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If the character has a mechanic that allows them to switch arms on the fly (think Shulk), in terms of frame data the character will probably be able to switch between fast and slow arms. If they do that, they’ll probably balance it with arms that extend fast, but retract to neutral position slowly and arms that extend slowly but retract quickly, both of which are factors actually in ARMS.Yea honestly i wouldn't be too suprised that the ARMS character would also be taking a lot of time since they'd want to implement a mechanic like having different ARMS combinations, it's one of the most defining aspects about ARMS.
I feel like they'll balance out the ARM's extendable reach by either making it either SUPER slow or have extendable hurtboxes. If the ARMs char doesn't get any CQC options for the former or they get the latter then I feel like it'd be a huge detriment in viability since it's what caused chars like SSF2 Luffy to become borderline bottom tier material. I can see why it'd be hard af to balance it, they can try the byleth or belmonts approach but neither chars are really good and if Sakurai mentions that the character will be "unique", i just hope that it doesn't mean extendable hurtboxes with slow frame data.
I'm not sure. I feel like unknown ARMS rep will probably end up being a very good character or a very bad one (For better or for worse). From what I've seen and heard of ARMS, the gameplay isn't all that solid and looks kind of slow (I could be wrong, I've never played it, don't get too mad at me), so I'm guessing this character might lack frame-data, mobility, or possibly both as a representation of this. The character having range is pretty much a given, it's just a question of how much range. Are they planning on outdoing Byleth and Simon in this regard, or will they possibly tone it down depending on how good their frame-data and mobility are? I wouldn't be surprised if this character relies heavily on grabs if their grab ends up being as a tether. Their likely long range on their moves combined with an up-throw that doesn't deal too much knockback could actually be pretty scary for characters with a bad disadvantage if their up-air or n-air ends up being a good combo extender/juggling tool or if they just have a kill move with long vertical range.The sword fighter complaints might be one of those loud minority things since, as you said, a lot of people like using sword fighters.
Ironically, now we might be getting a melee fighter with beyond sword level range. Though, what are people thinking with mobility? Generally that kind of range would come at the cost of a lot of mobility, but do you think they'll balance it out in a different way?
The true tricky part about translating ARMS in Smash is just the fact it's a 3D fighter, and lots of it's mechanics taking full advantage of this. Half of the potential arms are used to curve to the side to catch strafing or avoid clashes, which you can't really do in a 2D plane. How do you translate the boomerangs, the chakrams, the birds? Or stuff like the Tri-Shot designed to hit a wide lateral area, as opposed to the Hydra hitting vertical?ARMS was one of my favorite games of the year when it came out so seeing that franchise make its way to Smash fills me with a lot of joy. The characters of that series are all well designed and fun.
Far be it necessarily the thread to speculate on how the characters will play but I think the chief difficulty of translating an ARMS character into Smash is the fact that, while a fun and elegant game, ARMS is extremely simple in terms of fundamental mechanics. Every character gets two long-range punches, a three-weapon selection that has different effects/traits, a generic super flurry attack, the ability to charge attacks (that gives the weapons unique traits), a grab and some kind of active/passive ability depending on the character. In other words; not a lot to fill out a whole move set when in the grand scheme of things, you basically have only one unique way of attacking while Smash has over a dozen. But that does make them a pretty interesting proposition because it means Sakurai is going to be expanding these characters in wholly unique ways whereas much of the previous fighters had their content laid out for them.
I think the key thing with them is despite being obvious range monsters, let it not be said that a lot of these characters are unable to fight without having to extend their limbs. I made the key mistake early in Smash speculation of assuming Inkling's entire move set would have to use every single one of her weapons (they only used five and turned her into more of a speedy footsies character rather than the zoner-like archetype more accurate to her games). By that token don't expect our mystery fighter to not have any better close-range or potential burst options. Despite these characters having long-reaches their attacks are generally fairly slow, making up for it by being able to curve punches. Will we be able to curve our attacks like Pit's arrows? Is it possible we can attack while moving? Maybe the FSmash can send off two attacks, similar to Link's? If they're strapped for close-combat moves, they're in luck if they decide to go with Min Min as the ARMS rep; she actually attacks with regular kicks and has a Samus-like BAir/NAir, which in the game even doubles as a reflector...!
