PKNintendo
Smash Master
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- Aug 9, 2008
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Nah, I didn't forget about the DJAD. That's how I usually end up back on stage unscaved since anyone next to you using it won't be able to punish once you get out of the airdodge way above them (as long as you don't do unnecessary air dodges this can only be punished by fast aimable projectiles, and no not din's fire far to slow on lag), I just knew that most people wouldn't agree since most characters djad is mediocre at best.Whats with all the stuff about Double Jump Armour? I don't even think about it when I recover (Hell sometimes I even forget he had that!)
You know what I do when I recover? I AIRDODGE! Egg Toss to close the gap, Double Jump, Airdodge when I get close. Boom! I just went past him unharmed! If the Yoshi knows what he is doing, it makes ANY type of aerial interception impossible! Not only that but the Airdodge also accelerates the Double Jump also!
Excluding today (Which was bull****! Stray fireball breaking the armour at 15%?!?) I can't remember the last time I was gimped that wasn't due to doing something stupid (Poor Judgement)
I'm really disappointed that you forgot about his DJAD Gindler. Thats the most important aspect of his recovery game and pretty much makes his recovery practically ingimpable
even with 2nd jump gone and a bit far away from the ledge horizontal wise he'll make it back with proper use of air speed and egg toss recovery...believe it ot not.How people are stupid enough to rely on projectiling Yoshi's 2nd jump when they know it can SA them? Egg tossing can stop edgeguarders? Well, Zelda has Lightning Kick for that.
He gains almost no vertical range. Meteor Canceling with Yoshi using Up B just takes him out of stun, he'll still be helpless to make it back unless he still has his 2nd jump.
With the 2nd jump gone, no matter the amount of egg tossing, you're dead, unless you started off very far above the stage and can pretty much just air control in with a few egg tosses, at which point anyone (almost) could recover doing pretty much the same thing (air control + maybe a recovery boosting move).
Yoshi is not unique in this! But if he's a bit far away from the ledge horizontal-wise and his 2nd jump is gone, he's dead. Maybe characters aren't (Zelda certainly isn't) in situations like this.
Does Yoshi have Super Armor or Juggernaut armor (in which case, he sucks)?
Zelda has no move which randomly disables Up B only, Din's Fire puts her in helpless state, where she can't do anything except air control. None of her other moves do this.
Since when does Yoshi get to move before invincibility ends after airdodging? And if he's whacked afterwards, his 2nd jump is gone and he's a goner.
I'm sorry, what?.
...Excuse me, what? Go use Double Team in the air, and tell me that isn't a significant boost. The fact that you're invincible for the entirety of the movement is also a huge plus.
Yes, because the opponent is just going to sit there doing nothing while he recovers.even with 2nd jump gone and a bit far away from the ledge horizontal wise he'll make it back with proper use of air speed and egg toss recovery...believe it ot not.
G&W should be moved up to S tier. Is virtually impossible to edgeguard from below and can get back from pretty much any hit, even semispikes.First post.
How exactly is this a fair judgement when 95% of the time he'll never be hit out of his recovery? This is completely irrelevant because it's only going to happen in rare cases. It's not a common problem.This is also irrelevant. The discussion at hand is not whether Yoshi can survive, it's how good his recovery is when compare to other people's recoveries. Whack anyone after they've used up their 2nd jump and have them end up in the same spot at the same damage. Who's got the harder time to make it back?
Zelda or Yoshi? Yoshi or Marth? Yoshi or Jigglypuff?
That's what's important, not whether or not it's possible for Yoshi to recover at that point. My point is that it's much harder for Yoshi to recover.
Yoshi can airdodge at any given time, so he will usually save his airdodge when he is close to the opponent. Also, where are you basing this off of? An aerial interception? From the Ledge itself? Any case you'll only have one shot, and even that is practically impossibleInvincibility eventually ends. It's a yomi. It's not impossible to whack Yoshi out of DJAD, especially not if you throw out a quick move with little lag, leaving you able to follow it up with another move to punish the airdodge. No character is 100% invincible 'til the end of the airdodge and no character has enough time to throw out an attack from an airdodge before anyone can attack them.
It's not easy as cake, but it's not impossible either.
Maybe I should explain it better when I said they can climb walls...I mean Ness can do things like this...Here. Once you can get Ness or Lucas to do this, come back here and repeat that sentence. Until then, just stop arguing this point right now.
