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He's also passed M2K and Mango on the john tier list.You do realize leffen's one of the top Fox's in Melee, right?
That's kind of what I was getting at when I said charge-able hammer, like it starts with one and you can stop the charge at a certain number if you want an effect, and if you miss nine, it circles back to one again (it would also be cool if the different numbers had unrelated effects and can thus be used for different purposes, like 1 hammer comes out faster, five hammer stuns, 7 hammer causes enhanced shield damage, 4 hammer has a wider hitbox, and 9 hammer could be the KO move). People might think this is OP, but come on, DK's fully charged giant punch has insane power and knockback comparable to GW's 9-hammer. Not only that, but it has a wider hitbox (I believe) and is much, much, much easier to combo into. I do understand that it kind of destroys the spirit of the move, so I wouldn't mind if it was similar to Luigi's revolver missile system, except that it starts from nine instead of six. Dammit, judgement needs to be more reliable!The hammer he has now is a "roulette" because the numbers he gets are completely random. If his numbers had some kind of predictable cycle, it would probably make a world of improvement for G&W as opposed to Peach's not-so-important (in relation to the whole character) fsmash, which already got that change. The PMBR has already taken steps towards normalizing some of the major random aspects of Luigi, Peach, etc. Why is G&W being excluded from the bandwagon?
M2K johns as much as Mango? As a person who recently joined the Smash community, this is news to me.He's also passed M2K and Mango on the john tier list.
I'm really getting a grip on leffen's angle.
I totally agree that edge-guarding feels totally off and very different from melee, some characters being completely able to return safely while others would die without a question.
If fox/falco were an easy target for combos in melee they're way easier now and they're more vulnareable to meta-development rather than benefit from it (fox/falco had 11 years of meta) and some hard counters could just pop-up at any moment sending them to lower tiers
Some of you say "leffen isn't considering meta development" but IMO he's going way ahead of it and making good predictions.
All of the characters with better recoveries than Fox, of course.Instead of general statements, I'd like to hear specifically which characters' recoveries are "too good."
I think the only high tiers with actually bad recoveries were, what, Marth and Falcon and Doc if you go that far down? And even then they had options to work around "easy" edgeguards? Even with bad recoveries, they show more than anyone else that a strong on-stage presence means much more than how you get back onto the stage.Instead of general statements, I'd like to hear specifically which characters' recoveries are "too good."
After you do that, please explain to me why having a good recovery, on its own, is so controversial, and keep in mind that there were already high tier Melee characters with good recoveries.
Huh lolISadly the PMBR are just too divided and just keep buffing their own character to insane amounts, totally skewing the overall balance out of bounds.
-Leffen
I think it would be fair to say that I think I have Snake's metagame down. Just sayinSure, nobody has the Squirtle or Diddy or D3/Snake/Lucas metagame down
That'd be situational enough to where it wouldn't really affect G&W's actual gameplay; it'd be like realizing falcon can dair to falcon punch at certain percentages. Good, fun, but useful only for that small bit.What if you could hold the Forward-B start-up (like Luigi or something), and the longer it's held, the more (lower) numbers are taken out of the chance? Could be awesome for situational combos, and that's about it.
I would like it where you have to actually hit (either with damage or on shield) with the hammer for it to go up each time. Thus it would be incredibly good if you learned the right time when you use the hammer, but you'd also have to endure using it when it's just a 1, and hitting 8 and 9 would literally be rewards for being extremely good with the hammer!Why not randomize G&W's over-b? It's fine being random, the issue is that it isn't reliable. If you knew that all the hammers that came out actually helped and weren't going to potentially hurt you, it could be used without crossing your fingers.
A predictable over-b #9 would be pretty broken though. o_O
That'd also work, and would make any stage with outside hitboxes (shy guys, balloon, etc.) a definite counterpick for G&W!I would like it where you have to actually hit (either with damage or on shield) with the hammer for it to go up each time. Thus it would be incredibly good if you learned the right time when you use the hammer, but you'd also have to endure using it when it's just a 1, and hitting 8 and 9 would literally be rewards for being extremely good with the hammer!
