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Character Competitive Impressions

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A2ZOMG

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Played some Ike dittos (and other matches) with @ san. san. today, Ike with customs is every bit as beastly as I thought (having played Ike only two days myself). I had a very hard time gimping Ike as multiple characters, and f-air is just so massive, I wasn't sure what to do besides try to shieldgrab it, but if Ike lands perfectly with it he can put you in his d-tilt range but outside of your grab range, and his d-tilt is disjointed so he'll win against your own. It's very difficult to recover high, too, and I almost felt forced to recover high because whenever I tried to recover low, Tempest was there to blow away my recovery. One read from Ike kills you, as it always has in the past, only now on top of having devastating reads he also has quite a few combos and strings that he can use on you.

He does seem a little vulnerable to followups himself, though, like multiple Diddy up-airs.

But this character just takes stage control so easily.
So basically, he's Sonic with a massive sword, but not completely unexploitable.

I'm fine with that honestly.
 
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NairWizard

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Wait, wait, did the removal of vectoring just make Diddy's up-air *more* potent?

Whoa hah
 
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san.

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From my perspective fighting another Ike, it was very challenging compared to before. You could bait Ike and then punish. Now, most of his stuff is safe except for nair, which is now best served as a retreating aerial or combo starter against people on the ground. I couldn't punish a bair on my shield since the 13->14% gives it much more stun. Well spaced ftilt were difficult to punish unless it was clearly misspaced.

Ike pretty much just combos and juggles himself to death now.

Against other characters, I knew that I hit much harder and racked up damage just as quickly. Rage only helped get those early kills.
 
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san.

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As much as I've been talking about him, I think Ike is strong, but balanced without customs since he retains some logical weaknesses against quick punishes and still has the burden of approaching against projectile users. Customs just throws a wrench in that for him, leaving juggles as the only weakness unless he chooses a custom loadout with a mediocre recovery as well.
 
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NairWizard

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Other observations from fighting Ike:

The thing that sends Ike over the top is definitely customs. I kept forgetting that san had Aether Wave and running into it, but even when you're expecting it it's very difficult to punish. Close Combat is probably one of the best moves in the game to be honest. There isn't much you can do against an Ike while he's charging it, though in hindsight I suppose I could have tried retreating to the other side of the stage to punish the endlag. Tempest is absurd and somehow even better than Close Combat, because it gimps you so easily. This move probably singlehandedly wins the Yoshi matchup.

Ike without customs is balanced; I agree with san. However, Ike with customs is definitely top 5 from my perspective. I think he's got a positive match-up vs. Diddy at the least--he gets juggled but recovering as Diddy is insanely difficult vs. Ike, and once you're in the air up-air and f-air cover a lot of angles (though it didn't help that on WiFi most of my b-reverse peanuts turned into side-b kicks, some of which ended up being SDs--lol thanks WiFi--but with some more b-reverse it should be possible to escape more consistently and punish Ike's own landing).

I think he also wins against Yoshi, Greninja, and Sonic (Close Combat tears through Hammer Spin Dash, though my Sonic isn't good at all so a better Sonic could probably use the jumps to get around CC), and might lose to Sheik, though Ike kills Sheik so much earlier than Sheik kills Ike and his aerials are almost as safe that I don't even know if this is true. But at least Sheik is harder to gimp with Tempest due to Vanish, so it's probably in her favor. Even with Rosalina would be my guess.

I'm not sure if he wins against Peach. Peach's aerials are really quick and strong; I was surprised at how comfortable I felt in this matchup, but needs more testing (on the other hand, curse you Jigglypuff, I felt like throwing my 3DS out the window because of this pink monstrosity, ugh).

Also not sure about Palutena; seems to win vs. Ike in theory, but I didn't actually try her.

So, yeah, tl;dr: with customs on, I'm pretty sure that Ike is top 5.
 
