SapphSabre777
Smash Journeyman
- Joined
- Oct 7, 2014
- Messages
- 398
- 3DS FC
- 4742-5094-9684
I've got nothing better to do, so I'm typing up thoughts after GOML and such. Thank goodness we are slowly (very, but surely) going back to more relevant post-COVID times. A new time of Smash indeed~
with Tweek definitely showed just how much potential this character has for him going into the future, and he is a doozy. Diddy's buffs have fallen under that category of "alone they are QoL, when combined they are amazing". His D-Tilt leads into his new combo extender/starter in Dash Attack, which also leads to another follow-up, or he can go with D-Tilt into his improved F-Air or U-Smash, and his improved F-Air massively improves his already great neutral to ridiculous lengths. What changed about Diddy to 8.0 is that he now is rewarded handsomely with winning with his very sturdy neutral game, which is a 1-2 combination that very little characters, even at top tier, have the privilege to have, and all of that was best displayed during his 2-0 vs ESAM. I'll need more info on how he does further on, and his weakness to more sturdy projectiles, an effective but exploitable recovery, lack of landing options, et cetera does exist, but Diddy is terrifying at a glance: a character with a top-tier neutral and an excellent advantage state and reward given from easy-winning in that neutral. Keep an eye out for this character.
I think the best way to describe Min Min is volatile, but she's designed with that volatility in mind so that she can concentrate on her high highs much more than her low lows. She's going to do very well competitively thanks to just how insanely high her advantages and benefits are in play, from her aggressive and unique zoning with the best range in the game (disjointed hitboxes rather than traditional projectiles), her absolutely insane advantage and edge/ledge game, and her hurtboxes being rather difficult to hit normally and with her intangibility on moves. Lack of landing options bar D-Air, a weak disadvantage state, and her slow movement speed (though camping/keepaway against her is simply futile) will hinder her a bit when put into disadvantageous positions, but her toolkit makes that hard at times to exploit. ESAM CPing Min Min versus Riddles shows the potential this character has, as Ryu was effectively walled out and punished for attempting to get in haphazardly, leading to an easy edgeguard KO. Her added complexity will only help boost her hopes starting her first moments in offline play. She'll be fun to watch in the meta.
with Tweek definitely showed just how much potential this character has for him going into the future, and he is a doozy. Diddy's buffs have fallen under that category of "alone they are QoL, when combined they are amazing". His D-Tilt leads into his new combo extender/starter in Dash Attack, which also leads to another follow-up, or he can go with D-Tilt into his improved F-Air or U-Smash, and his improved F-Air massively improves his already great neutral to ridiculous lengths. What changed about Diddy to 8.0 is that he now is rewarded handsomely with winning with his very sturdy neutral game, which is a 1-2 combination that very little characters, even at top tier, have the privilege to have, and all of that was best displayed during his 2-0 vs ESAM. I'll need more info on how he does further on, and his weakness to more sturdy projectiles, an effective but exploitable recovery, lack of landing options, et cetera does exist, but Diddy is terrifying at a glance: a character with a top-tier neutral and an excellent advantage state and reward given from easy-winning in that neutral. Keep an eye out for this character.
I think the best way to describe Min Min is volatile, but she's designed with that volatility in mind so that she can concentrate on her high highs much more than her low lows. She's going to do very well competitively thanks to just how insanely high her advantages and benefits are in play, from her aggressive and unique zoning with the best range in the game (disjointed hitboxes rather than traditional projectiles), her absolutely insane advantage and edge/ledge game, and her hurtboxes being rather difficult to hit normally and with her intangibility on moves. Lack of landing options bar D-Air, a weak disadvantage state, and her slow movement speed (though camping/keepaway against her is simply futile) will hinder her a bit when put into disadvantageous positions, but her toolkit makes that hard at times to exploit. ESAM CPing Min Min versus Riddles shows the potential this character has, as Ryu was effectively walled out and punished for attempting to get in haphazardly, leading to an easy edgeguard KO. Her added complexity will only help boost her hopes starting her first moments in offline play. She'll be fun to watch in the meta.