Actually the reduced range that Ness' PKT2 can get only works at the start of it...during the special frames...at around the 1/2 mark most projectiles start to hit Ness when he is flying...thus giving him his recovery move back...Except Lucario doesn't get automatically gimped when someone jumps above him, and won't die automatically when he's hit with any weak move after his double jump. He also gets his recovery special back after being hit with a projectile during it, meaning that he won't suffer from the reduced range that Ness gets when he gets smacked by projectiles during his recovery. Also, Lucas's and Ness's PK Thunder 2 moves are NOT in any way, shape, or form even close to as maneuverable as Lucario's, and Ness's is in NO way, shape, or form even close to being as reliable.
Lucas' tether does not have very limited range...it beats Link's and Tink's overall for one thing...Lucario's ledgesnap is on par or greater than Ness's. Lucas's tether recovery is irrelevant, as he is unable to use it after performing his recovery special, and for a tether, it has very limited range, opposed to Lucario's Wall Cling which can be done from a variety of angles and from quite a distance away.
Ok...let me say it againYoshi's Island(kinda), Final Destination, Pictochat, Green Greens, Halberd (Part 2), Battlefield (Okay, you can't recover from there, but it counts!), Castle Siege, Pokemon Stadium 1, Brinstar (when connector thingy is broken), Corneria (like you'll ever use it, but wtfever), Distant Planet, Frigate Orpheon (<3 Frigate), Green Hill Zone (when floor breaks), Norfair (the bottommost platform), Pokemon Stadium 2, Rainbow Cruise (various), Yoshi's Island Melee (Pipes, and the spinning block hole), Onett (useless, but meh), Port Town Aero Drive (During certain areas).
And that's only the legal stages.
I feel that Ness' may be worse then Lucario's...but it isn't by much...Ness's recovery is worse than lucarios. Lucas's is much better. and yes, his pkt2 is considerably more reliable than ES.
Lucas' is not debatable...Lucas's? Debatable. Ness's? Hell no.
I'd like to point out one thing about Ivysaur and Olimar...in order to gimp them...you have to grab the ledge preventing their ropes from snapping on to it...in order to gimp Link...you just have to knock him off...still better then Ganondorf's thoughRank S
Metaknight
Rob
Rank A
Jigglypuff
Wario
Kirby
Lucas
Sonic
Pikachu
Game and Watch
Rank B
Pit- ! to low-I've been thinking about how fast Pit's glide is...I think he should be in rank A because of that...
King DDD
Toon Link
Luigi
Fox
Lucario -! To high Wall Cling isn't useable in 17 or so stages like certain people say it is...I'm pretty sure it only has good use in 8 of them actually...
Diddy Kong
ZSS -! To high Her "3rd jump" can only be recharged from hitting the ground...she may have the longest tether in the game...but it is still a tether...Well...she has the skill to wall cling as well...that might help in some stages...still
Charizard
Rank C
Zelda
Snake
Ice Climbers
Princess Peach
Sheik
Samus- !! to low- I can see you haven't payed attn to the 50 or so posts in this thread saying Samus should be higher...
Falco
Yoshi
Squirtle
DK
Rank D
Ness - ! to Low- I guess you didn't see my small novel about Ness' recovery huh?
Mario
Captain Falcon
Marth
Wolf -! to low- You don't seem to know that this one is better then Falco's right?
Ike
Rank E
Bowser
Link- ...to high-check below
Ivysaur
Olimar-...to low-Olimar gets like 2x the horizontal distance of Ivysaur...it's actually the same as Mario's total on a low ground horizontal test I did
Ganondorf
Open to change.
Sorry, I worded it funny. Upon activation, Lucario is invincible for the duration of his sliding kick.I'm sorry, what?
*see earlier rant*My second question is why is Lucario higher than Falco? Both their Up-B's have similar startup and range, but Falco's actually does damage, plus he can recover using Side-B as well. The only thing Lucario has is the ability to curve and wallcling, and that's situational based on the stage.
That is nothing like wall clinging, and you know it.Maybe I should explain it better when I said they can climb walls...I mean Ness can do things like this...
http://www.youtube.com/watch?v=-lpdm8wgSNg
2:11 and 2:18
More than I can say for Ness or Lucas.Oh and btw...if you can do that video in a real tournament match...then I'll be impressed by that 360 wall ok...but the thing is...right now...I happen to see Lucario's wall cling and wall jump as only one part of his recovery tricks...
Then the next projectile will hit the head and-Actually the reduced range that Ness' PKT2 can get only works at the start of it...during the special frames...at around the 1/2 mark most projectiles start to hit Ness when he is flying...thus giving him his recovery move back...
