Thane of Blue Flames
Fire is catching.
I ... don't want to imagine a world in which P:M Sheik has a tether.
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I don't think it would actually change THAT much, since she can't use it after airdodge. Would definitely solidify her as top tier, but I don't see her jumping to #1 overall because of it.I ... don't want to imagine a world in which P:M Sheik has a tether.
Some characters have great edgeguarding tools. Diddy has 2 meteors, 2 incredibly useful and a 3rd if you count footstooling which anyone can do.I remember talking about recovery in this game, and I wanna throw out something here: why aren't we buffing edgeguarding tools?
like, just tone down the recovery a bit, sure. but why does yoshi have a massive-startup fair that only meteor cancels, when some characters get spikes that come out incredibly quickly, if not near-instantly in some cases?
it should be remembered that, yes, melee top tiers had bad recovery, but they also had just barely good enough edgeguarding. I don't feel like that edgeguarding ever really got buffed by most of the cast (or in snake's case, got nerfed when they DID get a good edgeguarding tool)
He also has the headhumper meteor. So 3 gimp options, 4 counting footstools.Some characters have great edgeguarding tools. Diddy has 2 meteors, 2 incredibly useful and a 3rd if you count footstooling which anyone can do.
Only with UpB. Attempting to mash with jump still results in you losing your chance.meteors, insofar as edgeguarding tools go, are pretty horrible. they were only good at first in melee b/c meteor cancelling has a skill floor, y'all don't even get that justification anymore because you can mash out of it
Yeah, note that it's also in PM's "mission statement" that offstage edge-guarding is intended to be more rewarding (but inherently riskier) than onstage edgeguarding.Edgeguarding IS buffed, people are just used to Melee edgeguarding being pretty free in most cases
People say "man look at the amazing recovery on Diddy/Ivysaur/Mewtwo/Lucas/Dedede/Mario/ROB/whomever, they never die omggg" but they don't realize that you can take those tools offstage to edgeguard and still make it back to the stage because of your godlike recovery!
The only characters Jiggs loses to in Melee were Fox (who, mind you, is a fast faller), Doc, and Y. Link. Everyone else is either even or beaten by Jigglypuff.Honestly though, Jiggs problems aren't just those two. Really, she doesn't do particularly well against anyone except fast-fallers. This was tolerable in Melee because if you did well against fast fallers, you were a fine character, but PM is much more diverse..
Which source are you using? That's very different than what Smashwiki has. (EDIT: SSBWiki has a different chart, though neither shows her losing to Doc or YL).The only characters Jiggs loses to in Melee were Fox (who, mind you, is a fast faller), Doc, and Y. Link. Everyone else is either even or beaten by Jigglypuff.
I do, I think she needs it in pm honestly, some of the melee characters need buffs to keep up with the competition.I ... don't want to imagine a world in which P:M Sheik has a tether.
lol....smashwiki?Which source are you using? That's very different than what Smashwiki has.
That seems to indicate that there's really no consensus. I did look through some Smashboards threads, and they mostly lined up with SSBwiki, in particular they seemed to feel that Jiggs had mild advantage vs Marth and Shiek (which was a point of contention vs Smashwiki, which had these two matchups in the opposite direction).The smashwiki is not a reliable source for MU information and its extremely outdated. Unfortunately there aren't really any stickied threads with modern info on smashboards either, so actual MU knowledge has to be learned from playing the game, word of mouth, or through other postings.
I agree with a lot of this, but one thing that I feel like could be changed is Diddy's barrels. When you hit Diddy out of his Up-b, his jetpack will fly around randomly and can actually damage you on hit. At first, I didn't really pay too much mind to this, but last night I was playing against my friend's Diddy and I noticed that as I baired him for like the 20th time in a row in an edgeguard, that I had actually accumulated around 30% from jetpacks alone. Seeing as how the jetpack goes on a random trajectory and punishes you for just ensuring that you keep Diddy off the stage, I think that the jetpack shouldn't come off after Diddy is hit out of his up-b. I'm not for nerfing recoveries across the board, but I do think several recoveries could have small tweaks that would make the game even better.Edgeguarding IS buffed, people are just used to Melee edgeguarding being pretty free in most cases
People say "man look at the amazing recovery on Diddy/Ivysaur/Mewtwo/Lucas/Dedede/Mario/ROB/whomever, they never die omggg" but they don't realize that you can take those tools offstage to edgeguard and still make it back to the stage because of your godlike recovery! ROB and Pit can chase offstage for days with fairs and still make it back. Diddy's recovery is one of his best edgeguards. Dedede's multi jumps with AGT and Up+B means that you can go wherever you want. On stages that have walls Ike and Mario can edgeguard so long as they can make it back to the wall in time, because then their vertical recovery is enough. Under the right circumstances, Snake, Link and TL can get great edgeguards and bring themselves back up with explosions. Tethers are really good.
