Sixell
Smash Cadet
- Joined
- May 4, 2015
- Messages
- 47
Some characters in particular MUs seem to struggle with finishing stocks in general, but I might even go as far as to say that to an extent, the rage mechanic invalidates skilled gameplay when it comes to certain characters.
Example
To keep this discussion from derailing, we should focus on the some of the lightest characters in the game based on this table. Surely, fall speed matters to an extent, but I want this conversation to be focused on rage and its relation to light characters.
At lower or mid percents, lightweight characters generally do have some advantages such as being able to DI out of combos easier. When at high percents, damage output and the ability to kill safely can become a problem.
For now, we can discuss characters considered to be "featherweight" and "balloonweight." Correct me if I miss some things or add something that shouldn't be there.
Lightweight Characters and Advantages Despite Rage
Now for a followup question: Should the rage mechanic (excluding aura) be removed so that skill is more highly rewarded?
Removing rage does affect characters who may be dependent on it for kills, so compensatory buffs would be expected so that kills would overall be more reliable for those who need it. But again, let's focus on what rage already does to the meta. I'm very interested in the discussion that this could bring about.
Example
For instance, Mr. Game and Watch is generally best played with a bait-and-punish playstyle. This is because he struggles to approach safely. Most if not all of his moves are unsafe on shield and he has very short grab range. However, to compensate he has a good combo game and an amazing offstage game. Despite his perks, Game and Watch, like many lightweight and/or damage-racking characters have is that they essentially feed rage to other characters. What this means is that characters like Game and Watch have to struggle to get the damage in and play while making very few errors. This is not good because this character has kill confirms at low-mid percents but loses momentum once the opponent is at rage percents. Several Game and Watch mains have at the very least wanted a kill throw to actually reward the character at high percents rather than using laggy hard-read-dependent attacks. Other characters surely need safer moves and kill options too, but this is not the place to discuss that in detail. The idea is that rage can really skew several MUs for some characters despite playing skillfully.
To keep this discussion from derailing, we should focus on the some of the lightest characters in the game based on this table. Surely, fall speed matters to an extent, but I want this conversation to be focused on rage and its relation to light characters.
At lower or mid percents, lightweight characters generally do have some advantages such as being able to DI out of combos easier. When at high percents, damage output and the ability to kill safely can become a problem.
For now, we can discuss characters considered to be "featherweight" and "balloonweight." Correct me if I miss some things or add something that shouldn't be there.
Lightweight Characters and Advantages Despite Rage
- extremely situational kill moves, decent recovery
- extremely safe moves, various reliable kill setups, great edgeguarding options, fast-faller, speedy movement, safe recovery
- fast-faller, decent kill setups, decent recovery
- super armor, amazing KO power on several moves, speedy movement
- good kill setups, ranged attacks/grab, good edgeguarding options, speedy movement, good recovery
- great edgeguarding options, great boost grab range, decent kill setups, fast-faller, speedy movement, good recovery
- good kill setups, fast faller, speedy movement, decent recovery
- read/hard-read-dependent kill moves, good grab range, speedy movement, good recovery
- ranged attacks, kill throw, disjointed attacks
- good kill setups, extremely safe when with Luma, good KO power
- good kill setups, great boost grab range, great edgeguarding options, good recovery
- extremely situational or hard-read-dependent kill moves, amazing edgeguarding options, safe recovery with invincibility frames, armor on U-smash
- situational or hard-read-dependent kill moves, decent edgeguarding options, shadow ball, kill throw
- relatively safe aerials, hard-read-dependent kill moves, amazing edgeguarding options
- extremely safe moves, various reliable kill setups, great edgeguarding options, fast-faller, speedy movement, safe recovery
- fast-faller, decent kill setups, decent recovery
- super armor, amazing KO power on several moves, speedy movement
- good kill setups, ranged attacks/grab, good edgeguarding options, speedy movement, good recovery
- great edgeguarding options, great boost grab range, decent kill setups, fast-faller, speedy movement, good recovery
- good kill setups, fast faller, speedy movement, decent recovery
- read/hard-read-dependent kill moves, good grab range, speedy movement, good recovery
- ranged attacks, kill throw, disjointed attacks
- good kill setups, extremely safe when with Luma, good KO power
- good kill setups, great boost grab range, great edgeguarding options, good recovery
- extremely situational or hard-read-dependent kill moves, amazing edgeguarding options, safe recovery with invincibility frames, armor on U-smash
- situational or hard-read-dependent kill moves, decent edgeguarding options, shadow ball, kill throw
- relatively safe aerials, hard-read-dependent kill moves, amazing edgeguarding options
Now for a followup question: Should the rage mechanic (excluding aura) be removed so that skill is more highly rewarded?
Removing rage does affect characters who may be dependent on it for kills, so compensatory buffs would be expected so that kills would overall be more reliable for those who need it. But again, let's focus on what rage already does to the meta. I'm very interested in the discussion that this could bring about.
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