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Link is the one character people want to be good more than any other outside of Falcon. If he were legitimately a top 20 character he'd get tons of usage just because of the amount of fanboyism(and sometimes fangirlism) for this character. Just look at how many Falcons there were that entered APEX. Sure none of them were standout players but there are still tons of people lining up to main him because he's good again. There were tons of demo Link mains excited for him that dropped him once they saw that there are still many characters out there that are simply better than him. Link is not a bad character at all, he's just kind of meh, and not all that impressive.
Link, the one character with a high viability rate and yet no tournament results due to people mainly not maining him. He's very viable in this game, and I see no reason as to him being on any lower portion of the tier list; he is one of the higher tiered characters on the upper half (around at least top 20), and should deserve that spot rightfully so. He's one of those characters most people don't even explore well enough. I want to see someone like ZeRo, M2K, anyone pick up Link and use him well in tournaments. If Dabuz did well with Olimar (who is/was considered bottom tier), I bet you that if someone great can main Link, we can see how great he could possibly be.
I believe UpB is 4 frames start-up, which is quite decent OOS given it's hitbox coverage, albeit risky because of the end lag.He doesn't have good OOS options (again without a bomb in hand). n-air is frame 6, which isn't bad, but has an awkward hitbox.
Yeah. It is a competitive game. Which also means that, as I said, people will try to win in the way that's most valuable to them. You have your requirements and others have theirs. Representation and practice is what advances the metagame for a particular character, and your advice (if followed) will cause many good players to simply quit when they're stuck. That's one of the worst things you can do in terms of improving. You are again, free to hold your opinion. But you should not be surprised when people disagree with you on this topic.Look. This is a competitive game. We're playing to win here. If someone asks me to critique their play, and I can see that, fundamentally, they're fine, but their character is holding them back, I will tell them to choose a different character. I will discourage anyone who wants to WIN against a bad, or sub-par character. If they just want to get better in general, I'll leave character out of it. I started Pikachu in Melee, so I understand very well that fundamentals > character choice early on. No, the toxic thing (toxic is so overused by the way) is to recommend someone with good fundamentals, who is stuck at a level and can't get past, who also has a goal of winning, to stick with a poor choice of a character.
What do you mean easy route? Look, RK... You can take a hard path and MAYBE do well later on. Or you can take a worn, "easier" path and guarantee fundamentals are the thing that will let you down if you lose. It's not unique, but it's effective. If a character is actually good, and you want to prove us all wrong about what we view that character as, you can. I encourage it. Kick my *** with Swordsman and change my view. Until then, they lose one of the 3 required points for a character I'd play competitively:
A) Does it fit my style?
B) Can I do well with them?
C) Are they in the upper-half of the cast viability-wise?
Ooh, link? I don't get to watch customs-on tournaments too often.today all streamers that never have played with customs before realized Dr Mario he is insane with customs, his playstyle is completely different from the usual smash4 flow chart.
and he is not the only one, expect competitive impressions to change A LOT if customs are allowed.
I'm not surprised at all. I will try to show my view to those that disagree to better allow them to see it.Yeah. It is a competitive game. Which also means that, as I said, people will try to win in the way that's most valuable to them. You have your requirements and others have theirs. Representation and practice is what advances the metagame for a particular character, and your advice (if followed) will cause many good players to simply quit when they're stuck. That's one of the worst things you can do in terms of improving. You are again, free to hold your opinion. But you should not be surprised when people disagree with you on this topic.
Ooh, link? I don't get to watch customs-on tournaments too often.
As I've said before, if Link actually had good throws, a lot of his most serious problems would barely matter, minus his recovery.I know no one else is going to respond to this because they don't take you seriously, but I believe in educating people and having discussions so that we can all arrive at the truth. For the sake of that, I'm going to respond seriously. These are the reasons why I don't think that Link is good:
- He doesn't have a good close-range game. All of his specials have lag in close range except bombs that are already plucked and in hand. Jab is frame 7
- He doesn't have good OOS options (again without a bomb in hand). n-air is frame 6, which isn't bad, but has an awkward hitbox.
- His grab is mediocre, due to being a tether, which makes both of the above problems even worse.
- His recovery is abusable, as it has always been, though tethering helps a bit here
- He gets combo'd a bunch. Fastfaller + heavy weight = gets destroyed. n-air is pretty good for combo breaks and landing as far as swordsmen go though: most of their n-airs suck, but Link's is alright.
