kingPiano
Smash Ace
- Joined
- Feb 16, 2015
- Messages
- 574
I've been giving this much thought recently, trying to figure out the simplest essence of explaining the ordering of the Melee tier list.
I've gone through all the stats and each move and even all the 100s of factors that go into what determines why characters are more superior than another. I think I've finally figured out 2 of the more pure and near objective ways of explaining the tier list order to others with the smallest room for dissension. They are umbrella terms/concepts that draw from what I consider to be the most important aspects each character has in neutral and off stage. This is of course my opinion. If you agree with me fully or partially; cool, if not I'd really like to hear what others think are the most deciding factors in tier list placement (It's more interesting if you pick only your top 2-3 and give reasoning)
So here's the 2 aspects I consider to have the most influence in why a character is placed where they are on the tier list:
1. Comeback ability - Basically the ability to comeback from the largest stock deficits (i.e. 1 to 4) against viable characters and competent players. The main contributing factors being: Speed (air and ground), Trade superiority (or at least even), Gimp ability, Move priority and range, option diversity, universal combo ability, combo set ups to KOs. Each of the top tier characters have the ability to do this to almost all characters (come back from a 3 stock deficit); but most of the mid or low tiers don't because they would lose in trades, speed, range, and lack of combo ability.
2. Fast, explosive, and near guaranteed 0 to Death ability - The ability to take a stock in a very short amount of time and in an almost guaranteed inescapable way (if the attacker reads and reacts properly). The main contributing factors being: Speed (air and ground), Gimp ability, Move startup speed and power, universal combo ability, combo set ups to KOs, and high initial knockback moves or early finishers like: Fox's Shine, Falco's Dair, Jigglypuff's bair wall, Ken Combo (Marth Dair), IC's wobbles, etc.
With these aspect in mind the ordering the mid-low tiers should change, but that is probably for another discussion.
.
I've gone through all the stats and each move and even all the 100s of factors that go into what determines why characters are more superior than another. I think I've finally figured out 2 of the more pure and near objective ways of explaining the tier list order to others with the smallest room for dissension. They are umbrella terms/concepts that draw from what I consider to be the most important aspects each character has in neutral and off stage. This is of course my opinion. If you agree with me fully or partially; cool, if not I'd really like to hear what others think are the most deciding factors in tier list placement (It's more interesting if you pick only your top 2-3 and give reasoning)
So here's the 2 aspects I consider to have the most influence in why a character is placed where they are on the tier list:
1. Comeback ability - Basically the ability to comeback from the largest stock deficits (i.e. 1 to 4) against viable characters and competent players. The main contributing factors being: Speed (air and ground), Trade superiority (or at least even), Gimp ability, Move priority and range, option diversity, universal combo ability, combo set ups to KOs. Each of the top tier characters have the ability to do this to almost all characters (come back from a 3 stock deficit); but most of the mid or low tiers don't because they would lose in trades, speed, range, and lack of combo ability.
2. Fast, explosive, and near guaranteed 0 to Death ability - The ability to take a stock in a very short amount of time and in an almost guaranteed inescapable way (if the attacker reads and reacts properly). The main contributing factors being: Speed (air and ground), Gimp ability, Move startup speed and power, universal combo ability, combo set ups to KOs, and high initial knockback moves or early finishers like: Fox's Shine, Falco's Dair, Jigglypuff's bair wall, Ken Combo (Marth Dair), IC's wobbles, etc.
With these aspect in mind the ordering the mid-low tiers should change, but that is probably for another discussion.
.
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