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Best heavyweight him or bowser.Not to mention spectacular air, edgeguarding, and camping game above all else. DDD is super underrated in Sm4sh for all that he's got going for him.
He's still heavy, which means he gets comboed easily and his air speed is bad. I don't know what you think he has priority on, but it's more like long range and disjoints than actual priority. His only really fast attacks are UTilt, FTilt, DTilt and NAir and other characters in the roster, especially top tiers have faster attacks than those.Best heavyweight him or bowser.
But Charizard is mental to if you know how to use him right.
Wario is the best "Heavyweight" because speed, the other Heavyweights (except the "middle-heavy" weight Yoshi) are so slow...He's still heavy, which means he gets comboed easily and his air speed is bad. I don't know what you think he has priority on, but it's more like long range and disjoints than actual priority. His only really fast attacks are UTilt, FTilt, DTilt and NAir and other characters in the roster, especially top tiers have faster attacks than those.
As far as heavyweights go, Wario has the easiest time getting in against him and doing damage, not to mention Wario's air speed and other tools let him run circles around Dedede. Wario pretty much dominates the other heavyweights.
Did you just say Fox has bad recovery. Wow. You must see the game differently from what I see. SMH.Not a good reason. Ganondorf, Shulk, Mac, Fox, and Falcon all have bad recoveries, yet they're higher than him.
Did I stutter? Yes, that's what I said. Fire Fox takes a good second or two to charge, and Illusion is predictable. Why do you think no Fox ever goes offstage?Did you just say Fox has bad recovery. Wow. You must see the game differently from what I see. SMH.
Before... Is from March.Is this before or after the 1.06 patch? Because with the patch it seems that Rosalina would be higher than Diddy, then again Japanese players don't have quite the same play-style as American players from what I've seen.
Hello? What does charging time have to do with th distance a recovery travels. Yes someone could meteor smash you if they got the opportunity but Fox can get back on the stage a lot better then some other characters. I think what you meant is Fox's recovery isn't safe right?Did I stutter? Yes, that's what I said. Fire Fox takes a good second or two to charge, and Illusion is predictable. Why do you think no Fox ever goes offstage?
Hey, what's up? Unsafe recovery and bad recovery are one in the same if the opponent knows how to punish it. Your ability to get back on stage means nothing if you leave yourself vulnerable while doing so.Hello? What does charging time have to do with th distance a recovery travels. Yes someone could meteor smash you if they got the opportunity but Fox can get back on the stage a lot better then some other characters. I think what you meant is Fox's recovery isn't safe right?
I just thought that he might have updated the post.Before... Is from March.
Exactly. Most of the top tier characters have really fast mobility of some kind and/or really fast attacks. Example: Yoshi's NAir comes out in like 3 frames and it can be hard to approach unless you have long range. Bowser runs fast and his attacks come out fast, but he suffers from alot of endlag on his attacks, which is something alot of top tier characters don't have unless it's on their Smash Attacks.Wario is the best "Heavyweight" because speed, the other Heavyweights (except the "middle-heavy" weight Yoshi) are so slow...
*insert Sonic's Pun here*
so that's why i was beating every sonic player i recently fought. and i though it just meant sonic players are badSonic lost anything which made him top tier in the recent patch. He isn't that good anymore due to all of his kill potential being removed in the patch. Now he's like he was in brawl without endless recovery (i.e. neutral special spam).
The only thing he lost was 2% off of his Spin Dash and the KO power off of his back throw.Sonic lost anything which made him top tier in the recent patch. He isn't that good anymore due to all of his kill potential being removed in the patch. Now he's like he was in brawl without endless recovery (i.e. neutral special spam).
I haven't played Sonic in awhile. How often were BThrow KOs really essential?The only thing he lost was 2% off of his Spin Dash and the KO power off of his back throw.
With Rage it could reliably KO in the middle of the stage at 80% and above. I'd say pretty often.I haven't played Sonic in awhile. How often were BThrow KOs really essential?
On ZSS type of light 119% can kill from the other side of the stage. Id imagine on a midweight 80% wouldnt be reliable from the middle of the stage, but maybe im underestimating Rage a lilWith Rage it could reliably KO in the middle of the stage at 80% and above. I'd say pretty often.
