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or theycan add the effect of links jab slow pushing u out of the swords range. allowing for at least 2 jabs then a down smash but definitly no infinites. but that would indeed require changing the jabs design.Some characters can restart jab pretty quick, others cannot. With most characters, when you try to do jab1 over and over again, it just continues the string. They'd have to change Link's jab to work like that if you hit Jab again, rather than let you restart the jab quickly.
He's better than Brawl Link but I'd still say very middle of the pack, not up to date with 64 at all but I believe that he's never been very good going all the way back to the beginning. If they mess up his other jab cancels to fix this that will definitely be a huge kick in the teeth for Link playersI think Link is quite good in Smash 4. Also I'd use 'cheese' instead of 'jank' as far as some of the top tiers' kits go
My favoritism is shameless, of course I didn't put Sheik in thereGlad you didnt put Sheik in there.
She is legit.
Legitimately jankalicious
What do you mean by popular do you mean played alot because i don't think she is to popular in that regard. I would say she looks worse on paper because of some crouching shanagens. Zss is only reliant on up b to kill really early but bair is really the kill move she can kill with without a set up. She also has very good MU's right now besides pikachu and diddy but they are probably like 6 4 imo. Yeah she seems janky because she doesn't play conventionally.- ZSS is pretty popular right now, but I don't fully believe she's in the top 5. Don't know if it's just me, but she feels a little janky. She has quite the laggy grab and is rather reliant on her Up-B to kill which is rather laggy. I think we only see a lot of this character because she's very popular and looks good on paper. Don't get me wrong, ZSS is solid, but putting her at like #3 is just wrong IMO. This is a character we didn't see in any of the top 16 at Apex and I'm not surprised.[/spoiler]
Yoshi and Link have good grabs tbh. Nerfs to spotdodge make it a lot easier for them to get past defenses in this game. Yoshi however unlike Link has a good negative state, and his positive state in situations outside of throws is overall better than Link's due to his mobility.Terrible throws and grabs is the same story for Yoshi.
For the guy that listed Yoshi stuff I wanna say doing DA on shield is not safe at all, it's about as safe as Yoshi using bair on shield lol
Well she's popular for a character that's not Diddy or Shiek lol. Again, I think she's solid but some people think she's right under Diddy and Sheik which I can't agree with; top 10 seems more likely?What do you mean by popular do you mean played alot because i don't think she is to popular in that regard. I would say she looks worse on paper because of some crouching shanagens. Zss is only reliant on up b to kill really early but bair is really the kill move she can kill with without a set up. She also has very good MU's right now besides pikachu and diddy but they are probably like 6 4 imo. Yeah she seems janky because she doesn't play conventionally.
i thought he said it works even better on fast fallers?Considering it only starts working on Sheik at 100%, I think this jab infinite isn't going to be very useful against characters like Fox and Greninja who fall even faster than her.
It doesn't look inescapable to me but I guess we'll have to see.
Your gonna have to explain why you think that.And she has to have more bad match-ups then that, I know I can personally (as a Pit main) say that I think that Pit:ZSS has to be at least 6:4 in our favor.
Any long range grab is good, but if you miss.Yoshi and Link have good grabs tbh. Nerfs to spotdodge make it a lot easier for them to get past defenses in this game. Yoshi however unlike Link has a good negative state, and his positive state in situations outside of throws is overall better than Link's due to his mobility.
Given Yoshi overall can capitalize significantly in more situations than Link, I would argue that Link's terrible grab game is a more glaring flaw.
i dunno if its 6:4 but when pits good against a character its for the same reason hes good against any character. he just does everything decently well. where as character with alot of strenght and some clear weaknesses. pit has the abillity on hand 2 still be able 2 capitalize on said weakness.Your gonna have to explain why you think that.
Well zss's biggest weakness is her grab and he doesn't really do any better at taking advantage of it as alot other charcter really.i dunno if its 6:4 but when pits good against a character its for the same reason hes good against any character. he just does everything decently well. where as character with alot of strenght and some clear weaknesses. pit has the abillity on hand 2 still be able 2 capitalize on said weakness.
I mentioned it, saying they can't.A bit late, but Link's jab will not get patched out, especially since it's dependent on percent and positioning. That video also didn't factor in DI at all.
no what i consider zzs biggest weakness is that all her grounded normal other than jab are extreamly punishable. and laggy as crap.Well zss's biggest weakness is her grab and he doesn't really do any better at taking advantage of it as alot other charcter really.
Dsmash, ftilt, and even dtilt work well enough. Paralyzer works to you just got to know how and when to use it. Can pit even keep zss out of the air anyway.no what i consider zzs biggest weakness is that all her grounded normal other than jab are extreamly punishable. and laggy as crap.
It's not strange since dabuz mained olimar in brawl and he busted Olimar out against 6wx I think a month back, so he's been keeping his olimar up to par.What do we think of Olimar in 2nd place...? Such a strange secondary. Good spread overall and a hopeful indication of this game's balance. I'm very happy with it.
I can garantee you you should not be able to block a well spaced ftilt from zss with pit and be able to drop sheild and dash attack before the zss could do something. if you try to roll against zss dsmash you are just risking getting to get hit by it because of the vulnerable frames on start up unless you were right in front of her and read it.It's easy to think that lots of moves are more punishable when you're Pit because you've got the range of a heavy without the body vulnerability and good speed too. Even when they push you back in shield you can just run forward and get that dash attack when others might not have enough reach. For ZSS vs Pit specifically the only move that doesn't seem punishable is ZSS's d-smash because of how little end lag there is, but if I recall there's a bit of start up to it and you can also roll behind and jab since it doesn't cover both sides.
