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!
Realistically, with so many characters and wide spreads of "niches" that they fall under, I think it'd be extremely hard to design and tweak characters to the point where if they're played at their fullest potential, all of them can win tournaments going solo. For example, although Ike has problems with Sheik and possibly more match-ups which I lack experience in, I think he's so well-designed that at this point, he won't be needing any drastic changes in the near future.Why shouldn't any character be able to win a tourney by themselves? Isn't that sort of the goal?
1) Razor Leaf looks very unprofessional. Nobody would design a game where if you do something, you can do it again and have nothing happen, just for the sake of having an experiential nuance for players to go 'oh, I have to time a wait period before firing again' because that's just silly.
2) It's been hinted that Lucario might be hurting in the neutral game, and doesn't gain enough from an Aura Charge to fully make up for it. Regardless, given the best thing he gets for having an AC is an amazing approach with Down-B, and it's going to see light in the form of Mewtwo's Up-B, maybe hit-boxes should grow when he has charges like in Brawl or something, just to make him more unique with AC playing a greater factor in his game. Or just more Grab range, because that's always sexy.
3) Zeika isn't quite fully functional to use as a combination character, and something to be done to allow Transform to really play a roll without being gimmicky would be the best change for this, given how it's kind of finicky and gimmicky as it currently is. It could take coding, but having a 'charge' for it in some way, that can be help, to allow for an instant-transform later, would be awesome. This could only be possible with something like a 'Game-pausing' function similar to Metaknights Final Smash, and in that time, the loading takes place, but this variation of Transform only happens when the charge is used.
4) Stop Pika from bouncing off ledges and going inside Stages. In the meantime, faster start-up on Up-B would be sexy, or fix the hurt-boxes, or add some invincibility to it or something...
5) Give a liiiiiittle more aerial control to Squirtle in the almost-tumble animation after connecting with the kill-sweet-spot of Aqua-Jet. Only maybe.
This game is probably perfect and doesn't need anything though.
Changes happen too fast.
Real* suggestion I have for the PMBR (and the reason I've turned down being part of it - *too passive)
1) Don't.
2) Do.
3) Anything.
4) *exceptions to 1/2/3 is bring in Mewtwo + Roy
5) *maybe fix some Stages and bring in better Stage Selection.
Who do you consider to be the Top 5 characters in the game,excluding Fox, Falco, Sheik, Marth, Peach, Jigglypuff, and Ivysaur
GO
Fox, Falco, Mar- Oh, Wait,Who do you consider to be the Top 5 characters in the game,excluding Fox, Falco, Sheik, Marth, Peach, Jigglypuff, and Ivysaur
Obviously Wolf's mobility and fall speed don't let him completely avoid getting combo'd by Marth, but I don't see how you can claim that it doesn't help at all. There's already the concrete example of not getting uthrow chain grabbed at 0%, so we know that it helps in some situations. Generally however, Marth's combo game on spacies is more nuanced than you seem to recognize. When Marth is juggling a space animal, he still has to read your DI and select a good option in order to continue the combo, and there are sometimes situations where you are able to DI far enough away that Marth cannot hit you before you land on the ground and have your tech options available. Since Wolf can move farther away during his time in the air and get to the ground faster, he is marginally better at getting out of Marth's combos. Note that when I say this, I'm not just theory crafting. I main spacies in Melee and play against Tai pretty frequently, so I'm familiar with how they get combo'd by Marth. I didn't notice that Wolf was better at getting out of combos until I started playing him against Tai and other good players, and saw that Wolf is harder to continue combos on because of how quickly he gets back to the ground.If Marth does a combo that you can get out of, then yes Wolf has a better time landing/getting away than the other spacies usually. That's not very common though... Like those traits help out nothing at all when you're getting Utilted/uthrown, tech chased, or put off stage.
Laying multiple shots and wavedashing back after each one pretty much resolves this as I explained in my last post. If Marth does manage to reflect the first shot with a powershield, it just clanks with the second while Wolf is already out of Marth's range and ready to move or punish Marth if possible.Blaster is not an issue for Marth, there are plenty of ways to clink with it or deal with it. PSing it is probably the most effective answer because you can move towards Wolf immediately with say a WD and have his own projectile work with you. It's a catch 22, because you obviously want some space when starting the blaster so that Marth doesn't come up and hit you, but because of how slow the projectile travels you want it to be close enough to generate pressure of some kind.
Wolf can airdodge to the ground out of his blaster once the shot comes out, so he can actually do movement options (i.e. wavedashing or actually airdodging if you have some reason for that) sooner out of his laser than Falco can. Falco might be a little faster if you count Wolf's wavedash time as lag, but even then it's not a big difference, and the benefits from being able to airdodge out of the endlag of Wolf's blaster make up for the lag not being cancelled when he lands normally. The thing that really makes Falco's lasers better is that they travel much farther and more quickly, which make them better for forcing approaches and interrupting your opponent's actions.The same thing doesn't happen to Falco nearly as much, because he smoothly approaches with laser with much less lag than Wolf has to worry about.
