Sensei
Smash Lord
Ness is the most useless character in life.
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minus grab releases
Psh that's the only thing. And Link ***** in melee.Ness sucks in brawl. All you need to do is pick marth and grab him, then infinite grab release him into a down-smash at killing percents. Free win. And Marth isn't even his worst matchup. GaW can bucket all of Ness's projectiles while using Bair to out-range all of Ness's attacks. lol at edgeguarding Ness with the bucket
The worst overall characters in all the smash games are Ness and Link in my opinion, since they suck in all three lol.
fixedLink's decent in melee, but quite bad in 64 and terrible in brawl. Ness is bad in 64, terrible in melee, and bad in brawl. They are both overall bad.
Fixed again.Link's decent in melee, perfectly viable competitively in 64 and terrible in brawl. Ness is bad in 64, terrible in melee, and bad in brawl. They are both overall bad.
In most cases if you go off the stage you should die, so especially on a stage like Hyrule, recovery isnt super important in 64.
Recovery isn't important.WHA!?
this is completely wrong. depending on character and stage opponent ect, for every time i die off stage on average i would bet i make it back to the ledge at least one or two times. Saying recovery isn't important is just plain ignorant.
It's important in preventing yourself from getting gimped. Most of the time that Link gets gimped any other character (except sometimes Falcon or Ness) would have made it back.Recovery isn't important.
(For most characters, unless your opponent is just bad)
Cant up tilt outta shield!I hate Falcon's up-smash about 10x more than Kirby's up-tilt.
I'm talking about bthrow to edgeguard. Many characters can drop further to sweetspot, but Link's limited recovery distance limits his options or cuts them off altogether. It totally makes a difference, and recovery is important. Otherwise people wouldn't bother with all those recovery techs.If you're gimping Link, you're usually doing it with a dair...that **** will work on nearly anyone.
And, other than that, its a ridiculous blanket statement.
You're forgetting that recovery isn't just about coming back while your opponent is edgeguarding--a good long recovery also means you can go off the edge to edgeguard farther, and also that your combos have further options off the edge.(For most characters, unless your opponent is just bad)
You're forgetting that recovery isn't just about coming back while your opponent is edgeguarding--a good long recovery also means you can go off the edge to edgeguard farther, and also that your combos have further options off the edge.
1) You can't compare recovering to ATs.i still disagree, i take recovery to be pretty important. maybe not compared to z canceling or djc but if you can't space/maneuver a recovery attempt effectively it's going to severely effect your defense game. Also, ledge and reverse edgegaurd di make recovering from off the ledge a lot more realistic in some situations.
furthermore, if you practice different edgeguarding techniques for each character stopping their return to the stage is less predictable and increases the chances of success.furthermore, if you practice different recovery techniques for each character your return to the stage is less predictable and increases the chances of success.
IMO doesn't change anything, we're talking about facts.
Elaborate, you mean someone threw Link off with a bthrow? Or Link threw someone off with a bthrow? If its the earlier, remember you said that if Link won't make it back it back, others will. First of all, if it goes past their recovery range, they won't make it back either, and second, there are times where Link makes it back due to his UpBs speed + priority that other characters won't make it back either (more than Falcon/Ness). That's why I said it was a blanket statement.dch said:I'm talking about bthrow to edgeguard. Many characters can drop further to sweetspot, but Link's limited recovery distance limits his options or cuts them off altogether. It totally makes a difference, and recovery is important. Otherwise people wouldn't bother with all those recovery techs.
This is a different argument altogether, we're talking recovery/edgeguard junk. And if you want to bring it to Link, he edgeguards more than fine despite his short distance.You're forgetting that recovery isn't just about coming back while your opponent is edgeguarding--a good long recovery also means you can go off the edge to edgeguard farther, and also that your combos have further options off the edge.
Whether or not its provable doesn't change the fact its not opinion based.
Of course they won't make it back if it goes past their recovery range. I'm saying the same back throw that kills Link automatically at many low percentages usually won't kill others because they have longer recoveries either allowing them to survive or, for the times they both can make it, giving them more options to delay or drop farther to mess with edgeguard timing. Exceptions include Ness, who has range, but suffers from predictability, a slow second jump, and poor third jump ending-priority coupled with lag, and Falcon, who suffers from low upB priority (but a superior second jump). There are times, sure, where Link has a good recovery chance, but those are few and far in between.If its the earlier, remember you said that if Link won't make it back it back, others will. First of all, if it goes past their recovery range, they won't make it back either, and second, there are times where Link makes it back due to his UpBs speed + priority that other characters won't make it back either (more than Falcon/Ness). That's why I said it was a blanket statement.
More options = more unpredictability = the difference between getting hit with the edgeguard and losing a stock or not = recovery is important. "Most characters will get edgeguarded anyways" is true, but "most characters will die from the edgeguard" is not true. Not even in theory because an optimal edgeguarder still has to guess, for example, when exactly you're going for the sweetspot to respond with their attack at the right time (with Link this guessing is easier since his "just try to make it to the ledge as soon as possible" option is usually his only option due to his short upB range). I don't know how to better explain it to you, but if you look at games between players of even the highest level, there are many points at which the recoverer should not have made it back had the edgeguarder chosen a certain edgeguard at a certain time. But you can not (not even with optimal play) always edgeguard correctly and this is because of the multiple options characters with good recoveries have (even just two options reduces guard success to a 50/50 chance). There is no one edgeguard done at one time that covers all the bases. And don't just think about third jumps being attackable or having lag...don't forget Link's second jump is rather poor, too (combined with his being a fastfaller). Otherwise how would Jigglypuff's recovery be better than Links? Her floatiness and rising pound make her sail above enemy's heads. People who don't know good recovery techniques are at a significant disadvantage.Also, it really does not follow...I don't see how you get from "Other characters have slight more options" to "This means recovery is important". Probably because that "most characters will get edgeguarded anyways" hidden somewhere in the middle. I couldn't think of how to debunk it because it really doesn't logically fit.
