$.A.F.
Smash Journeyman
When are the Orion stats getting updated?
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As for , players did not think of the buffs being too helpful to their kit. Not saying it is not, but I’d express untapped cards to play at the board.What are the current opinions on the characters with 0 points on phase 2 of Orion Rank? (,, and )
If he doesn't have enough people using him to have consistent results, then he's not really a threat in the meta and would be placed in low tier accordingly.It may just be that the vast majority of the cast is solo viable and that we either need to rethink how we see low tier (that they cant be solo viable) or that we need to make mid tier bigger.
That said, I dont think it's fair to judge plant as mid or low tier based upon consistency. Plant doesnt have enough people maining him for that to ever happen.
By that logic characters like falco, dhd, marth, lucario, wft, and sonic are low tier.If he doesn't have enough people using him to have consistent results, then he's not really a threat in the meta and would be placed in low tier accordingly.
I feel the same way after watching Brood's incredible run at Umebura SP 4. I definitely underrated Piranha Plant's corner pressure and ability to zone control should he get the necessary time to actually set up properly. Ptooie is obnoxious! Watching Grand Finals however seemed to reinforce my opinion that there is a cap on how far the character can be pushed and the nature of his MU Spread as a result of his Neutral is full of interesting highs and lows.On one hand, Brood showed us optimized ledge-trap timings (beyond the effectiveness of what I assumed) and surprisingly effective neutral options. My opinion of the character is definitely higher now.
On the other hand, Olimar, Mega Man, and Ness all seem like preferrable matchups for Plant. I'd be curious to see how Brood handles rushdown, as well as more esoteric counters like Villager/Isabelle.
A good chunk of those characters still have lasting results so they wouldn't. The exception is Marth primarily and well, I don't think anyone is heavily objecting to echo character created situations being treated differently. That would include Pichu as well with their tie to Pikachu.By that logic characters like falco, dhd, marth, lucario, wft, and sonic are low tier.
Heck as fast as pichu is losing mains he could fall in that grouping.
Oh I think were on similar page then. I assumed you meant the character had to perform consistently at tournaments, not consistently by usage. Plants biggest issue in that department may be that Brood cant practice or attend as much as he may want to due to work. But I assume, like Raito hell continue to get plant results even if it isnt always top 5.A good chunk of those characters still have lasting results so they wouldn't. The exception is Marth primarily and well, I don't think anyone is heavily objecting to echo character created situations being treated differently. That would include Pichu as well with their tie to Pikachu.
Lucario very well could be low tier potentially. IIRC WFT is performing quite well for their usage (aka consistently) so probably not low tier.
For debating low/mid tier, nah don't need to perform consistently at tournaments. That's for top tier/upper high tier.Oh I think were on similar page then. I assumed you meant the character had to perform consistently at tournaments, not consistently by usage. Plants biggest issue in that department may be that Brood cant practice or attend as much as he may want to due to work. But I assume, like Raito hell continue to get plant results even if it isnt always top 5.
No Corrin is just really poor. She lacks the mobility to chase, which affects her juggling game. She doesn't really have any sort of low risk kill options or kill confirms to speak of. As such she needs to rely on high committal raw kill options. This is really not good for her and makes it hard to seal stocks with her. The buffs have done pretty much nothing to alleviate this great weakness. The Up B buff is nice but that's really it
Edit: I am tempted to call her bottom 10 in this game
Way to sum up everything I've come to realize about tier lists and the community's often times misguided musings on the state of the meta"Solo-viable" is almost as vague as "high-tier". Solo-viable to achieve what, at what level of play, at what level of consistency?
Don't answer that, that's the point. Everyone implicitly has different assumed answers. "I know, I'll just educate everyone on what my assumptions are and why they are right!" Urrrrrrrgggggg.
Usage, Results, and Theory. Those are our three pillars, and they follow different but interconnecting rules. There is no single True List, just three different lists for each of those--and the third is an opinionated spectre that's both difficult and dubious to pin down. It's hard enough to pin down either of the first two, at even a single specific level of play.
So we spend most of our time discussing the first two, musing on the differences between them, and alluding to the etheral plane of the third.
Where PPlant is right now after Umebura SP 4 is kind of awkward. While I don't think he is a worst character contender anymore, there is the question whether he is still low tier or not.I'll say that might be better than we thought, especially after Greward won a doubles tournament at Albion. That said, unless the Plant Gang can get these results consistently, then this result might just be a fluke and belongs in low tier. My opinion is he's definitely not worst character and takes some time to master, but calling him mid tier seems like a stretch at this point (but I could be wrong).
