• 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!

Tier List Speculation

DrinkingFood

Smash Hero
Joined
May 5, 2012
Messages
5,600
Location
Beaumont, TX
What if instead of the 3.5 changes, Pikachu just lost the hitboxes (Pichu style kinda) and gained a few frames worth of lag on QA. QAC would still provide long distance burst movement without also simultaneously covering that space with hitboxes, and the decreased speed means short range vs long range mix-ups wouldn't be as safe if the opponent is close enough (and uncommitted enough at the time) to punish at least part of the range of distances, plus it would also still (hopefully) be a fun cohesive tool for Pika mains to use.
Mostly out of curiosity, @ Tagxy Tagxy , do you think you would hate my suggestion more, or the current 3.5 version, if you had to choose?
 
Last edited:

DrinkingFood

Smash Hero
Joined
May 5, 2012
Messages
5,600
Location
Beaumont, TX
That doesn't fix anything, it just adds counterjank for some extra jank, and overall you've just increased jank levels 3fold for one move
Plus that's not even a comparable offset for the strength of having hitboxes on it
 
Last edited:

Tagxy

Smash Lord
Joined
Oct 10, 2007
Messages
1,482
Those are actually the sorts of changes I thought were reasonable, and if QA were nerfed what I expected. I dont know if thered be some other displeasure from some for QA being slower since itd be "not melee", but the design on its own would be fine. Removing the hitbox would be more of a nuisance since it allows it to beat out some projectiles even if it was only a fraction of a percent, but its still better then no double burst.

QA isnt meant to be some move who, on initiation, is impossible to react to. Though it covers long distances, its utility is in its ability to have a limited mix-up so as to "out think" or "trick" the opponent who over commits rather then close distances at a rate that can't be reacted to. As it stands it already has significant built in limitations in that its start-up is slow and telegraphed, the movement is telegraphed, must end on the ground, and travels a set distance; but if it falls short of the aforementioned use a hard assessment on if it can be (or what would allow it to be) reasonably punished would allow for a better solution.
 
Last edited:

Blank Mauser

Smash Champion
Joined
Jul 16, 2008
Messages
2,904
Location
Iowa
I feel like some people would complain about losing QA gimps if you got rid of the hitbox. How about QA be just like Melee, no cancels at all. Then if you double-tap or hold the button slightly longer you get QA with no hitboxes that is QAC'able? Also I certainly miss the ability to do aerials right before landing.

If Pikachu gets QAC back but Zard still can't angle his glide...lol.
 
Last edited:

NWRL

Smash Ace
Joined
Aug 23, 2013
Messages
544
Location
Tampa
Anyone else feel like the 3 FE characters are really strong in the 3.5 environment?
 

Spralwers

Smash Ace
Joined
Dec 5, 2011
Messages
517
Location
MA
I love the FE characters in the 3.5 environment. There was a brief time when I was an FE main, might have to do that again for a little bit.
 
Last edited:

Frost | Odds

Puddings: 1 /// Odds: 0
Joined
Nov 12, 2013
Messages
2,328
Location
Calgary, Alberta
I can empathize with Tagxy re: the Pikachu change. Nerfing a character that's never really stepped out of line in terms of balance despite having extraordinarily dedicated and talented players (Anther, Axe, ESAM, etc) in such a way that messes with said players' muscle memory, time investment, and so forth seems pretty questionable. I absolutely understand why the change was made in the context of 3.5's design philosophy, but really, that was the only real mobility option offered by a character that's fundamentally about its mobility.

Even if Pikachu ended up within the top 5 characters because of the utility of QAC (which I wouldn't even consider a remote, outside possibility), would that really be such a problem? Fox, almost by definition, is vastly more problematic and more difficult to change in ways that would fix his balance while preserving his gameplay. Pikachu requires way more time investment than most characters in order to play effectively -- in my opinion, his mobility and general strength should reflect that.

I am the farthest possible thing from a Pikachu main, and have only played him a small handful of times in my life, but there are few things more hype to watch than a good Pikachu. Seeing him get hit in this fashion is pretty saddening, and I sincerely hope the PMDT reverses the changes as soon as it's clear to them how weak of a character he really is.
 
