I was referring to @Soft Serve's post particularly.
I don't really play Yoshi so I wouldn't know the specifics regarding him
I don't really play Yoshi so I wouldn't know the specifics regarding him
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Because Melee, Because Melee, Because active frames, Because active frames, BECAUSE SO MUCH MELEE, etc. (Because Melee)Yoshi's standing grab, Sheik's chain, Lucas's dash grab, Samus's standing grab, Puff's Sing, etc. I've always wondered why they just didn't get something else.
I feel like this one is really reaching, because this effectively only applies to Sheik and not the entire cast. Plenty of characters can be punished for doing the wrong move without said move needing to be useless. Although you do have a point with the chain jacket, so I'll give you that (even if it's a glitch)Sheik chain is effectively punishment for screwing up needle tricks and upB
I mean, his uair is pretty damn good at least.Pika's Melee bair means you can't really jump with your back to the opponent (although it's good 64 bair in PM).
the other part of that is that different members of the DT balanced different characters because getting 70 people to agree on every nuance one character at a time is impossible. criticism of the dev team is generally reasonable because there seems to be no binding philosophy for how the game was balanced aside from 3.5, which met its design goals flawlessly imo. that said, practicality has to step in somewhere, and you can only go so far with this.The problem is the PMDT decided to take a lot of creative freedoms with the cast which caused a lot of these issues.
Sakurai designs characters pretty holistically, for the most part. I think you can fix most issues with the Melee cast purely by buffing frame data
The DT went way too crazy with a lot of the designs and I think we're just now starting to see the ramifications of that
Roy up-b was an unintended remnant that carrier over from Marth (his clone) and was removed in 3.6 because they finally figured out how to.If we're talking about only the characters who are also in Melee, I think PMDT did a really good job on Pikachu. Everything he has comes from his official iterations, ex: 64 Bair, Melee's moveset, and Brawl's Quick Attack Cancel (which is very tolerable now that Pikachu can only use it from Quick Attack 1).
To be honest, more of the cast should have been done like Pikachu. They didn't try to give him any ridiculous jank or a gimmick of their own that would make him seem completely stupid, and the issues he had in 3.0 were fixed in 3.5 (for example, QAC being on both 1 and 2, plus being able to plank ledge with side b). I think Roy is very well done, too. I'm also one of those guys who think his recovery is fine and that he never should have gotten that floaty up-b bull**** from 3.02 and 3.5 in the first place.
imo the best designed character in the entire smash franchise is pm wario. clearly powerful, has lots of counterplay and very real limitations, fun to play, intuitive to play against, hes just everything done right on one characterAre there any PM-ified characters that people believe the DT handled correctly, or well, then?
Wa wa WAimo the best designed character in the entire smash franchise is pm wario. clearly powerful, has lots of counterplay and very real limitations, fun to play, intuitive to play against, hes just everything done right on one character
this isn't weird at all, moves like this trade off the power to kill at late percents or break CC until very high percents in favor of filling certain combo rolesthe low KB/low endlag (IASA 27) Fair that combos really well at many percents
Rob's laser though.which if I'm remembering correctly is the only move that automatically charges, i
Don't do this to people.
Marth because their flaw is no swordwhat are bad matchups for mewtwo and lucas and mario and zss and wario and some of the other good characters that seem all around balanced in terms of no glaring flaw?
If you wanna see someone **** ZSS's recovery check out this set with Sosa and Jason Waterfalls https://www.youtube.com/watch?v=P13diR1BUF4I'm still upset about the way tethers ended.
I've made a couple of long posts about this before but I'll just make a quick one outlining some problems.
- Very limited mixups that are typically situational
* All of these mixups also occur at or below the stage, essentially allowing no traditional high drift mixup
* Mainly due to the fact that you can't drop from tether after tethering to the ledge.
* These mixups are also limited dependent on the tether
- Having nerfs on both aerial (nothing besides drift/fast fall) AND ground (forever landlag).
Right now I'm fairly sure that what's being displayed the tether metagame (Mainly ZSS) is progressing a lot faster than what's being displayed of the anti tether metagame. Of course I haven't seen many P:M matches of good interactions so you can call this speculation I suppose.
Basically ZSS heralds what makes tethers still usable (even good) due to the Down B (and mixups out of it), walljump, Up B/Side B catching from quite the distance, paralyzer, and Up B extending her DJ height (thanks based Brawl). A list of some tether tech (generally):
- Ledge Cancel the forced land lag
- Back to ledge completely
- Drift into stage like hell and pretend you'll be able to get back.
But from the counterplay area not much is being shown.
- Haxdash/quick reactions on back to ledge
- The normal getup time thing that corresponds to the forced reel in timing which nets easy punishes
- No experience vs. driftback walljump aerials (I think this mixup should be a lot weaker than what's currently showcased due to walljump facing opposite direction of stage and only tether/aerial mixup from there, both of which lose to invincible ledge stall).
This thought wasn't well organized but I'm just gonna kinda post it.
I havent done the testing, but I imagine invincible ledge stalls shouldn't be beaten by quick ledge snap up b's. When the tether attaches to the ledge, but hasn't reeled in, if you grab the ledge it does a forced jump. Tether quick snap my be quick enough though, idk till i test it.If a character seems well rounded and without huge flaws, the real flaw may be their lack of more dominant traits. Mario can't run like Captain Falcon, almost any character would enjoy more range, etc. Some of those characters make up for it by being safe or playing safe, but that may not really be super impressive given a cast of 40 something characters, 20 of which you might see a top guy in bracket. Running around with a bunch of "hard" 50/50's and not a lot of dominance, kind of a hard tourney bracket life.
ZSS and Lucas are still quite good cause everything they have is like at least an 8/10. Those other 3 listed likely have harder limitations, or a much less dominant MU spread.
Edit: ZSS tether stuff is fine to deal with if ur character can be very comfortable going offstage. Invincible ledge stall can give her opportunity to tether while you let go etc (usually amplified by walls). ZSS with clean walls is bonkers regardless
On paper.... maybe, it doesn't appear to be that way in practice though. I personally don't think Tink is all THAT bad honestly, M2 has alot going for him in the matchup. A reflector plus a good powershield game and and amazing glide toss when he catches/picks up a bomb all help him vs projectile spam, and M2 can get out of combos quite easily not to mention M2's own punish game is absurd. The matchup gets harder on stages where platforms play a larger roll, so banning battlefield, wario land dreamland ect. is a must.Only truly bad matchup fo M2 is Toon Link. The rest are even, positive, or only slightly uphill to the point that it is negligible.