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Iron Kraken

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After playing a few games against custom Ike... I agree, he's a beast. Shulk & custom Ike are both scary good. Shulk top 10 in standard? I buy it. Ike top 5 in customs? I buy it.

---

I played a whole bunch of matches with Rosalina & Luma today against good competition (not pro competition or anything, just good competition) and so far I've barely noticed the nerfs. Not once do I remember thinking "damn it, that patch."

And the decreased range of the Luma shot is being greatly underestimated as far as a buff. Separating Luma from Rosalina is so, so, so much better now. I can't emphasize this enough. My opponents cannot seem to swat at Luma without suffering Rosalina's retaliation. It was much more difficult for Rosalina to punish this way before the patch, because tapping the B button created too much separation between Rosalina and Luma. But now the distance of separation perfect.

On balance she's been slightly nerfed, but her overall strength is damn close to what it was before.

Honestly, everything about Rosalina & Luma make more sense now. The 12.55 second respawn time is much more sensible than the 8.75 second respawn time. Luma's ability to hit during an opponent's throw was probably the stupidest and cheapest thing about Rosalina & Luma, and it's completely fair that has been removed. But keeping Luma's ability to prevent mama from being pummeled feels right to me. And now separating Luma is a much better option, which feels like how the character is supposed to be played as far as a design concept.

Overall I'm just really happy with the patch for Rosalina & Luma.
 
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Nobie

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One lemon cancels spindash. Haven't faced a good sonic, but if you want someone who can make him honest with spindashes, mega man fits the bill on paper.
I feel this to be the case as well, and I think it's mainly why I've never felt Sonic to be all that frustrating an opponent. The only thing is that whenever I've played against Sonic as Mega Man, the matches last a really long time, so it feels like both sides have be very patient.

There's also the fun of Spring Wars as both characters try to escape/chase each other with Up Bs.
 

NairWizard

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I wonder how good Shulk actually is now with the buffs. Ike is very very buffed now (though he was buff before), but how much better is Shulk? What can he do?
 

Luco

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I'm not really feeling it, though.
I was going to like this and then I remember how many of these 'feeling it' -related quips i've seen and liked over the past few months and how many more I will see and continue to like over the next several years until I finally collapse in a heap, devoid of emotion or happiness and finally allow myself to fade away if only to ease the pain...



--

In all seriousness, Shulk's been really, really really buffed and I certainly don't see him in low tier now. At the very lowest he's mid, but I think he's higher than that personally.
 

NairWizard

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I was going to like this and then I remember how many of these 'feeling it' -related quips i've seen and liked over the past few months and how many more I will see and continue to like over the next several years until I finally collapse in a heap, devoid of emotion or happiness and finally allow myself to fade away if only to ease the pain...
I think you might be feeling it a little too much.
 
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Luco

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It's been some time since the last of these has been posted, and i've never done one, so I thought i'd post my thoughts on tiers. But unlike a regular tier list I won't do set positions within tiers. So basically the characters within the tiers are un-ordered, but I think they should be somewhere in that tier. I can't explain all of my choices because some characters i've virtually heard nothing from and won't know much for their capabilitiies, but hey I might as well try my best right? :)

I did it with the assumption that customs were on, but not all characters may use/need them. Basically my attempt at an overall viability list, which may or may not be insane :p

And I am trying to reflect post-patch, yup.

So, without further ado...

Top tier!
:4diddy: :4lucario: :4yoshi: :rosalina: :4sonic: :4zss: :4ness: (Yoshi and ness have waited oh so long for this day)

High tier!
:4fox: :4greninja: :4sheik: :4robinf: :4peach: :4pikachu: :4falco: :4villager: (basically the characters that everyone's like 'could be top 10/15' but are just out of top 7, also the two that fell out of top in my eyes)

Low high tier!
:4falcon: :4duckhunt: :4wario: :4marth: :4miibrawl: :4palutena: :4myfriends: :4rob: :4shulk: (Palutena and Ike may or may not be slightly higher)