Besides the obvious applications of tethers and long-range attacks I'm also left wondering about their aerial speed. ARMS characters on ground aren't very agile, despite the fact that they have the ability to dash, but characters in the game have great aerial suspension and a lot of characters have some unique gimmicks that are entirely built around their airborne capabilities (Ribbon Girl herself has a unique fast fall mechanic!). Despite how insane the prospect sounds with their operative range, I'm left thinking whether this unknown character will have some good air accel/air speed, since a key component with these characters is their ability to weave in and out of attacks; actually not too unlike the swordies we discussed earlier, in particular Lucina who uses her speed as a means of retreat.
As for the specials, those will obviously be dependent on which character they settle with (ARMS swapping is a gimmick but we saw Joker only utilize Arsene despite canonically having way more/stronger Personas; I think it's fair to say the ARMS rep will also only stick between the defaults, which can be difficult since they have three rather than two). In the grand scheme of things these will vary in sense of "one can be a projectile, the other does electric/explosive/fire/etc. damage" but many of those latter effects will be influenced only if they translate the charge mechanic, which seems like it may be a "crutch" to lean on for K.O's if they go that route (you can essentially power up your next attack after a split second wind up though some characters like Min Min can continue holding onto a charge up until they enter a hard knock down, whereas Dr. Coyle gets a third arm which..?!).
Big weakness I'm predicting this far out is probably going to be grounded mobility; initial dash is likely going to be really poor. Frame data is also going to be sus I think, we're talking a fist fighter who prefers playing mid-range, likely with good aerial control, and that's a unique archetype for sure.
Some specific tomfoolery to look out for if they go with any of the following;
- Spring Man and Max Brass have comeback mechanics when high damage, we know how people feel about those.
- Mechanica and Master Mummy... probably not making it in given that their entire gimmick is super armor on everything while the latter has healing.
- Helix and Misango are probably the two weirdest characters in the roster as far as gimmicks are concerned and probably too high maintenance for a game like Smash to do effectively, given how complicated the characters already are to translate (though Misango's gimmick specifically is basically Monado Arts).
- Twintelle has a time stop.
- Dr. Coyle can turn invisible.
While the relatively small movesets in ARMS can make things feel spammy, if you go to watch high-level play you will find that the meta actually tends to favor, somewhat counter-intuitively, close range pressure and vortexing. The best characters in the game have tools that can severely limit wake-up options, especially once their opponents are backed into corners. Stuff like Twintelle's slow aura, Max Brass's parry shockwaves and buff armor... really almost everyone can do stuff like this to varying degrees, whether through armor, parrying or evasiveness. To say nothing of the "supers" also parrying attacks.I'm not sure. I feel like unknown ARMS rep will probably end up being a very good character or a very bad one (For better or for worse). From what I've seen and heard of ARMS, the gameplay isn't all that solid and looks kind of slow (I could be wrong, I've never played it, don't get too mad at me), so I'm guessing this character might lack frame-data, mobility, or possibly both as a representation of this. The character having range is pretty much a given, it's just a question of how much range. Are they planning on outdoing Byleth and Simon in this regard, or will they possibly tone it down depending on how good their frame-data and mobility are? I wouldn't be surprised if this character relies heavily on grabs if their grab ends up being as a tether. Their likely long range on their moves combined with an up-throw that doesn't deal too much knockback could actually be pretty scary for characters with a bad disadvantage if their up-air or n-air ends up being a good combo extender/juggling tool or if they just have a kill move with long vertical range.
I know that this is rather unrelated to the conversation on the ARMS character's movesets, but what are the best characters in ARMS?While the relatively small movesets in ARMS can make things feel spammy, if you go to watch high-level play you will find that the meta actually tends to favor, somewhat counter-intuitively, close range pressure and vortexing. The best characters in the game have tools that can severely limit wake-up options, especially once their opponents are backed into corners. Stuff like Twintelle's slow aura, Max Brass's parry shockwaves and buff armor... really almost everyone can do stuff like this to varying degrees, whether through armor, parrying or evasiveness. To say nothing of the "supers" also parrying attacks.
I don't think there's really an ordered list, considering the customizable arms themselves and counterpicking those between rounds is a thing, but noted strong characters are Twintelle and Max Brass whom I just described, Kid Cobra for his strong burst movement options, and Dr. Coyle for being able to launch double-strength attacks for half the commitment and maintain a near constant height advantage, plus "air blocking" since the game always treats her as if she is "grounded" (this actually does make her more susceptible to stunning ailments, however, as most other characters would simply be knocked down in that scenario).I know that this is rather unrelated to the conversation on the ARMS character's movesets, but what are the best characters in ARMS?
