CandySamaurai92
Smash Cadet
Roy and Chrom mains are gonna give it to ya. They have a lot of weird hitboxes, so if they figure them out, get ready for a wonky game!
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!
Add to the both tier. Ptooie separates the climbers.Agreed ICs rely on getting in at close range to grab you or hit you with a jab or up-tilt (I think those are their mains combo starters that they use in desync combos, or at least the ones I've seen ICs use the most) where they can oftentimes kill you off one hit. The problem is that the large amount of projectile and sword characters in this game prevent them from getting in and playing neutral a lot of matchups and once they are separated, they lack the tools to do much of anything since Nana's AI is so inconsistent.
I think a lot of why IC's are not great comes down to how many relevant matchups they do well in vs how many characters can exploit their weaknesses to an extreme degree.
I've seen multiple high level ICs matchup charts with and as 60:40 MUs for ICs, ICs mains seem to agree they go even with , and and mains also seem to agree ICs either go even or win slightly against them so in a best case scenario, they do well in about 6 relevant Top/High Tier matchups which on the surface, seems good because that's about as many as some other mid tiers like or but they just lose to so many characters compared to other mid tiers, and they lose those matchups by a pretty significant amount as well.
You really just need be good at one of these things to do well against IC's in Ultimate which I think is why so many characters do well against them.
That last group especially does really well against ICs and and to a lesser degree and are not all that uncommon at top level play as either solo-mains or counterpicks and are also great picks against ICs.
- Disjoints that are long enough to outrange ICs ()
- A strong projectile game that is able to effectively keep ICs out ()
- Ways to separate ICs reliably ()
- Or maybe you just have all of these things available to you ( yes, I think K. Rool should be here)
I think this is largely why ICs won't be relevant without a major buff to their speed and range. Their terrible speed and mediocre range makes approaching extremely hard for them in a lot of matchups and since a lot of the characters that they lose to are fairly relevant in the meta, they just aren't going to do as well as time goes on and people start to figure them out.
Would you also go so far and say he's the worst character?I am convinced is the worst superheavyweight in the game. The only thing I think he has going for him is he has meaty hitboxes with a lot of knockback, so he's never low on kill options. But there are so many issues I see with him.
I just feel like with the other superheavyweights () even if they have the same issues, it's either their's is nowhere near as bad as Ganondorf's or if it is it's compensated by being good in another area.
- Terrible mobility, both in the air and on the ground. This means he's going to struggle approaching, and makes him vulnerable to zoning and camping, and he doesn't have any good anti-zoning tools or a projectile.
- Frame data is bad, with his fastest move being his jab at frame 7. This makes his neutral poor and disadvantage bad. Combined with him being heavy and poor mobility makes him combo food.
- Recovery sucks. Even if he was good in the air, he still has the issues of his side-B and up-B not being that good. Dark Dive can be good for reverse-edgeguarding, but it can be reverse-reserve-edgueguarded with rockcrocking. Plus it doesn't cover that much vertical distance. Flame choke means you use it once and you're helpless, when other characters like Ridley and Incineroar don't have this issue. Also, Ganonciding is far less viable due to being able to mash out of it as well as you dying before your opponent, meaning the opponent have an easier time edgeguarding you when both of you have one stock.
- Not that good at ledgetrapping. Usmash can be used and it can be fine, same with Volcano kick, but its easy for an opponent to mix up due to high start up.
Let me put it this way: if on certain stages platform camping is not only allowed but the norm, then Little Mac is probably the worst. If however people don't platform camp, Ganondorf is very likely the worst. But even if Ganondorf isn't the worst, he's still like Bottom 5.Would you also go so far and say he's the worst character?
That seems pretty reasonable to me. He has slow mobility and framedata, which means he struggles to win neutral. Other chars like have pretty slow framedata and mobility but have good range to compensate. So yeah, a lot of players say that since Ganon can just annihilate stocks if he wins neutral, he isn't bad, but they always forget about everything else. If he loses neutral, some characters send him offstage and then just edgeguard him to heck. And it's too bad, but Ganon usually loses neutral. The other heavies do a lot better in neutral, even if several of them also suck in neutral.Would you also go so far and say he's the worst character?
Not really.Ganon doesn’t have range issues, he has plenty of range. It’s not disjointed range but majority of his attacks have good reaching hitboxes. I wouldn’t even say Ganon has neutral issues unless in specific matchups where being slow and a large target matters. (Ganon doesn’t care if Fox is much faster than him because Fox cannot just run past Ganon’s hitboxes. Ganon does care that Pikachu is much faster than him because Pikachu doesn’t need to run through his hitboxes, he has a projectile that Ganon cannot deal with).
