The Real Gamer
Smash Hero
I usually get a good laugh out of these "tier lists" but I'd be interested in your opinions @
Amazing Ampharos
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Nah, Bowser is great and so is Mario. Mario leads people off-stage with bair chains which is killing with aerials in my book, has a dangerous dair that makes juggling him scary, his combos work just fine with reads that are anything but hard (easier than comboing with any other character!), his limbs are "long enough", and his moves are all around generally safe to throw out. The character has a great blend of speed and power without having range that's "too bad" and has so many other nice tools between the projectile, the f1 invincible OoS, or the cape. His customs are great and make him a truly good character, but he's decent regardless. You've been driving me crazy this whole topic being so down on Mario; he can deal with every match-up and wins a lot of them. My internal list puts him at B+ which is "upper mid" if mid is acutally the half-way mark of the cast (a lot of smash tier lists put mid at like the 2/3 point in the cast, silly thing to do; Mario is around the 1/3 mark of the cast if character #1 is the best). Yeah, FLUDD is kinda bad, very niche move. It doesn't really matter.Mario is just...okay with customs at best. They make him viable. On default settings, you're talking a character who can't afford to trade hits, is terrible in mid range, can't KO with aerials, and also is easily juggled and edgeguarded. And he has to hard read you to make his "combo" game work, and while his FLUDD is significantly better in this game, it at best only just enables Mario to make reads, rather than getting him anything seriously guaranteed
Both characters are very significantly overrated. Nobody seems to want to acknowledge the ways these characters get trolled in both neutral and negative state. Bowser at least has good pokes and great damage per hit. Mario doesn't even get much of anything.
Are you reading on a phone? I've done that once, and my posts scared me a lot. I try to paragraph break topically, but it's a tought balance when I end up having a lot to say like I did about Ness...Great points. If you could just break up the lines and do some general formatting to make it easier on the eyes, that'd be great. Keep it up!
Absolutely agree. Dedede needs stage control more than he needs edgeguarding, as his edgeguarding is already pretty good. I will say that Bouncing Gordo's utility is pretty stage dependent, as it's amazing on BF but not really anything too special on FD. I get the feeling that Dedede's viability will be heavily influenced by the stage list, as he's going to struggle mightily on large, flat stages against strong projectile characters, since he's a huge target, probably has the worst overall mobility in the game, and can't outcamp anyone with Gordos. On smaller stages with lots of platforms Dedede can control lots of space with his hammer and Gordos and be very effective. Since FD and BF(or stages strongly resembling either of them) will likely be the most polarizing stages in many matchups and therefore banned, the stages that are actually played most frequently will likely make a lot of difference as to how effective Dedede is.I think DDD should almost always take Gordo Toss 3.
I think you need to look at his eruptions a bit more if you're using it for juggle situations, the worst time to ever consider using it out. Ike also never really fsmashes, Usmash is where it's at.IMO this is Ike's least important slot as all three Eruption variants are kinda trashy... This is true for most characters, but on slots where all three options are kinda bad moves, it's mostly that you pick a move you can imagine yourself using sometime and run with it. I like Eruption 1 entirely for the armor to escape very niche juggle situations... which come up so rarely I haven't even really made use of it, but I never use any version of this move with Ike anyway. Eruption 2 is a very difficult gimp move to land, and I'm not sure it really meaningfully helps his recovery but if you can make real use of it in-game definitely go for it. Eruption 3 just seems horrible to me. Bigger hitbox sure, but it does less damage unless you charge it to the point of self-damage which comes way sooner than default and does more self-damage which for a move you'll land so rarely anyway isn't exactly the most desirable property, and even for a broken shield punish (not that Ike pops shields), Ike is usually more than happy with fully charged and properly spaced fsmash
On that note, can I ask about your thoughts on Dr. Mario? I've been curious myself since your analysis of Mario pretty much matches mine.His customs are great and make him a truly good character, but he's decent regardless. You've been driving me crazy this whole topic being so down on Mario; he can deal with every match-up and wins a lot of them. My internal list puts him at B+ which is "upper mid" if mid is acutally the half-way mark of the cast
yes......Mario is like 5/5 against almost all the others characters..... He doesn't have bad matchupsNah, Bowser is great and so is Mario. Mario leads people off-stage with bair chains which is killing with aerials in my book, has a dangerous dair that makes juggling him scary, his combos work just fine with reads that are anything but hard (easier than comboing with any other character!), his limbs are "long enough", and his moves are all around generally safe to throw out. The character has a great blend of speed and power without having range that's "too bad" and has so many other nice tools between the projectile, the f1 invincible OoS, or the cape. His customs are great and make him a truly good character, but he's decent regardless. You've been driving me crazy this whole topic being so down on Mario; he can deal with every match-up and wins a lot of them. My internal list puts him at B+ which is "upper mid" if mid is acutally the half-way mark of the cast (a lot of smash tier lists put mid at like the 2/3 point in the cast, silly thing to do; Mario is around the 1/3 mark of the cast if character #1 is the best). Yeah, FLUDD is kinda bad, very niche move. It doesn't really matter.
