NAKAT
Smash Champion
Ughhhhhhhh Rosa and Mii Fighter. ...
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Congrats though. You made it through two different kinds of jank and came out the victor. That's impressive, and as Fox no less.Ughhhhhhhh Rosa and Mii Fighter. ...
I have to state again - many people treat Rosa like she's a camper, and you have to counter her by tossing projectiles past Luma to hit Rosa and BANG you win. That's not how she works at high level play. Maybe in For Glory people do the shoot luma -> spam Luma moves. But players like Dabuz use her full moveset to its potential aggressively. You don't need to rely on Luma, it's just a super powerful buff while its active, and while it's deactivated you're only left with your powerful and disjointed moveset and powerful kill moves.As for good characters against Rosalina, may I answer with Yoshi ?
Yoshi Up air usually dodge luma and straight hit Rosalina, Yoshi grab (neutral b) also dodge the punish from luma.
Good thing as well against Rosalina is spike and Yoshi has a good spike (though a bit slow) but you can hit it easy since her UP B is really predictable/vulnerable
As for nerfs, I think only putting luma a bit farther when people grab Rosalina would be the perfect thing.
Yoshi's aerial mobility combined with Nair seems to do pretty well at running in, hitting Luma (-> death), and retreating as well, from what little I've seenAs for good characters against Rosalina, may I answer with Yoshi ?
Yoshi Up air usually dodge luma and straight hit Rosalina, Yoshi grab (neutral b) also dodge the punish from luma.
Good thing as well against Rosalina is spike and Yoshi has a good spike (though a bit slow) but you can hit it easy since her UP B is really predictable/vulnerable
As for nerfs, I think only putting luma a bit farther when people grab Rosalina would be the perfect thing.
Was Dabuz a sitting duck without Luma? Does she lose her nair, kill throw, lingering hitboxes, attack speed, range, disjoints, recovery, etc without Luma?Congrats to NAKAT.
Ike's custom SideB2 knocks Luma in the air and stuns him until he touches the ground. Don't think custom Ike is going to have many fundamental problems dealing with her.
My point is dealing with luma is not 'dealing with rosalina'. She doesn't care, you bring her down to your level (if that), you don't bring her lower. She loses a buff, but still does not have weaknesses the counteract her moveset strengths.Yoshi's aerial mobility combined with Nair seems to do pretty well at running in, hitting Luma (-> death), and retreating as well, from what little I've seen
I think that could be neat, as long as it was only a relatively small portion of the damage (1/4th or so, at max) as Luma can't block, and if you hit it you can combo it like you can the sandbag; you just have to watch out for a now forced-to-attack Rosalina trying to stop you as a rushdown character.What if attacking Luma also meant damaging Rosalina? As in her damage % would increase.
I do agree with this, however that also means that if people can find a fairly reliable way of getting Luma consistantly dead (unlikely to be constant, but...), then Rosalina is a standard-power character, which can then be fought by normal by Yoshi, for a previously-used example.We see this in high level play, yet many people act as if she is nullified without Luma. She is not, she is just brought closer to the normal power levels that other characters are at. I've seen really smart cool people here argue otherwise, but I don't see it.
She is lacking holes in her design that other characters have, and that's a problem as other players have had to adjust their characters choices to try and best deal with such a character at tournaments.
We're not saying that killing luma is the most important thing in the world but it can help a lot. I wouldn't say that without the WiiU nerf but with it, it could become a good aspect of a lot of MU against Rosa.My point is dealing with luma is not 'dealing with rosalina'. She doesn't care, you bring her down to your level (if that), you don't bring her lower. She loses a buff, but still does not have weaknesses the counteract her moveset strengths. She can avoid you for the 13 seconds to get back luma if she feels she needs it, otherwise she can do just fine because of her moveset alone.
We see this in high level play, yet many people act as if she is nullified without Luma. She is not, she is just brought closer to the normal power levels that other characters are at. I've seen really smart cool people here argue otherwise, but I don't see it.