Well has Krysco pointed out he does have range, it’s not disjointed range aside those smash attacks which does bring issues pointed out like his hurtbox going with him which opens him up to easier whiff punishing but he still very much has range in most moves it matters, atleast from a neutral perspective. He doesn’t use up air in neutral, his fair already doesn’t auto cancel so that’s a full hop commitment move and not going to be used much in neutral, atleast the type of neutral Ganon wants to play. I do agree on his Bair and Jab the range is rather underwhelming there and a character like Ganon could really use a better jab. His ftilt fills its purpose for now but ftilt does have those hurtbox extension issues that were pointed out. Overall tho with moves like his tilts (not up tilt obviously) nair is keeps him low and full of active frames and his burst options he’s able to play the grounded neutral he wants to and can even control the pace in some matchups. It’s just all those other problems toploaded with the fact while he does have decent neutral tools it’s not entirely enough to keep up with the myriad of options a lot of characters better than him have that to keep up. What good is a neutral if your unable to escape disadvantage the moment you’ve been hit?Not really.
Key moves like the up air, fair, bair, jab, and grab are noticeably stubby in terms of hitboxes relative to his mobility, frame data, and hurtbox size. While his forward and down tilt's hitboxes are decent, they could be better, especially due to how slow they are.
His sword attacks have great range, but are very slow, with up smash in particular having a pretty bad blindspot.
Neutral air is his main stand-out move in terms of both frame data and hitbox size, but relying on it, especially with the 3rd slowest air speed and air acceleration in the game, is not feasible.
Now compare these hitboxes with other large characters like .
Suddenly the difference becomes stagnating, which also doesn't help that those listed characters are much faster in both frame data and mobility.
Ganondorf has suffered from this issue ever since his Brawl self, and it hasn't really changed much in Ultimate.
also suffers from this issue, but he is a little faster in terms of mobility, and at the very least has projectiles and armor.
To be fair, no game is really at EVO this year.So, Smash is no longer at EVO this year.....
I mean, an overhaul is always possible in the next game if they happen to make it online-multiplayer focused.To be fair, no game is really at EVO this year.
Online tourneys have continued to be a pretty big meh. Yeah, they open up things to a massive audience who may have not been included before, and that's legitimately important. But I think we all agree that it's a slightly different game, and a worse game, and not one that yields pretty much any high quality data as far as people here are concerned.
I'm of two minds. On one hand, people complaining about Ultimate having traditional synchronized-buffer online (and the latency that implies) is legitimate in every sense insofar as the consequences of that are indeed their experience. It's as much a valid market reality as praising the game for anything in it you like.
On the other hand, I get exasperated when people go on to be angry or confused that a Japanese game engine written in 2007 (referencing source code written in 2001) doesn't have rollback. Everyone with half a brain knows what the score is: We have a game with two million characters, five billion stages, a gazillion other things (and actually decent balance) because we've been all-in on building on a single foundation for most of the last 15 years.
If you point out that your truck gets less milage than your wife's Prius, that's a perfectly valid observation. If you're confused as to why that is, well, you're kind of ignorant. If you are indignant than your dealership won't install a hybrid engine in your 2007 F-150, you are a complete moron.
Any future Smash engine will be built on rollback, just as Arcsys's latest Guilty Gear, just as every other fighter series, just as the 2020 F-150 has a hybrid model. Hearing the complaints ensures this fate comes true. But man, let's do it without embarassing ourselves?
I mean what you say is true, as to why we don’t have rollback currently but there isn’t anything that would stop them from implementing rollback in a future title and we do have a replay system so some of the groundwork is there and it is possible. The thing is as you said this is a Japanese game, Japan’s population density and overall far superior internet structure makes online play much more tolerable in delay based match making over there. When the size of a country the game is made is half the size of Texas there isn’t an urgent need focus heavy online stability.To be fair, no game is really at EVO this year.
Online tourneys have continued to be a pretty big meh. Yeah, they open up things to a massive audience who may have not been included before, and that's legitimately important. But I think we all agree that it's a slightly different game, and a worse game, and not one that yields pretty much any high quality data as far as people here are concerned.
I'm of two minds. On one hand, people complaining about Ultimate having traditional synchronized-buffer online (and the latency that implies) is legitimate in every sense insofar as the consequences of that are indeed their experience. It's as much a valid market reality as praising the game for anything in it you like.