High mid tier!
:4bowser: :4lucina: :4littlemac: :4pit: :4darkpit: :4miigun: :4tlink: :4link: (not sure if the links should be lower or here)

Mid tier!
:4jigglypuff: :4metaknight: :4dk: :4gaw: :4bowserjr: :4charizard: :4pacman: :4megaman: (pacman might deserve high mid, considering his results in japan)

Low mid tier!
:4samus: :4zelda: :4dedede: :4mario: :4luigi: :4wiifit: :4ganondorf: (these guys can still be pretty decent but I think they'll have to work for it just a tad harder)

Low tier!
:4drmario: :4miisword: :4olimar: :4kirby: (Definitely need a buff, but they're totally playable and should still have some positive match-ups)

This list is based on the limited resources I have and what I currently know, but there may be characters that I just haven't seen. Do let me know if you think some characters deserve to be in different tiers but try to give me some evidence if ya can as well. ^_^

To give some explanation for my choices:

:4ness: - no surprise that I love this character. We knew he was significantly better this time around with a game that stayed very potent in the face of nerfs to many of his counters. With the most recent patch, Rosalina and Sheik have become slightly more viable match-ups for him (moreso sheik I think). I believe with his intense grab game which while having an average grab in itself, gets incredible combos and a kill from two different throws, he's a very strong character that racks up damage and kills early without being too ridiculously light as well. He has good aerial mobility and solid OoS options and generally is hard to pin down. Finally his recovery has been buffed in 3 ways from Brawl: Lucas properties on start-up, bolt travels faster, can be used twice if he bounces into a wall and whilst it's still fragile, I think it's a different beast than what it used to be. He stays potent whether customs are on or off.

:4falco: - A character who has a very solid close-range game that has been reasonably buffed and now I believe his lasers allow him to have some more potency at long range. Not actually sure on his results but I think it was a mistake to instantly label him 'bad tier' when his lasers got nerfed. People forgot how good he was and still is at close range (didn't he keep his frame 1 jab?)... even with the removal of the chain grabs. Also Bair kills guys. GUYS. Bair freaking kills!

:4rob: - I actually think Chibo's work with Rob has paid off quite well. Rob actually has kill power now, which really rounds out his ability to camp. Very solid character with a good set of options and his recovery is only bad if he's forced to use it twice in close succession.

:4littlemac: - He's such a precarious character in terms of where he is on the tier list. The removal of vectoring probably buffed him more than anyone in the current 2-stock ruleset and his on-stage game is just way too potent to ignore. However there are characters out there that will flat out exploit his weaknesses if they get the chance and he has very few answers to that. Little Mac is a character that with very few changes could go anywhere on the list lol. In some ways that's a good thing! In others... hmm, not so much. :p

:4bowserjr: - as much as I love this character, he finds it difficult to stand out in the meta. His early meta game is being found out about and circumvented and while he has decent tilts i'm not so sure whether they'll be able to support him. Additionally, his grab game worries me, both because it's a dangerous grab to land and he doesn't get much out of it. Finally, his specials aren't really fast enough for him to camp with and take time to set up, time he rarely has. That said, his aerials linger for some time (especially the Fair) and he has a quick Uair that's good for juggling and forces a situation where he has the advantage, and his upB is two ways to kill in one move which is pretty cool. He can also afford to go offstage with a very good set of moves that lend to recovery and a Nair that I believe he can space quite well. Shouldn't be slept on. He's also cute as hell. Not too shabby. <3

:4dedede: - Oh how the might have fallen... ish. I do feel bad for our beloved king, gordos add little to his moveset that he needs and can be a hindrance to him just as much as an asset. His grab game is a shadow of its former seolf for obvious reasons, and his Bair has been replaced with... a singificantly less exciting one. His Ftilt is still solid and so is his jab, but he needs more and I think struggles against quite a few of the higher-tiered characters.