She is lacking holes in her design that other characters have, and that's a problem as other players have had to adjust their characters choices to try and best deal with such a character at tournaments.
Welcome to top tier characters. They're probably going to exist.Was Dabuz a sitting duck without Luma? Does she lose her nair, kill throw, lingering hitboxes, attack speed, range, disjoints, recovery, etc without Luma?
No, she doesn't - she keeps all of these things and simply loses some of her strengths. She still has a ton left over though.
Some characters have half of what she has when she's alone, and they don't get to have Luma knocked away because they don't have Luma to begin with.
.
Glad you enjoyed. It was hard. Dabuz is a very strong player behind an extremely strong character.Congrats though. You made it through two different kinds of jank and came out the victor. That's impressive, and as Fox no less.
I mean, you made it past Brawler's bugged fixed-hitstun up B, and Rosalina's laundry list of strengths without any real weak point to abuse. Watching players beat good Rosalinas can be like watching torture sometimes. Entertaining torture I guess, but it's definitely a different game and not indicative of Competitive Smash overall. Dabuz is definitely a great player though, I'm speaking moreso about Rosalina and her design as a character.
That may be part of why the audience can get bored, since it feels like all they see is Rosalina at times whenever they watch high level play (and Sheik, but she's fast at least and plays at a quicker pace). It can get a little samey after a while for the spectators. You really helped shake things up.
SAN!????????Congrats to NAKAT.
Ike's custom SideB2 knocks Luma in the air and stuns him until he touches the ground. Don't think custom Ike is going to have many fundamental problems dealing with her.
I'd like to hear your opinion on what her weaknesses are. Who are her bad MUs. Just quick dot points.Just saying, hate when people say Rosa is the best in the game, or even top 3. She has like...quite a few bad MUs which I see only getting worse over time. Too bad most people don't take the time to learn her weaknesses (which there are a lot of).
Play nice, Espy.You have zero idea what you're talking about as far as Sonic is concerned.
Isnt she even faster when she fox trots as well?Welcome to top tier characters. They're probably going to exist.
But in Ike's defense. He has much bigger aerials, range, kill power and weight than Rosalina. Ike shrugging off gods with overpowered mind controlled minions is just the destiny of the Radiant Hero
Rosalina's got the faster recovery, ground movespeed and dash attack. Ike definitely a contender for trolling solo-Rosalina.
Source: Famitsu scan via http://www.gamefaqs.com/boards/632937-super-smash-bros-for-nintendo-3ds/70561893"average and mediocrity are almost the same"
Patch to adjust the balance of the game "Super Smash Bros. for 3DS / Wii U" will be distributed in around mid-November. Until now, when I completed a Smash Bros game, there was no further development after that. But that makes it impossible for the game to be played for years. This time We have a mechanism of patch delivery. So, We decided to do a balance adjustment before November 21 when the Wii U version will be sold in North America. But there is a problem about this. You can't play online between a hardware that is patched and one that is not patched.
On the Wii U version, there's no problem because it updates automatically if connected to the Internet and the gameplay between more than 2 devices is limited to online. On the Nintendo 3DS Version, however, there are some people who are not connected to the Online, and hardwares that are patched and ones that are not patched will likely be mixed. On the other hand, We can't afford to separate the balance of the 3ds version from that of the Wii U version...
We have a tutorial on how to update the game on the official Smash Bros website. It's definitely necessary, so I'd like you to download it. If any of your friends are in trouble with doing it, please help them. I'll explain how we adjust the gameplay balance. Firstly, a monitor team assembles information and do practices multidirectionally. Specifically, researching the results, KOs, and trendy tactics in online matches. Next, I get the team to make a proposal about the balance adjustment. I also ask them to consider that killing fighters' advantages and getting rid of their disadvantages too much spoils the fun.