On the other hand, I get exasperated when people go on to be angry or confused that a Japanese game engine written in 2007 (referencing source code written in 2001) doesn't have rollback. Everyone with half a brain knows what the score is: We have a game with two million characters, five billion stages, a gazillion other things (and actually decent balance) because we've been all-in on building on a single foundation for most of the last 15 years.
If you point out that your truck gets less milage than your wife's Prius, that's a perfectly valid observation. If you're confused as to why that is, well, you're kind of ignorant. If you are indignant than your dealership won't install a hybrid engine in your 2007 F-150, you are a complete moron.
Any future Smash engine will be built on rollback, just as Arcsys's latest Guilty Gear, just as every other fighter series, just as the 2020 F-150 has a hybrid model. Hearing the complaints ensures this fate comes true. But man, let's do it without embarassing ourselves?
It's not every other fighting game series. The issue is that the majority of fighting game series - particularly those originated in Japan - don't have it. And that's whether it's a new game or not. Rollback has been around for ages, but games are just starting to implement. Even recent ArcSys games (hi Granblue) are still using primarily delay-based solutions.To be fair, no game is really at EVO this year.
Online tourneys have continued to be a pretty big meh. Yeah, they open up things to a massive audience who may have not been included before, and that's legitimately important. But I think we all agree that it's a slightly different game, and a worse game, and not one that yields pretty much any high quality data as far as people here are concerned.
I'm of two minds. On one hand, people complaining about Ultimate having traditional synchronized-buffer online (and the latency that implies) is legitimate in every sense insofar as the consequences of that are indeed their experience. It's as much a valid market reality as praising the game for anything in it you like.
On the other hand, I get exasperated when people go on to be angry or confused that a Japanese game engine written in 2007 (referencing source code written in 2001) doesn't have rollback. Everyone with half a brain knows what the score is: We have a game with two million characters, five billion stages, a gazillion other things (and actually decent balance) because we've been all-in on building on a single foundation for most of the last 15 years.
If you point out that your truck gets less milage than your wife's Prius, that's a perfectly valid observation. If you're confused as to why that is, well, you're kind of ignorant. If you are indignant than your dealership won't install a hybrid engine in your 2007 F-150, you are a complete moron.
Any future Smash engine will be built on rollback, just as Arcsys's latest Guilty Gear, just as every other fighter series, just as the 2020 F-150 has a hybrid model. Hearing the complaints ensures this fate comes true. But man, let's do it without embarassing ourselves?
Could you clarify this for me? Cause I swore I heard that Smash Ultimate was made with the Unreal engine this time around. If they really have been using the same engine since Brawl, then that sounds equal parts amazing and disturbing (like the world's most impressive Lego estate built over a decade).On the other hand, I get exasperated when people go on to be angry or confused that a Japanese game engine written in 2007 (referencing source code written in 2001) doesn't have rollback. Everyone with half a brain knows what the score is: We have a game with two million characters, five billion stages, a gazillion other things (and actually decent balance) because we've been all-in on building on a single foundation for most of the last 15 years.
I'm not naive, that's why I used "hope".You might be overestimating how much they care about EVO. In fact, you probably are.
We're still comparing a prestigious show ran by industry veterans and celebrated by game developer giants worldwide to a fighting game tournament that, while large, is a substantially smaller niche. Smash has substantially better avenues to give content updates than EVO, especially what with Nintendo being extremely secretive about the game and a few EVO announcements having a history of leaking. Even Joker was unknown of to most of the TGA staff outside of Geoff until the final hour.They don't always show trailers at their own stuff. Wasn't Joker announced at a third party event?
I don’t think he meant to say engine, as in the game engine, but netcode. In which case, I don’t think Ultimate’s netcode is the same or even a modified version of Brawl netcode.Could you clarify this for me? Cause I swore I heard that Smash Ultimate was made with the Unreal engine this time around. If they really have been using the same engine since Brawl, then that sounds equal parts amazing and disturbing (like the world's most impressive Lego estate built over a decade).
Joker was at The Game Awards, which does have an unusual amount of Nintendo support including reveals and interviews. It's almost like a mini-E3, deliberately positioned opposite that window on the calendar.They don't always show trailers at their own stuff. Wasn't Joker announced at a third party event?
