Yeah, Mario is definitely below the links imo.Seems legit exept Mario should be lower. Like everyone in my region plays him, and they all say they do cuz he's easy to pick up and play, abd he doesn't really have ats beyond wavedash and recovery
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Yeah, Mario is definitely below the links imo.Seems legit exept Mario should be lower. Like everyone in my region plays him, and they all say they do cuz he's easy to pick up and play, abd he doesn't really have ats beyond wavedash and recovery
Easily, like links have ariel glide toss with bombs, which are necessary for (far out) recovery, the hardest thing mario has to do is press down b fast enoughYeah, Mario is definitely below the links imo.
Actually, the hardest thing off the top of my head, that mario can do is a SH bair waveland. THINK AGAIN BRUHEasily, like links have ariel glide toss with bombs, which are necessary for (far out) recovery, the hardest thing mario has to do is press down b fast enough
I agree, this is pretty difficult to actually perform with the Links.Also learning to pluck a bomb without fast falling, aerial glide toss up, up-b into bomb at perfect angle to self-detonate cannot be easy to pull off. They also have ledge grapple and associated tech.
Also Link DACUS.
I don't know anything about Roy, but I completely disagree with you about Falcon and Marth. Neither is high technical skill for sure, but they are not on par with Sheik so far as difficulty of effective use is concerned. Falcon has a huge APM. SHFFLling once may not be hard, but but doing it 5 times in the course of 3 seconds while moving across the stage needing to account for DI, stage obstacles and floatiness in order to remain precise certainly is. Marth is similar, though the nature of his combos is such that they are much slower paced and require far less SHFFLing overall. What makes him more difficult is that in order to do well, his combos need to be spot on. Unlike other characters, you can't just get random hits off/drop combos and then just pick it all back up no problem. You either kill with marth at 70% or 150% (character dependant of course), and if you miss the 70% you're not doing well. As a result, a good marth needs to be spot on with their combos or else be forced to wait until Utilt kills or hope to get a random Fsmash read off (not advisable nor safe in any way at high levels of play).Captain Falcon, Roy, and Marth are still way too high. They're right down there with Shiek and Jiggles. The only thing hard about playing Falcon is learning not to obliterate yourself with his physics, and I guess making sure to snag d-pad up every time you land a knee. Other than that, he's as basic at it gets; he is Smash Brothers. nothing fancy.
You would certainly know better than me then. I play Falcon casually, and just dislike playing Marth and Shiek. On paper they just seem easy. Who do you think is easier to play than they are?I don't know anything about Roy, but I completely disagree with you about Falcon and Marth. Neither is high technical skill for sure, but they are not on par with Sheik so far as difficulty of effective use is concerned. Falcon has a huge APM. SHFFLling once may not be hard, but but doing it 5 times in the course of 3 seconds while moving across the stage needing to account for DI, stage obstacles and floatiness in order to remain precise certainly is. Marth is similar, though the nature of his combos is such that they are much slower paced and require far less SHFFLing overall. What makes him more difficult is that in order to do well, his combos need to be spot on. Unlike other characters, you can't just get random hits off/drop combos and then just pick it all back up no problem. You either kill with marth at 70% or 150% (character dependant of course), and if you miss the 70% you're not doing well. As a result, a good marth needs to be spot on with their combos or else be forced to wait until Utilt kills or hope to get a random Fsmash read off (not advisable nor safe in any way at high levels of play).
Take it from someone who mains all 3. Sheik is derp as hell, but falcon nor marth is on par with that.
That would be more difficult for me to say since I don't play the other characters to compare. But if I had to make a judgement call based on the current list in the OP about tech skill and APM, I'd have them as such:You would certainly know better than me then. I play Falcon casually, and just dislike playing Marth and Shiek. On paper they just seem easy. Who do you think is easier to play than they are?
Falcon must have gotten deleted in my copy paste frenzy. Hes back now and I added your APM suggestions.That would be more difficult for me to say since I don't play the other characters to compare. But if I had to make a judgement call based on the current list in the OP about tech skill and APM, I'd have them as such:
█ (1)
█ █ █ █ █ █ █ █ (8)
█ █ (2)
█ █ █ █ (4)
That being said, the importance of marth's spacing game and killing early would probably move him up from where these stats alone would place him.
