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Suck answer, he sucksPeople keep saying that Oli isn't fun to play, without ever explaining why. So, uh, why do you think so?
>.> please. I can't believe how much I have to say this.Noo don't say that, You'll alert the ZSS boards to come and tell you you're wrong
ZSS is pretty good though, although her offstage is depressing and fully charged blasters aren't even an option because of how easy they are to power-shield and how telegraphed they are. Still she's got the fast+good DD+ Uair string thing going on, with great spacing tools in her tilts, and great whiff punishes in her dsmash/grab
If he's so bad, why play him? Seems like it'd be no fun to me. What can he do that makes him fun and competitive to play as?But this is all wrong. Did you know Samus' missile can sometimes go through ROB's side-b reflector and hit him (yes, during the reflector frames) The sheik matchup is way worse than 60:40 lmao, she counters almost everything ROB is. Yes, he does have some pretty serious goddamn flaws, like his ****ty dash dance/wavedash/awful grounded mobility, still a pretty small shield, some of the worst rolls in the game and short get-up/tech rolls for such a large character, terrible aerial mobility without committing to his boosts, no anti-airs, CC ability that pretends to be reliable but actually is 50/50 reward/return-to-neutral against knowledgeable players (DI up gets you out of dsmash but gets you hit by usmash or dtilt while DI down lets you CC usmash launcher or dtilt but gets you caught in dsmash [strictly worse than Samus or Peach's CCs with are always heavily advantageous on hit]), I could go on because there's a lot more. ROB also has trouble with characters who can quickly outreach him in the air to end his staggered fair chains; characters like DDD, zard, or kirby who have hard hitting aerials that can vary the timing with which they come down (because of multi jumps) so that he can't reliably take them out with upairs but also can't CC their hits; hard hitters that approach from a long distance like falcon; fast small characters that are hard to hit with projectiles (diddy/squirtle/MK/Sheik/sonic/others). The characters ROB had problems with in the previous versions were characters he had problems with for reasons that haven't been addressed, because they can't be addressed because his design, in terms of balance, is difficult to address or work with. The only thing he gained in this version (factoring in changes to other characters) is a slightly improved punish game due to being able to take advantage of worse recoveries. That doesn't move you from bottom 15-20 to top 10. I'm pretty confident you know next to nothing about ROB so there's no way we can have an even discussion about him without me writing a guide and making you read it.
Aww sh*t I had it on one I sent to my bro, hold on. I actually thought about his placement dammit. Thanks!Ike appears to be void tier on your list.
What were the more extreme matchups you had (the 65/35 and 70/30)? Also, what was the spread you had for ice climbers compared to others in a-?Okay, so instead of doing homework, I made a big matchup chart with my basic perceptions of how matchups go in this game (some of which I really didn't have an idea about, so I just guessed). I typically went for smaller numbers, because I'd rather under-exaggerate strengths and weaknesses and then figure out that I'm wrong about them. For the tier gaps, I took the greatest gaps in the averages and separated them there). Keep in mind this is technically a WIP, and I'll update it when I learn more about certain characters/matchups. After the list, I'll post my thoughts about where I feel I'm wrong, among other stuff. Feel free to criticize. a / between characters means that the average matchup value for them actually ended up tying.
SS Tier
/
S Tier
A+ Tier
/ /
A Tier
/ / / //
A- Tier
B Tier
Generally for matchup values, I used 45:55 or 50:50, straying a bit into 40:60 and 35:65, and then I think once or twice into 30:70. Like I said, I'm keeping it moderate, at least at first. I think I was too nice to Ivysaur definitely, it shows that I don't know much about the character. Generally though, the matchup average was around 11 from highest to lowest, 55 being the highest and 44 being the lowest. I think there's a bigger difference, but overall, the viability of the cast isn't that much different. This list also doesn't take into account the matchups against more common characters being more important.
Yeah, definitely a scrubby list, especially since its basically just impressions after not even a month of 3.5 from someone who isn't a high level player, but it's a baseline to start from.
It's a good place to start imo.One person should not make a single MU chat by their-selves in a fighting game with 40+ characters and then make a tier list based on that chart.
I just saying.
It's just that no one, not even ****ing M2K, can know all characters in Project M well enough to know every single one of their MU spreads. So I don't think it's a better place to start compared to others. Now if it was a MU spread that was made by multiple people that played different characters it would be a different story.It's a good place to start imo.
Should post the spreads in a spoiler imo, and those can be discussed
What was your MU chart? I feel as though the characters with polarizing MUs would have much higher spots on the tier list, and characters with more neutral MUs would be hit pretty hard.Okay, so instead of doing homework, I made a big matchup chart with my basic perceptions of how matchups go in this game (some of which I really didn't have an idea about, so I just guessed). I typically went for smaller numbers, because I'd rather under-exaggerate strengths and weaknesses and then figure out that I'm wrong about them. For the tier gaps, I took the greatest gaps in the averages and separated them there). Keep in mind this is technically a WIP, and I'll update it when I learn more about certain characters/matchups. After the list, I'll post my thoughts about where I feel I'm wrong, among other stuff. Feel free to criticize. a / between characters means that the average matchup value for them actually ended up tying.
