AuraMaudeGone
Smash Ace
Like the posts above me said, other characters do the same thing, but they arguably reap better rewards out of it than Ness and have an easier time doing it."Bait and Punish, the character"
Like, you know, Sheik.
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Like the posts above me said, other characters do the same thing, but they arguably reap better rewards out of it than Ness and have an easier time doing it."Bait and Punish, the character"
Not every character in the game can effectively play bait and punish as their "main" gameplan. It is much more MU-based than that.which is also olimar, bowser, ganon, zelda, link, toon link, any defensive character, arthur, morrigan, dr doom, gouken, hugo, hakan, squigly, peacock, sagat, zangief, dormammu, i cant name more defensive characters in fighting games im tired but you get the point
Go too simple and we'll gain nothing. Marth is more like "safe ground pokes and commital high reward anti airs, the character".Marth can be described as "Spacing and Pokes, the character".
I mean that's good advice and all, but really general advice that anyone can state for any character. I guess that's probably your point, but if we're going to assume specific character selection matters, which it must whether on the surface level of the things this characters can do or the don't even need floaties (lifesavers not jiggs) level of what the player can do with the character in relation to the player (ad infinitum I guess), then I would feel that your answer didn't actually address what I was looking for assuming I wanted you to say something that can be said about link (call it the platonic form of link since you don't have enough information to address the platonic form of me playing link).The first time I ever played someone in Melee that could beat me, we did Link vs Falco on FD for 10 hours straight.
The main comment of the event, was how it seemed I always "rolled the right way"
That was when I was a newb of the newest order.
To this day, I make Rolling look OP. Rolling is even seen as decent by a lot of people in the last few years too.
You can make Link look/seem OP. If you can work with that, and always make your game lean that way, making things seem OP as much as you can, then keep going. You'll find the limits you're talking about.
Pretend he's OP. When he seems really strong, pay real close attention to what's going on. I'm sure you know what that vague statement means.
You'll find the nooks and crannies about his strengths and weaknesses pretty quickly that way. It has nothing to do with match-ups of characters or player styles, that's the surface of something deeper.
You described it already, this is just another way of saying the same thing.
Is that what you're looking to hear about it, or are you wanting to hear something more specific about something else Link-related?
I thought there wouldn't be another post that particularly prompts me to say anything in this thread, but thank you oh my god. I feel very similarly about a fair amount of characers that you've mentioned. Great job.I was going to post a collection of dialogues from various places, and try to explain a certain thing about why I've seen the meta-game from a very different light. That idea compiled this (for now), so here is it.
Basically this
My reply
I'm just gonna rant in any direction and try highlighting a character so people know when I start talking about them.
I whipped together a quick Tier-List for 3.6b 2 days before 3.6 dropped.
It was rough, but gave me a good idea of what I was looking at differently, so I dissected it.
I'll start from the Melee-core characters since they're kind of a bench-mark to everyone in SOME way and seem to be brought up a lot in discussion when I list things. Whether as a basis for match-up understanding, or gate-keepers to being a good character in PM.
This is what my quickly thrown together 3.6b list looked like with everything removed except Melee-ish characters.
At a glance, someone may notice that I don't think very highly of the Melee-top-tier in PM. I never really have, and that includes the favorite Designated S-Tier Fox.
I've ranted about how each of them is 'good' before, but this can be looked at in multiple ways.
From Melee-to-PM, or PM-exclusively.
Using the batch of characters around Fox in that list (the 'high/mid' Tier of Melee) as an easy example to start...
My best guess is that people think characters like Pikachu, Mario, Samus, Luigi, Toon Link, etc, are a LOT worse in Melee than they really are. All of these characters are clearly 2 things.
BOTH things.
1) Weaker than the top-end Melee characters
-AND-
2) Can keep up with them in a lot of ways.
BOTH of these are very observable and easy to see with just a bit of contemplation/exploration. It seems like the latter was lost, and that they're considered ONLY as weak-melee-characters when they're coming into PM, as if they couldn't do much of anything before.
A simple thing that I'm sure everyone has noticed is how characters like Pikachu are considered basically bottom-tier or lower on tier-lists throughout every PM incarnation. Even today.
-Talking about Melee-to-PM and going into PM-exclusive a bit here...
We've seen Pika have great showings in recent years in Melee, whether it's top-placings at major tournaments, or beating top-players in what are considered nearly not-winnable match-ups.