I said that before sonic will def be near top if not now then as the metagame for him continues.I wonder where you guys put Ivysaur, he seems top 12.wut
On another note, Sonic for top 5....wutx2
Oh come on guys. Must I add a tl;dr comment for my post to be noticed.That's kind of what I was getting at when I said charge-able hammer, like it starts with one and you can stop the charge at a certain number if you want an effect, and if you miss nine, it circles back to one again (it would also be cool if the different numbers had unrelated effects and can thus be used for different purposes, like 1 hammer comes out faster, five hammer stuns, 7 hammer causes enhanced shield damage, 4 hammer has a wider hitbox, and 9 hammer could be the KO move). People might think this is OP, but come on, DK's fully charged giant punch has insane power and knockback comparable to GW's 9-hammer. Not only that, but it has a wider hitbox (I believe) and is much, much, much easier to combo into. I do understand that it kind of destroys the spirit of the move, so I wouldn't mind if it was similar to Luigi's revolver missile system, except that it starts from nine instead of six. Dammit, judgement needs to be more reliable!
Lolz, this list doesn't even actually describe in detail what happened to Lucario's downB. It just LEAVES OUT the nerf. From what I've seen, Lucario's DT now has increased startup AND increased cooldown, despite the PMBR stating that startup would be traded for cooldown. The list above says "movement during dash increased and smoothed out to provide more momentum when canceled at any length, goes a slightly longer distance overall, and in the air transitions into fall better." It doesn't say anything about that nerf, so I'm inclined to say that things are being 'covered up' here.-Lucario is now able to on-hit cancel during hitlag, which also effectively reduces the startup of the move by 1, and is able to OHC using the C-Stick during hitlag
-Lucario's Jab 2 and Forward Smash are slightly more advantaged on block
-Lucario's Jab 3, Forward Tilt, and Up Tilt are more advantaged on block
-Lucario's Jab 1 & 2 inner hits link better into the next Jab
-Lucario's Jab 2 hits and can transition into Jab 3 slightly faster to match the animation
-Lucario's Jab 3 hits and ends earlier in the animation, reaches crouching and landing opponents better, and base knockback and angle lowered slightly
-Lucario's Forward Tilt hitbox comes out sooner, his arm during the swing is intangible, and IASA is much earlier
-Lucario's Up Tilt hitbox ends slightly sooner, damage increased slightly, and IASA is much earlier
-Lucario's Down Tilt startup greatly reduced, damage decreased slightly, and IASA is earlier
-Lucario's Down Tilt foot aura hitbox does more damage and meteors against grounded foes
-Lucario's Up Smash charges up properly, scaling damage and knockback accordingly when charged
-Lucario's Up Smash animation cleaned up, has an aura trail added to the fist, and he steps into the move instead of back giving it much more range
-Lucario's Up Smash links better, is able to cancel into landing while moving downwards, and knockback growth on the final hit decreased slightly
-Lucario's Down Smash startup greatly reduced, knockback growth decreased slightly, and inside hitbox on his front side is clankable like the other three hitboxes
-Lucario's Neutral Air damage and knockback are increased
-Lucario's Forward Air autocancels sooner, strong hit has slightly reduced base knockback, increased growth, and lasts slightly longer
-Lucario's Forward Air foot aura hitbox on strong hit does increased damage, base knockback, and has a more vertical trajectory
-Lucario's Back Air strong hit does slightly more damage, has less base knockback and growth, and lasts slightly longer
-Lucario's Back Air hand aura hitbox on strong hit does more damage, base knockback, and has a more horizontal trajectory
-Lucario's Up Air autocancels sooner, IASA is much earlier
-Lucario's Up Air foot aura hitbox does slightly more damage, base knockback, growth, and sends more vertically
-Lucario's Dash Grab and Turn Grab have a third grab box added
-Lucario's Up Throw release point adjusted to be more in front and look less awkward, and knockback growth increased significantly
-Lucario's Down Throw speed is weight dependent and has significantly less startup to be harder to DI
-Lucario's Quick Cliff Attack does not whiff when they are standing very close to the edge
-Lucario's Side B grab duration is slightly longer
-Lucario's Side B attack hitboxes adjusted in damage and knockback, with the closest being the strongest
-Lucario's Up B hitboxes adjusted so that the final hit will actually come out before the animation ends, and has a hitbox when grabbing the edge
-Lucario's Up B uses weight dependent set knockback on multihits and super cancel instead of base knockback and no growth, and the multihits are not as SDIable
-Lucario's Up B and Down B have priority over Side B for OHCs when inputting diagonally
-Lucario's Down B is reversible and preserves horizontal momentum on startup
-Lucario's Down B is intangible when he begins to move instead of partially into the dash
-Lucario's Down B movement during dash increased and smoothed out to provide more momentum when canceled at any length, goes a slightly longer distance overall, and in the air transitions into fall better
All those nerfs.
