Supermodel From Paris
Smash Hero
How does anyone think Steve is anywhere near the worst in the game?
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See my thoughts just above this and you'll see that I agree with your placement of Steve, though I'd personally argue Lucario and Steve are pretty similarly situated on the tier list at this point in solid mid tier or even early on in upper mid if you're optimistic about either.I've said it before and I'll say it again: I don't see how Steve can be the worst when Mac, Ganon, and to lesser extents, Isabelle, Doc, and Lucario exist in their current states. I think Steve is around middle of mid-tier, but at the very least, I think he's better than these characters by a decent margin. And I'd be surprised if buffs helped Mac and Ganon to the point of them being better than Steve tbh.
This is my exact perspective, except perhaps more pessimistic. (Than mine)Over time I've somewhat come to see Steve as a lesser Luigi; he trades a more explosive combo and advantage state for worse mobility, less range, and less conditioning.
I prefer to think of him as "Luigi with a better recovery, ledgetrapping, stage control, and non-traditional but no less effective conditioning". Not to mention zone-breaking if he's allowed to get a healthy stock of gold; the powered minecart is the real X-factor, being essentially a renewable Wonderwing that's much faster and safer, if less invulnerable (still has some armor, an understated attribute). People in general also still haven't really grasped the block's ability to be used as cover or stymie go-to approach paths, and TNT can be powerful both for forcing a reaction from the opponent when they're on the defense, or deny a landing spot in the reverse scenario.This is my exact perspective, except perhaps more pessimistic. (Than mine)
Even now, over a month later, my opinion on Steve is "idk, he feels kinda like Luigi...?" followed by the biggest of shrugs.
Edit Bonus: The recent Atelier sets were very good, and reinforced my positive outlook on Pokemon Trainer. (I mean, as much as a single event/series of sets can.) I remain skeptical of claims that this character has a limiting ceiling.
Calling Mewtwo a sword character feels like a disservice with his powerful projectile and speed. He's more of a jack-of-all trades with highly varied playstyles (defensive zoner or spacing aggresively with long, if not fully disjointed moves) that serve well depending on a given matchup. What he's good at no matter what is punishing whiffs, though. His ability to get significant damage off of practically any kind of slip-up from the opponent is almost unparalleled.Mewtwo and Ridley are in very similar situations- both very solid sword characters but burdened by huge hurtboxes while enjoying none of the perks actual super heavyweights get. They're not bad characters, very few of the cast are, but you could get almost all of their benefits with none of the drawbacks with other swordsmen.
Testing hypotheses in training is one way, or sometimes inspiration spontaneously strikes when basic fundamentals aren't cutting it. That's the best way I can explain creating a 4-block high tower to block a Robin getting up from a ledge, preparing a TNT block to blast him where he stood and then smacking him with a diamond forward aerial for the win when he tried to jump out of his situation.How can I get more creative exactly? By just doing a lot of theorycrafting and experimenting?
I actually think (as weird as it sounds), that despite the fact that Steve's kit is probably more well rounded overall, Steve's reliance on materials combined with his poor neutral and poor speed makes it seem like he has less options available to him at any given time compared to Luigi. Steve players will have to play conservative at times with some moves in order to save resources for later which will limit his options in a lot of scenarios. Steve players will also have to dedicate time to mining, likely sacrificing potential ledgetrapping scenarios in order to do so a lot of the time. This is he has Iron/Diamond tools and at least some materials available to him. I think if he has the higher tiered weapons/tools and some materials available to him, then he's probably a high tier character, or at least very close to it as by that point, his damage output overall is going to be high enough that he won't need to win as many neutral interactions in order to kill and rack up damage. The problem is that there are times where it feels like Steve won't be in that position where he has the tools he needs to play the game properly until his second or third stock. A lot of characters can disrupt Steve collecting materials using projectiles or just by pressuring him with moves that can overwhelm him at close/mid/long range (depending on the character). This shuts down Steve's gameplan of collecting materials and will likely just force him to attempt to fight the opponent with the materials he's prepared to or not. And if he breaks his weapons, or runs out of iron to use for Minecart and Anvil, then Steve as a character becomes extremely crippled.I prefer to think of him as "Luigi with a better recovery, ledgetrapping, stage control, and non-traditional but no less effective conditioning". Not to mention zone-breaking if he's allowed to get a healthy stock of gold; the powered minecart is the real X-factor, being essentially a renewable Wonderwing that's much faster and safer, if less invulnerable (still has some armor, an understated attribute). People in general also still haven't really grasped the block's ability to be used as cover or stymie go-to approach paths, and TNT can be powerful both for forcing a reaction from the opponent when they're on the defense, or deny a landing spot in the reverse scenario.