All the imagined problems with Bowser's neutral go away if you jab more and use either custom side special. Bowser can do everything in this game; he truly does solve the classic heavy problems, and I actually expect us to see this character more as people really figure that out.
Are you reading on a phone? I've done that once, and my posts scared me a lot. I try to paragraph break topically, but it's a tought balance when I end up having a lot to say like I did about Ness...
Considering that Eruption 1's hitbox is barely large enough to beat some ledge sweetspots with perfect timing, Eruption 3 with both its larger hitbox and longer active frames is pretty useful.And I have an aneurism every time I see Ike in bottom tier.
Here's a hint: stop trying to space with Fairs with Ike in SSB4.
@ Eruption: Eruption 3's larger hitbox = great for punishing recovery attempts. I don't find Eruption 1's super armour to be useful, they nerfed its frame count.
I concede that Bowser is probably a competitive threat with custom specials, which do fill in some big holes in his gameplan.Nah, Bowser is great and so is Mario. Mario leads people off-stage with bair chains which is killing with aerials in my book, has a dangerous dair that makes juggling him scary, his combos work just fine with reads that are anything but hard (easier than comboing with any other character!), his limbs are "long enough", and his moves are all around generally safe to throw out. The character has a great blend of speed and power without having range that's "too bad" and has so many other nice tools between the projectile, the f1 invincible OoS, or the cape. His customs are great and make him a truly good character, but he's decent regardless. You've been driving me crazy this whole topic being so down on Mario; he can deal with every match-up and wins a lot of them. My internal list puts him at B+ which is "upper mid" if mid is acutally the half-way mark of the cast (a lot of smash tier lists put mid at like the 2/3 point in the cast, silly thing to do; Mario is around the 1/3 mark of the cast if character #1 is the best). Yeah, FLUDD is kinda bad, very niche move. It doesn't really matter.
All the imagined problems with Bowser's neutral go away if you jab more and use either custom side special. Bowser can do everything in this game; he truly does solve the classic heavy problems, and I actually expect us to see this character more as people really figure that out..
Nothing he does is safe. Almost every attack he has is punishable on block or otherwise.i still demand an explanation as to why is perceived bottom tier, he's a solid mid to me.
Yoshi does great against all four of those characters. Particularly against Rosalina because eggs wreck that Luma hard, and his speed gives her a lot of trouble. I think Yoshi beats ZSS too. Greninja and Sheik seem like even matchups with Yoshi.I have two questions:
First, what are your impressions of ?
Second, what characters do you feel beat any of the "Big Four" ().
*Disclaimer: I do not endorse the idea that those four characters are automatically the top tier of this game, just going off of what seems to be most often cited in this thread
People think him hurting himself is a hurt problem, when really it's one of the best moves in the game.i still demand an explanation as to why is perceived bottom tier, he's a solid mid to me.
Uair and Ftilt are wonderful, but Dsmash is a tad too slow to be considered among the best. It and Fsmash are still decent though.What are people thoughts on Robin? He/She was the 1st character I picked up. IMO he/she is slow with a sub par dash attack but his/ her Dsmash with the Levin Sword is arguably one of the best in the game and his/her SideTilts too. The Air's are decent. Uair and Fair seems like the most useful. Not a fan of his/her Ssmash tho, its too slow.