Also, falcon appears to not be present on the current OP list.
Thanks! This is slowly turning into a very interesting and comprehensive thread. =DI restructured it again to account for APM since people were taking issue with it. Anyone with question marks next to their APM needs suggestions.
Falcon must have gotten deleted in my copy paste frenzy. Hes back now and I added your APM suggestions.
I also applied your Marth APM to Roy since I assume he would be roughly the same or maybe a bit faster. Marth, Roy and CF were all moved up to higher tiers.
Point taken. I will leave him alone until someone comments on him.Thanks! This is slowly turning into a very interesting and comprehensive thread. =D
I would be very careful with putting Roy near marth though. I don't know much about his tech, and his combos are just about as elusive to me as far as difficulty is concerned, but I know for a fact that he doesn't have the same issue with needing to kill early as marth does. The reason marth deserves his higher place relative to his stats is largely because of what we call "The Marth Dilemma", which states that Marth has no reliably safe kill moves once the opponent gets past ~ 70-90% until they reach ~150%, so between then he either has to hope for a read or a failed recovery. Roy has no such issue, killing quite early with quite a few moves.
I'm not sure about his APM or tech though, so we should get some Roy mains to comment on the matter.
So I think what I'm taking away from this is that Lucas deserves a high APM rating (9 or 10 perhaps?) and IC deserve somewhere in the middle (5 or 6?)I don't think ICs ever really have that high of an APM, and all of their ATs seem pretty easy even though they are unique.
I did some calculations on my Lucas's APM during one combo that I particularly liked. https://www.youtube.com/watch?v=0ISPNXuhWbQ&t=4m10s
After he hits my shield at about 4:13, I do
Jump -> Magnet -> B reverse -> Double Jump -> Up air -> Fast fall -> L-cancel -> Dash -> Jump -> Nair -> FF -> L-cancel -> Magnet -> B reverse -> Jump -> Airdodge -> Dash -> Jump -> Fair -> L-cancel
The clock starts at 6:19.36 and ends at 6:16.86, for a total of 2.5 seconds, which includes 20 inputs for the string listed above. That works out to 8 actions per second, or 480 APM. Obviously it would not be strategically optimal to just spam attacks all the time, so APM over the course of a match will be much lower (I'd guess my Lucas averages between 200-240 APM during a typical match). However, I don't think any other character ever needs to have this sort of APM to avoid dropping a combo, and I'm not sure that very many other characters can even reach this APM without doing weird TAS ledge cancel stuff that will never be doable by a human.
2/10 is a bit low for Samus. It really gets up there when you're doing zair approaches/defenses: jump->airdodge + direction->a, like twice a second. Also missile canceling can get pretty hectic when you're doing full hop combos to shoot a bunch between double jumps and bomb bounces and whatnot, all while trying to control you're aerial drift and managing whether or not you're shooting homing or smash missiles. Also, missile canceling on platforms like pokemon stadium puts her at like 6 or 7 action a second. Also recovery is pretty active. About two bomb drops a second, weaving back and forth, coupled with wall jump charge shot shenanigans and grapple canceling. I'd rate her like 5/10 for APM.This is also true for Samus. She has 8/10 in tech difficulty at least as a part because of the SWD which is not used that often and even if, Samus doesn't have as high apms as e.g. Pikachu using QAC also rated 8/10 at tech difficulty. I'd suggest 2/10 APM for Samus.
If you really get in depth with "difficulty" of a character, then there are other things that aren't being considered. Fox, as an example, has much smaller windows for inputs than Wolf and Falco do. This is primarily due to his start-up animation being shorter on jump than theirs (Fox 3, Wolf 4, Falco 5). This translates to faster timings on his shorthops, wavedashes, and waveshines. The faster a character falls and particularly fast-falls, and the stricter the timing on things such as start up animations, the faster you need to perform inputs for actions such as your shffl. There are reasons behind why Fox was considereing the most technical character in Melee, and it wasn't only his high reliance on shffling, waveshining, and high risk high reward style.