I remember recently watching Hungrybox's tier list video, and having watched a substantial bit of Yei footage and having put some time into the character, it was admittedly weird/funny seeing Hbox describe Meta Knight's positives. He compliments his mobility, his recovery, his frame data, his edgeguarding, his disadvantage, and his combo game - all elements the character excel at. Unmentioned to my memory are his shield safety on moves like fair/nair. The only digs he had for the characters wereToo high:
: This character has simply failed to make a splash, and still has yet to receive substantial buffs. I'd put him at bottom of D, but I can see top of D if you're optimistic about him.
Except that MK hasn't really attained much of any significant results. You have a few splashes with Yei, BONK!, and Abadango back when he played the character, but the results obtained with the character isn't really that much.I remember recently watching Hungrybox's tier list video, and having watched a substantial bit of Yei footage and having put some time into the character, it was admittedly weird/funny seeing Hbox describe Meta Knight's positives. He compliments his mobility, his recovery, his frame data, his edgeguarding, his disadvantage, and his combo game - all elements the character excel at. Unmentioned to my memory are his shield safety on moves like fair/nair. The only digs he had for the characters were
A: Vague jabs at his consistently or lackthereof, which isn't really a significant issue with adequate character experience.
B: His weight, when weight has almost never been a real limiting factor for any significantly good character. Most top tiers in the series, including polarizing ones, had "being light" as a weakness. Yes, it's a factor. No, it's usually never significant enough to kill a character's viability prospects, especially if they have good tools everywhere else.
The issue is, character that are light frequently trade greater weight for mobility, which gives them far more than they lose by simply being light, because fast & high mobility characters often have good damage outputs. Not coincidentally, Meta Knight - like Sheik in Ultimate - has a quality damage output that is frequently mischaracterized by only looking at single move outputs and not the total damage output & positional advantage.
If we revisit Meta Knight's positives he looks like a high tier at worst. This is a relatively common opinion in my circle and I've yet to see much of any real argument against Meta Knight retaining his Smash 4 status when you confront his character stats & look at footage of people doing well with the character. This footage is from the dead end of pre-COVID Smash, so by meta standards, it's very recent and before they buffed two of his best moves (fair/nair) even more:
Smash Vertex Winners Semis - Maister (Game & Watch) Vs. Yei (Chrom, Meta Knight) Smash Ultimate
Smash Vertex is a Super Smash Bros Ultimate Tournament in Puebla, Mexico Streamed Live at: http://www.facebook.com/smashfactorgaming Bracket: https://smash.g...www.youtube.com
You can add "good neutral" to Meta Knight's kit on top of everything else since he raw moves are effective. There's no real way to reconcile that with his other tools and not understand him as one of the most likely to rise characters moving forward.
Not sure how "adequate character experience" would solve a character's consistency issues. The character not being consistent on what he/she does is an inherent issue with the character, and will show up in a match especially between two equally skilled players.A: Vague jabs at his consistently or lackthereof, which isn't really a significant issue with adequate character experience.
You are right: it isn't his weight alone that is causing issues with the character. You can be lightweight and be very viable. Like you said, a lot of top tiers in previous Smash games are in the lighter side of things. However, it is his lightweight, combined with low raw damage output and a tricky time KO'ing, that is proven to be a pain for MK to deal with.B: His weight, when weight has almost never been a real limiting factor for any significantly good character. Most top tiers in the series, including polarizing ones, had "being light" as a weakness. Yes, it's a factor. No, it's usually never significant enough to kill a character's viability prospects, especially if they have good tools everywhere else.
The issue is, character that are light frequently trade greater weight for mobility, which gives them far more than they lose by simply being light, because fast & high mobility characters often have good damage outputs. Not coincidentally, Meta Knight - like Sheik in Ultimate - has a quality damage output that is frequently mischaracterized by only looking at single move outputs and not the total damage output & positional advantage.
To be fair, Giant Charizard and especially Giant Ridley, despite being big bodies, have some of the most awkward hurtboxes I have ever seen.To give you an idea of how bad it is, I was playing a Spirit Board match that involved fighting a giant Charizard. I up smashed at pretty much point blank against a GIANT CHARIZARD and it STILL MISSED! You can probably see how bad it gets against normal-sized characters in multiplayer.
