Player -0
Smash Hero
Warning Received
Bring back the fun or riot ヽ༼ຈل͜ຈ༽ノ
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!
I've lost Lucas from 3.02 to 3.5No more nerfs. At all. Characters are going to have bull**** that won't ever be removed or altered further and people know it a LA quick draw, spacies neutral, G&W up-b, Rob stuff; just ****ing buff bad characters so we can have a good and fun game again
I really hope pmdt isn't just ignoring top players quiting this game because their characters are getting the bat. And I really hope people aren't just attributing it to salt.
Me, sethlon, umbreon, hamyojo, oro, and probably more.
I don't really think Wolf is particularly overwhelming. Out of all the spacies, he has the least polarizing tools in general, but still a very good kit.Honest question and I really want opinions here but where does wolf need nerfing at besides maybe shield pressure? His aproach options asides from running shine are easily stuffed since they lack priority or appreciable disjoint (Trying to cover them with laser doesn't really work against anyone who has a sex kick) which forces him him into a captain falcon-esque bait and punish game which I feel is fine and he should be good at.
His punish game is great which I think is good for a character who relies on winning neutral and can't just brute force it and I don't think that needs toning down. If you took away laser and let him keep his dash dance and CC ability, I think he'd still be a good to great character just by those 2 virtues alone. I personally don't feel like he is extremely dominating any meta's (except for maybe AZ's) right now and every melee player I talk too finds fighting him much easier than the other two spacies but not many wolves, not even talking about good wolves, exist so that may just be bias. Just my two cents but if people think he needs nerfing, go for it.
I recently realized Ganon isn't bad - after being knocked out by one at my past two tournaments (kokingpin and another person's pocket Ganon game 3 based on stage counterpick) I still wouldn't say he's broken. Just no longer a free win, which prior to 3.5 I think he was.Since the first week of 3.5 I have been waiting for people to realize the following:
- How broken G&W is
- How broken Luigi is
- How broken Ganon is
2/3 so far - Just a matter of time before a Ganon main who doesn't suck makes me 3/3.
On a related note, I think we should break down the roster by "fun/not-fun to play as" & "fun/not-fun to play against". Much better than these terrible tier-lists people keep throwing out that are:
A) Heavily influenced by how the matchup is for their main ("I main Marth and G&W is mid-tier")
B) Based on limited experience with the majority of the cast; literally no one has enough experience to rank the entire cast accurately at this point.
Also one last thing that's been bugging me forever; Fox has never been and still is not the best character in PM. There's truth to the "fox's meta is more developed" argument; it's not fair to label it as melee-snobbery and dismiss it entirely.
This problem essentially describes 3.02 Nayru's. The difference is that one mid tier character got their move trashed while the high tier character got to retain their options. The inconsistency and bizarre changes are the worst.I dunno what to do with ROB, because many different areas of play (how you recover, how you approach, how you edgeguard/juggle) are almost all at least partially tied to his boosts. If you made his boosts really laggy on startup, in direct response to his edgeguarding for example, you hurt his recovery and approaching. One core design problem is that Upb and Side B (Side B in particular) are involved in way too many areas of his gameplay. Upb not as much
It may be easier and fairer to completely redesign the boost idea for Side B (or noticeably change the mechanics for operating during/after Side B): how can you craft fair usage of a move for both parties (against literally 40+ chars) when it's intended and capable of being used in like 3-4 different but absolutely fundamental areas of Smash? That's practically an impossible task, and it clearly has been showing signs of that for awhile now. You won't have a well designed ROB IMO until Side B is not simultaneously:
1. Recovery
2. Combo Escaper / Juggle Escaper / Landing Assister
3. Approach Tool
3.1 Juggle / Platform Trapping Assister (Side B Uair under platforms or Side B to reposition underneath opponent during Juggle, kind of falls under approach catagory but a bit different)
4. Edgeguard Tool
Better design would likely stem from changing how ROB's Side B currently has a hand in the Proverbial Cookie Jar. Maybe you can bypass changing the move by making his other moves sucky (Fair no range, Nair no kill power, etc) but all that will do is pidgeon-hole players into even further going down the "mobile-ROB" route if he can't function well as a stand-alone character without the boosting. If Fair sucks and *needs* boosting to effectively be good, you're just telling the player to only use Fair in boosting ways etc.
