People sure are having weird takes about parry being the same in the game this week as it was last week.
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Ignoring the nuance of my post doesn't make it go away.Bit odd to have “this heavy should not be buffed” and “no heavy is competitively viable” in the same post
What do you mean by "surviving?" If you mean living until very high percentages, then they already do. If you mean coming back to stage when launched away from it, then I'm not sure I categorically agree.The heavies have huge hitboxes and need advantages to compensate. K fool’s recovery is very predictable and goes to the ledge 90% of the time
at minimum the heavies should be better at surviving than the smaller, lighter top tiers.
No one is denying that Pikachu is a better character than K. Rool. Pikachu is better than most other characters too.You could let k rool literally fly at will & he would still be worse than pikachu, who at present has a better recovery in addition to smaller hotbox and better frame data
Agreed, but make sure that not half their movesets are instant equalizers with hidden power in the form of instant super armor, massive and unintuitive disjoints, and 25 active frames first. Thanks.no smash game yet has produced a top tier heavy. Bring on the buffs!
Ironically Kirby is good in 64 partially because of some misleadingly large hitboxes that you're complaining DK has today. And it's not like he was faster then than he is today, really he owes most of his strength then to the engine favoring him, just as Jigglypuff did in Melee.Ignoring the nuance of my post doesn't make it go away.
What do you mean by "surviving?" If you mean living until very high percentages, then they already do. If you mean coming back to stage when launched away from it, then I'm not sure I categorically agree.
No one is denying that Pikachu is a better character than K. Rool. Pikachu is better than most other characters too.
Agreed, but make sure that not half their movesets are instant equalizers with hidden power in the form of instant super armor, massive and unintuitive disjoints, and 25 active frames first. Thanks.
The reason I don't like the way heavies are designed in Ultimate isn't that the kill early or whatever, it's that their power budget is all allocated toward killing you early and in surprising ways. It fosters a scrubby playstyle that's all about spamming special moves to fish for early kills, shield breaks, and gotcha moments. No one should want characters to be designed like this. Even the best Bowser and DK players constantly hail mary with stuff like Bowser down air and DK side-b. Find me a K. Rool player that doesn't just like constantly mash in disadvantage.
Their fundamental issue has never been solved, the way they are designed now just rewards things we used to think of as bad habits more than games past. I mean Kirby's bad too, should we just give Stone's cancel animation 25 frames of super armor and make up+b kill you at 60, or am I missing the point here? While we're at it let's make Dash Attack break shields and if he lands a Side-b on you, you instantly die. Kirby hasn't been good since Smash 64. Bring on the buffs.
I mean those things don't like kill you at 70% and aren't literally impervious to knockback.Ironically Kirby is good in 64 partially because of some misleadingly large hitboxes that you're complaining DK has today. And it's not like he was faster then than he is today, really he owes most of his strength then to the engine favoring him, just as Jigglypuff did in Melee.
Also the kind of stuff you're complaining about heavies isn't really exclusive to them. What about Game & Watch's key which is very similar to Bowser's? Or literally any character mashing out a fast sex kick nair to get out of a less than airtight combo?
Anyway all I'm asking for is better visual indication for this stuff so that so much of their power isn't simultaneously invisible and lethal. DK side-b shield breaks from like a full Ness character length away from his model is very very silly and if he'd be bad without that then he needs more than a bunch of lazily applied super armor on all of his special moves.This is an Ultimate-wide issue IMO and isn't just a heavy problem (I talked about Hero crit conveyance issues above, and stuff like pancaking and recovery animations making **** whiff are super annoying) but its' most noticeable with them because a successful hit means you die.
Being lightweight is a flaw, not an advantage. Of course they are going to need some stuff to make it worth it.Don't want to go too long over this topic, but one think that annoys me is that a lot of people that say that a Heavy being fast or having good recovery/KIND OF quick and safe moves/armor etc. makes no sense (which IMO is already silly) also have zero problems with light or medium weights having very powerful attacks, even the strongest in the category. 's BThrow, 's DTilt and FSmash etc. are all super powerful moves on very light characters. But nah, heavy being fast or having relatively spammable moves like is a bad design, but a 2D man killing even heavier part of the cast below 100% with uncharged moves is completely ok "because he is a glass cannon".
