g-regulate
Smash Hero
with M2K's logic, you could say that Mario is up there as well. Pretty much does the same things as doc, only no fair finishers....... but, a longer fsmash, and slightly better recovery (i think?),
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The other significant difference between them is fall speed. Mario's fall speed coupled with ok priority give him I think an advantage over Doc in spacing and spacing manipulation options. And having a early nair is better than late (why Doc's late hitbox on nair... he would be significantly better if it was the other way around).i think Mario is not bad, but doc is way better because of Bair gimping. I think the difference in their bair (and doc's super sheet is way easier to gimp with) and the down smash and fair power make a fairly big gap (not too large but definitely a gap) between Doc and Mario though
Realistically it's probably never worse than 45-55 and I also doubt it's the case for all four of those matchups, but it's still not quite "never worse than even". I personally think the slight disadvantage holds true for at least Peach.Despite being overrepresented Falco never takes anything and many people would argue he's at a small disadvantage against Peach, Jiggs, Marth and/or Sheik. If it's true for just one of those matchups it makes him worse than Fox and Jiggs, under the assumption it never gets worse than even for those two. People probably aren't playing Falco at 100% of his potential yet, but his metagame is pushed forward constantly because so many high level players use him.
IMO, they're both 55-45 for peach.Doc vs Peach is probably Peach' advantage, but I don't think either Mario is really bad against her. Doc's bair works wonders against her and he seems to have a faster downsmash. Range will always be a problem though.
Why do you get so hung up on Amsah's word choice? He's relatively bad at some matchups when compared to the top 2, hence his #3 position in possibly his own tier. There aren't really many other ways to explain this.At any rate, that doesn't answer the more important half of the question. Why is he bad against these characters?
Agreed to a certain extent, but Peach could always strike it. It's not as much of a counterpick for her anymore.i think falco hardcore ****s peach on DL64. Falco can just camp the top platform w/ dair since peach can only get there with slow jumps and crap priority. Upon her taking the top platform somehow, falco can run away and shoot her till she is forced off it, then he can quickly take it back. it's very basic and effective and a great measure to waste one of peach's most common CP choices.
we'll wait for the answer.unknown522: I don´t get that either![]()
I disagree with it too. However, the opinion has surfaced here more than once so it needs to be addressed.wow jiggs fox even? I fully disagree with that sentiment.
I don’t like how we do our current tier list. I’m not sure exactly how we actually construct it, for one. It seems that the discussions center on a combination of tournament results, character strategy, matchups, and overall potential. While this is not an intrinsically bad method, what is troublesome is that the degree to which people take these elements is really diverse (we haven’t really decided how much each factor should affects the list or character placements), and the varying categories aren’t well defined either.Fly_Amanita said:My main issue with the MBR tier lists is that they don't have clear criteria. Other communities typically use match-up charts to derive tier lists, which I believe is a very good approach. However, the Melee match-up charts that have been attempted in the past never reach a satisfactory state because there are many match-ups to discuss and many match-ups are poorly understood, especially those involving bad characters. My proposal is to create a smaller match-up chart involving only the "good" characters and use that to order them, and either the leave the other characters unordered or use a hazier method of ordering them. That this would yield a good order for the viable characters relies on the assumption that the good characters' match-ups against the mediocre/bad ones have little influence on how good they are; e.g. that Fox ***** Kirby harder than Falco does should have little influence on determining which of the space animals is better.
There are issues with determining where we draw the line on which characters we would include in the chart, because there are weird instances of so-so characters arguably doing well against pretty good ones, such as DK against Samus and Luigi against ICs, that may merit representation. Given concerns about chart size and sufficient character representation, I would put 11 and 15 as lower and upper bounds, respectively, on the number of characters the chart would have.
agreedI am entirely in favor of creating a match-up chart and making a clear definition about how important each factor is for a characters placing within the tier list (like 1/3 match-ups 1/3 results 1/3 character potential for example).
We also should consider redoing the whole viable/non-viable vote because a) we have new members (and a few more should get added soon) and b) the general opinion on some characters (namely Mario and Pikachu) might have changed due to recent events/results.
If we're doing everything scrupulously we might also decide which ruleset we're considering for the MU chart (standard MBR ruleset I guess?), as we all know stages/counterpicks are not neglectable for determining the MU ratio.
Altogether it looks like we've got plenty of things to do until we can actually start voting on the tier list, let alone finish it. It should go something like this:
(1. Decide which ruleset we're going to use)
2. Voting on viable/non-viable
3. Create a MU chart using the characters voted as viable
4. Make a clear definition of standards
finally we can actually vote on the upper part and decide what we're going to do with the lower part of the list.
We also might want to apply the results of the voting against a potentially calculated number from the MU chart as well as the findings of the character ranking topic (aka results).
That's why we would only create a MU chart for viable characters, meaning we only consider those match-ups that actually matter.I disagree with a MU chart as the basis of tiers for two reasons. The first being that top level play and tournament results aren't necessarily dictated by match-ups. It's becoming fairly apparent to me that our best players have more or less overcome their weakest character matches. The second is that we'd have develop a weighted system because oddly aligned characters are going to have some skewed bias depending where they are. For example, I'm sure Sheik has better matches overall than Marh despite Marth performing better against higher tiered characters.