Djmarcus44
Smash Journeyman
- Joined
- Sep 25, 2015
- Messages
- 479
While mobility is important, the lack of results for guest size miis are a larger factor in their placement than mobility. In fact, mobility isn't much of an issue for the miis. Mii Brawler has top 20 ground speed and top 10 aerial speed. Mii Gunner has a foxtrot with a speed of 1.6, which is average speed for a character. When combined with top 25 airspeed, top 16 aerial acceleration, a gundash that has the speed of a falcon kick without any landing lag, and the ability to use the reflector to change directions in the air to gundash more often, Mii Gunner's mobility is actually decent when played optimally. While Mii Swordfighter does have substandard groundspeed and airspeed which hurt the character's neutral, it isn't the number one reason why Swordfighter isn't higher on tier lists.I wouldn't say that Palutena has bad frame data (if you only looks the moves that she uses mostly in her gameplan.., her tilts are slow as **** tbh). Unlike rest of the bottom tier she at least has a good gameplan and above average moves (dash attack and bair). Well why is she bad? Lack of mobility. It is the same reason why guest sized Miis are at/near bottom tier. Mobility is very important in a game like Sm4sh.
Also my opinion about Mii Gunner has changed. Think about fighting a Sonic. Annoying as **** right? Well fighting Gunner is like that but 10x more annoying. He/she/it can pretty much create a wall just with Fairs. Gunner has top lvl neutral game (maybe the best with correct size and set). But... Just like Swordfighter he has hard time killing compared to rest of the cast. Also his recovery is very very VERY bad. But that sweet neutral...
I'm atm at work so I will reply to other posts later...
Also I think DDD might be in bottom 5.
While Mii Gunner's recovery is substandard relative to the rest of the cast due to the lack of a hitbox above gunner, it is not bad (there are at least 10 characters with a recovery worse than Gunner). Lunar Launch allows Gunner to make it from just about anywhere off the stage. Gunner can also use the reflector to change directions in the air and gundash back to the stage. Although Gunner has to wait a little in order to make the recovery sweetspot the ledge, Gunner can cover his/her recovery with flame pillar or charge blast. Also Mii Gunner's disadvantage state as a whole is decent due to his/her good survivability, variety of landing mixups (gundashing, reflector, flame pillar, and lunar launch), situational combo breaker in reflector (it comes out on frame 3), and the difficulty in jab locking Gunner.
1111 Gunner also has a good variety of killing mixups that are not very easy to avoid. For example, jab can be followed up with any smash, tilt or charge blast to get the kill. While flame pillar to charge blast is only a kill confirm when an opponent walks, runs, or rolls into flame pillar, it is still not easy to avoid even when these conditions are not met. Up tilt is frame 5, and it can be used to set up for an up air. There are more kill setups in the mii gunner true combo and follow up thread.i dont get what youre trying to say with this... at all?
his points i can all agree on, except for the mobility aspect.
she has a great set of aerial, with good frame data, and its no surprise that thats basically her gameplan; fair comes out frame 9 and i believe its safe on shield, bair comes out frame 8 and is invincible from frames 3-10, uair comes out frame 8 and is disjointed, and is good at killing. nair comes out frame 5, and her dair comes out frame 10, being the worst of her aerials. in fact, i would even go as far as saying palutena has better aerials than jiggs does, and jiggs' air game is supposed to be her "gimmick".
the thing i think holds palutena back is imo her throw game, sure, if the opponent doesnt know what theyre doing its deadly, but anyone who knows what they are doing will just di away, yet to me it seems like grabs are supposed to be one of her best traits :/
if u disagree with gunner, well i cant help you with that, ive said a few times in this thread i think gunners underestimated way too much, its great to see someone agreeing with mefair is an amazing move, its arguable the best fair in the game, only other contenders imo being ryu and sheik. it comboes, its a spacing tool and a movement/recovery option.gunners recovery really isnt that bad, i mean its not great but i wouldnt label it as one of his weak points, if at all its killing, as he has no kill confirms with the 1111 set, although uair outlasting airdodges(and therefore being avery potent tool after dthrow and uthrow) means you only have to stay below them for the whole duration and it will hit, utilt comes out frame 6 and kills if sweetspotted, dsmash is dsmash comes out frame 9 and kills, its only problem being that the two hits dont always connect and that its techable(seriously who the f* thought that was a good idea?!?),bair is also a killing option and fair offstage is decent :/
also, someone mentioned palu not having a kill confirm, actually she does, jab to utilt combos and kills at around 150% i believe, not that it makes a world of difference, just thought id point it out ;p
I also don't know why they would make Gunner's down smash techable, but they also thought it was a good idea to make Cloud's down smash techable.
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