Just hover around him, or just simply wack him with a weak knockback move. Either way, he's dead.Oh and Ness doesn't get gimped by someone automatically jumping over Ness' head...fun fact...you are in control over when to use the thunder...
So what? You can ledgesnap and bounce off the wall. So can I, except mine is actually effective, user friendly, and outright usable in real matches rather than only in exhibitions.Oh and please watch that video to see what you can do with their thunder recoveries ok (well at least Ness' anyway)
That's not saying much.Lucas' tether does not have very limited range...it beats Link's and Tink's overall for one thing...
9. Pokemon Stadium 1Ok...let me say it again
How about we look at which stages that is useful on...at least in a way
1. FD
2. YI (both)
3. PC
4. GGs
5. Halberd (p.2)
6. Castle seige is only on Part 1 actually
7. Frigate Orpheon
8. Yoshi's Island Melee
You feel wrong.I feel that Ness' may be worse then Lucario's...but it isn't by much...
Yes, it is.Lucas' is not debatable...
*dies laughing*Why's Mario so low? He's at least mid C. At least on par with Lucario, ZSS, or Zelda....unless we're generalizing.
Niiiice. I take it you've never fought a good Mario before.*dies laughing*
HAHAHAHAHA-Niiiice. I take it you've never fought a good Mario before.
I honestly found Lucario's recovery being better than more than half of the cast the funniest thing about this thread.
We're comparing recoveries. I'm listing cons. Deal with it.How exactly is this a fair judgement when 95% of the time he'll never be hit out of his recovery? This is completely irrelevant because it's only going to happen in rare cases. It's not a common problem.
Yes, because, obviously, Yoshi will always win the guessing game. He'll have the reflexes to airdodge everything on reaction if the opponent jumps out with a fakeout and then waits for the airdodge to end to punish.Yoshi can airdodge at any given time, so he will usually save his airdodge when he is close to the opponent. Also, where are you basing this off of? An aerial interception? From the Ledge itself? Any case you'll only have one shot, and even that is practically impossible
Yes, obviously. Yoshi's recovery is Top Tier! He can never be edgeguarded!Yoshi's recovery is unique because his Recovery effectiveness is completely based on the players judgement. Nobody can really gimp Yoshi, unless he screws up. Aerial Interception is impossible no matter what character Yoshi is against, and staying on the stage is just as hard to intercept.
On the surface, it does seem that way. However, upon closer inspection, Lucario's Up B has immense range, an incredible ledgesnap range, the ability to wall cling at ANY point during the move, and it possesses incredible maneuverability.But I will say that Lucario's Up-B is pretty bad alone.
Just because I want to,What the hell kind of player leaves themself directly below FD with only an up b? wait, nevermind that.
Right it isn’t it is something else that has situation uses…kind of like Wall Clinging…fun fact…I was talking about how Lucario can curve his UP B for this ok…That is nothing like wall clinging, and you know it.
I agree…how anyone can say Falco’s is better and should be put in C is odd overall to me…*see earlier rant*
Yeah…whatever you say…More than I can say for Ness or Lucas.
Maybe cut the distance short on the move…which would be enough to grab the ledge most of the time…PK Thunder is a last resort move…Then the next projectile will hit the head and-
I’m glad you feel safe hovering around someone who can hit you with a 30% kill move…oh and It’s not like Ness’ air game isn’t safe ok…Just hover around him, or just simply wack him with a weak knockback move. Either way, he's dead.
Climbing walls is actually pretty easy to do with Thunder actually…overall once you get pasted the learning curves with the PK Thunders…it is pretty easy…So what? You can ledgesnap and bounce off the wall. So can I, except mine is actually effective, user friendly, and outright usable in real matches rather than only in exhibitions.
4 horizontal Blocks for a rope when using Magnet once isn’t saying much?That's not saying much.
I said Pictochat and Green Greens…9. Pokemon Stadium 1
16. Norfair
But you are forcing it like it's a major problem, when It's hardly a problem at all due to how unlikely the scenario is. It's like saying that Game & Watch or Sonic's recovery is bad because if they get grabbed out of it, they're dead.We're comparing recoveries. I'm listing cons. Deal with it.
You really don't understand how Yoshi's recovery works at all. Infact, I think you missed the common fact of Dodging in general. You are assuming that as soon as you make any form of reaction, Yoshi is going to Airdodge right away, regardless of the distance he is away from the opponent. Thats like saying to Spotdodge a Charge Shot when Samus is about to fire it. You don't Dodge when the Charge Shot is about to fire, you Dodge it when it's about to hit you, and it's the exact same thing here. Yoshi is going to Airdodge when he is close, not because you are throwing out random reactions.Yes, because, obviously, Yoshi will always win the guessing game. He'll have the reflexes to airdodge everything on reaction if the opponent jumps out with a fakeout and then waits for the airdodge to end to punish.
