Road Death Wheel
Smash Champion
perfect pivoting on 3ds is soo painfull u have my respect if u can do it at all.I use the 2DS so I don't have the luxury of a C-stick. I probably would set it to attack if I ever mastered perfect pivoting
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perfect pivoting on 3ds is soo painfull u have my respect if u can do it at all.I use the 2DS so I don't have the luxury of a C-stick. I probably would set it to attack if I ever mastered perfect pivoting
I'm not Larry and I probably don't even agree with his statement, but there are a few interesting things to think about.I'm pretty sure it's just you so explain
Obviously some statements are really radical.
Does anyone else think Link has a slight advantage over Diddy Kong?
I made that connection too lol i just held myself off from saying anything.
I agree that Link does have a few decent tools against Diddy and holds his own reasonably well. He outcamps Diddy and can do a lot to make things annoying, though Diddy ultimately does have the versatility to exploit Link's weaknesses with patience and smart play. It's a slight edge for Diddy rather than Link instead of the other way around. On balance, this is actually one of Larry's more reasonable statements and is certainly not as cringeworthy as this.I'm not Larry and I probably don't even agree with his statement, but there are a few interesting things to think about.
Zero made a video a while back showing Link vs. Diddy Kong: https://www.youtube.com/watch?v=AzqODzcRnaQ
In the video, Zero says that he believes Diddy wins the matchup, but that Link has a few tools to make him think twice. Namely, Link dair beats Diddy up air, which is not something most characters can claim.
While Diddy can still bait things out and punish, the down thrust prevents Diddy from being able to mindlessly follow up his throws with juggle opportunities because of how the tables can turn. If Diddy wants to hoo hah, he's taking a risk, and keeping Diddy from building momentum looks like a big deal. Moreover, it means that it's harder for Diddy to catch Link in an air dodge trap, which is one of the powers of hoo hah in the first place.
Another point might just be the presence of a sword disjoint in general. Being able to stop Monkey Flip could be a big deal, as it's Diddy's best burst movement option, and something Diddy might have to resort to if Link is zoning well with projectiles.
How to remedy the Ganondorf vs Rosalina MU into a 50:50 for both (no Customs):
-Having trouble with Rosalina's aerials knocking you upward? You can simply destroy her with a well-timed D-Spec;
I'm not a prophet on purpose, honest!
I laughed way harder at these three posts than I should have.
But back to the topic at hand, I also feel it becomes dangerous when people look too far into the future and use predictions to determine their character placings as of now. It's very possible to hit a wall that prevents your character from getting to the point where they're that good. It's why ICs never got to being first even though theoretically they should have been first (perfection on the chain grab would have just been too stronk), and it's subjective to say that your character won't hit that wall.
I dunno, though.
Wow, there's actually good Yoshi play in here. I am starting to see why Thinkaman still thinks Yoshi is pretty high even with customs on. Those aerials still putting in work. Dair into Uair is sick, though it looks super percent-specific.Shameless plug: STL customs tourney being streamed now: http://www.twitch.tv/stlbarwarz/
Speaking of Yoshi, does he have any punishable buttons? Dair sort of I guess but it murders shields and I can't think of anything else in his kit with enough end lag to do anything with.Wow, there's actually good Yoshi play in here. I am starting to see why Thinkaman still thinks Yoshi is pretty high even with customs on. Those aerials still putting in work. Dair into Uair is sick, though it looks super percent-specific.
I also can't believe I'm seriously rooting for Little Mac now. Funny how a few nerfs turns you from a detested scrub character to a hard-working underdog. Could the same happen to Diddy after he gets rekt? I definitely think you need a different recovery for Mario though, Fludd just destroys that slam side B.
Would you like to split hairs?Sheiks neutral game is not "solid" it is ****ing ace
Yoshi's kit has pretty awful hitboxes...honestly. Basically any character that legitimately has half decent spacing tools forces him to work in neutral. "Unpunishable" is not a word I use to describe Yoshi unless if the only thing you ever do in neutral is shield and fish for grabs.Speaking of Yoshi, does he have any punishable buttons? Dair sort of I guess but it murders shields and I can't think of anything else in his kit with enough end lag to do anything with.
If he does, I think her fair might be the right tool.Would you like to split hairs?
The following are all decently punishable on whiff or shield:Speaking of Yoshi, does he have any punishable buttons? Dair sort of I guess but it murders shields and I can't think of anything else in his kit with enough end lag to do anything with.
He's a super solid character who doesn't have any major weaknesses, his only problem is, as above, he doesn't get easy kills the way some of the cast does. He also can't recover low very well.Yoshi is that character that always makes me second guess, what is this guy bad at?
