A dollar isnt worth the aneurysm it would take to solve this.i'll give someone a dollar if they can figure out how the criteria for howView attachment 68171 this tier list is ranked
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A dollar isnt worth the aneurysm it would take to solve this.i'll give someone a dollar if they can figure out how the criteria for howView attachment 68171 this tier list is ranked
This tier list is ranked "last" out of "all"i'll give someone a dollar if they can figure out how the criteria for howView attachment 68171 this tier list is ranked
cool beans. Have your special hat showing how cool and trolly you are you hardcore manly man of manliness you. back to other tier list things...YOU ALL GOT TROLLED
hahahah
it was ranked on how fun the character is to play as, hence fox is at the bottom and marth and jigglypuff, whose moves look the same, are also bottom tier. ganon and snake and mario are dope.
I guess you mean a fundamentals based character which basically means pretty boy marth or Dude with suspiciously large, child bearing like hips shiek. I still don't really see what you're asking. At the highest level of play you'll still be using certain things only your character can do to edge out victories since your opponent can't. Unless you decide to ditto all the time, you'll always be slightlyThis tier list is ranked "last" out of "all"
0/10
Too much idiocy
Anyhow
I hate myself for failing to stick with a single main despite playing for ~18 months. Could someone make a tier list based on fundamental soundness, as in a character that requires good play and not abusal of said character to win?
Ofc everyone needs it, but the way I see it a low/mid level Fox can to a very large degree just do their tech skill stuff and watch their opponents crumble. Please catch my drift. Thanks.
Marth and Pit as boring as Puff..... toppest of keksi'll give someone a dollar if they can figure out how the criteria for howView attachment 68171 this tier list is ranked
SecretIf a vertically challenged, italian plumber can pick up Bowser and throw him around, I sure as ph00k could.
Fox/Wolf, just play Wolf like Fox the way Prof/Lucien/SW/Chill/etc were for the first year. You'll get by the way they did for as long as they did, but with a little more Side-B because that's finally accepted as good/normal Wolf stuff.I hate myself for failing to stick with a single main despite playing for ~18 months. Could someone make a tier list based on fundamental soundness, as in a character that requires good play and not abusal of said character to win?
Ofc everyone needs it, but the way I see it a low/mid level Fox can to a very large degree just do their tech skill stuff and watch their opponents crumble. Please catch my drift. Thanks.
That's been one of my top hopes/wishes for Bowser for a very long time.What if Bowser or Dk's down tilt was quicker, did less percent, and caused a trip on grounded opponents?
The more I think about it, the better for the game that poke seems, my immediate thought was to get his grab game involved with it but the more I think about it the sillier it seems for high percentThat's been one of my top hopes/wishes for Bowser for a very long time.
edit: Rather than a trip though, more like Yoshi/MK/Kirby-esque type of pokes.
Hypothetically speaking, it would need to somehow check away-DI in order to meaningfully impact the game and help the f-throw be more reliably effective. I would probably prefer that solution rather than further complicating KK's role in non-punish situations via diversifying its inputs.What if kk had another direction input so it had more mix up capability?
This is exactly how I feel. In fact it's how I feel about Bowser's punish shortcomings in general - your punishes are going to be small if your opponent takes a few minutes to study the matchup, because every single one of his moves except utilt has the same proper combo DI - namely, mostly outwards and slightly down. The only time you would want to stop inputting this DI would be if you were in danger of dying to a tipper F-air, which is a) usually somewhat predictable and b) significantly weakened in 3.6. That's not to say it never happened, but it was only helpful if you were punishing your opponent offstage at a % where fair could kill and uair wouldn't, which is something of an edge case.Hypothetically speaking, it would need to somehow check away-DI in order to meaningfully impact the game and help the f-throw be more reliably effective. I would probably prefer that solution rather than further complicating KK's role in non-punish situations via diversifying its inputs.
I disagree, armored command grab isn't mechanically very different from a shield grab. In the case of 3.5 Klaw, it was basically a shieldgrab that traded in a 47 frame commitment in exchange for a much smaller gap between the protected frames and the grab itself. The armor ended on frame 12 and the grab occurred on frame 16, which is kinda-sorta like a frame 4 shieldgrab. This allowed Bowser to punish perfect nair shines and even multishines if the klaw was timed correctly, which cannot be said for any shieldgrab in the game except for cases of very good shield DI. The only really janky thing about 3.5 command grab was the fact that it looked funny.Armor on a command grab still seems very anti-smash, even though I find myself unconsciously trying to use the KK for its old armor property all the goddamn time.
I wouldn't describe it as 'extremely good.' Even with neutral DI your opponent has plenty of options to outmaneuver your attempted followups. With proper DI those possible followups evaporate entirely, and against characters with burst movement combo escape options (Sonic, GnW, Mewtwo) they don't exist in the first place.The new angle on KK isn't that terrible lol. No you don't get a guaranteed follow-up, but you can force a jump out and get a extremely good stagger situation
iirc the main reason bowser doesn't have more directional options for KK is that they do not know how to add themIs it possible to have a downwards variation of KK that would allow bowser to get followups on floaties?
