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When I heard about bair being nerfed, ledge trump bair was the first thing I thought of since it was her most reliable early kill set up (bair in general being her best early kill move). Now she really is going to struggle going for the kill, even offstage bair being a threat was important for other reasons.Anyway, something I wasn't really considering with the Sheik nerf to bair is the ledge trump scenario. I guess she probably deserved it, her ledge trump bair was the easiest in the game to get and she was also the best off-stage trapper and had mobility and tricks to get the trump too. My immediate reaction to ledge trumping someone into bair at 120% and them not dying was a really big "oh... wow... uhh... great!" It's honestly IMO a big hit to her more so than the implication of just "losing a kill move" meant, she's now lost a really strong kill set up she was the best in the game at getting.
Diddy now just seems "fair", although the bull **** that exists due to the hitboxes/frame data on down tilt, forward air, up air and dash grab haven't changed. Diddy still seems like he's going to be shutting down most of the cast with forward air alone. It's noticeably less potent in killing but it's now keeping people closer to him all the time with what's the single best horizontal air poke in the game. Up Throw and Down Throw, as expected, are keeping follow ups real for even longer (up throw in particular, youch).
With his ability to slow the pace of the game down with fair, bananas and peanuts, all I'm seeing in the near future is smarter use of Diddy getting similar bottom line results (WINNING). Suddenly I feel like diddy is incentivized to use nair and bair too, both great moves and trying to play a footsie/mid-range game with all of his kit (why do I feel like ftilt is suddenly worthwhile?). Up air as unfortunately expected is still the neutral air + forward air + back air + up air that hits below you and now just reminds me of super zero suit samus up air that still maintains itself as a combo breaker and godlike juggle / trapping tool that just combos into itself FOREVER.
Although I feel like my Sheik is/was better than my Diddy, Sheik just doesn't seem as potent as Diddy still does... Back air nerfs seem to hit her harder than "less damage per hit but now combos from everything forever" alterations Diddy received.
I am so convinced that Pikachu is a serious candidate for best character right now. In about a month and a half tops people will be wishing they were complaining about Pikachu like they were complaining about Diddy and Shiek.When I heard about bair being nerfed, ledge trump bair was the first thing I thought of since it was her most reliable early kill set up (bair in general being her best early kill move). Now she really is going to struggle going for the kill, even offstage bair being a threat was important for other reasons.
Diddy seems to be in the same boat now? Not sure how reliable he will be at killing, but these two seem to be characters with good neutrals but have issues killing (that seems to be the design intention looking at specifics of what was nerfed at least).
On a side note pikas kill set ups seem to be doing alright. Dtilt > Usmash =
Lol, I knew that implementation of stuns would come back to haunt us. ZSS can get double (or more) dsmashes or other things at certain percent because characters land on the ground while still in hit stun, and the only thing that stops you from restunning people is some flag that gets reset upon landing.
Given the multiple amount of opportunities Pikachu has to set this up, and how useful and safe the moves used to set this up are, I have no doubt players like ESAM could abuse this rather consistently.Lol, I knew that implementation of stuns would come back to haunt us. ZSS can get double (or more) dsmashes or other things at certain percent because characters land on the ground while still in hit stun, and the only thing that stops you from restunning people is some flag that gets reset upon landing.
We're looking so Brawl right now.
And also another check against customs. Although I'm not too certain this is going to be some reliable multiple times per match type of thing.
Oh, well that makes sense though. At lower percents, the laser's probably going to hit, so it's not much of a big deal, but at higher percents, he might throw people high enough where it won't matter since they're that high and he can cover that distance quickly. Mid-percents, the percents where it's not high enough and where the laser can be DI'd easily is where Falco isn't going to get much, but then again, if Falco hits you like three times, he could shift that to the higher percent with a high throw not to mention his ability to cover vertical distances quickly. Adding customs, Fast Fire Bird might make it less of a problem since he could quickly rush towards where you're DI'ing and Falco Phantasm could work as well, but the end lag even when IAPed might be a problem.What I meant was, DI comparatively limits Falco's Uthrow because you can just DI to prevent the laser from hitting you at all, which makes Falco's frame advantage significantly lower than Greninja's or Marcina's (because he spends time firing the blaster at nothing). So they're still in a bad position, it's just easier for them to escape potential followups purely from a frame data point of view. Falco's Up Throw is "laggier". And this is the issue with Mewtwo's Up Throw, too much endlag to really be threatening.
I'm not saying Falco's Up Throw isn't good, I think it's a great throw. I mean, you don't have THAT much ending lag from firing the blaster. It's just slightly laggier than other comparable throws.
An infinite darn. I've been trying something with zss's dsmash where you footstool out of it and they get knocked down and I've been trying to see if you can do a forced get up with paralyzer but I don't know and if you can it's going to be kind of hard.