Yup, this.We're still comparing a prestigious show ran by industry veterans and celebrated by game developer giants worldwide to a fighting game tournament that, while large, is a substantially smaller niche. Smash has substantially better avenues to give content updates than EVO, especially what with Nintendo being extremely secretive about the game and a few EVO announcements having a history of leaking. Even Joker was unknown of to most of the TGA staff outside of Geoff until the final hour.
Smash Ultimate is not built on the Unreal rendering engine, nor any other part of Unreal. This would also have pretty much nothing to do with the netcode or foundational infrastructure we are talking about when discussing rollback.Could you clarify this for me? Cause I swore I heard that Smash Ultimate was made with the Unreal engine this time around. If they really have been using the same engine since Brawl, then that sounds equal parts amazing and disturbing (like the world's most impressive Lego estate built over a decade).
While this may be true, being more prestigious and reliable is different than not being third party. Either way, you can't say they haven't done it at third party events even if they prefer to do it in Directs. If we're being really technical, E3 itself is not a Nintendo event either, but it's usually within some sort of presentation (or whatever it was they revealed Pac-Man in) which is theirs.We're still comparing a prestigious show ran by industry veterans and celebrated by game developer giants worldwide to a fighting game tournament that, while large, is a substantially smaller niche. Smash has substantially better avenues to give content updates than EVO, especially what with Nintendo being extremely secretive about the game and a few EVO announcements having a history of leaking. Even Joker was unknown of to most of the TGA staff outside of Geoff until the final hour.
Uhhh, a few points, all of which is getting well off-topic: (But let's face it, quarantine has sort of paused "the topic.")If we're being really technical, E3 itself is not a Nintendo event either, but it's usually within some sort of presentation (or whatever it was they revealed Pac-Man in) which is theirs.
I know they have a Directs (though, I wasn't sure when they shifted away from conferences, either way, the old conferences did have Smash news too), but I was speaking technically. Nintendo doesn't host E3, but the Directs and such are their thing which they host as part of a bigger event that they don't, so that's kind of a gray area. But in any case, technicalities aside, the fact remains that they have done at the very least one reveal at a non-Nintendo event without any sort of Direct. Admittedly, it's the outlier, but it can't be ruled out moving forward.NotLiquid just explained it to you guys and you're off spouting Twitter-tier conspiracy theories.
Uhhh, a few points, all of which is getting well off-topic: (But let's face it, quarantine has sort of paused "the topic.")
- E3 is the key event of the ESA, the industry association of which Nintendo is, obviously, one of the biggest members of. It would be unusual to suggest that the E3 is somehow unrelated to Nintendo.
- Nintendo hasn't actually had a live E3 press conference since 2012, citing the ballooning costs of space and burden on staff. Instead, they have done Directs that I usually hear are not technically a formal part of E3.
- However, Nintendo brands them outright as "E3 201X Direct", and the ESA (again, who is Nintendo just like your family is you) would never schedule another event during that broadcast time. In fact, I've seen ESA-produced materials that include the Direct on the schedule.
- For a few years, Nintendo hosted a more modest "Developer Round Table" towards the end of E3. They often revealed something extra at the end, and these otherwise uneventful small events were where they revealed WFT and PAC-MAN.
Well, that much will never happen, at least until a radical shift in technology. Every fighting game is going to be peer-based; the cost of dedicated servers would be insane and wouldn't even solve the actual problem people are mad about.People are just being wishful thinkers hoping this will stop Nintendo using P2P networking on their online servers.
I agree with you about Pit. Sure, he really does need his hitboxes fixed so that people don't fall out of them as often as they do now (although this is more of a general multi-hit inconsistency issue in Ultimate that Pit tends to suffer from more than most), but he has other good attributes and tools like decent ground speed, a solid grab game with throws that lead into some of his combos (iirc), solid frame data, a projectile to camp with and a reflector to discourage the opponent from camping him back with their own projectile(s).On a note more related to the topic at hand, I swear Pit is underrated. Some people still put this character in Bottom 5, but I feel this character isn't even in Bottom 10. They have issues, but they feel well-rounded enough such that they should be nowhere near the worst.
Oh great. Now I have to worry about Terry players running up to me, randomly throwing out an invincible Rising Tackle or seamless full-powered Burn Knuckle out of nowhere and KO'ing me at 90%. The thing is that the basic version of this tech isn't even that difficult to do.
I was sold at simplified GO inputs. I hated sometimes getting Buster Wolf when I wanted Power Gyser, or even command Power Dunk when I wanted Buster Wolf.