknesses you mentioned in the end don't matter cause they are more than likely overexaggerated. She on her own is very good where she lies in ow high tier at least.I understand opinions change over time yada yada, but I'll leave a relevant summary here of soloRosa that I wrote a while back.
Interesting side note: I think I underrated back then how amazing n-air is on shield block against characters with slow pummels/pummels that don't hit Luma, or throws without hitboxes that knock Luma away. (Poor villager ) Given these conditions, you can simply land on their shield and press A to hit them out of a grab with Luma, and potentially rapid-jab -> combo into a Rosalina upsmash. Needs more exploring. Obviously, this doesn't apply to soloRosa.
She would still be high tier since her size weight and floatiness hasn't stopped her before. High tier still I see at most and very low high at least.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.)
Kinda did, on her own she's still really good.I didn't exaggerate anything.
Care to substantiate that claim?Kinda did, on her own she's still really good.
You're going to have to provide some justification for this claim, because as far as everyone here can tell, Solo Rosalina is bottom tier. I can't think of a character worse than Rosalina without Luma. No kill power, no damage, no projectile, no safety on shield (all her aerials are shielded easily), and no safety on her attacks (with Luma she can d-smash to d-tilt and most people can't do anything because of the extra hitboxes provided by Luma; can't do this without Luma). Even her recovery is pretty poor, and she has two entirely useless specials. She's almost obviously the worst character in the game without Luma. The timeout is very significant (see the stats I posted earlier for a rundown of how much 5 extra seconds actually means).The problem with this though is that Rosalina on her own is still really good least low high tier. She only loses star bits and luma shot which is a slight disadvantage for her, but the rest if her can handle anything else. All the weaknesses you mentioned in the end don't matter cause they are more than likely overexaggerated. She on her own is very good where she lies in ow high tier at least.
Looking at his summary I see a lot of things that are exaggerated but at least are true. However again exaggerated and saying SoloRosa is like a low tier character is not really true.Care to substantiate that claim?
not really true, she does have kill power with certain smash attacks, has safety on shield, and that combo doesn't work without luma yes, but she is still good. Her recovery isn't poor at all and her two specials that are not worthless. GP is situational but really good and Starbits is only worthless without luma, same for luma shot. But her overall character is still good regardless of such.You're going to have to provide some justification for this claim, because as far as everyone here can tell, Solo Rosalina is bottom tier. I can't think of a character worse than Rosalina without Luma. No kill power, no damage, no projectile, no safety on shield (all her aerials are shielded easily), and no safety on her attacks (with Luma she can d-smash to d-tilt and most people can't do anything because of the extra hitboxes provided by Luma; can't do this without Luma). Even her recovery is pretty poor, and she has two entirely useless specials. I actually think that she's the worst character in the game without Luma. The timeout is very significant (see the stats I posted earlier for a rundown of how much 5 extra seconds actually means).
No one is obligated to buy your defense of your favorite character without evidence or a new perspective. You are the one challenging the status quo: the burden of proof is on you.not really true
Read above, I had to edit it out, but otherwise believe what you believe it's still opinions at this point but this is not fact.No one is obligated to buy your defense of your favorite character without evidence or a new perspective. You are the one challenging the status quo: the burden of proof is on you.
Forget Sheik/Diddy/Yoshi/etc. What does solo Rosalina do against Ganon, Ike, or Charizard? What does she do against *Olimar*?
Or D3, for that matter.No one is obligated to buy your defense of your favorite character without evidence or a new perspective. You are the one challenging the status quo: the burden of proof is on you.
Forget Sheik/Diddy/Yoshi/etc. What does solo Rosalina do against Ganon, Ike, or Charizard? What does she do against *Olimar*?
She's probably would need her custom up b for combo and added damage from down throw. It doesn't ko but it tacks on damage. I kind of agree that she wont be top 5 anymore because luma being gone 62% of the time. Then on top of anti luma strategies, there will be very good strategies against Rosalina to shut her solo game down. I can picture peach doing well against her. She can throw out peach bomber and knock luma out and then rush rosa down.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.
How come greninja doesn't have the best edgeguarding? I mean he can use up b to continuously keep his or her opponent off the stage along with occasionally jumping off to knock them back with back air.Best recoveries in this game:
These characters almost certainly messed up if they actually got hit offstage.
Best edgeguarding? Most likely
Good point.I just hope that when people realize patches are a thing
in Smash now, they won't just react to their favorite character
being low on tier lists or whatnot by whining for patches to their character.
I see that you edited your post, so I'll address these points.Looking at his summary I see a lot of things that are exaggerated but at least are true. However again exaggerated and saying SoloRosa is like a low tier character is not really true.
not really true, she does have kill power with certain smash attacks, has safety on shield, and that combo doesn't work without luma yes, but she is still good. Her recovery isn't poor at all and her two specials that are not worthless. GP is situational but really good and Starbits is only worthless without luma, same for luma shot. But her overall character is still good regardless of such.
