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Tier List Speculation

NyTR0

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No, bro. I don't want to be the ****hole to burst bubbles but sonic in no way, shape or form loses to Olimar. Like, no. If you're playing Olimar against Sonic you're better off unplugging the controller. Just down b itself kills the pikmin before they even start doing damage on you. It's a nice thought bro but that's the way it is. "I've beaten so many Sonic's with Olimar." They're bad, they SD'd 3 stocks or you went against a toddler.
 

steelguttey

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No, bro. I don't want to be the ****hole to burst bubbles but sonic in no way, shape or form loses to Olimar. Like, no. If you're playing Olimar against Sonic you're better off unplugging the controller. Just down b itself kills the pikmin before they even start doing damage on you. It's a nice thought bro but that's the way it is. "I've beaten so many Sonic's with Olimar." They're bad, they SD'd 3 stocks or you went against a toddler.
DUDE SICK ARGUMENT I REALLY UNDERSTOOD YOUR POINTS TALKING ABOUT THE GAME HAHAHA YOU GOT ME THERE!!!!

that was so poorly written that you couldve summarized it in a sentence like come on man
 
D

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PMDT please take note - the loss to WGS is confirmed basically entirely because of how wildly unintuitive Bowser is to play against.

Yes, I'm on my honeymoon. She isn't awake yet. Shut up.
you must have been pretty good then lol

@ Ripple Ripple - viability and subsequently tiers are based off of who the player base is mostly likely to lose to. since you keep winning with DDD, there's no way we can say he's low tier yet.

that said, this early into the game, a lot of characters arent developed yet. it should be sort of pre-determined and mutually understood that we think certain characters are better than other based on experiences and seeing other people do well. tons of characters arent developed at this point so our guesses really are "speculation".
 
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robosteven

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Every color Pikmin except whites can kill Puff, therefore all of his aerials (except nair) and smashes can kill her. If you wall correctly, Puff's bair doesn't matter.

All Olimar has to do in most matchups in order to win is camp hard. Ike has to approach against Olimar. Pikmin Throw, similar to Falcon, "forces" him to approach. Side-b will be the typical approach option and, while it has mixup options, Olimar can stuff them out with another side-b, grab, or whatever. Plus, he's perfect combo weight for Olimar. Yeah, nair gets Pikmin off of Ike, but oh wait Olimar has more moves that are pretty damn good for fighting Ike. Like, I dunno, nair to anything. It's on par with fighting Falcon, it's just that Falcon gets punished harder because of booty-buttcheeks recovery and combo weight.

All of the things you mentioned Falcon being unable to do in the Olimar matchup are silly because a smart Falcon player won't do them. Nairing smart in neutral against Olimar still works, dashdance is still useable even with a Pikmin on you, and, just to reiterate what apparently isn't getting through, side-b isn't as amazing as you seem to think it is. It's good, but it's in no way "singlehandedly makes the Falcon matchup 70-30 aka unwinnable" good.

And besides, none of this even matters because tier lists are based on high-level matchup experience and nobody plays Olimar at high-level because high-level players typically have the brain capacity to pick another character.

edit: wow dank ****posting you sure showed him
 
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steelguttey

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Every color Pikmin except whites can kill Puff, therefore all of his aerials (except nair) and smashes can kill her. If you wall correctly, Puff's bair doesn't matter.

All Olimar has to do in most matchups in order to win is camp hard. Ike has to approach against Olimar. Pikmin Throw, similar to Falcon, "forces" him to approach. Side-b will be the typical approach option and, while it has mixup options, Olimar can stuff them out with another side-b, grab, or whatever. Plus, he's perfect combo weight for Olimar. Yeah, nair gets Pikmin off of Ike, but oh wait Olimar has more moves that are pretty damn good for fighting Ike. Like, I dunno, nair to anything. It's on par with fighting Falcon, it's just that Falcon gets punished harder because of booty-buttcheeks recovery and combo weight.

All of the things you mentioned Falcon being unable to do in the Olimar matchup are silly because a smart Falcon player won't do them. Nairing in neutral against Olimar still works, dashdance is still useable even with a Pikmin on you, and, just to reiterate what apparently isn't getting through, side-b isn't as amazing as you seem to think it is. It's good, but it's in no way "singlehandedly makes the Falcon matchup 70-30 aka unwinnable" good.