SS Tier (55.488)
/
S Tier (54.390)
A+ Tier (51.220-53.293)
/ /
A Tier (47.439-50.366) -- Couldn't find a good spot to split this one up
/ / / //
A- Tier (45.366-46.707)
B Tier (44.024)
Generally for matchup values, I used 45:55 or 50:50, straying a bit into 40:60 and 35:65, and then I think once or twice into 30:70. Like I said, I'm keeping it moderate, at least at first. I think I was too nice to Ivysaur definitely, it shows that I don't know much about the character. Generally though, the matchup average was around 11 from highest to lowest, 55 being the highest and 44 being the lowest. I think there's a bigger difference, but overall, the viability of the cast isn't that much different. This list also doesn't take into account the matchups against more common characters being more important.
Yeah, definitely a scrubby list, especially since its basically just impressions after not even a month of 3.5 from someone who isn't a high level player, but it's a baseline to start from.
Edit: Added averages for clarity
Generally my opinions are influenced by what I read/watch, so its not really all by myself in the whole sense, just that I compiled my observations. You have a point, a good tier list will probably never be made by one person.One person should not make a single MU chat by their-selves in a fighting game with 40+ characters and then make a tier list based on that chart.
I just saying.
Gotta be the top/notable players or the list will be as good as sonic boom.It's just that no one, not even ****ing M2K, can know all characters in Project M well enough to know every single one of their MU spreads. So I don't think it's a better place to start compared to others. Now if it was a MU spread that was made by multiple people that played different characters it would be a different story.
Right, but arbitrarily saying this or that character is better without looking at how it fits with the cast as a whole seems like it might be semi accurate but not as easy to use as a step towards understanding where things truly lie.It's just that no one, not even ****ing M2K, can know all characters in Project M well enough to know every single one of their MU spreads. So I don't think it's a better place to start compared to others. Now if it was a MU spread that was made by multiple people that played different characters it would be a different story.
Yeah you should probably make a table or something easier to read...
Toonlink being with peach and jiggs?a / between characters means that the average matchup value for them actually ended up tying.
/ /
no one will ever allow TL to become top tierRoy is ****ing great in 3.5, he's top 8 for sure
Tink is very good and very bad, definitely top 15 but I don't know if he's top tier or still his usual best mid tier status
Basically this. And he can't even do that effectively anymore thanks to Pikmin dying easier. He was only good in 3.0 because he punished mistakes hard. He doesn't do that anymore because his damage output is less and his juggle game was severely nerfed.Olimar got pooped on in this build, I think the only way olimar will ever win is if he runs away and throws pikmin/pivot grabs. He's gonna be really boring now, and still worse than a lot of other characters
Sheik/Bowser is worse than 70/30Generally my opinions are influenced by what I read/watch, so its not really all by myself in the whole sense, just that I compiled my observations. You have a point, a good tier list will probably never be made by one person.
Yeah, I was too harsh on Meta Knight. I think while going through, I probably took into account his range over his other factors. All a part of the process.
And it turns out I only had one 70/30 matchup, that was Sheik/Bowser. When I'm looking at the number definitions, 70/30 is just "disadvantage", so I think there's a lot more matchups that fit into there. Also, some are probably worse.
It was easily 80:20 or worse in 3.0. Now, probably closer to 70:30 or 65:35, but it could also be a lack of local top level sheiks.Sheik/Bowser is worse than 70/30
Probably 80/20 or upwards
That matchup is DUMB.
Sheik is unchanged from 3.02, Bowser is arguably similar in potential (some nerfed moves, faster jumpsquat). I don't really see why it would be 65:35 considering how hard Sheik wins in neutral, then how little Bowser has on Sheik compared to the infinite chaingrabs and easy edgeguards she has on him.It was easily 80:20 or worse in 3.0. Now, probably closer to 70:30 or 65:35, but it could also be a lack of local top level sheiks.
What are they?Bowser has approach options now.
Heh, FoD isn't even his 3rd best stage anymore :Dthe stagelist metagame for bowser is balanced out by the fact that the opponent to bowser must always waste their bans on warioware, FoD and yoshi's story, else their matchup suddenly feels mighty delicious to the upb master
BF is better than FoD IMO, not as small, but the platforms are much better.the stagelist metagame for bowser is balanced out by the fact that the opponent to bowser must always waste their bans on warioware, FoD and yoshi's story, else their matchup suddenly feels mighty delicious to the upb master
So basically be tricky?If on FD or somewhere else with no platforms:
1. Perfect waveland in and use a move
2. perfect waveland in and don't use a move
if somewhere with platforms, add
3. PWL across platform, come down with
a) aerial
b) flame cancel
c) koopa klaw (with B-reverse tricks, can put this in a bunch of different places)
hey, I didn't say they were good options.