I would have to disagree. Short hop air dodge to nair cancel. No lag, invincible during air dodge, nair comes out super fast and has good priority, what isn't safe about it? Due to the IASA frames on the air dodge, you can choose when to bust out the nair, so you can choose when to end the invincibility. Yoshi has very good horizontal air speed, so if you choose not to attack, you can just move far enough away from the opponent on the short hop to avoid any punishment. This is a fantastic approach on projectile users, especially those with catchable ones.Yoshi lacks really safe approaches in the first place. He's not hard to turtle against. He's really really hard to approach in contrast.
I think what tips the matchup in her favor is that Peach can KO floaty light characters ridiculous early (at 75%) by UP B'ing them. So if Rosalina is high up and Peach reads her recovery or air dodge, and UP B's which is insanely fast, it's a KO, especially because that UP B is always going to be fresh since you are only going to throw it out for the KO. Also, only fast moving characters can punish peach for whiffing this, becuase she can fast fall into the ledge otherwise if the character doesn't have a quick movement speed like a Sheik or a Greninja. It's my KO move of choice on her.To win vs. Peach as Rosalina you need to change the style of your gameplay. You can't rely on walling her out with Luma, but you can wall her out with large, disjointed aerials and smashes. Think Marth vs. Peach in Brawl, but tone it down a bit from that because side-b can actually get through to you sometimes. Rosalina has a lot of range on her b-air, n-air, f-air, and dash attack, and with Luma by her side she has tons on her f-smash and d-smash too. That range is your primary weapon against Peach.
In some matchups it is better not to separate from Luma. That's true in this case. Peach is just going to ignore Luma/float over him, so you should use the additional range and hitboxes that he provides when he's close to you instead of sending him toward Peach.
Also, Peach is super floaty (obviously), so Rosalina's up-air and up-tilt are nice tools.
Not to say that Peach is bad -- in fact, she's great, and the fact that her dash attack kills made her a lot better in this game compared to her Brawl incarnation -- but I don't think she trumps Rosalina. It's even at the very worst.
That is neither a safe approach, nor does it beat turtling. SH airdodging is punished by an opponent who waits and does nothing before you dodge, unless you were doing it defensively and not as an approach.I would have to disagree. Short hop air dodge to nair cancel. No lag, invincible during air dodge, nair comes out super fast and has good priority, what isn't safe about it? Due to the IASA frames on the air dodge, you can choose when to bust out the nair, so you can choose when to end the invincibility. Yoshi has very good horizontal air speed, so if you choose not to attack, you can just move far enough away from the opponent on the short hop to avoid any punishment. This is a fantastic approach on projectile users, especially those with catchable ones.
Thanks for that thorough response. I guess I was looking at Thoron+ the wrong way; I suppose it's the one move that makes Robin a contender in competitive play, due to how absurd it is. I struggled to used it against more agile opponents and deemed it as overrated, but I suppose that was my confirmation bias in effect. Perhaps I should focus on getting good reads to land it (I should also be careful about whiffed attacks, as the recovery is annoying). At least it instantly causes your tomb to break, so don't have to keep track of Thunder+'s health. I've been desperately trying to find a use for his Down B, so to hear that it's trashy is somewhat relieving. I suppose it might be better in the Wii U version due to more precise controls, but as it stands it's too risky.Sure!
Hmm. Yes, Bowser was a character I wasn't too sure on. I merely put him there due to how his percieved buffs feel great on paper, though I admit I have had little practice with him in Smash 4 so far. I had put them there mainly due to the impressions other people have had with him, though I have no qualms with dropping him a tier lower. Mid tier seems better for him anyways.I think the main thing I have to complain about in the above list is that most of us generally believe Bowser isn't high tier, simply because his weakness of being huge makes him too easily countered by a lot of things. Specifically projectiles and strong fullhop spacing games. He's a good character when those things aren't an issue, but when they are, he struggles a lot. He's still one of those characters that also happens to be terrible enough in the negative state that his huge weight is somewhat trivialized when his ability to avoid many popular KO setups is weak.