Making moves noticeably worse, to balance out the incredible mobility or versatility of a character, usually is not a great path or enjoyable for the character's players. I'd like to avoid that, but I see no genuine alternative if his boosts will not get changed or get baby changes. Mewtwo changes were not aimed at making his moves total suckage and leaving the "zip-zap-bloop-bloop" all the same for example. Something similar for ROB, where maybe he can still boost, but how he acts AFTER/DURING boosting are way different and much more limited would work. Otherwise, hail ROB as ur new overlord
None of those characters are broken. Ganon is fine. G&W and Luigi are just terribly designed.Since the first week of 3.5 I have been waiting for people to realize the following:
- How broken G&W is
- How broken Luigi is
- How broken Ganon is
2/3 so far - Just a matter of time before a Ganon main who doesn't suck makes me 3/3.
On a related note, I think we should break down the roster by "fun/not-fun to play as" & "fun/not-fun to play against". Much better than these terrible tier-lists people keep throwing out that are:
A) Heavily influenced by how the matchup is for their main ("I main Marth and G&W is mid-tier")
B) Based on limited experience with the majority of the cast; literally no one has enough experience to rank the entire cast accurately at this point.
Also one last thing that's been bugging me forever; Fox has never been and still is not the best character in PM. There's truth to the "fox's meta is more developed" argument; it's not fair to label it as melee-snobbery and dismiss it entirely.
For Zelda, the Squirtle and Toon Link matchups are unwinnable at a top level. Fox, Marth, Captain Falcon, and G&W are -2. She is at least at a slight disadvantage versus Falco, Ivysaur, Kirby, Link, Lucas, Mario, Meta Knight, Mewtwo, Pit, ROB, Samus, Sheik, Sonic, Wolf, and ZSS. Matchups against Charizard, Diddy, Lucario, Luigi, and Roy are even at best. She alone invalidates nobody and doesn't hard counter any good character.There aren't any really low-tier characters in 3.6b. Low tiers in other games like Melee can be really awful; everyone in PM has the tools they need to win in most matchups (i.e. they might have one hard counter at most but everything else is just mild-to-moderately disadvantaged).
Good Ganon main - Junebug only plays Ganon on Warioware (as far as I've seen). You just said it yourself, it's not optimal and it's still terrifying; I'm sure that has a lot to do with Junebug being as good as he is, but there's still room to push the character for sure.Junebug really, really does not suck dude. He's not optimal, but that Ganon is still the fist of God.
Just use Zelda's down b.This problem essentially describes 3.02 Nayru's. The difference is that one mid tier character got their move trashed while the high tier character got to retain their options. The inconsistency and bizarre changes are the worst.
None of those characters are broken. Ganon is fine. G&W and Luigi are just terribly designed.
http://smashboards.com/threads/i-see-every-pixel-the-hitbox-frame-data-thread.387100/
G&W should put away all items when their hitboxes end, so punishes can be more intuitive. Without G&W matchup and frame data knowledge, how would a player know how to counter D-tilt, F-air, B-air, D-air, and his smash attacks with the misleading animations? Also, why is he allowed to escape from false combos frame 3 then counterattack with an aerial before landing? He's a semi-floaty, so does he really need such an absurd escape option? Why is the IASA frame for F-tilt one frame after the late hitbox ends? Why is the IASA for U-tilt 3 frames after the hitboxes end? According to the frame data thread, he has IASA of (10, 10, 10, 6) on F-throw, B-throw, U-throw, and D-throw, which seems moderately fast. However, don't all of his throws have the same animation up until the throw? Good players can react within 10 frames of being thrown, but it seems a little silly. Also U-throw and D-throw have invincibility on frames 1-8, yet none is listed for F-throw and B-throw? Why that inconsistency? G&W has to be one of if not the most nonnintuitive characters to play against with lingering hitboxes, quick and difficult to punish escape, misleading animations, questionable IASA frames, a guessing game on throws, and more. How has this been allowed to go on so long? He epitomizes jankiness. I wouldn't advocate for drastic nerfs or a playstyle change, but he needs to be cleaned up big time.
http://smashboards.com/threads/luigi-frame-data-thread-3-6β.402482/
Luigi has low startup on most of his attacks (aside from his throws), high damage output, multiple kill options, great recovery, and multiple escape options on top of being floaty. Check out the frame data if you haven't seen the character in action, but the previous sentence captures much of his silliness.