- His dash is more like a smash attack, and he's slow on top of that, so midrange isn't easy for him (there's a sweetspot between midrange and close range where Link is good, that's at the tip of his jab length--he's also good at long range).
What makes you think that Link is good? He seems thoroughly average to me, maybe even below average.
shocking cape bruh?Even with customs, I've tended to prefer Doc's normals, due to being used to them. Except Gust Sheet. That one is really good; it is an all-star example of a good custom.
This is only part of the picture. Link could have the worst throws in the game and still have a fine grab if his grab weren't a tether. Similarly, he could have an even laggier tether and still have a fine grab if his throws were amazing for setups and damage.Link's grab is honestly a good tool in neutral, and is able to cover a lot of options very viably. The problem as I've stated before is his throws are just the worst in the game....
I actually like to keep the windbox, hence Gust.shocking cape bruh?
with the cape you won't need to do smash attacks anymore its faster than smash attacks and can be used on the air
That's my point why do you care what "tier" your character is in. If it's based purely off usage stats it will also show players statistically which match up they should study the most. Something being "low tier" based on usage stats has nothing to do with its viability it just means players could look at a list from top to bottom to actually see what characters are being played and which are less played. It's just an objective way to compose tiers rather than subjective.No
no no
In Pokemon there so few viable mons and even then people spam the easy to win with despite there being other options.
Also I rather not have to say Villager is low tier because so few pro players pick her
I mean, when I play Link, I don't really have trouble grabbing people. While it has longer ending lag, it's not that hard to know situations where throwing out your grab covers options that your opponent is unlikely to avoid even in neutral. I'm fine with the actual grab, and don't find it mechanically as problematic as say, Villager, Bowser Jr, or Pac-man grabs. But indeed, the reward you get versus the risk of grabbing really doesn't justify it.This is only part of the picture. Link could have the worst throws in the game and still have a fine grab if his grab weren't a tether. Similarly, he could have an even laggier tether and still have a fine grab if his throws were amazing for setups and damage.
Options in neutral are all about risk vs. reward. Tether grabs are more punishable than other grabs, so that drives the risk of using them up; if the reward for landing a grab isn't proportionate to the risk (as it is in, say, ZSS' case because you can get up-air strings into up-b KOs), it becomes less viable to just throw out grabs during neutral footsies.
Basically, if an option involves a risk of taking 15% damage to the face, it had better offer a reward of 20%* on the opponent's face in order to be worthwhile
*numbers vary depending on weight and other factors
Do we actually have full usage stats from Apex? From every entrant in the Smash 4 pools?That's my point why do you care what "tier" your character is in. If it's based purely off usage stats it will also show players statistically which match up they should study the most. Something being "low tier" based on usage stats has nothing to do with its viability it just means players could look at a list from top to bottom to actually see what characters are being played and which are less played. It's just an objective way to compose tiers rather than subjective.
If he's talking about what I think he's talking about, it was TKBreezy on Twitch doing the "vs. viewers" thing. He used customs-on Doc a fair bit and was doing some work with him. Mega Capsules + Shocking Sheet.Ooh, link? I don't get to watch customs-on tournaments too often.
not only TK, today a lot of streamers were testing custom moves for some reason even shofu is trying them now.If he's talking about what I think he's talking about, it was TKBreezy on Twitch doing the "vs. viewers" thing. He used customs-on Doc a fair bit and was doing some work with him. Mega Capsules + Shocking Sheet.
Are you aware tether grabs are much, much bigger than regular grabs?i never understood why tether grabs were so laggy. honestly it woulda been a neat perk to the characters that had them if they were not so bloody crap in neutral. i woulda been neat if they had as much lag as an average grab.
though zzs can keep hers laggy. >.<
yes and they are much less usefull.Are you aware tether grabs are much, much bigger than regular grabs?
@ Pyr the ol one-two is a pretty bad option in my opinion, his default up-b does the same thing (punishing, ending combos) but faster (I think) and is better for recovery.
It's a trade off for the range and access to a Zair.i never understood why tether grabs were so laggy. honestly it woulda been a neat perk to the characters that had them if they were not so bloody crap in neutral. i woulda been neat if they had as much lag as an average grab.
though zzs can keep hers laggy. >.<
thats true this is there best iteration yet.It's a trade off for the range and access to a Zair.