Last edited:

pkblaze

Smash Apprentice
Joined
Apr 24, 2008
Messages
176
Location
Pittsburgh, PA
IMO Spacies MK(cuz he's still marth-puff) and FE guys (Plus marth) are all top 10(or other arbitrary number of S tiers) in this version. Maybe not Falco (Johns). Maybe including Mario too since he didn't get hit so hard.

Lucas is still top 10 IMO even after the nerfs. He's still a Touch of Death character with NTSC Fox level kill setups into upsmash/upthrow. He now just better suits the archetype that a slightly floatier DJC-Spacey should be in. Dominant stage game; His recovery has mixups but suffers from gimps. Once Lucas players relearn the muscle memory of their pressure he's gonna look amazing again.

After watching Xanadu I love the one Banana change to Diddy. Turns Nanner into a point of contention between the two players rather than something Diddy (ab)uses for obscene levels of control and mobility.

I keep hearing Samus is amazing in 3.5. Can somebody explain in depth why they think this is so?
 
Last edited:

FlamingForce

Smash Journeyman
Joined
Jun 5, 2013
Messages
390
Diddy's development is the one I'm looking forward to most for now, Diddy will have to play an even better item game, I can't quite put my finger on whether or not he's still relevant or not but I guess that's exactly why I want to see how he pans out.
 

trash?

witty/pretty
Premium
Joined
Jul 27, 2012
Messages
3,452
Location
vancouver bc
NNID
????
oh you have to actually play smash now, tragic. why is this even a discussion
but what makes a gameplay based around pk fire somehow not smash. what does "smash" actually entail

like y'all are the ones pigeonholing yourselves into these words and refusing to define them, it's not "arguing semantics" to question this
 

The_NZA

Smash Lord
Joined
Apr 7, 2007
Messages
1,979
I love how Diddy's banana is a legit edgeguard now. Its knock back growth is sick. I think I got hit by one on the edge of GHZ and I di'd it wrong and went close to or into the left blast zone.
 

Frost | Odds

Puddings: 1 /// Odds: 0
Joined
Nov 12, 2013
Messages
2,328
Location
Calgary, Alberta
but what makes a gameplay based around pk fire somehow not smash. what does "smash" actually entail
Interaction with the opponent. A large part of the reason that 3.0 was problematic, was that the top tier characters thrived on utterly starving the opponent of interaction and meaningful choices.

Most of us agree that this is not a fun basis for gameplay.
 
Last edited:
Joined
Jun 29, 2006
Messages
1,255
Location
Oklahoma City
PK Fire is not something to base a character around, mostly because it polarizes the character and becomes utterly toxic/bad depending on the match up.
It was meant to be a single tool in his kit, but 3.02 PK Fire was basically the entire toolbox; occasionally other things came out of it, but his entire game plan more or less revolved around landing that one move.

3.5's PK Fire is the most well-designed iteration of the move in Smash history. Whether or not Ness is good or not, I feel it's too early to tell. His design is headed on the right direction though, that I'm sure of.
 
Last edited:

Kankato

Smash Journeyman
Joined
Dec 5, 2013
Messages
239
Location
SoCal
Samus was already amazing. It just took nearly every other character getting nerfs in 3.5 for people to realize it.
What have the changes from melee to 3.5 really done for her to put her above Marth, Sheik, Falco, etc.?
 

The_NZA

Smash Lord
Joined
Apr 7, 2007
Messages
1,979
PK Fire is not something to base a character around, mostly because it polarizes the character and becomes utterly toxic/bad depending on the match up.
It was meant to be a single tool in his kit, but 3.02 PK Fire was basically the entire toolbox; occasionally other things came out of it, but his entire game plan more or less revolved around landing that one move.

3.5's PK Fire is the most well-designed iteration of the move in Smash history. Whether or not Ness is good or not, I feel it's too early to tell. His design is headed on the right direction though, that I'm sure of.
I don't think any Ness player complaining disagrees with anything you said.
 

Professor Pro

Smash Legend
Joined
Apr 30, 2007
Messages
10,261
Location
England, South London
I'll try and get back here with more footage as I get some. I only played two stream games last Thursday, with under 1 hour of play. We can sync up here later and you can give me some tips if I'm still struggling.