People are still edgeguarding like this is Melee, they stay on stage and then try and intercept the ledge sweetspot, like come on. Recoveries in Melee were *** so all you needed to do was grab ledge and throw a bair or something but everyone has better offstage options now. This is a different game people. Grow a spine and get your *** out there and kill your opponent.
I posted this before when talking about Diddy, btw. It is kind of ridiculous. Not only does it give you damage, but it also often prevents harder punishes by interrupting your combos.I agree with a lot of this, but one thing that I feel like could be changed is Diddy's barrels. When you hit Diddy out of his Up-b, his jetpack will fly around randomly and can actually damage you on hit. At first, I didn't really pay too much mind to this, but last night I was playing against my friend's Diddy and I noticed that as I baired him for like the 20th time in a row in an edgeguard, that I had actually accumulated around 30% from jetpacks alone
KirbyKaze would disagree on Sheik (probably would say its even) and Kadano/Dr. PP would disagree about Marth (probably would say Marth [slightly?] wins). Take my word for it that Jiggs doesn't have many bad MUs in Melee.That seems to indicate that there's really no consensus. I did look through some Smashboards threads, and they mostly lined up with SSBwiki, in particular they seemed to feel that Jiggs had mild advantage vs Marth and Shiek (which was a point of contention vs Smashwiki, which had these two matchups in the opposite direction).
And honestly, I think it's pretty silly to be calling someone out on their knowledge of a character when the best counterexample you can provide is "word of mouth says otherwise". What's to say that word of mouth is accurate?
It can also be edited by knowledgeable people. If there is a new matchup chart, people should just update that one. In general, Smashwiki is pretty accurate on most topics, for example they correctly have that PM's meteor cancel window is 16 frames when a lot of people incorrectly thought it was 8.Its also ironic that you are criticizing where I got my information when your source can be community edited by unknown people.
Note that I never claimed she lost, just that she didn't do especially well against them, which would become an issue if they got big buffs and she didn't. That might still be a bit debatable, but I think it's clear enough that Jiggs has problems vs a number of characters in this game.Regardless, there should be enough evidence to indicate that you were wrong in your assumption that Jiggs's only good MUs are against space animals. Not only does she lose to Fox, but she wouldn't be high tier if she lost to every character in the game lol.
I really just feel that the ICs need to do a bit more damage and have slightly more knockback on kill moves, to make up for the loss of their old fobble techs.I have a completely silly idea, but I was listening to a discussion on ICs chain grabs and someone validly pointed out that people whine about ICs grabs and try to ban wobbling, yet no one complains about Jigglypuff's rest which is easier to perform and has a bigger effect on the game. Why? Because it's quick, it's not slow and frustrating and boring.
...the thing is, I liked fighting ICs with the chain grab legal. It was scary, and deep. They landed their weak hits because I was scared of the grab, and I was camping for opportunities to hit Nana. Then once I landed a hit on Nana it went in to crazy combo territory.I really just feel that the ICs need to do a bit more damage and have slightly more knockback on kill moves, to make up for the loss of their old fobble techs.
I kind of agree, though I hated fighting the ICs, you did have to play a certain way vs them before. You really wanted to look for opportunities to split them up and kill Nana, but now it barely matters since Nana isn't a real threat. I feel that buffing their damage output somewhat indirectly buffs Nana, since the little hits she puts in would add up a lot more. Similarly, buffing the power of FSmash and USmash makes their grabs a little more potent....the thing is, I liked fighting ICs with the chain grab legal. It was scary, and deep. They landed their weak hits because I was scared of the grab, and I was camping for opportunities to hit Nana. Then once I landed a hit on Nana it went in to crazy combo territory.
The intense "I must play perfect" feel against ICs is one of my favorite matchups.
Taking away the threat of their grab and then buffing their other moves takes away that fear element that made that matchup so interesting. It's like nerfing Zangief's grabs in Street Fighter and buffing his other attacks to make up for it. Sure, you can keep a balanced character that way, but what makes Zangief fun is to make everyone so scared of your grab that you can land other things on them.
