• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Character Competitive Impressions

Status
Not open for further replies.

Ikes

Smash Journeyman
Joined
Feb 27, 2015
Messages
477
Location
Yoshi's Island
NNID
Smooth_Moonman
[quote="Smog Frog, post: 19583738, member: 254188". of course, if he had a regular grab, he'd easily be high tier or better.
[/quote]

So he's like Zero Suit Samus? one of the only things holding him back is a bad grab?
 

A_Kae

Smash Ace
Joined
Jun 16, 2015
Messages
748
So he's like Zero Suit Samus? one of the only things holding him back is a bad grab?
It's not really the same thing. ZSS with a regular grab would be without question the best character. Lucas just isn't in the same category.

Edit: To expand on that, ZSS is already a very good character who is balanced by having a bad grab. Lucas is a averageish (don't have him myself, so I'm just going off of opinions I've seen here) character who is prevented from being good by a bad grab.

And to anyone who says that I'm wrong about ZSS with a normal grab being the best, tell me what Sheik does that ZSS can't either the same or better. Outside of grab, needles and fair, I can't think of anything that Sheik does better.

Add a ']' to fix your quote. Like this:
Code:
[quote="Smog Frog, post: 19583738, member: 254188".] of course, if he had a regular grab, he'd easily be high tier or better.
[/quote]
 
Last edited:

Sir Tundra

Smash Journeyman
Joined
Sep 23, 2014
Messages
289
Location
Currently in the Hyperbolic Time Chamber
NNID
Righteous
3DS FC
2938-7133-5824
It's not really the same thing. ZSS with a regular grab would be without question the best character. Lucas just isn't in the same category.
ZSS with a regular grab would just be something else man. Although you gotta admit the grab range she has right now is pretty huge. But then again it's a tether grab so that is to be expected
 
Last edited:

A_Kae

Smash Ace
Joined
Jun 16, 2015
Messages
748
ZSS with a regular grab would just be something else man. Although you gotta admit the grab range she has right now is pretty huge. But then again it's a tether grab so that is to be expected
Second longest, I think it is. Maybe with Link's buff that's not true anymore?

The thing is, it's super slow, hits on 16F. Most grabs hit on F7. Also ends on about F70, most grabs are about F30. And she's got the mobility to make up for the decreased range, if she were to get a normal grab.

I don't think many ZSS mains would complain if she got a normal grab.
 

meleebrawler

Smash Hero
Joined
Sep 8, 2014
Messages
8,158
Location
Canada, Quebec
NNID
meleebrawler
3DS FC
2535-3888-1548
i think :4lucas: is high mid/bottom of high. his keepaway/walling game is ****ing obnoxious with zair/sh pkf. he does have setups into his grab(advancing zair), so you dont have to get hard reads to grab. in fact, his zair is probably the best in the game. hits lower than most zairs, sets up threatening moves(fsmash and grab mainly, but it can also set up sweetspot fair and ftilt) and it goes through projectiles(idk if this is true for other zairs, but :4lucas: zair straight up eats hadokens and fireballs) so that you practically have to come in close to fight :4lucas:. he simply cant be camped between zair, magnet, and fsmash(it comes out quick enough to react to stuff like fireballs and hadokens in midrange) and his upclose game isnt bad either(a frame 2 jab with huge reach for its looks, ftilt which comes out fast+disjointed, a f3 utilt that antiairs amazingly well, and a nair that leads into ridiculous combos). his main weaknesses are that his mobility isnt the best(its certainly better than :4luigi:/:4drmario:, but its pretty mediocre) , that he struggles landing (he can use tricky movement in the air w/ pkf and magnet, but he cant really challenge anything below him since dair isnt really disjointed enough), and that his grab is simply...bad. it comes out slow, takes forever to end, and you practically need a setup or hard read to get it. of course, if he had a regular grab, he'd easily be high tier or better.

and now, i do believe he can compete with high/top tiers. i feel he beats :4luigi:(fireball is not really good in this matchup. zair eats it, he can hit it with the stick, absorb it, etc. and his mobility is so poor that he's likely only getting in if :4lucas: makes a big mistake.), i also feel he can contend with :4diddy:, :4fox:, :4ness:, basically anyone who doesnt have :4sonic: tier mobility or doesnt care about his walling(**** :4sheik:. :4zss: is also a royal pain in the ***) i do feel that he can beat :4sonic:/:4zss:/:4sheik:/:4pikachu:, because his reward off a grab is amazing, but i do feel that they are very annoying matchups. and of course, struggling against the highest tier of characters doesnt help :4lucas: at all. but i feel he's viable with a secondary for his absolute worst matchups( those being :4sheik:/:4sonic:)
Lucas is, at his core, a punish-based character since that's where he usually gets his biggest payoffs. He accomplishes this by being super annoying in neutral with his rope snake and aerial pk fires that can push him backwards to make the move safe, while his potent magnet and quick stick prevent most attempts at camping him back. He has many powerful punishes: Usmash speaks for itself though only on the hardest of reads, fsmash is quite reliable and almost makes up for his slow grab. And of course he has potent combos and killing potential through grabs when he does land them. If you space badly against his shield you're eating an utilt that easily leads to more.
 