That is completely false. I'll let other low tier character mains speak for themselves, but I can speak for Zelda. Hard counter means 60:40. The Squirtle and Toon Link matchups are unwinnable at a top level. Fox, Marth, Captain Falcon, and G&W definitely hard counter her. She is soft or hard countered by many other characters such as Falco, Ivysaur, Kirby, Link, Lucas, Mario, Meta Knight, Mewtwo, Pit, ROB, Samus, Sheik, Sonic, Wolf, and ZSS. Matchups against Charizard, Diddy, Lucario, Luigi, and Roy are even at best. She alone invalidates nobody and doesn't hard counter any good character.
I mean, if anyone thinks bowser is actually playable right now, he's welcome to try making him work. He has literally 0 winning matchups, most are 6-4 or worse, and a substantial amount are straight up unplayable. In terms of overall spread (ie. Not weighted by relevance) he's probably worse than melee Ness right now.I was actually expecting to get chewed out over Bowser, not Zelda LOL.
Also, you have an incredibly loose definition of a counter compared to mine.
It was just pointed out to me that 60:40 isn't hard counter and 70:30 isn't considered unwinnable. In light of those revelations, I will edit out the part about being hard countered but the sentiment prevails. Zelda is disadvantaged versus over half the roster and doesn't beat relevant characters. This is Tier List Speculation. I agree with the people that have her Bottom 15 or lower. For those that think she's good, I'd be interested in a list of 16 or more characters that are worse off than her in the PM 3.6 meta.Just use Zelda's down b.
The problem with this is how much it applies to most other characters as well. You could say "Squirtle has never had a super hard recovery to edgeguard, just players who don't know how to edgeguard him." You can apply that same logic to spacies, Lucas, Wario, whoooever. The invulnerability actually helps Ness's recovery a great deal, not to mention the distance he can recover from. It's frankly HUGE, and certainly one of the more clutch recoveries in the game. Just because he CAN be edgegaurded does not make him a bad recovery character. What defines the viability of one's recovery is how many options you have in different situations. Ness has a LOT. With PKT2 mixed with stalling mechanics, sweetspots, and ledge cancelsA. 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.
Basically, the only good recovery option Ness often has is double jump air dodge. If you prepare for that, you've tacitly edgeguarded the character.
Remember that you can just waveland out of a DJC. It's a great mechanic, and if you're not combining it with either an attack or waveland.. what's the point? Commitment is not the problem as long as your committing to it in the right scenario. I agree the Ness's neutral is not his strong point, but it's not as horrible as you make it sound. He doesn't have range. Is range what you need for a good neutral? Nope. Options out of shield is a good trait to have, and he has those. Speed is a good trait to have and he has that. Throw in a lot of defense and parries, and the neutral game is yours. His dash attack is still a viable spacing tool, as simple as it may same. He has aruagably the best platform game in combination with Double Jump cancel. If you think he's so bad I don't understand why you play with him. He's a very obviously viable character.B. Double jump cancel shenanigans look really good until you realize Ness HAS to commit to an aerial to do it. Unlike Rob's air boosting, Ness has to use an aerial to take advantage of DJC meaning if you put up a shield, you can often force a frame advantaged position for yourself. Just don't let Ness get close enough to start mag-pressuring you, as that is where all of his options open up.
Basically, the character does not excel at anything except for punish game, and is comprised of various middling traits (mobility), bad traits (recovery/neutral game), or tricky traits (wave bounce mag, mag stalling, DJC aerials/punish game). On the bright side, his punish game IS really good this patch.