Corrin is significantly better due to the recovery buff, but still not great due to character struggling to open people up, slow movement, mediocre KO options and a below-average edgeguarding ability.What are the current opinions on the characters with 0 points on phase 2 of Orion Rank? (,, and )
Smook is seeded relatively high for Shine (way too high for my tastes), so maybe we'Ll get some results there.Honestly I think may also end up low-tier. I mean besides Nario getting that win over Light at Collison what notable results has got so far?. There also was a time when people were saying hyping him up as much as sayjng he was going to be high-tier. But seriously despite some flashy new Smash attacks and tools he still has the same crippling flaws he always had. Yeah he can potentially kill you at like 60-70%, but he could always do that since Melee.
Plus he is really starting to feel the power creep bad with many other characters at that were once considered around his level. havr gotten some notable buffs in balance patches while he has gotten nothing.
I'm... not really sure what's being debated here.For all your talk of numbers, you just kind of assume 15 million players without much data, and just kind of assume that two of your points (also not backed up) cancel each other out. For that matter, can GSP even be considered accurate?
You assumed a number very easily without solid numbers for someone who wants us to stick to the numbers. You have no solid evidence for most of this. It's guestimation. And Steam is an entirely different animal. Steam sales ensure a lot of games are bought and hardly if ever played. That is common knowledge, but we aren't talking about a Steam game which people just go "Oh, that's a good deal" buy it, and then never touch it.I'm... not really sure what's being debated here.
Nintendo posts software figures quarterly. Smash Ultimate was up to 14.73m after Q2, up from 13.81m in Q1. Even if Q3 sales have slowed to half that of Q2, the game has long passed 15m sales. That's a conservative estimate.
You seemed to take issue with the "not backed up" two points that:
As for the first, this is considered common knowledge but you can also look at the achievements for any major Steam game. 90% startup telemetrics are considered on the high end. Now understand that digital distribution has a WAY higher install rate to physical retail. Still, Smash is a flagship franchise, a system seller, not indie, never on sale, and strong on the digital sales side. It's probably among the most "installed" AAA software titles by ratio, but probably still under 90%.
- A significant % of sold software is not played.
- A significant number of people play Smash without owning it.
As for the second, don't we all personally know people who have played a Smash game without owning it? I'm going to assume that this isn't actually being disputed. The only tricky part is how to measure these people, and more particularly where to draw the line. I know lots of college roommates who play constantly, on one copy of the game. Surely they all count? But maybe the other roommate who only played 2 games that one time doesn't. It's blurry.
Back of the envelope, I'd guess the middle of that blurry zone is about 15% of players share the game frequently with a roommate, friend, or sibling. Which, as it happens, cancels out our rough guess for how many sales failed to convert to userbase.
I don't understand the objections here, nor their relation to the point being made. Everything I said was identically relevant if Smash Ultimate had 10 million or 20 million players.
That's easy, look at all of the moves he has. How many of them kill? The answer is not many, his range sucks on anything except eggs and downb which is audibly and visibly telegraphed, he can't shield cancel any of his grounded specials once he initiates them and that sex kick the previous poster keeps talking about is incredibly weak and doesn't do much. Almost any move he has is committal especially his dair where he has to be right on top of his opponent in order to use and if he misses or if his opponent rolls there's nothing yoshi can do except eat a devastating punish. Once yoshi gets an opponent to where he can't juggle he wants to keep his opponent in the air, only problem is if the opponent knocks HIM into the air, because of the new way air dodges work he can't air dodge and fast fall without getting caught up in landing lag.I've been curious about myself; like , the dude has a ton of representation (Snoop, Squerk, Meme, Seth, Saurez are great Yoshi players, to name a few), so a lack of notable players isn't the issue. Yet as far as placements go, he has even less noteworthy placements than Mario (who seems to at least break top 16 at a major event most of the time), where most Yoshis haven't been able to even break Top 16 outside of Meme's 9th placement at Low Tier City.
I wish I could talk in depth based on the few videos I've seen of him, but I haven't seen a lot of the major Yoshi players in action; I'd say maybe his biggest issue is a lack of focused gameplan? I'm not too sure.
