Road Death Wheel
Smash Champion
ZeRo dont want customs cuz he don't got any unlocked and want's to eat everyones souls at evo without a sweat too.
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!
Really almost everybody who's considered low tier gets better, and top tier reamin uneffected really since there customs are either same in usefullness or worse. But regardless just get the customs for the character you using right now to cheak em out. you really don't have to unlock all of them if you don't want to.I don't have any customs unlocked cause up until now I didn't see the point. Which characters are significantly improved with customs. Does anyone become potentially a high tier character that currently isn't??
Good thing I'm a Computer Science major.As a game evolves, I like seeing deep matchup knowledge matter. We've seen Fox vs. Marth and Fox vs. Sheik in Melee tons of times, but the advancements made by each side between tournaments make it more and more interesting every time I see it. In a cast with 12 different characters, you get repeated matchups a lot, and top players learning and relearning matchups at every major. In a cast with 50 characters with equal player distribution, the depth of knowledge (while still important) is replaced at least somewhat by breadth of knowledge.
Thinkaman has said something like this before, but as a computer science/math guy, I'll put it in these terms as I think of it in the same way: in a bound complexity space, breadth is inversely proportional to depth.
Palutena, Ike, and somewhat DK are the big ones, since they become legitimate threats to everyone in the cast. Everyone else pretty much closes the gap in tiers because they have better specials than their defaults.I don't have any customs unlocked cause up until now I didn't see the point. Which characters are significantly improved with customs. Does anyone become potentially a high tier character that currently isn't??
It's one thing to only know what character your opponent is using when the match starts; with customs,For Glory needs to allow Custom Moves imo, or else the custom metagame will definitely progress slower. Same with how the multi-stage meta is growing slower than the 'mostly-flat-stage' meta - people love those mainly flat stages like FD and SVille. You can play SVille and you get a free platform but it still feels close to being like For Glory's omegas.
If For Glory gets a customs-on version, I'd be happy -- the majority of players would be able to play in something at least somewhat resembling the competitive metagame. That's my main point.
That's only true if the complexity is bound, though, and there's currently no evidence to suggest that it is.Thinkaman has said something like this before, but as a computer science/math guy, I'll put it in these terms as I think of it in the same way: in a bound complexity space, breadth is inversely proportional to depth.
I am sort of just quoting the post you were quoting, but I disagree with his point by a decent amount. Having played this game competitively for a decent amount of time, I have seen plenty of people who used that same philosophy (where they knew t or not) of "why learn to deal with the problem, when they can just avoid it by taking another route." At high levels of play this ultimately rarely works. Because you HAVE to have that depth to win against someone who knows what they are doing. I know plenty of players who had a lot of potential in the game, but instead of learning the tough MU's and dealing with them, instead resorted to counter picking, which ultimately resulted in losses because eventually they will meet a player that has had to deal with that and just knows the solution.Good thing I'm a Computer Science major.
Essentially what you're saying is, the more characters that are viable, the less "deep" the game becomes because more options are available to the player. If one character doesn't work, they're able to switch to another character, and since they're not forced to pick from a limited pool of characters, depth is stifled because so many options are available to tackle a situation.
If what I'm saying is correct, I only find that to be half-true. While it's true that "more options = less meaning within those options", the quantity of how much depth is less in respect to how many options are available can't really be determined. The balance between breadth and depth can still be pretty solid after the fact.
Palutena, Ike, and somewhat DK are the big ones, since they become legitimate threats to everyone in the cast. Everyone else pretty much closes the gap in tiers because they have better specials than their defaults.
I've been playing predominantly with customs for the last 4 months. Here is my current opinions on character tiers with and without customs:I don't have any customs unlocked cause up until now I didn't see the point. Which characters are significantly improved with customs. Does anyone become potentially a high tier character that currently isn't??
Depends on what rules are on the Miis, because 1111 Brawler is probably low tier, and 2222(or even better, 2122) Brawler is a Top 10 candidate(almost certainly a top 15 member).I don't have any customs unlocked cause up until now I didn't see the point. Which characters are significantly improved with customs. Does anyone become potentially a high tier character that currently isn't??
The discussion we have here feeds into the time I spend enjoying the game, and visa-versa. Often people shining a light on subjects or character I am not as experienced with leads me to investigate and arrive at similar conclusions.I was going to complain about you copypasta-ing the same list from last week, but I note your list has actually changed slightly, and generally in the ways that I was suggesting. I pretty much agree with it all now except for very minor points of ordering within tiers.