In response to the proposal, I adjust the balance. If that proposal is too difficult to be dealt with a patch, or spoils the fun, I pass it up and use another proposal. After a test play of the monitor team, the patch contents will be confirmed. We can actually see the results of the online matches. The winning percentage of respective fighters can be checked. It's comprehensive data of the global matches, which is deadly accurate.
Of course we can't publish this data, but I can tell you one thing. In Super Smash Bros. Brawl, the winning percentage of all fighters lines up in a stepwise manner. but this time, there's someone with the lowest percentage of all fighters by an overwhelming margin. It's "Little Mac". His advantages and disadvantages are both extremes. Although he has a high-performance dodge and a megaton punch that dominates everyone, his jump ability is quite low. A simple back throw + an aerial pursuit can be fatal for him.
But those who have a lot of experience in online matches will probably feel strange about this. I think most of you consider him rather powerful. His low winning percentage is most likely due to the fact that those who think "Little Mac is too powerful!" play as him and get beaten up. A lot of people use him because there's an impression out there that he's dominating all the time, but that doesn't mean you can win easily when you play as him. This phenomenon might be ideal. I have often featured in my column that I regard dynamic range as important. But I also suggest that it's not right to look at things only based on the results in online matches. I believe that taking the average of fighters performance is a bad move in the game.
Agree with this. Playing against Sonic and campy no-risk Sheiks just isn't fun for me. Rosa is S-tier, but I'd gladly play against her instead of Sonic or Sheik.I'm glad I'm not alone in my frustration with Sonic's character design. Fighting that character feels more like an overly tedious test of my patience rather than a true showing of my skill.
Has nothing to do with him being a good character. I can deal with Rosaluma/ZSS/Yoshi/Diddy's shenanigans just fine and I've beaten plenty of Sonics. However, at the end of the day I'm playing Smash 4 to have fun. Fighting against Sonic just isn't fun for me.
Really surprised Sheik isn't on that list, her recovery seems insanely good.Best recoveries in this game:
These characters almost certainly messed up if they actually got hit offstage.
Best edgeguarding? Most likely
This is what I've been saying for quite a while. The problem with Rosalina is that Solo Rosalina is a mostly fine character. As a puppet character, effective use of Luma should make her really strong, but with Luma used ineffectively or dead she should be the worst character in the game and she's clearly not. Giving her the strong advantages of having a puppet without a serious drawback is going to make her very OP.Rosalina's only drawbacks are that sometimes she has to fight alone like everybody else - she's simply reverting to a more neutral strength level like everyone else where their power:weakness ratio is somewhat even. Yet she still has her imbalanced movepool. She is nothing like Ice Climbers or even Olimar.
I think the saddest reality of this is that if you look at the Paletuna/ Pit (they have a youtube video somewhere of it) commentary on her, they specifically state that she's alright even without Luma. So it's like Sakurai actually knew about this, and thought nothing of how disproportionally stupid it is. Weaknesses, what's that?This is what I've been saying for quite a while. The problem with Rosalina is that Solo Rosalina is a mostly fine character. As a puppet character, effective use of Luma should make her really strong, but with Luma used ineffectively or dead she should be the worst character in the game and she's clearly not. Giving her the strong advantages of having a puppet without a serious drawback is going to make her very OP.
I'm pretty sure accessibility was the goal here. If you had to do smart things with Luma for Rosalina to be viable, a lot of people who like the character probably wouldn't be able to play her. The Ice Climbers are much more like what a puppet character should be (Sopo is a ridiculously terrible character), but it's not like anyone cared about them as a character before Melee so it was okay for them to be a character that only pros could use well.I think the saddest reality of this is that if you look at the Paletuna/ Pit (they have a youtube video somewhere of it) commentary on her, they specifically state that she's alright even without Luma. So it's like Sakurai actually knew about this, and thought nothing of how disproportionally stupid it is. Weaknesses, what's that?