I'd really like for ICs to be buffed in a way that makes it really scary to get grabbed. Leave their other moves at Melee strengths.
Marth, Peach and Jiggs clearly need no nerf... If you consider Marth as the ultimate top right now (even if together with Fox who is still top tier), you are not aware of the weaknesses some of the Melee characters get in the new surrounding.People are so nutty about nerfing stuff. I'll see a billion people call to nerf things new characters have (say, Diddy's fair) that aren't as good as stuff top Melee characters have that get a free pass because people want the same characters (Fox upsmash, Jigglypuff bair and rest, Peach dsmash, Marth's fair). Let's be straight up- I don't think there are very many things that need to be nerfed at all in PM at this point. Let's be even more straight- the top Melee characters have dumb stuff, and most characters will need at least one dumb thing to be able to compete. Some weak characters need to be buffed, and maybe one or two characters need minor nerfs, but that's really it. If a character isn't as good as Fox/Marth, there's no reason to try to nerf them.
I have a completely silly idea, but I was listening to a discussion on ICs chain grabs and someone validly pointed out that people whine about ICs grabs and try to ban wobbling, yet no one complains about Jigglypuff's rest which is easier to perform and has a bigger effect on the game. Why? Because it's quick, it's not slow and frustrating and boring.
So...why not give ICs a "Rest"? Say, something that Nana can perform that only affects a player if Popo is holding them and does a ton of damage/knockback like Rest does. For example, make it so that if Nana footstools a grabbed opponent, the opponent takes a powerful hit.
Thus, ICs get their Melee/Brawl gameplay logic ("don't get grabbed") and grab setups back without a bunch of stupid infinites, spectators won't get mad at wobbling, ICs will be good again, and it's not 100% guaranteed out of grabs because you have time to mash out while Nana gets in position.
I didn't say Peach and Jiggs needed nerfs, just that they have moves that are really good, and less good than moves people want to nerf on new characters.Marth, Peach and Jiggs clearly need no nerf... If you consider Marth as the ultimate top right now (even if together with Fox who is still top tier), you are not aware of the weaknesses some of the Melee characters get in the new surrounding.
ICs will get that down-throw release point fix or sth. and they will have at least sth. similar to handoffs and they will be fine. Btw. ICs have great chaingrabs right now, no zero-to-deaths, but a TAS Ice Climber could take your stock with 2-3 grabs. Not only chaingrabs, also desync combos leading to regrabs and so on...
A rest is clearly more difficult to setup than a grab, even if the difficulty is really hard, because that hasn't really an effect at highest level of play.
I agree that not many things should be nerfed now, only things which have ridiculous concepts. Sometimes a character is not broken but the design has issues. A nerf then would be ok but I would give the character sth. back.
For example, if the community decides the chaingrab of a character (not top tier) is somehow stupid its OK to nerf it, but maybe buff another move?
Okay, bad example. Toon Link.Shell shift Dsmash would be so brokennnn
Another? Was there ever a first lol?Oh god, is this gonna turn into another Pro vs Reflex battle?
The comparison is that they're all extremely powerful moves that no one complains about because they are from Melee.I was looking and people were comparing some stuff to Jiggz' rest.
One was shine.... Which is a frame one hitbox like Rest... That's about it.
- Rest is inside Jiggz, is a kill move, and is crazy punishable if you miss.
- Shine is around Fox, gimps, and is a combo move.
You could say they're both OoS moves/anti-combo but eh.
Then it was Rest vs. IC's grabs.
- IC's grabs/wobble/CG's needs both of them, is fairly punishable (It's a grab), and requires decent technical skill.
- Rest: Same as above.
So they both do a ton of damage. IC's grab/wobble needs the partner (default Nana) while Rest's drawback is the small hitbox and crazy unsafe.
I just don't understand the comparison between very drastically different moves.
Of course there are rest setups that can usually confirm into a rest but if you mess it up or your opponent instantly dies off the side then dead Jiggz too.
I don't spek 4 da PEE EM BEE ARRR but I asssoom:The comparison is that they're all extremely powerful moves that no one complains about because they are from Melee.
But half the stuff people cry "nerf" to on PM characters are weaker than these entrenched Melee ideas.
I'm saying Rest and Wobbling and Shine are all better moves than half the moves people want to nerf. Those characters need those tools to compete with Melee top tiers.