It is not hair splitting, you wrote "solid", tons of characters have a "solid" neutral game, whereas the truth is that almost none can match sheik's neutral.Would you like to split hairs?
You can replace Solid with "ace", Exceptional, Or Jesus-tapdancing-on-his-bathwater-good.Sheiks neutral game is not "solid" it is ****ing ace
It is not hair splitting, you wrote "solid", tons of characters have a "solid" neutral game, whereas the truth is that almost none can match sheik's neutral.
You're downplaying a strength of hers in order to strengthen your own argument.
Sheiks neutral being superb and not solid is very relevant. It's what lets function when her comboes stop working. If her neutral had been just "solid" Sheik would not have been as great a character at all.
I feel like this quote can be applied to like, half the arguments made everywhere in the world. Never heard this observation so succinctly stated (dunno why, though). Just taking it out of context here btw, don't mean offense to peeps. ^^You're downplaying a strength of hers in order to strengthen your own argument.
Being scary. He's so adorable!Yoshi is that character that always makes me second guess, what is this guy bad at?
"Community Voted"http://smashboards.com/threads/swf-community-voted-tier-list-voting-on-d-tier-now.379736/
I needed to get this out of my chest but WHAT IN THE NAME OF PALUTENA IS WRONG WITH THIS TIER LIST.
Excuse me I'm gonna go cry for a moment.
(So this is why we rarely talk about tier lists here)
>.> All it did was make me think to little people are looking in this thread. Not to discredit there opinion but still.http://smashboards.com/threads/swf-community-voted-tier-list-voting-on-d-tier-now.379736/
I needed to get this out of my chest but WHAT IN THE NAME OF PALUTENA IS WRONG WITH THIS TIER LIST.
Excuse me I'm gonna go cry for a moment.
(So this is why we rarely talk about tier lists here)
Bad approach options, little to no kill confirms, horrid grab game, and a somewhat unsafe offstage game.Yoshi is that character that always makes me second guess, what is this guy bad at?
Maybe I am wrong on this but I never found him to be that bad with killing in the sense he could put people in really bad positions and get something off that.Bad approach options, little to no kill confirms, horrid grab game, and a somewhat unsafe offstage game.
Honestly, top notch air mobility + fast aerials actually makes for pretty decent approach. It's not necessarily the best, but it's certainly in the upper half of the cast. It also helps that he almost never has to approach if he doesn't want to.Bad approach options, little to no kill confirms, horrid grab game, and a somewhat unsafe offstage game.
You forgot that Ness is really ****ing small and a midweight. It's easily the dumbest part of playing against him especially when most of the cast basically can't do SH aerials safely to bait his grabs and when he doesn't quickly die to precise juggle reads like other obnoxiously small characters.Can we talk about Ness? Do people still consider him a high tier or is he high-mid? I feel like he's generally good but not really overwhelming. It feels like his weaknesses are larger than those of other high tiers. His ground game(outside of grabs) isn't all that great, and while his recovery isn't as terrible as some people think it can be exploited. His aerials, grab game, and PKT juggles are all excellent, but is it enough to keep him high tier?
Complicated question. We're trying to figure that out. PKT juggles are getting even better than they are currently, and our grab game is no less scary (it's actually being augmented: Noa and I did a project a little while back to find Bthrow's kill percents on every character from different parts of FD (including some data on rage's effect on it), which can be found here: http://smashboards.com/threads/nesss-back-throw-and-ko-percents-the-thread.387966/ (In case you couldn't tell I love linking people to this thread, it's literally one of the most satisfying things for us in ages hahah) ), but Fair and Nair do have their drawbacks (although characters with less mobility still can't punish them on shield). On the other hand, I've heard RAR Bair and just Bair in general is becoming a bigger part of our meta, both to help with juggling and in neutral.Can we talk about Ness? Do people still consider him a high tier or is he high-mid? I feel like he's generally good but not really overwhelming. It feels like his weaknesses are larger than those of other high tiers. His ground game(outside of grabs) isn't all that great, and while his recovery isn't as terrible as some people think it can be exploited. His aerials, grab game, and PKT juggles are all excellent, but is it enough to keep him high tier?
He definitely has bad killing problems, no confirms and almost nothing safe on block, you literally can only kill with punishes and reads, both of which usually require a mistake on your opponents part.Maybe I am wrong on this but I never found him to be that bad with killing in the sense he could put people in really bad positions and get something off that.
Offstage not as sure on that either, seems like he could get plenty off that to some degree.
Mobility =/= safe approach though, Yoshi has literally nothing safe on block. Sure, he has egg lay, but when thats your only option it becomes predictable. And Im not saying Yoshi is a bad character, he's really good, Im just listing his weaknesses/problems.Honestly, top notch air mobility + fast aerials actually makes for pretty decent approach. It's not necessarily the best, but it's certainly in the upper half of the cast. It also helps that he almost never has to approach if he doesn't want to.