Maybe it's just me, but I have lots of trouble killing with Gunner against people who understand his options. This is almost exclusively what is holding my opinion of him back.Wait no hold on what is Gunner doing in the third-lowest tier. That totally needs to be fixed.
I wasn't accusing you of being a copycat or anything, it's good to see the discussion on this forum leads to something useful.The discussion we have here feeds into the time I spend enjoying the game, and visa-versa. Often people shining a light on subjects or character I am not as experienced with leads me to investigate and arrive at similar conclusions.
I don't really see it, but even if so a very strong neutral game with kill moves that need a read isn't really 6th worst. There a lot of other characters that kind of have this issue but are still competent.Maybe it's just me, but I have lots of trouble killing with Gunner against people who understand his options. This is almost exclusively what is holding my opinion of him back.
They could just implement an info screen during loading that tells you. It's only 'not possible' if we take Nintendo's culture of laziness for Updates into account. - in which case yeah, it'd be much too difficult to create an info screen during loading that tells you your opponent's chosen special moves. Better to ban them on For Glory. God forbid any work be done.It's one thing to only know what character your opponent is using when the match starts; with customs,
now you have to wonder what customs he has until he decides to use them. Almost every single time.
Oh yeah; rereading it, that bit sounded really defensive, which wasn't my intention.I wasn't accusing you of being a copycat or anything, it's good to see the discussion on this forum leads to something useful.
Eh, "6th worst" means very little in this context. Like I'm pretty confident that DDD is down there near the very bottom, but I don't think he is an awful character at all.I don't really see it, but even if so a very strong neutral game with kill moves that need a read isn't really 6th worst. There a lot of other characters that kind have this issue but are still competent.
U-tilt, f-smash, bair, and up-b 3 all kill faster than anything Gunner has.Also, what are you killing with with Samus that Gunner doesn't have? Charge Shot? If you really feel you need that move, you can take that over the grenade, while still having wholly superior B moves for the other slots and moves that actually link properly.
They did not. They are good moves, more-so Pisces, but Bouncing Fish is still superior.Also, did Shiek's bouncing fish variants get nerfed along with the fish itself? Because both of those moves feel excellent.
You are correct, and yet the default is still better.Also also, am I wrong or are ZSS's flipkick customs really, really good?
Yeah, my reaction has always been "Ew. Let's not do that." Life's too short to play with an arbitrary and unfun handicap in a game with so many other options.I've played 1111 Brawler and it's extremely handicapped.
Just read what San says about Gunner's kill moves, it generally matches my experience. In particular, DSmash is a really good move. It's fast and strong and can also hit below the ledge, almost akin to a LM DSmash. Uair is also great, it's almost akin to Screw Attack in usage, but with lesser commitment.U-tilt, f-smash, bair, and up-b 3 all kill faster than anything Gunner has.
Clarification of how to take this so I'm on the same wave length.
Wow, same level as Brawler? Pretty bold!Gunner doesn't always kill super early, but she has all kind of good hitboxes and a really solid neutral game. Honestly I feel that she's around the same level as Brawler and definitely don't see her being that bad.
Yoshi doesn't benefit meaningfully, but not many people move past him. (Close, but not quite) His fundamentals and unique advantages are just too robust. I think Yoshi is the most underrated "top 10" character right now.I'm also slightly sceptical about Yoshi being quite that high in customs on, simply because he doesn't benefit much from them. I'd expect him to drop at least a couple slots, in particular I'd easily put him below Brawler. Still good, but more people got brought up to his level.
An ambiguous mix of both. All the matchups, with a slightly weighted bias towards the top.Is Zelda for instance bottom on your list because she loses the most MU's overall, or losing to the most notable characters more than anyone else?
I'm pretty confident in it. If you think Yoshi's ability to zone people out with eggs while remaining really mobile is scary, wait until you see what gunner can do with grenades and Fairs. A lot of characters are just going to hate this matchup.Wow, same level as Brawler? Pretty bold!
I'm actually curious as what you would consider a unique advantage for Yoshi. Do you just mean his armored double jump and un-shield-pokable shield? Those are handy tools for sure, but I mainly just think of Yoshi as a character with a great neutral game and very solid fundamentals. I think Yoshi's neutral game in customs off is easily top 5, his reward on hit just isn't quite as bonkers as some of the other top characters.Yoshi doesn't benefit meaningfully, but not many people move past him. (Close, but not quite) His fundamentals and unique advantages are just too robust. I think Yoshi is the most underrated "top 10" character right now.