:4kirby: - I don't know whether kirby should be in low or low mid to be totally honest. I feel he has real trouble getting in and even when he does, he's like... Okay, I guess? I don't think he's luigi-level of potent when he's actually in, so maybe that's why he's there... I definitely think kirbster could use a good buff to his range so he could actually be safe on... nearly everything.


I just chose 1 from each tier I thought might be questionable, but I can try to explain more if needed. Just a reminder that the characters aren't ordered within tiers and could be anywhere within that tier. :)


Oh and this is pre-tournament. Can't wait to see what I think of this list after the 23rd. :awesome:
 
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Katakiri

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Shulk feels like an easy lower high-tier to me. Speed state has almost no downside now and really lets Shulk tack-on an early percent lead to abuse Buster state later rather safely then use either Smash or another Speed from there for a KO. Seems to be the bread & butter strategy right now. He doesn't have quite the combo-potential some of the better characters have but his huge hitboxes, solid damage, and blinding speed in Speed state more than make up for hit shortcomings. Hell hath no fury like a Speed state Shulk F-Air assault.

Not looking forward to running into Shulk in tourney anymore but I'm really feeling these buffs. He definitely needed them.
 

Luco

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Hmm, that's fair, i'm just not sure how potent that all comes down to. What are Shulk's most recent results? I believe Trela has been doing some work with him but not sure how it's translated to results. I'd love to know! ^_^
 

X3I

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I don't understand why everyone put G&W that low, because no one plays him so you probably never met a good one, and when someone who mains him (me) wants to talk about him in this thread, you just continue your discussion on Rosalina/Sheik/etc...

Here's my tier list, btw (post-patch):
S tier: :4sonic::4diddy:
A tier: :4yoshi::4ness::4zss::4peach::4gaw::4greninja::4lucario::4sheik:
B tier: :rosalina::4pikachu::4pacman::4palutena::4jigglypuff::4myfriends::4marth::4rob:
C tier: :4bowser::4falcon::4fox::4falco::4lucina::4shulk::4robinm::4metaknight:
D tier: :4littlemac::4darkpit::4pit::4wario::4tlink::4link::4duckhunt::4villager:
E tier: :4bowserjr::4charizard::4mario::4dk::4dedede::4zelda::4megaman:
F tier: :4samus::4ganondorf::4olimar::4drmario::4luigi::4wiifitm::4kirby:
 
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Luco

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I don't understand why everyone put G&W that low, because no one plays him so you probably never met a good one, and when someone who mains him (me) wants to talk about him in this thread, you just continue your discussion on Rosalina/Sheik/etc...

Here's my tier list, btw (post-patch):
S tier: :4sonic::4diddy:
A tier: :4ness::4yoshi::4sheik::4peach::rosalina::4zss::4greninja::4lucario:
B tier: :4gaw::4pikachu::4pacman::4palutena::4jigglypuff::4myfriends::4marth::4rob:
C tier: :4bowser::4falcon::4fox::4falco::4lucina::4shulk::4robinm::4metaknight:
D tier: :4littlemac::4darkpit::4pit::4wario::4tlink::4link::4duckhunt::4villager:
E tier: :4bowserjr::4charizard::4mario::4dk::4dedede::4zelda::4megaman:
F tier: :4samus::4ganondorf::4olimar::4drmario::4luigi::4wiifitm::4kirby:
Ah, I was guilty of skipping over the initial post because it was a bit wall-of-texty and I was trying to catch-up at the time, though I did appreciate the sentiment of talking about less-used characters haha :laugh:

I profusely apologise, so i'll bring up why I put him there.

Game and Watch to me retains much of his characteristics in Brawl, however unfrotunately I feel like much of what has changed has been for the negative. He is incredibly light now, 3rd lightest in the game I believe actually? In any case, his aerials I believe still outrange quite a few members of the cast; however it too seems slightly nerfed, his damage output feels slightly nerfed and his old problem of being easily telegraphed still appears to be there.