So, if taking a look at what COULD make Pika a solid contender, what would it be?
He has solid moves that were lacking in his kit (B-Air), more damage across a lot of key moves (Jolt/U-Air), simple things like a Crawl, less lag on recovering along with a new diverse tool (QAC), the ability to RETREAT out of IASA frames (D-Tilt), RAR/wave-bounce/etc stuff that compliments him more than most (U-Air/new B-Air with RAR, Down/Neutral-B wave-bouncing, great ground-air-ground transition game)
What more does this character need to be ON PAR with the Melee top-end?
Let alone BETTER than the Melee top-tier?
Stubby arms?
Improve his key moves there then (Grab, F-Air, D-Air).
Throw him in a game where more universal stock-taking options are beneficial from gimps to vertical kills in a game with diversity?
All of this is done.
What now?
What can this character POSSIBLY need to be an equal with the top-end Melee characters?
I've yet to understand it, and simply don't see it, and I've been curious to know what people think has to be done to Pikachu to MAKE him one of the best characters in the game.
This has never gotten an answer.
Especially when near the end of 3.02, he was one of the few actually considered to likely go even with the Designated S-Tier Fox AND the Beast of 3.02 Mewtwo. Both of them in the same game, and still be bad in that game.
I don't understand how someone can think a character could be on the weak end of a game and STILL think THAT is possible, yet that's what has happened in every PM patch to-date. Ganon can't even do anything against Mewtwo, yet Pika did better than MOST in that match-up, and isn't better than almost anyone?
It's always been directed at me, in the sense I've been told to explain why characters like Pikachu are good, when it really seems like everyone else needs to explain why they're NOT that good. Getting an explanation as to why Pikachu is NOT one of the better characters, as an example of the MANY characters I've been asked to point out strengths in, is something that has never even come close to happening.
"He can be punished hard" I guess is the closest that has ever come next to something like "stubby arms"
As if Fox/Mewtwo/Ganonlol have an easy time catching him in the first place, and as if CF/Lucas/Marth getting punished hard makes them bottom-tier on every list alongside Pikachu too *they-never-are-though.
How about Samus? She's solid, isn't she? What's her problem? Too slow to be good?
Melee-to-PM, how about giving her a Roll, a Crawl, faster and bigger and better hit-boxes on key moves and making more of her moves useful in all areas of her game.
If she was in Melee with these buffs, would she be on-par with Melee-tops at last, or still weak?
Her Z-Air was new, and it was the best move in 3.02 that was never talked about nearly enough. It's still there in a lesser form.
What do these characters need to be contenders for top spots?
Samus got some attention in 3.02 it appears, and that stayed a bit into 3.5/3.6, so that's good.
TL is in the same boat. Got some attention and it stuck. Yet this seemed so obvious from day-1. As mentioned in the quote above-
-he's basically a really solid character that plays like a bag of counter-play options inside a cage of stock-taking conversions, and somehow you need to get whatever is in the bag while it's taped to the back of a wild boar.
YL was functioning mildly with NO GRAB, that alone would help him huge. In 2.1 he had a Galaxy-Grab (grabs you from space) and it lead to some of the most busted easy-mode stock-ending strings possible. That behind the 1 game-plan that YL somehow made work, buffed to core-game (Jiggs-B-Air centralized) levels, and he's pretty obviously strong. The discussion I guess leads to "is he better than the Melee-top-tier" and as far as I'm concerned, more characters in the game fear TL than any of THEM.
Some characters can't even get Samus off the ground.
Some characters can't even get to TL passed the mess.
THEY are the gate-keepers if PM ever had any.
Mario is on the TL/Samus end too. Got some attention, that faded a bit, but most of this was seemingly due to an ease-of-play with a certain style that involved almost everything that an end-game Mario wouldn't be doing. In Melee, my Mario/Fox could beat Mango's Mario/Fox, and his Mario/Fox could beat my Mario/Fox. This was in 2010, so a while ago, but In our matches, we both noted very directly at how we barely ever jumped. Ever. Mario simply can't get away with that kind of commitment when it comes to end-game level play.
Yet all I've really see in PM Mario-matches from 2.1 to today is things like full-jump Fireballs and attempts at D-Air, or some aerial into D-Smash or raw approach into clipping someone with something.