I personally don't really have much trouble with Zoom. It is most of the time is going to put Hero above you or on a platform, and for characters like R.O.B. who loves opponents above them, it can sometimes turn into a "out of the frying pan and into the fire" moments.It's Zoom
This skill is just... not fun to play against. The low cost and the ability to fish for it almost completely invalidates attempts at trying to pressure Hero offstage.
Magic burst is....grandiose to be sure. Though the thing is aside from burning all of Hero's MP, there's the possibility of it getting teched which Myollnir foundHaving to fight a hero who knows what they're doing is one of the most frustrating, demoralizing experiences in Smash Bros atm
It's not because of Whack or Twack
It's not even because of Magic Burst (though that's occasionally frustrating)
It's Zoom
This skill is just... not fun to play against. The low cost and the ability to fish for it almost completely invalidates attempts at trying to pressure Hero offstage. And i'm talking about a Hero who has full understanding of the sheer terror that is his side special and doesn't mess around trying to fish for specials unless he can 100% get away with it.
Everyone's distracted by poor takes and even poorer armchairing but I think this character is incredibly strong. Perhaps not against every top tier, but an absolute threat that's just waiting to be unleashed
That's one way of cheating death I guess pic.twitter.com/Le8z3oJQIi
— Myollnir~ (@Tilted_as_fuck) August 14, 2019
I actually found this out on Twitter with Kamikazee earlier (forgot where the tweet was), but I didn't know it applied to Magic Burst as well.Magic burst is....grandiose to be sure. Though the thing is aside from burning all of Hero's MP, there's the possibility of it getting teched which Myollnir found
That's one way of cheating death I guess pic.twitter.com/Le8z3oJQIi
— Myollnir~ (@Tilted_as_fuck) August 14, 2019
I literally linked Nintendo's Q2 results, and quoted Q1's from memory.You assumed a number very easily without solid numbers for someone who wants us to stick to the numbers. You have no solid evidence for most of this. It's guestimation.
I gaurantee you that Steam has a stronger installation funnel than retail per-title.And Steam is an entirely different animal. Steam sales ensure a lot of games are bought and hardly if ever played. That is common knowledge, but we aren't talking about a Steam game which people just go "Oh, that's a good deal" buy it, and then never touch it.
This is what I posted.And, yes, people can play it without owning it, but most of them, excluding some roommate or family situations, don't play enough to be considered a regular player. I've played a friend in a few matches, does that make him a Smash player because he's played an hour or two?
None of this is relevant to the point of my post. It does not matter if there are 14.87 million Smash Ultimate players or 15.43 million. Either way, it's better communication to say "99.9th percentile" than "top-level."The main issue here is stuff like "I'd guess the middle of that blurry zone is about 15% of players." You're guessing. You have no proof. You have no data on this point. It's speculation just like theory, except it can at least be labbed. You talk of anchoring discussion in something more grounded while you're guessing. And without an accurate number of players (which you do not have) percentiles are kind of hard to do accurately.
On top of those issues, still suffers from the same issue that played a big part in 's decline: he just doesn't have a straightforward answer to shield. For all the buffs he got, his grab game is still as subpar as it's always been. Down Throw -> Up Air is true now at super low percents but can't really extend beyond that. All his other Throws give positional advantage at best with none of them killing until really high percents (like 200+ with no rage and good DI). Granted that's WAY better than how early they would kill in SSB4 (which is saying something...) but those thresholds are still way to high to make them reliable stock caps. And on top of mediocre throws, his actual grab remains as bad as ever. They did reduce the FAF on all his grab variations unlike most characters going into the game. But in turn they considerably increased the startup on his Dash and Pivot grabs, heavily nerfing them as burst and callout options. This just makes it so much easier for an opponent to hold shield at mid range against Yoshi and spot dodge any grab attmepts and punish. Yoshi does have Egg Lay to mitigate his shield issues but in the end the Yoshi still has to get the right read to actually kill off it. Yoshi has kill setups off various moves but all these need to be hit head on. He doesn't have a reliable option to directly get a stock off through shield which can be quite a problem in this game where the new modifiers make it easy for a lot of the cast to put on enough percent on you in just a few neutral exchanges to essentially make it an even game when stocks are even. HIgher level Yoshi's are often able to put on tons of percent fast but when it comes time to get a kill they usually have to either get an edgeguard, catch a foe with a stray Up Air, or otherwise get a good read or punish. If these don't pan out it can get rough.That's easy, look at all of the moves he has. How many of them kill? The answer is not many, his range sucks on anything except eggs and downb which is audibly and visibly telegraphed, he can't shield cancel any of his grounded specials once he initiates them and that sex kick the previous poster keeps talking about is incredibly weak and doesn't do much. Almost any move he has is committal especially his dair where he has to be right on top of his opponent in order to use and if he misses or if his opponent rolls there's nothing yoshi can do except eat a devastating punish. Once yoshi gets an opponent to where he can't juggle he wants to keep his opponent in the air, only problem is if the opponent knocks HIM into the air, because of the new way air dodges work he can't air dodge and fast fall without getting caught up in landing lag.
