Comprehend13
Smash Cadet
- Joined
- Mar 27, 2014
- Messages
- 34
Fox is high tier. Everyone else is at least mid tier save Olimar. Or so say the masses.Too much work. It's not worth it.
Can anyone point me to a specific page with a 3.5 tier list?
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!
Fox is high tier. Everyone else is at least mid tier save Olimar. Or so say the masses.Too much work. It's not worth it.
Can anyone point me to a specific page with a 3.5 tier list?
The harder it is to agree on a tier list, the better. It means the pmdt is getting closer to doing balance right.Note:
Bar Top and Olimar tier, every tier list right now is different.
AKA there's no general consensus for most of the tier list, so take them with a grain of...salt.
629Too much work. It's not worth it.
Can anyone point me to a specific page with a 3.5 tier list?
I would, but too much work. It's not worth it.Too much work. It's not worth it.
Can anyone point me to a specific page with a 3.5 tier list?
PMDT should just do to ROB what they did to Ness and increase KBG of dthrow. But they probably shouldn't do what they did to Ness and not compensate the change somewhere.Kek. Just tested ROB's dthrow on Tink.
0% can regrab regardless of DI.
After second dthrow, if they DI away, you can regrab again, if they don't you can reverse bair into a grab (weird SDI might stop this idk).
Keep in mind these can all be interrupted by platforms, but I just upthrow <40% to get around that (any higher you can just dthrow and follow up above platform); past 40% is way past CG range, way past third dthrow would send if you regrabbed again.
After third dthrow (after the bair, they should be at ~29% before the throw), and probably until around 100, you can get any aerial off. After this throw's follow-up you should probably be able to escape any more guaranteed damage, with the right DI. Baby jesus cries everytime you get fairchained mid stage.
Up until 140%, you can get boost upair which will almost always at that percent. Any higher, you can pummel until they are past 152% which guarantees a uthrow kill (test on FD's ceiling) depending on the ceiling height.
I mean, I always knew it was this crazy. It can also CG fox/falco 0-to-death every time if no platform gets in the way. dthrow till ~105 (slightly higher for falco) then upsmash/DACUS. Fair them to death if they go offstage. And if for whatever reason you get them to like 170, too low for uthrow kill on spacies, dthrow still combos into boost->any uair, lmao
Thank goodness he only has one thing this reliable, and that he's kinda slow on the ground.
good character design 101 courtesy of JCaesar
I don't see why anyone would complain about it. It's kinda like Falco's except you can't angle it. It's much WORSE. The Missle only takes you so far, and the occasional misfire is a blessing. But if you don't have a jump, chances are you aren't getting back.Why are people complaining about Luigi's recovery? Nothing has changed about it aside from down b rising higher because of simultaneous button presses. You can still easily gimp him offstage with a well timed aerial, and he'll have a lot of trouble getting back. Wait for his down b, hit him, and watch him fall. Punish the side b which he has to commit too for half a second. It's not difficult; I mean i can understand misfire being somewhat of an issue, but even that can be predictable if Luigi is far off from the stage. Even if he does misfire, you can stop it where its at with any hitbox.
Him grabbing ledge with side b has been the case since 2.5 (probably even before), so i don't see the issue here since it never was an issue before.
Down b rise only goes vertically so just throw out an aerial and its ggs.
Honestly I don't see the problem here. His recovery is decent now because of everyones recovery being nerfed, but it's still easily taken care of. Don't be afraid to go offstage.
This is in reply to some of the comments I saw about it in the previous pages.
this is not the game for youToo much work. It's not worth it.
Can anyone point me to a specific page with a 3.5 tier list?
@metroid1117 said this a very long time ago. It basically means that Bthrow and Dthrow are best used for positioning, and which of the two is used to throw behind Ike depends on the opponent's percentage and weight class. It's a bit Marth like in that those throws are good at the edge for forcing a follow-up or an edgeguard situation depending on the DI. Uthrow is the low-percent launcher and fast-faller throw, but outside of spacy chaingrabs is honestly best used for platform chases at low percent than any follow-ups.I see Ike's get stuff off grabs all the time but I also see them miss things off grabs all the time. Is it possible the people who are complaining about QD simply have undeveloped counterplay to the grabs that Ike uses, and need to spend some lab time to figure it out, just like they did for Marth and everyone else? I mean, bthrow, dthrow, and uthrow are pretty slow. If you are Awake and always responding to fthrow until you see some other animation.
Fair into him reading your shield (why not upB on wakeup, it's still dumb good) into what I feel like was a very poorly DI'd fthrow into Fsmash is the matchup? What is the point you're trying to make?Ladies and germs, I present the Marth / Bowser matchup
1. not me playingFair into him reading your shield (why not upB on wakeup, it's still dumb good) into what I feel like was a very poorly DI'd fthrow is the matchup? What is the point you're trying to make?
Heh, appreciate it. I'm not trying to be sanctimonious. I actually just did a bunch of labbing with this and discovered that DI doesn't really need to account for the dthrow (I'd always thought it was a mixup, and was wrong). I still think it's ludicrous in general, and the matchup is probably actually 90:10 or completely unwinnable, but I haven't seen a marth with the patience or discipline to consistently do nothing but dtilt and DD grab in neutral against Bowser.*Not trying to be mean.
Only assuming the fixes though, right?Olimar's still ridiculously slept on.
I find Marth's f-throw significantly easier to DI than Fox's up throw. What are you basing this off of?4. DI-ing the fthrow perfectly is about as difficult as perfectly DI-ing Fox/Jiggs' uthrow, which top 5 Melee players fail all the time.
