NairWizard
Somewhere
- Joined
- Oct 28, 2014
- Messages
- 1,947
Seconding guy above me. Removal of chaingrabbing alone is huge.
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!
Okay no she should at least be DF Tier:
(±0)
Ganon's standard grab game is actually very good. D-throw on most characters combos into DA for about 22 damage and more followups at low percents, and near the edge, D-throw is basically a 50/50 into death on a correct guess. F-throw is also great at 13 damage. I would kinda be really terrified if Ganondorf actually had good grab range, because Ganondorf actually has incredible potential from his throws.My wishlist for heavies is basically just having super good grab games. Reliable kill throws (Ness) and combo throws (Diddy) would go a long way to making the big characters good.
Bowser is probably the closest we've seen to a good traditional heavyweight in Smash. He might be top 15, but if so he's probably just barely there. I still think he's a decent character for the most part though, in part because he generally does correspond to the "once he gets in, it will hurt" model.What happened to "Bowser is top 15"
I suspect there probably are some 8-2s, like Olimar vs Gunner for example. No part of that doesn't seem godawful.In fact, are there any match ups in this game that you all would consider "unwinnable?" (lets say what some of you may consider an 8-2 advantage or greater?)
Yeah I know his throws are pretty good, but having a terrible grab detracts a lot from your grab game. I include the practicality of landing the grab as part of the grab game. I also agree that he would be pretty scary with a good grab. Perhaps he should be. Just my 2 cents.Ganon's standard grab game is actually very good. D-throw on most characters combos into DA for about 22 damage and more followups at low percents, and near the edge, D-throw is basically a 50/50 into death on a correct guess. F-throw is also great at 13 damage. I would kinda be really terrified if Ganondorf actually had good grab range, because Ganondorf actually has incredible potential from his throws.
I think it's fine that Ganon has poor grab range so that our game centers more around solid footsies to reach victory. At any rate, I believe Ganon's reward on grab is actually very good, so it's not totally unbalanced.
Well, the topic was "heavy." Is Ganondorf's frame big enough to be in the same conversation? Because I thought Ike and him were similar size (also Rosalina would fit the size description if Ganondorf is considered). I'm just reiterating things that people have posted in this thread. Charizard has been hyped as a monster that people aren't paying attention to at one point, and suffering from a big frame in the next. I have no opinion on everyone's favorite fire starter as of now (other than metal blades hit him 3 times making it deadly in that matchup against mega man).I would not count Ike as a "big" character. Or Wario (obviously). They have high weight without having easily abusable frames. Ike is significantly better than all heavies imo.
But it's interesting that you mention Charizard as a dark horse Top Tier. I wonder how good Charizard really is.
I think in general Mega Man's gameplay means that judging his matchups requires a way different rubric compared to other character vs. character situations. Some of the biggest examples were already mentioned in this thread. Sonic seems to be the bane of so many characters' existence but for Mega Man it's not a frustrating matchup even if he doesn't necessarily have the advantage in it. Against Duck Hunt he can out-projectile the character within a specific range, and so Duck Hunt has to actually go on the aggression with his close-range game more often than he would against a more traditional character.On a side note: Of all characters, I think Mega Man might be able to invalidate characters based on his mid-range game. Some characters have an insanely hard time getting through the wall without high commitment... and then they have a utilt waiting for them. That utilt is love.
Edit: Basic mega man strategy - AAA utilt.
Definitely, but then again, chaingrabbing (when it wasn't infinite) isn't that much different from getting 35+% damage out of a single DThrow as we currently see in Ness/Diddy.Edit: Removal of chain grabbing hurt D3 because he was legitimately broken because of them.
As well as ridonkulous SDI negating otherwise solid movesets. Half the meta became how people SDId out of your attacks when I still played.Yeah, this isn't a game where 1 character invalidates half the cast and otherwise determines the valadity of your character by your matchup with him. Nor is it a game with chaingrabs and 0 death combos that likewise auto invalidate cast members or otherwise make matchups unwinnable. Brawl was much worse off.