Yeah, his recovery is pretty terrible still. Custom 3 (Lucas Up B) does help with that, but a character like Rosalina can eat his recovery for breakfast. He's still a good character, though I feel as though his ground attacks are still not that great and his recovery definitely holds him back. So, as a Ness main myself, I am a bit skeptical/pessimistic about placing him too high on the tier list. Plus, I am still quite salty about what they did with his Dair.I'd say as a personal aside, even though it's a fairly liberal approximation, I feel like Ness is a lot more around the lower-high than lower-mid. He's incredibly well-rounded and some of his aerials are godlike, as well as some of the best out-of-shield options. His recovery is one of the few things holding him back
Yeah. Unfortunately for Kirby, a ton of his moves have too much startup lag, and not enough utility to warrant the lag on his moves. All of his special moves are worse, most notably hammer and stone, both of which being slower and losing versatility. And the fact that his Dsmash sends up instead of horizontally, he can't really combo out of throws, he can't really combo off of Utilt because his aerials are so slow, and his light weight all hinder his ability to really shine in Smash 4. I haven't really tried his customs, but I've heard that they're not all that great either. So I can only see Kirby's potential dropping instead of rising.It's sad to see that Kirby is getting the shaft again. Even numbered smash bros seem to be bad for Kirby.
I will say I disagree very heavily with every tier list posted on this page; seeing someone as fundamentally good as Mario in the low tiers is just... not right, among the myriad other issues I could raise with these lists.
I have to agree with @A2ZOMG in regards to Mario not being good. You have to note that both I and A2ZOMG are people who main Mario. So it's not as though we are being biased towards Mario or anything like that: Both of us genuinely like Mario as a character, and are quite disappointed with his performance in Smash 4. And in regards to myself, I have played Mario ever since Smash 64. So I will say that I am quite sure that Mario is not nearly as good as a lot of people think that he is right now.I have a stroke everytime I see these pro bowser and anti Mario lists.
I am pretty much in compliance with everything stated above.Mario can't chain B-airs past 60% most of the time, so I am not really sure where you're getting this idea that Mario gets people offstage and gimps them easily with B-airs.
Mario's D-air is good, but not actually very good for hitting below him. It is primarily a PRESSURE TOOL first and foremost. I can't count the number of times I've seen SH D-air whiff on characters on the ground. As I've stated, it's not actually very good at hitting things below him. The hits before the last hit are primarily in Mario's hands, while only the last hit actually hits a larger area around Mario.
The problem with Mario's reads is his damage output is awful. Mario's U-air only does 7% this game, and his B-air only does 10%. Even factoring that most things got universal damage nerfs, Mario's damage in comparison to other characters is noticeably below average. It's much more noticeable in this game compared to say...Brawl. Mario doing 1% less damage per hit than some characters is a much smaller difference in Brawl than in this game, where it's a bigger fraction of total difference in damage per hit. But then you have situations where Yoshi at low percents can get 25% with two U-airs in a combo. For Mario to do that much damage, he has to hit you no less than three times in succession, and in order for him to do that in the first place, he has to actually first make sure you aren't just randomly N-airing out of his strings.
And let me reiterate, Mario absolutely can't afford to trade, when he's a character that doesn't have much in the way of survivability. It's not the same as Brawl Mario who potentially did over 60% in 2 reads, which is almost enough to kill somebody with F-smash, and Brawl Mario also had Jab cancels and Cape Stalling.
The one buff Mario ACTUALLY got on default was FLUDD. FLUDD pushes people further, and doesn't clash with hitboxes, making it actually work properly for edgeguarding and pushing people to the ledge. But again, it requires reads
No, not really. It's more-so 6/4 against Mario in regards to most matchups. With some 5/5's and maybe a 7/3 against him somewhere.yes......Mario is like 5/5 against almost all the others characters..... He doesn't have bad matchups
I'm curious on your thoughts on Wario's and ROB's customs. Really enjoy these write ups, by the way.Sure!
lol I know skeik is a horrible match for robin.... But with the Dsmash yea its a lol slow but it has a excellent hitbox , long active frames and has a nice shield push back. I guess it depend on the playstyle. Its a beautiful whiff punisher for me lolUair and Ftilt are wonderful, but Dsmash is a tad too slow to be considered among the best. It and Fsmash are still decent though.