Shulk's recovery isn't bad, but it's not god-tier either. This is coming from a Shulk player who has enough experience with him as with my main.Not a good reason. Ganondorf, Shulk, Mac, Fox, and Falcon all have bad recoveries, yet they're higher than him.
Shulk's recovery is extremely gimpable, and if you hit him out of his double jump, chances are he won't come back.Shulk's recovery isn't bad, but it's not god-tier either. This is coming from a Shulk player who has enough experience with him as with my main.
Fox, on the other hand, has excellent recovery. I don't have the experience, but I know it is a high step up from Falco's in terms of distance and start-up lag.
You are. Anything that can kill at 80% from the middle of the stage is reliable.On ZSS type of light 119% can kill from the other side of the stage. Id imagine on a midweight 80% wouldnt be reliable from the middle of the stage, but maybe im underestimating Rage a lil
Shulk's Up-B as a recovery move is, on the scale of Up-B's in the lower quarter due to it only going straight up and him having very limited movement after doing it. Fox's recovery is great but predictable and his one biggest weakness apart from his weight (which says more about how good he is then how bad his recovery is). And as am ex-Falcon main his recovery is only bad against some of the faster air characters or people who have had lots of experience edge guarding deepShulk's recovery isn't bad, but it's not god-tier either. This is coming from a Shulk player who has enough experience with him as with my main.
Fox, on the other hand, has excellent recovery. I don't have the experience, but I know it is a high step up from Falco's in terms of distance and start-up lag.
Ganon, Mac, and Falcon, though? I agree. Mac's air game is trash altogether (no sh*t), Ganon had the worst recovery in Brawl (it hasn't changed much despite all the buffs), and Falcon is Ganon's base (semiclones, shmemiclones)
That's true. Fox's recovery has lots of start-up... As for the Monado boy, the only good part about his recovery is the second slash, which adds some air time...Shulk's Up-B as a recovery move is, on the scale of Up-B's in the lower quarter due to it only going straight up and him having very limited movement after doing it. Fox's recovery is great but predictable and his one biggest weakness apart from his weight (which says more about how good he is then how bad his recovery is). And as am ex-Falcon main his recovery is only bad against some of the faster air characters or people who have had lots of experience edge guarding deep
Shulk's recovery isn't that bad, though. Distance is good, and the second slash gives him more air time, but you do have a point. I get gimped all the time with him. Jump art helps, but not to a really good extent.Shulk's recovery is extremely gimpable, and if you hit him out of his double jump, chances are he won't come back.
Fire Fox takes about one or
two seconds to charge up, giving you plenty of time to do whatever you want to him. It goes farther than Falco's, but the charge time is about double..
The Doc and Mario Thread is simple: Doctor Mario has lower Air Speed and poor recovery... Also, the cape anymore help with the recovery problem.I honestly cant see how Doc is 8 Tiers below Mario, How Diddy owns S, Or how Mac stays in C, but i found this good nonetheless.
Incorrect, actually, Dr. Mario's air speed is the same as Mario, his ground speed is what's lower.The Doc and Mario Thread is simple: Doctor Mario has lower Air Speed and poor recovery... Also, the cape anymore help with the recovery problem.
Oh? Seriously?... *Looking SSBWiki*Incorrect, actually, Dr. Mario's air speed is the same as Mario, his ground speed is what's lower.
That's still not enough to get me to understand the notion that people have that Doc is several tiers below Mario.Oh? Seriously?... *Looking SSBWiki*
http://www.ssbwiki.com/Dr._Mario_(SSB4)#Differences_from_Mario
Well yes... Looks like the problem with Dr. Mario is basically have poor recovery.
Doc's comboing ability is significantly worse than that of Mario. This is coming from someone who uses both characters a fair amount, and I can tell you right now that Doc is forced into up air chains far sooner than his less-educated counterpart. His up tilt knocks the opponent back too far to reliably chain into a second up tilt, his down throw only combos into up tilt up to rather low percents (I can't remember exactly as i don't pay that much attention to the percent meter, but i know it isn't that high) and this makes it significantly harder for a Doc player to rack up serious damage. However, he does have that insane kill move in his down special and has a far easier time scoring the KOs (and ending combos due to his up special's mechanics), so overall he only a tiny bit below where I would put him (I'd put him in the same tier as Peach if it was my choice), but him being a long way below Mario is the right way to go with Doc.That's still not enough to get me to understand the notion that people have that Doc is several tiers below Mario.