In fact, are there any match ups in this game that you all would consider "unwinnable?" (lets say what some of you may consider an 8-2 advantage or greater?)
In my personal bias, I see Ganondorf as being almost perfectly designed as he is now. Just a few tweaks to Jab and D-smash, and you have a balanced and satisfying character who is viable competitively but not overbearing.Yeah I know his throws are pretty good, but having a terrible grab detracts a lot from your grab game. I include the practicality of landing the grab as part of the grab game. I also agree that he would be pretty scary with a good grab. Perhaps he should be. Just my 2 cents.
No, **** like ****ing Sengoku Basara and the Marvel games are considered kusoge. They have gamebreaking infinites, horrible character MUs that make Brawl Metaknight versus the cast of Brawl seem tame, and glitches aplenty---far, far more bull**** than what Smash as a whole has had.Also the work with Namco didn't really improve the balance in this game. Game And Watch is still trash-tier. Many characters have nonsensical buffs and nerfs. It's still a kusoge, just a slightly better kusoge.
DThrow > RAR'd bair would be a potent kill setup.Maybe they should make it set up into an aerial of choice with lower KBG so you can do nasty **** with it.
To keep on topic of heavies, I'll link the 8:2 response with what heavies have to deal with:In fact, are there any match ups in this game that you all would consider "unwinnable?" (lets say what some of you may consider an 8-2 advantage or greater?)
I disagree that Lucario technically has significantly polarizing matchups. His design though is generally very questionable. Basically everyone can handle him realistically, just his KO power gets absurd with Aura.To keep on topic of heavies, I'll link the 8:2 response with what heavies have to deal with:
Villager or Diddy vs Ganon or Bowser is arguably 8:2 or worse.
Sheik vs Ganon is still atrocious.
I would argue Sheik or maybe Peach vs. Little Mac is around 8:2
I'm positive Lucario, Pikachu, Sheik, Diddy, Villager and Megaman all have 8:2 matchups against people with how polarizing their styles are. Villager especially, Lloid rocket being probably the best approach in the game. He is INCREDIBLE at invalidating your options.
Ike's like a light heavyweight if we're going off Olympic Boxing weight divisions or a cruiserweight if we're going off of Professional Boxing weight divisions.I would not count Ike as a "big" character. Or Wario (obviously). They have high weight without having easily abusable frames. Ike is significantly better than all heavies imo.
But it's interesting that you mention Charizard as a dark horse Top Tier. I wonder how good Charizard really is.
To be fair though, even if heavies deal less damage per hit (which generally isn't true, take a couple hits from ganondorf and he just evened up my 5-6 hit combo or whatever) they still survive longer due to their weight, and kill earlier due to their design. And then rage accentuates this.I think how you balance it is quite simple, though difficult in execution.
Heavies, due to their large size and general lack of mobility, have to take a certain amount of damage to get in. To make this balanced, once they get in, they should be able to deal an equal amount of damage.
In general, in Smash the amount of damage they can deal when they get in isn't equivalent to the damage they take getting in, so they tend to be bad. However, it's clearly possible to reverse this by just making them more powerful.
Is there a tier list anywhere of customs? I don't actually know why any of these are good :/ Or is there a customs discussion thread, that summarizes good/bad ones concisely without me needing to read through hundreds of pages like this thread? I know amazing ampharos is currently doing that custom moves project, and I'm assuming he's going to be posting results before long, but I doubt it will have detailed insight into why every single custom is good or not.Also if we're talking customs then 's Dragon Rush is so good. Fantastic move, imo one of the top 5 customs in the game (we're talking Void Reflector, Counter Tree, and Hammer Spin Dash good here).
http://smashboards.com/threads/sugg...r-every-character.376530/page-6#post-17972046To be fair though, even if heavies deal less damage per hit (which generally isn't true, take a couple hits from ganondorf and he just evened up my 5-6 hit combo or whatever) they still survive longer due to their weight, and kill earlier due to their design. And then rage accentuates this.