Speaking of which, Fox should probably be separate from Falco and Wolf. It's a lot easier to learn to jump cancel a shffled shine than it is to shffl waveshine and learn to adapt to different characters reactions to shine based on distance they slide and whether or not they fall down or remain standing. If they fall down, you need to learn Thunder's Combo - these are things Falco and Wolf will never deal with, coupled with more lenient framing. Picking up Wolf seemed like a breeze after having Fox as a baseline.
Fox is the only character that literally gives me hand cramps from inputs after playing for a while.
For now I'm just including all those factors into their overall tier placement. It would also require a lot of feedback.Just as ideas, if we want to discuss what a player needs to play a character, these categories would also be necessary:
- Reaction
- Patience
- I wanted to put on timing here but it is essentially the same as AT difficulty. Maybe it would make sense though to talk about timing and APM because those categories are essentially different while AT difficulty is dependent on needed APMs and timings
- Mindgames (of course very important but I wouldn't know how to say which characters need more mindgames than others so maybe including it wouldn't be a good idea)
- Adaption (the same as mindgames, maybe with some elaborate discussion we can find out with which characters it is more important)
- Creativity (with some characters you do (of course exaggerated) always the same and with some you have to invent new stuff during the match and always capitalize different)
Those are essentially it imho, if I missed one feel free to add. Hope to bring some new fire to this thread since its a great idea ^^
I called it a 9.Oh yeah and flash shortening is extremely difficult so wolf should definitely be an 8 or a 9
Thanks for all the useful input. I took everything you said into account.Quickly going through the characters where I can give feedback: Lucario is █ █ █ █ █ █ █ █ █ █ (10). With all the cancels and the possibilities to link into each other he is really input intensive. Ike is probably █ █ █ █ █ █ (6) he can have high APMs when working with the jump out of side-b techniques (-> grab, -> up-smash, -> aerial or -> reversed jump aerial), but in other situations his APM isn't quite as high as for example characters wavedashing all the time. Diddy is either 6 or 7 AGTs or handling bananas in general boost his APM and because he is a high mobility character he also otherwise uses many inputs. I would rate down Falcon to █ █ █ █ █ █ █ (7). His great mobility deceives it a bit but actually you often don't need that many inputs to move so much and fast. Snake also at █ █ █ █ █ █ (6) depends a bit on the style you play him but grenade management and movement increase it. I would rate him up to █ █ █ █ █ █ █ (7) though mainly because of this and other Snake tech skill videos. Link has a relatively low APM I would rate him █ █ █ █ (4) (or maybe even 3) because bomb jumps and using bomb require APM but most of the time you are nairing and throwing boomerang (of course exaggerated, but you know what I mean). Toon Link is APM-wise a bit higher because his maneuverability and his AGT being used more often, so I would suggest █ █ █ █ █ (5). MK is around █ █ █ █ (4) also because he has no specific go-to-tech that he uses all the game and boosts his apm. He isn't wavedashing often either, but many JC grabs and quick aerials, together with an input involving techchase stop him from being low in this aspect. If there was one character really deserving the 1, it would be Ganon or Jiggs, but fundamentals and just the necessity to react fairly often put them into the █ █ (2) imho. There is just no character with that you have to use your controller barely... Not really sure about other characters, maybe people who play those can help.
To be honest, I don't really like the idea of the Overall difficulty because it suggests that a Lucas player had just no problems playing every other character because they are easier, and that Ganon is essentially a noob character (exaggerated again but it goes into that direction). I understand that you first want to finish the existing categories but in the long run it would be more useful to have a kind of grid from that you can learn with which character you can play out your strengths instead of sorting them just by technical difficulty.
Anyways, I am open for discussion if you don't agree with those points (especially people who know respective characters better than I do).
More difficult than the characters above him? Do you think he deserves to be placed higher?Roy is easy to play up to intermediate levels. At very high levels, the technical requirements spike upwards. There's a reason very few people can even play up to Sethlon's level with this character.