This makes sense. Characters like Shiek, while unable to KO early, have an ability to get percents up faster. There's not much point in having alot of knockback on a move if you can't get your opponent to a KO percent very fast.Doc's comboing ability is significantly worse than that of Mario. This is coming from someone who uses both characters a fair amount, and I can tell you right now that Doc is forced into up air chains far sooner than his less-educated counterpart. His up tilt knocks the opponent back too far to reliably chain into a second up tilt, his down throw only combos into up tilt up to rather low percents (I can't remember exactly as i don't pay that much attention to the percent meter, but i know it isn't that high) and this makes it significantly harder for a Doc player to rack up serious damage. However, he does have that insane kill move in his down special and has a far easier time scoring the KOs (and ending combos due to his up special's mechanics), so overall he only a tiny bit below where I would put him (I'd put him in the same tier as Peach if it was my choice), but him being a long way below Mario is the right way to go with Doc.
Coming from someone who mains and has previously mained both characters, both of which since their very first appearance, that's not true. Doctor M's combo ability is not that much worse than Mario's, and up tilt strings are still very possible. Dr. Mario's combos come mainly from down tilt, not down throw, unless you're trying to read an air dodge or something. Dr. Mario not racking up damage well is very untrue. All of Dr. Mario's attacks deal 1.12 times more damage than that of Mario. The main problem is that no one is playing Dr. Mario the way he should be played, a DEFENSIVE version of Mario. People assume that because something of his is different than Mario's, it's automatically bad. I'd say Doc is a solid C-Tier character.Doc's comboing ability is significantly worse than that of Mario. This is coming from someone who uses both characters a fair amount, and I can tell you right now that Doc is forced into up air chains far sooner than his less-educated counterpart. His up tilt knocks the opponent back too far to reliably chain into a second up tilt, his down throw only combos into up tilt up to rather low percents (I can't remember exactly as i don't pay that much attention to the percent meter, but i know it isn't that high) and this makes it significantly harder for a Doc player to rack up serious damage. However, he does have that insane kill move in his down special and has a far easier time scoring the KOs (and ending combos due to his up special's mechanics), so overall he only a tiny bit below where I would put him (I'd put him in the same tier as Peach if it was my choice), but him being a long way below Mario is the right way to go with Doc.
What? Any character in the game can get their recovery punished. Literally everyone. So there is a thick line between unsafe and distance. Name one character on the roster that cannot be meteor smashed by another character. This proves distance and unsafe recovery are not similar. At the end of the day no characters recovery is safe. It all comes down to how good the player is going about preventing being meteor smashed.Hey, what's up? Unsafe recovery and bad recovery are one in the same if the opponent knows how to punish it. Your ability to get back on stage means nothing if you leave yourself vulnerable while doing so.
You are going to have a hell of a harder time spiking someone like Zelda than someone like Mac. It makes a huge difference. Even if they can be spiked, it's damn sure not going to be easy.What? Any character in the game can get their recovery punished. Literally everyone. So there is a thick line between unsafe and distance. Name one character on the roster that cannot be meteor smashed by another character. This proves distance and unsafe recovery are not simalar.
That is true. Very very true.You are going to have a hell of a harder time spiking someone like Zelda than someone like Mac. It makes a huge difference. Even if they can be spiked, it's damn sure not going to be easy.
Pikachu *can* be spiked, but if it's anything more than a day 3 pika, he never will be.What? Any character in the game can get their recovery punished. Literally everyone. So there is a thick line between unsafe and distance. Name one character on the roster that cannot be meteor smashed by another character. This proves distance and unsafe recovery are not similar. At the end of the day no characters recovery is safe. It all comes down to how good the player is going about preventing being meteor smashed.
Yes, it is.That is true. Very very true.
Not necessarily true. Sheik, Luigi, and Rosalina are the only top tiers that require actual skill.Thats exactly why hes considered "low tier".
If no ones playing him right then no ones gunna win with him.The thing about high tiers is that they can essentially be played with any kind if style, thus there are more people with variety who do top with him. If you believe docs a solid C then go prove to the world his untapped potential.