And besides, none of this even matters because tier lists are based on high-level matchup experience and nobody plays Olimar at high-level because high-level players typically have the brain capacity to pick another character.

edit: wow dank ****posting you sure showed him
ok first of all you really dont understand what ****posting is. ****posting is talking about something that has nothing to do with the topic at hand or the game at all. for example, even though i giggle like an idiot every time i read them, 90% of @DMG 's posts.

anyway, yellows wont kill a puff player because how good they are at di but yes, the other 3 pikmin will kill. but my problem with the matchup, even though i think its even now, is that its so dependant on fair and forces you to play boring. whatever maybe i like to go fast

please for the love of god back up your gokddamn claims. you just said 4 different things about falcon but you didnt say anything on why those things are true. i never said he loses becsuse of side b alone, he loses because how much oli can limit his options and punish him for doing falcon things.

its also all in theory, and we arent talking about an imaginary player that is a total ***** snd decides to drop a character because they look at the chsngelist and not the character but most oli players are like that anyway so who cares lol
 
D

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I am but 1 man
the players define the tier list on tournament day, not at their computers on a monday. you're the only real top DDD player, and therefore the best indication of what the character can do. it's an achievement held by few, so good ****.
 
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robosteven

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please for the love of god back up your gokddamn claims. you just said 4 different things about falcon but you didnt say anything on why those things are true. i never said he loses becsuse of side b alone, he loses because how much oli can limit his options and punish him for doing falcon things
...with side-b. My claims are just about as backed-up as yours, Steel. Y'know, not really at all. Mostly because I figure anybody reading and seriously looking into formulating some kind of tier list would understand how certain characters work and why, and Falcon stands pretty high on that list.

My issue isn't with Falcon being in Oli's favor, it's the 70-30. In most fighting games, that's deemed an unwinnable matchup, which is straight up wrong for this matchup.

its also all in theory, and we arent talking about an imaginary player that is a total ***** snd decides to drop a character because they look at the chsngelist and not the character but most oli players are like that anyway so who cares lol
yeah no **** good going bucko

I just

I think there's a pretty good reason why Olimar doesn't have much representation at high level. Maybe I'm wrong, but I really doubt it.
 

steelguttey

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...with side-b. My claims are just about as backed-up as yours, Steel. Y'know, not really at all. Mostly because I figure anybody reading and seriously looking into formulating some kind of tier list would understand how certain characters work and why, and Falcon stands pretty high on that list.

My issue isn't with Falcon being in Oli's favor, it's the 70-30. In most fighting games, that's deemed an unwinnable matchup, which is straight up wrong for this matchup.


yeah no **** good going bucko

I just

I think there's a pretty good reason why Olimar doesn't have much representation at high level. Maybe I'm wrong, but I really doubt it.
there has been soooo many examples of low tiers beating high tiers in fighting games. it really isnt shocking. i understand how falcon wrks and i understand how oli works. and how oli works, while bad in alot of matchups, works perfectly to make falcon's life worse. he cant dash dance with a pikmin on him, he cant approach with aerials because olimar's options cover his short hop trajectory.

70-30 is not unwinnable, just highly in the first characters favor. 80-20 is unwinnable, if anything.

ivysaur doesnt have alot of representation. sonic doesnt. ganon doesnt. pika didnt before yesterday. wario doesnt. it doesnt really meam anything at all
 

steelguttey

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You're right. Here's a better one.
Sonic's down b. Don't play Olimar.
it does nt kill pikmin unless each hit does 14%

its the same thing as you throwing out an aerial to get them off. i can punish you for doing it or throw another pikmin and reset until its in my favor and i can punish
 

PlateProp

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there has been soooo many examples of low tiers beating high tiers in fighting games. it really isnt shocking. i understand how falcon wrks and i understand how oli works. and how oli works, while bad in alot of matchups, works perfectly to make falcon's life worse. he cant dash dance with a pikmin on him, he cant approach with aerials because olimar's options cover his short hop trajectory.

70-30 is not unwinnable, just highly in the first characters favor. 80-20 is unwinnable, if anything.

ivysaur doesnt have alot of representation. sonic doesnt. ganon doesnt. pika didnt before yesterday. wario doesnt. it doesnt really meam anything at all
Anther's been the top PM pika forever dude
 

Hylian

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Went to Shuffle archives on twitch to watch fumbles.

Holy crap he's so much better than the last time I watched him. He's actually invincible ledge dashing now, doing tighter DD desyncs(which kind of makes me think he played brawl), and just overall doing a lot of stuff I was disappointed to not see him utilize before. He looks clearly better than me atm, I'm happy he's upped his game.

Edit: Watched more and I take it back about looking clearly better lol(first impression was off one stock), but I'm glad he's exploring options he didn't previously.
 