He could do it in 3.0 as well. It had fairly niche uses because of how late into the animation he could JC; so niche in fact that removing it hardly made him any worse at all.I learned the other day that in the version prior to when I picked up DK, he could jump cancel his dash attack on the ground
What a beast he must've been
Like omfg, Ike with a touch-of-death grab.
Personal experience is all I have to go on, due to my inability to find the frame data for either throw. I just personally get the DI for both of them with similar consistency.I find Marth's f-throw significantly easier to DI than Fox's up throw. What are you basing this off of?
i thought the same thing at first but i'm occasionally finding myself using QD now to cover chunks of stage to quickly establish positioning. that said i dont actually attack out of it, it's usually just a WD reset and then i look for something to react to. not sure if this is correct or not though.& yeah I agree, QD is best used as a punishment extending tool. Using it in neutral vs good players is usually a death sentence.
1. My bad1. not me playing
2. he didn't need to read the shield - that grab (if properly timed, which this one wasn't) beats literally anything Bowser can do on wakeup. Though unlikely, it's possible that the upB may have caught the grab during its iframes (and otherwise accomplished nothing other than maybe a retreat to the ledge), but that's only because the marth walked across the entire stage and was thus a couple frames late.
3. Even if the Fthrow was DI'd perfectly, Marth would have a very easy edgeguard
4. DI-ing the fthrow perfectly is about as difficult as perfectly DI-ing Fox/Jiggs' uthrow, which top 5 Melee players fail all the time.
5. Not sure if you noticed that standing grab range vs the tip of Bowser's nose (which is actually quite a bit reduced when Bowser is shielding, due to the posture change).
Yeah that's fine too, it's like a temporary falcon dash.i thought the same thing at first but i'm occasionally finding myself using QD now to cover chunks of stage to quickly establish positioning. that said i dont actually attack out of it, it's usually just a WD reset and then i look for something to react to. not sure if this is correct or not though.
Marth's grab game isn't really comparable to Ganon's dthrow game. Giving Marth anything close would break the **** out of him.It's funny how great Marth's grab range is,look at Ganon and Falcon,great throws with bad grab range.Not Marth,he gets both.
Uh, it would, if upB's range was anywhere near the range of Marth's grab. Also, again, in the gif posted, it's only a remotely feasible option because the Marth chose to slowly walk across the entire stage rather than getting the guaranteed grab during Bowser's wakeup vulnerability.1. My bad
2. Grab vs wake up upB will at least trade (still better than nothing)
Obviously, if the Marth lets you do that.Retreat to the ledge is not a bad deal compared to getting hit again
This may or may not be true. I think Marth actually has guaranteed flowchart edgeguards against Bowser, mostly due to how his hugely disjointed dair interacts with Bowser's highly linear/slow recovery; but it's possible that Bowser has nonreactable mixups. In practice so far, the latter is true, but there's not a ton of Marth players that know the matchup.Marth would have an edgeguard situation sure, so you get a chance to recover, it's not quite as bad as you make it out to be. There are plenty of interactions where you can potentially trick him, you're likely gonna eat % but it doesn't have to be fatal.
Again, the range from which he grabs has to be taken into consideration here. The throw itself is a bit slower, but it's effectively impossible to see coming (largely because of Bowser's huge hurtbox), therefore any DI has to be completely on reaction, which is simply not always feasible.Correct me if I'm wrong but that fthrow animation was not that fast, Bowser being as fat as he is actually makes Marth's throws easier to DI on reaction. This was really slow compared to say Jiggs upthrowing a Fox
I don't see why it wouldn't be correct. If you can safely take stage positioning, why wouldn't you? QD->WD is both faster than simply running in, and probably safer because it can threaten QDA/JCGrab mixups.i thought the same thing at first but i'm occasionally finding myself using QD now to cover chunks of stage to quickly establish positioning. that said i dont actually attack out of it, it's usually just a WD reset and then i look for something to react to. not sure if this is correct or not though.
That's my solution I'm currently thinking about; it's the treatment a lot of characters' moves and throws got going into 3.5 anyway- turn down BKB a bunch, turn up KBG a bunch. I actually think at 0 it should have low enough hitstun to link into a jab at best (20 frames hitstun) if you're frame perfect. It would force you to uthrow if you wanted any kind of decent follow-up, which has a lower angle that more dramatically limits his follow-up options.PMDT should just do to ROB what they did to Ness and increase KBG of dthrow. But they probably shouldn't do what they did to Ness and not compensate the change somewhere.
Since this is a tier list speculation thread, I figure (if his up-b and grab problems were fixed) that Olimar would be either mid or high mid simply because of his punish game off of grab, his quick aerial kills, and hisability tooccasional luck with specific Pikmin ensuring a massive rack-up of damage.
*wrong thread*
he still has rng and side b is fine how it is. lets him rack up damage.Since this is a tier list speculation thread, I figure (if his up-b and grab problems were fixed) that Olimar would be either mid or high mid simply because of his punish game off of grab, his quick aerial kills, and hisability tooccasional luck with specific Pikmin ensuring a massive rack-up of damage.
...Add making Pikmin Throw a real projectile like purple Pikmin to him and I think he's high tier.
Olimar's still ridiculously slept on.
edit: since we're talking Ike right now, I think he's good. I don't think he's broken at all though, QD is like the only thing making him not just "a dude with a big sword"
instead, he's "a dude with a big sword that can occasionally go ZOOM"
This is the, uh, PM speculation thread bud.We just all need to be patient with the tiers and keep playing who we love. I stuck with Oli even after everyone said he was garbage, I played him 3DS day one and didn't stop and I still love him just as much (if not a whole lot more in the Wii U version).