NachoOfCheese
Smash Ace
Lightning Kicks > Falcon Knee
Just saying.
Just saying.
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There's a rough one in the academy sub forum. Search function is your friend.so where's a smash 4 height chart?
ive looked up some but they're all canonical height charts and dont pertain to the game whatsoever and it's annoying me
A good friend of mine has a very good Zelda. He plays her very patiently which is where she shines. Just don't try to rush with her. Same goes for Samus.She is full of questionable design decisions i just don't get. And the best part is how Sakurai made that funny joke where they determined she was the best character back during that E3 tournament. Half of me wishes they'd just take current ZSS, reskin her into her Varia suit, and change her B moves around. Then they can just make ZSS a Roy/Dr. Mario with different specials and I wont have to cry so much about how bad Samus is.
Then there's Zelda, i dont know why it's so hard to make her good. She's free of being a shiek activator with another whole B move to boot and she's terrible for it.
Her general level of balance seems to be hovering somewhere slightly below "abysmal" according to general consensus. She just doesn't have much of anything going for her, her hitboxes suck, all of her specials suck and IIRC they actually nerfed one in the last patch, just incase anyone was taking her seriously. She's probably the worst zoning character who is supposed to resemble a zoning character, she's light and fluffy and made of cotton candy and despite giving some kill power to her UpB (whatever) they removed most of the practical motion from it, so she can't even do fun stuff with it like Palu can.So, Zelda. What do we think of her general level of balance? I must say that considering she's quite good in all game modes besides 1v1 (Din's is a nightmare in FFA and we know she works well in teams) she's in a bit of a tricky situation balance-wise. 1v1 isn't the only mode this game is built for. I wonder how she could be made better in 1v1 without making her too strong elsewhere? Seems weird to be talking about the risks of making Zelda too strong, one of the series' all-time weakest characters, but it might be something they consider when they look at Zelda's balance.
I don't know a single Zelda player who doesn't play entirely defensive. Probably because thats all she really can do.A good friend of mine has a very good Zelda. He plays her very patiently which is where she shines. Just don't try to rush with her. Same goes for Samus.
Of course, being patient is impossible in this community.
Your examples have range and mobility. Samus and Zelda don't have the mobility. In fact, they make up for that with their ability to cover the place with projectiles. Non grabbable ones in fact.if people in smash 4 had no patience luma(is there an emote for this?), , , , ,, would all be considered atrocious. its just and are so limited they cant pull off a coherent gameplan.
I know this isn't the optimal discussion, but I think Bowser Jr or Samus would be the worst because Bj relies on specials often, and Samus is bad AND used a lot of specialsPac-Man would be the worst character.
...well, maybe not the worst, but bottom
5 at best. Most of bad grab characters would be royally screwed over without their specials.
Remember that Samus actually boasts decent air mobility, even though her fall speed and ground speed and ground speed are bad. She really isn't better than anyone at anything in general.Your examples have range and mobility. Samus and Zelda don't have the mobility. In fact, they make up for that with their ability to cover the place with projectiles. Non grabbable ones in fact.
Inb4mobilityrulesall
They sucks at spacing the move.DOES Nayru's love still have invincibility? If so, she deserves another award for worse invincibility move, because it trades horrifically. In fact it's not uncommon for me to see people get hit out of the move with the blue diamond graphic appearing but never even doing anything.
Gonna be totally honest, 6 out of the 7 characters you just listed ( would have worked just as well but there is an emote for Luma I think) ARE considered top or high tier, and the other one probably isn't very far lower. So are we really that patient?if people in smash 4 had no patience luma(is there an emote for this?), , , , ,, would all be considered atrocious. its just and are so limited they cant pull off a coherent gameplan.
Fair point, I'd say.So I've heard people use the "no nerfs" argument here a lot lately and i want to say why that's a bad argument
the problem with the "no nerfs" argument is that it creates this situation where everyone has cheese moves, like kong cyclone and sheik's needles, rather than everyone having balanced moves that require fair effort for fair reward, and if missed, fair risk.
but buffing everyone instead of setting every character to this standard only serves to make the issue more obvious and in need of fixing.
