A lot of the GnW hate is coming from straight fraudulence.
I like how no one complains about GnW until someone did well at a major...I've literally been doing all this stuff and compete against 3 dev team members all the time. I'm sure they are all aware of the characters limitations by now. The character is amazing in his own right, but he has a ceiling to how far he can go in competitive play.
I'm slowly switching to falco because GnW lacks the tools to deal with a lot of characters at high level.
LOL I've literally been playing this character since everyone told me he was the worst character in the game in 2.5!
its funny to see how times have changed
Let's get something straight, since this patsy gets hidden behind every time a character has design flaws. I've been complaining about bad design and projected OPness of certain characters far before they became tournament winners, and usually consistently based on changelogs. In 3.02, I felt that Zelda was a design abomination, and I expressed as much before any Zelda won anything. When 3.5 came out, I explicitly noted in the changelog that Lucario and GnW were going to be ridiculous as they were hardly touched or buffed (and I still complained about Snakes degenerate design in spite of the balance for that character not being so bad). In 3.6, I've pointed out the absurdity that Wario, GnW, and Ike were hardly touched, which is surely going to be problematic on a design level. I'm consistent as consistent can be. The only difference is no one else has the knowledge or care to enter that conversation until someone on the national stage gives everyone something to tangible to look at. Stop.relying.on.this.patsy.to.protect.your.character.
You're right, I'm sorry I did that @
The_NZA
, it's just that I can't think of another reason to spread misinformation other than character johns. You said G&W had 4 sexkicks. You said he could bucket brake, DJ and airdodge after an upb and was therefore safe to descend. You said he was the only character that could escape combos. You said that G&W player could "accidentally" punish you as if other characters couldn't do the exact same thing and as if this was an actual argument for bad design; it basically boiled down to "if I don't expect it, it's a problem with the character". You said shine was better designed than G&W's upb. SHINE. You said that upb didn't lock you in place compared to shine, when it actually does. You admitted yourself that, when you were talking about G&W's strengths, which in other words means that while his strengths can be overbearing for certain characters, this isn't the case with others. You responded to one of my posts by saying, which not only tells me that you completely ignored my post, but that you think that it was more subjective than your own!
Let's get something straight. Nothing I've mentioned in the last few days of debate which has sprung on this entire conversatoin has been misinformation--and your assertion that it is character johns is part of what makes it not so fun to discuss these things with you. Your strategy for disarming my arguments while we have this discussion has been to
1. assert i'm johning,
2. hyperlink moments from my 2-3 month old stream matches where I was bodied by a GnW
3. make some meaningful insights about your actual impressions of GnW
4. Imply things that are unverifiable like "you probably don't study the matchup. I actually play the character and study the mtachups when I'm confronted with characters I do poorly against.
This conversation can happen with less of 1 and 2 and you can just ask me if i've been studying the character and practicing him, and I would tell you I have. Regardless, if i'm really so clueless, we shouldn't have to play the "i think i'm experienced", "no your not" game.
Let me piecemeal answer these "misinformations" now.
You said G&W had 4 sexkicks.
You define the preeminent features of sex kicks is that they have quick start up, last a long time, get weaker with time. IMO the quick startup feature is not the most important unifying aspect of all sex kicks--what sets them apart from every other aerial someone possesses is that the sex kick "covers space" forever, allowing you to utilize it as an imprecise tool that follows your movement, and can therefore "catch" people out of neutral, regardless of the option they are pursuing (dash dance, spot dodge, WD back, etc.). A lot of aerials in an individual characters kit can be a quick startup aerial, but usually there is only one aerial that is active for a long time. There are a few exceptions. Link's aerials, Sheik's bair, and GnW.
Saying GnW has 4 sex kicks is obviously a little hyperbolic as they are literally not sex kicks, but my point got across to the majority of people that read it. His aerials are active for a lot longer than other peoples'.
You yourself pointed out that 4 of his aerials are active for 10+ frames, with a couple approaching the 20+ window. I realize you can point to the fact that other peoples sexkicks are active for 30+ frames, but those later frames are relatively inconsequential in a fast shffl game. Being active for too long is actually worse since it takes longer to mix up your opponent if you are coming from high up.
You said he could bucket brake, DJ and airdodge after an upb and was therefore safe to descend.
I said that like...two weeks ago or more. And when you or someone pointed out that he can't air dodge after upb -> jump, I apologized for being misinformed, and noted that he still could bucket break, double jump, and then aerial which provides plenty of mixup options on the way down. When you further emphasize that his hitbox all cover one strict side of him with a lot of disjoints (dair, bair, fair), being able to double jump juke someone and come down with one of those aerials is actually REALLY hard to play around. The point you and Dakpo are saying that this come down strategy is actually super disadvantageous to GnW because he's a floaty is pretty untrue, when he can double jump juke the direction you are guessing, and throw out a wall to protect himself in reaction to whichever new adaption you have to make. Again, for SOME characters, this is no trouble at all. Fox's dash dance is good enough that he can readjust to the double jump, or Marth's disjoints don't really care about GnW's hitboxes and can outspace him. For other characters, its really tight and hard to catch a falling GnW, and while GnW is disadvantaged, it's not too bad for him.
You said he was the only character that could escape combos.
