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Lol the fact that misfire can happen makes it better than din's fire. Depending on where you use it off stage, it can be safe. If you are very far off stage and you barely charge it, you will be safe unless you get hit by bouncing fish. Im pretty sure there are more hits by random misfire than din's fire, because you can actually hit people with it.Garbage Missile is F, or whatever lowest tier there is. Move is virtually useless.
It is the most functional as a recovery move, or rather, 'I-press-this-button-and-you-can-gimp-me-for-free-button' recovery move. Which is hillarious because this move seems to be built centered around recovering. It's even worse on-stage where it's literally dysfunctional.
And before anyone yell at me about misfire, if a move requires you to pray to the RNG lord to make the said move functional, that move is trash, period.
I'd take Din's Fire over Garbage Missile any day. Hell, Garbage Missile just seems to deserve a tier of its own. Play the character himself if you don't trust me.
Lol the fact that misfire can happen makes it better than din's fire.
----And before anyone yell at me about misfire, if a move requires you to pray to the RNG lord to make the said move functional, that move is trash, period.
If you're not charging it off-stage then there's little point on using it to begin with. It doesn't change Luigi's trail of recovery in a significant amount enough to make a difference, unless it misfires.Depending on where you use it off stage, it can be safe. If you are very far off stage and you barely charge it, you will be safe unless you get hit by bouncing fish.
And I'm pretty sure Din's Fire doesn't get punished as often as Garbage Missile every time it fails to misfire, because at the very least Din's Fire is an unreflectable projectile that can be used to threaten opponents offstage with a bad recovery without taking risks yourself. With Garbage Missile it's risk everything.Im pretty sure there are more hits by random misfire than din's fire, because you can actually hit people with it.
I forgot about Egg Roll. I'm not sure myself since I don't play Yoshi.You should also explain to me how egg roll is better than green missile because egg roll is even worse than din's fire.
Yeah, they totally wasted excellent potential with that ridiculous start-up+low shieldstun+high endlag+vulnerability frames right before the kick.It wouldn't take much to make it actually decent. A faster start-up, or more invicibilty frames, or a lower endlag... But nah. It's not unusable, as I said it can kill in an unexpected way... i guess. Overall the move deserves a D-tier imo, depending on other down specials (but they're generally pretty good I think, so...).
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I agree with you that green missile is a bad move but it's better than din's fire due to its 10% chance of being a good move while din's fire has a 0% chance of being good because you can just air dodge the blast. Honestly if you charge the missile all the way in the blast zone it can be difficult to intercept if used correctly.----
If you're not charging it off-stage then there's little point on using it to begin with. It doesn't change Luigi's trail of recovery in a significant amount enough to make a difference, unless it misfires.
And like you said, you're sitting duck. What do you do against people who have projectiles? They can just snipe the end lag because we are completely vulnerable during it. If that doesn't kill, then we just gave them free damage and potentially worse position to be in.
And I'm pretty sure Din's Fire doesn't get punished as often as Garbage Missile every time it fails to misfire, because at the very least Din's Fire is an unreflectable projectile that can be used to threaten opponents offstage with a bad recovery without taking risks yourself. With Garbage Missile it's risk everything.
And also, 1/10 is practically once in a blue moon dude.
I forgot about Egg Roll. I'm not sure myself since I don't play Yoshi.
But my point still stands. Garbage Missile is one of the worst Side-Bs in the game and deserves the lowest tier, even though it may not be ordered as THE absolute worst. This move's entire functionality depends on that 1/10 chance, otherwise it's not worth using. That's not a good move design bruh.
Bayonnaise can stay in place. Move Corrin down. Dragon Lunge is telegraphed. So is Spin Dash. I suppose Cloud should be next to Bayou by virtue of being another brain dead character. Lolimar should move up, too. Pikmin are annoying, especially that heavy one. I think ZSS should move up. Sure, her plasma whip doesn't remain connected like it did in Brawl, but it still is useful in keeping the opponent at bay(o). Fox and Falco should be dropped down. It's a telegraphed attack. Good for closing the gap and horizontal recovery, but some are prone to land onto the stage, rather than the ledge, allowing a good death for them.
Ok here is the initial list for Side-Special. There was a lot of discrepancies between some characters in the ranks so I expect a lot of discussion to come, following some changes.
It still says that because Funbot hasn't been here in a while. We decided to go to Down B on our own.We really need to update the title, though. It still says we're discussing Side B when we're discussing Down B.
Either way, is fairly good. It's probably the best of the reflectors since you can act immediately out of a reflect (either jump, spotdodge, or roll), and it has other uses like stalling in the air, and it can potentially gimp bad recoveries. Though, it's still somewhat situational, and I don't think it's quite the best Down B out there when things like and exist. Not sure where I'd put it, though. Maybe B.
The move can be easily dodged or blocked by any character unless the character has a super terrible recovery and is forced to airdodge off stage, also the move might have a niche against rosa because as you stated, Luma is vulnerable to it.Seems everyone here is content with saying that Din's Fire sucks and leaving it at that.
