bc1910
Smash Lord
Warning Received
Kind of summarising your entire post history thereYou might as well not even bothered to post. Lmfao
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Kind of summarising your entire post history thereYou might as well not even bothered to post. Lmfao
Yeah that's true. Game & watch has high damage aerials. I would think retreating nairs would be hard to punish. I still don't think his ground game is a total loss though it could be a lot better. But I get your points.Being in the air is naturally a disadvantage, but the difference between G&W and those aerial based characters is also having a ground game, or disgustingly safe/ strong/ high damage aerials (or sheik fair)
Cool story bro.Kind of summarising your entire post history there
Yeah, only 9 have better air speed but about 4 more are comparable. Judge is a cool move but it's like... frame 15 or something? The hitboxes on it seem to linger though, which is nice (I could be wrong on this, the data dump indicates that it's only out for 2 frames but it definitely seems longer. He wants his opponent in the air but typically has to start on the ground.You might as well not even bothered to post. Lmfao
@ Kofu I think there's only 9 characters with better air speed than g&w. Which isn't really 1/4 just bring a stickler here. But I definitely think he's an air based character. Judgement not as good as rest. But I think the ability to flip a coin and eat a stock is pretty good.
None of his aerials autocancel so if he short hops he's going to incur at least 12 frames of lag. FAir's strong hit is frustratingly unsafe on hit until 30% or so and I think DAir might be similar. If FAir was buffed to 13% it would go a long way to solving his problems I think.@#HBC | Bunzy I don't think an aerial approach character is "wide open". There's a couple of strong air based characters in this game. His moveset doesn't seem that unsafe to me. But I'll need to look into it more.
-Every tourney in Japan is stacked, far more stacked than Xanadu where maybe 2/3 players are national caliber.Yeah sorry but Gdubs is bad for reasons I shouldn't have to and am not gonna bother to explain. The short version being landing lag on everything, no combos and one kill move, and I shouldn't even have had to say that.
GimR has achieved more consistency than Songun or any other G&W and you know it. Coming 4th in a 170 man tourney that wasn't even stacked means nothing next to consistent results in MD/VA. And it's only because GimR is good.
As I said, Gdubs sucks.
I believe they're super strong, but I have faith in the meta exploiting weaknesses to overcome them, even if they feel overwhelming right now (I think both basically crap on a majority of the cast while having more challenges against the best; Ness is in a similar boat in my mind).but are you saying that Captain Falcon and Luigi are also hard to quantify but more consistent and thus higher tier?
G&W has been fun for me for a while, however I found playing him in a customs environment too unbearable; his strong mobility and neutral game is competitive with almost the entire vanilla cast, imo. Perhaps if I went back to practicing G&W in ProjectM I'd bring the right play style and mindset that gave most success back. But as you later pointed out, it has a lot to do with him having a functional ground game that makes him feasibly stronger (in terms of option spread) than his brawl incarnation.G&W is pretty good imo.
You should probably reflect on that though.
Still, you guys are being needlessly confrontational with each other for no real reason so yeah can that please stop?
Efficient Panic is the answer to all projectiles that can be followed up on.Too many characters get some sort of crap that enhances their camp/walling game and nullifies the neutral/footsies G&W tries to focus on.
Fox for example goes from a match up possibly even to practically unwinnable because all he's going to do is run away from you and laser and you'll never be able to capitalize on this. If you bucket it from even max distance, Fox gets a running up smash. Ledge cancelling is the only way, but any player will figure that one out pretty quickly. Giving up all stage positioning to him when that's what he wants to do to his opponents means he has no applicable game plan.
Speed Chef is the feasible solution but he's losing nearly all of his unique aerial traps with it and loses the attrition war vs everyone.
Villager goes from a match up I believe was in game and watch's favour to feasibly unwinnable; he doesn't have answers to giant lloyd or trip sapling. In customs off, game and watch will abuse trees and bucket silly lloyds for 2 stacks and will **** villager off stage (best character in the game for it). He's never getting that opportunity with customs in mind.
Donkey Kong? Yeah fancy trying to consistently beat kong cyclone or trap him when it was already a difficult match up due to his range. Wind Punch can kill him from a mile away at like 70%.