This bothers the hell out of me when I play Mewtwo! The hitbox should be a tad bigger. I could be wrong, but Incin's up smash hits iirc, and he's just using an overhead arm swing and not extending his arm fully with spooky psychic magic floating above it!The move can't even properly reach the Pokemon Stadium 2 platform, and Mewtwo is one of the tallest characters in the game!
So, it doesn't seem like this is the case. RIP my favorite Persona 5 custom stage. I wonder what this actually did if it didn't solve the getting stuck in the stage issue:" • Fixed an issue where sometimes you would be forced to end a battle on a stage created in Stage Builder." I wonder if this means getting stuck in the stage is no longer possible? I just had a match the other day where a Ridley CPU got stuck in the stage and couldn't get out.
This bothers the hell out of me when I play Mewtwo! The hitbox should be a tad bigger. I could be wrong, but Incin's up smash hits iirc, and he's just using an overhead arm swing and not extending his arm fully with spooky psychic magic floating above it!
So, it doesn't seem like this is the case. RIP my favorite Persona 5 custom stage. I wonder what this actually did if it didn't solve the getting stuck in the stage issue:
It is possible that the absurdity of rubbed off on some players when approaching .I think MK hasn't made any big waves because of nerf inertia (or "antihype" if you prefer). I don't think any top level wants to play him because he's not what he was in Brawl. Even when he was briefly considered very strong in Smash 4, he wasn't played all that much. The reality is that the Ultimate community is an evolution of the Brawl community -- a game where top 8s were often 80-100% MK -- and people don't want to play a version of the character that isn't as good as they remember. It feels really bad, and we've seen this over and over throughout the history of competitive fighting games. Riven in League of Legends. Yang in SF4. Rufus in SF4. Fox after Melee. It took like 20 years for someone to win a major with Pikachu in Melee, which he has literally been capable of doing since the game was released.
Think about what MK lost since Brawl. Tornado is good but it's a shadow of what it was, a 19% damage transcendent move that does literally everything. A glide and insanely good glide attack, and an up-b that goes into that glide. Transcendent sword property. A bit of range here and there. Damage on most attacks (though most characters, including some very good ones like ZSS, lost damage after Brawl). MK could play literally however he wanted and had access to a variety of playstyles that he could activate from anywhere onscreen at any time. All of those nerfs were necessary to balance the character, but if you were used to playing with those tools you just don't want to play a version of it that has lost them.
If you put M2K or Leo (or honestly, several of the recently cancelled former Brawl players) on MK for a while they'd make him look very very good but that caliber of player just isn't interested in playing a worse version of a character they used to play, especially if he's not top tier, which he probably still isn't. The same is true, to a lesser extent, of Diddy Kong. The premier Diddy players from Smash 4 just don't want to play him because they got so much of what made him good taken from them. They dump these characters into mid tier without honestly spending time with or evaluating those characters on their current merits.
If MK was new to Ultimate, where would he be now? I think this discussion would be framed very differently than it is now.
I don’t really agree with this. Meta Knight’s results only look sporadic if you look at, say, Yei’s profile and only look at the attendance date gaps (i.e Smash Factor 8 > Smash Vertex) and ignore that these are his two most recent significant international events. As it stands, his results with the character were significant when he was active; he just lacks a USA visa.Except that MK hasn't really attained much of any significant results. You have a few splashes with Yei, BONK!, and Abadango back when he played the character, but the results obtained with the character isn't really that much.
Okay, but Meta Knight is a character that primarily functions in the air in a game where safe aerials largely take precedence over safe grounded moves. The safety of aerials in general has been cited as an issue people have with the game, even – rather than strong grounded normals. The fact is, he has multiple very safe aerials, a constant threat aura at mid-high percents with Fsmash, and can use his grounded mobility to threaten grab (which, at worst, provides him positional advantage when he has incredibly aerial mobility and aerial hitboxes to take advantage of this.)In the case of Sheik, she suffers from being very frail, but also has very low raw damage output and a very inconsistent time KO'ing. However, the character has a bountiful combo game and unmatched frame data with good plus frames. Her range is decent for a brawler and she has amazing mobility, all of which help compensate her rather unfortunate weaknesses.
MK in the other hand is rather lacking to compensate for similar weaknesses. The character has very solid mobility, great frame data, and amazing recovery. All of which are great aspects on paper, but his plus frames are surprisingly lackluster, especially on his grounded moves. The only grounded moves that are relatively safe on shield is down tilt (-9) and forward smash (-6). The rest of his grounded moves are incredibly unsafe on shield. Now granted that his aerials are pretty fast and safe on shield.