If only you could bucket Luma. That'd be so hilarious.Rosalina, Rosalina...
Game & Watch, guys ! :'(
You also do realize I'm being somewhat facetious right? Otherwise I wouldn't have brought up Rosalina's situation to compare.You have zero idea what you're talking about as far as Sonic is concerned.
It's very good at short distances...you can't do as much against characters that don't fear jumping out really deep.Really surprised Sheik isn't on that list, her recovery seems insanely good.
I highly doubt accessibility was the priority here, even Sakurai goes out of his way to make complex characters that take time to understand to do well with, look at Shulk for example. I remember he even said something similar about Ness in Brawl, being that character you needed to put time into to do well with (though past history has shown us that he doesn't always implement that idea well). Even though Sakurai aims for accessibility for everyone, that doesn't necessarily prevent him from making characters with intentionally higher learning curves, even from a designer's standpoint.I'm pretty sure accessibility was the goal here. If you had to do smart things with Luma for Rosalina to be viable, a lot of people who like the character probably wouldn't be able to play her. The Ice Climbers are much more like what a puppet character should be (Sopo is a ridiculously terrible character), but it's not like anyone cared about them as a character before Melee so it was okay for them to be a character that only pros could use well.
If that is indeed the goal of Rosalina (for her to be an easy-to-use puppet character), the answer is probably to make it so that Luma only attacks when Rosalina attacks, and can't do anything if Rosalina is not in a position where she can attack (ie, shielding, grabbed, being hit, dying, in the middle of a move, etc). I feel this would make her much less interesting as a character, but what competitive players find interesting probably wasn't their priority.
Yeah but look at the two characters you just named. They're both characters from obscure RPGs that were only known to hardcore gamers. There definitely seems to be a correlation between how well known a character is, and how easy they are to use. I don't think it's a coincidence at all that Mario and Pikachu tend to be two of the easiest characters to learn.I highly doubt accessibility was the priority here, even Sakurai goes out of his way to make complex characters that take time to understand to do well with, look at Shulk for example. I remember he even said something similar about Ness in Brawl.
Mega Man? He seems pretty hard to use, or at least wildly different.Yeah but look at the two characters you just named. They're both characters from obscure RPGs that were only known to hardcore gamers. There definitely seems to be a correlation between how well known a character is, and how easy they are to use. I don't think it's a coincidence at all that Mario and Pikachu tend to be two of the easiest characters to learn.
Yeah I don't think he's the best when it comes to edge guarding, but he can heavily counter specific characters with the bowling ball.Agreed, but what about their recovery? Villager has interesting options, but they're certainly not at the same level as Lucario, Palutena or Zelda.
Pocketing Luma would be hilarious as well. lolzIf only you could bucket Luma. That'd be so hilarious.
I don't think that's really a counterexample. Sure, Megaman was really mainstream on NES, but over time his franchise started to become more niche (and if you were a fan of Megaman on NES you've been gaming for at least 20 years). I wouldn't consider something like Megaman Zero or Battle Network to be all that much more prominent than something like F-Zero or Fire Emblem (and note that those characters are a bit more technical than the likes of Mario and Pikachu, as well).Mega Man? He seems pretty hard to use, or at least wildly different.
Not him, but looking at Blue play Sonic at tourneys, I'm seeing just a better brawl sonic, which seems like a pointless statement, but bear with me.You also do realize I'm being somewhat facetious right? Otherwise I wouldn't have brought up Rosalina's situation to compare.
By all means, please argue why Sonic shouldn't be nerfed. I want to hear the opinion of one of the best Brawl Sonic mains before we start getting super emotional. Because clearly, we don't want knee jerk reaction balance changes from Nintendo. Not saying that's ACTUALLY the intention of Rosalina's nerf, only suggesting there is a possibility that it could be that way.
It's very good at short distances...you can't do as much against characters that don't fear jumping out really deep.