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I'm pretty sure Sothe 2-0'd Orly without breaking a sweat. Just sayin.PMS | LEVEL 100 MAGIKARP I think you're overrating Ivys ability to get charge against a majority of the cast. Solarbeam is great but all it does is keep her in your "Ehh" tier she certainly not the worst by any means but actually getting charge is way harder than it seems at least at the moment it is. Sothes run could have easily ended is his bracket at KOTN got Orly or Kells or Ripple just went Samus from the start and not have been a moron. he got a fine bracket for an Ivy of his caliber to get through but it still doesn't change the fact that Ivy only wins against like 5 characters people can get better at using counterplay vs Ivy but Ivy is really pushed in comparison to most PM characters and thats simply due to there not being much to explore I believe the big thing that can be pushed is using seed to help cover multiple options but as she is now she is way too susceptible to CC and her moves come out too slow to rightfully get these conversions in a vacuum but the human element is always involved which is the only way raw up airs will land.
Pri sure committing early in neutral is generally bad against good players.I want to see more Ivysaurs using instant SH Fair IASA Wavelands/Nair/Synthesis.
suggested listeningYou really have me thinking hard about this. Can you give me a situation where having this new dair would help his neutral out? I feel like this is really really interesting. But I have problems believing that it would help is punish game. Dair is ness's best tool in punishes bar none. It does so much. I have trouble imagining ness having a stronger punish game with this new dair. It would also greatly limit his OOS options as djc dair OOS is an amazing move for punishing unsafe or poorly spaced moves and if it didn't have the speed it does now, It would lose most of that utility as It already takes 10 frames to come out of jumpsquat, djc first frame possible, and then 5 frames for the move to come out. Again if you could elaborate on how it would help his neutral I'd really appreciate this, as it still couldn't be used as an approach option.
as i said, to know what frame is best to make this move active is very hard to say right now because i'd have to test and measure how significant ness' movement is after however many frames after each varied timing of DJC because i don't have the same level of control and intuition surrounding ness' double jump in pm compared to melee. for melee's jump physics, i think a 15 frame dair would be the fastest before severly limiting the mixup options i use, and would change the maximum height at which ness can double jump cancel from whilst putting a hitbox as you land.Jamwa
Interesting. For clarity, Melee ness' is from 20-28. PM Ness' is from 5-13. If you could clarify a bit more in words exactly what you mean, I think it would help a lot. From my personal experimentation with djc characters and the first bit of that match, I think I am understanding what you are getting at. But for those who don't, trying to put it into words might help.
If you had to put a number though, what frame would it be active? 10? That wouldn't be too bad.
I just want more ivysaursI want to see more Ivysaurs using instant SH Fair IASA Wavelands/Nair/Synthesis.
She needs buffs though. Her OOS game is pretty bad and her grab sucks.
Yeah, weaknesses are pretty great. I wish more characters had more of them.if where a character should be is having 90% of your neutral options limited by a run up shield and requires losing a double jump in the air in order to play any sort of neutral
then I sure hope the dev team thinks differently
I agree wholeheartedly. Used to think it should be sped up.Do not speed up Pit's dtilt anymore. I used to hold this opinion until I started looking at what it does and comparable moves for other characters. 9-11 is not slow. Especially for a meteor dtilt.
Not that this is the end all be all, and every main can find something wrong with their character, but even the best ness's agree he definitely has flaws and he is not easy. One of his biggest is his recovery. Yes it is the longest it's been, but how can you say that a negatively disjointed move, that takes 40 frames to end the animation, can get gimped out of it by people bumbling around above him and eating his pkt1, has 20 frames of landing lag no matter the height you all from, and even though you can be extremely creative with your angles (which is extremely difficult to consistently get the perfect angle you need) you have no options after you hit yourself to mixup. You will always go the same distance unless you sweetspot, so pretty much the entire cast can just sit in the middle of the stage if you're recovering high, or at the ledge recovering low and wait for you to go the full distance, and charge a smash attack. Most ness's get killed by edgeguards or gimps of some kind. Even if this is the only thing wrong with him (which is not true IMO and is a controversial topic) this would still keep him from being in the S+ tier you put him in or even S tier. This feels like a john about ness being bad therefore I can't do well no matter how I try, but it's not. I'm trying to get you to realise that just cause he is better in this game than other games, doesn't mean that he is instantly top tier. If he has nothing wrong with him AND he is easy to play, then why doesn't he dominate the meta and just make every character look inferior?oh man.