I find myself disagreeing with this point again; by emphasizing his grounded normal flaws, we’re just missing his aerial safety. In combination with his mobility and damage output, this largely compensates for his lack of range because he can still threaten players.However, this brings up another issue with MK: his range is absolutely pitiful. His sword is very small, and a some of his hitboxes doesn't even cover the entire sword. Granted that this issue was somewhat worse in SSB4 (looking at you down tilt), but with the nerfs to his dash attack, it makes it all the while harder to land his combo starters. This further enhances the issue of his raw damage output being very low, and it makes his neutral game surprisingly awkward, combined with the fact that his moves have very few active frames. It certainly doesn't help that MK did not really benefit much from the changes to Ultimate's grounded mobility. It altogether can also make it hard to for MK to land his finishers as well.
I didn’t word this well; my point was that these perceived consistency issues don’t actually exist in the way people think they do, which is why I brought up Sheik. The point is that people’s exposure to the character is suboptimal and as a result they view the character through this lens even though it’s not especially accurate.Not sure how "adequate character experience" would solve a character's consistency issues. The character not being consistent on what he/she does is an inherent issue with the character, and will show up in a match especially between two equally skilled players.
It is one of the primary reasons why Hero is such a rare and rather mediocre placing character (especially as a solo-main) overall: the character is very inherently inconsistent (mixed with a bunch of other glaring flaws) that makes it hard to justify usage in high level play outside of counterpicking.
Granted that MK's inconsistencies is completely different from Hero's inconsistencies, but it is still the same general idea. Inconsistent characters tend to not perform the best in tournaments, especially over a period of time.
You are right: it isn't his weight alone that is causing issues with the character. You can be lightweight and be very viable. Like you said, a lot of top tiers in previous Smash games are in the lighter side of things. However, it is his lightweight, combined with low raw damage output and a tricky time KO'ing, that is proven to be a pain for MK to deal with.
Now he does possess overall quality damage with his combos. It is not amazing, but it is nothing to scoff at. The issue is that, as I said earlier, it is hard to land said combo starters, given MK's pitiful range and most of his grounded buttons being relatively unsafe.
The end result is that the character must take a lot of risks in order to get his stuff started. The range of difficulty for this ranges wildly from character to character, with Game & Watch being one of the easier characters funnily enough (which is something he and his SSB4 counterpart shares in common), but a lot of meta relevant characters (even lower tiered randos like K. Rool) has the tools to take advantage of MK's shortcomings, although I don't think he loses terribly to anyone.
I don’t disagree Meta Knight was relatively popular in Smash 4, but some of this needs to be contextualized.For reference, I think you are underselling how popular was. Sure it was nowhere near as absurd as in Brawl (as the character did get heavily nerfed from Brawl), but there were quite a lot of players that obtained success with the character.
We had Rags, AC, Pandarian, Tyrant, and S2H doing some pretty great things with him, especially in the 2018 meta.
We also have the secondary efforts of Abadango, MkLeo (prior to 2018), and tyroy doing stuff with the character.
Jayy also uses him as a co-main alongside Bayonetta.
However, a lot of those who pushed MK in SSB4 has dropped the character.
AC (now known as Armando) now plays Snake, with Falco as a secondary.
Rags now plays Greninja, occasionally Inkling and DK.
Pandarian now mains Pokemon Trainer, with Wolf as a secondary.
tyroy now plays Joker and Pichu, with Palutena (and occasionally MK) as a secondary.
MkLeo, after experimenting with the character in the early meta, largely wrote him off this game as very lacking.
There is still some that continues to play him, such as Tyrant and S2H, some notable players like Destany, Crispy, and Lickey, and Jayy (now known as Soar) does continue to use him as a co-main. Abadango have occasionally pulled out the character, but instances of him doing this is pretty rare nowadays. They have obtained a few instances of respectable results, especially in-region, they haven't really done anything impressive.
I don't really see how that's a farfetch'd take, especially if you're looking at it from a results angle. Theorycraft is a different story, but their performances in a tournament setting as a whole have generally been on par with each other.I've seen some people put Kirby above Meta Knight, and I just think, "really?"