Kong cyclone for example, isn't OP, but rather has very little risk for how high of reward it yields and how low effort it is to use.
sheik's needles are a ridiculously good overall utility for zoning, spacing, combos, camping, etc etc and it only asks that you idly charge them over the course of a couple seconds, which isn't even a big deal since you can charge each one individually at any time. it has so many rewards to offer for how little effort it is to use and how low risk it is due to low ending lag.
and bringing every other character to this level we can assume would balance
the game but would instead serve to bring this low effort high reward playstyle to every character, which is entirely unhealthy for a competitive environment.
To fix this issue, all that's needed is buffing and nerfing where appropriate.
there shouldn't be a solely "no buffs" or "no nerfs" situation or mindset because both of those are flawed.
The best things she has going for her are Nayru's Love and Farore's Wind. One is a reflector and decent GTFO option while the other is (I think) the longest ranged teleport in the game and lets her escape a lot of situations and reset to neutral. The problem is that as far as I know her neutral is complete bootycheeks. I mean, on the surface she looks like a weird mix of "light" and "defensive" which aren't words that normally work together but on the other hand Rosalina is a thing. But then 4/5 of her aerials have sweetspots that kill, which suggests offense maybe? Unless they intended her to use them as powerful one-hit punishes or maybe come out on top of trades or something. Not to mention that neither of her projectiles command any real sort of respect except in very specific situations maybe. Mostly edgeguards. (Fun fact: The Phantom counts as a projectile and can be reflected, Pocketed, or nullified by Gravitational Pull. Hilarity.)Jesus Christ, THANK YOU.
So, Zelda. What do we think of her general level of balance? I must say that considering she's quite good in all game modes besides 1v1 (Din's is a nightmare in FFA and we know she works well in teams) she's in a bit of a tricky situation balance-wise. 1v1 isn't the only mode this game is built for. I wonder how she could be made better in 1v1 without making her too strong elsewhere? Seems weird to be talking about the risks of making Zelda too strong, one of the series' all-time weakest characters, but it might be something they consider when they look at Zelda's balance.
Sonic and Sheik? Patience? They're the characters that love to control the pace of the match. They're one of the few characters that have lots of safe options and can afford to make an approach.if people in smash 4 had no patience luma(is there an emote for this?), , , , ,, would all be considered atrocious. its just and are so limited they cant pull off a coherent gameplan.
patience as in, they grind the match to a halt in order to expose openings. there is a certain patience.Sonic and Sheik? Patience? They're the characters that love to control the pace of the match. They're one of the few characters that have lots of safe options and can afford to make an approach.
Yeah but people don't care about making sense, they care about finding pretty words that sound enough like they make sense to make you feel like they do owing to the fact they function as an outlet for your emotions.I agree that the distinction between Palutena and Mii Fighter move options is semantic and trivial.
However, this only underlines, in giant bold letters, that this is all a menu issue.
If there was just a reasonable menu GUI on the CSS for easily selecting move options (with no silly unlocking), no one would ever be having this conversation.
This single observation undermines the entire """debate""".
No. It is because that is technically the basic name of the Mii Fighters. That name is what appears on the Character Select Screen for those characters, and it is the name that the announcer always uses. Besides, the announcer can't make a voice clip for every potential name that a Mii can have.every character is referred to as their whole name, but Miis are just "Mii" in the menu and victory screen.
why is this?
Because every mii is an individualized custom character
IT IS IN THEIR NATURE TO BE CUSTOM
to argue otherwise is silly, like saying there should be a default moveset and size on Mortal Kombat: Armageddon (maybe not the most apt comparison but you get the idea)
on the other hand, look at the tremendous amount of effort and the huge amounts of risk many of these moves put you at.Fair point, I'd say.
On the other hand, Melee.
Melee is nothing but cheese (5% kills with rest, 0-deaths with Ice Climbers, Shine existing, Sheik invalidating half the cast with her grab, etc.) and I'd say that game has been pretty successful competitively.
HOWEVER, this game is the first Smash with a usable online mode, so character balance for the casual audience is gonna take priority. As a result, balance patches exist.
Seriously do you guys even remember how ridiculous 1.0 Sheik was? Up air killed so early, Bair killed early, needles were even MORE polarizing, and Fair did like 8% or something. Now tell me that a community that can't handle a single kill setup existing would've been able to deal with that.
You're probably right. I remember back in the Melee days (when I was still pretty casual) and used Zelda for whatever reason against a friend. Ended up landing several sweetspot kicks in a row on him and he was kind of terrified for a while after that. I still lost but whatever.If lightning kicks had bigger sweetspots or if Zelda had a way to confirm them consistently, she'd be one of the best characters in the game. A player who manages to find opportunities to land kicks consistently would be extremely scary to fight. Those things do kill incredibly early.