I just leave all the Miis at default size and weight because the consensus seems to be that that's how they will be implemented in tournament. Otherwise it seems accepted that tiny gunner is the best gunner for extra mobility. Her range is still plenty big even at min size.@ Terotrous you seem to have Mii Gunner experience. In your opinion, what's the optimal size for the character? I find Mii Fighters really hard to judge because I can never figure out precisely how they should be built, and how unpopular they are makes it harder to get good data on that point.
I pretty much just spam retreating fairs and bombs. It's a really annoying character!I'm pretty confident in it. If you think Yoshi's ability to zone people out with eggs while remaining really mobile is scary, wait until you see what gunner can do with grenades and Fairs.
Those plus absurd max horizontal air speed, a Luigi-style nair, and jab-usmash. It's a very complete package that comes together in a way unlike anyone else, including those who have similar individual tools.I'm actually curious as what you would consider a unique advantage for Yoshi. Do you just mean his armored double jump and un-shield-pokable shield?
You say this, until little wins like jabs, grabs, and egg lay convert into uair chains, dairs, fairs, or smashes. It's Ganon-levels of "oh hey 60%"; the difference is far less emphasis on the hard read, and more importance on followups.I mainly just think of Yoshi as a character with a great neutral game and very solid fundamentals. I think Yoshi's neutral game in customs off is easily top 5, his reward on hit just isn't quite as bonkers as some of the other top characters.
The other best player in STL besides/alongside me (Flow-Yo) is a Yoshi main. Utterly terrifying.And yeah, I have no idea why no one is playing him in tournament right now. Because you have to play honest and everyone hates playing honest?
I think people are understanding it's very likely that Yoshi isn't that good because of lack of results. If he was so good on a fundamentals-level, he'd be seeing results that other characters with excellent fundamentals are seeing (Sheik, Diddy, Mario, Luigi). There's must be something that's causing Yoshi players to not do well outside of locals.I pretty much just spam retreating fairs and bombs. It's a really annoying character!
Those plus absurd max horizontal air speed, a Luigi-style nair, and jab-usmash. It's a very complete package that comes together in a way unlike anyone else, including those who have similar individual tools.
You say this, until little wins like jabs, grabs, and egg lay convert into uair chains, dairs, fairs, or smashes. It's Ganon-levels of "oh hey 60%"; the difference is far less emphasis on the hard read, and more importance on followups.
The other best player in STL besides/alongside me (Flow-Yo) is a Yoshi main. Utterly terrifying.
That's not always going to be true with the skill gaps in the playerbase at this current moment in time.I think people are understanding it's very likely that Yoshi isn't that good because of lack of results. If he was so good on a fundamentals-level, he'd be seeing results that other characters with excellent fundamentals are seeing (Sheik, Diddy, Mario, Luigi). There's must be something that's causing Yoshi players to not do well outside of locals.
I feel like if a character can really frustrate you, that's an indication that there's something quite good about them. You're probably getting frustrated because the character builds damage effectively or you have to work very hard to get in. Compare Olimar from Brawl, who is a total PITA to fight. I was actually an Olimar player for most of Brawl, but I list Ivysaur as my main because no one who played Olimar wants to admit they played Olimar. However, the tools that make him so aggravating also make him one of the best characters in the game when played at the highest level.I pretty much just spam retreating fairs and bombs. It's a really annoying character!
I'm pretty sure very few of these are guaranteed damage though, that's just solid fundamentals allowing advantageous situations to be converted into damage. What is also nice about Yoshi is that you can choose how much risk you want to take. Playing against a character where going for a follow-up could hurt? You can play it more safe and just take stage control or safer damage using eggs.You say this, until little wins like jabs, grabs, and egg lay convert into uair chains, dairs, fairs, or smashes. It's Ganon-levels of "oh hey 60%"; the difference is far less emphasis on the hard read, and more importance on followups.
Tell him to go to Evo!The other best player in STL besides/alongside me (Flow-Yo) is a Yoshi main. Utterly terrifying.
What Yoshi players?There must be something that's causing Yoshi players to not do well outside of locals.
I know you didn't ask me buuuuut,@ Terotrous you seem to have Mii Gunner experience. In your opinion, what's the optimal size for the character? I find Mii Fighters really hard to judge because I can never figure out precisely how they should be built, and how unpopular they are makes it harder to get good data on that point.
