DrinkingFood
Smash Hero
In my state, ROB is 7-10 on the tier list.ROB is fine he's bad.
Lol
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In my state, ROB is 7-10 on the tier list.ROB is fine he's bad.
It's not their desyncs that have changed, it's that desyncing is not as powerful a technique as it was in Melee.Please explain how their desynchs have changed significantly for the worse.
At least TLink has projectiles that are actually good and not based on rng. That alone is amazing. **** TL.No, GnW can share the pain of toonlink. Together, alone in a dark room... they cuddle for warmth because the pmbr won't give them any. Poor, cold gnw/tl
Because upB is the only good thing G&W has rightAre we really talking about G&W's upb? Please let him have something good.
In Melee characters had a lot of auto combos (dthrow > knee) (uthrow > utilt > utilt) etcPM has too many auto combos. Remove those. Then the real fun begins lol.
And by auto combo I mean
High percents Sonic up throw, DI up you get uaired, DI away/behind you get naired.
Mewtwo's Hover nair into TP aerial followup.
GW's aformentioned bs up b nair
Lucas' free everything
While I do agree, I must say that autocombos should have a maximum per character... maybe 3?In Melee characters had a lot of auto combos (dthrow > knee) (uthrow > utilt > utilt) etc
What? Really? I never get a kill with that below 80%. Mewtwo has the worst autocombos though...GnW autocombos, this thread is at a new all time low.
Sonic's uair is strictly stronger than Fox's upsmash and uair.
His dash dance is pretty good, his moonwalk is by far the best, he has a decent WD, and other stuff. Sonic's problem is really not his down B, its just the fact that he gets so many follow ups from it and any other given move. Up throw is basically a DI trap, no matter how you DI it at high percents you're eating a follow up. Homing Attack into X follow up is kinda free. And Sonic has more that i haven't mentioned.Sonic really needs his down b nerfed slightly but his other options buffed. He should have a really good dash dance ground game, but he doesn't because his grounded attacks are almost useless. He essentially get's a bunch of **** moves and one super good move. That is not a good way to design a character
If they buffed his DD options and nerfed his Down B options, non sonic players and sonic players would both benefit. Sonic would be a better character overall, but he wouldn't be just stupid to go against.
You're a Sonic main and you say Mewtwo has the worst auto combos lol. Mewtwo has the most jank combo extenders but all of his combos can be avoided via good DI.What? Really? I never get a kill with that below 80%. Mewtwo has the worst autocombos though...
I agree, but regardless, that move is overtly good, while his other moves don't have the same utility. If that move (and to a lesser extent, the homing attack) are adjusted to not flow as well into other moves, while his non-b moves are made to follow into each other more, he would just have a much less annoying, but also superior game.His dash dance is pretty good, his moonwalk is by far the best, he has a decent WD, and other stuff. Sonic's problem is really not his down B, its just the fact that he gets so many follow ups from it and any other given move. Up throw is basically a DI trap, no matter how you DI it at high percents you're eating a follow up. Homing Attack into X follow up is kinda free. And Sonic has more that i haven't mentioned.
False? either way, at 170 it should be easy to SDIDakpo could up throw up-b my DDD until 170 and still get a Nair off with it. It was really dumb.
But it's too fast to SDI Dakpo senpai.False? either way, at 170 it should be easy to SDI
I probably should change that, I play him much less because of all the Sonic salt . Though considering Mewtwo can multiple uair/utilt anything, and has his own wall of death which is close to impossible to DI out of, he makes Sonic seem tame. I also dislike the down b's all-around power, but Mewtwo is broken compared to Sonic.You're a Sonic main and you say Mewtwo has the worst auto combos lol. Mewtwo has the most jank combo extenders but all of his combos can be avoided via good DI.
https://www.youtube.com/watch?v=ZMb4SItetKMDakpo could up throw up-b my DDD until 170 and still get a Nair off with it. It was really dumb.
Are you aware that hitbox damage acts as a multiplier at one point in the knockback formula? Looking at knockback values alone is not accurate AT ALL lol. ROB's upair has 12/174 BKB/KBG. Each hit only does 6-9 damage depending on if you boost and where you hit. Boosting it increases the damage by 2 (from 6 or 7 to 8 or 9) but increases knockback dramatically. But in general it's not a kill move until it's boosted into around like 120-140%, from somewhere near the center of an average stage, with good DI. The damage value of a hitbox has a direct effect on knockback outside of how it changes the opponent's percent, and because of this low damage moves can have higher knockback values but way lower resultant knockbacks.Mario's fair is just as strong as Bowser fsmash, but Bowser's sends at the sakurai angle. Such balance.
Sonic uair BKB/KBG is 35/125 with 0.9x SDI modifiers
Fox uair is 40/116 with 1.0x SDI modifiers
Fox Upsmash is is 30/112
No wonder Sheik's fair feels weak, actually her fair, bair, and nair are all 0/100.
Mario's bair is 20/100 at the strong hitbox.
His strong fair is 50/100.
Frame data is scary.
Actually, SDI is made more effective when you get sent farther BECAUSE of your %. SDI+normal knock-back% has nothing to do with SDI dakpo