Other than Fsmash every other move of hers gets beaten pretty easily.However, having nearly all of her attacks as transcended priority,
with tons of ending lagthrown in with a relatively fast start up transcended and invincible reflector
Her lightning kicks have 20+ frames ending lag and can't be autocanceled but until frame million. The range on Lightning Kicks is still exactly the same from Brawl except in Brawl kicks had almost no lag. Still, nobody succeeded on consistently getting sweetspotted kicks even though I'm sure many have tried to 'master' it (and probably also try to in this game). I know this isn't the same game as Brawl, but what has made people think getting sweetspotted kicks consistently has suddenly become possible?Although a bit silly to say, if you've played against some Zelda amiibos, you can kinda gather what Zelda could be doing to people; essentially sweetspotting kicks in tight quarters like you'd expect a godlike Jigglypuff player to do similar with Rest. I know it's a bit of a stretch to think of it like this, but it's weighing "unreliability" against "high skill based win button".
For example?Characters without disjoints nor solid camp tools vs her reflector can definitely have a hard time.
Reliable confirms? Such as??? If you mention Dtilt, I'm going to fly to Australia and personally Dtilt Lightning Kick you to the face.but her reliable confirms
Ehh she punishes harder but she's definitely worse than about every character in forcing her opponent to be where she wants them to be.diversity of positions she can be in to punish extending limbs are... strong.
Samus isn't great but she has more reliable tools than Zelda. Charge Shot is super scary, her Zair is good, she has some tricks with Uair and her UpB is pretty decent too. Not MUCH better than Zelda but defintely above her. Palutena's Bair is better than Zelda's entire moveset. No idea about Jiggly (I have only played bad ones) but I can't imagine her being worse than Zelda.I personally think Samus and customs off Palutena can't really make much claim to be better than her. I genuinely think Jiggly is worse too.
Seeing as Amiibos are controlled by the CPU and have to be programmed to not be flawless, i'm not sure if that's a great poster for what Zelda could be. I don't deny she's probably under utilized, but from her kit alone i doubt anything will emerge that's significant enough to move her from her current stigma.Although a bit silly to say, if you've played against some Zelda amiibos, you can kinda gather what Zelda could be doing to people; essentially sweetspotting kicks in tight quarters like you'd expect a godlike Jigglypuff player to do similar with Rest. I know it's a bit of a stretch to think of it like this, but it's weighing "unreliability" against "high skill based win button".
Characters without disjoints nor solid camp tools vs her reflector can definitely have a hard time. She may seem to go poorly in attrition, but her reliable confirms, diversity of positions she can be in to punish extending limbs are... strong. I personally think Samus and customs off Palutena can't really make much claim to be better than her. I genuinely think Jiggly is worse too.
This post was a few pages behind, but I figured I would respond to give a bit of insight on how some other games handled custom\create a characters.The FGC has historically banned character creation IIRC, but that shouldn't necessarily compel us to do the same.
These are the most sensible options IMO:
-no restrictions on character creation regardless of customs
-allow all specials but restrict to default size (only to prevent the logistical nightmare of size counterpicking)
-ban Miis altogether
The 1111 rule is even dumber than outright banning Miis IMO. It strikes the worst balance between game preservation and elegance-logistics out of any popular solution.
Gonna emphasize this. Zelda's biggest issues are that she can't really confirm into most of her really great tools at percents that it matters. I've said it before: being able to get easy kills with one or two tools or being able to at least get kills with lots of tools that you can reliably get into with less risky committmentsi is primarily what puts the top tiers where they are.If lightning kicks had bigger sweetspots or if Zelda had a way to confirm them consistently, she'd be one of the best characters in the game. A player who manages to find opportunities to land kicks consistently would be extremely scary to fight. Those things do kill incredibly early.
They cannot easily be standardized. Because the 1111 Miis you're fighting desperately to hold as a compromise are not valid (in the context of actually playing the game itself as a video game in a competitive setting instead of looking at the numerical order on a menu screen) movesets. Which is why everyone who doesn't hide behind menu aesthetic as an excuse would love to standardize better sets for Miis in default.There isn't any reason for Mii Fighters to be banned in tournaments that prohibit custom moves whatsoever because they can easily be standardized. It is strange that they are banned in some of those tournaments regardless of that.