I take it you're referring to standing bacons, since even with SH double bacons, I doubt you'd be able to get 4 bacons out before the opponent got to you. In either case though, this doesn't help G&W's approach, which is troubling because he's the kind of character who could very easily lose the lead, due to being extremely light and easily combo'd, and this walling tool wouldn't help him get it back.How is it unreliable? He can get 4 bacons out before you can even jump over him or run right to him, and you can use from a good distance, create a wall of bacon, then slowly approach, I don't get what's unreliable in that.
Why are you shielding bacon? Dtilt is a legitimately good move, but in no case whatsoever should you be forced to shield three of them. His other long-lasting moves can easily be punished with shieldgrabs, usmash OoS, or WD OoS stuff.If I shield the bacon, I usually end up eating 3 down-tilts without being able to get out of my shield, it pushes me back enough where I can't counter either, and a lot of G&W's moves stay out so long, he just makes a constant wall of pain
Why are you getting hit by bacon?I don't know why you would approach with an attack with G&W without creating his stupid walls first, but if you do, his F-air has good range, and if I get hit by that bacon wall, it's guaranteed like 2 or 3 hits, during that time G&W just walks in an does a tilt or smash which is usually enough to kill
Yeah, this...Can't jump in the time it takes Game and Watch to jump and use a move, land, jump, then use the move again?
Getting shield pressured by triple D-tilt?
1) The PMBR is going on the "safe" side by leaving Fox as the best which is fine - he has 11 years of metagame over the new characters (and plus, in Melee, he hasn't even done particularly well in recent years). You can argue that overbuffing is bad since "Over time, as the meta develops, everyone else will begin to scale up to Fox and the others," or that over-nerfing/under-buffing is bad because then people simply won't play them in the first place and their meta won't evolve.So, I recently realized that the projected goal of this project isn't going to be possible. By default design some characters simply end up in (****ed tier). Others will rise and fall from spacies tier to below marth tier. At least...according to the changes so far. If the pattern persists in the next installment then I'll be able to say for sure..
Basically what I mean is...characters like Lucario (suspected s-tier caliber character) Nerfed until that wasn't really a problem anymore. However, Why should fox and falco be the only ones that enjoy the perks of being stupidly good? I'm not saying they should be nerfed. Repeat, I am NOT saying they should be nerfed. I just feel...you might get a better looks at who actually needs to be nerfed/tweaked once everyone(90-95% of the cast) is at least high tier caliber. As long as characters like GnW and DDD exist I see no reason to have nerfed characters like Lucario and Ike.
Glad to see that I wasn't the only one who noticed this.Also, in reference to bubbas note on down b for lucario beimg slower. It feels that way to me as well.
Yeah, so? His opinion is still very capable of being biased. M2K is pretty much the top MK in Brawl, and he has/had a bunch of ridiculous opinions about his char's MU that are just plain.....well, ridiculous. Please do not do what Daze was doing for Laijin and try to defend this guy JUST because he's a top Melee Fox. Most of us are aware of that, but that doesn't mean his opinion is necessarily correct (read: better than everyone else's).You do realize leffen's one of the top Fox's in Melee, right?
G&W only has to jump once, bacon, land and bacon, maybe it's my luck, but one usually shoots right up to stop my jump approachCan't jump in the time it takes Game and Watch to jump and use a move, land, jump, then use the move again?
Getting shield pressured by triple D-tilt?
I don't play small characters and I never see a chance to run under the bacon, I can move back but with an approaching wall of bacon coming, I just get pushed to the edge of the stage and that's not good, jumping over usually only works if I'm Falco or if we're playing on battlefield or Dreamland, something with many platforms, what are you saying should be done about the bacon then? I'd like to know since I find it a pain in the *** to deal withThe Lime parts I wanna address. Shielding Bacon is not one of the go to options for most characters, and it's hard to force people to shield it when it's a slow traveling (for the most part) projectile that arcs like a basketball shot downwards. In fact the biggest worry is from characters going under Bacon and punishing you: the buff that cancels lag from airborne bacon is good but it doesn't allow you to maintain a consistent wall that's also low enough, in part due to the usual arcs of Bacon and because you're hopping in the air to use it which adds a bit of height. What it does allow you to do, is to do those 1-2 shots as a utility approach/defense and then allow you to try to go in. If you're consistently going in after a full pound of bacon is flung in, and the poor guy is shielding it all because he's allergic to pork, then I dunno what to say I really don't.