Just so we are clear: no, im not against lightweights killing super early. Im just saying that small and fast characters already have a lot of advantages without limiting heavies based on the stereotype (i can't call it anything else).
Valid Points..
Usually when people refer to heavies they are just talking about the super heavy big boys and the other heavy characters like the ones you mentioned aren’t being referred to. Like said earlier Wario and Snake very much enjoy their weight.I forgot to clear it: i used "Heavy" as in a stereotypical heavy, aka, big body superheavy. Might be because when i see ppl writing "heavy" online, they almost never talk about , or , so it slipped my mind. Similarly with lightweights (although is there a lightweight that is both slow and with bad frame data? ) . Sorry about that.
Best I can think of is , and even then it's kind of expected for their archetype.(although is there a lightweight that is both slow and with bad frame data? )
Calling Bayo slow-moving is weird when her specials are designed to rocket her across the screen and start combos while they're at it. The main example of a slow lightweight playing against type has actually been Zelda.Usually when people refer to heavies they are just talking about the super heavy big boys and the other heavy characters like the ones you mentioned aren’t being referred to. Like said earlier Wario and Snake very much enjoy their weight.
Regarding your question Bayo is the best example of slow with slower than average frame data who is also light. The others are more of a mixed bag with speedy light weights with above average frame data like Fox and Sheik and sorta mixed bags light weights like Greninja who is fast but their overall frame data isn’t trending slow nor fast or Isabelle who is slow but has rather decent frame data for her archetype.
I meant her overall movement. Her specials aren’t used for movement. She isn’t using ABK to close space she’s using it to catch jumps and start combos. She doesn’t want to use it to try and traverse the stage very often due to the added lag drawback after using specials in the air. Aside being a fast faller she has below average air speed, below average walk speed and middling run speed combined with rather below average frame data overall.Calling Bayo slow-moving is weird when her specials are designed to rocket her across the screen and start combos while they're at it. The main example of a slow lightweight playing against type has actually been Zelda.
Ridley's archetype is weird, he seems to be the mix of a glass cannon (for his size) but otherwise possesses the traits of a superheavy. He's strong in damage, has a slightly exploitable recovery (though it's not as bad as some other heavies) and has rather poor mobility in some of his stats, namely air speed/air acceleration. His frame data is surprisingly good for a heavy though.Do people consider to be a heavyweight? I hear he's lighter than Samus yet has the hurtbox of DK, Bowser, etc. I think he's got better disjoints than most other big bodies but otherwise I think he kinda got a raw deal by not even having the benefit of being heavy weight for his size.
EDIT: Looked it up and I guess Ridley's weight is 107 which is tied with Wario and Snake for 12th-ish, so he's reasonably heavy.
What Ivy's dair doesn't have in power it does have in range.Just to throw out there that I took a stock with charizard's dair spike at -40% it's ridiculously strong. Where when I try ivysaur's dair the opponent almost always recovers.
Yeah Ivy Dair is still absurd, it literally invalidates some recoveries. Zard's Stomp is worth going for sometimes over Ivy Dair if you know the timing because as they stated it's really strong and will typically kill eariler. But 90% of the time Ivy Dair is just better as it completely covers the whole ledge with basically no cool off and you can sometimes just run off Dair as a mixup if they're expecting you to time a 2 frame. Works a lot against Lucina/Mario.What Ivy's dair doesn't have in power it does have in range.
Very non-committal 2-framing option and even if you go off-stage it's one of the safest spikes in the game.
I think it was nerfed in knockback(?) and rightfully so.
You're right, we should just accept everything about Smash Ultimate as perfect and make no commentary about the aspects of its design that are flawedThere is nothing more scrubby than trying to narrow the scope of a game to only the parts you like or are good at.
Maybe something like Akuma or melee/brawl ICs is justifiable to say shouldn't exist, but otherwise it's just endless complaining.
