Judge Judy
Smash Lord
- Joined
- May 18, 2008
- Messages
- 1,638
Not if R.O.B. recovers very high.Samus can gimp ROB. :D
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Not if R.O.B. recovers very high.Samus can gimp ROB. :D
Then he gets smacked with a fully charged shot and has to recover all over again! Yay!Not if R.O.B. recovers very high.
What is wrong about them?Your descriptions for Sheik, Lucario, Yoshi, and Wario are just plain wrong.
You don’t seem to understand…I’m comparing how Ness can move during his 2nd jump and how he can aim PK thunder to how Lucario can aim his Extreme Speed…and again…Ness can just use an air dodge with his 2nd jump to avoid dangerous obstacles like walls…PK Thunder can climb them…his 2nd jump can move around them and air dodge them…Wall clinging is nowhere NEAR as situational as anything Ness can do with PKT. Lucario's curve is also not situational. It's sheer maneuverability and ability to completely avoid obstacles is something that many characters would kill to have.
Curving makes him much harder to hit and allows him to either go for the stage or the wall if the ledge is taken.
Well Ness’ invincibility frames start off from the moment Thunder hits him…during that time…nothing can stop him (although his distance gets cut from that)Both moves can be easily edgehogged. What does it matter whether a move has a hitbox or not if you have invincibility frames, anyways? Lucario isn't missing out anything.
Unless you don’t have a wall…or the wall is further away then the ledge…Lucario has more horizontal resistance than vertical, and with proper DI it shouldn't be a problem. Also, vertical recovery issues are nullified by wall cling.
Oh please…most of the characters in the game have some good auto ledgesnaps with their recovery moves…Lucario's ledgesnap is not "good." It's good compared to everyone else. It's a **** good ledgesnap.
How am I forgetting about Lucario’s floatiness? Did you not read how I was talking about his good horizontal recovery?Only two of them are not in point, and you've forgotten curving, as well as Lucario's floatiness.
Stalling throws off the time for one thing…oh and like I said…you can move the magnet forward…and the people that start to edgehog Ness as they hear PK Thunder…yeah fun fact…you can do that a lot with every character…So? What the hell is he going to need a stall for? Nobody starts edgehogging Ness until they hear "PEEKAY THUNDER" first.
please…how’s about you get data before you say that?I don't believe it's as good as Lucario's, though.
Not really…oh and please note that Ness’ thunder is much faster then Lucas’ as well ok…Actually, I was talking about the head of PKT, not Ness, though that would screw him over, too..
5 years to start up? I can do it in less then a second…and you are aware again…that Ness and Lucario have the same range in their moves right?A 30% kill move that takes 5 years to start up and is instant death for him if he tries it due to him being unable to recover AT ALL no matter how little he's knocked back after trying.
Again…I wasn’t saying that…not my fault if you don’t get that…It's useful, but saying that Ness's "wall climbing" is anything nearly as good as Lucario's wall cling is foolhardy.
Were talking about horizontal for the snake range…and I said recovery move…not recovery…You can't rope snake out of the magnet, and Lucario gets 12 blocks if done at a more vertical angle instead of horizontal.
Still situational…notice that?Rainbow Cruise's walls when the stage becomes a giant platform near the end can be clung to as a last resort. I've been saved at least 3 times in tournament matches from those walls.
Yeah…please look at my list of what Lucario has again for recovery…So yeah, you can only cling to save yourself on 13 stages. However, when there are only 18 stages that you'll ever be able to reasonably die off the bottom boundary due to gimping, and 2 of those stages you can't cling two are the ones YOU'LL be counterpicking, I don't think that Lucario's wall cling is anything near as useless as you make it out to be.
Good for you...please recal that I said Lucario's is better then Ness'There're still better recoveries than Lucario. Lucas's completely trumps Lucario's for example. I just think it's better than Ness's, at least. <<
Meh...besides the fact that and PSI magnet is all he really needs most of the time it doesn't matter...PS: Besides Ness's long DJ he has nothing good about his recovery.
Explain, not to say that you're wrong I just don't understand what you mean.Then he gets smacked with a fully charged shot and has to recover all over again! Yay!
If Ness loses his SJ he's a sitting duck, length-wise his DJ will let him recover but he's still fairly easy to edgeguard. At least Psi Magnet protects against some projectiles... Ness's recovery isn't bad but you give his DJ too much credit; it's long and you can it into an Fair but Ness is still farily easy to intecept. Unlike Yoshi, Ness can be hit out of his long DJ. Ness has too few options against edgeguarders.Meh...besides the fact that and PSI magnet is all he really needs most of the time it doesn't matter...
