TDK
Smash Master
Can someone fill me in on how Little Mac and Wii Fit Trainer's manages to be B when Peach and Robin's aren't?
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Bthrow is a pure edgeguard throw. It sets up for bullet climax better than f/dthrow and Bayo has a long flowchart of potential edgeguards from bthrow. It's definitely fine.b-throw is bad. no combo potential and no kill potential (at the percents it kills from the ledge, d-throw kills from anywhere on the stage), and is only useful for getting the opponent off stage. definitely D tier
It's definitely at odds with the data.Can someone fill me in on how Little Mac and Wii Fit Trainer's manages to be B when Peach and Robin's aren't?
Other additions to the B tier based on the Bthrow data would be Palutena, Bowser jr, Pac Man, Dedede, ROB, and Doc. In fact, seeing Doc, Mario, and Luigi in three separate tiers is extremely bizarre as they are functionally the same besides a slight damage difference. And if damage were the deal breaker, it would be Doc on top and Luigi at the bottom. Put them all in B. Some say the ability to hit other players in doubles with the victim is good, but also true for your team mate. And mostly a liability since the throw takes a full second to complete - enough time for your second opponent to approach safely for a guaranteed punish. The throw is somewhat more of a con than a pro for doubles in my eyes, and I don't care much for considering doubles anyway for this discussion. The only reason doubles came up is because there's nothing else to talk about with these throws.Reposting Bthrow data for new page of thread:
All Bthrows were performed on Mario in Training Mode FD at the very edge of the stage. Mario is always DIing horizontally back to the stage, and continues to hold toward it to avoid physically touching the blastzone. Mario does NOT double jump to hurtbox shuffle. Assume a 1% margin of error on kill %s. Order is Bthrow Damage (damage of launching hit)/BKB/KBG/KB Angle/Kill %.
11/15/130/45/94
(max aura) 17/50/60/40/112
(smash art) 6(4.5)/NA/NA/45/120
10/80/65/41/121
11/15/110/45/123
10/70/75/47/124
7/60/120/50/129
11/60/65/40/130
(150% worth of aura) ~14/50/60/40/132
11/80/60/45/133
11/70/66/45/134
10/80/65/45/134
11(9)/35/95/40/134
12/60/66/45/135
12.32/70/60/45/135
9(4)/60/130/45/140
(deep breathing) 10.8(7.2)/90/65/45/141
11/85/60/52/145
11/70/63/45/145
8/30/120/50/146
7/70/79/40/146
(laser hit) 9(6+3)/80+60/60+80/35+50/147
12/50/65/45/148
11/70/61/45/148
12/60/55/42/151
9(5)/42/130/45/152
10/60/65/45/153
10/65/70/45/154
(blue) 14.4/50/60/45/156
10(5)/30/130/43/159
10(3)/60/140/45/163
10/60/65/45/164
(100% worth of aura) ~11/50/60/40/165
9(6)/90/65/45/165
(no art) 12(9)/70/63/45/167
11/70/60/50/170
(speed art) 9.6(7.2)/NA/NA/45/172
(shield art) 8.4(6.3)/NA/NA/45/172
7/80/60/45/173
(victim DI's slight up and toward to avoid laser) 6/80/60/35/~176
13/60/79/60/179
(no laser hit) 6/80/60/35/185
(laser hit) 5(3)/80+56/20+160/45+40/186
6(3)/60/130/45/187
9/85/50/45/194
8/65/60/45/199
8/55/60/40/205
6(3)/48/110/38/212
12/75/45/52/218
8/60/55/40/221
9(6)/80/60/45/222
7(4)/50/110/50/224
7(4)/55/75/28/224
7/55/66/45/229
9/62/50/45/236
(yellow, white, purple) 9/50/60/45/245
(no aura) 6.6/50/60/40/278
4/80/60/40/279
7(5)/70/60/45/279
(red) 7.2/50/60/45/295
300+ Mr. G&W, Sheik, ZSS, Fox, Jigglypuff, Roy, Corrin, Mii Gunner (victim Dis up to avoid laser), Shulk (buster art)
The reason Shulk has NA on Art knockback values is that changes in knockback due to different Arts derive from values that are at least unknown to me. With Falco, the no laser hit is just the victim reaching the blastzone before the laser connects. In other words, it's the kill percent for the initial throw exclusively.