What happened was that it's sweestpot was shrunk and the knockback on its sourspot was nerfed. You can still kill just as early if you used to if you land the sweespot.What Ivy's dair doesn't have in power it does have in range.
Very non-committal 2-framing option and even if you go off-stage it's one of the safest spikes in the game.
I think it was nerfed in knockback(?) and rightfully so.
There's a difference between design critique (Why does PK Freeze do that? Why does the move even exist?) and speaking dismissively about an entire set of players/playstyle by proxy of their characters.You're right, we should just accept everything about Smash Ultimate as perfect and make no commentary about the aspects of its design that are flawed
It's mostly weird that the user complains mainly about DK's headbutt having an invisible disjoint and supposedly being "fished" alongside moves like Bowser dair even though those things aren't really related. God forbid heavies have moves that need to be respected.There's a difference between design critique (Why does PK Freeze do that? Why does the move even exist?) and speaking dismissively about an entire set of players/playstyle by proxy of their characters.
The DK who takes a stock with 2 perfect reads has just as much right to play the game as the Sheik or Pikachu who takes a stock with 25 actions that take low-risk consistency.
You dislike the former. I dislike the latter. Whatever.
With respect: this answer is ridiculous and you know it. You're smart enough to know that. We already know why heavies have the stuff that they have. The weaknesses of large-framed heavy characters have been litigated countless times on Smashboards over the many, many years it's been around. We know why they are the way they are in Ultimate.There's a difference between design critique (Why does PK Freeze do that? Why does the move even exist?) and speaking dismissively about an entire set of players/playstyle by proxy of their characters.
"But what about Pikachu" really is the Reductio ad Hitlerum of this thread, isn't it?The DK who takes a stock with 2 perfect reads has just as much right to play the game as the Sheik or Pikachu who takes a stock with 25 actions that take low-risk consistency.
You dislike the former. I dislike the latter. Whatever.
I mean I'll grant you that "complaining about" Bowser dair alongside DK side-b looks weird, but the point I wanted to make is that "heavies" are designed in a way that rewards "fishing" for moves because they don't really have other tools in most cases. It's not an issue that they have to be respected, it's an issue that many of them have the potential to instantly take stocks at very low percents disproportionate to the risk given their weight.It's mostly weird that the user complains mainly about DK's headbutt having an invisible disjoint and supposedly being "fished" alongside moves like Bowser dair even though those things aren't really related. God forbid heavies have moves that need to be respected.
Bowser dair kills ridiculously early? Doesn't seem ridiculous to me but I'll test it in training mode... So, Bowser at 114% for rage. FD which is average blast zones. It kills Pichu mid-70s at ledge with no DI. Does not kill center stage at this percent. I'd wager Pichu would survive at ledge with DI, and might even be able to survive a second due to move staling. And this assumes that the dair isn't stale to begin with, since it can be a good landing mixup in appropriate situations. Realistically, you're killing Pichu at 90ish with dair. Pichu. Another Bowser dies to it around 114 at ledge with no DI and fresh. So, to kill with dair early, it has to be at the ledge, and be fresh, no DI, and I gave Bowser rage which he won't always have. Otherwise, it lines up with what I had been thinking, which is that 120 is around when it kills on average. I don't consider that ridiculously early.I mean I'll grant you that "complaining about" Bowser dair alongside DK side-b looks weird, but the point I wanted to make is that "heavies" are designed in a way that rewards "fishing" for moves because they don't really have other tools in most cases. It's not an issue that they have to be respected, it's an issue that many of them have the potential to instantly take stocks at very low percents disproportionate to the risk given their weight.
Can someone lab how early charizard's sweetspot dair spike kills? Also the size on the sweetspot? (Mainly because dair's sweetspot on charizard is surprisingly large)
It's mostly weird that the user complains mainly about DK's headbutt having an invisible disjoint and supposedly being "fished" alongside moves like Bowser dair even though those things aren't really related. God forbid heavies have moves that need to be respected.