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NyTR0

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it does nt kill pikmin unless each hit does 14%

its the same thing as you throwing out an aerial to get them off. i can punish you for doing it or throw another pikmin and reset until its in my favor and i can punish
Okay. Say you do get the pikmin on Sonic. I've played against Olimar enough to know this considering one of the guys from my crew has Olimar as a secondary. You get the pikmin on me but I know for a fact that it doesn't stop sonic in his tracks. Sonic can act out of his down b possibly get either the same or even more damage on Olimar than what you did to him. This is especially true with his side b since he can JC grab out of it and cc'ing won't help cause then you're risking sonic dragging you off stage with less pikmin that what you need to recover. Sonic has the mobility to just jump over the pikmin and can possibly just take the pikmins damage but in return combo olimar like crazy. By the time Olimar can do anything to retaliate, Knuckles is gonna be released and Olimar has a new recovery. I'm telling you, this isn't a hard matchup at all. Especially considering Olimars S tier recovery.
 
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steelguttey

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Okay. Say you do get the pikmin on Sonic. I've played against Olimar enough to know this considering one of the guys from my crew has Olimar as a secondary. You get the pikmin on me but I know for a fact that it doesn't stop sonic in his tracks. Sonic can act out of his down b possibly get either the same or even more damage on Olimar than what you did to him. This is especially true with his side b since he can JC grab out of it and cc'ing won't help cause then you're risking sonic dragging you off stage with less pikmin that what you need to recover. Sonic has the mobility to just jump over the pikmin and can possibly just take the pikmins damage but in return combo olimar like crazy. By the time Olimar can do anything to retaliate, Knuckles is gonna be released and Olimar has a new recovery. I'm telling you, this isn't a hard matchup at all. Especially considering Olimars S tier recovery.
it doesnt stop sonic but it stops him from dashdancing or doing yhings that aremt putting out s hitbox. it doesnt matter that you can jc it because you have a choice between getting pivot grabbed or if you wavedash and reset it you just get another pikmin on you. to be fair i havemt played the matchup enough to know so it all really theory. really wish an oli player that okayed against a sonic of equal skill was here to talk about this but both characters run few and thin
 

Ningildo

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@ NyTR0 NyTR0
Got any vids to show what you mean? Granted, 90% of mu discussion here is based on theory, but I'd like to see what you mean by Oli getting punished for Pikmin Toss as Sonic Down B's. Pikmin Toss is fairly safe to use in neutral due low endlag and I don't see it being able to get punished easily. Sonic's Down B is fast, but to the point where it can be charged be used to punish Pikmin Toss on reaction?

I checked frame data and if it is correct (or I'm reading it properly 9.9) it says Down-B can start moving at frame 11. If you're charging it while in neutral, then depending on where both characters are, you CAN punish Pikmin Toss (IASA frame is 25). Punishing it while Oli is doing it doesn't seem plausible, especially if he Pikmin Slides away (Pikmin Toss > Waveland) to keep his distance.

I personally think that this is pretty even (might be 55-45 in either way) because while Sonic has all the speed in the world to DD to bait and punish, he still has to respect Fsmash, Pivot grab and can't always punish Pikmin Slide. Both characters juggle each other pretty hard, but Oli has aerial kill moves (Purple Up Air, among others) so he can convert into a kill easier then Sonic, who seems to be reliant on star KO's and gimps for his kills. Edgeguarding Oli is ez, especially with possible spring trolls to boot. But Fsmash is god like at edgeguarding Sonic and a poorly timed Up B to recover low can get Sonic Daired.

It feels even from the few matches I played against Sonic, but maybe my scene is bad, my opponent was bad, I was a bit better then my opponent, [insert other variable that sways the outcome of an mu here], etc. Feel free to point out flaws and mistakes in my reasoning politely.
 

steelguttey

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well its the only way we can talk about olimar where people that dont play him are asking for buffs
 

PlateProp

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well its the only way we can talk about olimar where people that dont play him are asking for buffs
I still want nerfs

No usmash > usmash anymore pls, it's basically like utilt combos for other characters but for smash damage ;~;
 
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Ningildo

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It's not a thing except at low percents and even then only against characters like Roy. Others can just fall and tech before they get hit by another one (Spacies) at that percent range and floatier characters can DI away or if they can't float away, but get out of hitstun before IASA frames of Oli's Up Smash (which is something like 43 or something) they can Nair or something similar.

Up Smash is an amazing anti air against those above you, but it doesn't combo into itself like 3.0 anymore.

Edit: It does let you go into auto Up Air juggle mode against a lot of characters (percents vary though), but the point stands. Leave Up Smash alone, we need it to remind people that going above Olimar is a dumb idea and to start juggles 9.9
 
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PlateProp

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It's not a thing except at low percents and even then only against characters like Roy. Others can just fall and tech before they get hit by another one (Spacies) at that percent range and floatier characters can DI away or if they can't float away, but get out of hitstun before IASA frames of Oli's Up Smash (which is something like 43 or something) they can Nair or something similar.