My disappointment was in reference to your desire to put me down rather than offering me solutions...I think of you pretty highly as a player and always root for you. You want to think the players you like will root for you and your improvement rather than tear you down is all.
:confused: I definitely wasn't trying to tear you down
I even said I wasn't trying to offend you and I was just being honest.
I think if I said the same thing in real life you would have taken it differently and it's probably the tone you're reading it in.

I could try and give you a few tips but I'm not sure how helpful they would be since I'm not a Ness player. I'm just really good at seeing bad decisions and mistakes in positioning and commitment in neutral.

I'm not deluded enough to imply that Ness is one of the best in the game currently, but I think his worth has been undervalued and his gameplay not optimized.
 

The_NZA

Smash Lord
Joined
Apr 7, 2007
Messages
1,979
I figured, but my post was in response to Canon's question. Probably should have quoted, but mobile johns.
I think Ness players just want something extra to make their neutral game less balls. We've been clamoring for any one of the following since 2.5--

1. A slightly faster dash
2. A Magnet that starts sooner than frame 8 and potentially does more hitstun/damage than 4%
3. a slightly bigger grab range (not such a bad change considering now we get less grabs and they count for less)
4. Slightly more momentum transfer from a dash/jump into a magnet
5. a 1 or 2% increase on bair's damage so its hit/shieldstun grants you more reliable ways to dash away from a shield grab after you djc bair their shield. I have to do some testing, but I remember it being more consistent in Melee as a safe on shield option. That may be due to the better grab range across the cast, or it could be something else.

Currently, Ness has the third grab range in the game. Only two characters with a worse grab range are Pikachu and Sonic, and the character with slightly better grab range than him is Captain Falcon. Bottom five grab range I think is as follows
1. Lucario Mario
2. Cfalcon
3. Ness
4. Pikachu
5. Sonic

Mario can fireball to force shield and react with grabs, while falcon/pika/sonic have speed. Luckily, the buff to perfect wavelanding helps Ness unlock some movement potential that people like me didn't expect...but I still think its a bit weak.
 
Last edited:

Hylian

Not even death can save you from me
Administrator
BRoomer
Joined
Sep 9, 2004
Messages
23,165
Location
Missouri
Switch FC
2687-7494-5103
Err those grab ranges look wrong to me. I'm pretty sure IC's have the smallest grab range followed by Ganon.(maybe not ganon idk but ICs is tiny)
 

Cubelarooso

Smash Lord
Joined
Mar 19, 2007
Messages
1,614
Location
[Hide my Location]
Since it's come up, I'd like to voice my thoughts on QAC. These mostly encompass them

I keep thinking about the Blogposts and feeling that there's nothing of comparable power to QAC in Melee outside of Spacies and Float. This gets me paranoid that it'll stand out more in 3.5 and become the next heated subject, or that the DT may already predict issues, and so it might end up being changed in a way that gives up as much fun as it does power - such as a limitation on uses per airtime, or usability during only one of the zips. Thus I try to come up with preemptive QAC "nerfs" that don't sacrifice anything truly important but could avert a complete gutting. Such as:
If going into tumble removed the ability until Pikachu next touches the ground. This specifically targets the least interesting, most objectionable uses. IE, when recovering against an opponent (but not when returning after doing the edgeguarding), and as an escape from being juggled.
@Juushichi
Thanks for the reply. I agree with the reduction in burst movement's effectiveness as a design goal for 3.5. That was certainly one of the major issues of 3.02, even on some of the mid or low tier characters.
However, I feel that the decisions made for QAC were without a complete understanding their implications. The impression given is that they were made without first-hand insight into how Pikachu plays, why he is played, what QAC is/can do, how it fits into his game, and how it can be stopped. Rather, it seems as if QAC were only analyzed in the broadest terms, with reference to its intelligent use by top-level players against those unfamiliar with it, and to its abilities in an unrushed, unthreatened laboratory setting.
Consequently, the change made appears to be a good-faith attempt at compromise, yet which has inadvertently eliminated QAC's relevance - along with it a pivotal component of the character - rather than simply weakening it.