Last edited:

Shaya

   「chase you」 
BRoomer
Joined
Jun 8, 2007
Messages
27,654
Location
/人◕‿‿◕人\ FABULOUS Max!
NNID
ShayaJP
There are benefits to the tether grab tbqh.
Allows her to **** on all the swordsmen for free, and most low tierish characters. No more grab armor so super armor OP? ZSS has got dis; get that little mac outta here.
She wouldn't have her zair, which is one of the best moves in the game.
I'd wonder if she'd still have tether recovery in side-b (which makes her recovery pretty amazing/allows her to go deep offstage) too.
Would her grab follow ups be as strong/reliable if it wasn't for it being a tether grab?

Well, I guess that just goes to show the point that she's compensated really really well.
A regular grab would give her a lot in short character match ups and Sheik. But it's a pretty good tool in a lot of match ups in my opinion; she can punish a lot with it. It definitely would not be a strict buff.
 
Last edited:

NairWizard

Somewhere
Joined
Oct 28, 2014
Messages
1,947
Mr. R just took out LarryLurr in a tourney today, 3-1 Winners Finals, then 3-1 Grand Finals.

That "1" in GF was from Larry switching to Sheik in the ditto, because roasted Fox tail soup was on the menu apparently. The two dittos they played were much closer than the Fox vs. Sheik matches.

Also, Larry narrowly beat Vinnie 3-2 in Losers Finals, almost losing but winning in the end because Fox's custom up-b killed Vinnie while he was trying to edgeguard Larry (I think Vinnie was holding in another direction, not expecting to have to DI that, could be wrong though).

Fox vs. Sheik looks hard for Fox when the Sheik doesn't mess up (e.g. Vinnie with the custom up-b). 50:50 is still plausible, but I think we saw a reversal today of what we saw at CEO--that is to say, Sheik with her infinite tools adapting to the MU.
 

A_Kae

Smash Ace
Joined
Jun 16, 2015
Messages
748
There are benefits to the tether grab tbqh.
Allows her to **** on all the swordsmen for free, and most low tierish characters. No more grab armor so super armor OP? ZSS has got dis; get that little mac outta here.
She wouldn't have her zair, which is one of the best moves in the game.
I'd wonder if she'd still have tether recovery in side-b (which makes her recovery pretty amazing/allows her to go deep offstage) too.
Would her grab follow ups be as strong/reliable if it wasn't for it being a tether grab?

Well, I guess that just goes to show the point that she's compensated really really well.
A regular grab would give her a lot in short character match ups.
Yes, there are good points to tether grabs. I'm just saying that ZSS has got the other tools to make it not matter so much (I wouldn't want link to lose his tether). Getting consistent grabs is important, and that's what a normal grab would help with a lot. And with the insane grab reward that she has, I think it's totally worth it.

Didn't think about losing zair though. I guess that would hurt.
 
Last edited:

Nyhte

Smash Cadet
Joined
Nov 19, 2014
Messages
43
Initially and after playing a bunch of Marth/Lucina, (mostly FG) I still wish that Marth or Lucina, (Most appropriate may be just one of them, probably Lucina since she could use some power increases imo, without being just a numbers change) had their old dancing blades back, at least one of them, brawl or from previous versions.

The reasoning behind it could be many but for me it's mostly that it just feels wrong, smash 4 dancing blades don't feel good while brawl was really easy to chain and useful, the current ones don't connect enough, and don't have as many uses or knock back as the previous versions- the previous versions had a tremendous amount of knock back on the third and fourth hit while also having different properities in terms of DI/catapulting someone into place, 3rd hit up or down being way different.

I don't know if brawl dancing blades would push marthcina over the top to spam-blade-victory-town, maybe it would, but if that's the case I still think they would benefit positively from having melee's dancing blades, competitively, for the 'fun' or the feel. Smash 4 blades just feel wrong. Maybe it's just me, wouldn't be surprised if others had this thought though.

I also don't know if I posted this before, probably not.

All I want is dancing blades to feel better
 
Last edited:

Shaya

   「chase you」 
BRoomer
Joined
Jun 8, 2007
Messages
27,654
Location
/人◕‿‿◕人\ FABULOUS Max!
NNID
ShayaJP
Maybe better sharing those feels on those boards but...
I would say I'm getting more kills from dancing blade in Smash 4 than Brawl. Rage existing and momentum cancelling not existing helps a lot. I think kill power on at least the forward 4th strike is higher (tipper of it killing at ledges at like 70% sometimes even with move staling) is definitely NOT something that happened in Brawl. Upwards probably kills earlier too, tipper staled killing lighties at around 90-100% sometimes. However, comboing into upper hits in Smash4 is a lot harder than in Brawl.