Up Smash is an amazing anti air against those above you, but it doesn't combo into itself like 3.0 anymore.

Edit: It does let you go into auto Up Air juggle mode against a lot of characters (percents vary though), but the point stands. Leave Up Smash alone, we need it to remind people that going above Olimar is a dumb idea and to start juggles 9.9
It's not a real update if olimar isint nerfed
 

PlateProp

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Go back to whining about Melee tops.
I guess I touched a nerve on that one kek

Olimar players still confirmed scrub tier at **** posting

When are sonic players gonna start abusing jc side b into jc side b so that no one can ever catch them
 

NyTR0

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@ NyTR0 NyTR0
Got any vids to show what you mean? Granted, 90% of mu discussion here is based on theory, but I'd like to see what you mean by Oli getting punished for Pikmin Toss as Sonic Down B's. Pikmin Toss is fairly safe to use in neutral due low endlag and I don't see it being able to get punished easily. Sonic's Down B is fast, but to the point where it can be charged be used to punish Pikmin Toss on reaction?

I checked frame data and if it is correct (or I'm reading it properly 9.9) it says Down-B can start moving at frame 11. If you're charging it while in neutral, then depending on where both characters are, you CAN punish Pikmin Toss (IASA frame is 25). Punishing it while Oli is doing it doesn't seem plausible, especially if he Pikmin Slides away (Pikmin Toss > Waveland) to keep his distance.

I personally think that this is pretty even (might be 55-45 in either way) because while Sonic has all the speed in the world to DD to bait and punish, he still has to respect Fsmash, Pivot grab and can't always punish Pikmin Slide. Both characters juggle each other pretty hard, but Oli has aerial kill moves (Purple Up Air, among others) so he can convert into a kill easier then Sonic, who seems to be reliant on star KO's and gimps for his kills. Edgeguarding Oli is ez, especially with possible spring trolls to boot. But Fsmash is god like at edgeguarding Sonic and a poorly timed Up B to recover low can get Sonic Daired.

It feels even from the few matches I played against Sonic, but maybe my scene is bad, my opponent was bad, I was a bit better then my opponent, [insert other variable that sways the outcome of an mu here], etc. Feel free to point out flaws and mistakes in my reasoning politely.
The closest thing I have is a very very old replay I have on my SD card. It shows Olimar tossing out a Pikmin at me while I was in down b state. Sonic killed the pikmin off of him before it even did damage to him. From all that I'd gathered around my area and from a post on the Sonic thread it seems not many people have trouble against him as Sonic. Quite a few people believe that the mu is indeed in Sonic's favor. I've played against 2 Oli's (both of them being very good at him) and Sonic was the only character I was able to send them to the dump with.
 

steelguttey

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it still doesnt do anything but reset the situation. and no, it didnt kill the pikmin. it knocked the pikkmin off, but it totally didnt kill the pikmin unless you hit the pikmin befoer that because each hit of sonics down b does not do 8%. it doesnt matter what some people believe, bringing nameless people into this topic is pointless. what im saying is that you always have to be wary of pivot grab, pivot fsmash and purple side b and it makes the matchup even or 55-45 in either favor. it isnt as bad for oli as you think it is, really.
 

Ningildo

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Well, were the videos uploaded somewhere? Not to come off as rude, but making an mu sound like 70-30 or worse and then not having any videos to prove your point in practice doesn't make me inclined to take your word for it :(

Who were these two "very good" (as such an observation is relative) Olimars? Have they played the MU before? Have you only met once in bracket or otherwise played more then once? How old is the replay?

Just want to cross out mu inexperience as a factor so your claims sound a bit more plausible is all.

And charging down B mid neutral sounds good against Oli, but if one knows about how long Sonic can keep charging they can just Fsmash and force you to jump. Also, trying to mindgame with longer charge release timings will just lead to them taking stage control and/or getting close to make jumping out of Fsmash's way harder, if not impossible.
 

NyTR0

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Well, were the videos uploaded somewhere? Not to come off as rude, but making an mu sound like 70-30 or worse and then not having any videos to prove your point in practice doesn't make me inclined to take your word for it :(

Who were these two "very good" (as such an observation is relative) Olimars? Have they played the MU before? Have you only met once in bracket or otherwise played more then once? How old is the replay?

Just want to cross out mu inexperience as a factor so your claims sound a bit more plausible is all.