I think you have (unintentionally, probably) latched onto whatever I said about Bowser dair as an example of a move that kills super early when I don't think I ever really used it as an example of a move that does that. I did however use bowser dair as an example of a frequent heavyweight hail mary, which it absolutely is.Bowser dair kills ridiculously early? Doesn't seem ridiculous to me but I'll test it in training mode... So, Bowser at 114% for rage. FD which is average blast zones. It kills Pichu mid-70s at ledge with no DI. Does not kill center stage at this percent. I'd wager Pichu would survive at ledge with DI, and might even be able to survive a second due to move staling. And this assumes that the dair isn't stale to begin with, since it can be a good landing mixup in appropriate situations. Realistically, you're killing Pichu at 90ish with dair. Pichu. Another Bowser dies to it around 114 at ledge with no DI and fresh. So, to kill with dair early, it has to be at the ledge, and be fresh, no DI, and I gave Bowser rage which he won't always have. Otherwise, it lines up with what I had been thinking, which is that 120 is around when it kills on average. I don't consider that ridiculously early.
Are you thinking of the offstage spike? That does kill ridculously early. It wouldn't surprise me if that kills at 20. But if Bowser misses, it's a one-way ticket to the blast zone. Bowser should never go for dair offstage unless 100% certain of a read. Fair is what you use offstage, or you ledgetrap with Flame Breath, down-angled ftilt, or dtilt.
As for fishing, good luck with that! Dair is very unsafe on shield. If Bowser has conditioned his opponent to not shield much due to grabs, Flying Slam, or Bowser Bomb, guess which of these moves are unsafe on whiff? All of them! Spotdodging, rolling, air dodging, and even dashing away will make all of these miss, and they all have generous enough punish windows. Air dodge and roll staling might not even matter much if you use them to avoid the dair entirely. Or even get hit by the splash hitbox that sends nowhere.
So, pay attention to what Bowser is doing and respect his landing options. The same can be said of every character.
So then, which heavyweight moves do you think kill too early specifically?I think you have (unintentionally, probably) latched onto whatever I said about Bowser dair as an example of a move that kills super early when I don't think I ever really used it as an example of a move that does that. I did however use bowser dair as an example of a frequent heavyweight hail mary, which it absolutely is.
Side note, kinda wish bowser had a different dair, because his down-b is more or less the same thing but slower and with a shield break (I mean what isn't a shield break on a heavyweight but you know what I mean).
I think the sweetspot is the bottom part where charizard's foot is.idk which one of those is the one that spikes/is the sweetspot, but the size is nearly identical for both so
not gonna bother with finding out how early it kills, most spikes kill at very low percents anyway
You can just head to the PT Discord, there's a link in smashcords and the labbers there would probably be happy to help.Can someone lab how early charizard's sweetspot dair spike kills? Also the size on the sweetspot? (Mainly because dair's sweetspot on charizard is surprisingly large)
Smash is a very simple game, and they're buffing the unique options of each character.With respect: this answer is ridiculous and you know it. You're smart enough to know that. We already know why heavies have the stuff that they have. The weaknesses of large-framed heavy characters have been litigated countless times on Smashboards over the many, many years it's been around. We know why they are the way they are in Ultimate.
Saying "this was the wrong way to balance them" is not scrubby nor is it an insult to players who enjoy heavyweights, and I even stated that my intention wasn't to come for heavyweight players in the post that started this debate. Literally calling me a scrub for having that opinion is an insult, however, so maybe check yourself there.
"But what about Pikachu" really is the Reductio ad Hitlerum of this thread, isn't it?
I mean I'll grant you that "complaining about" Bowser dair alongside DK side-b looks weird, but the point I wanted to make is that "heavies" are designed in a way that rewards "fishing" for moves because they don't really have other tools in most cases. It's not an issue that they have to be respected, it's an issue that many of them have the potential to instantly take stocks at very low percents disproportionate to the risk given their weight.
Again, the thought experiment I posted above here is relevant: Kirby's super bad right now. There are good ways to buff him. You can increase his air speed, increase the range of his attacks, give him better ways to maintain control after a hit so that he doesn't have to contend in neutral as often, etc. There are a lot of very smart ways to buff Kirby that could make him a better character.