Huh, fsmash kills earlier than I thought.KO PERCENTAGES
Forward smash (uncharged):
102% - Start position without Luma
88% - Start position with Luma
113% - Center with Luma
125% - Center without Luma
Up smash (uncharged):
104% - with Luma
119% - without Luma
I wouldn't say she has no killing power without Luma, honestly.
Honestly, I'd say Villager is among the best in both categories. For some characters, the bowling ball is an extremely hard tool to bypass. Also, Villager doesn't have to worry too much when chasing the opponent off the screen due to the amount of distance his up-special covers.So...
Which characters are best at edge guarding/gimping? Which characters do you think are best at avoiding being edge guarded?
Agreed, but what about their recovery? Villager has interesting options, but they're certainly not at the same level as Lucario, Palutena or Zelda.Honestly, I'd say Villager is among the best in both categories. For some characters, the bowling ball is an extremely hard tool to bypass. Also, Villager doesn't have to worry too much when chasing the opponent off the screen due to the amount of distance his up-special covers.
You have to chase her deep, ideally. Which granted isn't quite always an option for everyone. Her recovery is strong at very short distances like Melee Falco, but is vulnerable outside that range.I have no idea how anyone is supposed to edge guard Shiek because she seems to be invincible for the entire duration of her up B. Before you could just edgehog her and force her on the stage but now that's not an option anymore.
Good recovery, yes in terms of distance. But he has relatively few options to fight against or ignore edgeguard attempts directly meaning he needs to either weave around them or airdodge. I also disagree with his edgeguarding being anything special. His aerials are not good for covering a lot of options offstage. While he has some potential to go deep, it's a larger commitment for him to do so than other characters. It's a similar reason why it's not always a good idea to edgeguard low with Fox and Falco because of how hard you need to commit with both characters to cover low options. Also when you consider the risk/reward, and Wario's relative lack of good offstage KO moves aside from Waft, I wouldn't call his edgeguarding that remarkable.Wario has a great recovery and he's good at edgeguarding too.
Actually if you want an edgeguard move you literally can not go wrong with, it's Dair. If it trades on the first few hits you get a light meteor effect. If it hits all the way it can kill at high %s (140-150% ish). It's literally never a bad option if you can land it.Also when you consider the risk/reward, and Wario's relative lack of good offstage KO moves aside from Waft, I wouldn't call his edgeguarding that remarkable.
Yeah see, the way I interpret this, it's not really a strong KO move, and you're probably only going to be trading against relatively specific things.Actually if you want an edgeguard move you literally can not go wrong with, it's Dair. If it trades on the first few hits you get a light meteor effect. If it hits all the way it can kill at high %s (140-150% ish). It's literally never a bad option if you can land it.
The only time patches should really be considered is whenGood point.
With balance patches now being a thing, I think the best thing this forum can do is create a subforum titled "Patch change wishes" where people can post what they want to be nerfed or buffed. And whenever someone says "this needs to be nerfed" or "buff my main!", it'll be removed and they'll have to post such comments in that subforum instead.
Basically, filter out the patch request posts. It makes the LoL and WoW forums toxic. This forum will come to a halt if it fills up with that kind of crap, now that we know balance patches are a thing.
Discussions on who is strong in certain matchups, for example, shouldn't devolve to buff or nerf discussion. A subforum will make it clear that there is a place to post useless things like that, and the competitive subforum is not that place.
Or we could allow discussion on patch nerfs/buffs that we think are needed, and that'll be all we really talk about to gain catharsis rather than discussing new strategies.
Well yeah of course. This is all obvious. I'm saying 'buff' and 'nerf' discussion will happen anyway as this is the internet and this is a videogame forum, so we need to remember to discourage it.The only time patches should really be considered is when
either a character is so strong that the meta practically revolves around him/her
and/or said character invalidates a lot of other characters competitively (Brawl Meta Knight,
Melee Fox to a lesser extent).
Or, conversely, when it's clear that one character simply can't stand up
to a good majority of the roster.
Otherwise, players should focusing on improving their skills and finding
ways to overcome their shortcomings. THIS is how a meta develops.
Too late for that. People have been screaming for patches to help their character based on totally arbitrary tier lists made in 5 minutes for the last month and a half.I just hope that when people realize patches are a thing
in Smash now, they won't just react to their favorite character
being low on tier lists or whatnot by whining for patches to their character.
I personally am starting to think DH has the superior CQC game, compared to megaman. His tools are effective at any range and not spammable, opposite to Megaman's which are spammable and best at close-medium ranges.What do people think of the Mega Man vs. Duck Hunt matchup? My main experience with it is For Glory so it's not the most ideal competitive environment, but I've gone from dreading fighting Duck Hunt to looking forward to it, and I want to know if others feel similarly about it.