Actually I'm testing it out in practice mode and it's easier for Pit to use ftilt or fsmash to punish ZSS's ftilt on block. Comes out before ZSS's animation finishes.I can garantee you you should not be able to block a well spaced ftilt from zss against pit and the pit be able to drop sheild and dash attack before the zss could do something.
I see that gun come out and my first instinct is to reaction block, but it's also possible to reaction roll, dash or jump and retaliate in some fashion.if you try to roll against zss dsmash you are just risking getting to get hit by it because of the vulnerable frames on start up unless you were right in front of her and read it.
It comes out on frame 20. Rolls have 4 frames of vulnerability on start up that means you have 16 frames to react. that is not long enough for even for the best reaction times to react to. I don't know what dashing would do exactly and dsmash might catch your jump and you got hit by it when you didn't have to.I see that gun come out and my first instinct is to reaction block, but it's also possible to reaction roll, dash or jump and retaliate in some fashion.
It is entirely possible I am confusing predictions with reaction time. and to clarify dashing is just to get out of there and basically a reset to neutral now that I think about it so forget what I said about retaliating. and ZSS's down smash, like most down smashes, hits low to the ground so a short hop to down air was what I was going for with that.It comes out on frame 20. Rolls have 4 frames of vulnerability on start up that means you have 16 frames to react. that is not long enough for even for the best reaction times to react to. I don't know what dashing would do exactly and dsmash might catch your jump and you got hit by it when you didn't have to.
disregarding other numbers, 16 frames is above average human reaction time, which is probably about 13 frames. Top players have a reaction time of ~10 frames. That's easily reactable. Pit f-smash comes out on something like frame 6, so Ally could consistently f-smash you for this.It comes out on frame 20. Rolls have 4 frames of vulnerability on start up that means you have 16 frames to react. that is not long enough for even for the best reaction times to react to.
Her dsmash hits high kind of and jumping does not take you off the ground in one frame.It is entirely possible I am confusing predictions with reaction time. and to clarify dashing is just to get out of there and basically a reset to neutral now that I think about it so forget what I said about retaliating. and ZSS's down smash, like most down smashes, hits low to the ground so a short hop to down air was what I was going for with that.
isn't that if it is the only option and if there are multiple things she could do it reaction time would be higher.disregarding other numbers, 16 frames is above average human reaction time, which is probably about 13 frames. Top players have a reaction time of ~10 frames. That's easily reactable. Pit f-smash comes out on something like frame 6, so Ally could consistently f-smash you for this.
If you're shielding, the only things you are really prepared to react to are grab or attack. 10 reaction frames for that is reasonable for top players like ESAM, Ally, and Anti. Their reaction times are all unbelievably good.Her dsmash hits high kind of and jumping does not take you off the ground in one frame.
isn't that if it is the only option and if there are multiple things she could do it reaction time would be higher.
Pit's F smash is actually comes out at frame 10. Jab is at frame 5 though so it could still be punishable (also I think you meant Nairo?)disregarding other numbers, 16 frames is above average human reaction time, which is probably about 13 frames. Top players have a reaction time of ~10 frames. That's easily reactable. Pit f-smash comes out on something like frame 6, so Ally could consistently f-smash you for this.
Short enough to jump over. And I guess I didn't think about the delay before jumping since it comes out "quick enough" during a match.Her dsmash hits high kind of and jumping does not take you off the ground in one frame.
isn't that if it is the only option and if there are multiple things she could do it reaction time would be higher.
I was thinking that they weren't already in sheild. Wouldn't there also be a third optionas in dash either towards or away from them.If you're shielding, the only things you are really prepared to react to are grab or attack. 10 reaction frames for that is reasonable for top players like ESAM, Ally, and Anti. Their reaction times are all unbelievably good.
My mistake. Don't know why I was thinking frame 6.Pit's F smash is actually comes out at frame 10. Jab is at frame 5 though so it could still be punishable (also I think you meant Nairo?)
Okay, that Hydro Pump usage was freaking amazing. WHY HAVE I NEVER SEEN THIS BEFORE?! I was even thinking the other day about using Hydro Pump like Fox Illusion and Falco Phantasm to close the distance, but holy crap, this is awesome. So, travel, recovery, gimping, and damage. Talk about an awesome move in the right hands.Many people do perfect pivot, You'd see excessive use of it by amsa's greninja in any video from him as an example.
https://www.youtube.com/watch?v=JhUnn_9KDuA
I was thinking that they were already in sheild. Wouldn't there also be a third optionas in dash either towards or away from them.
Ok so if you're Pit, and ZSS down smashes, and you realize that in 10 frames because you're Ally, if you're in shield you can roll behind ZSS with 6 frames between your vulnerable period and the time when the hurtbox comes out. If you're out of shield you could dash back to reset to neutral (and maybe fire an arrow off I don't know the exact frames for that) or run forward andMy mistake. Don't know why I was thinking frame 6.
And no, I meant Ally, because his reaction time is pretty much the best there is (I'd say along with ESAM and Anti).