I've done some work to elucidate Quick Attack as a move. There may be some fencepost errors on the frame data, and I estimated the distances, but it should be fairly accurate.
(BTW, thank you sooo much to the DT for Debug Mode. This completely redefines the way I play.)

Zip 1:
Direction read on frame 12. This is when Pikachu must decide where to go, and if he shall sacrifice total distance for a potential 1st-zip QAC.
Hitbox active on frame 13.
Movement begins on frame 14.
Hitbox removed and movement stalls at frame 18. At this point, Pikachu has traveled a maximum of 6.5 of the Training Stage's units horizontally, assuming he QA'ed perfectly horizontal, which rules out QAC for this zip. The max that still allows QAC is 6 units, but Pikachu drifts 1 unit during the QAC window, so any actual QAC occurs between 5 and 6 units.
QAC window is frames 20-24. If Pikachu zipped into the ground, now is when he must decide if he shall cancel, with what, and execute it.
If Pikachu neither QAC's nor zips again, his first actionable frame is 56 if he zipped into the ground, or 61 if he zipped horizontally.
Zip 2:
Direction read on frame 26. This is when Pikachu must decide if he shall do the 2nd zip and where to go. If he does the 2nd zip, this is also when the hitbox activates. The 2nd zip must differ from the first by at least 38°.
Movement begins frame 27.
Hitbox removed and movement stalls frame 31. The max horizontal distance for this zip is 6 units, and between both zips is 10.5 units.
I believe the QAC window for the 2nd zip would be frames 33-36.
With no QAC, Pikachu's first actionable frame is 70, regardless of angle.

QA must travel into the ground during a zip's movement, and end over that ground, in order to be cancelled at the end of that zip.
QA can be cancelled into any aerial option. This comprises double jump, airdodge (hence waveland), nearly-grounded specials or aerials (Fair has no hitbox but autocancels, Dair goes straight to landing hitbox), and of course double-jump.
But remember, these are Pikachu's options, not some Ike careening toward you with a screen-wide Fair of certain death, but a disjointless lightweight renowned for low damage output and expected to be bouncing every which way regardless.
Double jumping out of QA provides Pikachu with a peak height at frame 25 of 3.5 units, with a maximum of 2.5 units horizontally. From here, Pikachu can land on frame 55 for 4.5 units distance, or fastfall to land frame 43 with 3.5 units.

Don't let the word "hitbox" fool you, this isn't Sonic we're talking about.
[collapse=Observe, its disjoint]

[/collapse]
The 1st zip deal 3%, has 4 frames of hitlag (which stops Pikachu as well, giving the opponent more time to react, plus messes with the timing), 7 frames shieldstun, negligible knockback at any percent, and 3, 13, and 21 frames hitstun against a 0% Bowser, 100% Marth, and 200% Jigglypuff, respectively.
The 2nd zip deal 2%, has 3 frames of hitlag, 6 frames shieldstun, negligible knockback at any percent, and 1, 10, and 18 frames hitstun.
Honestly, the hit more often seems troublesome then helpful when QAC'ing, as it frees the opponent from any lag they may be experiencing.

QA gives no invincibility.

For comparison, it takes Captain Falcon 45 frames to run 10.5 units. The first 15 frames (over 3 units) are his initial dash and can be cancelled into a dash the other way or turned into a moonwalk, and after that he can cancel with crouch (into any action out of idle, including dash dance forward then back again) or RAR. At any point throughout he can short hop (or full hop if the opponent jumps) into a Knee, Stomp, his long-range Nair or Uair, crossup Bair, or keep it empty and quickly land, or retreat with his double jump, or edge cancel a Falcon Kick if available. Or he can Raptor Boost, wavedash, use a real dash attack, DACUS, or shield which can go into roll forward, roll backwards, sidestep, or grab. Note that Pikachu is one of the few characters with a grab comparable to Falcon's.
[collapse=We're Back!]

[/collapse]
At any point, as soon as he wants. Most characters can, actually.
Pikachu can run 10.5 units in 53 frames, with a 13 frame, 2.5 unit initial dash.