Robin's sorta got a Brawl G&W syndrome where if you're forced to play Robin's game, you're going to have a bad time, but if you can force Robin to play yours, it becomes a lot easier to handle. Anyone who can consistently get through Arcfire either by immediate reflection, deflection, or just by simply running under the fireball or jumping over (so basically all of the perceived Top 7/8, plus Ness and Falcon) strips Robin of his primary zoning and followup tool, which means he has to share stage control at all times, which doesn't work well with a character with a very slow dash (why are you slower than Ganondorf dammit) and ok-at-best air-to-ground approach. And anyone who can easily outcamp him ()....well.
Robin excels at punishing auto-pilot habits, but if the character has the speed or reflector to get through it, it's not going to matter in the end.i know
Palutena is a no-skill character and that's her biggest advantage.
So Palutena is one of the most technical characters in the game, because of Super Speed. The cancel options out of it (which are the only reason this character is good) can be some pretty difficult inputs that must be input really quickly at a precise time.She doesn't require any techs or high-skilled plays/combos to be useful.
Conveniently enough, she is actually one of the high tiers Mario does better against. He doesn't have the advantage on her, but he handles some of her options better than several other characters. Specifically Mario can get around Luma easily with D-air and B-throw....Rosalina's shenanigans are quite silly however. She is the only character whom feels as though she could break the game's balance. Only time will tell, though.
Because you get Nair'd in the back of the head after the Uair, which doesn't do enough hitstun at low percents to ensure that Mario is safe. Where-as with Dthrow you can follow it up with a jab string and end up in a safer position whilist doing more damage.Why use D-Throw at Low %s when you can just U-Throw and then UAir, exactly? I'm honestly confused that everybody just runs right to D-Throw with Mario. U-Throw at Low %s with Mario is so much more reliable than say, D-Throw against a heavy. Also Utilt not going into Utilt isn't really a big deal. It didn't do that in any of the other games (very easily anyways, maybe in Melee on a good day but DEF not in Brawl). He has UAir strings if you pull it right (not combos, STRINGS, pretty reliable if you space Uair properly) and yes his damage is low but his reads are comparatively easier compared to other characters who have less mobility.
And Eruption 2 screws with recovering people's minds.And I have an aneurism every time I see Ike in bottom tier.
Here's a hint: stop trying to space with Fairs with Ike in SSB4.
@ Eruption: Eruption 3's larger hitbox = great for punishing recovery attempts. I don't find Eruption 1's super armour to be useful, they nerfed its frame count.
Are you drunk?yes......Mario is like 5/5 against almost all the others characters..... He doesn't have bad matchups
"Early theoretical speculation of character rankings AREN'T ALLOWED!"Politely requesting that people stop posting full tier lists without nearly as full (or any) explanation. It's really detracting from the discussion, imo: most people don't have anything to say about a series of pictures this early in the game. There are too many characters and the metagame is too undeveloped for this kind of at-a-glance pictorial representation to mean anything substantial. Just my opinion.
Maybe not every match is even, but a good Mario can certainly handle almost anything.Are you drunk?
lol. I meant it as Mario is balanced enough to deal with all the other characters IMO. Its not that difficult to win.. What I really meant to say is that he has bad matchups, juss don't really have horrible matchupsAre you drunk?
It's his smashes. His forward smash is strong enough to KO a Mii Fighter at 50%. And the firebreath. And the whole "a dragon but not really a dragon" thing.People think him hurting himself is a hurt problem, when really it's one of the best moves in the game.
A lot of it is also comparing him to Bowser which really doesn't make sense to me.
Uh, not really.Yoshi does great against all four of those characters. Particularly against Rosalina because eggs wreck that Luma hard, and his speed gives her a lot of trouble.
You mention a lot about how Mario always comes out on the bad end of trades, but I feel having a pure damage based advantage is not nearly as important in this game as in other games because of the rage effect. Like rage effect is strong enough in this game that if two fighters are 100% and 150%, it actually does not feel like you have the advantage if you're the 100% player because the 150% player has a huge rage boost. Even if Mario loses every trade in damage, as long as he can get trades in the first place he at least won't be shut out, unlike a character like Ganondorf who is very easy to hit without taking a hit in return.Considering that Eruption 1's hitbox is barely large enough to beat some ledge sweetspots with perfect timing, Eruption 3 with both its larger hitbox and longer active frames is pretty useful.