The kill confirms and bad grab game are his main weaknesses, but even then they don't hold him back so much as keep him in check. Really, Yoshi's main weakness is just that he's not as broken as some of the broken characters in this game. He's still a really good character.
Fair is pretty safe on block against most characters, which is why most Yoshis use it so liberally for approaching. Might not be a good idea against someone like Mario or LM and their superfast UpB OOS, but it works against most of the cast.Mobility =/= safe approach though, Yoshi has literally nothing safe on block. Sure, he has egg lay, but when thats your only option it becomes predictable. And Im not saying Yoshi is a bad character, he's really good, Im just listing his weaknesses/problems.
I honestly think Ness is top 10. His recovery has gotten better (though still highly gimpable), he has one of if not the strongest throw in the game and a couple of really good combos. While he does have his apparent flaws he has too many strengths to fall below maybe top-15.Can we talk about Ness? Do people still consider him a high tier or is he high-mid? I feel like he's generally good but not really overwhelming. It feels like his weaknesses are larger than those of other high tiers. His ground game(outside of grabs) isn't all that great, and while his recovery isn't as terrible as some people think it can be exploited. His aerials, grab game, and PKT juggles are all excellent, but is it enough to keep him high tier?
Agreed 100%. (Hey its Cobbs he's back wow his head stopped bleeding I guess!)@Dre89
I don't even need to write a long-winded essay on this. It's elementary.
Playing the game in a competitive (offline) setting and knowing a lot of **** > not playing the game in a competitive (offline) setting and knowing a lot of ****.
If somebody has solid theory and whatnot, then tl; dr, they shouldn't be immediately discarded. I agree with you on that much. But, if you're weighing in against the experience of someone that can emphatically show you otherwise, with raw actualized playtime with many different kinds of players, backed by their own data and research, you better have more than simple ****ing footage on Youtube, For Glory, and locals laying out the foundation of your argument. That's why I try to never presume anything when it comes to my knowledge of the game.
Smooth Criminal
Pretty safe isnt good enough against good players, they will punish almost anything even SLIGHTLY unsafe, fair is still like -5 on block or something, which most characters can nair oos punish at the least. Jab, while not punishable, puts Yoshi in a bad spot; Yoshi DOES NOT want to be grounded right in front of a character in around grab range, HORRIBLE place for Yoshi to be since his grab is atrocious and anything after jab 1 that can be done is punishable on block, and jab 2 can be shield grabbed. Ftilt and dtilt are decent spacing options, but they arent approach options, they dont get you in, they just knock them back a little and you're back to neutral.Fair is pretty safe on block against most characters, which is why most Yoshis use it so liberally for approaching. Might not be a good idea against someone like Mario or LM and their superfast UpB OOS, but it works against most of the cast.
As far as ground goes, Jab, Ftilt, and Dtilt are also pretty safe. Dash Attack can be fairly safe if you space it so you go through the person, but specific characters (ie, bowser) can still punish this.
the only character with absolute safty on shield is shiek.Pretty safe isnt good enough against good players, they will punish almost anything even SLIGHTLY unsafe, fair is still like -5 on block or something, which most characters can nair oos punish at the least. Jab, while not punishable, puts Yoshi in a bad spot; Yoshi DOES NOT want to be grounded right in front of a character in around grab range, HORRIBLE place for Yoshi to be since his grab is atrocious and anything after jab 1 that can be done is punishable on block, and jab 2 can be shield grabbed. Ftilt and dtilt are decent spacing options, but they arent approach options, they dont get you in, they just knock them back a little and you're back to neutral.
Actually, the fastest Nair OOS in the game is 6 frame startup (3 frame jumpsquat + 3 frame startup), and only a couple characters have them, most Nair OOS are about 10 frames. Don't forget Yoshi can drift back after Fair, too, so I'm not sure if frame perfect Sheik Nair even hits him.Pretty safe isnt good enough against good players, they will punish almost anything even SLIGHTLY unsafe, fair is still like -5 on block or something, which most characters can nair oos punish at the least.
I'd want to see testing on exactly who can shield grab Jab2 and who can't, as I don't think it can be done by the entire cast.Jab, while not punishable, puts Yoshi in a bad spot; Yoshi DOES NOT want to be grounded right in front of a character in around grab range, HORRIBLE place for Yoshi to be since his grab is atrocious and anything after jab 1 that can be done is punishable on block, and jab 2 can be shield grabbed
True, they're pokes for when you get in, but empty jumping into one of these is always an option.Ftilt and dtilt are decent spacing options, but they arent approach options, they dont get you in, they just knock them back a little and you're back to neutral.