The problem with this is how much it applies to most other characters as well. You could say "Squirtle has never had a super hard recovery to edgeguard, just players who don't know how to edgeguard him." You can apply that same logic to spacies, Lucas, Wario, whoooever. The invulnerability actually helps Ness's recovery a great deal, not to mention the distance he can recover from. It's frankly HUGE, and certainly one of the more clutch recoveries in the game. Just because he CAN be edgegaurded does not make him a bad recovery character. What defines the viability of one's recovery is how many options you have in different situations. Ness has a LOT. With PKT2 mixed with stalling mechanics, sweetspots, and ledge cancels
+ it's insane manuverablity and distance, it's a great option. Oh but you got Dair'd by Falcon? It's not Ness's fault, it's your fault. Ness has insane aerial mobility if you have your double jump handy and a quick dair as a counter attack. He also has magnet which is good for stalls and prevention. (It's a freaking giant hitbox lol) Put the tools together and figure it out and stop demeaning his recovery because it's fine.
Remember that you can just waveland out of a DJC. It's a great mechanic, and if you're not combining it with either an attack or waveland.. what's the point? Commitment is not the problem as long as your committing to it in the right scenario. I agree the Ness's neutral is not his strong point, but it's not as horrible as you make it sound. He doesn't have range. Is range what you need for a good neutral? Nope. Options out of shield is a good trait to have, and he has those. Speed is a good trait to have and he has that. Throw in a lot of defense and parries, and the neutral game is yours. His dash attack is still a viable spacing tool, as simple as it may same. He has aruagably the best platform game in combination with Double Jump cancel. If you think he's so bad I don't understand why you play with him. He's a very obviously viable character.
EDIT: also comparing djc to robs rocket boost? :s djc has much less commitement, whether you need to do an action to utilize it or not. I don't understand this comparison because they're two very different mechanics lol.
His AMA also said that Ness is in a really good place right now despite the fact that Calabrel doesn't compete.I think it's funny how (not quite quoting but from Calabrel's ama) from 3.02 -> 3.6 changes have been made to "make the game more player vs. player instead of player vs. character" when G&W exists.
Yes agreed! Like Blizzard does for instance. It would reduce a lot of conflict on the back end.His AMA also said that Ness is in a really good place right now despite the fact that Calabrel doesn't compete.
Something that I would like is if every change log was accompanied by an explanation. What was the reasoning that PK Fire pillar length was reduced? Why is it 45 frames now instead of 100? What's the reasoning behind it? Just an example.
I understand that the PMDT is busy and may not have time to document particular changes. But it's just something I would like to see.
Sure. We'll go with that, but either way I don't understand the complaint. If you're worried about committing to an aerial, why commit to a jump? Ness has good footsies. He doesn't need djc for anything else lolDo you mean waveland out of a double jump? Cause a DJC, by definition, involves an aerial. Everyone can waveland out of a double jump. Not everyone can DJC.
Huh?? What are you talking about? Ness doesn't have good footsies. He has a decent pivot f-tilt, that's about it.Sure. We'll go with that, but either way I don't understand the complaint. If you're worried about committing to an aerial, why commit to a jump? Ness has good footsies. He doesn't need djc for anything else lol
His Footsies are fine. Magnet is an excellent spacing tool, he has a nice wavedash to compliment it. I 100% consider it a tool in his footsies game based on how closely you can do a magdash to the ground. Am I ever directly attacking my opponent with mag? Never. It's a good bait tool, magging towards your opponent, pulling back, baiting. Ness is fast, effecient, and dangerous on the ground. If he catches you with magnet you're done. Magnet > waveland > shield is a nice movement option to always throw out. You have to constantly mix things up for his footsies to work but there is a plan and there are always ways to improving it. Again, good range does not mean good neutralHuh?? What are you talking about? Ness doesn't have good footsies. He has a decent pivot f-tilt, that's about it.
The distance was not the only point I made about his recovery. It's just an added + that his pk thunder goes a long way. His double jump is the real star. If you hang on to his double jump, you have a lot of aerial manuverability to 1. Position yourself in an optimal recovery position (which depends on the situation and what options your opponent has and will likely use to edgeguard you) and 2. counter any early attempts of an offstage edgegard. If Marth is waiting on stage with a forward smash, I ALWAYS sweetspot. It's totally scenario based, and Double jump gives you enough resource to make a worthy decision. I do understand how edgeguarding works lol. if you want a real bad recovery let's talk about sheik.Regarding recovery: It's a very common misconception that just because a recovery goes a great distance, it's automatically good. That is not the case. Ness' recovery is extremely linear. He telegraphs which direction that he is going and is then accompanied by 20 frames of landing lag if he fails to sweet spot. His fastest angle (45 degrees) is still 15 frames slower than Fox's omnidirectional, non-telegraphed Firefox. His recovery has more degrees of counter play than most others with a greater reward. You can jump out and take his bolt, you can wait on stage and punish his 20 frames of landing lag (don't forget, even is he recovers high, his low aerial drift [which you incorrectly stated as strong, it's .04], and his 20 frames of landing lag mean easy punish. You can literally wait on stage and forward smash him and reset the situation.