Duck Hunt can control the can at all times, even during hitlag and hitstun. Obviously throws can lead into the can but that's just one possibility that's not unique to grabbing and throwing. It's there when you dodge, attack, recover, get stunned or buried, and when you taunt. So we shouldn't elevate just throws when the can will come up for Neutral B discussion.Duck Hunt in B because they can throw people into can set-ups. Not to mention DH can still control the can while holding an opponent.
There are only two moves in the game among thousands that take into account what way the victim is facing, Shulk's Backslash, and Mewtwo's Disable, so it's really questionable to call this a utility for anybody but those two. Having to recover while facing away from the ledge would be a nightmare in previous games, but not Smash 4. You can always grab the ledge while facing away from it and you can always B-reverse (bad) recovery moves that don't grab from behind or have more generous ledge snap windows in front.Bthrows that launch characters facing away towards the blastline can ruin some character's recovery options / patterns & setup unique followups in Doubles. These characters with said special throw property out of the best kill throws are:
You're quite right. That last point about unique followups does have very little to no merit in the grand ranking scheme, but to Shulk in Doubles, it can mean a lot as a very early kill. Hypothetically speaking with some stretching, a Ness Bthrow from far-wide ledge towards Shulk on the other ledge side doing Backslash towards blastline is a solid kill at an early percent for death, but that's the most extreme-best-case scenario simulation I could suggest for a delicious moment for now. The other point being the ability of ruining recovery options / patterns however, this has more merit especially in a good amount of match-ups.There are only two moves in the game among thousands that take into account what way the victim is facing, Shulk's Backslash, and Mewtwo's Disable, so it's really questionable to call this a utility for anybody but those two. Having to recover while facing away from the ledge would be a nightmare in previous games, but not Smash 4. You can always grab the ledge while facing away from it and you can always B-reverse (bad) recovery moves that don't grab from behind or have more generous ledge snap windows in front.
Yep, if the opponent uses optimal di you get a guaranteed fair out of it untill around 25%-40%. At higher percent's zard can still get some stuff out of it if the opponent botches their di or you read their airdodge.Also also, why is Charizard in A tier? Can you combo out of it? Because its damage and kill power alone don't warrant A tier.
Same here. Maybe talk about the next one, or at the very least, discuss which one we should do next (I vote smashes, starting with fsmash)Does it feel like we've been talking about back throws for an eternity to anyone else? I'm ready to move on.
It's as weak as Sheik's. Even sourspots of most Fsmashes prove to be better at killing. Well, I would still say Sheik's is worse since Fsmashes with two hits allow the victim to respond with DI in time, the first hit will push them a bit closer to the blastzone before launching them, however. Fox's is more like an alternative dash attack. As for who deserves an exclusive bottom tier, Sheik is for sure. With Fox, Ike, and Bayonetta as debatable additions. Nobody else really stands out to me as beyond mediocre.Fox fsmash ain't bad though.
Link has a sweetpot at the tip of his sword that launches in 1 hit. Rosa's multiple hit is situational since it's only 1 hit if you use it when Luma's not right next to you./ all have Fsmashes that are more than one hit. And that in turn gives the victim time to input optimal DI before being launched by the last hit, so be mindful of that when you consider how well they can kill.
1.) But it's a very solid ledge coverage option for Fox whereas it's just 100% situational for Sheik.It's as weak as Sheik's.
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As for who deserves an exclusive bottom tier, Sheik is for sure. With Fox, Ike, and Bayonetta as debatable additions. Nobody else really stands out to me as beyond mediocre.
Sonic should be up there. His fsmash is just nasty.MK's f smash is almost definitely the best f smash, second only to Little Mac's.