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Shouldn't you...uh...take it out then, since you guys promised to restore the Melee Top Tier vets completely in all their glory? This is kinda against that. Wall infinites DO happen in competitive play.That is a remnant Brawl mechanic, it was not put in place by the PMBR.
Personally I'm all for removing them. Something simply being in Melee doesn't make it good. If I was remaking a Brawl game I wouldn't leave in tripping or Dedede's standing chain grab, why leave in wall infinites with Fox if you're trying to move away from that?Shouldn't you...uh...take it out then, since you guys promised to restore the Melee Top Tier vets completely in all their glory? This is kinda against that. Wall infinites DO happen in competitive play.
A lot of people would rather keep bad or degenerative gameplay mechanics simply because they're used to them.Personally I'm all for removing them. Something simply being in Melee doesn't make it good. If I was remaking a Brawl game I wouldn't leave in tripping or Dedede's standing chain grab, why leave in wall infinites with Fox if you're trying to move away from that?
Plus there's only one stage with a wall present, so there's that.
This has been the opposite case here; I have been able to easily edgeguard both the PSI kids.Have you played against a good lucas before? He can almost always get close enough to the stage to tether, which is nigh impossible for most characters to consistently edgeguard
Have you seen Toon Link's recovery? He's got it worse. Yeah you can AGT and Bomb jump but thats way harder than Lucas' jump airdodge tether. Lucas has a lot of options because he can slightly move forward with his down-b then his big second jump with a air dodge and tether? It's amazing. Toonlink has a miserable up-b its disgusting in terms of recovery. What makes him special is the bomb jump mixed with AGT.Lucas's recovery is bad. It goes a decent distance but that doesn't equate to a good recovery. See also: Marth, Kirby.
Similarly, a bad recovery does not equate to a bad character. See also: Marth, Doctor Mario.
And here comes Bubbaking to disagree.
It isn't the recovery itself. If it isn't the game, it must be the player. If need be, they should practice it more; the fact that they haven't IS their fault. If at least one person can do it consistently, their consistent use should be used for judging. That goes for tech skill and general strategy.How is a person's technical error them holding themselves back? It isn't by their choice that they can't perform something.
No but to be told that technical error is the player's fault as a result of their own choices is kind of insulting in the same vein as saying a Parkinson's patient's control of their arms is their own fault lolThere are also some people who will always be bad at this game no matter how much they practice. That doesn't mean the tier list should reflect them.
I can agree with this list for the most part. Since I haven't made a list of my own, my revisions to your list since it is so close:Just going to go and place my tier list since people are discussing match-ups instead.
This is based off hundres of hours of experience through the closed alpha and current 2.5b builds (although, I play more alpha than anything) against Chillin, Korn, SSSAM, and a little bit of Azen and Chu.
Disclaimer: I do not think any character is bad by their own rights. Some do have weaknesses that need to be addressed, but otherwise the dev team is showing great promise.
*snip*
I want to like R.O.B. so badly, but he just lacks defensive outs and real punish potential
A Parkinson's patient probably shouldn't be competing in something that requires them to do dexterous movement with their arms, either.No but to be told that technical error is the player's fault as a result of their own choices is kind of insulting in the same vein as saying a Parkinson's patient's control of their arms is their own fault lol
I used to SDI out of u-throw to u-air in Melee, and in Brawl it's stupid easy. What's more, with just a little bit of DI you can air dodge before he can hit you with a u-air at surprisingly low % with many characters.Overswarm, do you have proof or official word on some of those things? Something like Fox Uthrow --> Uair or killpower nerf would be POUNCED ON and continually cycled in this thread, due to how badly people question Spacies/want them nerfed. Changes to either Fox or Falco, compared to Melee, would be talked and debated about forever. I'm a bit skeptical, but if Magus or someone legit comes in and says it's true I'll believe it. There are very veryyyy few things about Fox that feel off, mainly double laser feels easier to execute and his Upb angles don't feel exactly the same... Uthrow to Uair I probably would have noticed besides the SDI factor.
D3 is really solid. I don't understand the hate he's been receiving. I feel he needs to be smoothed out, and give his up air the ability to pick people off the ground (similar to Link's up-air) as a reliable way to catch people off-guard. Since it also has a decent start-up, you could use it defensively on coming down for a quick return.Most notable revisions are the huge drop in D3 (worthless character from what I've seen)
Respectable. I'm all okay with these since they're more opinions than anything (as were my choices). Ike and Wario are great, I just see them becoming "Melee Link status" once people figure out how to play against them. Plus both of their approach potential is weird to play as and predictable to play against.Lucario's drop due to me being able to CC all his approaches other than grab (meaning CCing on a platform can be enough to take the hit, drop through, then start a combo on lucario), the raising of Ike and Wario (both have issues as a character but can be worked around), and the raising of Peach above Marth (with new characters, Marth takes a beating that Peach does not) and Falco above Fox.
Having gone back and forth between the two, I can tell you it is definitely not the case. SDI is much easier to input in Project M than it is in Melee.DI matches melee in project m, overswarm.
Will have to try this.OS: Lucario has negative angles on his specific dtilt hitboxes to prevent CC from working.
"-Lucario's Down Tilt foot aura hitbox does more damage and meteors against grounded foes"
If you have a happy-go-lucky CC'ing opponent this does the trick.
I would love to see this, because I know ROB as a character better than most on Smashboards and this feels like a watered down version of the original that is somehow MORE vulnerable.To people underrating ROB
you are are underrating ROB
He's like this game's equivalent of Melee samus due to the lack of samus, but trading ground mobility for aerial mobility. I still wouldn't put him high, but there's no way he's bottom of the barrel or even near bottom tier. There are at half a dozen characters worse than him.
Also if you think he can't get punishes then you don't know how to play the character lol
his defensive outs are not letting people in on him very easily in the first place via samus esque spacing, incredible aerial mobility, and two fantastic projectiles, as well as getting out of juggles for free, getting tumble instantly without risk while remaining mobile, and occasionally having an amazing glide toss for instant spacing and a quick retaliation OoS if he's put in a bad position with a gyro in his hand
Only downside about his keep out game is that it requires a little start-up, which shouldn't be too much of an issue unless you have a hard time getting/keeping a gyro on stage, and since you get a lot of time at the beginning before they can reach you, and 2 seconds of invinvibility between your deaths, it shouldn't be too much of an issue anyways
also his low to the ground side-b->perfect waveland is super easy and super amazing but way underutilized so I think i'ma try to get some videos up showing some stuff that I pretty much never, ever see any ROB players do. Like they don't even do it sometimes, much less use it frequently.
The main problem I see, is that ROB is defensively inclined or needs to play defensively for a lot of MU's, and he doesn't have transitional moves from defense to offense. If you laser someone, throw gyro at them, or Ftilt smack them away, you aren't setting them up for a combo. His CC game is not too bad, but again if you aren't getting a grab then you're likely not gonna combo that Dsmash/option into much. Not to mention landing a kill move in some MU's will make you wanna pull your hair out.
Can't he just RAR offstage, either with a shorthop or a wavedash offstage?ROB can't even go off stage to edgeguard anymore without potentially setting himself up for being killed himself because his recovery doesn't allow him to grab the edge when facing the wrong way. o_o
Feels the same to me. SDI'ing out of uthrow uair is easy in melee anyways.Having gone back and forth between the two, I can tell you it is definitely not the case. SDI is much easier to input in Project M than it is in Melee.
Back-air only works when edgeguarding high. When edgeguarding low (where most people end up going) you have to be facing them and using fair to have any reliable success.Can't he just RAR offstage, either with a shorthop or a wavedash offstage?