I could be missing something, or his customs may change his game significantly in a way i'm not seeing; but I feel like being killed at 120% or less consistently without many significant buffs does not bode well for this character. :/

Something I just thought of... does the one-inch punch still work with :4miibrawl: ? Because if it does and vectoring has been removed... welp.

EDIT: After Berserker let me know of Trela's tournament results, i've moved him to my low high tier. Good jub Shulksters ;)
 
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X3I

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His style is entirely different from what it was in Brawl. Look at this post, it probably will explain it better than I would : http://smashboards.com/threads/propaganda.372478/

+ Maybe the player can be predictable, but not Game & Watch. That doesn't make sense to me (and he got options). =p
 
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meleebrawler

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Probably the biggest things Brawl G&Wers need to adjust
to in Smash 4 is less liberal use of his smashes and Bairs
and more on weaving, evasion and edgeguarding.
 

Luco

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His style is entirely different from what it was in Brawl. Look at this post, it probably will explain it better than I would : http://smashboards.com/threads/propaganda.372478/

+ Maybe the player can be predictable, but not Game & Watch. That doesn't make sense to me (and he got options). =p
It's a very good post, I smiled at the language and I liked the writing style. It's nice to know G&W's gameplan is different from Brawl, but it feels like a more limited gameplan to be honest. Bait and punish feels to me like the strategy of characters who have somewhat sub-par moves and good aggressors feel to me like they would shut him down.

Yet, I don't want to under-estimate it, nor do I want to count his game out just yet, and perhaps it does work very well.

What are G&W's results that could be used to quantify this analysis? :)
 

Luco

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Hahaha, umm.... In our tier list we should keep in mind results as a way to validate the theory and show that it translates to doing well against other contenders in tournament. My advice is, if you don't have a top player, go out there and be the top player! ;)

I think G&W's position is valid, though perhaps in a more solid tier list he would be towards the upper end of mid. It sounds like he definitely has room to move up though. :)
 
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X3I

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That's planned... On the Wii U version, though. Unfortunately, I'm French and not American, so you will probably never hear about me anyway. =p

Except if I start winning everything in Europe ? Let´s hope !
 
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Jabejazz

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Removal of vectoring probably hurts heavy weight characters a lot.

Their survivability is significantly reduced, meaning they'll enjoy the benefits of rage a lot less.
And their potential as combo video dummies has exponentially increased.

Seriously, Mario's DThrow is actually scary now.
 
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TTTTTsd

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Once I get my hands on the WiiU version, I will definitely have to try and show off my theorycrafted Doc D-Throw nastiness. I may have found something really cool that covers basically any option, but it's all theory.

For the record the removal of vertical vectoring means Doctor Mario can D-Throw -> Fair combo a lot of the cast at high %s now, just like in Melee : D

For the record Dr. Mario I'd slap in low-mid if you think about his options when he gets in, but I can see why people would think he's bottom 5. I gotta step it up with this character, haha.
 
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Shaya

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Can vouch for mario down throw being annoying.

Also, I'm putting it out there now just in case it's true

Meta Knight da bess

Or at least, 10% neutral air that kills has changed EVERYTHING.
 
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TTTTTsd

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Oh and for the record, I don't disagree with the idea that Dr. Mario needs a buff. That's something I think a lot of people seem to agree with.

It'll happen, one day...
 

Terotrous

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Okay, so based on some testing, Yoshi Dthrow to Uair still isn't a true combo on most of the cast, however now that you can't hold up and mash jump to escape it is a rather nasty 50/50. If you air dodge, he can Dair, which will land most of the hits. If you double jump, uair will hit. He can also toss an egg to potentially cover both options, but it does a lot less damage.

You actually have to be pretty scared of Yoshi's grab now, which is awesome because his grab itself is very good, but previously it was kind of "meh" if you got hit by it.
 
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Nobie

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Can vouch for mario down throw being annoying.

Also, I'm putting it out there now just in case it's true

Meta Knight da bess

Or at least, 10% neutral air that kills has changed EVERYTHING.
Do you think the removal of vectoring is in the end why Mario's up-tilt was nerfed slightly?