Granted I think this is the best balance I have seem for tether grabs in the whole series.
Also because it doesn't lead into the second hit if you hit them with the edge of the first hit, making it much worse out of shield (and default SJP is one of Doc's best OOS options).the ol one-two is a pretty bad option in my opinion, his default up-b does the same thing (punishing, ending combos) but faster (I think) and is better for recovery.
I think that hard cut offs, picked in advance, aren't going to lead to the best "cut off" point. As others have said, the distance between tiers matters more than the tiers themselves, if 14, or 16 characters are viable rather than 15, it'll be important to have a cutoff that reflects that. Separating the viable from the non-viable is what matters, not 15 from the rest.Maybe the best way to go about a 'tier list' for Smash 4 is to just have a top 15. If we want something worrth a darn and not a complete farce, limiting the scope of the tier list we expect to be 'official' is a good idea, so it could have some credibility as a display of current information.
Everything below top/high should be understood as simply 'below the top 15'. Actually being so exact about mid-tier orders in the list makes the whole list much too ambitious and, as a result, incorrect/pointless. Below the A tier, everything is guesswork and feelings-based guesstimations based on lack of info. And it'll be like that for years to come. Deciding on exact placements for the rest of the 36 characters would be silly and inaccurate for years and years.
The only thing that will ever be 'clear' to the competitive community is who the obviously-more-dominant characters are. Ranking them in order will be possible, like it is in Melee due to the smaller cast. But an organized 51-character tier list with ordering? No way that'll ever communicate anything of actual learned worth. So, for the sake of having a somewhat-legitimate list, it should only really cover the top echelon of characters.
Top 15, everyone else in the 'grey area'. Baddabing.
It doesn't matter if you're 30th out of 51or 40th out of 51 - we could argue for days over those meaningless tier positions. Having the rest of the cast in this 'grey area' that's un-ordered communicates a more real truth - those characters have not yet proved themselves to be at the Top 15. Differentiating between 'top of mid' and 'middle of mid' is an egregious waste of time, and useless info as it will never be accurate/correct.
That's a humble and correct way to go about things - it's an agnostic approach to the rest of the tier list.
The Top 15 is the area that receives the most thought and is based on the most data, so creating an official Top 15 list is actually feasible as a result. That data will be more self-evident and clear a lot sooner.
Top 15 could be changed to 20, depends on how many characters are clearly at the same level of high-tier viability.
Meh, spotdodge nerf imo is a bigger deal. Makes it way harder to consistently shieldcamp against tether grabbers when reactively spotdodging even the slower grabs is way harder in this game.Tethers are better in this iteration because grab armor is gone, so regular grabs got bopped by jabs now, while tethers don't.
Did you read the very last line of his post?I think that hard cut offs, picked in advance, aren't going to lead to the best "cut off" point. As others have said, the distance between tiers matters more than the tiers themselves, if 14, or 16 characters are viable rather than 15, it'll be important to have a cutoff that reflects that. Separating the viable from the non-viable is what matters, not 15 from the rest.
Tell that to all the tether grabbers ****ers who get Forward Smash tippered for their efforts automatically.Tethers are better in this iteration because grab armor is gone, so regular grabs got bopped by jabs now, while tethers don't.
I'm glad you asked.and what is your tier list?
Sounds like a fun Idea, then we could make separate tier lists for high, mid and low.My only wish is that there be some tier specific tournaments; as in only mid tier and lower be allowed. Characters like Ganondorf are really only unviable because of terrible match ups with the high tier characters. He can overcome other characters, just not when every player is using a Sheik or Diddy or something else that basically auto wins.
We would need more data from more tournaments to make it work but I think it's certainly a more viable approach then voting on tier lists or having top players create tier lists. Months worth of usage stats will tell us who is actually being played and how well. This meta is so young there's really no point in making a community tier list or following a top players list.Do we actually have full usage stats from Apex? From every entrant in the Smash 4 pools?
In that case might have to reevaluate who has the Worst GrabThis is only part of the picture. Link could have the worst throws in the game and still have a fine grab if his grab weren't a tether. Similarly, he could have an even laggier tether and still have a fine grab if his throws were amazing for setups and damage.
