4tlas
Smash Lord
- Joined
- Sep 30, 2014
- Messages
- 1,298
I think it may be easier to try and list Doubles characters by their relative strength to their Singles selves. Finding the traits that make a doubles character good is way easier than going through all the possible combinations.
Quick characters are flexible, and slow characters don't have to worry about faster footsies because opponents get zoned into them by the presence of 2 extra players. Huge hurtboxes are more likely to get accidentally hit by the teammate or extra opponent. Huge hitboxes are more likely to accidentally hit your teammate. Combo-centric characters can be interrupted. Characters with limited recovery options or recoveries that take forever (eg. Samus, Luigi) are either easily edgeguarded or leave their teammate vulnerable to a 2v1, respectively. Characters that are hard to kill due to weight or a good recovery can tank stocks. Characters with precise hitboxes, especially projectiles, can support a teammate very well. Characters with weak upairs/nairs can try to save teammates who can't reach the stage, and characters with weak projectiles can do so while zoning opponents from the ledge and without risking their own stock.
Some characters have multiple of these traits. Then of course you have some very specific strengths such as Rest, Bucket, PSI Magnet, Copy, Sing/Tranquilizer, and Transform. So obviously this gets very complicated quickly. Would it be a good idea to start with whether an individual character is improved, hampered, or unaffected by a doubles environment?
Quick characters are flexible, and slow characters don't have to worry about faster footsies because opponents get zoned into them by the presence of 2 extra players. Huge hurtboxes are more likely to get accidentally hit by the teammate or extra opponent. Huge hitboxes are more likely to accidentally hit your teammate. Combo-centric characters can be interrupted. Characters with limited recovery options or recoveries that take forever (eg. Samus, Luigi) are either easily edgeguarded or leave their teammate vulnerable to a 2v1, respectively. Characters that are hard to kill due to weight or a good recovery can tank stocks. Characters with precise hitboxes, especially projectiles, can support a teammate very well. Characters with weak upairs/nairs can try to save teammates who can't reach the stage, and characters with weak projectiles can do so while zoning opponents from the ledge and without risking their own stock.
Some characters have multiple of these traits. Then of course you have some very specific strengths such as Rest, Bucket, PSI Magnet, Copy, Sing/Tranquilizer, and Transform. So obviously this gets very complicated quickly. Would it be a good idea to start with whether an individual character is improved, hampered, or unaffected by a doubles environment?