(Kind of like mario up-throw for FFers and down-throw for floaties)
yeah. just make it a relatively-low knockback throw with a downwards angle like Ganon's dthrow or Mario's dthrow, with an early enough IASA frame. the thing is, it would also end up being a chaingrab in a lot of situations... like Ganon's dthrow or Mario's dthrow :VIs it possible to have a downwards variation of KK that would allow bowser to get followups on floaties?
(Kind of like mario up-throw for FFers and down-throw for floaties)
iirc the main reason bowser doesn't have more directional options for KK is that they do not know how to add them
otherwise it probably wouldn't be out of the question for him to have the flying slam+another throw.
The new angle makes you have no follow up options against many character with good DI and 0 follow ups on and fast faller with No DI or bad DI. Plus it does less hitstun so they are likely already out and countering anyway...The new angle on KK isn't that terrible lol. No you don't get a guaranteed follow-up, but you can force a jump out and get a extremely good stagger situation
then someone picks falco and spam lasers and its GGHow to make bowser good in 1 step:
Unban Giga Bowser
You're mostly right; on good DI getting no followup is reasonable, but in many situations bad DI/no DI also has no followups, as opposed to 3.5.Why do you necessarily need a follow up after landing a command grab? Don't you think that good counter play should be rewarded? If someone DI's your command grab properly, why should you still be guaranteed a follow up? Instead approach the situation as if they are going to DI properly and force a jump into a stagger situation. Stop trying to play it like it's 3.5 Bowser and applying 3.5 Bowser logic to the exchange and maybe you'll get more follow-ups.
I think you're looking in the wrong place to buff Bowser.
The no follow up with no or bad DI is my problem, if you DI right, okay good job. But if you avoid getting a follow up because you there was no follow up possible, thats the problem. I do agree that KK wont fix bowser, but i also dont agree that its gonna be just 1 thing to make him c+ tier. Its gonna take better tech rolls, better ariel DI (seriously why do different characters have better and worse DI anyway?), Actual punish and follow up options, Something to combat camp players and approach options, and for the love of god fix the ledge grab and waveland bugsYou're mostly right; on good DI getting no followup is reasonable, but in many situations bad DI/no DI also has no followups, as opposed to 3.5.
But that said, Klaw won't be the thing that saves bowser or whatever, it'll have to be something that gives him some way to deal with characters never approaching/dash dance camping him out (And that is preferably less lame to play against than flame breath).
I kinda get your point, but maybe we should apply that to Diddy as well? Even though his grab is ranged, can be turned into an actual attack, and can get follow ups he is still allowed it. (and should keep it I don't think it should be removed).Why do you necessarily need a follow up after landing a command grab? Don't you think that good counter play should be rewarded? If someone DI's your command grab properly, why should you still be guaranteed a follow up? Instead approach the situation as if they are going to DI properly and force a jump into a stagger situation. Stop trying to play it like it's 3.5 Bowser and applying 3.5 Bowser logic to the exchange and maybe you'll get more follow-ups.
I think you're looking in the wrong place to buff Bowser.
Saying he doesn't deserve to have it doesn't also mean he deserves to not have it.I kinda get your point, but maybe we should apply that to Diddy as well? Even though his grab is ranged, can be turned into an actual attack, and can get follow ups he is still allowed it. (and should keep it I don't think it should be removed).
I haven't thought hard enough about Bowser to specifically say his side-b should be buffed, but if a Bowser catches you in a shield with his command grab why isn't he allowed a follow up guaranteed? Lots of characters have guaranteed follow ups, granted not from a command grab.. but why aren't command grabs allowed followups like grabs?
The only real difference is it's usable in the air. Is that buff alone enough to warrant no guaranteed follow ups?
Again, I'm not actually saying Bowser needs this buff. I am just questioning your logic behind not buffing it to this level.
There's more that would go into those decisions - how easy or fast can fast characters get you to 100; fat to 70? What tools do each have to survive? In what ways do they all kill - top, side blast zones, spikes, edge guards, suicide move options? What are your options when offstage; options when opponent is offstage? It isn't just a kill percent and setup questionIf fast characters can kill consistently around 100, why not make fatties kill around 70% with their bread and butter kill moves.
And there's more to consider than just kill percents if you want to fix thatWell currently most of the fatties are bad and building damage, because they can't win neutral. have poor recoveries, kill in various directions, and DDD aside, are bad at going off stage to edge guard.
Wat. Looking forward to this. Am curious - sounds like it's against the status quo. Can you give explanations when posting?Someone completely re-design literally every single one of Bowser's moves and see what happens.
I quickly put together the base of a tier-list and put Fox as 9th and Sheik as 30th to start with.
Melee characters suck.
I did that during 3.5, or as near as my limited technical ability allowed. Hit me up on skype and I'll send you the (VERY OLD) build for giggles.Someone completely re-design literally every single one of Bowser's moves and see what happens.