Is there a tier list anywhere of customs? I don't actually know why any of these are good :/ Or is there a customs discussion thread, that summarizes good/bad ones concisely without me needing to read through hundreds of pages like this thread? I know amazing ampharos is currently doing that custom moves project, and I'm assuming he's going to be posting results before long, but I doubt it will have detailed insight into why every single custom is good or not.
I'm still on the custom moves grind, been doing trophy rush (30 second edition is a guaranteed custom piece every time) classic, allstar, special orders, etc for many hours and I'm pretty sure I still have less than 200... not even half of them. It's absolutely absurd and Nintendo is OUT OF THEIR MINDS UGH
That "utilt" is called a Shoryuken... AM I THE ONLY ONE WHO KNOWS ITS TRUE NAME?! MUST I FILL EVERYONE'S DARK SOUL WITH LIGHT?!Hail the utilt.
http://smashboards.com/threads/suggested-custom-specials-for-every-character.376530/ This is sorta close to one.Is there a tier list anywhere of customs? I don't actually know why any of these are good :/ Or is there a customs discussion thread, that summarizes good/bad ones concisely without me needing to read through hundreds of pages like this thread? I know amazing ampharos is currently doing that custom moves project, and I'm assuming he's going to be posting results before long, but I doubt it will have detailed insight into why every single custom is good or not.
I'm still on the custom moves grind, been doing trophy rush (30 second edition is a guaranteed custom piece every time) classic, allstar, special orders, etc for many hours and I'm pretty sure I still have less than 200... not even half of them. It's absolutely absurd and Nintendo is OUT OF THEIR MINDS UGH
Damn your .http://smashboards.com/threads/sugg...r-every-character.376530/page-6#post-17972046
This thread has a multitude of player insight on customs in one place.
Shulk is the best heavy.
Thinkaman and Ampharos I believe also posted their tier/impressions of who has the best or gains the most from custom moves somewhere in this thread and if I happen to find it I'll send it your way.
That's what that type of move would generally be referred to as. In 's case it's specifically called the Mega Upper.That "utilt" is called a Shoryuken... AM I THE ONLY ONE WHO KNOWS ITS TRUE NAME?! MUST I FILL EVERYONE'S DARK SOUL WITH LIGHT?!
Just a pet peeve of mine. Carry on.
Void Reflector doesn't kill until pretty late grounded, but fortunately it's no weaker in the air!Void Reflector is transcendent, does 9%, great knockback (I think it can even kill in certain situations like Melee Shine, but don't quote me on this).
Hammer Spin Dash... A ton of hype around this but tbh I still don't know what special about it. I've even asked here once and was simply told "its good".
That "utilt" is called a Shoryuken... AM I THE ONLY ONE WHO KNOWS ITS TRUE NAME?! MUST I FILL EVERYONE'S DARK SOUL WITH LIGHT?!
Just a pet peeve of mine. Carry on.
Yes, but this way we can compare it to Snake's broken utilt (RIP), and also break down Mega Man's basic strategy as follows:That's what that type of move would be generally referred to. In 's case it's specifically called the Mega Upper.
Or we could just call it utilt since that's shorter.
Mega Upper? I have never heard it being called that. It's been called the Shoryuken since Mega Man X2. Utilt is so lame though, I mean, shouting "utilt" is nothing compared to 'SHORYUKEN". It'd be like calling Captain Falcon's Knee "fair"... Woo... fair... But Knee? Hell yeah! EAT KNEE!That's what that type of move would be generally referred to. In 's case it's specifically called the Mega Upper.
Or we could just call it utilt since that's shorter.
Snake's utilt ain't got history, therefore, it ain't getting a name compared to the Shoryuken.Yes, but this way we can compare it to Snake's broken utilt (RIP), and also break down Mega Man's basic strategy as follows:
AAAAAAAAAAAAAAAAAAAAAAAAAAAA utilt.
