I'm sorry what I meant was one of the better spreads. I think that there are very few characters that Ness solidly loses to.Ness does not have one of the best MU spreads. FE × STARFAX does, however.
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I'm sorry what I meant was one of the better spreads. I think that there are very few characters that Ness solidly loses to.Ness does not have one of the best MU spreads. FE × STARFAX does, however.
Nah. I think it's 55-45 D3. D3 can keep Ness out pretty well, and has a very easy time gimping him.and you don't think DDD is one of them?
I mean he's cool and balanced, doesn't mean being a slow heavy with a weird burst movement option isn't jank as hellEvery other time I see Ike brought up as jank I see nothing but Ike mains defending the opposite. lol
Who does he lose to? Maybe Sheik and Mewtwo....?Falco, while being the worst of the spacies, is still a spacie. He definitely like... loses 3 or 4 matchups now but hes still a top tier.
stuff.
Definitely not sheik. I think he has some trouble with wario, ivysaur, ddd, basically anyone who is a floaty character and can weave in/out of lasers (And can also edgeguard/gimp the **** out of him, but almost anyone can do that anyways)Who does he lose to? Maybe Sheik and Mewtwo....?
Aside from "lol recoveries suck therefore free gimps for Kirby" I don't see anything better in 3.5. >_>Kirby's even better than before...
Edit - Couldn't Kirby beat Falco? I could see it.
I think Wario vs Falco is even. It's very easy if they don't know the matchup, but becomes even when they do know it.Definitely not sheik. I think he has some trouble with wario, ivysaur, ddd, basically anyone who is a floaty character and can weave in/out of lasers (And can also edgeguard/gimp the **** out of him, but almost anyone can do that anyways)
Kirby was nerfed very minimally (I guess he did lose his dumb CG followups). Other people's recoveries being worse is really amazing as well as most of their stuff being nerfed.Aside from "lol recoveries suck therefore free gimps for Kirby" I don't see anything better in 3.5. >_>
Yeah, it's definitely a combination of him playing the MU wrong, and having an very poor neutral game and poor adaptability (in other words, big skill gap). He hardly used dair/nair in the neutral, didn't really DD at all, and his PKF usage seemed sporadic versus well placed. He failed to adapt to the fact that you DI'd every fair out making a follow up difficult or impossible, his recovery choices were super poor..I mean...you were charging jet hammer ON STAGE, WAITING. I know you can DI out of D3's d-throw so he can't regrab also. Just a lot of poor play, imo. Zero bait and punish. I just think you're a far better player and he has a lot of fine tuning to work on.I'm curious as to if you think octorok played this entirely wrong or the skill gap is too big between us.
Octo is no stranger to this MU either. we've played multiple times. I get free edgeguards and PK fire is no threat to me at all even if hits a waddle. this MU is so easy
also, the grab break still works, but its absolutely not % specific. you can do it at 0%
I said almost strictly better but yet.Yeah, it's definitely a combination of him playing the MU wrong, and having an very poor neutral game and poor adaptability (in other words, big skill gap). He hardly used dair/nair in the neutral, didn't really DD at all, and his PKF usage seemed sporadic versus well placed. He failed to adapt to the fact that you DI'd every fair out making a follow up difficult or impossible, his recovery choices were super poor..I mean...you were charging jet hammer ON STAGE, WAITING. I know you can DI out of D3's d-throw so he can't regrab also. Just a lot of poor play, imo. Zero bait and punish. I just think you're a far better player and he has a lot of fine tuning to work on.
@ Player -0 Yeah, dtilt is super good, but it doesn't hit behind like jab 1 does, and of course, doesn't jab reset either. Just different moves.
Well there's more to it than just matchup exp or player skill. Some players play with certain styles that just get countered either by particular characters or by other players. This is especially common in neutral but pinning down what the habits are causing it is pretty tough. Even if you are better than him and the matchup is disadvantageous, it's also possible the effects are compounded by thisI'm curious as to if you think octorok played this entirely wrong or the skill gap is too big between us.
Octo is no stranger to this MU either. we've played multiple times. I get free edgeguards and PK fire is no threat to me at all even if hits a waddle. this MU is so easy
also, the grab break still works, but its absolutely not % specific. you can do it at 0%
fullscreen 50/50sYeah maybe they should shield the QD attack**** what if he grabs
Oh i know just get onto a platform to avoid itwait i forgot he can jump
Or you (in particular) could press the B buttonYeah maybe they should shield the QD attack**** what if he grabs
Oh i know just get onto a platform to avoid itwait i forgot he can jump
Well there's more to it than just matchup exp or player skill. Some players play with certain styles that just get countered either by particular characters or by other players. This is especially common in neutral but pinning down what the habits are causing it is pretty tough. Even if you are better than him and the matchup is disadvantageous, it's also possible the effects are compounded by this
Lunchables isn't the one who suggested it. This is the first post (at least in this thread, I think) to suggest that.When the response to Ike charging QD when you can actually do something about it is always "Run towards him and slap him in his stupid face" it really doesn't have too many mixups.