As for Meta Knight, having just one reliable kill/gimp move that doesn't leave you super vulnerable afterwards is such a boon. It might not even be that vulnerable to staling just because even if it doesn't kill outright it becomes a way to force the opponent into an uncomfortable position.
 

TTTTTsd

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@ Luco Luco *SIgh* I am in agreement though, Dr. Mario needs some more real buffs. FAir being buffed + removal of vertical vectoring helps him set up kills but I SWEAR if he had a better run speed he would be way way better.

If they could buff Doc like they did Ike I'd be eternally grateful (Congrats Ike mains, he's ready for action)
 
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LostinpinK

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Kirby's combo are now easier to land... if only he could come close *sigh*

I feel like he is the worst character in the game now, or maybe tied with Luigi. There's no way to hit a competent opponent with this character, you have to rely 100% on mistakes.
 

Radical Larry

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I feel as if Robin isn't as good as people make them out to be. Their attacks are easy to punish, most of their attacks can be reflected/shielded, and their attacks can't KO under 150%, not even their Smash Attacks or Thoron will KO the opponent at that damage (trust me, I've tried numerous times already).

But I also feel as if Ganondorf is highly underestimated, as I can easily body an opponent with him competitively. I've went against decent to professional-level players online on For Glory, and I could easily defeat them with Ganondorf, especially with two things he's capable of doing:

Double Wizard's Foot Edgeguard Gimp - A gimping tool that you use Wizard's Foot > Wizard's Foot on an opponent, to where you knock them off the edge with the first one, and if you're within range, you use the other one and propel yourself off the stage. If the second one manages to hit, it will send your opponent back further, and basically it's a KO on opponents with bad recoveries and two jumps. It's especially useful against Little Mac or Captain Falcon. If you miss the second portion, don't worry, since you can actually recover from it safely.

Wizard's Foot Early KO - While I'm not the only one who knows this, basically, if you use Ganondorf and were sent into the air, you still have enough time to use the Wizard's Foot attack on your opponent and will both break their combos, and if they're at low-moderate damage, will send them to a KO. This only happens to the sweet-spot non-meteor portion of the attack (which is JUST after the meteor portion, I might add), and is great for KOs against your opponents.

As for Link, he still feels like a high-tier character, but not a top tier. Despite his loss of the technique, he still has the power, speed, attack speed and air game he used to before the patch, and after the patch, he gains buffs that compensate for the nerfs.

This comes from a guy who's been playing these characters since he's got the game, but in no way am I a truly reputable source of information. But you have to question a character's viability.
 

Kofu

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Regarding Game & Watch, I feel that if he's placed on the lower half of the tier list, it'll be because that many other characters are just better than he is, not because he's bad. If anyone puts him there because they think he's a bad character I'll have to smack them. I want to make a list of my impressions on where Game & Watch stands compared to other characters, but I want it to be pretty and I don't have that ability right now. But expect a list like that sometime soon.

He does pretty well against the characters think are high and top in this game (maybe not winning matchups but he doesn's do badly either) which is a big point in his favor. If he has bad matchups, it's for one or more of the following three reasons:

1. The opponent can kill early and easily
2. The opponent solidly outranges him in neutral
3. The opponent has effective projectiles that can't be absorbed by Oil Panic

Two blemishes on his moveset are his lack of AC aerials out of a low jump (Ike can safely space with FAir now but not Game & Watch OKAY SAKURAI) and the atrocious end lag when he collects levels one and two in Oil Panic, some thing he's always had (it should have lag but not what it currently is, it's probably about a full second and it makes it easy for the opponent to punish Game & Watch for using the move). If those were fixed he'd be a lot scarier.
 
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Terotrous

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Do you think the removal of vectoring is in the end why Mario's up-tilt was nerfed slightly?
No doubt. I posted that in the patch thread. He now has more inescapable strings so they made it hit a bit less hard.
 
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