And charging down B mid neutral sounds good against Oli, but if one knows about how long Sonic can keep charging they can just Fsmash and force you to jump. Also, trying to mindgame with longer charge release timings will just lead to them taking stage control and/or getting close to make jumping out of Fsmash's way harder, if not impossible.
The replay is from like around decemberish.
The first Olimar player has gone against other Sonic's before since 2 people in his college group play sonic. The other is a friend of mine that I met like a month ago from my training partner. Also down b can be cancelled with shield. Both the charging and the moving.

One thing too, nooo. I don't think the match up to be that much in Sonics favor. Not at all. It's just a bit. I'm not trying to make Oli look bad, dude.
 
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NyTR0

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it still doesnt do anything but reset the situation. and no, it didnt kill the pikmin. it knocked the pikkmin off, but it totally didnt kill the pikmin unless you hit the pikmin befoer that because each hit of sonics down b does not do 8%. it doesnt matter what some people believe, bringing nameless people into this topic is pointless. what im saying is that you always have to be wary of pivot grab, pivot fsmash and purple side b and it makes the matchup even or 55-45 in either favor. it isnt as bad for oli as you think it is, really.
Actually just re-looked at the video and you are correct. It does knock it off. Thing is you have to depend on a purple pikmin but that factor isn't something that is set. That's if you even get a purple one and all that pikmin tossing to get a purple one is punishable. Also, as someone had mentioned, Sonic can take Oli off stage and even very deep down since he has a crazy vertical recovery. Until we see that Olimar change in 3.6 I don't think there's much to that mu. But honestly you're all saying this to the guy that actually believes anyone has a chance against anyone. That's the mindset I have. I think everyone has an equal chance in a fight. That's just me and it might seem silly.
 
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steelguttey

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Actually just re-looked at the video and you are correct. It does knock it off. Thing is you have to depend on a purple pikmin but that factor isn't something that is set. That's if you even get a purple one and all that pikmin tossing to get a purple one is punishable. Also, as someone had mentioned, Sonic can take Oli off stage and even very deep down since he has a crazy vertical recovery. Until we see that Olimar change in 3.6 I don't think there's much to that mu. But honestly you're all saying this to the guy that actually believes anyone has a chance against anyone. That's the mindset I have. I think everyone has an equal chance in a fight. That's just me and it might seem silly.
theres a 20% each pluck that ill get a purple and a 80% chance ill get something i can us eto fsmash with for the same result. pikmin throw isnt ounishable unless youre at like, melee range. ots the same thing as saying fox lasers are punishable.
 

941

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Went to Shuffle archives on twitch to watch fumbles.

Holy crap he's so much better than the last time I watched him. He's actually invincible ledge dashing now, doing tighter DD desyncs(which kind of makes me think he played brawl), and just overall doing a lot of stuff I was disappointed to not see him utilize before. He looks clearly better than me atm, I'm happy he's upped his game.

Edit: Watched more and I take it back about looking clearly better lol(first impression was off one stock), but I'm glad he's exploring options he didn't previously.
He was also able to do consistent handoffs with Kirby, which is really difficult. Fumbles played really well and I was disappointed to see him lose those close games with Tetraflora and Oro. Let's not talk about those belays though :p .
 

skellitorman

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You can validate the existence of pummeling and mashing if you make them interact more- give obvious visual cues for a mashing opponent (just listening to clacking of controllers is a dumb way for this because it requires you to remove yourself from the game and pay attention to stuff outside it, and gives players listening to music or players with headphones a disadvantage), reduce the required inputs for mashing but also the mashing potential, and make mashing mostly done with the control stick (or entirely so) such that there's a kind of interaction where the grabber can choose to gain percent and risk a grab break with pummeling, or throw quickly for bad DI while losing potential percent; and the grabbee influences which happens and can make decisions on which is better for them in their given situation, by choosing to either allow additional damage but guarantee their good DI, or risk bad DI against an early throw so they can possibly save themselves damage short-term.
Your proposed changes will only make grabbing stronger than it currently is by guaranteeing damage from pummels, while also still not “validating” pummeling and mashing.

In the cases where throws are too slow and/or visually too distinct (such as all of Kirby’s throws which all have 34+ frames of startup), then players will always be able to mash and then react to the throw (thus always leading to correct DI). This makes mashing absolutely required for no reason (since the opponent will always react properly), while also guaranteeing extra damage from grabs (through pummeling) at all times.

In the cases where multiple throws are unreactable (or difficult to react to) while requiring separate DI inputs (the idea behind Shiek’s down and back throw which both have 17 frames of startup), then those grabs would always be able to get pummel damage + a mixup regardless if the player mashes or not. Since grabs are now guaranteed extra damage (through pummeling), a player being held will want to mash out as soon as possible to avoid the worst possible scenario (being pummeled as much as possible AND failing to DI properly).