And generally speaking, I'd say having superior tilts overall more than compensates for more situational F-air. I think the main issue with Ike as I've stated before is mostly his reward is a bit on the low side since he doesn't get too many other options for edgeguarding, which is somewhat unfortunate because Ike's moves can easily put people offstage. But customs overall seem to address a lot of his big problems.
I concede that Bowser is probably a competitive threat with custom specials, which do fill in some big holes in his gameplan.
Mario can't chain B-airs past 60% most of the time, so I am not really sure where you're getting this idea that Mario gets people offstage and gimps them easily with B-airs.
Mario's D-air is good, but not actually very good for hitting below him. It is primarily a PRESSURE TOOL first and foremost. I can't count the number of times I've seen SH D-air whiff on characters on the ground. As I've stated, it's not actually very good at hitting things below him. The hits before the last hit are primarily in Mario's hands, while only the last hit actually hits a larger area around Mario.
The problem with Mario's reads is his damage output is awful. Mario's U-air only does 7% this game, and his B-air only does 10%. Even factoring that most things got universal damage nerfs, Mario's damage in comparison to other characters is noticeably below average. It's much more noticeable in this game compared to say...Brawl. Mario doing 1% less damage per hit than some characters is a much smaller difference in Brawl than in this game, where it's a bigger fraction of total difference in damage per hit. But then you have situations where Yoshi at low percents can get 25% with two U-airs in a combo. For Mario to do that much damage, he has to hit you no less than three times in succession, and in order for him to do that in the first place, he has to actually first make sure you aren't just randomly N-airing out of his strings.
And let me reiterate, Mario absolutely can't afford to trade, when he's a character that doesn't have much in the way of survivability. It's not the same as Brawl Mario who potentially did over 60% in 2 reads, which is almost enough to kill somebody with F-smash, and Brawl Mario also had Jab cancels and Cape Stalling.
The one buff Mario ACTUALLY got on default was FLUDD. FLUDD pushes people further, and doesn't clash with hitboxes, making it actually work properly for edgeguarding and pushing people to the ledge. But again, it requires reads.
Nah if that was the case then Bowser and Ganondorf would be top tier.I hope rage doesn't make the game mean "kill moves are everything", even though I fear that could be an accurate analysis of its simplifying effect on the game.
Let's put it this way. The risk/reward is CONSIDERABLY out of Mario's favor generally speaking in the majority of his matchups.You mention a lot about how Mario always comes out on the bad end of trades, but I feel having a pure damage based advantage is not nearly as important in this game as in other games because of the rage effect. Like rage effect is strong enough in this game that if two fighters are 100% and 150%, it actually does not feel like you have the advantage if you're the 100% player because the 150% player has a huge rage boost. Even if Mario loses every trade in damage, as long as he can get trades in the first place he at least won't be shut out, unlike a character like Ganondorf who is very easy to hit without taking a hit in return.
Of course killing is another matter and yeah Mario doesn't kill that well outside of gimps, but I don't think the argument of pure damage trading is that important in Smash 4. It's more important that you can actually land hits in the first place, especially landing kill moves. Mario at least feels like a character where it's very hard to keep him away and never take any damage from, while larger slower characters like Bowser/Ganon can be walled out by certain playstyles.
Super cancerous high tier character that is literally only held back by weak KO options. But he does have KO confirms, an unreactable approach, good projectiles, ridiculous edgeguarding, gets out of traps 100% free.So.... thoughts on Pikachu from you guys?
ROB gets crapped on by Smash 4 physics. He is not good at baiting airdodges. He can't edgeguard low recoveries well. He's one of the worst characers in the game at landing safely and his recovery is also bad. And his damage per hit and KO options aren't good. He does have alright pokes, and lasers make for good followups, and Gyro is somewhat nonsense to play around when set up correctly, but overall his reward is low, and he's easily killed.Have we talked about ROB lately? He seems really really good this time around. Great projectile, amazing tilts and smash attacks, fantastic recovery, some really solid throws (+ a kill throw!) and some nice fast aerials. Everything about him that was good from Brawl stayed good, while everything that was less good got better. I think he's a solid high tier this time around.