Unless the arcs have been smoothed out and made less random, it's somewhat unreliable because you don't know if you will get a high shot that's super close to the body or a lower shot that branches out more. Which is bad if you are aiming for a precise wall that's sometimes required given how characters can move in Melee.
As for the second part, that's absolutely right. G^W has a pretty decent moveset for walling. Long reach, lasting moves, good move out of CC. He's got the kit to do so, and it's recommended in a lot of MU's to not even bother approaching but to become the punishing Wall of 2D Spirit. That's the point though: being annoying with Dtilt Chair Fair and lasting moves defensively doesn't mean his approaching is all that great. If you are behind and need to catch up, I don't think Captain Falcon really cares how much you fling Bacon. I don't think many of the better characters in the game care that you're gonna approach them with Fair Nair Dtilt or Grab (OR Bacon outta nowhere). Plenty of characters aren't scared of crap from G^W approaching, and he's above average when it comes to being predictable and punishable (besides better spaced moves like Dtilt max range). Now, the difference between G^W having to approach a Fox, and being able to CC most attacks into Dtilt into a **** combo on Fox, it's kinda clear where the character is gonna lean.
I like this idea a lot.That's kind of what I was getting at when I said charge-able hammer, like it starts with one and you can stop the charge at a certain number if you want an effect, and if you miss nine, it circles back to one again (it would also be cool if the different numbers had unrelated effects and can thus be used for different purposes, like 1 hammer comes out faster, five hammer stuns, 7 hammer causes enhanced shield damage, 4 hammer has a wider hitbox, and 9 hammer could be the KO move). People might think this is OP, but come on, DK's fully charged giant punch has insane power and knockback comparable to GW's 9-hammer. Not only that, but it has a wider hitbox (I believe) and is much, much, much easier to combo into. I do understand that it kind of destroys the spirit of the move, so I wouldn't mind if it was similar to Luigi's revolver missile system, except that it starts from nine instead of six. Dammit, judgement needs to be more reliable!
Heaven forbid that Smash, a game where nearly every character has an incredibly unique playstyle, feature just ONE MORE unique playstyle.It's not so much that he's a gahlike character but more like he changes the way a match is played so significantly and has a playstyle that doesn't really reflect any style of Smash.
For the same reason that P:M tether recoveries are "too good", they are also kinda bad in certain MUs/situations, as Leffen actually pointed out. Since they have no variation/flexibility in how they snap to the ledge, they can be edgeguarded with simple strategies. Just place a hitbox between the grappler and the ledge. ZSS and Ivy, in particular, suffer from this due to having largely tether-based recoveries.I understand what Leffen was saying too, and I agree that tether recoveries probably are too good (and by too good, I mean there's minimal interaction. Ideally, a recovery should have a very good chance that the person lives and a very good chance that they die, thus encouraging the recovering player to actually try and not just fall to their death, and encouraging the other player to risk their life with an attack OR play it safe and stay on stage). Perhaps when you grab via tether, there should be some drawback, or even a particular drawback that only occurs if the ledge is being held - like if you're animation were slower, or if you weren't allowed to come up at all, or if it forced you to come up immediately (I think this last option is preferable) if someone was holding the ledge.
seriously. if you believe fox and falco are low tier, you dont understand what made them top tier in melee.
You do realize leffen's one of the top Fox's in Melee, right?
Bubbaking, I wasn't defending him. I was simply saying that outofphase's jab at leffen not knowing what made Fox and Falco top tier in Melee is sort of off, considering that a player must understand a character's strengths to use them at top level of play. I'm not quite sure why you're calling me out, to be quite honest. Would you care to explain?Yeah, so? His opinion is still very capable of being biased. M2K is pretty much the top MK in Brawl, and he has/had a bunch of ridiculous opinions about his char's MU that are just plain.....well, ridiculous. Please do not do what Daze was doing for Laijin and try to defend this guy JUST because he's a top Melee Fox. Most of us are aware of that, but that doesn't mean his opinion is necessarily correct (read: better than everyone else's).