You shouldn't Fsmash Marth's shield in the first place, but even then if you're close enough when you start the Fsmash you'll end up behind Marth and he won't be able to just shield grab (but dair or WD OOS to something quick are still decent punish options, hence why you don't want Fsmash Marth's shield). The point I made is that you can stay outside of Marth's range, and if he is ever vulnerable, you can Fsmash him. This is especially useful when Marth is recovering, since you can just stand a short distance from the ledge, and the kill Marth with Fsmash if he doesn't sweetspot his up b. Fsmash isn't a cure all or anything, but it is very helpful to have a fast move that will hit Marth from outside the range of any of his attacks. My last post is just meant to show that Wolf does better against Marth than the other spacies, and Wolf's Fsmash gives him an advantage that Fox and Falco don't have (literally all of your criticisms of Wolf's Fsmash apply much more to Fox's and Falco's Fsmash).Fsmash does not have more "range" per se than Marth's moves. He just moves his body far while doing it. If you stick out an attack and he goes into it, he usually loses that trade. Because it shifts your whole body forward instead of using a limb or weapon to cover that entire distance, you also get into more trouble with shield grabs and simultaneous counter attacks/OOS options. Wolf has more range than the other spacies, but he's still decently out-disjointed by Marth in some key areas and you can't make up for it by being able to punish some things with flying Fsmashes (or DACUS, aka God's Wrath put on Earth)
I have no idea what you're referring to when you mention "worse sweetspotting," and I seriously doubt that it balances out Wolf's Flash and drastically superior up b. I get the impression you haven't played much spacies vs Marth, since the biggest issue with their recovery is that Marth can just hop off stage and gimp them with fair or something if they end up below the stage and have to up b. Wolf's up b starts way more quickly, so he's not nearly as susceptible to this sort of gimp. He also has a larger window to side b than the other spacies, since it can be angled upward.His recovery is better and worse than the other spaces, it's a trade off. Worse sweetspotting is the con, and Flash in general is the buff. The main thing to take away though, is that he's still basically a spacie offstage. It's the super danger zone, and Wolf doesn't want to be there against his opponent. Surely not against a Marth of all choices lol.
I'mma blow your miiiiiiiind.
Wolf's neutral game isn't quite at the same level of Fox and Falco. Like really, I feel like this is most of what needs to be said. His lasers aren't nearly as omnipotent as Falco, he doesn't have those meaty lingering hitboxes, he's not quite as fast, some of his key tools can be CC'd... blah blah blah, Wolf just isn't as overwhelming in the neutral.
Marth vs spacies is all about Marth's punishment game, and because Wolf has a weaker neutral game than the other spacies Marth has an easier time opening up his punishment game.
a zip zop gobbledy goop
Simplified, yay.I'mma blow your miiiiiiiind.
Wolf's neutral game isn't quite at the same level of Fox and Falco. Like really, I feel like this is most of what needs to be said. His lasers aren't nearly as omnipotent as Falco, he doesn't have those meaty lingering hitboxes, he's not quite as fast, some of his key tools can be CC'd... blah blah blah, Wolf just isn't as overwhelming in the neutral.
Marth vs spacies is all about Marth's punishment game, and because Wolf has a weaker neutral game than the other spacies Marth has an easier time opening up his punishment game.
a zip zop gobbledy goop
Wolf = You have to out-maneuver him while not letting him trap you and snag you at all. (if you don't out-maneuver him, he'll get in a position you can't cover, and he'll get a free connected hit every time)
Wolf vs Marth looks like Sheik vs Marth when they both actually know what they're up against. Scary. As. F***. For. Both... yet somehow both comfortable with/without much room.
It's sweet, and exciting!
Don't edit this post. Please. Like, ever. You're going to want to look back on this someday.For me I'd currently say...
S: Ivysaur (fun fact, air down links into air down)
A: Falco, Marth, Shiek, Mr Game & Watch, Charizard, Fox, zelda, diddy, Luigi, Pikachu
B: Metaknight, Ganon, Snake, toon link, Jigglypuff , Captain, DK, Lucario, Ike, Mario, ROB, Lucas
C: Wolf, Sonic, Link, Squirtle, zero suit, Peach, Pit, Dedede, Wolf, Wario, Ness
I don't think Im missing any one...
Anyway's Ivysaur has insane priority, attack speed, reach and my least favorite thing is that he hits high percents with ease. His ranged attack can do 10-30% depending on character size. His recovery is just down-air upwards until you reach the ledge, so annoying.
Also is it a bug that as Mr Game&Watch I can just spam A infinitely and they wont be able to get out?
For me I'd currently say...
S: Ivysaur (fun fact, air down links into air down)
A: Falco, Marth, Shiek, Mr Game & Watch, Charizard, Fox, zelda, diddy, Luigi, Pikachu
B: Metaknight, Ganon, Snake, toon link, Jigglypuff , Captain, DK, Lucario, Ike, Mario, ROB, Lucas
C: Wolf, Sonic, Link, Squirtle, zero suit, Peach, Pit, Dedede, Wolf, Wario, Ness
I don't think Im missing any one...
Anyway's Ivysaur has insane priority, attack speed, reach and my least favorite thing is that he hits high percents with ease. His ranged attack can do 10-30% depending on character size. His recovery is just down-air upwards until you reach the ledge, so annoying.
Also is it a bug that as Mr Game&Watch I can just spam A infinitely and they wont be able to get out?
Haha yes. Oops didn't mean to post him twice. I knew I screwed up in there.so...Wolf is so bad that he has to be mentioned twice?
Making a huge tier list with everyone seems rather pointless to me.
I think it is more constructive to identify who people think are the top 5 characters and bottom 5 characters and tweak from there and leave everyone in the middle unchanged for the time being. /opinion
Bottom 5 to me in 2.6 are(no specific order)
Luigi
Zelda
Toon Link
Dedede
Sonic
And top 5(again no specific order)
Fox
Falco
Ivy
Wario
Shiek