In the cases where only one relevant throw is unreactable (such as Fox’s Up throw which has a 9 frame startup), then going for the DI is the best option, since missing the DI could potentially lead to a stock and the alternative leads to small pummel damage. The player being held can always mash during the pummel (given that the pummel is slow enough) and then immediately hold the DI, thus always being able to DI correctly. This means that there is little to no reason for the player performing the grab to pummel in this situation.

In all the possible situations as explained here, pummeling still serves no function, other than to make throws (such as guaranteed KO throws) stronger for no reason. In terms of practicality, your proposed changes would also nerf certain players such as Dakpo who (according to 210stuna) apparently can mash out of a grab at 100% after only one pummel (without enough time to get the throw afterwards).


There is some minor player-game and player-player interaction in the current system, it's just that it's not as well designed as it could be, and causes just as many problems as it does interaction for no reason. It could be both more interactive and less controller damaging, both plusses. Removing game elements isn't the way to go about fixing bad game design, you should address the issue directly instead of avoiding it.
What matters most about fixing bad game design is addressing its function. Adjusting game elements might be perfect for the situation, but removing game elements can be what is necessary. Random tripping is a perfect example of bad game design and it was completely removed which improved the system and the competitive value of the game.

Thus the question that should be asked here is:

Is the minor player-player interaction in the current system important? If so, then why don’t we have such interaction with certain grabs such as Bowser’s and Ganon’s side B? Bowser’s side B used to be able to pummel in Melee, but it was changed to no longer be able to pummel in PM. Was that the wrong decision? Should the minor interactions have been kept there?

In most other fighting games I know of, when you get a grab while failing to defend (usually it can be teched, although in Smash, you can spotdodge it), then you get thrown. Why add another mechanic such as pummeling? What competitive value does it actually have?
 

CORY

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In all the possible situations as explained here, pummeling still serves no function, other than to make throws (such as guaranteed KO throws) stronger for no reason.
really agree with this sentiment. but, pummeling from grabs is such a strong tradition (and does have some purpose, in maybe making people di wrong and stuff) that i don't see it ever going.

were another smashlike to be made, that included grabs, though, i'd really hope they just use smash64 styled, with potential to grab break and/or some sort of limiter on chain grabs.

/offtopic, sorry sbad.
 

Hylian

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He was also able to do consistent handoffs with Kirby, which is really difficult. Fumbles played really well and I was disappointed to see him lose those close games with Tetraflora and Oro. Let's not talk about those belays though :p .
Speaking of kirby, here is a match of mine vs a good kirby at the last big tournament I was at. The kirby beat me last time beating my lucario/fox. This time I tried IC's lol.
https://www.youtube.com/watch?v=WSNVWviyvDo
 

4tlas

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really agree with this sentiment. but, pummeling from grabs is such a strong tradition (and does have some purpose, in maybe making people di wrong and stuff) that i don't see it ever going.

were another smashlike to be made, that included grabs, though, i'd really hope they just use smash64 styled, with potential to grab break and/or some sort of limiter on chain grabs.

/offtopic, sorry sbad.

I sometimes pummel to scare people into mashing instead of DIing or to confuse them when I go for DI mixup throws. Sometimes I pummel and make the same throw repeatedly while not pummeling for a different throw to condition them, then I mix it up. Sometimes I wait instead of pummeling, and as soon as I hear them start mashing I throw. Sometimes I pummel just to get in free damage while I wait for a moving platform to go away. Sometimes I pummel just to slow down the pace of the game and let my opponent's adrenaline/concentration wear off.

It's not an entirely worthless mechanic, but it could be improved on.
 

DrinkingFood

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Your proposed changes will only make grabbing stronger than it currently is by guaranteeing damage from pummels, while also still not “validating” pummeling and mashing.

In the cases where throws are too slow and/or visually too distinct (such as all of Kirby’s throws which all have 34+ frames of startup), then players will always be able to mash and then react to the throw (thus always leading to correct DI). This makes mashing absolutely required for no reason (since the opponent will always react properly), while also guaranteeing extra damage from grabs (through pummeling) at all times.

In the cases where multiple throws are unreactable (or difficult to react to) while requiring separate DI inputs (the idea behind Shiek’s down and back throw which both have 17 frames of startup), then those grabs would always be able to get pummel damage + a mixup regardless if the player mashes or not. Since grabs are now guaranteed extra damage (through pummeling), a player being held will want to mash out as soon as possible to avoid the worst possible scenario (being pummeled as much as possible AND failing to DI properly).