DB1 is slower on the ground, but that incentivizes Jab more. Brawl DB1 has the same trajectory as current Jab does, and unlike in Brawl, Jab is actually real frame advantage, while DB1 was just a trap that you may have gotten a grab from.
So yeah, more end lag, ughh, and higher start up, also ughh. If DB was 4 frames again it would be nice, but it's still a really good move at 7 frames.

Anyway with the mewtwo patch comboing forward hits of DB became pretty reliable at most/all percent.

Stopping at 3rd hits of DB with Marth was a really really niche playstyle thing for certain players. You would only see it at high level because of people having amazing smash DI to get out of DB made doing the first 3 strikes only as safer, although it didn't send people anywhere, it just avoided the 50 frame punish window whiffing DB4 would result in.
 
Last edited:

TriTails

Smash Lord
Joined
Dec 29, 2014
Messages
1,720
Location
Looking at your face
I suppose the other reason ZSS was given a tether was because she is pretty much tied for the best mobility aside from getting huge rewards off a grab. The same could be probably said for Greninja, though his rewards aren't gud enough so they had to give him a competent (Or one of the best? Standing grab is one of the worst yet dash grab is one of the best. Logic is at its worst) dash grab.

Although. Falcon and his dash grab exist.
 

Vipermoon

King Marth's most trusted advisor.
Joined
Jan 4, 2015
Messages
2,661
Location
PNW
Switch FC
SW-3371-7457-0227
A lot of people don't realize(especially with the powerhouse that is Roy out now) how strong Marth can be. He isn't as ranged as he was in Brawl, and, well, we know how people took that with Meta Knight. A lot of aggressive characters took the top spots early(Diddy, Sheik, Falcon, Pika, Fox, etc.) so a character like Marth who's biggest asset is Patience and punishment doesn't fit the current high-tier requirements. His moves aren't that fast, they all have lag, no ken combos. But Marth's kill power is astounding(he kills at about 25% on a broken shield, potentially the earliest in the game besides Ganon/Bowser. Tipper Fsmash alone kills at around 50% and higher, and he now has combos out of Jab into several kill moves) and the prince is tied for fastest walking speed, so you can get around fast while still having all his tools available. I love Marth but a lot of others only see him as if his moves had no tippers.
According to my latest testing using the dots that run along the length of Smashville:

Less horizontal range than Brawl
Fsmash
Grab
Technically grounded Shield Breaker; but if it wasn't for the step forward Marth takes in Brawl (and not Smash 4), Smash 4 would have more
Dolphin Slash

More horizontal range than Brawl
Dsmash
Usmash
Nair
Bair
Dancing Blade

Everything else is exactly the same.

http://smashboards.com/threads/marth-data.379064/ But you can see the data in the link A_Kae shared and Shaya put together that Marth actually has more disjoint in this game which is extremely important.

About Marth's #1 walk speed...meh. He gets to top speed after he's been walking for half a stage so without acceleration this doesn't matter too much. Roy, for example, has a slow walk but he's always at top speed so in short distances his walk is just as good as Marth's.

Not that it matters but in this game he is no longer the 16 year old Prince like he was in Melee and Brawl. In this design, he is now 19 and King from Mystery of the Emblem. And somehow worse for it LMAO. Just wanted to mention this since you called him Prince.

Initially and after playing a bunch of Marth/Lucina, (mostly FG) I still wish that Marth or Lucina, (Most appropriate may be just one of them, probably Lucina since she could use some power increases imo, without being just a numbers change) had their old dancing blades back, at least one of them, brawl or from previous versions.

The reasoning behind it could be many but for me it's mostly that it just feels wrong, smash 4 dancing blades don't feel good while brawl was really easy to chain and useful, the current ones don't connect enough, and don't have as many uses or knock back as the previous versions- the previous versions had a tremendous amount of knock back on the third and fourth hit while also having different properities in terms of DI/catapulting someone into place, 3rd hit up or down being way different.

I don't know if brawl dancing blades would push marthcina over the top to spam-blade-victory-town, maybe it would, but if that's the case I still think they would benefit positively from having melee's dancing blades, competitively, for the 'fun' or the feel. Smash 4 blades just feel wrong. Maybe it's just me, wouldn't be surprised if others had this thought though.

I also don't know if I posted this before, probably not.

All I want is dancing blades to feel better

D:
Nah, it really doesn't connect that much worse than Brawl did. The main issues with Dancing Blade is DB1 where, like Shaya said, it starts on frame 7 now and lags like crazy. It even lags more than Brawl in the air (not as much of an increase as ground though). Our Jab 1 is the new DB1 that Melee and Brawl had. DB4 Down lags too much now. Let's see...oh and pretty much every hit of Dancing Blade's hitboxes last one frame shorter, a lot like many of Marth's other moves.

