Mario & Sonic Guy
Old rivalries live on!
Wild Gunman may be like a shield for Duck Hunt, but the randomness of the gunmen makes them not too reliable for offensive purposes outside of dealing some extra damage to careless opponents.
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!
Agreed. At least with Zelda's Phantom (which is something similar to me, a projectile bodyguard), they can edgeguard far and away, KO reliably most of the time and give Zelda something to space with and give her some breathing room even if it's not exactly the best move ever.Wild Gunman may be like a shield for Duck Hunt, but the randomness of the gunmen makes them not too reliable for offensive purposes outside of dealing some extra damage to careless opponents.
Duck Hunt's kill options are smashes, sweetspot nair, uair, dair spike, and sweetspot bair. All of them have big flaws though that limit their use. Smashes and uair have connecting issues, nair and bair have strict sweetspots, and dair is rather weak, especially for a spike. I think making his smashes and uair connect reliably, increase the hitbox size of nair, remove the unnecessary sourspot on bair, and buff the power of dair and atleast one of his throws would help his killing issues, offensive game, and ultimately make him a better character.I don't play duck hunt, but I have a good friend who mains him, so I guess I can say a few things:
Duck Hunt's biggest problem and the biggest reason to buff him is his KO options. They are very limited, and don't even work all the time. Most of Duck Hunt's KO moves are multi-hit, and as a result sometimes don't connect for reasons out of your control. From my knowledge, DHD's only KO options are his smashes, U-air (all of these have 2 hits before the KO hit), Dair spike, and if the stars align a throw into can combo can kill. Even if you get a read that would be game winning for any other character, they could somehow squeak their way out of the killing hit, and with DHD's weight and recovery they could feasibly turn the rest of their stock into a KO on DHD.
I propose that Duck Hunt should get a consistent KO method for a buff. Whether that means give DHD a kill throw, rework its smashes, add knockback to an aerial, or buff the can's knockback. That could at least give DHD a chance against a lot more characters
EST would be a better bet, I feel. Maybe like 10:30 AM EST is something that'd work.I think it's about time I put up the poll to select the character for tomorrow, so please vote here if your interested in who goes next.Unfortunately I couldn't fit ,,,, and on the poll due to space, so they'll have to be added to the polls one by one, every time a character is taken off it, sorry about that.http://strawpoll.me/6491183 (Not so subliminal propaganda to vote for His Majesty Dedede)
Anyways, about "tomorrow", my tomorrow and all your tomorrows's probably begin at a very different time, so that brings me to my question, would you guys rather have me end the day when it's over in my timezone (CEST), or in some other Timezone that a lot of the Smash community's from, like PST or EST?
Yeah! EST would be convenient for many people (including meeeee!)EST would be a better bet, I feel. Maybe like 10:30 AM EST is something that'd work.
Also, voted for Dedede. Gonna be interesting to have a discussion on him, I love talking about this character.
I think EST can work, it's only 6 hours behind me, so if it's 10:30 Am it would be 4 for me, I won't have to get up in the middle of the night for it, so yeah, I'd appreciate anytime that I don't have to wake up ridiculously early for.EST would be a better bet, I feel. Maybe like 10:30 AM EST is something that'd work.
Also, voted for Dedede. Gonna be interesting to have a discussion on him, I love talking about this character.
Yeah, I agree, EST seems like the best pick here. Since EST is convenient for most of you guys, and isn't a hassle on me, I think we're going to go with that.Yeah! EST would be convenient for many people (including meeeee!)
Also, go Robin! I want Robin to get moar attention.
