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Hero's snipes opI was gonna rep Falcon, but then I took an arrow to the Knee
I mean, that's the kind of changes we want? The kind of changes that make it harder for characters to do things if they have it too easy, but don't totally neuter their gameplan. I don't think I want R.o.B to stop being an airsharking juggalo edgeguard machine. And frankly the weight and floatiness changes does make it easier for Ike to fight R.o.B. As long as R.o.B has the laser and the gyro it'll still be a hard MU for Ike to navigate. But I've never thought it worse than 60-40.So what's even different about ROB in this patch? I see 90% of the same things as before. Guess those weight and floatiness changes really took a toll on him huh
Edit: Look at that, Ike MU for ROB looks *significantly* different. ROB can't Side B out of danger, float out of combos past 50%, Dthrow GG, chase people off stage, or laser scope anyone. That 2 weight and float reduction really whally-bopped ROB huh guys.
Who tricked balance and design people with basically pushing for ROB weight stuff over other changes? Other than reflector change, which was kind of (absolute triple ??? what), not really sure what meaningfully got changed about ROB to change his status near the top
*ma'amThank you good sir!
Just want to remind everyone that just because a character is fun to play as doesn't necessarily mean a character is fun to play against. And in tandem with that what might not feel absurd to a player of the character might feel absurd to the player playing against the character.@furta
Squirtle is sooooo much fun to play. Nothing about him feels absurd, but he's got so many cool little things he does that are effective. His biggest drawbacks are the gaps in his movement where he can't shield, not having a stupid broken auto combo throw, stubby arm syndrome (thank goodness for bubble), and because he's obscure a lot works that shouldn't.
What was that about Falcon?Just want to remind everyone that just because a character is fun to play as doesn't necessarily mean a character is fun to play against.
You don't know me very well if you think I enjoy playing against Falcon.What was that about Falcon?
a) I don't know you at allYou don't know me very well if you think I enjoy playing against Falcon.
Considering demoting Ness to my secondary. It's funny, because if you look at characters like Lucario, Fox, Meta Knight, Diddy Kong, and then compare them to Ness, they're better in literally every single way.Boiko, who are you dropping?
That's exactly what I'm implying, and have implied for months that his changes may have missed the mark almost entirely. What the heck is changing ROB's weight and float status going to accomplish, if his kit changes were:as long as people can agree he's not stifling to deal with/does have his share of problems, I don't think his current loadout really needs to be messed with. Unless we're saying he's still toxic somehow.
Deciding what is fun and what isn't is basically the core of all game design...The thing is though that fun is subjective so the PMDT can't do anything to help if you don't find a character fun to fight. Some people like fighting Squirtle, Lucario, ROB and some don't.
We've got a Ness here in CO (x420x) that I'm good friends with, and we were just talking about this last night and we see no way he isn't independently viable. He just has crazy tools. That being said, this guy pretty much centers his play around the magnet.Considering demoting Ness to my secondary. It's funny, because if you look at characters like Lucario, Fox, Meta Knight, Diddy Kong, and then compare them to Ness, they're better in literally every single way.
They have a stronger combo game, a better recovery, more tools in the neutral, better kill conversions and earlier kills, better gimping, better defensive options, easier time dealing with projectiles and pressure so it makes me wonder, what's the actual point of playing Ness other than character loyalty?
I don't think Ness is "bad" by definition of the word, but he's not strong or independently viable.
A. Ness never has a super hard recovery to edgeguard. Just players who don't know how to edgeguard Ness. If Ness tries to recover close to the stage, you can hit him out of PKT1 presuming you act immediately. If Ness tried to recover far from the stage, you can easily hit him out of the 2nd half of pkt2 as it is not invulnerable and loses much of its hitbox (even someone like lucario can easily hit a pkt2 with a short ranged move like nair). If Ness is recovering low, as soon as he lands he will have 20 frames of lag NO MATTER HOW HIGH HE LANDS FROM. So basically, you can either predict where he'll land and charge a smash attack, or simply catch him on his way floating down. Alternatively, if you are a fatty, you can just go after him every time since your likely to run into the pkthunder as long as you stay on top of the boy once the pkt1 has started up. If you have a projectile, you can spam it and see if you net a free kill off of clanking iwth the pk thunder 1.He's also got a super hard recovery to edgeguard when you know how to sweetspot, super buttery platform movement, pretty good OoS options, easy way to force a shield... It just seems like he has all of the tools for a top tier status.
A lot of this is incorrect, and NZA clarified on most of it. But I'd be happy to add some more feedback.We've got a Ness here in CO (x420x) that I'm good friends with, and we were just talking about this last night and we see no way he isn't independently viable. He just has crazy tools. That being said, this guy pretty much centers his play around the magnet.
He'll get someone with an aerial fire and he has a guaranteed grab out of it and off of downthrow (unless you know how to get out of that I'd actually be very interested to know lol), there's actually no way to get out of it reliably. If you DI in front of him, he'll regrab or get a combo off a forward air to magnet or dair tech chase shenanigans, no DI and he'll magnet regrab you, and DI behind he can decide if he wants to reverse or normal back air you. And none of those things have such high knockback growth that he can't zero to death off it (platform tech chases are a thing too).
He also does this crazy aerial dash dance sort of thing where he'll jump, instantly magnet doublejump fair or bair to threaten space (which is all of course super low to the ground).
He's also got a super hard recovery to edgeguard when you know how to sweetspot, super buttery platform movement, pretty good OoS options, easy way to force a shield... It just seems like he has all of the tools for a top tier status.
2 weight off Ike should solve thatI think Eruption shouldn't drift in the air, it's pretty dumb lol
NZA? And Boiko? Agreeing on Ness's low level of viability? On MY Smashboards? It's more likely than you think.snip.
They all come around eventually to the NZA Salt train. Let my religion rule this land, immersing the surface with enough salt to force everyone into hiding underground. Some day, I will be the harbinger of a new PM where everyone will be allowed to salt about their character freely. Where every design will be considered terrible and even Marth's disjoints are unfair.NZA? And Boiko? Agreeing on Ness's low level of viability? On MY smashboards? It's more likely than you think.
True. I moreso targeted him by name because of his often thought of status of being the best designed smash character of all time.>Marth has disjoint stronger than a thousand gods
>Doesn't even have the best range in the game
I like your list, but I do have some minor problems with it.To get back to Tier List Speculation:
Discuss this professional Tier List made by me, I'd like to hear your opinions:
They're supposed to be ordered within tiers but since I lack experience regarding many of these characters it's probably inaccurate. Gimme ur input, tier list master speculation
EDIT: In hindsight, I think I put Ganon too low. +3-4 spots, maybe.
On a different note, I have no idae if this is the right place to open a discussion about this, but was there ever a statement made on why port priority is still a thing when it comes to things like Snakes grab + grenades/explosions? I feel like snake being able to grab you and you being hit by grenades while he isn't damaged is a huge advantage, and that whole mechanic should either be completely random, hit both parties, or not hit either. Feels reallly ****ty for that to be tied to ports.
I do really think it comes down to technical limitations.Port priority is probably impossible to remove or significantly change. The only thing I could think of, would be having grabs cancel each other out if done at the same time (so no priority to either player), or have both players blow up / eat damage (Snake priority stuff among others).
Manually changing things to impact both players may not be possible however. Fixing coding "jank" from Melee and Brawl can be real damn strong to overcome: just look at tethers, light-shielding, Brawl stage detection, etc