He can get away with this in the sense that he has a lot of hard-hitbox coverage, but as soon as Mario is seen as a character that uses that to cover his holes in neutral and choke people out with spacing and short-burst maneuvers, rather than force openings or holes in the opponents game, the sooner his meta-game will be seen like that of a modern-day Falco, rather than a 2007 Melee Falco trying to laser into direct combos because counter-offensive play isn't coming his way yet.
Once the basis of what I mention in the DAT Smash is starting to look like a puzzle coming together in the meta-game among top-players in the public eye, then the general public will start to get an idea of what Mario can ACTUALLY do in PM, and how good he really is.
http://smashboards.com/threads/stubby-arms-and-fireballs-the-comprehensive-mario-guide.346088/
That DAT thing should explain it, but basically Mario is a fortress of defensive-to-offensive transition options and can maneuver through anything. IF he stays grounded and keeps the fortress up.
There is no thing that Mario can't deal with, and it has NOTHING to do with being a diverse and flexible character. Mario can deal with anything simply because he can play a defensive ground game that is essentially impenetrable.
Stop getting hit. It's easy with any of these characters, and Mario does it through a foundation of dashes and shields and pokes that never get him in trouble. The cool stuff happens naturally, everybody knows that, so it has to come eventually where people stop going for it and just let Mario do his cool things when they come.
Falco-style, really. Falco going for D-Air > Jab > D-Smash on shields would be weird, and it's weird to me when Mario does it today. This is old and would have looked really odd if a D-Smash followed even at that point of the meta, it looks weird from PM Mario right now.
http://gfycat.com/VapidRaggedAruanas
Imagine a Mario that simply never gets hit, and is always around the opponent to threaten them. THAT is the Mario that will come, and THAT is the Mario that shuts down the rest of the PM roster.
this is another big story but short-form...
We've seen random players spamming Hail-Mary Up-B's and Down-B-Repeat strings both do very well, and everything between. Similar to Mario, in terms of the way an ACTUAL end-game style and game-plan has yet to surface on any world-class level but is slowly being gravitated TOWARD at every level of play, and is inevitable, the same is the case with Luigi.
Soon we may see the campy spacing Luigi do well, with F-Tilts and aerials and playing very safe, hardly doing any real approaches but being precise and picking moments (think 'Ka' style), or maybe the fly-by Luigi will surface, similar to the Up-B straight-approach but with U-Tilts and Smashes and Grabs all raw out of simple and direct play. Maybe the complexity will show up in some ball by someone. Either way, nobody seems to have any idea how good this character is at all.
All I'll bother with this one is, he's gotten some attention recently as a "Maybe he's not so bad" character. What is it that people missed if they think he's low-tier instead of bottom-tier? Why didn't they think he was mid-tier instead of low-tier before? Why do they think he's high-tier now instead of mid-tier?
What is everyone REALLY missing/looking for/seeing? Pay close attention and maybe we'll see.
For now, I don't see what everyone is missing, and I have NO IDEA AT ALL why people think he's better now than they thought he was in 2.1.
Not much has changed with HIM, did the game around him change that much to benefit him?
Or do people still think he's bad? If so, I still don't get it. What makes him bad? What WOULD make him on-par with the Melee-Top-Tier?
Again, it makes no sense, and if someone can explain why Luigi is suddenly a lot better in 3.5/etc, that would be great. Never has someone been able to explain why he's bad, or show why he's bad, and the only explanations that come up support him being quite good, and the only demonstrated stuff about Luigi in any matches or tournaments or anything basically screams that he's VERY strong. This has been the way it is since day-1 of 2.1, just like with the others, and I don't get it.
Is it possible that everyone who thinks he's a "little better" now, missed something else, and will think he's better at a later date? Very likely.
Screw his stock-taking or neutral-breaking and speed and range... The character can be very non-committal while remaining to be a threat. There is plenty of counter-play in the sense of nullifying a lot of Luigi's more 'direct' options, but this is no different than stopping Puff from hitting you with Raw B-Air's. She can still use B-Air as a center-piece, and adjust in a way that it's threatening without getting herself killed. Every counter-play to Luigi to-date has been minimal, and every counter-play TO that counter-play has been minimal on Luigi's end. The meta-game is a baby in this one STILL.
I'm not sure if this is helpful, or worth discussing, but that's something that I see when I look at the game, and always has been.
Everyone around here seems to be approaching the 'goodness-of-characters' topic from the opposite direction. I completely understand why, but I also understand very well that none of the people who are doing so completely understand why they do.
Hence the confusion.
I'll be confused in my little bubble. You'll all be confused with mine.