Does the game have a tier list or something?
Maybe this can gauge specific characters to look out for when the character is revealed.
I think this is a good layout of mechanics but there's also the potential of ARM breaking. If the moves are strong, it may be a way of reigning the character in.ARMS was one of my favorite games of the year when it came out so seeing that franchise make its way to Smash fills me with a lot of joy. The characters of that series are all well designed and fun.
Far be it necessarily the thread to speculate on how the characters will play but I think the chief difficulty of translating an ARMS character into Smash is the fact that, while a fun and elegant game, ARMS is extremely simple in terms of fundamental mechanics. Every character gets two long-range punches, a three-weapon selection that has different effects/traits, a generic super flurry attack, the ability to charge attacks (that gives the weapons unique traits), a grab and some kind of active/passive ability depending on the character. In other words; not a lot to fill out a whole move set when in the grand scheme of things, you basically have only one unique way of attacking while Smash has over a dozen. But that does make them a pretty interesting proposition because it means Sakurai is going to be expanding these characters in wholly unique ways whereas much of the previous fighters had their content laid out for them.
I think the key thing with them is despite being obvious range monsters, let it not be said that a lot of these characters are unable to fight without having to extend their limbs. I made the key mistake early in Smash speculation of assuming Inkling's entire move set would have to use every single one of her weapons (they only used five and turned her into more of a speedy footsies character rather than the zoner-like archetype more accurate to her games). By that token don't expect our mystery fighter to not have any better close-range or potential burst options. Despite these characters having long-reaches their attacks are generally fairly slow, making up for it by being able to curve punches. Will we be able to curve our attacks like Pit's arrows? Is it possible we can attack while moving? Maybe the FSmash can send off two attacks, similar to Link's? If they're strapped for close-combat moves, they're in luck if they decide to go with Min Min as the ARMS rep; she actually attacks with regular kicks and has a Samus-like BAir/NAir, which in the game even doubles as a reflector...!
Besides the obvious applications of tethers and long-range attacks I'm also left wondering about their aerial speed. ARMS characters on ground aren't very agile, despite the fact that they have the ability to dash, but characters in the game have great aerial suspension and a lot of characters have some unique gimmicks that are entirely built around their airborne capabilities (Ribbon Girl herself has a unique fast fall mechanic!). Despite how insane the prospect sounds with their operative range, I'm left thinking whether this unknown character will have some good air accel/air speed, since a key component with these characters is their ability to weave in and out of attacks; actually not too unlike the swordies we discussed earlier, in particular Lucina who uses her speed as a means of retreat.
As for the specials, those will obviously be dependent on which character they settle with (ARMS swapping is a gimmick but we saw Joker only utilize Arsene despite canonically having way more/stronger Personas; I think it's fair to say the ARMS rep will also only stick between the defaults, which can be difficult since they have three rather than two). In the grand scheme of things these will vary in sense of "one can be a projectile, the other does electric/explosive/fire/etc. damage" but many of those latter effects will be influenced only if they translate the charge mechanic, which seems like it may be a "crutch" to lean on for K.O's if they go that route (you can essentially power up your next attack after a split second wind up though some characters like Min Min can continue holding onto a charge up until they enter a hard knock down, whereas Dr. Coyle gets a third arm which..?!).
Big weakness I'm predicting this far out is probably going to be grounded mobility; initial dash is likely going to be really poor. Frame data is also going to be sus I think, we're talking a fist fighter who prefers playing mid-range, likely with good aerial control, and that's a unique archetype for sure.
Some specific tomfoolery to look out for if they go with any of the following;
- Spring Man and Max Brass have comeback mechanics when high damage, we know how people feel about those.
- Mechanica and Master Mummy... probably not making it in given that their entire gimmick is super armor on everything while the latter has healing.
- Helix and Misango are probably the two weirdest characters in the roster as far as gimmicks are concerned and probably too high maintenance for a game like Smash to do effectively, given how complicated the characters already are to translate (though Misango's gimmick specifically is basically Monado Arts).
- Twintelle has a time stop.
- Dr. Coyle can turn invisible.