Edit: sidenote - With equipment (+80 attack, crit, and increased launching ability) critical utilt does 104% and KO's the majority of the cast at 0%. Equipment should definitely be legal.
Ah okay thats what I was thinking about the shine.Void Reflector doesn't kill until pretty late grounded, but fortunately it's no weaker in the air!
Hammer Spin Dash makes the jump at the beginning a ton higher and buries opponents it lands on. So it gains vertical reach, aids recovery, can potentially bury, at the cost of...
Yes. In hype situations, Shoryuken is definitely the way to go. You don't shout utilt. You mutter it under your breath while you're getting star KO'd or camera KO'd. It's mostly for annoyance when you describe your strategy as lemons for days and then utilt. Shoryuken is too flashy for Mega Man's cold annoying playstyle.Mega Upper? I have never heard it being called that. It's been called the Shoryuken since Mega Man X2. Utilt is so lame though, I mean, shouting "utilt" is nothing compared to 'SHORYUKEN". It'd be like calling Captain Falcon's Knee "fair"... Woo... fair... But Knee? Hell yeah! EAT KNEE!
Snake's utilt ain't got history, therefore, it ain't getting a name compared to the Shoryuken.
Wait, so if Mega Man X was playable, it'd be called the "Shoryuken" instead of "Mega Upper" because Mega Man is in this game. What about the other Mega Men? What would their utilts be called? What if they don't have the Shoryuken/Mega Upper?! WHAT ABOUT DEADPOOL?! WILL HIS BE CALLED A SHORYUKEN TOO?! The world needs to know!Yes. In hype situations, Shoryuken is definitely the way to go. You don't shout utilt. You mutter it under your breath while you're getting star KO'd or camera KO'd. It's mostly for annoyance when you describe your strategy as lemons for days and then utilt. Shoryuken is too flashy for Mega Man's cold annoying playstyle.
Mega Upper is the real name of the move based off of his appearance in MvC2.
Hammer isn't as potent for combos and damage racking. Regular nets a free 30% combo anytime while Hammer is 20% at best.Hammer Spin Dash makes the jump at the beginning a ton higher and buries opponents it lands on. So it gains vertical reach, aids recovery, can potentially bury, at the cost of...
I mentioned Shulk being an unfavorable matchup for Mega Man, so I'll get that out of the way first. Your priority aerials mess with spacing a ton. (Edit: I see how the misunderstanding came about. I'll edit my original post to make it more clear)You are aware Megamans pellets only extend into mid range. Where Shulk has little issue being on a general level with due to a) Speed b) Jump. Also in that he can counter the pellets on the ground, and this will launch him forward with Vision and that Megaman cannot block this, and has to hope he has enough distance that he can attempt a spot dodge.
In addition to Shulks N-air being notorious at canceling projectiles at which pellets are not exempt, as well as Metal blade being caught. In the case of customs again, power vision off a stray pellet can literally kill Megaman because Power vision is ********. Outside of that Megaman is again outspaced when it comes to B/F air. Back Slash can Mini hop over F-smash as well if you attempt it as a landing trap (never mind Vision on top of that).
N-air beats out metal blade as well, and F-air definitely stops crash bomb, probably N-air as well. Given N-air is Shulks bread and butter if your move gets stopped by that, it'll certainly struggle given the on-stage spam N-air is capable of. With general spacing Megamans utilt has issues being a probability to begin given what Shulk has to work with. I don't see evidence to start claiming advantages.
As far as Kirby vs Mega? Kirby can spam his Jab to get out of everything but I believe F-smash? Jigglypuff doesn't replicate the same feat off the top of my head. Granted Rush being Frame 1 might very well be a substantial problem for kirby given D-air,F-air and Jab would be beatable.I'd hold on to that match up for now.
I am a fan of mega, given he was the initial plan for a main before Shulks release. I am certainly optimistic of his tools for the Diddy MU.