Options in neutral are all about risk vs. reward. Tether grabs are more punishable than other grabs, so that drives the risk of using them up; if the reward for landing a grab isn't proportionate to the risk (as it is in, say, ZSS' case because you can get up-air strings into up-b KOs), it becomes less viable to just throw out grabs during neutral footsies.
Basically, if an option involves a risk of taking 15% damage to the face, it had better offer a reward of 20%* on the opponent's face in order to be worthwhile
*numbers vary depending on weight and other factors
All of what you guys said plus most normal grabs' grabranges are so terrible that the range from tethers comes in handy as well.Meh, spotdodge nerf imo is a bigger deal. Makes it way harder to consistently shieldcamp against tether grabbers when reactively spotdodging even the slower grabs is way harder in this game.
This is typical for high level competitive play in any game, though. Especially for ones where people don't have to use the same tools. Competitive chess and go are one sort of game where people have the same tools and victory is strictly strategy (although who goes first makes a difference). In Pokémon there are a huge number of characters to choose from and you can customize them further with moves, items, and abilities. It's generally accepted that there isn't one team that can consistently deal with everything at this point, but players try to build teams that will give them the best chance of winning consistently.No
no no
In Pokemon there so few viable mons and even then people spam the easy to win with despite there being other options.
Also I rather not have to say Villager is low tier because so few pro players pick her
I wouldn't be so sure. Some characters are basically made by a single attack.For the record, customs aren't going to drastically shift the metagame. Four attacks is only a fraction of the big picture.
That's not guaranteed to correlate to quality in any way since some characters who are harder to use will see fewer players, and also, where are you suggesting we get the data? We're not running online play servers like how Smogon does. We could maybe look at, say, how many times each character was entered into Apex, but I'm really not convinced that data would be useful.Gonna sound completly random but I think we could try taking a page from how smogon tiers work; just straight usage statistics.
I kind of agree, the problem is determining the last few slots. 1-5 will be super easy, but when you get to like 12-15, there's probably like 10 characters vying for those spots, and you kind of want to say "well, all of these characters are pretty good, I don't want to leave this character off the list because that implies he's no better than the worst character".Maybe the best way to go about a 'tier list' for Smash 4 is to just have a top 15. If we want something worrth a darn and not a complete farce, limiting the scope of the tier list we expect to be 'official' is a good idea, so it could have some credibility as a display of current information.
Everything below top/high should be understood as simply 'below the top 15'. Actually being so exact about mid-tier orders in the list makes the whole list much too ambitious and, as a result, incorrect/pointless. Below the A tier, everything is guesswork and feelings-based guesstimations based on lack of info.
I would just like to say that these are my feelings about Yoshi's grab too. People always say it's hard to land, but it really isn't. I land it a bunch. It's just not very rewarding.I mean, when I play Link, I don't really have trouble grabbing people. While it has longer ending lag, it's not that hard to know situations where throwing out your grab covers options that your opponent is unlikely to avoid even in neutral. I'm fine with the actual grab, and don't find it mechanically as problematic as say, Villager, Bowser Jr, or Pac-man grabs. But indeed, the reward you get versus the risk of grabbing really doesn't justify it.
On the subject of Olimar's grab, there's something I've been wondering. It seems to me that if you're at extremely low percents (0-10%, usually), you can actually mash out of his grab before he can input the throw, even with no pummels. Is this actually a thing, or am I frequently just inputting the throw at the wrong time?Tell that to all the tether grabbers ****ers who get Forward Smash tippered for their efforts automatically.
(Although I'm not sure this applies to anyone other than Olimar [something that came from Brawl] and Yoshi? but you don't have grab stun applied to you until you're "in them")
Seems like Robin or Pac-Man are the frontrunners. Robin's grab is as slow as a tether, but it isn't a tether. Pac-Man's grab is just atrocious in general, it's super slow and has a ton of deadzones.In that case might have to reevaluate who has the Worst Grab
(Honestly, whether or not you take me seriously, I still play a well-rounded Link in the game. I am not a professional with him, but I'm at least decent with him.)What makes you think that Link is good? He seems thoroughly average to me, maybe even below average.
How much reward does Robin get off a throw exactly?I
Seems like Robin or Pac-Man are the frontrunners. Robin's grab is as slow as a tether, but it isn't a tether. Pac-Man's grab is just atrocious in general, it's super slow and has a ton of deadzones.