Arm breaking goes deeper than that. In the game proper, it also ties into your shield health. Having a damaged arm weakens your block, and likewise blocking a barrage of hits can leave the arms vulnerable.ARMS was a very fun game with a lot of character, so I'm super pumped to see it entered into the Smash canon.
I think this is a good layout of mechanics but there's also the potential of ARM breaking. If the moves are strong, it may be a way of reigning the character in.
I do expect a good (and maybe unique?) initial dash as that's one of the primary and most important movements in the game.
Contrary to the above, there’s definitely an agreed upon tier list. Yes the different arms do make a difference, but the individual characters themselves also play a Up until 6+ months ago, I used to play the game in community tournaments and such.I know that this is rather unrelated to the conversation on the ARMS character's movesets, but what are the best characters in ARMS?
Does the game have a tier list or something?
Maybe this can gauge specific characters to look out for when the character is revealed.
Kid Cobra's charged dashes are all well and good, but what really pushes his mobility over the top are his jumps, which are longer and faster than anyone else. And they don't require charging, in fact they can help get those charges in case dashes are needed. At launch they were even better and harder to deal with until their distance was nerfed. Even so, once you master controlling the distance with full and short hops (yes, that is a thing in ARMS), he is very unpredictable.Contrary to the above, there’s definitely an agreed upon tier list. Yes the different arms do make a difference, but the individual characters themselves also play a Up until 6+ months ago, I used to play the game in community tournaments and such.
Top 3 are, in order:
Dr. Coyle, MaxBrass and Kid Cobra
- Coyle: Invisibility on wake up and while holding block. Perpetual hovering, almost literally able to fly around the stage at almost any altitude. And is able to spawn a 3rd Arm at will while holding charge. Has the least amount of hitstun and longest dash. She’s extremely oppressive.
- Max Brass: permacharges at low health, can deflect attacks and can have super armor (super armor in Arms is nutty btw; Brass super armor being the nuttiest and being permanent at low health). Also 3rd for highest throw damage in the game iirc. His goal is to corner and pressure you, and keep you there.
- Kid Cobra: Starts out slow, but after charging becomes a much better and much faster character. He’s a rush down character, with the ability to slide under pretty much everything for free and punish you for it. Iirc, has the second highest throw damage. Tbh, I personally don’t know too much about this character having never played with him, only played against him.
Bottom 3 are, in order:
Master Mummy (K Rool of ARMS; big and slow and just super armor the character. Has the highest throw damage and can self heal though)
Byte and Barq (dysfunctional, discount, Ice Climbers. Barq is equivalent to Nana with much worse AI. Nuff said)
Misango (basically the shulk of the game, but almost zero reward for how “difficult” he is to master)
Everyone else is mid-tier and roughly equal in terms of how good they are to one another. It should be noted that the power level difference between the best character and worst character isn’t even that big, and pretty much most characters are decently viable.
Mashing is the meta with every character.Last sword post from me for a while, promise.
Here's the thing, and probably the sagest piece of wisdom I can offer on this: because it matters, it won't matter.
Because you, as Roy's opponent, know that there's a significant chance of that 1 or 2 frames mattering, you won't take the risk. The best players want consistency. They don't want to try to punish a jab that they can almost borderline punish, but may just get killed for instead. It isn't worth the risk, especially at ledge. So it doesn't really matter when it's happening, because the situation isn't happening.
You get punished once or twice for trying to punish a Roy jab and then you're like "nope never doing that again, screw losing my stock over this nonsense."
So even if the chance of it mattering is 20% or 30%, it effectively becomes 100%. Because "some schmuck" in this case happens to be the top players (I'm not belittling them, though; their approach is logical).
One other thing worth noting also is that Roy's jab side-b is actually loaded with risk-reward on the Roy side. I mean, you can die at 60. That doesn't happen with Chrom.
Don't get me wrong. Spacing still matters with Roy (maybe even more so than with other characters in some ways since you need sour hits too). Even if you're hitting with the blade, you still have to sort of "tip" the blade--you can't be on top of your opponent or you don't get the full safety. It's just not as obvious when Roy is too close compared to when Lucina is too close.
And if it makes you feel better, when MKLeo was watching Kola play Roy, he was complaining about Kola "not camping hard enough" (his words--what he meant was sword zoning, though).
