Latch
Smash Apprentice
Spurts of coconut cream pie
mmmmmmmmm
mmmmmmmmm
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!
Grab release **** ruined hydrograb regrab thingslike I said earlier, Gordo dashing will almost never come into play while on stage.
and it seems as though the grab release points fix for everyone seems to have inadvertently nerfed his d-throw dash regrab on people with bad DI. it feels much different
I actually wasn't, heysuess didn't seem to mind nair changes as much as dair nerfs.don't listen to heysuess at all about Nair. it was absolutely an overall buff.
oh but don't forget some of the cast can STILL punish DDD for being spit out.
While very true, doesn't mean when it does happen it isn't a derpy moment. I.e the peach beam sword example. It almost never comes into play, but when it does your left looking at the game going -.- .like I said earlier, Gordo dashing will almost never come into play while on stage.
and it seems as though the grab release points fix for everyone seems to have inadvertently nerfed his d-throw dash regrab on people with bad DI. it feels much different
SleepingWhat exactly holds back Mewtwo?
Yes. If by that bad you mean low on the roster but not unviable, because all of PM is viable.Is Zelda really that bad?
well i guess now that youre not playing DDD anymore you wont have a problem sharing? im not seeing anything that will let me get that much of an advantageIf you are in star it literally takes 3 inputs to get out (which thankfully almost 0 people know). Leaving the opponent at a +21 frame advantage over DDD. Anyone with a move that shifts movement can punish DDD. Ike, peach, wario, falcon, spacies and now zard...
This is the "glitch" that I have consistently told pmdt about since last March and which still hasn't been fixed
Also up smash was not a buff.
And yes, dash regrab is still in, I said it feels different, worse so.
What holds back Mewtwo?These characters are very strong, but have slight weaknesses that hold them back:
Samus still has all a decent pile of weaknesses and bunch of donk match-ups. She also loses to 5-7 of the rest of your top 10, and doesn't really convincingly beat anyone except for Kongs and maybe Charizard. She probably has all the tools to succeed, but I would hesitate to place her top 10.I understand that 3.6b is still new, but after playing for a while, I feel the following characters are all contenders for a top 10 position:
These characters are very strong, but have slight weaknesses that hold them back:
These characters are strong, but have a couple of weaknesses and difficult match ups:
These characters have quite a few weaknesses and numerous difficult MUs:
Aerial Down B won't save you:
Sort of just an A, B, C, D, ranking. Anyone have any suggestions?
I think that for the most part, the lines are getting thinner. However, the contrast between a character like Lucas and a character like Ganondorf is still dramatic.
Maybe next time you could wait more patiently for a response, huh?Let's try this one more time.
What holds back Mewtwo?
Hee hee hee you're so funny, thinking we're posting in a tier list thre-So, tiers?
I think of it as "biding his time".Sleeping
I'll give you the other two (though he's certainly got the means to deal with them), but this bit here: wut?Mewto is light, has generally linear approach options
She's slow to move around outside of Telecanceling, Din's Fire's ability to control space is extremely overrated, she dies easily due to her weight class and bad recovery, and her game plan predominantly revolves around the other person making a mistake. That being said, her U-Smash, Nayru's Love, tilts, and aerials give her a pretty solid punish game and the ability to reverse her Telecancel is a nice mixup... too bad that's about all she has going for her at the moment.Is Zelda really that bad?
Let's try this one more time.
What holds back Mewtwo?
Nope. A reply is a lot to ask for here, apparently. Lol. I never get my questions answered seriously if at all. Anyway thank you, that's all I wanted to know.Maybe next time you could wait more patiently for a response, huh?
Anyway, Mewto is light, has generally linear approach options, his fastest move in the neutral is decently susceptible to CC, he has a pretty mediocre DD. He has a lot of strengths, as well. They make his weaknesses much more manageable.
Regarding approach options: Mewtwo is either going to approach with WD in dtilt, some sort of teleport>nair/hover nair (I've lost track of how the mechanic works at this point), or bairs. He may or may not cover his approach with a shadow ball. Either way, I get the most mileage waiting for Metwo to approach, since it's generally easy to react to and then punish from there. Is this wrong? Does he have other approach options? Either way, it's all on the same plane and reasonably easy to react to or ignore and reset the neutral.I'll give you the other two (though he's certainly got the means to deal with them), but this bit here: wut?
No no no. I understand why inhale is extremely valuable, and why it being punishable would be terrible. But youre saying that there is some sequence of inputs that allows characters to get that much advantage and punish DDD. What is this supposed way to break out so quickly? I have tested several characters and any possible punishing options they could have and they are committed to the air for too long. trying to side b with fox or falcon or peach takes way too long, puts them too high and won't get them the punish. How have you tested this?If you don't see how letting any of those characters get a free gift hit on DDD is amazing then you don't understand that inhale is such an integral part of his game plan and that this glitch essentially shuts off that option.
Imagine if bower could be punished for LANDING koopa klaw on people after they are thrown as long as you hit 3 buttons really fast.
No, and, last time I checked Link was at least within the top twenty, so I've no idea what that nonsense is about.Is Zelda really that bad?
It's a commitment. You either get the ledge, or go into landing lag on the stage, no in-between. A player guarding the edge only needs to hold the edge, and punish her when/if she can make it onto the stage. Probably her biggest crux. She's nowhere near the bottom tier, though.What is so bad about Zelda's recovery?
I'm pretty sure that the 'going for the ledge'/'suffering landing lag on stage' is something very, very nonexclusive to Zelda.It's a commitment. You either get the ledge, or go into landing lag on the stage, no in-between. A player guarding the edge only needs to hold the edge, and punish her when/if she can make it onto the stage. Probably her biggest crux. She's nowhere near the bottom tier, though.
What I mean is that she doesn't have options with which to extend her recovery. Some characters have tethers that they can use after hovering around offstage for a bit, some have multiple jumps to play with and work around the other layer, others have ways to restore jumps and so on. Zelda has a recovery that isn't very malleable. It's easy to quantify exactly where she can be and punish her choice.I'm pretty sure that the 'going for the ledge'/'suffering landing lag on stage' is something very, very nonexclusive to Zelda.
This is assuming she's both near enough to get that kind of on-stage distance and the opponent doesn't know any techniques faster than ledge-rolling to meet her there. Her recovery has great distance, but no way to be extended. That's the tradeoff.Depending on the distance that is not even much of an issue. She can teleport too far to punish if you just hold edge then. So then it becomes a 50/50. But not really because depending on stage she can mix it up with platform as well. Zelda's recovery is solid. not amazing, but not bad by any means.