Can is laggy and easy to turn against you; Clay Pidgeon has horrendous ending lag and is easy to avoid (shield nullifys it well and just about any hitbox breaks it); and Gunmen is very slow, very slow, and really lacking in range for a projectile. For a character that's supposedly based around his projectiles, they are quite lacking.I'll post buff ideas for Duck Hunt later
Duck Hunt, I honestly feel, Is a Low-Mid, maybe top of low. But, that doesn't mean he's without many flaws. But first the good things about him. For one thing he has great projectiles. His can and frisbee are great. They each allow him to camp opponents, and Duck Hunt has many tricks he can use with that, along with some good edgeguarding tools with it. He also has a good forward tilt, which can be used to get somebody away from you. His dash attack and jab are good. His dash attack has good knockback for a Duck Hunt move (Which means it still has terrible knockback), but it has the ability to follow into his aierals
(More later)
Him having slower movement speed in general is more a less a fulfillment of his actual design intention in Melee: to be a slower yet stronger Mario. Turns out somebody forgot to program that in and so he just ended up being a stronger Mario while keeping his speed but with a bad recovery. It made him turn out to be much more viable than Mario due to him rectifying Mario's own KOing issues in that game.Dr. Mario sure lost a decent amount of his viability after Melee. His movement is slower than Mario's, and his recovery is just sad as well. Mario is fortunate that his Cape can help his recovery, which is really something that Dr. Mario needs for his Super Sheet.
I'd love for dair to autocancel or generally just have less landing lag. It'd be such a great move if there were the case.I don't really know what to do with Doc. As Feelicks said, he's pretty fine as is. Probably what I'd want is for his d-air to autocancel in a short hop, and to have around 16 or so frames of end lag for it to be able to either combo into u-tilts or grab at lower percentages, or a kill confirm at higher.
I guess the odd part about Melee Dr. Mario is that it was only his attack speed that was made slower. Smash 4 really did nerf Dr. Mario in the movement department (being only 82% the speed of Mario's movement speed), which is a problem for his recovery. Mario at least has good air speed on his side for his recovery.Him having slower movement speed in general is more a less a fulfillment of his actual design intention in Melee: to be a slower yet stronger Mario. Turns out somebody forgot to program that in and so he just ended up being a stronger Mario while keeping his speed but with a bad recovery. It made him turn out to be much more viable than Mario due to him rectifying Mario's own KOing issues in that game.
I wouldn't really raise the KB angle of u-air, purely because as it is, it has the potential to kill off the sides with SJP. What I'd do is decrease the KBG of u-air so it would have the potential to combo into at least itself twice, and act as almost a worse ZSS stair combo at the higher percentages. Instead of carrying the opponent vertically upwards, it would drag the opponent horizontally across, allowing SJP to kill easier. It's already possible to do this, albeit hard as hell. It could potentially be a reliable kill confirm for Doc.Hey, Doc actually won.
I feel like the Good Doctor is a shamefully overlooked character. I personally think he's bottom of mid tier or top of mid-low. I actually prefer playing Doc over Mario, but even I can't deny that Doc has some major flaws.
- His mobility on the ground is straight up *** (why does Dedede run faster than him?)
- His mobility in the air is arguably worse, with a subpar air speed and a pitiable recovery.
- His combo game leaves a lot to be desired, with some of his moves not having the combo potential that they should.
- His range is almost Jigglypuff levels of bad. Almost.
- His butter shoes stop his out of shield game from being as deadly as it should be.
While I do think that Dr. Doom is viable as a co-main (like how Boss plays him), he needs some work done before he's ready to strike out on his own. Namely:
- Increase his dashing speed from 1.3 to 1.5 (Luigi's dash speed.)
- Increase his air speed from .943 to 1.05 (Mii Gunner's air speed.)
- Increase Super Jump Punch's distance.
- Decrease Dr. Tornado's ending lag, starting lag, and increase the damage from 8% to 11%.
- Increase the scaling on late neutral air so that it becomes a KO move.
- Raise the knockback angle of up air so that it hits opponents upwards like Mario's.
- Remove the sourspot on The Fist and cut some of the starting frames off.
- Make down air autocancel and make it faster on beginning and end so that it's more like Fox's down air.
With those changes I feel Doc would soar to mid-high.
It can't kill off the sides at any reasonable percent unless you use it offstage, at which point you're better off using back air. I could see it sending people diagonally, so if you double jump up to them and they air dodge you get a free SJP.I wouldn't really raise the KB angle of u-air, purely because as it is, it has the potential to kill off the sides with SJP. What I'd do is decrease the KBG of u-air so it would have the potential to combo into at least itself twice, and act as almost a worse ZSS stair combo at the higher percentages. Instead of carrying the opponent vertically upwards, it would drag the opponent horizontally across, allowing SJP to kill easier. It's already possible to do this, albeit hard as hell. It could potentially be a reliable kill confirm for Doc.