Roy is utterly baffling for many swordsman mains--even goes for me in some cases. Back when I first started playing this game, I played a bit of Roy in bracket, and I had Shaya telling me to tipper d-tilt more and space attacks with the tip, like I was playing Lucina. There's this Brawl-era mentality (which I imagine is what Emblem Lord was getting at) that swords should approach neutral with safe pokes at a distance and not worry about the reward they get off of those pokes, since you can always net the reward in advantage later.
But then you have Roy players mashing hard and winning sets, and it's working. Against really good players!
Heck, even in Void's Sheik matchup chart, he was like, "Roy loses this matchup, just like all the other swords. Well, until he starts mashing. Then it can be hard."
"Roy mashing" is legit a thing in the meta right now. Sounds silly, but it's there.
Byleth's whole moveset is basically their gimmick. The fact they use the other Hero Relics along with the Sword of the Creator. At least, that's what it looks like to me.Why are we expecting a special mechanic?
Neither Banjo (Wonderwings maybe?) nor Byleth have one.
I mean, our obvious baseline is the Belmonts--super long-but-narrow range, super poor mobility with a couple token burst mobility options.Ironically, now we might be getting a melee fighter with beyond sword level range. Though, what are people thinking with mobility? Generally that kind of range would come at the cost of a lot of mobility, but do you think they'll balance it out in a different way?
I'd imagine if they're going with high movement speed + range, they'd have to balance it somehow by being an extreme Little Mac.I mean, our obvious baseline is the Belmonts--super long-but-narrow range, super poor mobility with a couple token burst mobility options.
But we'd expect an ARMS character to be nimble as much as we'd have a Belmont to have projectiles. And while projectiles go hand-in-hand with long-range whip normals, Little Mac or Brawler style boxer-nimbleness sure doesn't.
Movement speed + range is one of the most universally chronic balance problem across genres, from RTS to fighters to MOBAs to Skyrim. Unless literally every opponent in the game has superior burst movement options, kiting is an unavoidable issue.
Mobility-wise, sure. While there's no running in ARMS, it's probably safe to say their movement speed will only be average at best. Frame data, however, is handled somewhat unusually. Unless punches connect with something, they always extend to maximum length before returning as a general rule. What this results in is a risk-reward dynamic in playing close-range vs. long range. Punching from afar is more reactable and makes it harder to confirm combos, but you will end up recovering almost as fast from whiffs as you do from successful hits, making it safer. Up close, the instant recovery off landed punches opens up all sorts of combo potential and gives less time to react, but a whiff or blocked attack will give your opponent a much bigger opening.I mean, our obvious baseline is the Belmonts--super long-but-narrow range, super poor mobility with a couple token burst mobility options.
But we'd expect an ARMS character to be nimble as much as we'd have a Belmont to have projectiles. And while projectiles go hand-in-hand with long-range whip normals, Little Mac or Brawler style boxer-nimbleness sure doesn't.
Movement speed + range is one of the most universally chronic balance problem across genres, from RTS to fighters to MOBAs to Skyrim. Unless literally every opponent in the game has superior burst movement options, kiting is an unavoidable issue.
Not very likely. Jumping and attacking is a very important part of ARMS fighting. Risky, but important.I'd imagine if they're going with high movement speed + range, they'd have to balance it somehow by being an extreme Little Mac.
Out of every character who was buffed in 7.0, I'd say that 's changes have definitely proven to be far more beneficial than we all thought originally, and the increase in his results (arguably much more noticeable than any other of the buffed characters) prior to when the coronavirus hit were likely a result of that.There was a problem fetching the tweet
Some more impressions of from Meru after 2 months.
Basically:
Phantom, Din's Fire and upAir are significant
Ftilt is decent
Nair is still doing nothing or very little
Meaning she's good now but still nowhere close to who Meru also plays, so yeah.
Can't really add much to that. That's how I experience the changes as well, although I still think that fSmash is superior in pretty much every situation.
I think it would be hard to design King K. Rool and Donkey Kong in ways to make them viable at top levels without also being toxic. I could see Ike being somewhat viable and not too toxic with a few buffs (even right now he's probably high-mid and somewhat decent). We know from Smash 4 that Mewtwo has the potential to be top/high tier and not very toxic, so a few Mewtwo buffs could be really cool too.Still hoping for certain buffs to characters as Ike, King K.Rool, DK and Mewtwo however.