In the cases where only one relevant throw is unreactable (such as Fox’s Up throw which has a 9 frame startup), then going for the DI is the best option, since missing the DI could potentially lead to a stock and the alternative leads to small pummel damage. The player being held can always mash during the pummel (given that the pummel is slow enough) and then immediately hold the DI, thus always being able to DI correctly. This means that there is little to no reason for the player performing the grab to pummel in this situation.

In all the possible situations as explained here, pummeling still serves no function, other than to make throws (such as guaranteed KO throws) stronger for no reason. In terms of practicality, your proposed changes would also nerf certain players such as Dakpo who (according to 210stuna) apparently can mash out of a grab at 100% after only one pummel (without enough time to get the throw afterwards).




What matters most about fixing bad game design is addressing its function. Adjusting game elements might be perfect for the situation, but removing game elements can be what is necessary. Random tripping is a perfect example of bad game design and it was completely removed which improved the system and the competitive value of the game.

Thus the question that should be asked here is:

Is the minor player-player interaction in the current system important? If so, then why don’t we have such interaction with certain grabs such as Bowser’s and Ganon’s side B? Bowser’s side B used to be able to pummel in Melee, but it was changed to no longer be able to pummel in PM. Was that the wrong decision? Should the minor interactions have been kept there?

In most other fighting games I know of, when you get a grab while failing to defend (usually it can be teched, although in Smash, you can spotdodge it), then you get thrown. Why add another mechanic such as pummeling? What competitive value does it actually have?
I didn't say my proposed system was perfect. But it's better than the current system. In the current system, pummel damage is already guaranteed past a certain percent, and my system would use the same general numbers. The main difference is you actually do have to sacrifice DI in some scenarios for mashing, because potential pummel damage goes from like, 3-9% (depending on your current percent) to like 10-20% if you choose to not mash and just DI instead. In Melee you were basically guaranteed a pummel for every ~35%. In Melee you also generally needed to mash with the control stick usually since your mashing was pretty slow otherwise, so you did actually risk DI. The opponent needs to be a little higher per pummel in PM, or if they use brawl methods for mashing (which still exist in PM) they need to be much higher, like 70-100% per pummel. "Nerfing" players like Dakpo isn't a valid argument, they are mostly abusing brawl's awful pummel mechanics, there's really nothing special about it. My proposal would probably use the same numbers as Melee. Avoiding like 9 extra damage from 3 free pummels isn't inherently the best scenario even vs a throw mix-up like sheik's. Most throw mix-ups like sheiks actually do have a single optimal DI option, for several reasons. First, for example, if you're near the edge, and either throw would give a free hit with bad DI, you DI away from the stage. That way, her combo throw sending offstage doesn't get another free follow-up offstage, and her combo throw sending instage gets a free hit, but you get send inwards. This is also the case with wario's bite. Additionally, most normal grab throw mix-ups don't have identical properties. Using sheik's as an example again, he bthrow has a higher angle and higher release point and less endlag, making it better on faster fallers, so fast fallers generally want to DI for that throw regardless. There's also downward DI, which gives slight DI away for both throws, which is better than no DI. As for characters with throws too slow to not react to, well that's why the system isn't perfect. In those scenarios, there's no real reason not to mash... except in teams scenarios, or to avoid certain grab release shenanigans. As for characters with only one unreactable throw, waiting to see pummels to mash, then trying to DI inbetween them, gives super suboptimal mashing as pummels last less than 30 frames, so given reaction time you'd be mashing less than half of that time. And if you DIDN'T wait for the pummel to try to mash, and the opponent threw early, you'd miss the DI.

Other issues with your claims-
fox's bthrow and fthrow are also pretty unreactable
tripping is not even comparable to mashing, please do not apply my statement about removing/changing game mechanics to tripping because we both know that's a strawman
Bowser's pummel no longer exists in PM because of technical limitations, it wasn't "removed" per se
Ganon's with a pummel wouldn't make sense
Those are both bad examples because command grabs inherently work very differently anyways as they usually only have one or two throw options, and can be done while airborne, and may have hitboxes attached, much different endlag/start-up times, etc
Why have more mechanics than other fighters? Why have DI? Smash DI/ASDI? CCing? Aerial drifting? Rolls? Shield density (soon[tm])? Shield angling (including behind)? Platforms? Edge canceling? Are you kidding? What kind of question is that? It's smash, even the less deep installations generally have ridiculously complex option trees compared to traditional fighters. The point isn't to add a new mechanic, it's to improve one that almost works, and make it usually work like that.
 