On the plus side, DB2 and DB3 lag less and ledge kills with Dancing Blade are better than ever. The ledge even helps you get the tipper.
 
Last edited:

A_Kae

Smash Ace
Joined
Jun 16, 2015
Messages
748
To add a bit on to what @ Vipermoon Vipermoon said about disjoint being more important than range...

Marth's range isn't actually that great. There are more than a few characters with similar ranges, or with enough mobility to make up the difference. For disjoint, that is, hitboxes without hurtboxes, Marth is close to the top.

Because of this, Marth can be so much safer than everyone else can, since he's farther away from the actual fighting. Ganondorf punches and kicks stuff, and by doing so throws his hurtboxes much closer to the enemy. Marth doesn't have hurboxes close to where he's actually hitting. It's all about spacing with Marth and Lucina, staying as close to max range as you can. It's similar to why Luma is so important to Rosalina. It's why stuff like this doesn't bother me.

Marth fights with disjoints, not actual range.

Also, Marth is younger than I thought he was. I thought he was 17 when he was a prince, and 21 when he was king.
 
Last edited:

hypersonicJD

Smash Journeyman
Joined
Jun 28, 2015
Messages
431
NNID
I don't have
3DS FC
2122-7467-7267
Warning Received
I like more Lucina than Marth though. I don't know why :p
 

A_Kae

Smash Ace
Joined
Jun 16, 2015
Messages
748
Unless the opponent has a long ranged tether grab.
I hate ZSS so much. You can't even begin to understand how much I hate her.

And it's mostly because of that tether.

It just completely invalidates swords.
 
Last edited:

Antonykun

Hero of Many Faces
Joined
Oct 10, 2014
Messages
6,727
3DS FC
1049-0472-0051
I like more Lucina than Marth though. I don't know why :p
That might have something to do with F-smash
Seriously that move is ridiculous partially because it is 25% reduction of Marth's Tipper F-smash minus the need to be spacing it 24/7
 

Vipermoon

King Marth's most trusted advisor.
Joined
Jan 4, 2015
Messages
2,661
Location
PNW
Switch FC
SW-3371-7457-0227
To add a bit on to what @ Vipermoon Vipermoon said about disjoint being more important than range...

Marth's range isn't actually that great. There are more than a few characters with similar ranges, or with enough mobility to make up the difference. For disjoint, that is, hitboxes without hurtboxes, Marth is close to the top.

Because of this, Marth can be so much safer than everyone else can, since he's farther away from the actual fighting. Ganondorf punches and kicks stuff, and by doing so throws his hurtboxes much closer to the enemy. Marth doesn't have hurboxes close to where he's actually hitting. It's all about spacing with Marth and Lucina, staying as close to max range as you can. It's similar to why Luma is so important to Rosalina. It's why stuff like this doesn't bother me.

Marth fights with disjoints, not actual range.

Also, Marth is younger than I thought he was. I thought he was 17 when he was a prince, and 21 when he was king.
I'd like to comment on that Roy Fsmash outranging Marth thing...ROY CAN HAVE IT

I did range testing on Marth vs Roy too. Marth outranges Roy in almost everything! Some are even drastic. And I'm sure you guys can tell. But EVEN the cloned moves have less (horizontal) range! I'm talking Dsmash, Usmash, Nair. But here's the other thing, Marth swings in his sword in arcs. Sure, lots of those arcs don't have hitboxes (esp. in Smash 4) but he has more active frames than Roy's attacks in general. Roy has reverse grip on things like Ftilt, Utilt, and Jab, drastically reducing his range.

I'll use Fsmash and Bair as an example. Marth's Fsmash hits above and below him. Frame 10 is above and 13 is when it hits the ground. Roy's Fsmash is 14-15. It only hits in front of him. Or Bair. Marth's hit's once again, below him on frame 7 and above on frame 11. Roy has a copied Bair but he's missing the frame 7 and 11 hitboxes. He only hits behind (in front, rather, since he turns around with Bair) him.
 
Last edited:

Ffamran

The Smooth Devil Mod
Joined
Aug 25, 2014
Messages
14,629
Just for the record, Ganondorf has a significant disjoint on the tip of almost all his attacks (everything but Nair, Flame Choke, grab, and Warlock Punch IIRC). It's why he needs to space so much. It's the only way he can do things semi-safely.
Wait, I thought Ganondorf only had disjoints on his Dtilt, Side Smash, maybe Up Smash, and Dark Dive/Fists's uppercut.
 

Shaya

   「chase you」 
BRoomer
Joined
Jun 8, 2007
Messages
27,654
Location
/人◕‿‿◕人\ FABULOUS Max!
NNID
ShayaJP
Nah, it really doesn't connect that much worse than Brawl did. The main issues with Dancing Blade is DB1 where, like Shaya said, it starts on frame 7 now and lags like crazy. It even lags more in the air. Our Jab 1 is the new DB1 that Melee and Brawl had. DB4 Down lags too much now. Let's see...oh and pretty much every hit of Dancing Blade's hitboxes last one frame shorter, a lot like many of Marth's other moves.

