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I thought complaining about the characters that fraud alerted you in tourney was the custom in this thread?When pm players whine about Luigi
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Best damn read ever.I was saving this for the day that Fox needed to be removed, but I'll go ahead and use it for Luigi...
You take Luigi and replace him with a Penguin named Carl.
Carl still wears the Green Hat and Overalls, but he is obviously not a Mario Bro. He is also not a Carl Bro: him being a Carl Bro would normally be a logical conclusion to arrive at but you mustn't forget that Carl is a Penguin.
His moveset would involve arctic ice/water, slipperiness, Penguin beak attacks, Penguin flight (fictional Penguins can fly, everybody knows that), and ofc Salmon Slaps.
He proudly does not end up using his feet directly for attacks, in an effort to spare the humility of being forced into "Happy Feet" references and garbage memes.
He can break shields in any 2 hits, he cannot be grabbed (blame BP oil slick), he has the longest wavedash (surprisingly not oil slick related, but old fashioned KY Jelly), and he shoots ice cubes for a projectile. Mods where you replace the ice cube texture with the face of Ice Cube are strictly encouraged, and any setup caught using default ice cube texture is banned for being scrubby.
I'd ask for your comments and opinions, but I'm way better than most of you Serf Monglers anyways so I'm just posting it to discourage anyone else from attempting to create a character as good as I can.
The character itself, is playable and can win in most situations. The issue is there is very little incentive for anyone to play them when there are characters in the game that are better than them at pretty much everything. Aside from Fox, I would say there are at least 3 characters that have better punish, neutral, defensive, and recovery options, and there is a plethora of characters that do some of these slightly worse, but are much stronger in other areas. Maybe when 3.6 drops someone will win a ~50 player tournament with them, and people will say we've been underrating them all this time, but without some changes, I doubt we'll ever see an ICs main make top 5 at a major.Maybe it'll get fixed in 3.6. Do they get wrecked by anything else?
If you want bowser to have a lot more medium armor frames then the PMDT is gonna have to alter the color overlay from blue.IDK how I missed this part of the post, but I'll never miss an opportunity to babble about Browser.
You're essentially right about the types of MUs that tend to be troublesome, though projectiles are much less threatening overall than they were last patch due to dash attack's intangibility (as far as I know, the single biggest buff he's ever gotten). Toon Link is far from his worst in my experience, though. Ganondorf, ROB, and GnW, are IMO by far his worst MUs, and I typically switch off to other characters against any of those - but many others are still worse than Tink.
Armor on the Klaw is pretty silly - it just needlessly adds complexity to the opponent's mental model of how Bowser works. It's incredibly unintuitive, as the very core rock-paper-scissors model of basically all fighting games including Smash bros is Attack > Grab > Shield > Attack. Armor on a grab just confuses and frustrates uninformed opponents without actually providing Bowser any benefit whatsoever at high level. I would vastly prefer if the armor were removed from the grounded Klaw entirely, the attack made substantially faster, and the decision between Klaw and standing grab be based on other factors (such as endlag, potential followups, sliding distance on the standing grab, etc) than startup speed.
Unintuitive mechanics like armor on the Klaw, and too much armor on the nair and dash attack, are the types of things that alienate, frustrate, and confuse the hell out of new players looking to pick up PM, particularly if they come from Melee backgrounds. To my understanding, one of the most basic concepts of game design is that you want low complexity (ie. 'easy to learn') but high depth ('hard to master') at pretty much every level of the game - level design, controls, character balance, whatever. The PMDT has done amazing work in implementing this for most characters, so Bowser kinda sticks out like a sore thumb in that regard because he's incredibly high complexity (hard to learn) and low depth (easy to master) in terms of decision making (though his tech is still stupid hard). His matchup is incredibly hard to learn at low levels, but basically a complete joke at high levels, barring some of his attacks which are simply broken as hell and manage to sort of carry him.
At low level, in addition to all the other stuff that you have to learn in every matchup (spacing/move speed/combo DI/etc), you have to know/do all of the following:
- Yes, Bowser's dash attack goes through basically anything
- That there are 4 levels of armor
- The rough amount of kB that will break through each armor breakpoint
- Which moves have how much armor, see:
- Bowser's ledge jump is very safe (4 frames) and lets him do a lot of stuff that isn't available to any other character
- Bowser's ledge attack is ludicrously huge, covering more than half of a lot of stages
- Get used to the command grab from the air. While it basically never works at high level, getting used to this is near-impossible for low level players
- Get used to dealing with Flame Cancel
- Get used to having far fewer safe-on-shield options due to upB
- Get used to getting naired out of a lot of combos that work on basically every other character
- Learn to DI the Koopa Klaw
- Learn to edgeguard against upB's ridiculous aerial hitboxes (I often get aerial upB -> grounded upb -> fortresshog -> ledge attack or fair or nair -> edgeguard to death combos from this)
- Learn to deal with Bowser's ridiculously strong/long ranged options from fullhop -> perfect waveland across platform -> fastfall
...And so forth. My point is that Bowser is well beyond OP at some levels of play - he's completely unintelligible. That doesn't really mean he's 'good' at high level play where his matchup is theoretically understood, but the above list is just not at all a reasonable burden of knowledge for most players. Pretty much all of this stuff is currently necessary for Bowser to compete at all at high level play, but, again, it's all bandaid stuff. I'd much prefer if the armor list looked more like this, and Bowser given appropriate buffs to compensate - and he were therefore made simpler and deeper.