ROB can't airdodge during his recovery. That basically means that he's a huge sitting duck to certain projectiles with KO ability, namely the Charge Shot and Aura Sphere.Explain, not to say that you're wrong I just don't understand what you mean.
ahem* i think both of those are usless for recovery...Yeah…please look at my list of what Lucario has again for recovery…
1.) 2nd jump and stats for it
2.) Extreme Speed and the stats for it
3.) Wall Cling
4.) Double Team
5.) Dair
6.) Ledgesnap…which I should really put in with the recovery moves…
I concur. Everyone's being arbitrarily placed without any sort of criteria to meet. EVERYTHING must be taken into account if a list like this is to be taken seriously.this list is so inaccurate. completely remake it lol
Exactly what I mean. There's more to take into account than just this.Ness in C rank? what a joke, just reflect, get hit by PK Thunder and hes dead, Falco is C rank, Marth's Up-B doesn't get him far enough(B takes forever to charge, Side B just keeps him in the air)
A. While Ness' PKT is nowhere near as good as his 2nd jump, it has more range overall (not by much they just about tie in horizontal range...but his thunder does go higher then his 2nd jump...around 1.5x as much actually vertically)...If Ness loses his SJ he's a sitting duck, length-wise his DJ will let him recover but he's still fairly easy to edgeguard. At least Psi Magnet protects against some projectiles... Ness's recovery isn't bad but you give his DJ too much credit; it's long and you can it into an Fair but Ness is still farily easy to intecept. Unlike Yoshi, Ness can be hit out of his long DJ. Ness has too few options against edgeguarders.
Again...another person who doesn't read my 1st post/all of the post...ahem* i think both of those are usless for recovery...
unless he realizes there is an R button.Then he gets smacked with a fully charged shot and has to recover all over again! Yay!
I thought Rob couldn't airdodge while he's using his recovery, but can only attack.unless he realizes there is an R button.
its an exaggeration about how much further Sonic can go than G&W.I do not understand the point of this question. How does it have to do with the distance either character can recover from?!
Spotdodge and grab him. You'll avoid the pushback of the move. If he wants to Dair a platform its not hard to avoid the attack and Uair him.G&W's dair has IASA frames. It is fairly hard to punish, especially on platform stages where it hits through the platforms.
From a fullhop it covers all of FD.The trajectory is important, yes. However you know that it goes toward you, so the ending place is fairly predictable. Does his side b -> second jump cover the entire stage of FD when activated aerially? Honestly I did not know this.
I believe G&W's activates a few frames slower than Sonic's.Their recoveries seem to have similar speeds to me. Sonic's does have a greater distance.
i thought you had intended priority when you mentioned it.When did I say lag? I meant priority. Also you're right, I didn't know it was lagless, but I assumed it had low lag.
From the edge of FD.Your up b argument is wrong. G&W's parachute allows him to fall VERY slowly, so he covers a great horizontal distance while barely moving down vertically. You simply cannot say that Sonic's Up B covers the same horizontal distance because he has better aerial movement - the problem with this is that he falls MUCH faster than G&W when G&W has the parachute out, so he loses a lot of vertical distance.
Why not just ^B and sweetspot the ledge or drop then ^B ?Yep, but if you see a projectile coming, it's just a good a defense as Sonic's side b.
Dude thats because of hurtbox/hitbox ratio. its still the same thing. Whoever hits the hurtbox first will win.Haha, no. While you are correct, Sonic's hitboxes aren't disjointed, whereas G&W's, and MK's (since you used him in your example) are. Thus if Sonic's aerial hits where their attack hits, only Sonic gets dealt knockback because they are safely out of range.
the same can be said for G&W except he can get edgehogged which would be bad as well.It isn't? I was under the impression that you could be grabbed out of your up b and then fall to your death, because you can't sweetspot the edge. I know it isn't nearly as bad as Snake's for this (since it's a lot harder to grab Sonic out of it), but it definitely leaves you more vulnerable.
Sonic can toss uout his Fair, Bair or uair all of which have good priority and good speed allowing him to defend himself.I mean if they are near him. But if they aren't, then he's safe because he sweetspots the ledge, whereas Sonic goes over it and can be hit...
you have yet to show why he is less safe though without it being the cause of a large error on the Sonic users part.He is more flexible, but he is less safe.
This is largely opinion based. Again in what way is Sonic more vulnerable? He is just as susceptible to being landcamped as G&W after an ^B.Yes and no. Yes because you can tell how G&W is going to recover. No because you still won't do anything about it, and he'll recover. With Sonic, even if you don't know how he is going to recover, you can at least try to hit him out of it, and have a greater success rate of hitting him out than G&W.
I thought it was that he could. Let me go check.I thought Rob couldn't airdodge while he's using his recovery, but can only attack.