On the plus side, DB2 and DB3 lag less and ledge kills with Dancing Blade are better than ever. The ledge even helps you get the tipper.
You got it the wrong way around, DB1 in the air has less lag than DB1 on the ground, in fact it's the same animation as it would be in Brawl bar the +3 frames on start up.

Db1 on the ground was 45 (at game release) now is 41, DB1 in the air is 33 frames. DB1 in Brawl was 29 frames total.
 

Vipermoon

King Marth's most trusted advisor.
Joined
Jan 4, 2015
Messages
2,661
Location
PNW
Switch FC
SW-3371-7457-0227
You got it the wrong way around, DB1 in the air has less lag than DB1 on the ground, in fact it's the same animation as it would be in Brawl bar the +3 frames on start up.

Db1 on the ground was 45 (at game release) now is 41, DB1 in the air is 33 frames. DB1 in Brawl was 29 frames total.
No, I was saying they increase aerial DB's lag as well. It's 33 total instead of 29. I realize it has much less than grounded DB1. I'll reword it.
 
Last edited:

A_Kae

Smash Ace
Joined
Jun 16, 2015
Messages
748
I'd like to comment on that Roy Fsmash outranging Marth thing...ROY CAN HAVE IT

I did range testing on Marth vs Roy too. Marth outranges Roy in almost everything! Some are even drastic. And I'm sure you guys can tell. But EVEN the cloned moves have less (horizontal) range! I'm talking Dsmash, Usmash, Nair. But here's the other thing, Marth swings in his sword in arcs. Sure, lots of those arcs don't have hitboxes (esp. in Smash 4) but he has more active frames than Roy's attacks in general. Roy has reverse grip on things like Ftilt, Utilt, and Jab, drastically reducing his range.

I'll use Fsmash and Bair as an example. Marth's Fsmash hits above and below him. Frame 10 is above and 13 is when it hits the ground. Roy's Fsmash is 14-15. It only hits in front of him. Or Bair. Marth's hit's once again, below him on frame 7 and above on frame 11. Roy has a copied Bair but he's missing the frame 7 and 11 hitboxes. He only hits behind (in front, rather, since he turns around with Bair) him.
I know, I love it. I don't mind Roy outranging Marth with F-smash because everything else Marth has more range. On top of that, the worse areas that Roy covers is significant as well (jab especially). I didn't know that about some of the cloned moves having fewer active frames, though. Haven't really looked extensively in to his frame data yet.

Does Roy have less range because his sword is shorter? Or is it just he doesn't reach out as far with his attacks? Reverse grip is just super impractical, it looks cool, sure, but it's just so much worse than holding the thing the right way.

I really like how Roy was done. It's not a case of either Marth or Roy just being flat out better than the other, they've got different stuff going on. They do play similarly, but different enough. Just how a clone should be.

Just for the record, Ganondorf has a significant disjoint on the tip of almost all his attacks (everything but Nair, Flame Choke, grab, and Warlock Punch IIRC). It's why he needs to space so much. It's the only way he can do things semi-safely.
I did not know that! I was just going off of the animations.
 
Last edited:

Vipermoon

King Marth's most trusted advisor.
Joined
Jan 4, 2015
Messages
2,661
Location
PNW
Switch FC
SW-3371-7457-0227
I know, I love it. I don't mind Roy outranging Marth with F-smash because everything else Marth has more range. On top of that, the worse areas that Roy covers is significant as well (jab especially). I didn't know that about some of the cloned moves having fewer active frames, though. Haven't really looked extensively in to his frame data yet.

Does Roy have less range because his sword is shorter? Or is it just he doesn't reach out as far with his attacks? Reverse grip is just super impractical, it looks cool, sure, but it's just so much worse than holding the thing the right way.

I really like how Roy was done. It's not a case of either Marth or Roy just being flat out better than the other, they've got different stuff going on. They do play similarly, but different enough. Just how a clone should be.
Yeah and for some reason the back hit of his Dsmash has 1 less active frame if the Hammer website can be trusted. I don't know why some of Roy's cloned attacks have less range. But his Fair, Bair, Uair, and Dtilt didn't have that issue. I can give you the numbers in a PM if you want?
 

Sir Tundra

Smash Journeyman
Joined
Sep 23, 2014
Messages
289
Location
Currently in the Hyperbolic Time Chamber
NNID
Righteous
3DS FC
2938-7133-5824
Mr. R just took out LarryLurr in a tourney today, 3-1 Winners Finals, then 3-1 Grand Finals.

That "1" in GF was from Larry switching to Sheik in the ditto, because roasted Fox tail soup was on the menu apparently. The two dittos they played were much closer than the Fox vs. Sheik matches.