Rosa who G&W can wall to some extent in optimal positioning no longer has to give two ****s about his priority and his retreating mix ups can be too easily hit or hard punished if read.
etc etc etc etc.
I found what my first video is about. I have zero idea how I missed this for so long, but I found a beastly ledgeguarding option, his standard side b.
Now if the opponent doesn't have to cry in fear of your Bair and Dair (and maybe standard up b's spike) you just gave them even MORE reason to sit and be VERY afraid off stage.
With proper timing if you side b near the ledge, instead of sweet spotting the ledge you'll spin a whole bunch of times THEN grab the ledge, staying in the same place in the air. This means you're leaving out a VERY long lasting hitbox that can send people behind and away from you off stage, which can set up into Bair and Dair while GIVING YOU YOUR JUMP BACK IF IT HITS!
Now if this wasn't nice enough, there are several different timings on this. One will just put out the hitbox for a tiny bit and then sweetspot the ledge, one will hover near the ledge before popping you back onto the stage, and the last will put you significantly under the ledge before sticky hands bring you back to grab. Did I mention it can still register to hit both below AND above the stage for all of these versions?
Basically a simple TLDR, you can cover every single option at the ledge while putting out a strong killing hitbbox that can also combo into death moves at low percents. Even f the opponent is at low percents so long as you get them offstage you can set up a mind game and trap with this, if they recover high they're punished, if they recover low to try and avoid it you just hold a tiny bit longer and get they hit in. It's SUCH an amazing tool that abuses how the ledges work in this game (1 frame is available before people grab the ledge, and this keeps the hitbox out so there's no way to miss the window) and I feel like an absolute moron for missing it this long. It also seems to beat out a lot of the recovery moves I've tested thus far, even those with hitboxes so you can use it to eat them out as well.
Able to basically make it so once you are offstage you are doomed, Mii Swordfighter. ADVANCING THE META!!!
There are other characters that benefit a lot from SHADs, whether it's because they have strong air games and mobilty or just1. Short hop air dodge; his is very good. He can jump or down air after it only, but it's incredibly low to the ground and his weaving during it due to his great aerial mobility is likely unique to him. Easy to buffer instant actions on landing from it.
Except Greninja's shuriken because he doesn't play by the rules /o/Efficient Panic is the answer to all projectiles that can be followed up on.
You can actually bucket Dire Hydrant. But otherwise yes.Or you know, every fruit and hydrant lol
More reason to not use that niche custom lol.You can actually bucket Dire Hydrant. But otherwise yes.
Go ahead and recover high, if you'd like to risk the Bair, Fair, or Up; air :')I'll just ban FD and recover onto a platform then, thx 4 the warning.
Does this work on characters that can stall grabbing the ledge very well?So what if I told you all Mii Swordfighter has a way to basically guarantee every time got you off stage you were guaranteed to get punished severely if not killed? Yeah, just figured out Mii Swordfighter might have the most frightening edgeguarding game to the point where tons of characters can NOT recover, or will always take a meaty hit when doing so. Seriously, he might be one of the scariest edguarders in the game now. Am SO angry for missing this before, as it's going to make a LOT of matchups turn heavily in his favor.
Well, no. You can just stay away for a bit and then ledge trump. If you're feeling lucky you could try to capitalize on SF's awkward recovery once he's off the ledge. Aerial Assault also has pretty bad hitboxes above swordfighter, at least compared to the larger ones below him.Does this work on characters that can stall grabbing the ledge very well?
Pretty darn sure it would yes, just timing right when they go back down and fling em away. Need to test this on Villager a bit more, could be reaaaaaaly useful in a certain annoying customs matchup. What makes it work well against folks who just hold off a while is you can either wait to ump off, or recover lower/higher to deal with them if they do try to make it and manage to get past you.Does this work on characters that can stall grabbing the ledge very well?
What about a tether recovery? Like you can't really know when to hold off because they reel in too fast.Pretty darn sure it would yes, just timing right when they go back down and fling em away. Need to test this on Villager a bit more, could be reaaaaaaly useful in a certain annoying customs matchup. What makes it work well against folks who just hold off a while is you can either wait to ump off, or recover lower/higher to deal with them if they do try to make it and manage to get past you.