Originally, I figured that Duck Hunt's long-range zoning would beat out Mega Man's mid-range zoning, only to see that Mega Man isn't defenseless at long range. He's able to throw Metal Blades to counteract the clay pigeons and keep Duck Hunt from feeling safe on the other side of the stage. Also, he's able to approach with projectiles to quickly close the gap, and his forward smash (I think) out-ranges Duck Hunt's, making it a good tool for punishing whiffed smash attacks (though the same is likely true on Duck Hunt's end).
Am I on the right track in saying that this matchup looks even or possibly slightly in favor of Mega Man or am I overlooking something?
Launch Star Attack can be angled, just about as much as the default. For me to get the maximum vertical angle I have to input upB, then quickly swivel the stick so far it would have B reversed if the button timing was off.The custom ones can't be angled so they are fairly telegraphed (though I think that the attack one is pretty good, all things considering: it does trade in distance for the ability to ensure the ledgesnap, so you can still hit her away)..... She can't stall in the air like Marth......
I think I see what you mean. Most likely a lot of Duck Hunts rely too much on their projectile game as a way of forcing their opponents to approach, but Mega Man doesn't have to play by his rules and can even approach on his own terms. Probably a lot of Duck Hunts don't even consider this possibility and are caught with their pants down. However, because Duck Hunt is in reality more versatile up close, it's not like Mega Man can walk in with impunity when the DH knows what they're doing, and instead Mega Man has to get into his own ideal territory of mid-range without getting too close overall. The tricky thing then is managing the can. Also probably the only time Mega Man has a major advantage in the air is when edge guarding due to back air, up air, and especially down air.I personally am starting to think DH has the superior CQC game, compared to megaman. His tools are effective at any range and not spammable, opposite to Megaman's which are spammable and best at close-medium ranges.
DH's kit isn't exactly long-range awesomeness. Pidgeon is slow and if you can't react to one at long range, then you've got no reason being at a tournament. It does apply pressure, but that's normal. Even falco and fox aren't considered long-range projectile characters, because their projectiles are only good at forcing approaches. DH isn't on par with characters like link/Tlink out of the gate. With customs he is slightly closer due to more long range options, but he loses flexibility due to it (long range pidgeon and can are great for long range use but you lose control with those customs).
DH is a solid character and he can be used conventionally within smash's engine to perform normal things that you need to do in CQC. Megaman cannot due to no ftilt or quick gtfo jab, no quick anti-air utilt, and so forth. Aerially he's more conventional and effective as a result, but he still relies too heavily on specials to fill the gap in his moveset. This isn't unique to him, Samus has to ignore a large amount of her moves as some of them simply stink.
By comparison, DH can choose to rely heavily on his specials, but he can also play fine without doing so due to a solid CQC moveset imo.
So, for the matchup (this was a long walk to get here), I'd say DH has the advantage in close range for a number of reasons, and maybe even aerially. Megaman has to keep playing the megaman game and hope it works. Megaman isn't as flexible a fighter as I'd hoped he'd be (in terms of 'effective playstyle for competitive play'), so I'm not really sure he can adapt to the playstyle change-ups DH can do during a match.
Duck Hunt also has some pretty disjointed aerials that have more reach than you would expect for the character. Mega Man's ideal position in this matchup is at midrange which is where Duck Hunt is too far to go for physical attacks but too close to reliably set up his projectile game. I'm in agreement that Mega Man is definitely less versatile as a whole than Duck Hunt is and that's the advantage Duck Hunt has on the former. With the exception of leaf shield and the metal blade which pierce through every projectile, all of Mega Man's projectiles can be tanked with Duck Hunt's own. Adding to this, the Mega Gunmen custom have 25% HP and so can tank a number of Mega Man's attacks (including a fully charged fsmash and then some) and generally discourages him from being projectile heavy. An issue for Duck Hunt however is that more often than not, he will die before Mega Man will as the upper kills DH at an earlier percent than DH is generally able to KO Mega Man. Of note though is that Mega Man's rush coil, being a fairly predictable vertical recovery, is a prime candidate for being edgeguarded with a can which definitely helps in KOing.I think I see what you mean. Most likely a lot of Duck Hunts rely too much on their projectile game as a way of forcing their opponents to approach, but Mega Man doesn't have to play by his rules and can even approach on his own terms. Probably a lot of Duck Hunts don't even consider this possibility and are caught with their pants down. However, because Duck Hunt is in reality more versatile up close, it's not like Mega Man can walk in with impunity when the DH knows what they're doing, and instead Mega Man has to get into his own ideal territory of mid-range without getting too close overall. The tricky thing then is managing the can. Also probably the only time Mega Man has a major advantage in the air is when edge guarding due to back air, up air, and especially down air.