Or, you could like, keep buffing his special moves and dash attack over and over again so that they do more shield damage, more damage, more knockback, etc. encouraging Kirby players to hail mary more than they actually do, encouraging playstyles that don't feel deliberate and rewarding desperation and habits that have been universally called "bad" across every other Smash game.
I love Ultimate and I generally think it is the best Smash game ever made. But it's hard to look at it and not think "wow, they literally balanced some of the traditionally bad characters around the way low-level players wanted to play them." If you watch Kirby replays online you'll see tons of down-b and tons of dash attack and tons of rolling and inhale. The design team seems to have looked at that and went "this is great, let's buff those moves/reduce their risk" instead of asking "why are they doing all of these risky things so often."
Like, imagine if Dan's Shoryuken in Street Fighter 4 just did 500 stun if it landed or made jump roundhouse crouch roundhouse sequences auto-guardbreak. No one would want to play that game.
Where are the smashcords? I've never heard of them or seen any area on the smashboards that discusses them. It would help if you sent a link yourself.You can just head to the PT Discord, there's a link in smashcords and the labbers there would probably be happy to help.
You have to download the discord app and make an account first, then look up the smashcords and join any and all character servers you want. Someone from that server will send you the invite to join, then go ahead and read their rules plus flair yourself accordingly in that server (main/secondary/pocket or don't play the character). Rinse and repeat. It's also as good a way as any for most of us right now to find training partners for general practice or specific match up training.Where are the smashcords? I've never heard of them or seen any area on the smashboards that discusses them. It would help if you sent a link yourself.
Yeah Doug covered it perfectly. Here's the link to all the smashcords: https://smashcords.com/smash-5You have to download the discord app and make an account first, then look up the smashcords and join any and all character servers you want. Someone from that server will send you the invite to join, then go ahead and read their rules plus flair yourself accordingly in that server (main/secondary/pocket or don't play the character). Rinse and repeat. It's also as good a way as any for most of us right now to find training partners for general practice or specific match up training.
Bowser and Charizard are threats in high level play for sure (though the thing with Charizard is that he doesn't have to be a heavy until it's good to be one). Agreed otherwiseSmash is a very simple game, and they're buffing the unique options of each character.
I think your argument would have more room if superheavies even approached a threat in high level play. As it stands, they're at best an annoyance.
Really, the superheavies are designed in a way that matches grapplers in many other fighting games. So I'm not really sure what the issue is here.
When you say no one enjoys the counterplay of camping characters with extreme close combat power, is that supposed to mean the grappler archetype is inherently toxic?The problem seems to be less of a super-heavyweight thing and more about the polarization of extreme advantages/disadvantages that exists with lower tier characters, with the super-heavyweight archetype acting as the poster child of said polarization.
The thing is, the whole "highroll stock cheesing nonsense" doesn't really just stop with heavies or even low tiers.
You know what feels worse than getting hit by a yolo Bowser FSmash? Getting hit by one of Mario's -2/-3 aerials and knowing it's either leading to a stairway-to-heaven combo or a FAir kill spike. You know what feels worse than getting Inhale-cheesed by Kirby? Getting vortex'd by Fox/Greninja from 0 up until kill percent where they start spamming one of their safe kill confirms.
These aren't even all the examples out there: Stuff like Arsene DAir/G&W DSmash confirms at 50/60% or Wario Waft 0-to-deaths permeate throughout all of the upper tiers in this game and you still see soul stealing comebacks like this happen both at offline and online majors.
As much as I would like it, buffing Kirby's air speed isn't going to make Kirby mains go for DTilt-into-FSmash nonsense less often, nor is buffing DK's landing options going to stop him from going for Cargo Throw shenanigans. If anything, it's going to happen more frequently because Kirby's going to spend less time getting smacked in the face when approaching and DK's going to spend less time getting juggled nonstop.
I get that buffing Kirby's or any other low tier's strengths to ludicrous degrees might reach egregious levels (I don't think anyone enjoys the optimal counterplay against someone with as ridiculous damage/kill power as Luigi being "camp or die"), but I'm not so sure if getting rid of Kirby's weaknesses is the perfect way to go either.