The move does have some useful properties, mostly its intangibility. While the explosion can be absorbed, the projectile itself cannot be absorbed or reflected, making it very useful against characters like Rosaluma (where it will hit Luma no matter what) and Villager, where it can't be pocketed unlike Phantom. It destroys any projectiles caught in the explosion, which is useful in the odd matchup or two like Megaman. Unless your opponent is named Cloud or loves to sit there all day and perfect shield, it forces approaches safely, if used properly. Lastly, it does serve a purpose edgeguarding, even if it doesn't kill - it forces the opponent to jump or air dodge. Depending on whether they go high or low, Zelda can now commit to and edgeguard option.
Sure, the move has pretty bad start up and end lag. Special fall is stupid. But, as a projectile, it serves its purpose. Meme-status makes this move an F, but I don't believe it belongs in a tier on its own.
Again, the point isn't to hit, even if a successful hit guarantees death in many cases. The point is to force the opponent to commit to a jump or airdodge because, even though they have the frame advantage after that, Zelda has now limited them to either a high or low recovery.The move can be easily dodged or blocked by any character unless the character has a super terrible recovery and is forced to airdodge off stage, also the move might have a niche against rosa because as you stated, Luma is vulnerable to it.
The move is way too slow to capitalize on forcing a certain path of recovery. So what if they recover low? Zelda isn't going to punish the low recovery in time unless the enemy doesn't snap the edge with their up b or the recovery is slow in general.Again, the point isn't to hit, even if a successful hit guarantees death in many cases. The point is to force the opponent to commit to a jump or airdodge because, even though they have the frame advantage after that, Zelda has now limited them to either a high or low recovery.
To the person that mentioned it not being good to block projectiles, it's really useful against things like most of DH's projectiles and Villager Side-B. If used as a mixup, it can break Link/Tink bomb glide tosses, and will outright trade positively with charged arrow and certain other projectiles.
Forcing jumps is also not gonna do anything good for Zelda because they will just land safely while Zelda is in lag.The move is way too slow to capitalize on forcing a certain path of recovery. So what if they recover low? Zelda isn't going to punish the low recovery in time unless the enemy doesn't snap the edge with their up b or the recovery is slow in general.
It is a very good recovery move for diddy but having a command grab is not an S-tier-attribute as its cool down will certainly be punished more than the reward of landing one. For approach, it is a 5050 that has higher risk than reward. It being a sex-kick is useful but not enough to warrant an s-tier placement. Finally, I must agree that it is a pretty sick gimping tool.: S Tier Side B, for sure.
-Can Recover
-Amazing Command Grab
-Amazing approach
-Does great damage and has good reach, comes out relatively fast to
-Diddy's way of doing a sex kick basically by using Side B pressing A
-Gimping novelity usage
I suspect it's pretty much the best Side B in the game
Please get out of here with this nonsense.It is a very good recovery move for diddy but having a command grab is not an S-tier-attribute as its cool down will certainly be punished more than the reward of landing one. For approach, it is a 5050 that has higher risk than reward. It being a sex-kick is useful but not enough to warrant an s-tier placement. Finally, I must agree that it is a pretty sick gimping tool.
Now that I rethink and see all these facts, I agree, but was it really necessary to be all"cool" and start by saying that I gave out nonsense. Also, in regards to the second line, shine is an example of a superior move.Please get out of here with this nonsense.
Monkey Flip is one of the best special moves in Smash history.
The utility of this move is insane.
You are correct that no one attribute it has warrants an S tier placement, but it has so many uses in neutral, trap situations, recovery and getting out of disadvantage situations that with all that combined it is EASILY an S tier move.
Literally every meteor apart from Ganon's dair is techable on the ground. Also her dair autocancels as well as combos way later than utilt on the ground. Sure it's not probably better than C or D, but it's got some uses you're ignoring.Monkey flip is amazing, definitely S-tier.
A fast flying wavebouncing command grab that can be turned into an attack, I mean, really?
What even competes?
Samus homing missile is F-tier material. Worst projectile in the game.
Absurd 60 frame cooldown, 20 frame startup (anyone can react to it, even grandpa), unsafe on HIT let's ignore block, cut out of the air by every hitbox in the entire game, no associated movement options like b-reverse or wave-bounce, doesn't home worth a damn, completely fails at everything a projectile should do.
It's literally garbage.
Super missiles are E-tier in that the combos off of it are easy and wreck newbs, but has all the same problems of a non-zoning projectile.
Late to the party but I'm surprised Samus d-air got a "C" it's D or F class material. Slow as tar, no priority as hurtbox = hitbox and one of the hardest moves to land in neutral as the size of htibox combined with Samus' short hop means the already abysmal 19 frame meteor is more like 40 frames to react to if you're trying to hit a smaller target.
It requires training, timing skill and/or you eat a buttload of endlag just for trying to hit the auto-cancel window vs something as "small" as mario when he's just standing there.
And Sakurai's brilliance shines brightly by including a techable meteor ground spike. Brilliant, just brilliant design.
Wasn't MARTH the one that couldn't kill reliably with Dancing Blade? If I remember right, a much more lethal Up Smash and Dancing Blade (and Ikai Counter, if customs are allowed) are the main avantages Lucina has over MarthI'm posting this because some people seem to have it in their heads Lucina can't kill or something like that.
You'd be surprised how many people don't know or just refuse to know this. It's easier to just label Lucina as a character that can't kill and leave it at that from what I noticed.Wasn't MARTH the one that couldn't kill reliably with Dancing Blade? If I remember right, a much more lethal Up Smash and Dancing Blade (and Ikai Counter, if customs are allowed) are the main avantages Lucina has over Marth