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skellitorman

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I didn't say my proposed system was perfect. But it's better than the current system. In the current system, pummel damage is already guaranteed past a certain percent, and my system would use the same general numbers. The main difference is you actually do have to sacrifice DI in some scenarios for mashing, because potential pummel damage goes from like, 3-9% (depending on your current percent) to like 10-20% if you choose to not mash and just DI instead. In Melee you were basically guaranteed a pummel for every ~35%. In Melee you also generally needed to mash with the control stick usually since your mashing was pretty slow otherwise, so you did actually risk DI. The opponent needs to be a little higher per pummel in PM, or if they use brawl methods for mashing (which still exist in PM) they need to be much higher, like 70-100% per pummel. "Nerfing" players like Dakpo isn't a valid argument, they are mostly abusing brawl's awful pummel mechanics, there's really nothing special about it.
This is good.

My proposal would probably use the same numbers as Melee. Avoiding like 9 extra damage from 3 free pummels isn't inherently the best scenario even vs a throw mix-up like sheik's. Most throw mix-ups like sheiks actually do have a single optimal DI option, for several reasons. First, for example, if you're near the edge, and either throw would give a free hit with bad DI, you DI away from the stage. That way, her combo throw sending offstage doesn't get another free follow-up offstage, and her combo throw sending instage gets a free hit, but you get send inwards. This is also the case with wario's bite. Additionally, most normal grab throw mix-ups don't have identical properties. Using sheik's as an example again, he bthrow has a higher angle and higher release point and less endlag, making it better on faster fallers, so fast fallers generally want to DI for that throw regardless. There's also downward DI, which gives slight DI away for both throws, which is better than no DI.
In these cases, the scenario would just change from the middle scenario I explained earlier to the last one where there is only one relevant unreactable throw.


As for characters with only one unreactable throw, waiting to see pummels to mash, then trying to DI inbetween them, gives super suboptimal mashing as pummels last less than 30 frames, so given reaction time you'd be mashing less than half of that time. And if you DIDN'T wait for the pummel to try to mash, and the opponent threw early, you'd miss the DI.
If a player is knowledgeable and skilled enough, then they could potentially be mashing until just before (a few frames before) the release point of the potential throw and then hold the DI, until they recognize that they are being pummeled a second time which would lead them to doing it again. Certain unreactable throws are actually reactable, just not reactable enough to determine what throw it is, which is only important when there is a DI mixup that is relevant.

In the cases where the throws are truly unreactable, the method I explained for dealing with it, is still the best decision overall. I did not explain this well enough in my previous post, but these situations generally don’t lead to pummeling since the player performing the unreactable throw that is truly unreactable will want the opponent to not react in time so they can get their optimal followup which is most of the time (if not always) more rewarding than pummeling, and getting the throw DIed.

Other issues with your claims-
fox's bthrow and fthrow are also pretty unreactable
That is true, but what is the issue here? I wrote “one relevant unreactable throw.” Even if I was incorrect, it doesn’t change the argument, it would just mean that my example was incorrect.

Bowser's pummel no longer exists in PM because of technical limitations, it wasn't "removed" per se
Ganon's with a pummel wouldn't make sense
Those are both bad examples because command grabs inherently work very differently anyways as they usually only have one or two throw options, and can be done while airborne, and may have hitboxes attached, much different endlag/start-up times, etc
This shows me the differences between a command grab and a normal grab. It doesn’t explain why pummeling should exist. Also Wario’s bite also had a pummel and it was removed. So, please address these updated questions:

Is the minor player-player interaction in the current system important? If so, then why don’t we have such interaction with certain grabs such as Wario’s B? Wario’s B used to be able to pummel in Brawl, but it was changed to no longer be able to pummel in PM. Was that the wrong decision? Should the minor interactions have been kept there?


tripping is not even comparable to mashing, please do not apply my statement about removing/changing game mechanics to tripping because we both know that's a strawman
I did not directly compare tripping with mashing at all in my argument. I stated that the removal of bad game design was sometimes necessary and used tripping of an example of when it has applied. I only needed to explain this because you previously denied such a notion by saying “removing game elements isn’t the way to go when fixing bad game design.” I don’t know how you misinterpreted that.


Why have more mechanics than other fighters? Why have DI? Smash DI/ASDI? CCing? Aerial drifting? Rolls? Shield density (soon[tm])? Shield angling (including behind)? Platforms? Edge canceling? Are you kidding? What kind of question is that? It's smash, even the less deep installations generally have ridiculously complex option trees compared to traditional fighters. The point isn't to add a new mechanic, it's to improve one that almost works, and make it usually work like that.
My argument is against a mechanic that lacks value. Why are you comparing such a mechanic with mechanics that do?

I see that you have misunderstood the purpose of my question.
 
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