TheCrimsonBlur
Smash Master
They aren't connected at all. Like, not at all. I'll give you an example:How are they not connected?
Character A:
has a OHKO move that covers the whole screen. The move lasts an entire minute and has no lag. To execute the move, all the character has to do is press A. This character has no other moves and cannot move at all (no dashing, nothing). All he can do is sit there and press A every minute.
Character B: is invincible as long as he presses B very rapidly (say, the speed it takes to do Doc's highest tornado). Can OHKO opponent on contact.
Which character is better? Character B. As long as character B manages to keep his invincibility up, he wins. Which is harder to play? Character B. Tier lists don't dictate how difficult a character is to play at their maximum potential. They dictate how difficult it is to win with a character at maximum potential (though we usually just try to limit it to human potential for practicality)
The above example illustrates how tech skill can make one character harder than another, but I could make the same example with other factors: timing windows, dependance on reflexes/prediction, active frames, etc.
Because what you're saying makes perfect sense if you are arguing about how hard it is to win with a character, not how hard it is to play a character.I think it justifiies my ability to post my opinions on factoring in a character's options/lack of options when determining characetr difficulty.
Yeah dude more buttons. Thats what I've been saying this whole time. Buttons buttons buttons.Yes, I did. I suppose Wobbles is an exception... but I guess you aren't.