You can judge my experience as much as you want. I'm not playing with neighborhood kids though lol. I play with one of the greater Toon Links in the country on the regular, and Tink in general has a lot of great tools against Ness's recovery. This includes arrow for PKT1, Fsmash for a missed sweetspot, and everything against me landing on stage. But I have a lot more options than just those 3 scenarios which you seem to be limiting it to. There's a lot of counterplay to be had that i don't think YOU'VE put much research or attention on lol. we're not going to turn this into "DO YOU KNOW WHO I AM". I'm not looking to prove myself, just Ness and what I know can be possible. Nobody in the cast outright consistently overpowers Ness in this current meta, it's just players being better than other players.You can argue that people may be inexperienced with his recovery or edge guarding his recovery, but it's obvious that other characters have a lot more tools, less counter play, better coverage, etc. Ness' recovery does not have these options. Perhaps you're simply experiencing it at a low level of play, where players have no dissected how to punish it yet. That's fine. But there is a reason that almost every high level Ness player has a gripe with his recovery.
If a stall put you in a worse position you wouldn't stallMagnet is a decent stall, sure, that's true. However, a stall only puts him in progressively worse positions in order to try to bait your opponent to commit to an edge guard so you can more safely maneuver back to stage.
It's a weird MU, that's for sure. One of those ones that can become very heavily momentum based off of like 1-2 stray hits.All the Zelda players say they lose to Samus. All the Samus players say Zelda destroys us.
You can judge my experience as much as you want. I'm not playing with neighborhood kids though lol. I play with one of the greater Toon Links in the country on the regular
Crawl is good, but it's doesn't just solve match-ups.If you turn into Samus Crawl Ball, and Crawl Ball over to Zelda, she can't handle it and dies.
See: Olimar vs IC's
In Brawl
DVD (tristate top contender?), Steak-house (beat Kage and Bidooof I think), Corpsecreate (apparently the king of PM in Australia, tho that may not be saying much), Tristan's rule, Aero (both make top 8 regularly in Socal Afaik)....who plays that character besides Lunchables?
Yeah.. It doesn't sound like you believe in mixups, and that's what it takes to have a great neutral game with this character. His platform game is 100%, his magdash is supreme.. You bring up pk fire but if you're using it in a spot that would be incredibly disadvantageous to you you're doing it wrong. In neutral you're always making decisions that keep you at an advantage, if not making it hard for your opponent to approach you. Ness has the tools to do that. It's just harder with him. Wavedash and nair are fine OoS options, I'm not sure I see the problem there.Regarding neutral game: Ness does not have a strong neutral game. He especially does not have strong defensive or out of shield options. I'm not entirely sure where you're deriving that information from. His fastest OoS option is grab, considering nair's earliest possible frame is frame eight. His best defensive option is actually retreating pivot f/u tilt or pivot pk fire, which is extremely committal. His PK Fire, which is one of his best spacing tools, is created on frame 20, and is actionable 38 frames after that (the length the projectile travels its maximum distance). If your opponent runs up and shields, you still need to wait the duration it would take for the projectile to travel the entire distance before you're able to act, making it several negative on shield. What I'm saying is that if your opponent reacts to you 20 frame projectile that is initiated with a loud audio cue, and presses a trigger button, they can punish you very hard. This is especially true since Ness is one of the worst combo weights in the game. He has a greater weakness to crouch cancelling and shields than most other characters. His DA can be CC'd in and the third hit will not connect and you can punish the end lag of the third hit plus his very late IASA of 40, later than most other DAs.
and i could say the exact same about you lol. Doesn't seem like you totally understand how to take the reigns in neutral.To be honest, it sounds like you don't have a high level understanding level of Ness' game plan. That's fine, and you're still allowed to comment and share your opinions. But to be honest, I think you should do some more research first.