Smash is good like that.
Edit:
On-topic
The only thing that changed about Ganon from early Project M patches to recent Project M patches, is that he has a better chance of landing the connections he works for WHEN he has worked for them.
He could always corner people, he could always take up space, he could always play a mouse-trap game where he makes things seem safe when they're not, and could get hits that way.
Yet when he put all the work into doing so, he was STILL left with very little change of hitting the opponent without a simple resetting of the situation being at arms-reach for them.
What a momentum-based command grab, hover, and other tools provided him, is some of the essentials necessary to have that final play in the corner-and-connect game FUNCTIONAL.
Functional is something Ganon has never been before, because of THIS specifically.
PM is the first time that he's be functional is Smash.
That's a huge leap forward.
Bowser gained a bit of this from a different angle in 3.6, if this is seen clearly, it'll make a lot more sense for everyone regarding balancing big and slow characters.
There's a reason the extremes from Link to DK work the way they do and somehow STILL work. This is why.
this may end up being a ****post butI'll do my best and keep it short. Other more qualified people will probably chime or correct me.
For me as a Ness player, I might describe him as a grab punish-oriented character whose aerials and PK Fire threaten very particular zones in neutral. His primary goal is to maintain his defensive posture and try to utilize the double jump cancel mechanic to close in and punish the opponent for entering those zones. By baiting and punishing, he can capitalize on a PK Fire or DJC Fair and position himself in such a way to get that grab. At that point, his great downthrow grants followups on most of the cast.
He has ways to pressure shields, but nothing airtight like a spacie. The pressure is finite, and very dependent on his positioning on the opponent's shield. All of the pressure he can produce has solutions to circumvent it.
Kill moves include backair, made very fast by DJC, and backthrow. Upair is his best vertical finisher, nair can kill, downair is a meteor. Pretty sure that covers the most threatening finishers.
So the reason everyone is ******** is that, although the aforementioned stuff sounds good, all of it has counterplay that works very consistently, no matter what character you play. His kill moves are super DI 'able, and without a reliable vertical finisher, are dependent on stage positioning. Backair is very SDI susceptible, and the angle on backthrow allows you to live a lot longer than you might suspect. Upair really only kills floaties at reasonable percentages. Downair can be meteor cancelled.
Regarding neutral, his DJC mixups from the air can all be beat by crouch canceling, SDI, or simply patient shielding. PK Fire is a laggy projectile that can be snuffed out and neutralized by running shield, or SDI, or buffered roll away, so it's very hard to get a true conversion off of it a lot of the time, or even to throw it out safely. He has little range on most of his normals, average ground speed, average dash dance and wavedash, and short grab range.
Defensively, he has one of the most combo-susceptible weight/fall speed combinations in the game. His slow doublejump makes it difficult to jump out of juggles. He has slow tech rolls, horrible options out of shield, and one of the most exploitable recoveries in the game.
His combos on fastfallers are very potent, but progressively deteriorate as you move up the fall speed spectrum. Floaty characters can get out of most of his kill setups. Heavy floaties like ROB and Samus who have vertical combo resistance and horizontal kill resistance are an absolute nightmare for him.
He struggles with camping in all its iterations. Projectile, dash dance, zoning with disjoint, air.
Hope this gives you some idea. I've been listening to the Ness mains on this thread for a while too.
neutral B is too slow and will not hit players that are too high. The uncharged one will not hit, and even if it did, it wouldn't kill. After a dair ground bounce, it's always a uair or bair depending on stage position.this may end up being a ****post but
ness has like three reasonable vertical kill moves, only two of which people consistently use, and one gimmicky edgeguard tool
my question is, is it possible to semi-reliably hit neutral b after a dair groundbounce on stage?
if it works, it seems like that would give ness a little more reliable way to kill vertically on stage
but idk if it work
It wouldn't work very well, unfortunately. Typically due to how high dair launches you in conjunction with the long start up of neutral b and it's low vertical reach.this may end up being a ****post but
ness has like three reasonable vertical kill moves, only two of which people consistently use, and one gimmicky edgeguard tool
my question is, is it possible to semi-reliably hit neutral b after a dair groundbounce on stage?
if it works, it seems like that would give ness a little more reliable way to kill vertically on stage
but idk if it work
I remember someone (you or NZA) mentioning it. Thought it was NZA but wanted to pop both mention thingy mabobs.
Also forgot about hitstun being related to KB, not specifically damage.