A lot of people told me to make my personal MK Tier List (Offline) and there you go Hope you like it ! I promise I'll continue doing my best to show the World that MK can be good at this game :) pic.twitter.com/TVKdfokUoi
— Yei (@YeiMK_ssb) September 1, 2020
無言投下 pic.twitter.com/kTjIpq3wOl
— かっぱまき/KaPMk (@KaPMk_Spark) August 8, 2020
The fact that KaPMK has both Sonic AND Ganondorf as even matchups says to me that MK is just a unique character whose strengths are kind of hard to boil down into simple descriptions. Really, I don't know how many characters can actually say that Sonic is just as tough to fight as Dorf and vice versa.Yeah, I've noticed the matchup charts of the top Meta Knight players vary a lot. Yei's is fairly optimistic while KaPMk's matchup chart (he is probably the best Meta Knight player in Japan currently) is the exact opposite. It has multiple -3 matchups, barely any winning matchups, and it overall paints Meta Knight in a very negative light.
無言投下 pic.twitter.com/kTjIpq3wOl
— かっぱまき/KaPMk (@KaPMk_Spark) August 8, 2020
I think these differing opinions have a lot to do with how volatile the character is overall. This character gets punished hard by a lot of characters since he's fairly easy to combo, so making mistakes are really costly for Meta Knight. I also think that it's worth mentioning that while his combo game is extremely potent, a lot of it (including his up-air strings) feels extremely tight on characters who have faster fall speeds or fast moves that can combo break against him. Being light means he dies early, so Meta Knight players can't afford to be dropping combos because they inputted up-air a frame too early or because his up-b multihits didn't connect properly.
I feel like playing Meta Knight requires the Meta Knight player to be playing on point at all times, moreso than most of the roster. There are arguments for him being a good character, and I agree that Meta Knight feels fairly unexplored in Ultimate and might be a decent character. However I don't think that he's an amazing character either given the seemingly high skill floor the character requires to play at top level combined with the fact that he suffers from not being rewarded as much for successful punishes compared to other volatile characters with strong punish games like Luigi and Sheik.
I'm not saying I necessarily agree with this, but I do think that it's interesting that two of the best Meta Knight players have such differing opinions on his matchups. I think Meta Knight being light and easy to kill (while having a passable disadvantage despite these weaknesses) but also having an inconsistent but very potent combo game means that I think matchups in general are going to be volatile for him and I think that's why players will likely have differing opinions like we see here.The fact that KaPMK has both Sonic AND Ganondorf as even matchups says to me that MK is just a unique character whose strengths are kind of hard to boil down into simple descriptions. Really, I don't know how many characters can actually say that Sonic is just as tough to fight as Dorf and vice versa.
Raito's tier list
— CGN | Tru4 (@Tru4Smash) November 18, 2020
Woke as hell pic.twitter.com/Kns4ViQsIQ
I don't know, but based on opinions I've seen from other Japanese players during 8.0/9.0, I wouldn't be surprised at all if this was ordered. And if it is, that means he has Yoshi in his Top 10 which is a very hot take.Raito's finished tier list
Raito's tier list
— CGN | Tru4 (@Tru4Smash) November 18, 2020
Woke as hell pic.twitter.com/Kns4ViQsIQ
Some people are saying it's unordered, can anyone here confirm that?
Pits in A tier? Yeah, baby, OH BEHAVE!I don't know, but based on opinions I've seen from other Japanese players during 8.0/9.0, I wouldn't be surprised at all if this was ordered. And if it is, that means he has Yoshi in his Top 10 which is a very hot take.
Since I started doing this before with the previous parts, here's the full list just here in case people don't want to go on Twitter/Youtube to see it.
S TIER
A TIER
()
B TIER
C TIER
D TIER
E TIER
Edit: Characters are ordered by fighter number (mostly).
he made this list based on how stable you can get higher in offline tourneys and not how strong they actually are
— Tきーと (@Tkiito_ssb) November 18, 2020
I feel like his Corrin rating is honestly higher than most people would rate her because people don't know how good Corrin actually is. Raito knows she has a good amount of sauce right now and put her in the top 30 section (It's ordered through when the character was revealed), which I don't think is too far off from her actual placement. I think she could go into A tier but it's not a drastic difference.For Raito's:
Too high: ()
Too low:
キャラランク作りました
— ルナマド🍅 (@Lunamado22) November 19, 2020
俺が最も正しい pic.twitter.com/5rKCGlTgtq
I don't think there is. There was a few at the start of the game, but even they got mediocre placements. The best result from a Japanese Ike was when Zackray used him as a secondary at Umebura SP 2 and won the tournament.That Corrin placement makes me sad. Also Ike, does Japan not have any good Ike players? He put Donkey Kong higher than both...