let me be clear. i think ness is good. i see absolutely nothing wrong with this character. i stated that the change would buff ness' alleged weakness to shield/run up shield. i dont personally have any problem with shields, it was just something i said to try convince people who held that opinion.
a slow dair is just a stylistic part of ness that's been in brawl and melee and what makes the character more unique and deep. it facilitates unique djc movement instead of always just doing it as fast as you can. it delineates ness' aerial movement. it allows for cool mixups on shield since its +0. it just adds to his movement and option select in neutral, but makes his punish game harder (which i think it can afford to be, since it's incredibly easy right now).
i dont care about ness' balance. i just want ness to feel more like ness, coz right now it just feels like he's missing a whole dimension of movement.
im on a trip out of state right now to SXC, so ill elaborate and address everyone's responses when i get back on tuesday.
i dont expect to convince anyone of this change in just 2 posts either, i understand how much worse it seems, because that was my perspective when starting melee, but now i feel its integral so im committed to explaining my position as much as possible.
TLink on frame 9 and Lucario and Zelda both on frame 5.I agree wholeheartedly. Used to think it should be sped up.
Peach is frame 12, Ike is frame 14, Link is frame 10 I think(@AuraMaudeGone if it has 9 startup is it active on frame 9 or 10? IMO saying a move is active "frame 7-13" is way less ambiguous but you do you).
So Pit's is outright the fastest Dtilt with a meteor unless I missed someone? Seeing as it combos at most percents it's pretty good as is. If you want a fast move after landing, use Dsmash.
im not trying to convince anyone to share the same opinion as me regarding his position on the tier list, just his dair's design.If he has nothing wrong with him AND he is easy to play, then why doesn't he dominate the meta and just make every character look inferior?
Forgot about grounded opponent only meteors (and Tink), good call.TLink on frame 9 and Lucario and Zelda both on frame 5.
It wouldn't be too outlandish or without precedent, but i'll agree with you that it's not really what Pit needs imo. He definitely needs help in other areas more
I'm sorry, saying run up shield beats ness is oversimplifying this game. Run up Grab with ness beats run up shield. You could even run up past their shield and pivot grab, if your opponent is really going to play so poorly against you. Not only does ness have a very threatening 7 frame grab game, he also has a projectile and pretty amazing movement. He may have a worse time in neutral than say marth or shiek, but his nuetral is by no means beaten by one strategy.Run up shield stops AGGRESSIVE ness players. Ness cannot put on intense prolonged pressure against most of the cast. If the ness tries to overwhelm the opponent, run up shield beats it. But IMO that is not how ness should be played. He has to play a patient neutral as he really has no solid offensive tools, and his projectile puts the opponent at an advantage if you arent careful. I haven't had a problem with run up shield for a while since I realised ness isn't fox and you have to wait till the opponent comes to you and punish. I like to wall out with bairs or shield an approach and punish with a djc bair or dair OOS. AlsoBeorn , you just sound salty about other characters beating your character, and you can't figure out a way around them. I'm not really sure what you're hoping to achieve by saying things like you wished more characters had a bad neutral.
Peach and Falco also have fast and reliable air normals to throw out after the 5 frame wait. Pit has a bunch of long wind-up moves and nair, which doesn't really function as a get-off-me tool. He just kinda gets stuck where he is when confronted with any kind of pressure and doesn't really have an answer to it except grabbing misspaced moves or usmash (that they'll probably fall out of cause aforementioned linking problems)Can someone explain why pits jumpsquat needs to be reduced? Peach and falco have pretty slow jumpsquats aswell but I've never heard anyone complain them in my life. I guess you could argue they're better characters than pit but I'm curious why everyone seems to think his jumpsquat is what's specifically is holding him back. Also please don't say something simplistic like QoL.