WT!
Smash Journeyman
- Joined
- Jan 5, 2014
- Messages
- 254
- NNID
- WT_Smash
- 3DS FC
- 4597-0015-7814
- Switch FC
- SW-3650-7945-8401
Many of us started out as noobs. By that I mean people who hadn't bothered to even read the instruction manual, may not even own the game and only know part of the controls. As for the controls...
The noob does not know how to spot dodge or air dodge, and rarely rolls or grabs. He NEVER SHIELDS. He blocks attacks with other attacks instead, and yet does not understand priority. He knows how to recover, but often gimps. He does not distinguish between his normals, he simply presses (or mashes) a in the direction of his foe when he wants to attack, spamming mostly a combination of jab, f-tilt and dash attack. He rarely uses air attacks, instead, he waits for his foe to come down. He doesn't attempt to edge guard, and when he does it is onstage. Noobs understand very little about the games mechanics. To camp, they spam their projectile button (usually b). Final smashes are on, and 3-4 player battles and free for alls are common. He uses moves that are usually considered bad options. He, of course, cannot DI and knows not of any advanced techniques. His reflexes are poor. He does not attempt follow ups. He always uses ledge attack and getup attack, never techs, overuses stall-then-falls and rapid jabs etc.
Smashes: noobs use smashes as bait. When their opponent is at a high percent (this is even more common if he too is at a high percent, but also usable from low-percent-neutral), he will stand at the far end of the stage and charge his smash attack with the greatest horizontal range. Now the other noob is not stupid. He doesn't exactly go through the same though processes that we do, but he knows that his opponent is charging a powerful attack. If he is hit, he will die or else get knocked to the point where he cannot recover, or at the very least take devastating damage. However, he knows that he can run in and interrupt the smash attack before his opponent can release the "a" button. However, with a well times release of "a", his opponent could send him flying. He also knows that the attack has [ending lag] that he can [punish]. He knows that the opponent cannot charge it forever and that he can instead rush in right when the charge time ends, and [punish] him when he is forced to release his attack. This is the mindset. Oh, and he doesn't use GC controller.
Noobs often get into close range ground exchanges, spammable moves are more effective, lock on projectiles are more effective, etc. I cannot lay out the entire noob mindset and meta, but anyway, I decided to make a tier list to show how effective certain characters would be in noob play. I'm not going to justify every one up front, so instead, I'd be happy to answer individual questions.
Top Tier
SS:
S:
A+:
A-:
High Tier
B:
Upper Mid Tier
C+
C:
C-:
Mid Tier
D:
Lower Mid Tier
E:
Low Tier
F:
The noob does not know how to spot dodge or air dodge, and rarely rolls or grabs. He NEVER SHIELDS. He blocks attacks with other attacks instead, and yet does not understand priority. He knows how to recover, but often gimps. He does not distinguish between his normals, he simply presses (or mashes) a in the direction of his foe when he wants to attack, spamming mostly a combination of jab, f-tilt and dash attack. He rarely uses air attacks, instead, he waits for his foe to come down. He doesn't attempt to edge guard, and when he does it is onstage. Noobs understand very little about the games mechanics. To camp, they spam their projectile button (usually b). Final smashes are on, and 3-4 player battles and free for alls are common. He uses moves that are usually considered bad options. He, of course, cannot DI and knows not of any advanced techniques. His reflexes are poor. He does not attempt follow ups. He always uses ledge attack and getup attack, never techs, overuses stall-then-falls and rapid jabs etc.
Smashes: noobs use smashes as bait. When their opponent is at a high percent (this is even more common if he too is at a high percent, but also usable from low-percent-neutral), he will stand at the far end of the stage and charge his smash attack with the greatest horizontal range. Now the other noob is not stupid. He doesn't exactly go through the same though processes that we do, but he knows that his opponent is charging a powerful attack. If he is hit, he will die or else get knocked to the point where he cannot recover, or at the very least take devastating damage. However, he knows that he can run in and interrupt the smash attack before his opponent can release the "a" button. However, with a well times release of "a", his opponent could send him flying. He also knows that the attack has [ending lag] that he can [punish]. He knows that the opponent cannot charge it forever and that he can instead rush in right when the charge time ends, and [punish] him when he is forced to release his attack. This is the mindset. Oh, and he doesn't use GC controller.
Noobs often get into close range ground exchanges, spammable moves are more effective, lock on projectiles are more effective, etc. I cannot lay out the entire noob mindset and meta, but anyway, I decided to make a tier list to show how effective certain characters would be in noob play. I'm not going to justify every one up front, so instead, I'd be happy to answer individual questions.
Top Tier
SS:
S:
A+:
A-:
High Tier
B:
Upper Mid Tier
C+
C:
C-:
Mid Tier
D:
Lower Mid Tier
E:
Low Tier
F:
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