Also, Larry narrowly beat Vinnie 3-2 in Losers Finals, almost losing but winning in the end because Fox's custom up-b killed Vinnie while he was trying to edgeguard Larry (I think Vinnie was holding in another direction, not expecting to have to DI that, could be wrong though).

Fox vs. Sheik looks hard for Fox when the Sheik doesn't mess up (e.g. Vinnie with the custom up-b). 50:50 is still plausible, but I think we saw a reversal today of what we saw at CEO--that is to say, Sheik with her infinite tools adapting to the MU.
The way I see it the Mu for :4fox: vs :4sheik: is a 45-55 being slightly in sheiks favor. Both Fox and Sheik have tools to force opponents to approach them. Although Fox's lasers aren't as good as sheiks needles since fox can't shdl them anymore making them a bit more limited giving sheik having the better neutral. Both fox and sheik have a great rushdown game by having quick movement speed and can rack up damage really well. Although fox is faster then sheik and imo has a better damage racking game because jab cancels(which only works against sheik after 110%). Sheik has better approach options with her fair(That thing is so free) and has a better grab game. Sheik can also edgeguard fox easily offstage because of his predictable recovery. Plus since fox is very light weighing 79 pounds tied with pikachu and olimar being the 6th lightest character in the game(click this link if your not convinced:http://www.kuroganehammer.com/Smash4/Weight), sheik doesn't really have to worry about her awful onstage kill power since fox is pretty easy to kill and fox's falling speed makes him pretty vulnerable to combos only makes it better for her. However fox can easily setup kills against sheik.
 
Last edited:

A_Kae

Smash Ace
Joined
Jun 16, 2015
Messages
748
Yeah and for some reason the back hit of his Dsmash has 1 less active frame if the Hammer website can be trusted. I don't know why some of Roy's cloned attacks have less range. But his Fair, Bair, Uair, and Dtilt didn't have that issue. I can give you the numbers in a PM if you want?
That's a bit weird. It could just be a mistake, either on the smash devs part or with the frame data resource. But it could just be the same reason that fair doesn't hit on F5.

Could you send the numbers to me? I've been meaning to get some kind of real range numbers for Marth, (and Roy at some point) but if you've already got them, It'd save me a lot of time.

Edit: Actually, why not post them in the forum? It'd be good to have a public resource.
 
Last edited:

FullMoon

i'm just joking with you
Joined
Nov 2, 2014
Messages
6,095
Location
Rio de Janeiro, Brazil
NNID
INFullMoon
I suppose the other reason ZSS was given a tether was because she is pretty much tied for the best mobility aside from getting huge rewards off a grab. The same could be probably said for Greninja, though his rewards aren't gud enough so they had to give him a competent (Or one of the best? Standing grab is one of the worst yet dash grab is one of the best. Logic is at its worst) dash grab.

Although. Falcon and his dash grab exist.
I think the reason Greninja's standing grab is slow despite not being a tether grab is because of it's range. From my testing it's pretty much the same range as Charizard's, but there's a huge difference between them that, if they came out on the same frame, would make Greninja's much better and that is disjoint.

Unlike most non-tether grabs in the game, Greninja doesn't extend his hurtbox to grab people, instead trying to trap them into a disjointed whirlpool. This make it so that stuff like Captain Falcon's Dash Attack and Sonic's Spin Dash could be safely grabbed because the instant they enter that whirlpool they're going to get grabbed since they wouldn't be able to reach Greninja's hurtbox before the grab hitbox got them.

That is why I think the best way to improve Greninja's grab would be to lower the start-up some (frame 10 maybe?) but make it last as long as a tether does, so about 9 frames. It could give it an use as a trap grab against characters trying to approach him without disjointed attacks and would still be an usable OoS option due to the range on it, maybe.

Greninja's dash grab and also pivot grab (the range on that one is extremely disjointed and huge as well) are great because of the disjoint they have giving them great range while making Greninja considerably safer while pulling them off (dash grab less so). If you gave it the same frame data as Charizard's standing grab, it would legit be the best grab in the game.
 
Last edited:

Ffamran

The Smooth Devil Mod
Joined
Aug 25, 2014
Messages
14,629
Does Roy have less range because his sword is shorter? Or is it just he doesn't reach out as far with his attacks? Reverse grip is just super impractical, it looks cool, sure, but it's just so much worse than holding the thing the right way.
It's the reverse-grip and probably some of the animations. For an example, (in real life) try stabbing with a regular grip and then a reverse grip. If you look at Dancing Blade's down input finisher or Shield Breaker, they all extend and lean into their thrust. You can do that with a reverse grip, but it's really awkward and probably dangerous since you could hyper extend your elbow not to mention that your arm is in a way where it's just there for someone to hack or kick it away.

There are times when you use a reverse grip and times when you don't. And there are weapons where reverse grips should be used and shouldn't be used. For one, knives or short swords - the Pits do this - with a reverse grip works and is something you do as you can switch between reverse and regular depending on what you want to do. For a regular sword or a freaking two-hander - Ike does this with counter and shielding - probably not a good idea as they're much larger and more awkward to move with a reverse grip.