There are some places QAC could be trimmed. Make failing a QAC be as laggy as QA horizontal, or especially make it so that Pikachu loses his double jump if hit out of QA at any point before officially touching the ground. Those make sense to me.
I think that just making it so that QAC was lost by going into tumble would have been the perfect change, especially if Pikachu had to actually land to get it back, so he couldn't just sweetspot the ledge then QAC onstage. Straight-up once per airtime, or adding a cool down, would be too restrictive, precluding consecutive QAC's, which I've seen Anther use for shield pressure, and which I personally just loved doing between stocks.
But for an even more conservative version that lets QAC remain pertinent and preserves everything that's great about it, while cutting out anything that could be regarded as not-so-great, consider if also QAC only allowed double jump. In this scenario, the strongest options of low aerial/special would be impossible, while the now-strongest option of wavelanding would be more technically demanding, with a greater opportunity for a wider range of errors, and anything but perfection would be slower, allowing a greater opportunity for the opponent to punish in a way which eliminates Pikachu's double jump and QAC.


Zipping about the stage has become a staple of PM Pikachu. How would Luigis react if he couldn't slide about the stage? Or Jiggses if she couldn't drift about the stage? It would continue to not be a problem if it were even more dangerous.
Pikachu needs ways to close space. His range is his body, if he can't get in then he can't do anything. And as I hope I have illustrated, QAC is really not too foreign of a space-closer.
If we're talking about when Pikachu's on defense, QAC was too good, hence my obsession with the tumble thing. But if we're talking about in neutral, I can't say agree. QAC could really only provide a good position if the opponent let it. Pikachu is completely vulnerable throughout QA, it can be stopped by the same things as everything else Pikachu has (a wide sweeping hitbox, or a jab), and usage requires telegraphing your intentions by moving into a position where it's possible. Not only that, but QAC was a risk/reward thing (that could simply have more risk, if the reward is still deemed to great, by way of guaranteed loss of DJ and QAC), where your options were either try to charge right through your opponent, or pass through an even more compromising position, and setting up for these were usually mutually exclusive actions. (Not to mention the risk of failing the execution) The only excuses for letting Pika by were being outplayed, or not knowing the matchup (which should not take more than a few matches for good players. And learning new matchups is one of PM's most evident, enjoyable draws - I know I felt fantastic when I started knowing when G&W had no jump).


From my point of view, despite the DT's intentions, the current version sacrifices depth and entertainment (for all parties, honestly) in order to make Pikachu a neverused lower-mid tier rather than underused upper-mid tier. I don't think that's worth it, especially when there are great other options :b:.

I'd like to add that Quick Attack was not like Spindash, or Quick Draw, or even Luigi Cyclone. While QAC was incredibly versatile in uses, it was very limited during usage, and was much too vulnerable to be spammable. It was fairly difficult to do, especially intelligently, and it had to be used intelligently since it did nothing for you. It wasn't something that low-level players could use as a crutch, nor something high-level players could use as cheese.
I'd compare it in power a lot to Float.
Float has some very potent uses, many of which go against the nature of the game. She can perform lagless aerials right from the ground, stand off (even below) the stage waiting for (or even going after) a recovery, walk above many character's defenses, dash dance midair to confound edgeguarding, decide to just stop/start falling when it seems inconvenient, and more, limited only by imagination. Not to mention, Float itself is the simplest of inputs.
Peach could still be a solid character without Float, having a good recovery, good projectile (that can sometimes kill), a DJC with strong, high-priority aerials, Dsmash, a kill throw, a good dash attack, and she may even have seen more usage of her recovery/tech-chase/kill move and her long-range momentum-stalling counter.
Yet, without Float she would be a completely different, less unique, less interesting character. One much less deep and entertaining to play as, fight against, and watch. Removing 2nd-zip-QAC is akin to making Float just a temporary decrease in gravity that ignores inputs other than cessation. It sounds simple and fair, bringing it in line with other momentum-stalling techniques, but it really destroys it.


I'm personally really disappointed with the change. I was a Pikachu main in Melee, but switched to my old secondary Luigi when I came back to Smash for PM and realized I had gotten too rusty with Pikachu's essentials (QA and Uair) and was performing better with the Green Machine. With 3.5 I was hoping to finally go back to my roots, but now with 3.5 Luigi being so fun and good and Kirby no longer making me feel guilty when played (plus that magnificent Carbon skin), I don't see the point of Pikachu at all.
 