QD expands Ike's punish range, it doesn't do anything for his approach. <- Ike 101
The best way to nerf it if y'all really want is to remove QD attack entirely, or nerf it harder than it was in 3.5. Suddenly all of Ike's non-grab punishes are aerials a.k.a "Expose sternum for punish"
tl;dr QD doesn't really force a 50/50 b/w shielding (and getting grabbed) or not, it has way more interaction than is being implied her, can be stuffed relatively painlessly by most of the cast and severely patches up a lot of holes in Ike's game. Try not to hot-button nerf one of the coolest things about this game (and yes I mean that.)
If that's a problem you could make it aerial only. JC grab/upsmash etc. only available on ground, and QD attack only available in air. Don't think it'd be a problem though.Well, I think it's a great idea. The only issue is that it may hurt Ike's recovery a bit harshly (so guess I'm leaning on just making QD attack rather bad), but it's a far better trade then most ideas I've seen on here.
Laser (much like ROB in general) loses to jumps unless you read the jump. Hitting him loses to variable QD timing (it's not lime you can react to the release of the charge), wd back, grab armor if timed right, and trades at best with the QD attack? Lmao the solutions are not as straight forward as you pretend they areOr you (in particular) could press the B button
Or you know would you just
Freaking
Hit him
Why not just make shine less broken?That is all true. But when I said weaken their damage output, I meant close to halving (if not that), to compensate for their outstanding neutral (and Fox's gimping ability).
Halving their damage output would be simply overkill IMO. You'd then have them with smashes that like, do 9% etc.That is all true. But when I said weaken their damage output, I meant close to halving (if not that), to compensate for their outstanding neutral/pressure/punish game (and Fox's gimping ability).
I also have an unrelated question. Since Lunchables has been posting some pretty good tier lists for awhile, I've been wondering why I never see that much discussion about them?
Its more an issue that he has both IMO. Fox (and Falco) are sort of unique IMO in that they have an amazing camp game -and- and amazing approach where most characters really only have one or the other. It in essence allows them to engage and disengage somewhat freely which in turn leads to their dominating neutral.Way I see it, Fox shouldn't have lasers at all. Why give a character a tool that makes it so they dont have to approach at all on top of everything else he already has?
Shine's a whole other problem too
Then it wouldn't need to be halved if that's too much. Just some % where they're weakened just enough to be left alone, you know?Halving their damage output would be simply overkill IMO. You'd then have them with smashes that like, do 9% etc.
How many characters actually have unwinnable MU's?A lot of characters legitimately lose the matchup to spacies, it's not just an issue of "rising to the challenge" when your opponent has an advantage over you by virtue of character selection. Some characters like Roy handle them really well, but many of the newfound PM characters lose to at least one of them and some of them lose to both.
1- Every single fighting game has tiers. 2- that's why secondaries exist. 3- There are quite a few Melee low-tier mains who do just that despite their character being garbage.it's not just an issue of "rising to the challenge" when your opponent has an advantage over you by virtue of character selection.
I think it'd be a worthy play-testing experiment, but it doesn't really solve the core issue they have in terms of when they land a hit on top of their ease of controlling how they get in hits. Like, unless as you said you essentially nerf their damage to the ground, they would still have the tools to crack open an opponent's defenses or raw mobility to punish things (and even force a move on the opponent's part via lasers) to the point that landing a few more hits would be a bit trivial, hell maybe even easier since less damage means the opponents are carried closer to them for combo purposes.Then it wouldn't need to be halved if that's too much. Just some % where they're weakened just enough to be left alone, you know?
Melee players CANNOT change the inherent problems Fox has. There are no updates in Melee. PM, on the other hand, can fix their problems.I'm just asking because I like the challenge (most of my opponents play spacies), and I like being able to have my Melee skill transfer on the rare occasions that I play Fox and Falco in PM. Of course they can change it, but tbh I'd probably drop them if they were redesigned. Personally I'd feel like they were dumbing down the game and ruining my favorite characters. Melee players handle them just fine; I suppose I fail to see why PM players can't just rise to their challenges instead of trying to get them removed.
Pretty much everyone has bad matchups with Marth and Fox in 3.5 at this pointMelee players CANNOT change the inherent problems Fox has. There are no updates in Melee. PM, on the other hand, can fix their problems.
And as I said, I don't want Fox completely reworked, but if the PMDT is really trying to make a balanced game, then leaving spacies the same just for the sake of keeping Melee players happy and having non-spacy mains have to "rise to the challenge" is counter-productive.
As a Wario main, I wish more characters had a comparable level of balance to my main. Wario has very well defined strengths and weaknesses.
On one hand, he has pretty good combos, a good grab game, some nice mix-ups, solid kill options, and he has top tier air mobility.
On the other hand, he is very easily gimped, he has poor range on most of his moves, he is at a pretty horrible weight because IMO he is combo food. His biggest problem, however, is that he has 2 polarizing matchups (Fox and Marth) that he are borderline unwinnable.
Despite the horrid matchups, I think Wario's balance is good (and this is reflected in the population's opinion of him as well)
I don't think it is unreasonable to want for a game that patches to make other characters like Fox similarly balanced.
You know, keep the strengths, but accentuate their weaknesses?