Just an FYI, you can hold down to prevent ledgegrabbing. Takes all the guesswork out of timings and lets you snap when you want to by simply letting the control stick back to neutral.So what if I told you all Mii Swordfighter has a way to basically guarantee every time got you off stage you were guaranteed to get punished severely if not killed? Yeah, just figured out Mii Swordfighter might have the most frightening edgeguarding game to the point where tons of characters can NOT recover, or will always take a meaty hit when doing so. Seriously, he might be one of the scariest edguarders in the game now. Am SO angry for missing this before, as it's going to make a LOT of matchups turn heavily in his favor.
That one is tougher, you might be able to do the lower variation to catch some teathers, I'll have to test how far you can really go before you're dooming your recovery. At worst you can get the ledge with invinsibility and know they have nowhere to go but up.What about a tether recovery? Like you can't really know when to hold off because they reel in too fast.
On some recoveries you could probably manage to head out there before if you wanted as if done right it will send them in a trajectory down and behind you. Basically for when you know someone has no choice and is coming in low.If I'm understanding and doing this right in the 5 minutes since I've known about it this isn't like normal edge guarding. You don't actually want to intercept recoveries with AA, in fact it seems to lose to things with hurt and grab boxes, you want to wait until the opponent has already grabbed the edge, then run off and immediately side B. If they try to get off quickly the ledge invulnerability turns off and they get hit and if they linger then that's at least a trump.
Well either way the thing I was doing has stopped working (or maybe it only worked for Mario?). For the life of me I can't seem to edgeguard Ganondorf with AA. I think I'll wait for someone who knows what they're doing to make a video about it.On some recoveries you could probably manage to head out there before if you wanted as if done right it will send them in a trajectory down and behind you. Basically for when you know someone has no choice and is coming in low.
Atomsk and Vex both were strong D3 mains who chose to never infinite their opponents
Kind of summarising your entire post history there
-You're kind of dumb.
-Etc. etc.
The real question is how many times was it legal? and i think will was the only person ever LOL Jk it was a few wolf players too@ Atomsk_92 Out of how many?
And which non-Will DKs/Samus/Mario/Luigi did you ever infinite? You definitely were a dedede not known for evil~
WHOBO, for sure. I don't think it was ever illegal at Apex or Genesis either. And heck, even the two SKTARs I went to I don't recall it being mentioned, I know Bum ran tournaments and had full support for having it illegal within the region, but past the era I'm not sure if it was maintained properly anywhere?The real question is how many times was it legal? and i think will was the only person ever LOL Jk it was a few wolf players too
Dk vs DDD was even as **** without the cg infinWasn't like those MUs were hard for D3 in Brawl anyways, infinites on those characters aside.
Smooth Criminal
Something something Wifi intentions / no one has 20 frame reaction speed, right?Like Marth - I distinctly remember a picture of the day talking about how they increased the power of shield breaker since no one used it, and it does that pretty effectively now. But did the devs intend for it to be a large part of his gameplan? Particularly with the power of his tippers? Samus was at one point supposed to be the strongest in the game, but she doesn't seem very cohesive... like, she has good weight, a decent air game and anti-air game, but not so much a strong ground game, what with less ability to cover space in front of her. Thoughts, anyone?
Seeing as shields are so strong against Marth in general, I'm guessing shieldbreaker was definitely a consideration for his gameplan. "Well you lose to shields but you have something that's twice the range of everyone else that breaks them, giving you kills by 30%". Counter is also there for a huge gamechanger, while his base tools aren't as strong as prior games. So yeah, I'm sure there was some intent there.Shieldbreaker can be a poke safer on shield than all of our aerials and can kill towards edges of the stage at 90%.
For the purpose of shield breaking it requires the shield read [so after some sort of action you see them take] and you take a timing usually around charge two, if someone is cornered, the move covers forward rolls, spot dodges, etc in a non-reactable way (release is 8 frames). A second charge likely won't be punished on shield either and breaks shields for everything but a full (or perfect shield).
It's a game changer you only need the first condition to put into your control (although it does require a second 'read').
What is bad about it? You can arrange the characters in any order in their respective tiers.No. I stand by my statement. The list is bad.
well, that doesn't mean anything when a bunch of characters are in tiers they don't belong in (cough cough)What is bad about it? You can arrange the characters in any order in their respective tiers.