Rᴏb

still here, just to suffer
Joined
Feb 1, 2012
Messages
1,595
QAC getting nerfed liked it did makes me think there isn't enough playtesting going on. On paper the move sounds amazing, but in practice it really wasn't problematic in the slightest. Even if it ended up being an outlier of sorts, I don't understand why that is a problem when moves like Shine, Fire, Teleport, Quick Draw, etc. exist.

Either way I don't think Pikachu losing QAC on the second burst is all that significant, and only only being able to cancel the first burst definitely doesn't make the move any jankier than it was originally, I just think it makes Pikcahu less fun to play as. Despite that, I'd guess that he's probably a pretty good character now.
 

Hylian

Not even death can save you from me
Administrator
BRoomer
Joined
Sep 9, 2004
Messages
23,165
Location
Missouri
Switch FC
2687-7494-5103
http://www.reddit.com/r/SSBPM/comments/1u57q8/database_project_m_30_database/

That was 3.0 but thats my soure for info. It is worth noting that ICs are not listed for whatever reason (they have a ? next to them).
I can tell those numbers are wrong just by looking at them >_>. Here are some actual numbers for 3.02:

Fox - 12.16
Falco - 13.36
Sheik - 14.46
Roy - 17.81
Marth - 18.73
DDD - 20.91
DK: 22.5

People don't know how to do frame data stuff. You have debug now, check it yourself instead of quoting incorrect information :p. This is one of the reasons debug exists, so many people with wrong data :/.
 

The_NZA

Smash Lord
Joined
Apr 7, 2007
Messages
1,979
I can tell those numbers are wrong just by looking at them >_>. Here are some actual numbers for 3.02:

Fox - 12.16
Falco - 13.36
Sheik - 14.46
Roy - 17.81
Marth - 18.73
DDD - 20.91
DK: 22.5

People don't know how to do frame data stuff. You have debug now, check it yourself instead of quoting incorrect information :p. This is one of the reasons debug exists, so many people with wrong data :/.
I'm not sure I have a testing method short of hitting grab and frame advancing for all 41 characters. If you have the numbers available, it would seem like your in the position to end the debate on grab ranges.
 

DARKcpu0

Smash Apprentice
Joined
May 20, 2014
Messages
114
I'm still salty about the non teleport and tail size mewtwo nerfs.

Well, salty about mewtwo not attacking out of teleport after 2nd jump.

Atleast mewtwo can do some melee combos on spacies,

but thats all I got. Still cant think of an approach that is either safe or atleast a decent bait that doesnt get me punished.

I might as well suck it up and enter 20XX. Or main Ganon.
 

mimgrim

Smash Hero
Joined
Jun 20, 2013
Messages
9,233
Location
Somewhere magical
I'm still salty about the non teleport and tail size mewtwo nerfs.

Well, salty about mewtwo not attacking out of teleport after 2nd jump.

Atleast mewtwo can do some melee combos on spacies,

but thats all I got. Still cant think of an approach that is either safe or atleast a decent bait that doesnt get me punished.

I might as well suck it up and enter 20XX. Or main Ganon.
Get over it.

You keep on complaining about the exact same thing and it is really tiring.

M2 was filled with all kinds of questionable design in 3.02. He needed changes done to him. Hover Nair is still a stupid good approach, you just can't combine it with Teleport to make it even more stupid. Like now you have to think about how to approach, do I use Hover or Teleport to approach this player? Instead of going, lol I'll just do both. God forbid you have to actually user your brain.

He still good ffs.

I'm tired of all the salt/complaining over the nerfs characters have received and comparing them to how they were into 3.02 instead of realizing that 3.5 is a change in design for characters and see how the characters work in this new design.

Gah.
 

Bleck

Smash Master
Joined
May 27, 2010
Messages
3,133
I'm tired of people saying "now you have to use your brain" like it isn't immensely insulting to consistently denounce both the intelligence and skills of other players
 
Top Bottom