Honest question: do those minor Lucina buffs make the match significantly scarier in your opinion?@ Shaya I think most of those (megaman included) could be discussed, except Rosalina (in particular) and maybe Sonic. Also I swear Lucina is Pikas hardest MU. (I mentioned before but for those yet to see, with Marth there was always the risk of getting hit by the sword but getting inside at least minimized the punish, having to navigate the full length of the sword is really scary when you can potentially die at 90%)
Really? I imagined that the heavies survived pretty long against Sheik and Diddy anyways. I figured that they wouldn't appreciate being juggled more by the weakened Sheik/Diddy.Diddy and Sheik were (and still are) particularly unkind to heavies--a little more-so than most the other top characters. The heavies appreciate the prospective new environment slightly more than other characters.
Edit: It's also great news for Yoshi, who imo was the "top" character who suffered most against Sheik, and to a lesser extent Diddy.
If we're talking about the same thing, that was patched out in the 3DS days. https://www.youtube.com/watch?v=VpHDN522MDoAn infinite darn. I've been trying something with zss's dsmash where you footstool out of it and they get knocked down and I've been trying to see if you can do a forced get up with paralyzer but I don't know and if you can it's going to be kind of hard.
I definitely noticed this. I think it's actually because he hops up onto the ledge and so he's technically airborne for a bit before he can shield.So, not sure if anyone else noted this, but while goofing around with Mewtwo I noticed that his ledge get up can be punished basically for free. The invincibility frames wear off early before a shield can be buffered and it's super easy to punish.
Mewtwo for top tier.
Hard to say now, but I want to say no atm. Its obviously a buff and in the most objective sense makes the MU (and all of her MUs) better for her. But it doesnt change how the MU plays, but thats partly because it was already scary.Honest question: do those minor Lucina buffs make the match significantly scarier in your opinion?
Also, is there a recovery lag formula on hit for when characters hit a shield? i recall it being tied to damage to some extent, and that Marth's sour hits are safer due to a special modifier. With Lucina having slightly more damage overall, does it even out that hit lag compared to Marth?
No I'm talking about on every character and just try to reach the ground and paralyzer in time after the footstool. Maybe it's better to footstool them out of the kb of dsmash.If we're talking about the same thing, that was patched out in the 3DS days. https://www.youtube.com/watch?v=VpHDN522MDo
I won't lie that thunder wave look genuanly broken at first glance question is it this good in practice? Summoning @Thinkaman because he is better at this then I am.I wonder how this alleged infinite interacts with SDI in various directions. It seems likely to be finicky to that, but it also looks way too hard for me to have any easy way to test.
Unlike brawl the worst case senario is that thunder wave just ends up being banned.Lol, I knew that implementation of stuns would come back to haunt us. ZSS can get double (or more) dsmashes or other things at certain percent because characters land on the ground while still in hit stun, and the only thing that stops you from restunning people is some flag that gets reset upon landing.
We're looking so Brawl right now.
And also another check against customs. Although I'm not too certain this is going to be some reliable multiple times per match type of thing.
Well seeing as I play both Pikachu and Villager I can say the MU is about even both characters have a lot of things the other one hates.I think Pikachu will be mostly remain in check still thanks to at the least. Not going ESAM on that (I'm sure he feels the amount of losing match ups are minimal) but I don't think Pikachu boasts much against either. Then you have lurking too (Peach/Wario historically poor; I've definitely heard Villager complaints from him, and eh I'm probably wrong on Megaman).
No, I used this combination a lot a while ago. (just for the jab lock combo, not the stun lock as I didn't know about it at the time)I won't lie that thunder wave look genuanly broken at first glance question is it this good in practice?
I think DIng only up, and not up and away causes this. Not sure though, I just know this got me out sometimes and the times it didn't, the hit would register farther away from the blast zone so I'd live more often.Someone in chat said there's a way to DI Helicopter Kick to avoid the final hit (which is the only hit that launches). Anyone know how? @ Jigglymaster ?
I still don't get why several Ganon's are using Flame Wave, but props to Vex for finally giving the move some proper exposure. The scariest thing though, is that's only half of what can be done with the move. It's an aerial that kills at 40% that beats out everything frame 4 or slower. There's no escaping the Damp Fists.Stun Jolt is already kind of legit, but is it worth taking Meteor Quick Attack just for the lock? I'm not sure.
Also on the subject of Pikachu: Vex just beat UKL 2-0 on Clash's stream using Ganondorf. Dark Fists really is as good as @ Blobface was saying (it got at least 3 kills, the 4th I forget). @SolidSense's remarks about the margin of error in this MU were also on point.
that's impossible from what I understand. never experienced anything like thatSomeone in chat said there's a way to DI Helicopter Kick to avoid the final hit (which is the only hit that launches). Anyone know how? @ Jigglymaster ?