Sarcasm aside, that's exactly what I'm saying.... at least in a defencive aspect.Yes, obviously. Yoshi's recovery is Top Tier! He can never be edgeguarded!
Lmao, a little bit safer than Lucario's? Mario's fireballs come down at a much better trajectory that Lucario's aurasphere and protect his descent much more efficiently because he can spam them as he comes down. He has a capestall similar to Lucario's Dair stall, Mario's upB and Uair stage spike consistently, and cape reverses projectiles thrown at him during recovery like Falco's lasers or Yoshi's eggs. Not to mention his best recovery protection option, Fludd, which pushes away incoming edgeguarders or can help him recover if the need arises.-Oh wait, you're serious? Mario's recovery is shit compared to Lucario's. There's absolutely no denying it. Sure, his recovery special and cape may make his recovery just a little tiny bit safer than Lucario's, but that doesn't matter if you can't REACH the ledge!
What is this "truckload" of options? Dair stalls and AS? Curving your upB? Seriously?Meanwhile, Lucario has a truckload of options when returning to the stage, along with mixups, and the ability to simply drift back to the stage due to Lucario's floatiness, often not even needing his second jump.
Bull. You are Sooooo lucky I woke up late. People are gonna accept this garbage as truth.With Mario? You can save your second jump, and you STILL may not make it back! That's not a good sign.
Lol, Marth's recovery is as predictable as they get. Mario can at least stall his properly, has fireballs, and Fludd to keep opponents away. Marth has...what...Fair? Our upB also spikes on the entire attack and has the power to stagespike at 0%. Don't kid yourself.How did Mario's recovery end up higher than Marth's? That doesn't make sense. It's slower and has worse range. Plus it's a lof safer coming back with Marth because he can swat people trying to attack him easier than Mario.
So MK and ROB are going to let you float back to the stage? They're not going to force you to use that craptastic upB to recover?I do agree that Lucario's recovery is better than Mario's. He can normally just drift to the stage, not even needing to use his up-b. But I will say that Lucario's Up-B is pretty bad alone.
Umm yeah. He is.But you are forcing it like it's a major problem, when It's hardly a problem at all due to how unlikely the scenario is. It's like saying that Game & Watch or Sonic's recovery is bad because if they get grabbed out of it, they're dead.
You really don't understand how Yoshi's recovery works at all. Infact, I think you missed the common fact of Dodging in general. You are assuming that as soon as you make any form of reaction, Yoshi is going to Airdodge right away, regardless of the distance he is away from the opponent. Thats like saying to Spotdodge a Charge Shot when Samus is about to fire it. You don't Dodge when the Charge Shot is about to fire, you Dodge it when it's about to hit you, and it's the exact same thing here. Yoshi is going to Airdodge when he is close, not because you are throwing out random reactions.
Even if you did this, It won't work. Lets assume that your character has average airspeed, not best, not the worst. Now, Yoshi moves more than Twice as fast as the average person. Now lets say that Yoshi is recovering from a Block lower from the ledge. So you jump towards him, Yoshi Double Jump and Airdodges at the correct distance from your character's range. Now as soon as you see it, you Double Jump backwards to minimize Acceration. Now he's right on you and he's about a quarter into his airdodge. Now either Two things will happen
-He'll get away
-You'll hit him with your Bair (Or Fair if you are a multijump)
Even if you manage to get off a Bair, You're knocking him TO the stage. You can't gimp him that way. Even if it knocks him off on the other side, you have to catch up by Running to the other side of the stage before Yoshi can reach the ledge by either his natural airspeed or his UpB Eggs (Which can also stall your movement). Even all of that, sometimes It's just impossible because his Double Jump sends him too high in the first place, and your character won't be able to keep up in the Y-Axis.
Sarcasm aside, that's exactly what I'm saying.... at least in a defencive aspect.
PS: Anyone notice that Snake isn't on the list?
Are you not noticing the huge wall under that platform?Distanct Planet...have pass through platform...
Mario's start-up of Up-B has invincibility frames, meaning it's guaranteed to not get gimped until the attack starts. If you try to gimp him during that, good luck.invincible?
Since when?
It has a frikkish hitbox yes but not invincible.