JOE!
Smash Hero
We have precedent where: Really easy to combo and edge-guard = you get a great neutral and punish gameAgain I'm really wondering what makes you think Bowser needs both a great neutral and a great punish game.
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We have precedent where: Really easy to combo and edge-guard = you get a great neutral and punish gameAgain I'm really wondering what makes you think Bowser needs both a great neutral and a great punish game.
Yeah, Fox can jump out of an up-throw chain grab at 34% in 3.6, which really kills the potency of it. Also, it's just harder to use for grab conversions, which is how Ike gets a lot of his heavy punishes.3.5 up-throw release point releases people a lot lower. it allows him to CG spacies for an additional like 40% than what he already can. and generally allows follow ups much longer on everyone.
But what if it's really cool tho....To be fair, in the past (3.0), the PMDT strongly discouraged personal builds to argue for changes, saying to develop the meta. Was one dt in a ness thread.
Alright, so I'm noticing a few things with this:The main good trait was pressure, which he's still pretty good at, but there are a few things that throw it off. Multihits being one of them. Maybe I'm missing something, but based on everything I've seen/played, it's super easy to get out of his moves--magnet for example: If you simply hold away/up, it's pretty universally easy to get out of. Not saying it should be super hard or impossible or like Lucas can't just follow them, but the move isn't doing work for anyone besides the fact it's ever so slightly disjointed and can be held for varying periods.
Even still, it's beaten by swords (that's a given though so shrug) and even though it's a main combo tool, whether or not it works can depend on a few frames where the move have no active hitbox, which means even thoughtless bum-rushes have a chance of completely beating the move. Now, that's more of a fundamental flaw of the character I wouldn't want to see changed per se. I'm just illustrating that despite it being relied on as Lucas' main combo tool, it can fail to do its job because of its traits--it's not all-powerful.
Also, it can be CC grabbed by at least some of the cast (I don't know all who), and CC smashed by other characters. Couple that with the fact that magnet and nair both send in the opposite direction with just a tiny misspace error, and you get a character while, good when he works, has times where the amount of calculation needed to perceive a hit confirm is just impossible. I'm still fine with all that. I mean I guess it'd be nice if magnet's outer hitbox were a little bigger and the inner hitbox were a tad smaller or just removed? Hell, I'd take a larger release outer hitbox so it was less likely for an opponent to just press up to get out of it. Just give him something to make his problems worth it.
I could go on for hours about how Lucas' OOS game, CC options, neutral, dash dance, grab (don't change that tho), and even now possibly his pressure options are just worse than a certain character we all know. Yeah, he has DJC and movement options, and when you do play him right he looks broken as ****. But the fact is that fair's level of precision required for a reward is just stupid when the character already is situational/variable as crap.
And hell, I don't even play against people who know all that much about DI/SDI/Lucas and they still seem to get out of moves a little too often for my tastes. My problem with that isn't about the move not doing all the work for me, but the fact that I have almost zero control over whether or not the move is successful due to CC/SDI. Best I can do is perfectly space magnet so at least I don't get grabbed, but then there's moves like Fox's CC upsmash that make me not want to use the move at all. I don't like being punished for landing a hit and doing what my character is supposed to do (and succeeding). It isn't fun. It would be like if Samus' missiles could be CC'd all the time and you could be foreseeably be smashed in the face for landing a missile.
TL;DR All this is just to say that, basically, Lucas is finnicky and his lack of reward for slightly misspacing shouldn't get so drastic and/or his options should be more potent when they DO work. Sorry for getting so rambley.
Yes. Kirby would have to kiss one of his few positive MUs goodbye. It's bad enough that Kirby's most effective neutral options are 2 gimmicks whose effectiveness wildly varies depending on stages and MUs. His strengths do in fact exist, but they're grossly outweighed by his flaws in most MUs. :xAs much as I agree with the sentiment that players should work with what's currently in the game and not what we think should be in the game, I still think discussing potential changes is within the scope of this thread. How would Ike's placement on the tier list be affected if his dash grab could reach a crouching snake? Would the Kirby matchup get noticeably better?
Honestly, I think that it's dumb for a character to have nothing to do against a crouching opponent. That's not interactive and honestly it can't be fun for Kirby, and it certainly is frustrating for Ike. That's not to say I don't want Ike to have no bad matchup or bad traits, I just want bad matchups to not feel impossible for dumb reasons. I'd say if Kirby only wins a matchup by being short that's an issue with Kirby, not with Ike. Plus, if people don't complain that Marth can do it (dash grab low profiles) why would they complain if Ike can? You can't dash grab out of QD, Ike's dash dance isn't exactly the best, so I would bet it would be acceptable balance wise. It certainly makes him a lot less frustrating to play in that situation, and the people I've showed the change to didn't seem too bothered by it. I haven't tested it against a Kirby main though, so this might all be wrong.Yes. Kirby would have to kiss one of his few positive MUs goodbye. It's bad enough that Kirby's most effective neutral options are 2 gimmicks whose effectiveness wildly varies depending on stages and MUs. His strengths do in fact exist, but they're grossly outweighed by his flaws in most MUs. :x
I can't argue with you there. Just want to point out that if you take away that jank (be it a nerf to the crouch or a buff to tall people's grabs) without compensation, he would legitimately have a case for being the worst character in the game. Kinda like how he was generally accepted as a high/mid tier in 3.02, then the 3.5 and 3.6 nerfs sent him right next to Bowser at the bottom of many tier lists. >__>Honestly, I think that it's dumb for a character to have nothing to do against a crouching opponent. That's not interactive and honestly it can't be fun for Kirby, and it certainly is frustrating for Ike. That's not to say I don't want Ike to have no bad matchup or bad traits, I just want bad matchups to not feel impossible for dumb reasons. I'd say if Kirby only wins a matchup by being short that's an issue with Kirby, not with Ike. Plus, if people don't complain that Marth can do it (dash grab low profiles) why would they complain if Ike can? You can't dash grab out of QD, Ike's dash dance isn't exactly the best, so I would bet it would be acceptable balance wise. It certainly makes him a lot less frustrating to play in that situation, and the people I've showed the change to didn't seem too bothered by it. I haven't tested it against a Kirby main though, so this might all be wrong.
i would put falco in there. a good approach from the air, and a low crouch can combat lasers, long lasting, beefy hitboxes can generally beat out falcos, falcos combos dont work as great on kirby, and kirby gimps falco especially hard. overall, i see it as kirby surviving much longer, and falco doesnt neccesarily beat kirby in neutral.Yes. Ike, Sheik, Snake, and Zelda. Arguably Lucario, ZSS, Dedede, and Ganon.
Except the difference is that Marth's non-tippers still kill relatively well and don't lose their utility in non-tipper form. Also, Marth's tipper is huge in comparison to Lucas' fair, not to mention it arcs. A two-frame, static sweetspot that's so small is, frankly, too difficult.Alright, so I'm noticing a few things with this:
One complaint is about "slight misspaces" for moves such as nair and mag can completely change their direction. While certain hits of mag DO send the person forward, yes, Lucas has to practically be inside of them to hit them with the reverse mag. It's very hard to hit relative to the normal hit of magnet's ease to hit. So this isn't really as much of a "slight misspace" as it is a complete messup of spacing. Though I do concede an opponent's SDI can change the direction in which nair sends them relatively easily, a solution doing nair while full hopping/full double jumping can mess up SDI potentially as many people want to SDI up out of nair.
Which brings up another point about SDI: manipulating the opponent's. This is an underlooked aspect Lucas can use to his advantage, at least if the player controlling him is competent enough. Noticing patterns in the opponents in their SDI can mess them up quite frequently. If they tend to always SDI in, abuse it and follow that person's SDI. If they SDI towards the edge of the stage, follow them. For example, if when you dair they always SDI left, next time you dair short hop towards where they'll SDI while doing dair. And, as mentioned previously, rising nair also works extremely good. It takes a while to notice what opponents go for when pressured, and if Lucas pressures the opponent well enough through movement, Lucas can force out habits, which can be exploited.
Another way around Lucas' SDI issue is hitting with only specific hits of the move or with certain timings. For example, if you don't hit with the initial hit of magnet but connect with another the hitlag is very low in comparison to hitting the initial hit. This lessens the opponent's ability to SDI out of mag consistently. As well, hitting with a specific part of multihits (grounded nair or third hit of dair for instance) give you away around multihit SDI.
On the topic of OOS: I know some things that are good OOS for Lucas are WD (very long and useful in escaping pressure), nair (which comes out frame 8 including jumpsquat frames) and mag. I don't see how those are bad.
Also, you compare a lot of Lucas' stuff to Fox saying how it's worse. That doesn't equate to "bad" though. Lucas has a lot of movement options with mag, djc, long wd length, etc. and his DD is also really good when combined with WD. Fadeback mag, DJPC, and other tech all help Lucas maneuver around the enemy and create openings. CC dtilt is frame 3 and can lead into fair, dash attack, and grab. The options aren't bad. I think Lucas has far better movement than Fox though, but that's beside the point.
Also fair is really easy to hit if you practice through training and consistency. Not as easy as previously possible in 3.02, but definitely still able to hit consistently through time, training, etc. (a la tipper fsmash on Marth).
So overall I think it's a mindset issue, as Boiko stated above. People when discussing character balance tend to think about flaws that hold back a character instead of strengths that they can capitalize on. Yes Lucas has flaws. But so does any character, really. Exploiting strengths, pressuring the opponent, etc. can all lead to Lucas being played extremely well.
dunno what to tell you, man. I put Fox in Lucas' magnet and held down and spammed Z until Fox got a grab/spammed C-stick until he got upsmash. I'm not talking about release hit magnet, so I don't know why you included that at all. Not sure if you think I'm talking about that portion of the move or are just including it. I'm talking about the repeating hitbox version.On the whole buff my character, tier list thread addition. I think its because its fun to pretend to be in the PMDT's position for a bit. Idk, if its between rediscussing a rehashed topic like fatties are bad, Bowser sux, nerf Fox, etc, it can't be that bad. When it goes too far and people get hopeful rather than push the character, that is where to start taking issue. But as a brief distraction from the same arguments, it can't be too detrimental.
Eisen
It seems you may have missed my response since I didn't quote/tag you. How can Fox crouch cancel grab a lucas who magnets him when the second hit of magnet launches at 0%? True crouch is eliminated when we consider that the first hit is close enough to the second to avoid that. Even if you were to sdi out of the launch hit, asdi down that hit outside of range (no worrying about the second hit interrupting empty landing), even all of that, you would only be +3 on a Lucas who immediately jumps out. Since you can't shine at that spacing, a wavedash should put you well out of danger from a fox punish. Care to elaborate what I am missing? Magnet is Lucas' go to anti cc, especially if dair is failing you.
Sorry, but I'm gonna have to stop you there. Have you ever felt the satisfaction of killing people at 70% with either swing's tipper? Not as stylish as reverse U-Air gimps, but it gets the job done.Kirby's special moves don't give as much utility to his gameplay as Bowser's do either. Bowser's got that Fortress out of shield as well as KK to beat shields and net huge punishes. Kirby's got a butchered cutter dash (although, it does still have utility), a stone to prevent himself from getting juggled/make recovery less predictable, and the hammer which I think is only okay.
Does Kirby not beat Ivy anymore?Yes. Ike, Sheik, Snake, and Zelda. Arguably Lucario, ZSS, Dedede, and Ganon.
Not without that braindead chaingrab from 3.02. Despite Solarbeam shenanigans and Kirby's punishes, I think it's even now.Does Kirby not beat Ivy anymore?
Pivot u/dtilts are significantly easier in PM due to multiple things. you can do "tilt pivots" or soft pivots or whatever you call them, you can do up/down+the dash direction and you can pivot with that and just press A. you can also reliably do them with the "brawl pivots" or c-stick attack stuff, and other things such as holding a, doing a pivot dsmash timing with c stick (will empty pivot) then down+ attack. theres a lot of stuff that makes them easy and applicable, but the game isn't really developed enough for those kinda of micro-situations to be more useful than general macro situationsLow profiling does seem really lame. What about under OoS options, namely instant aerials. Is that lame to fight against too? Seems interesting, but also lame. Idk
As for serious discussion stuff, what about Pivots? Tried them awhile ago and have been trying to implement them.Soft Serve seems to be a fan, any thoughts? One thing he likes to talk about is pivot dtilt in a neutral position. Nausicaa also love this idea. However, when looking into it for Marth specifically, Kadano said (keep in mind this is melee, stuff might be different) that pivot dtilt wasn't feasible/good/better than wavedash down tilt stuff. If people want I can dig up the links where that was. Something to do with feasible inputs, time it would it take, etc made wavedash dtilt better, though he may have been talking about dash forward, though I don't think so.
Eisen
First, please don't double post. It happens a lot with newer posters, it isn't a huge deal, more for future reference. You can edit posts, you can multi quote, or just a simple tag will do. Next, I assumed the second hit of magnet because that is the relevant part of magnet. I don't think holding magnet is really that good ever, so that is why I didn't even think of it. Just tap down b is pretty much always better from what I can tell. If you want to hit someone later, than do it later.