Now i'm not denying that he has amazing tools, super armored double jump helps him tank attacks and he can cancel it out at any time, eggs work but they pop when they hit other projectiles, and his bair needs to connect with the first hit to do meaningful damage.
The reason yoshi does so poorly is that his tools, while seemingly well rounded, are beat out by options that a lot of meta-relevant characters have and are desceptively situational.
I dunno. still managed to be up there despite losing her SSB4 d-throw ladder combos which were big reason she was top-tier im that game. ZSS got lots of direct and indirect buffs in the transition to Ultimate to where you need to play her differentlyOn top of those issues, still suffers from the same issue that played a big part in 's decline: he just doesn't have a straightforward answer to shield. For all the buffs he got, his grab game is still as subpar as it's always been. Down Throw -> Up Air is true now at super low percents but can't really extend beyond that. All his other Throws give positional advantage at best with none of them killing until really high percents (like 200+ with no rage and good DI). Granted that's WAY better than how early they would kill in SSB4 (which is saying something...) but those thresholds are still way to high to make them reliable stock caps. And on top of mediocre throws, his actual grab remains as bad as ever. They did reduce the FAF on all his grab variations unlike most characters going into the game. But in turn they considerably increased the startup on his Dash and Pivot grabs, heavily nerfing them as burst and callout options. This just makes it so much easier for an opponent to hold shield at mid range against Yoshi and spot dodge any grab attmepts and punish. Yoshi does have Egg Lay to mitigate his shield issues but in the end the Yoshi still has to get the right read to actually kill off it. Yoshi has kill setups off various moves but all these need to be hit head on. He doesn't have a reliable option to directly get a stock off through shield which can be quite a problem in this game where the new modifiers make it easy for a lot of the cast to put on enough percent on you in just a few neutral exchanges to essentially make it an even game when stocks are even. HIgher level Yoshi's are often able to put on tons of percent fast but when it comes time to get a kill they usually have to either get an edgeguard, catch a foe with a stray Up Air, or otherwise get a good read or punish. If these don't pan out it can get rough.
With a couple exceptions like , most of the best performing characters in Ultimate have a strong grab game or reliable stock capping kill throws that can come off a grab. Even for all the nerfs to shield, it's still a strong option and key to living to high percents and in some ways is better for a lot of characters since it makes Up Bs and Up Smashes much easier to access OOS. Not to mention parry is will only continue to improve in how it's utilized which isn't good news for Yoshi given how much his gameplan centers on aerials and how his best one for spacing in neutral (F-Air) has a rather noticeable windup.
Yoshi got a lot of buffs to things he always excelled at but things that have historically always led to his peak performance potential getting capped have remained surprisingly intact. A lot of things Envoy pointed out are stuff he already kinda excelled at in SSB4. This game just made him better at those various things while only slightly mitigating a lot of his major issues and even exacberating a couple here and there.
She lost her ladder off D Throw but gained a straightforward and practical kill throw in turn. Not super powerful but strong enough to stop a stock from spiraling out of control when need be. I'd also say that the positional advantage she gets off her throws is far better than Yoshi's because they have less FAF and her kit seems better equipped to capitalize on the positioning. And in general, ZSS's non grab oriented kill setups (Paralyzer, D-Smash, Flip Jump Bury, etc) seem much more consistent than Yoshi's and she her disjoints make it safer for her to play the long game until she can get the foe to slip. Her possession of disjoints in general keep her from having take quite as many risks for a kill as Yoshi.I dunno. still managed to be up there despite losing her SSB4 d-throw ladder combos which were big reason she was top-tier im that game. ZSS got lots of direct and indirect buffs in the transition to Ultimate to where you need to play her differently