I would call consistently placing top 3-5 in most events not doing well...but whatever. Besides I don't want him to be changed...I already stated that...however, it's hard for anyone who doesn't show bias to original tiers not to wonder...why should anything that seems almost as bad as a 1 frame shine attack with invincibility on it...be significantly decreased in effectiveness to the point of being just an average ok or terrible move? Personally, As much as I hate them...I think most things that seem almost as OP'd as spacies general gameplay should be left alone until the balancing phase unless it appears broken on a Brawl- level.1) The PMBR is going on the "safe" side by leaving Fox as the best which is fine - he has 11 years of metagame over the new characters (and plus, in Melee, he hasn't even done particularly well in recent years). You can argue that overbuffing is bad since "Over time, as the meta develops, everyone else will begin to scale up to Fox and the others," or that over-nerfing/under-buffing is bad because then people simply won't play them in the first place and their meta won't evolve.
Again...I hate to point this out but...I'd like you to name a Falco that doesn't center his gameplay around laser control-shines. Name a Fox that doesn't ride Nair-shine planes? I don't think there is anything wrong with players finding a center or foundation for these new characters. The logic behind wanting to use all kinds of attacks is like me approaching Javi and saying I like your Nair, and Dair, but I would like to see you use Fair and approach with illusion because you focus to much on other attacks......now how the hell does that sounds?2) Lucario's down B was really insane. It's pretty crappy now (still has some uses but it's very weak), but before, it vastly overcentralized the character. Still, I think that it deserves a buff.
Well...I think DDD is just too big, too slow(most of the time) and just...too vulnerable at times. GnW should just be deleted from the game.3) GnW and DDD should really have their weaknesses addressed. Obviously not every character should be good at everything, but in terms of matchups, we definitely want to avoid 70-30 matchups, or worse. 60-40 is not ideal but it is acceptable. GnW is kind of ridiculous - all his smashes are insanely powerful, but he's also really, really light. I wouldn't mind if his raw KO power got toned down in order to shore up some of his other abilities. (Or at least make Bacon somehow more reliable/consistent. That has the potential to help out some of his bad MU's if implemented properly.)
Yeah I agree....don't get me wrong, I think some nerfs will be needed(eventually) but just...based on 2.0/2.1-2.5b I'd say....it might be better to focus on buffing the worse characters before you nerf characters that are better.But I think to really solve these types of issues, the PMBR must look at why each character is underpowered in terms of matchups as well as raw ability. For example, are they too easily combo'd? Too easily out-spaced? Poor at approaching characters with a good defense?
I didn't really mean to call you out, and if that's how it came across, I sincerely apologize. However, I can understand outofphase's statement. He's simply saying that the spacees possess the same fundamental things in P:M that made them Top Tier in Melee, and Leffen implying that they're Low Tier with these things is radical. If Leffen really believes that, then perhaps he really doesn't understand exactly WHAT makes his main so good in Melee.Bubbaking, I wasn't defending him. I was simply saying that outofphase's jab at leffen not knowing what made Fox and Falco top tier in Melee is sort of off, considering that a player must understand a character's strengths to use them at top level of play. I'm not quite sure why you're calling me out, to be quite honest. Would you care to explain?
Please don't try to delude yourself into believing this. Must I bring up RoM 5's results?(and plus, in Melee, he hasn't even done particularly well in recent years)
yes yes yes! so many times this!So, I recently realized that the projected goal of this project isn't going to be possible. By default design some characters simply end up in (****ed tier). Others will rise and fall from spacies tier to below marth tier. At least...according to the changes so far. If the pattern persists in the next installment then I'll be able to say for sure..
Basically what I mean is...characters like Lucario (suspected s-tier caliber character) Nerfed until that wasn't really a problem anymore. However, Why should fox and falco be the only ones that enjoy the perks of being stupidly good? I'm not saying they should be nerfed. Repeat, I am NOT saying they should be nerfed. I just feel...you might get a better looks at who actually needs to be nerfed/tweaked once everyone(90-95% of the cast) is at least high tier caliber. As long as characters like GnW and DDD exist I see no reason to have nerfed characters like Lucario and Ike.
Although to be fair, Ike was BS design wise but now he feels like a declawed lion.