In Smash 4 both Marth and Lucina were quite viable, with Lucina only being a little bit worse than Marth (and some, like ZeRo, even argued that Lucina was better). In Ultimate Marth got nerfed in ways that hurt him more than Lucina (like losing jab to f-tilt, and tippers being harder to land compared to the slower gameplay in Smash 4). I don't think Marth is a terrible character in Ultimate but he lost most of his main advantages over Lucina, while being harder to play and less consistent, making him the inferior version, harder to play and generally worse. He's probably a high-mid tier or high tier character, but when Lucina is a top/high tier character who is easier to play, why play Marth?I don't think Marth is bad per say. The problem with how they designed Lucina, is how do you make where one doesn't invalidate the other?
The gameplay speed itself is actually not why it is hard to land tippers with Marth. We all know how good is.In Smash 4 both Marth and Lucina were quite viable, with Lucina only being a little bit worse than Marth (and some, like ZeRo, even argued that Lucina was better). In Ultimate Marth got nerfed in ways that hurt him more than Lucina (like losing jab to f-tilt, and tippers being harder to land compared to the slower gameplay in Smash 4). I don't think Marth is a terrible character in Ultimate but he lost most of his main advantages over Lucina, while being harder to play and less consistent, making him the inferior version, harder to play and generally worse. He's probably a high-mid tier or high tier character, but when Lucina is a top/high tier character who is easier to play, why play Marth?
That could be problematic for the character.I wonder how players would feel if they took a Dhalsim approach and made the extended limbs have hurtboxes.
Actually let me correct you on Luffy a little. Version 1.0.3.2 (Where the competitive scene was most active) had purely clanking projectiles just like 1.2, it got randomly removed in 1.1 but since the community was dead around the time due to Ultimate coming out there wasn't a huge talked about meta but the projectile change DID hurt luffy however most people ironically thought he was high tier in the beginning due to the "grabs beating attack" change.The gameplay speed itself is actually not why it is hard to land tippers with Marth. We all know how good is.
There are instead other reasons, two of those being mechanical to Ultimate, and the third one being a direct nerf from SSB4:
That is pretty much the gist of it.
- The lack of microspacing options. Dash canceling helps him quite a bit, but without tech like perfect pivoting, getting the precise spacing for tippers can be tricky. However, this is not too much of a dealbreaker alone. It is, however, combined with the below two reasons.
- The way the c-stick aerials work. If you input a c-stick aerial in Ultimate, the character will drift towards the direction you inputted on the c-stick, because in Ultimate, the c-stick input is tied to the normal stick in some way.
- The biggest one is that Marth's sourspot hitboxes in Ultimate now takes priority over the sweetspot, unlike the opposite from previous Smash games. They also increased the hitbox size of the sourspots, although the sweetspot size is unchanged.
That could be problematic for the character.
For those who don't know about SSF2 Luffy, he is a character with a lot of range and specializes in command grabs. However, the main issue with him is that all of his long-ranged moves extends his hurtbox. Granted that he has a bunch of other issues (dash attack randomly whiffing, laggy command grabs, a poor recovery, etc.), but that weakness really hurts the character and he currently sits in the low tiers. It used to be even worse for him in earlier versions of SSF2, as clanking against projectiles never existed (clanking in general did not exist) and command grabs did not have that much priority.
When Rayman came out recently, he basically did everything Luffy did, but better. He also has insane range in even his faster attacks (like his jab), but because he attacks using his disconnected limbs, the space between his feet/hands and body have no hurtbox. The foot on his forward air also has no hurtbox. The character also simply has a far more solid moveset overall. He also has Plum, but that is another can-of-worms.
If an ARMS character has the Dhalsim approach, he is most likely going to be a Luffy instead of a Rayman, and that could really hurt the character. That is like what would happen if all of his moves were PPlant's down B. A Dhalsim or Billy Kane like character archetype doesn't work as well in a platform fighter, especially since swords in Smash Bros does not extent the user's hurtboxes.
I do like the concept of swatting away his punches, instead of giving him polarizing stats.
There are actually answers to the first two points you brought up although they are incredibly restrictive. The answer to the first point is wavedashing. Walking starts off slow and if you have to space back then you have to walk back and turn around if you want to use something like jab or dtilt while dashing has a set distance that can often be too far for precise spacing. Unfortunately, Ultimate's downward airdodges force the character up a bit first and they have enough landing lag that the option itself is an overall slower precise spacing option than Melee's wavedash or Smash 4's perfect pivoting. Fastfallers like Chrom are able to make better use of wavedashing for spacing but even then, it's still restrictive compared to what Melee and 4 offered.The gameplay speed itself is actually not why it is hard to land tippers with Marth. We all know how good is.