(it does sound kinda ridiculous though)
I agree with all that (especially dair), except making fair faster (removing sourspot is good though). It's already disgustingly powerful, especially if you remove it's sourspot. It's not like it's all that slow either.Hey, Doc actually won.
I feel like the Good Doctor is a shamefully overlooked character. I personally think he's bottom of mid tier or top of mid-low. I actually prefer playing Doc over Mario, but even I can't deny that Doc has some major flaws.
- His mobility on the ground is straight up *** (why does Dedede run faster than him?)
- His mobility in the air is arguably worse, with a subpar air speed and a pitiable recovery.
- His combo game leaves a lot to be desired, with some of his moves not having the combo potential that they should.
- His range is almost Jigglypuff levels of bad. Almost.
- His butter shoes stop his out of shield game from being as deadly as it should be.
While I do think that Dr. Doom is viable as a co-main (like how Boss plays him), he needs some work done before he's ready to strike out on his own. Namely:
- Increase his dashing speed from 1.3 to 1.5 (Luigi's dash speed.)
- Increase his air speed from .943 to 1.05 (Mii Gunner's air speed.)
- Increase Super Jump Punch's distance.
- Decrease Dr. Tornado's ending lag, starting lag, and increase the damage from 8% to 11%.
- Increase the scaling on late neutral air so that it becomes a KO move.
- Raise the knockback angle of up air so that it hits opponents upwards like Mario's.
- Remove the sourspot on The Fist and cut some of the starting frames off.
- Make down air autocancel and make it faster on beginning and end so that it's more like Fox's down air.
With those changes I feel Doc would soar to mid-high.
Wait, where was that? I wanna vote....As of righty now (4:30 PM for me), King Dedede and Doc. Mario are in a tie, and since the day's about to end, that isn't really what I wanted. I would like to explain though, for whenever there's a tie, I'll be using a random selection tool, so there's no real problem when that occurs. The tool picked Doc. Mario, so he's who we'll be doing today.
Anyways, here's the results from yesterday https://docs.google.com/spreadsheets/d/1dPcJr_lNb_vzYWJRb-2HL34_dfluGP63NoP9peCVix4/edit?usp=sharing Edit: Results now have visual charts, hopefully that helps make it look less ugly
Today's poll for Doc Mario, please vote here if your interested in the Doctor.
The poll to choose who goes next And with that Doc. Mario's day has begun.
(And before anyone points it out, on one of the questions, his name is listed as Doc. Mari. I made like the world's lamest typo today lol)
It's one of Doc's slowest moves. It doesn't KO until 105% in the middle of Battlefield anyway, so it's not like, Ike levels of strong. I'm not saying make it single digit frames, just cut maybe three starting frames off so that you actually have a chance of landing it without divine intervention.I agree with all that (especially dair), except making fair faster (removing sourspot is good though). It's already disgustingly powerful, especially if you remove it's sourspot. It's not like it's all that slow either.
It was on the OP and on this post.Wait, where was that? I wanna vote....
I thought we were doing this tomorrow? Whatever, we're doing it now I guess, since you guys already begun. Duck hunt's voting period will just be 2 days long instead of one since it started abruptly, and I need muh order.
Anyways, for Duck Hunt Duo, please vote on this little poll. (I'll update the OP with this, and some other things in a little bit, but I'm a bit busy right now)
It kills before 100% pretty easily.It's one of Doc's slowest moves. It doesn't KO until 105% in the middle of Battlefield anyway, so it's not like, Ike levels of strong. I'm not saying make it single digit frames, just cut maybe three starting frames off so that you actually have a chance of landing it without divine intervention.
The only other alternative would be to give him true combos into it, and that would require essentially rebuilding ol Dr. House from the ground up. I don't think making it frame 10 would hurt that bad.It kills before 100% pretty easily.
I guess I can't really argue with it being frame 13 though. :shrug: