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iirc the differences are increased hitlag, reduced pushback, and no shield release time on powershields, with normal shield stun.how many frames of lag does each party go through if someone powershields an aerial
I assume that the person who did the aerial goes through lag as normal, but what about the person doing the shielding?
I know that powershields have minimal/no endlag, but I don't actually know how much
I'm largely just wondering this as a sort of logical extension of using powersheilding as a sort-of-kind-of-3s-esque parry system
also because this is one of the things that I saw thunderzreign doing a lot to great benefit, here's one specific example even though there's a bunch more in this tourney
I feel like everyone sucks too much on Melees former top tier *******, Jigglypuff is still a low tier with three good moves; bair, rest and up throwDiscuss characters' potentials and how they stack up against the rest of the cast here.
Feel free to discuss why your tier list makes sense, and what people are likely missing in theirs.
This stuff below is out of date.
If we get some people putting out their tier lists, I'll average them (or someone else can) and I'll put them up on the OP.
Please keep in mind the tier list averages do not reflect an actual official tier list.
Hopefully I don't get shot for making this thread, lol.
-If you give me your own personal tier list, I will place it into my Excel Spreadsheet with your username and list of 33 characters in order. I'm going to ignore Top/High/etc. and just put it into numerical order.
-This means you do not have to edit your original tier list post. Just re-post it and I will know based on your username whether I am making a new column or just updating an old one.
-I am ignoring Shielda as a character despite her utility. No arguments on this. ^_^
-Putting SHeLL's idea into action. Poll will run for a bit as to what the top 8 characters are.~Can't make polls
As of 1/24/13:
Average From 15 Tier Lists
Top
1. Fox
2. Falco
3. Sheik
4. Marth
5. Peach
6. Mario
High
7. Jigglypuff
8. Lucario
9. Ike
10. Diddy
11. Pit
12. Wolf
13. Falcon
Mid
14. Link
15. Snake
16. Ganondorf
17. Sonic
18. Pikachu
19. Lucas
20. Squirtle
Low
21. Zelda
22. DonkeyKong
23. Bowser
24. Zero SuitSamus
25. Wario
26. Ivysaur
27. Toon Link
Bottom
28. Charizard
29. DeDeDe
30. R.O.B.
31. Ness
32. Luigi
33. Game and Watch
Point totals:
Fox 21
Falco 32
Sheik 92
Marth 130
Peach 132
Mario 139
Puff 142
Lucario 169
Ike 200
Diddy 217
Pit 220
Wolf 269
Falcon 278
Link 298
Snake 298
Ganondorf 310
Sonic 329
Pikachu 345
Lucas 356
Squirtle 379
Zelda 380
DK 396
Bowser 398
ZSS 409
Wario 412
Ivysaur 418
TL 421
Zard 431
D3 460
ROB 472
Ness 485
Luigi 491
GnW 567
As of 1/3/13:
Credit to MCO for averaging.
If perfect shield adds more hitlag for the attacker, than perfect shield->grab is definitely more guaranteed then shield->grab.Both shieldstun and shield lag is the same for atttacker and defender. Only difference is if there are hitlag multipliers which then only affects attacker.
Perfect shield only makes it so you can do anything without the shield release lag. So perfect shield grab and shield grab are essentially the same thing.
I feel like I could test this in debug but Wii poofed on me.If perfect shield adds more hitlag for the attacker, than perfect shield->grab is definitely more guaranteed then shield->grab.
Hes too light OF a character and edge guarding him is pretty easy, hes that the one trick Pony from melee that only became a "Top" tier because OF HBoxPuff is low Tier since Melee? Okay.
Also 0 kudos to the back throw or Fair either, gross.
lolHes too light OF a character and edge guarding him is pretty easy, hes that the one trick Pony from melee that only became a "Top" tier because OF HBox
Also Puff is a grillHes too light OF a character and edge guarding him is pretty easy, hes that the one trick Pony from melee that only became a "Top" tier because OF HBox
We could always just nerf him.Of course Lucas demolishes characters any time he touches them. That's what happens when you have a poke that converts on hit off the same wavedash/waveland/doublejump backwards that makes it safe on whiff. Like for any of the other spacies, run in shine wavedash forward is required to convert heavily off shine in most situations, while that's much more vulnerable compared to run in shine wavedash back. For Lucas, wavedash back both converts off his disjointed shine AND is safe. Can't punish it OoS, very hard to punish on whiff, it's such a low risk high reward option for him in neutral. Pretty obnoxious to deal with tbh, fortunately he eats punishment pretty hard in return else he'd be a much more stupid character.
wow what a bunch of ****ing nerds
**** you strongbad for infracting me
*unsheathes fedora* not if i can help it
And let that be a lesson to all of you would-be spammers. I don't mess around!!
"Except when I enter threads focused on discussion of character tier placings when discussion has died down and join in the "xyz is annoying" circlejerk that does jack to restart discussion"And let that be a lesson to all of you would-be spammers. I don't mess around!!
I've been dual-sticking this whole time. I've been wondering why sometimes my SDI has been sub-par (my timing is usually on-point), thanks for that info.I hold a direction with the C-stick and then smash the control stick in the direction I want to go. On some occasions I use quarter-stick DI. Most moves don't have enough hitlag for the brawl dual-stick DI method to work very well, and I'm also not very accustomed to it, having never played Brawl in a serious capacity.
Please correct me if I'm wrong, but if you preemptively hold a direction with the C-stick and smash the control stick during hitlag, aren't you only getting the control stick SDI input and then the C-stick ASDI input? I may be mixing up stick priorities between games, but wouldn't it be just as effective to smash and hold the control stick in the direction you want to go? You'd get the SDI input and then the ASDI input.I hold a direction with the C-stick and then smash the control stick in the direction I want to go. On some occasions I use quarter-stick DI. Most moves don't have enough hitlag for the brawl dual-stick DI method to work very well, and I'm also not very accustomed to it, having never played Brawl in a serious capacity.
That's correct. I've tried both methods and prefer mine. It may technically be worse, but I more consistently succeed with my method.And again, if I recall correctly, Brawl Dual-stick SDI means that if you hold a Control stick direction and tap (and release) the C-stick during hitlag, you'll get the C-stick SDI input and then the game will read the Control stick for another SDI input on the next frame, then you'll get the Control stick ASDI on top of that.
At first I thought that said XYK is annoying...anyway.....and join in the "xyz is annoying" circlejerk
So I'm pretty sure I wrote something on this somewhere in here, but I don't feel like diving thru this forum to find it...On a more serious note, supposedly proper (S)DI ruins a lot of Lucas combos. What moves in particular get hit hard by that and in what direction should I (S)DI said moves?
But holding the cstick only does ASDII hold a direction with the C-stick and then smash the control stick in the direction I want to go. On some occasions I use quarter-stick DI. Most moves don't have enough hitlag for the brawl dual-stick DI method to work very well, and I'm also not very accustomed to it, having never played Brawl in a serious capacity.
This information changed my life (maybe). I thought it was like Just Guarding in SCV(Bad game) or whatever in other fighters that negated shield stun. This explains why when I power shielded something it didn't seem like it was any better than normal shield sometimes. I'll alter how I use it based on this. Enlightenment achieved.Perfect shield doesn't induce different hitlag or shieldstun. You have slightly less shield pushback and you can interrupt the shield release action with grounded A or B moves.
Puff is male because after he ****s he falls asleep.Also Puff is a grill
For educational purposes, youre saying that doing quarter circle DI in addition to the c stick gives 4 inputs of SDI. Why only 4? arent there 16 directional positions on the control stick that are read? That would make a full quarter circle sweep give about 5 inputs of SDI, then another one for smashing the c stick during it. So 6 total.But holding the cstick only does ASDI
why not quarter circle+smack the c-stick, or just hold control stick+smash cstick
Also, you don't need brawl's extra hitlag to make its dual stick SDI work for you, effectively not only increases your potential SDI but also widens the window. If you input, say, 4 consecutive DI inputs (quarter circle+cstick input) against a move with like 6 frames of hitlag, there's 9 different frames you could start it on and still get at least 1 SDI input, 7 frames you could start it on to get 2 frames of SDI input, 5 frames you could start it on to get at least 3 SDI inputs, and 3 frames where all 4 would come out. Same thing extends to any amount of hitlag, or for even just smashing control stick then C-stick (which does 3 inputs)- no matter what, you have more possible inputs and a wider window.
I can't really explain why it does that but can confirm it does happenAnybody have any idea why I'm finding that I can trigger Wolf's landing animation for his nair without the landing hitbox coming out? It seems to be a very small window. The move is definitely l-canceling not auto-canceling as the flash is clearly visible, but the hitbox is not coming out. I thought landing hitboxes were directly tied to the landing animation? Is this not the case?