Animation-wise, Roy's Side Smash doesn't have him reaching out like Marth, Lucina, and Melee Roy; his current Side Smash is a bit like Link's Side Smash 1. It does have more range, but it might have less vertical range. Marth basically slams Falchion down to the ground while Roy and Link slash more in front of them. This might impact the way Roy can edgeguard with Side Smash since might not be able to clip people below the ledge like Marth. Then there's Dair which is a no-brainer since he swings vertically down while Marth and Lucina create an arc with Falchion.

Remember kids, the rule of cool will only get you killed. Seriously, how the hell did Roy get away with fighting like this? Eliwood was - judging from his animations - a fencer, there were trained soldiers in Pharae who were under Eliwood and who Eliwood could have had them teach Roy, and even the self-taught Hector uses axes practically, but Roy? Really dude? Hanging your sword on the same side you draw it with? That only works with short swords like gladii or daggers. And a reverse-grip!? ... Whatever. It's just a game. Still, freaking idiot...
 
Last edited:

A_Kae

Smash Ace
Joined
Jun 16, 2015
Messages
748
It's the reverse-grip and probably some of the animations. For an example, (in real life) try stabbing with a regular grip and then a reverse grip. If you look at Dancing Blade's down input finisher or Shield Breaker, they all extend and lean into their thrust. You can do that with a reverse grip, but it's really awkward and probably dangerous since you could hyper extend your elbow not to mention that your arm is in a way where it's just there for someone to hack or kick it away.

There are times when you use a reverse grip and times when you don't. And there are weapons where reverse grips should be used and shouldn't be used. For one, knives or short swords - the Pits do this - with a reverse grip works and is something you do as you can switch between reverse and regular depending on what you want to do. For a regular sword or a freaking two-hander - Ike does this with counter and shielding - probably not a good idea as they're much larger and more awkward to move with a reverse grip.

Animation-wise, Roy's Side Smash doesn't have him reaching out like Marth, Lucina, and Melee Roy; his current Side Smash is a bit like Link's Side Smash 1. It does have more range, but it might have less vertical range. Marth basically slams Falchion down to the ground while Roy and Link slash more in front of them. This might impact the way Roy can edgeguard with Side Smash since might not be able to clip people below the ledge like Marth. Then there's Dair which is a no-brainer since he swings vertically down while Marth and Lucina create an arc with Falchion.

Remember kids, the rule of cool will only get you killed. Seriously, how the hell did Roy get away with fighting like this? Eliwood was - judging from his animations - a fencer, there were trained soldiers in Pharae who were under Eliwood and who Eliwood could have had them teach Roy, and even the self-taught Hector uses axes practically, but Roy? Really dude? Hanging your sword on the same side you draw it with? That only works with short swords like gladii or daggers. And a reverse-grip!? ... Whatever. It's just a game. Still, freaking idiot...
Yeah, reaching out is awkward and dangerous with reverse grip. It's a great way to hurt yourself, if you hit something hard, or someone hits your weapon hard, or just because you're leaving your arm more open. Roy should know better. I know with smaller stuff, reverse grip isn't bad, knives or small swords like you said. But an actual full sword like Roy uses is a super bad idea.

Roy's f-smash I can say for sure can't hit people on the ledge.
 

Baby_Sneak

Smash Champion
Joined
May 28, 2014
Messages
2,029
Location
Middletown, Ohio
NNID
sneak_diss
What about :4metaknight:? His weapon is really like a dagger, but is his grip? I never really payed attention to irl fighting styles and techniques outside of boxing, but this is pretty interesting
 

Blobface

Smash Lord
Joined
Feb 21, 2015
Messages
1,283
Location
Labbing U-Tilt followups with Ganondorf
NNID
everyone1 (Bob)
3DS FC
3454-0482-6740
Wait, I thought Ganondorf only had disjoints on his Dtilt, Side Smash, maybe Up Smash, and Dark Dive/Fists's uppercut.
F-tilt, Grounded Wizkick, and Down Smash have reaaaaally small disjoints, but most other attacks have a significant disjoint, even jab. D-tilt, Side Smash, Dash Attack, and Jab all have disjoints of about the same size, Jab being a bit smaller, Dash Attack being a bit bigger.

U-air also has a D-tilt/jab sized disjoint, and D-air's hitbox is just plain nonsensical honestly. Aerial Wizkick likely has a D-tilt sized disjoint on it's tip as well, as the only thing I know of that can beat it is Rosalina's U-air (for obvious reasons).

U-smash, Fair, and Bair are all outright transcendent. Bair and Fair don't have hurtboxes on his arms, and U-smash is sillier than Dair. His leg doesn't go anywhere near where the hitbox appears.

