FullMoon
i'm just joking with you
Water Shuriken being in the same tier as Falcon Punch is just all kinds of baffling.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Like I said: I may have placed some of the cast differently, due to a tier becoming too big. So Greninja, in this case, WAS a high C-tier, but I didn't want the C-Tier to overflow.How in the world is water shuriken D tier? It's B tier at minimum, mostly A tier material IMO
Fair enough, I do think Monado Arts are an S-tier neutral Special nonetheless. I just don't consider it a far and away superior special to others if its only being judged on the context of "makes Shulk a better character" as others have been doing.Needles don't reduce Sheik's landing lag on aerials or airdodge by a tad or large amount, give her intangibility, or give better anything in terms of parameters / statistics. Needles definitely give Sheik a reason to force opponents to approach, but arts can take a detour to choose either to approach or disengage without care. The most simple example of this is when opponents run away from Shield, giving Shield Shulk free stage control thus allowing the player to either deactivate Shield, keep it on, or cycle to a "better" art in the Advantage.
Monado arts are not just "five options", they're five individual arts that each drastically change Shulk's parameters in more than several instances. Jump art alone changes about 8-10 different parameters, & arguably by a positive result 8 out of those 10 parameters affected are a buff for example. This art played the right way can be completely untouchable & can scrooge / shark under the majority of the legal stages Omega or not in way that, more than several characters are automatically invalidated by cheesy-verdict because their mobility cannot chase nor hope to challenge the tactic(s). And despite that this art makes you take more damage, you can be untouchable because of the 8-9 parameters buffing Shulk's mobility, so when it counts, that debuff can mean nothing.
Needles are a great projectile still, but arts are more dangerous & formidable in a vacuum discussion or discussed alone.
Robin's tomes and sword, when they break, become an active hitbox on the first frame Robin is idle from the animation for the corresponding special, whether it be from natural endlag of the move, acting out on FAF, delaying with move buffering, or being put in hitstun. Can be pretty nifty for breaking out of grab punishes.Also, 's Trick Shot aka Can gets some praise from me, because the projectile generates on frame 1 & detonates should you hit DH within close proximity of being hit too. Don't recall what other projectiles form or generate a hitbox on frame 1 though.
I think it's decent in a vacuum. Hover Shakunetsu Hadouken combos into Kirby's bair at kill percents. I forget what else, but a projectile as a kill confirm is pretty legit. Not sure what other chars can do with it.Ryus hadouken is C tier.
That is all.
It's not good. It is ok but one glance at the frame data and its very clear that the move is very flawed.I think it's decent in a vacuum. Hover Shakunetsu Hadouken combos into Kirby's bair at kill percents. I forget what else, but a projectile as a kill confirm is pretty legit. Not sure what other chars can do with it.
Brawler and Swordfighter should go in other projectiles. Brawler's neutral special 1 is shot put, and Swordfighter's neutral special 1 is gale strike.Gonna attempt to categorize the specials by type, since there's such a variety in neutral specials. This is not an ordered list (yet), but could help narrow down discussion in the future.
Shield Cancellable Projectile:
Other Projectile:
Melee Attack:
Reflector/Counter:
Command Grab:
Other:
Unsorted (I'm dumb and forget their Neutral Special 1's):
Yeah, I've never seen Nicko or any high level Shulk ever misinput their arts on stream. I think this is a non-issue.It takes insane skill though to master the arts and then to switch them up mid-fight. Say you wanted to do speed mode...easy right? Just press B the required number of times.
But what if you press it one time too many and accidentally end up in jump mode for example? Correct me if I'm wrong here but don't you lose that art if you have to cancel it out. A lot of players have lost to me by accidentally overshooting their arts and then scrambling to get the right one. If you lose an art because you activated it by mistake and have to cancel it out isn't that a weakness though an easily worked around one?
Because it really isn't that good it's too slow to force anything, FAF of 59 means it takes nearly a second to fire a second shot off which is more than enough time for any character to close any distance between them and Falco meaning if Falco shot another laser he's getting punished hard. Because you need a great distance to ensure your safety the opponent gets 11 frames plus travel time of the first laser to react which anyone could easily shield and continue approaching. The slow laser speed also means you have to essentially anticipate missed techs in order to jab lock and fire it at the precise moment in order to get them and in most situations your better off just extending a combo off a missed tech.Why're y'all sleeping on Falco? His neutral b is such a strong approach-forcer that jablocks if they miss the tech.
That's how I feel about this thread as well. I just returned now because I saw the neutral special.So despite all that discussion ended up in the same tier...
I'm out.
Flashy punish, disrespect, & basically that's it. Oh & a delicious satisfaction of landing a bad move killing is nice. It can also floor lock at very early percents on heavies.Really: what is the purpose of Falcon Punch outside of flashy kills? Does it have any practical application except har reads on really slow, predictable people?
I suppose you're technically right since Zelda's Nayru's Love is the only Neutral-B reflector . But to steer off discussion very slightly, I would think Falco can contest it only because his is frame 1 reflect. Zelda does outclass it in every other category except for the hitbox / reflecting range in front of 'em. But I agree with you & this tid-bit about Nayru's Love.Unquestionably the best reflector in the game, even if it's main use isn't reflecting. At frame 5 intangibility, it's not a great combo breaker, but a huge intangibilty window and the hitboxes that overlap send every character in the game a message that they can't jump on Zelda for free.
Concur.Robin's Thunder should probably be no lower than A tier, mainly because Arcthunder is one of the best projectiles in the game. Imagine if ZSS's paralyzer stunned for twice as long and locked the opponent into shield when shielded. It's honestly a good thing Robin is so slow, any fast character with access to Arcthunder would be straight up busted.
Elthunder is also good for tech traps and edgeguarding. Thunder can be used to stun an opponent dashing at you, similar to a Falco laser (except way less committal). Thoron is hot garbage, but I guess if your opponent is out of checkmate range and you're incapable of either backthrowing at the ledge or landing a random stray aerial, then it does give another kill option.
That seems counter-productive for Robin to be slow. I tend to find these thunder attacks easy to avoid. Arcfire is a bit of a problem because it lingers.Robin's Thunder should probably be no lower than A tier, mainly because Arcthunder is one of the best projectiles in the game. Imagine if ZSS's paralyzer stunned for twice as long and locked the opponent into shield when shielded. It's honestly a good thing Robin is so slow, any fast character with access to Arcthunder would be straight up busted.
Elthunder is also good for tech traps and edgeguarding. Thunder can be used to stun an opponent dashing at you, similar to a Falco laser (except way less committal). Thoron is hot garbage, but I guess if your opponent is out of checkmate range and you're incapable of either backthrowing at the ledge or landing a random stray aerial, then it does give another kill option.
I tend to either shield it or try to dodge-roll it myself. The character I use is pretty awful at jumping so I either get trapped in my shield by arcthunder or end up dodgerolling right into it. I could jump over it if I reacted in time but my reaction time tends to be a touch slow.That seems counter-productive for Robin to be slow. I tend to find these thunder attacks easy to avoid. Arcfire is a bit of a problem because it lingers.