I could be wrong.
Yeah...that is why I actually think JP is better then him...but whatever...Yeah you're right. Can't dodge out of the ^B
He can attack and then airdodge.
You need to stop talking right now. Kay?ahem* i think both of those are usless for recovery...
DT because you can end up under the stage
Dair because it holds you in place making you a easy target... the move is normally used to
assist with gimping whenever you dont have time for a b-air
i havent read anything else on your post yet i will when i get the time
A. Ok.A. While Ness' PKT is nowhere near as good as his 2nd jump, it has more range overall (not by much they just about tie in horizontal range...but his thunder does go higher then his 2nd jump...around 1.5x as much actually vertically)...
B. Ness' isn't worthless like Zelda or Falco and Wolf are after using his recovery move...he can still actually move from the get go...in fact I think his horizontal range goes up when he is in freefall (I'm going to test it today) the landing on PK Thunder can also be lagless just to let you know...
C. Learn how to air dodge when using Ness' 2nd jump...it isn't easy to intecept at all...and PSI magnet does more then just protect him from projectiles...it adds range and can actually change his location horizontally...oh and PK Fire is also nice for coming down...not just Fair...hell if used right...you could pillar spike some sucker...
Yah, but some people underrate some recoveries and overrate others; there's a lot of things people forget to look over, that's why we have these discussions.Everybody thinks, their main character should be a "tiny bit higher"...
Rank S
Metaknight
Rob
Jigglypuff
Rank A
Kirby
Wario
Game and Watch
Lucas ???
Sonic
Pikachu
Pit
Rank B
King DDD
Toon Link
Luigi
Fox
Diddy Kong
ZSS
Lucario
Samus
Rank C
Zelda
Snake
Ice Climbers
Princess Peach
Sheik
CharizardHigher
Marth
Ness
DK
Yoshi
Squirtle
Mario
Rank D
Falco
Captain Falcon
Wolf
Ike
Rank E
Bowser
Ivysaur
Olimar
Solo climber
Link You're kinding right?
Ganondorf
Link's way too high. Put him below Ganondorf, and Olimar above Ivysaur (what the hell, people? O.o)rank S
Metaknight
Rob
Jigglypuff
Rank A
Kirby
Sonic
Wario
Lucas
Game And Watch
Pikachu
Pit
Rank B
King Ddd
Toon Link
Luigi
Fox
Diddy Kong
Zss
Lucario
Samus
Rank C
Zelda
Snake
Ice Climbers
Princess Peach
Charizard
Marth
Dk
Captain Falcon
Rank D
Sheik
Ness
Yoshi
Mario
Squirtle
Falco
Wolf
Ike
Rank E
Bowser
Link
Ivysaur
Olimar
Ganondorf
Solo Climber
Fix'd.
Who ever think's Solo popo>Link instantly loses all credibility.Oh god. You just made it even worse. Why not just put Solo Popo up there with ROB, eh?
From page 1.Olimar should be above Ivysaur.
Who ever thinks that I was serious about that recommendation should be banned from the internet.Who ever think's Solo popo>Link instantly loses all credibility.
In all honesty, Solo Climbers recovery isn't that bad, people just suck at it.Solo climber is a joke. He should be bottom of bottom. I put he/she there as a joke,
Have you ever even played Olimar? Olimar's tether is long as hell. Also it stage spikes and has a little boost upon using it so you won't just hang in the air and fall to your dead even if you're half an inch away from the edge... Olimar is also a lot floatier than Ivysaur. UpB isn't always necessary.Whoa. DDD deserves way better. SA, ungrabable, powerful ^B, four air jumps, and basically can't get edgeguarded. Plus WTF on Olimar vs Ivysaur. Even if someone doesn't edgeguard, Olimar at max length has a pitifully short tether, and most of the time he won't have all his Pikmin. Ivysaur I believe has the game's longest tether and and Razor Leaf snipe, Dair stall, and then go for the tether when they drop.
I know.Who ever thinks that I was serious about that recommendation should be banned from the internet.
I wonder who has the better recovery, Olimar with no Pikmins or Solo Ice climbers?Solo climber is a joke. He should be bottom of bottom. I put he/she there as a joke,
Olimar's tether recovery is dependent on the number of Pikmin with him. Remeber that he throws them and they also get killed. Now what's the chances of him having a full set of Pikmin? Also he has to throw some at who ever is trying to edge guard/hog him. Further reducing the length of the tether.Have you ever even played Olimar? Olimar's tether is long as hell. Also it stage spikes and has a little boost upon using it so you won't just hang in the air and fall to your dead even if you're half an inch away from the edge... Olimar is also a lot floatier than Ivysaur. UpB isn't always necessary.