Pffft. I proudly admit that I main Olimar in Brawl.I was actually an Olimar player for most of Brawl, but I list Ivysaur as my main because no one who played Olimar wants to admit they played Olimar. However, the tools that make him so aggravating also make him one of the best characters in the game when played at the highest level.!
Haha, I just never really felt satisfied winning with him, and Ivysaur was always my favourite character, I just didn't want to play Squirtle and Charizard too. When BBrawl and PM made her a separate character I never looked back (particular because Olimar was even more broke in BBrawl and in PM he kinda sucks).Pffft. I proudly admit that I main Olimar in Brawl.
Only somewhat. Her normals still don't link properly and DTilt still needs its damage back. It is definitely an improvement though.Mii gunner and samus are nothing alike. i wrote way to much on this topic.
Also on that note. Custom Samus is Samus fixed.
i explained why her normals are fine expecially her u air. Her u smash ill give you though. it can definity get some more tweaking.Only somewhat. Her normals still don't link properly and DTilt still needs its damage back. It is definitely an improvement though.
Not to speak for SolidSense, but I interpreted his post differently. The "depth" of a character matchup is spread thin the more characters you have in a roster. If there were only 12 viable characters in Smash, then you would likely be facing the same sorts of characters more often. If you face a matchup 800 times, you're likely to know the ins and outs of that character matchup and how to most optimally handle it with your own character. In a game of 50~ viable characters, you may only have 200 games worth of experience against that character. You likely would not know how to approach this matchup as well as someone with 800 games worth of knowledge.I am sort of just quoting the post you were quoting, but I disagree with his point by a decent amount. Having played this game competitively for a decent amount of time, I have seen plenty of people who used that same philosophy (where they knew t or not) of "why learn to deal with the problem, when they can just avoid it by taking another route."
High level play against two characters who know exactly what the other is capable of in any given moment makes for some very technical and confident play. Having tons of viable and competitive characters could possibly stunt this growth.At high levels of play this ultimately rarely works. Because you HAVE to have that depth to win against someone who knows what they are doing.
You can still SDI out of it more often than I'd like. Don't most moves of this type have some of the hits pull you inward to make them link better? It really doesn't seem like her Uair does.Her u air the other hand her best move. is her most versitile anti air option and sharker as well as a combo set up machine.
I feel like it's usually the opponent who gets to choose, unfortunately.her u air not linking give you the choice to either launch your opponent or keep them where they are if you wana keep postioning and pressure. (sharking is the best for this)
I think the deadly dtilt basically just forces you to respect her more. Like sure, Screw Attack OOS is decently threatening now, but it doesn't kill until absurdly high percents. Having the ability to spotdodge into DTilt would force you to respect her a lot more, and zoning characters always want you to respect them because that's how they set up their zoning.im also just very confused why everone want d tilt to kill. like sure it would be nice but its not like samus has trouble killing or anything its not really solving her issue's when in neutral witch custom samus does fix.
I kinda feel like she's supposed to be a zoner (and with customs she can be), she just doesn't do it all that well. If we're just looking to play footsies / control space there's a lot of people who would do it better.Samus is not a zoner or a camper. shes all about positioning yes but shes more about pressure than anything else since she actually has a plethora of great normals along with 1 terrible (but not useless) jab.
But it won't get stunted......because after someone loses because they didn't know the ins andouts of a MU, they will THEN go and study the MU and learn it (ideally). At high levels of play, I'm not going to run into a brand new character main every single tournament, and when an outlier with an unfamiliar character does finally proceed through the bracket to reach me (the unnamed high level player) and happens to beat me, then he gets his one surprise victory, and I hit the lab and study that crap.Not to speak for SolidSense, but I interpreted his post differently. The "depth" of a character matchup is spread thin the more characters you have in a roster. If there were only 12 viable characters in Smash, then you would likely be facing the same sorts of characters more often. If you face a matchup 800 times, you're likely to know the ins and outs of that character matchup and how to most optimally handle it with your own character. In a game of 50~ viable characters, you may only have 200 games worth of experience against that character. You likely would not know how to approach this matchup as well as someone with 800 games worth of knowledge.
It's similar to what you wrote below:
High level play against two characters who know exactly what the other is capable of in any given moment makes for some very technical and confident play. Having tons of viable and competitive characters could possibly stunt this growth.