Volcano Kick (U-tilt) is a massive transcendent hitbox too but uh, even if he gets it off, I highly doubt anyone wants take a volcano head-on.
 

A_Kae

Smash Ace
Joined
Jun 16, 2015
Messages
748
What about :4metaknight:? His weapon is really like a dagger, but is his grip? I never really payed attention to irl fighting styles and techniques outside of boxing, but this is pretty interesting
Meta Knight is small, so a small sword is more equivalent to a full size sword for an actual person. So he holds his sword the right way.

But, Meta Knight's anatomy isn't like a human's. His arms in particular are super stubby. That could change these things, it's hard to say.
 

Ikes

Smash Journeyman
Joined
Feb 27, 2015
Messages
477
Location
Yoshi's Island
NNID
Smooth_Moonman
To add a bit on to what @ Vipermoon Vipermoon said about disjoint being more important than range...

Marth's range isn't actually that great. There are more than a few characters with similar ranges, or with enough mobility to make up the difference. For disjoint, that is, hitboxes without hurtboxes, Marth is close to the top.

Because of this, Marth can be so much safer than everyone else can, since he's farther away from the actual fighting. Ganondorf punches and kicks stuff, and by doing so throws his hurtboxes much closer to the enemy. Marth doesn't have hurboxes close to where he's actually hitting. It's all about spacing with Marth and Lucina, staying as close to max range as you can. It's similar to why Luma is so important to Rosalina. It's why stuff like this doesn't bother me.

Marth fights with disjoints, not actual range.

Also, Marth is younger than I thought he was. I thought he was 17 when he was a prince, and 21 when he was king.
do marths tippered attacks do more shield pushback than his untippered attacks? cause that seems like it would be incredibly important to have the point where you're spaced furthest from your opponent push them back even further.
 

Vipermoon

King Marth's most trusted advisor.
Joined
Jan 4, 2015
Messages
2,661
Location
PNW
Switch FC
SW-3371-7457-0227
Yeah, reaching out is awkward and dangerous with reverse grip. It's a great way to hurt yourself, if you hit something hard, or someone hits your weapon hard, or just because you're leaving your arm more open. Roy should know better. I know with smaller stuff, reverse grip isn't bad, knives or small swords like you said. But an actual full sword like Roy uses is a super bad idea.

Roy's f-smash I can say for sure can't hit people on the ledge.
You're probably right. Not that Smash is realistic or anything, but I do like to think that reverse grip is the reason for Roy's power and less end lag than Marth while also being the reason for less hitbox duration and range.
 
Last edited:

A_Kae

Smash Ace
Joined
Jun 16, 2015
Messages
748
do marths tippered attacks do more shield pushback than his untippered attacks? cause that seems like it would be incredibly important to have the point where you're spaced furthest from your opponent push them back even further.
They do more damage, so yes.

But they also have large hitlag modifiers. Shield hitlag doesn't use an attacks modifiers, so Marth takes much more hitlag than a shielding opponent. On the other side of things, untipped attacks have hitlag modifiers that lower the hitlag, not increase, so they're safer.

I think that the extra pushback doesn't matter when you factor in hitlag, but maybe I'm wrong.

Also, remember that shields have a larger hurtbox than the character, so if you set up for a tipped hit on a shield, you'll cleanly miss if they don't shield.

Edit:

You're probably right. Not that Smash is realistic or anything, but I do like to think that reverse grip is the reason for Roy's power and less end lag than Marth while also being the reason for less hitbox duration and range.
Maybe I'm wrong, but I don't think you can get nearly as much power in a strike with reverse gripping.
 
Last edited:

C0rvus

Pro Hands Catcher
Joined
Nov 11, 2014
Messages
1,554
Location
East Coast
What do you guys think about Lucas right now?

I myself see him as being probably mid. He has great throws but an awful grab, his range is lacking and his kill power is significantly worse than Ness's. He's not just a worse Ness because he has a lot of good stuff of his own, but I do think he lacks a lot of what makes Ness so good.
From what I've found playing Lucas for the admittedly small amount of time I've spent really trying to understand the character, he is very different from Ness. In fact, he seems to be almost the exact opposite. Ness is better simply because he has the most reliable kill setup in the game, and his moves are generally safer and more powerful for some reason.

Lucas seems to have a stronger mid and long range game due to PK Fire and Zair, and he has the potential to punish harder and recover from deeper, albeit very slowly. He's not a bad character, but his lack of reliability will hurt his viability.
 

Baby_Sneak

Smash Champion
Joined
May 28, 2014
Messages
2,029
Location
Middletown, Ohio
NNID
sneak_diss
Maybe I'm wrong, but I don't think you can get nearly as much power in a strike with reverse gripping.
It depends on the weapon I think. With a Dagger, you can really focus in on your one arm to deliver the slashing blow, kinda like a hook in boxing motion. With a full sword, you have to use a larger range of muscles other than your arm because if the size and weight.
 
Status
Not open for further replies.
Top Bottom