Notice how much easier/more intuitive the bottom list is to memorize. There's only one 'heavy' armored move, the smashes are all in the same category, nair is still a wrecking ball, but not that much of an outlier, and everything else is simply light, and therefore not a huge frustrating dealbreaker if the opponent manages to forget about it.
Not necessarily saying that's the exact changes I want to the armor system, but it's pretty close, and a huge step in the right direction imo.
The **** are you doing trying to armor through projectiles with fsmash/nair foromggggg but if they take medium armor I can't spam through projectiles and ignore enemy hits anymore
**** you daft, I asked for this months ago and you guys said it was stupidIf you want bowser to have a lot more medium armor frames then the PMDT is gonna have to alter the color overlay from blue.
Which means they should probably take all medium armor off squirtle finally
amplifying my sw4gThe **** are you doing trying to armor through projectiles with fsmash/nair for
Stop that, trying to swag with squirtle just gets you killedamplifying my sw4g
I wasn't a part of that conversation**** you daft, I asked for this months ago and you guys said it was stupid
Go download my squirtle pac on slack and play it and love the lack of medium armor on things that arent dsmash and nairI wasn't a part of that conversation
I've been advocating for the removal of armor longer than anyone, back when 3.0 dropped even.
Since when? Marth vs Luigi has always been a joke.It's common knowledge that swords have a hard time hitting luigi
Let me sum up what I believe is the sentiment behind this. If luigi wasn't like that in melee, he would have been dejanked into the ground in 3.5. I'm always salty when the melee characters get a free pass from the design and balance goals.When pm players whine about Luigi
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so you only removed armor from F-smash?Go download my squirtle pac on slack and play it and love the lack of medium armor on things that arent dsmash and nair
So is luigi fox tier yet
I just havent gotten to it yet, didnt intentionally leave them that way. though for nair I could see leaving light armor and giving it a bit more disjoint so that it still does the gimping job stuffs. I'll probably do it here in the next hour or so after I finish messing with the smash 3 peopleso you only removed armor from F-smash?
Nair could so simply not have armor by having just a tiny bit of disjoint, where it has literally none right now.
D-smash could have less endlag and therefore be less of a commitment and then armor has absolutely no reason to be there.
I understand where you're coming from, but let's look at the highest rated character that didn't get a "Because Melee Pass", and examine the result.@ Foo
"If Luigi wasn't like that in PM..."
I assume you mean Melee here. This sentiment is very frustrating and something we will have to deal with. Its even worse when certain playstyles can't be given the proper tools to compete because they weren't like that in Melee and its "too janky".
I didn't think this was news to anyone.i think luigi beats roytexas dont hurt me
For every pm player that has a reasonable complaint on characters with janky grab boxes and weird invincibility frames where they don't belong, there's that guy who attributes it to whining.When pm players whine about Luigi
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Because Luigi actually suffers from poor position due to having bad aerial mobility and no burst movement to avoid jugglingLUNCHABLES WHY AREN'T YOU COMPLAINING ABOUT LUIGI, TOO
Oh yeah, ROB players hate being put into the air, like every characterYou've got this weird thing in your head where you seem to think ROB players don't mind being knocked into the air
It's still a bad position for him, even if it's less bad than most other characters
I never played vs. Dong, where'd you hear this?Kind of surprised Lunchables lost to dong. I didn't watch anything yet, but I use Tink against most Luigi's I face and find it to be pretty simple.
That's not totally true, not every other character takes 80% in the air, and ROB's boost options while airborne can be covered depending on how he gets there
Well to be fair everything in the game CAN be covered, but how easily things are covered or how reasonable the timing is is a different story.That's not totally true, not every other character takes 80% in the air, and ROB's boost options while airborne can be covered depending on how he gets there
Having a high shield pushback also keeps lots of his own moves safe on block like dtilt for instance. its a nerf in cases but it can still act as a buff depending on how you look at it.Luigi has slowly been buffed over... maybe almost every patch? The power creep is real here.
Side b has gotten really good with chargable misfires, invincibility, and the "WOW @ THAT" grab box. But it's still pretty punishable. If more people played Luigi we'd know how to counterplay him better.
He still suffers from:
Shield pushback that means way too much stuff is safe on block
Terrible aerial mobility
Predictable recovery
Low range, so he's not hard to box out
are the vids on YT? I haven't seen oracle playing ROB in awhile so I'm curiousEverytime Dong got Oracle in the air he did at least 60%
Why are you filling GnW's bucket? Why does dair combo into knee? Why does knee combo into knee? These are the questions that keep me awake at night.
He actually remained relatively untouched throughout the updates. Most of his changes are down b and up changes (the distance they go, not power). In 2.6, his up b had less landing lag than it does now, and down b had less end lag, and 3.0 retained both moves. His mobility both ground and air were the same as they are now (dash dance, wavedash distance, wavescuttle, platform movement, etc). The only real difference I can think of off the top of my head was his dtilt, which popped them up like in melee. In 3.0, his up b didn't go as high, and his dtilt became a 15% mr saturn (except not as much shield damage, but still a considerable amount). Side b sweetspot was always the same throughout every version thus far (at least 2.5 and up; I have no experience with anything before).Luigi has slowly been buffed over... maybe almost every patch? The power creep is real here.
Side b has gotten really good with chargable misfires, invincibility, and the "WOW @ THAT" grab box. But it's still pretty punishable. If more people played Luigi we'd know how to counterplay him better.
He still suffers from:
Shield pushback that means way too much stuff is safe on block
Terrible aerial mobility
Predictable recovery
Low range, so he's not hard to box out