There are instead other reasons, two of those being mechanical to Ultimate, and the third one being a direct nerf from SSB4:
That is pretty much the gist of it.
- The lack of microspacing options. Dash canceling helps him quite a bit, but without tech like perfect pivoting, getting the precise spacing for tippers can be tricky. However, this is not too much of a dealbreaker alone. It is, however, combined with the below two reasons.
- The way the c-stick aerials work. If you input a c-stick aerial in Ultimate, the character will drift towards the direction you inputted on the c-stick, because in Ultimate, the c-stick input is tied to the normal stick in some way.
- The biggest one is that Marth's sourspot hitboxes in Ultimate now takes priority over the sweetspot, unlike the opposite from previous Smash games. They also increased the hitbox size of the sourspots, although the sweetspot size is unchanged.
Well, in Smash 4, it was essentially the opposite just less polarized. If they are about even, then Marth overshadows her. How much was Lucina used competitively in that game? They are just so similar, that is seems very hard to make it so that one just isn't considered better plain and simple making the other one more or less irrelevant. Even if they are about same, Smash 4 showed that only one will tend to be used more.I think it would be hard to design King K. Rool and Donkey Kong in ways to make them viable at top levels without also being toxic. I could see Ike being somewhat viable and not too toxic with a few buffs (even right now he's probably high-mid and somewhat decent). We know from Smash 4 that Mewtwo has the potential to be top/high tier and not very toxic, so a few Mewtwo buffs could be really cool too.
Aaaanyway, we probably shouldn't speculate too much about buffs. If buffs happen, they happen. Our time is probably better spent discussing what is, and right now Ike is pretty decent, King K. Rool, Donkey Kong, and Mewtwo are pretty bad.
In Smash 4 both Marth and Lucina were quite viable, with Lucina only being a little bit worse than Marth (and some, like ZeRo, even argued that Lucina was better). In Ultimate Marth got nerfed in ways that hurt him more than Lucina (like losing jab to f-tilt, and tippers being harder to land compared to the slower gameplay in Smash 4). I don't think Marth is a terrible character in Ultimate but he lost most of his main advantages over Lucina, while being harder to play and less consistent, making him the inferior version, harder to play and generally worse. He's probably a high-mid tier or high tier character, but when Lucina is a top/high tier character who is easier to play, why play Marth?
I agree with everything here, this current patch did wonders for many off-meta counterpicks and I'm glad to see them shake things up while not gutting top tiers.SNIP
Easy:I think it would be hard to design King K. Rool and Donkey Kong in ways to make them viable at top levels without also being toxic.
Towards the end of SSB4's lifespan, Lucina was being played around a little more than Marth, simply to due to how simplistic she is in comparison to Marth. ZeRo have shown that she is a nice character to at least have in the pocket.Well, in Smash 4, it was essentially the opposite just less polarized. If they are about even, then Marth overshadows her. How much was Lucina used competitively in that game? They are just so similar, that is seems very hard to make it so that one just isn't considered better plain and simple making the other one more or less irrelevant. Even if they are about same, Smash 4 showed that only one will tend to be used more.
I agree with this to an extent. As time has gone on, some characters who favor a more aggressive playstyle have fallen off with and being the best examples of this. At the same time, thanks to direct buffs and advancements in certain characters meta games, we've seen characters with more defensive playstyles improve over time like and However, I don't think that means aggressive characters in Ultimate are necessarily worse than defensive ones.Young Link and Samus have also improved tons, but where already seeing some results but now have solidified their presence even more. This changed the overall playstyle of Ultimate too in a way. It got way less aggressive, neutral is played way safer now than before. Maybe that's why the former Smash 4 Top Tiers are suddenly much stronger now. Because neutral is slowing down and their strengths get more mileage out of it.
Will these be on youtube?Cosmos is actually trying to go all this tournament. However, that ended up on him losing to Raffi-X 3-0.
Here are some other notable sets:
BestNess 3-2 Hungrybox
Kola 3-2 Plup
Maister 3-2 Rivers (both games taken with Diddy)
All three of these sets' victors are not surprising, but all are surprisingly close.
Hungrybox 2-1 Rivers (out at 25th)