kingPiano
Smash Ace
- Joined
- Feb 16, 2015
- Messages
- 574
So I've been thinking about this recently as I delve into learning each character better as I improve my matchup knowledge.
I mostly main Samus and Donkey Kong (I have a bit of fun with Pichu and Mewtwo as Money Matchers)
Characters all I'd consider tough to get to a competitive level, definitely not easy to dominate with initially and take while to get to a level to compete with top tier.
I have mostly stayed away from top tiers because I just find them boring (and I'm a masochist), but obviously they are the most viable. When I started playing all the characters, really playing as all of them at tourneys I realized how broken some of them were again (I was doing really well with not much experience invested)
There are characters, right out of the gate that just have huge advantages and select moves that can offset an extreme lack of skill or knowledge. Almost all you don't even need to know how to wave dash, or L cancel, fast fall, or any other high tech shenanigans initially and in most cases it only takes a few months to learn the OP tech and abuse it.
Marth: A completely broken character IMO with his huge disjointed hit-boxes, great wave dash, insane grab range, his floatiness makes absolutely no sense (Roy's weight and fall speed make sense for an armored powerhouse with a sword), his attacks shouldn't be fast (it's a heavy *** steel flippin' sword), minimal lag, VERY easy combo potential.
--Marth seems like a character that accidentally wondered into the wrong game, as if he should have been in some fighting game in which everyone has huge swords like Bushido Blade or Soul Calibur.
---- Marth is easy to learn but I admit he is obviously a character that can progress. There is room to master and one can adapt a style and unique combos, but not nearly as much as other top tiers. His learning curve is much much more shallow.
Zelda: The Kicks and the D smash, no combos needed. Again it would seem to only take a month or two of playing to reach competition level of play, but plateaus almost immediately. If there is improvement to be had it's purely on the user and their use of mindgames and spacing/camping.
Jigglypuff: A broken Bair, can 0 to death pretty much any character if the reads and the spacing of the user are superior. An extremely easy and boring character to both play and watch (unless of course you're getting fancy with the rests).
Both Fox and Falco: I'd include here too just based on the broken Shine moves both have and the ease with which multi-shines and wave shines and WD UPsmash can be learned as well as the use of Shine to spike and 0 to death lesser players (minimum a few months to get competitive).
----But obviously both have the most room to grow and they actually do take extreme skill and dexterity to master since they are heavy, fall fast, and have bad recovery.
Sheik I'd say without a doubt would be the easiest for a casual to start maining and do really well with. Fast in the air and on ground, all moves are usable and have utility, fantastic projectile, great recovery, easy combo potential, chain grabs on many characters. it's just a character that feels and controls exactly like you'd want, everything feels tight and precise.
---- I think Borp is a great example, not really much tech but he dominates with sheik. But Borp seems to also have insane reaction time (or he's telepathic, unconfirmed) and he can read opponents extremely well which is why he can often defeat many pros with his straight-forward style. Shout-out to Borp, it's always a ton of fun to watch you play.
This has all probably been said a million times, but refreshing myself recently with learning them inside and out it was a bit depressing. Glad there are things like Project M that try and re-balance characters and even the playing field (never truly possible, but interesting to see the whole roster used). It's just puzzling how unbalanced Melee really is, Nintendo did an awesome job with the original in that almost all characters were viable and had potential (except Luigi :/). Melee just seems like such a departure from that, and just based on the matchups the game is obviously lacking in good solid game design and balance. Would've been so awesome to see almost all of the characters placing at the various nationals and regional tourneys, but it IS just a party game as Nintendo would put it.
I mostly main Samus and Donkey Kong (I have a bit of fun with Pichu and Mewtwo as Money Matchers)
Characters all I'd consider tough to get to a competitive level, definitely not easy to dominate with initially and take while to get to a level to compete with top tier.
I have mostly stayed away from top tiers because I just find them boring (and I'm a masochist), but obviously they are the most viable. When I started playing all the characters, really playing as all of them at tourneys I realized how broken some of them were again (I was doing really well with not much experience invested)
There are characters, right out of the gate that just have huge advantages and select moves that can offset an extreme lack of skill or knowledge. Almost all you don't even need to know how to wave dash, or L cancel, fast fall, or any other high tech shenanigans initially and in most cases it only takes a few months to learn the OP tech and abuse it.
Marth: A completely broken character IMO with his huge disjointed hit-boxes, great wave dash, insane grab range, his floatiness makes absolutely no sense (Roy's weight and fall speed make sense for an armored powerhouse with a sword), his attacks shouldn't be fast (it's a heavy *** steel flippin' sword), minimal lag, VERY easy combo potential.
--Marth seems like a character that accidentally wondered into the wrong game, as if he should have been in some fighting game in which everyone has huge swords like Bushido Blade or Soul Calibur.
---- Marth is easy to learn but I admit he is obviously a character that can progress. There is room to master and one can adapt a style and unique combos, but not nearly as much as other top tiers. His learning curve is much much more shallow.
Zelda: The Kicks and the D smash, no combos needed. Again it would seem to only take a month or two of playing to reach competition level of play, but plateaus almost immediately. If there is improvement to be had it's purely on the user and their use of mindgames and spacing/camping.
Jigglypuff: A broken Bair, can 0 to death pretty much any character if the reads and the spacing of the user are superior. An extremely easy and boring character to both play and watch (unless of course you're getting fancy with the rests).
Both Fox and Falco: I'd include here too just based on the broken Shine moves both have and the ease with which multi-shines and wave shines and WD UPsmash can be learned as well as the use of Shine to spike and 0 to death lesser players (minimum a few months to get competitive).
----But obviously both have the most room to grow and they actually do take extreme skill and dexterity to master since they are heavy, fall fast, and have bad recovery.
Sheik I'd say without a doubt would be the easiest for a casual to start maining and do really well with. Fast in the air and on ground, all moves are usable and have utility, fantastic projectile, great recovery, easy combo potential, chain grabs on many characters. it's just a character that feels and controls exactly like you'd want, everything feels tight and precise.
---- I think Borp is a great example, not really much tech but he dominates with sheik. But Borp seems to also have insane reaction time (or he's telepathic, unconfirmed) and he can read opponents extremely well which is why he can often defeat many pros with his straight-forward style. Shout-out to Borp, it's always a ton of fun to watch you play.
This has all probably been said a million times, but refreshing myself recently with learning them inside and out it was a bit depressing. Glad there are things like Project M that try and re-balance characters and even the playing field (never truly possible, but interesting to see the whole roster used). It's just puzzling how unbalanced Melee really is, Nintendo did an awesome job with the original in that almost all characters were viable and had potential (except Luigi :/). Melee just seems like such a departure from that, and just based on the matchups the game is obviously lacking in good solid game design and balance. Would've been so awesome to see almost all of the characters placing at the various nationals and regional tourneys, but it IS just a party game as Nintendo would put it.
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