For good edgeguarding, this is wrong in several ways. Part of the reason Ness's recovery is so bad is because it's easy to go off the edge to edgeguard him when he's close. Otherwise you can't stop his 3rd jump from getting far into the stage. If you're talking about Ness doing the edgeguarding, the dair spike definitely requires that you go off the edge (otherwise they sweetspot which even with Dsmash is difficult to realistically prevent). Part of the ease of good edgeguarding involves the ease of going off the edge to edgeguard. A smash attack on the edge doesn't do it all (unless you're pika, and not even then).EDIT: You don't even have to leave the stage to edgeguard. Especially not for Ness...
Either way, your arguments were wrong, in the vast majority of cases you CAN'T space your recovery, at least not to the degree to confuse the edgeguarder. Very few recoveries lets you do this.
Fox's is better than the previous three. He can always overshoot and fastfall to sweetspot. Works wonders against players of all levels. Tiger did this against Isai's pikachu for christ sakes, and Isai's pikachu is probably the ultimate edgeguarding machine. Also, angled upB recovery to sweetspot is possible. In any case only those four have really lousy recoveries that are easily edgeguarded. I don't see a majority here.Trying to list em off: Falcon, Link (rarely gets a shot), Ness, and Fox are nearly negligible. DK, Samus, Jiggs have some shot. Mario and Yoshi's are decent (some times you can't do anything). Pikachu is god. Luigi and Kirby I hear conflicting junk. (may be wrong in some characters, I don't main all of them, this is what I've observed).
No, it's pretty far off. Good recoveries have saved players' lives countless numbers of times. Always worth trying. Even if the edgeguard is a guaranteed hit with a single Fsmash, there's always DI into the ledge or reversal-ledge DI. I'm not saying you shouldn't play well on stage and not get hit off, but saying recovery isn't important is pretty ignorant. Players make mistakes all the time, get knocked off, have to return. No one plays flawlessly. If Link or any other character with poor recovery makes a mistake, they get punished much harder. This kind of thing accumulates. Simple and obvious. Shouldn't just be hamburgler, koro, and me the only ones reacting to such an absurdity.I'm exaggerating in the side of you might as well drop, I'm certain, but its really not that far off.
You've got to be ****ting me. Except maybe Ness, no characters would benefit from having Link's recovery over their own. Recovery isn't just the upB attack--it's the entire suite of qualities that enable a character to return. That includes their second jump and falling speed, both of which Link suck at (poor 2nd jump height, fast falling speed). How do you think Puff's recovery is good? Rising pound + floatiness. In fact the characters with recoveries as bad as Link's are also fastfallers (Ness being special case).Actually, if everyone had Link's recovery, the game wouldn't change too much...cept around Pikachu. Combos would obviously change as a result but I'm assuming they're even.
EDIT: Wait, actually, a lot of characters would benefit from Link's recovery, as far as recoveries go its great, you just don't get too many shots.
"some shot" does not equal bad shot. If you meant bad shot, then Samus and Jiggs shouldn't be included. There shouldn't be some vague "eh, it depends" if you're thinking about this seriously (then again, if you were thinking seriously you wouldn't say "recovery isn't important"). An average recovery for most doesn't mean a bad recovery for most.I mentioned "some shot" for some chars, not "good shot". 3+4 = 7. That's more than half the cast. The rest have a better shot, but, eh, it depends. Sometimes Yoshi is good, sometimes Yoshi is lol.
It's not great but it's above average. Jigg's floatiness and rising pound turn most medium recoveries into "high recoveries", whereas Link getting thrown the same distance would result in him effectively trying to go for a low recovery. I still think you're not getting the importance of falling speed factored in. Otherwise Samus's recovery would be bad as well.Also, BTW, Jiggs recovery isn't good. Only when recovering high.
You're only thinking of upB again. I'm talking about the whole idea of returning to the stage after getting knocked off it. And you ignored my point about how infrequently Link's upB is actually better compared to how many times it is worse. It's safe, sure, but it doesn't go far enough, and ultimately doesn't save as many lives. Other characters will make it back even if you edgeguard...you completely ignored most of my posts about countering and getting around edgeguards.No, really, Link's recovery is good when it comes to safety. Its actually good. The thing that's bad is that you can throw him and he'll die, where other characters will make it back because you're not there to edgeguard them (unless you threw next to the edge at mid percents...you'll edgeguard them).
You're just taking the few points you find weak and responding to them, then conveniently disregarding the rest as "too long; didn't read". The point is, "recovery isn't important" is a ridiculous statement and you know it.Not really in the mood to argue everything point by point. Seriously.
Okay, maybe you just don't know how to recover at all. You probably just wait until you're in range of the sweetspot, and then go for it and get owned. Or maybe you only play Link all the time, who doesn't really have a choice but to do that. If you're a good player, you'll realize there's more options than that (again unless you're Link). Note: Ness has huge spacing options, but his recovery is bad because is slow and predictable from any position, no matter how you space, fastfall, or sweetspot it.@ham: And no, not "in my opinion". You can't space unless you're recovering high, whcih is where nearly everyone makes it from. Hell, except for Pikachu, the thought of spacing is pretty...absurd.