If your counter points are Zelda and Luigi, that's not really close to the same thing. Luigi's nair is a frame 3 move that covers a little below him. It doesn't strictly get him out of the situation, it deflects people who commit too hard to their preprogrammed combos. It's easy to bait out the nair like you would a smash 4 air dodge, and punish him from the side or whatever. Zelda doesn't really have escapes...she's way floatier than GnW and has fairly useless aerials for coming down. Nayru's love is her only option and it commits her for many frames and isn't that disjointed around her. GnW literally jumps out of the situation, resetting it into some kind of a staggered neutral where he is at a disadvantage but has effectively escaped punish game for many people who fight him. If I pkfire him and he mashes upb, he will go straight into the air after the first hit of pkfire, and then I have to play outfield catcher, except the ball can jump again and throw a wall in anticipation of my approach angle. As Boiko mentioned, other characters with escapes like Samus or Bowser are also at a disadvantage, but their punishable positions are consistent with way less options (special fall/endlag).
As for comparing it to shine as a combo escape, I know when i'm comboing Fox in the air, his shine only matters if he uses it the moment I'm in contact with him. If I'm pressuring his shield, his shine only matters if I get too close. Shine doesn't actually protect you or change the outcome of an engagement except when the aggressor presumes they are committing to a frame perfect combo, and they are wrong. If i'm DJC uairing Fox, and I know i'm not being frame perfect, him shining is just going to keep him locked in the air, making it easier for me to continue what i'm doing. GnW's upb changes the outcome EVERY time the opponent is not frame perfect. Every time the combo is not frame perfect, they have to play a game called "can I juggle the GnW", and its a scenario of reads, reactions, a new gane of Rock Paper Scissors where the GnW still possesses his options at a slight disadvantage, and it can actually end with the GnW winning! That's why I think GnW's up b is a dumb combo escape, even in its current incarnation.
You said that G&W player could "accidentally" punish you as if other characters couldn't do the exact same thing and as if this was an actual argument for bad design
You can argue anything general like that if you want, but I'd love to see some examples of what you mean. The reason why I think this is more unique to GnW has to do with how he is one of the few characters that has moves with multiple utility, deceptive animations, and flexibility to allow him to capitalize on accidents in a way that other players don't. GnW's long lasting hitboxes means precision
doesn't really matter, and you can cover options imprecisely if you feel like it (he was probably trying to cover Lucky's WD on stage approach but got a delayed side b). Another example is how his upb has a lot of utility and it can garner you flexible kills
here and
here. The core thing about these two clips is that pretty obvious mistakes were made, but they wouldn't ordinarily combo into kills for other characters. Normally, the pan is used as a zoning projectile, but over
here it helps GnW get a gimp. Note: I couldn't find good footage of the 3rd hit of dair popping someone up for an usmash, but let's pretend I found a video of someone dropping shield a little too early after blocking the initial dair.
All of those kills stem from crucial mistakes GnW's opponents made, but they also combo into kills that the GnW had no intention of getting until the conversion accidentally occurred in neutral (much like the Fox Sakurai combo). GnW's natural tool kit is really good for leading these surprise conversions into kills, and that aspect of his design bothers me.
You responded to one of my posts by saying, which not only tells me that you completely ignored my post, but that you think that it was more subjective than your own!
First off, I don't think my opinions are less subjective than yours and if that came across, i'm sorry. The fact is, much of your post boiled down to "sounds like you are making mistakes and you should play better. These aspects of GnWs design are in the acceptable range of character uniqueness, and at the point the opponent is making mistakes that you are making and is taking damage, I think his design is fine". I'm not going to argue against that. That's where game design IS subjective. Some people think 3.02 Zelda was the pinnacle of good design, and I call those people crazy. But I realize that their opinion of whats fun and what isn't doesn't reflect my opinion of what is fun and what isn't.
In this case, I find GnW to be maddeningly unfun. I broke down the push and pull of how bacon interacts with disjointed long lasting hitboxes, and how they interact with his jab to grab, his dtilt, and his punish game. I pointed out that if you are neither fast nor disjointed, a lot of playing around GnW involves guessing where there are openings, but due to the potency of his walling, and variability of bacon, those guesses are hard to make. YES, you can get better at making those guesses, as you've asserted. But everytime you make those guesses and you guess wrong, you get punished with one of the best punish games there is. When you guess right, you are punishing the best escape artist in all of PM. When you want to edge gaurd him, he retains most of his options. In addition his animations are crazy, his combos can start from a lot of places, and he always has the flexibility to combo in exactly the way he wants to, even off of his stray hits.
It isn't misinformation to say those aspects of his design aren't well enough balanced against his floatiness, or aren't conducive to a fun experience. Its just how I and many other people feel.
I would also argue GnW seems way worse on paper than he actually is, because his aerials do have a reliable amount of lag on paper. But his aerials are also disjointed by a fair amount, so if he's spacing well, you actually don't break through the pressure that easily, even with something like bair being -6 on shield.
Finally, I just want to say, people are way underestimating the ceiling of GnW. People think he's worse than he is because some characters can deal with his polarizing style of play, but I presently feel he is a top 10 character in the game. We don't have a lot of datapoints, but I've always felt like Dakpo and Sbad weren't pushing his absurd punish game, and its good to see someone like LZ do just that. This character can kill you and edge guard you better than almost anyone in the game. I kind of can't wait to see the beast unlocked.