A quick DJC Nair OoS can be used to pop people low because they usually either aren't DI'ing or if they know Ness DI'ing for Dair.
LOL, huge ****ing nerd checking in.Hitstun I believe is both affected by damage AND knockback (see how Ness's magnet in 3.6 has significantly more hitstun than his 3.5 magnet). I could be wrong but in my experience, people tend to SDI fair worse in this patch than in 3.5. My explanation for this is simple: Fair went from 3, 3, 3, 3, 3 damage to 4, 4, 3, 2, 2 damage. This means the first two hits of fair are easier to SDI while the last two hits are harder to SDI. My presumption is, most of the time people are SDIing fair, the yare doing it during the 3rd or 4th and 5th hit, rather than the first two, hence why the fair change somewhat nerfed the SDI game. Technically, it would be easier to SDI the first two hits.
But Boiko can correct me if i'm wrong. He' s a way bigger ****ing nerd than me.
A problem that I am having with your post (which could mean others as well) is that you are bringing up valid points and arguments, but addressing so many at the same time that the only way to avoid a 14 page report post is to be very general in discussing some topics you bring up. In this one in particular, each one is a valid question, but will probably get lost in the clutter of this thread even though it is very good for discussion, which would be a shame since a lot of thought went into creating this post.I was going to post a collection of dialogues from various places, and try to explain a certain thing about why I've seen the meta-game from a very different light. That idea compiled this (for now), so here is it.
Basically this
My reply
I'm just gonna rant in any direction and try highlighting a character so people know when I start talking about them.
I whipped together a quick Tier-List for 3.6b 2 days before 3.6 dropped.
It was rough, but gave me a good idea of what I was looking at differently, so I dissected it.
I'll start from the Melee-core characters since they're kind of a bench-mark to everyone in SOME way and seem to be brought up a lot in discussion when I list things. Whether as a basis for match-up understanding, or gate-keepers to being a good character in PM.
This is what my quickly thrown together 3.6b list looked like with everything removed except Melee-ish characters.
At a glance, someone may notice that I don't think very highly of the Melee-top-tier in PM. I never really have, and that includes the favorite Designated S-Tier Fox.
I've ranted about how each of them is 'good' before, but this can be looked at in multiple ways.
From Melee-to-PM, or PM-exclusively.
Using the batch of characters around Fox in that list (the 'high/mid' Tier of Melee) as an easy example to start...
My best guess is that people think characters like Pikachu, Mario, Samus, Luigi, Toon Link, etc, are a LOT worse in Melee than they really are. All of these characters are clearly 2 things.
BOTH things.
1) Weaker than the top-end Melee characters
-AND-
2) Can keep up with them in a lot of ways.
BOTH of these are very observable and easy to see with just a bit of contemplation/exploration. It seems like the latter was lost, and that they're considered ONLY as weak-melee-characters when they're coming into PM, as if they couldn't do much of anything before.
A simple thing that I'm sure everyone has noticed is how characters like Pikachu are considered basically bottom-tier or lower on tier-lists throughout every PM incarnation. Even today.
-Talking about Melee-to-PM and going into PM-exclusive a bit here...
We've seen Pika have great showings in recent years in Melee, whether it's top-placings at major tournaments, or beating top-players in what are considered nearly not-winnable match-ups.
So, if taking a look at what COULD make Pika a solid contender, what would it be?
He has solid moves that were lacking in his kit (B-Air), more damage across a lot of key moves (Jolt/U-Air), simple things like a Crawl, less lag on recovering along with a new diverse tool (QAC), the ability to RETREAT out of IASA frames (D-Tilt), RAR/wave-bounce/etc stuff that compliments him more than most (U-Air/new B-Air with RAR, Down/Neutral-B wave-bouncing, great ground-air-ground transition game)
What more does this character need to be ON PAR with the Melee top-end?
Let alone BETTER than the Melee top-tier?
Stubby arms?
Improve his key moves there then (Grab, F-Air, D-Air).
Throw him in a game where more universal stock-taking options are beneficial from gimps to vertical kills in a game with diversity?
All of this is done.
What now?
What can this character POSSIBLY need to be an equal with the top-end Melee characters?
I've yet to understand it, and simply don't see it, and I've been curious to know what people think has to be done to Pikachu to MAKE him one of the best characters in the game.
This has never gotten an answer.
Especially when near the end of 3.02, he was one of the few actually considered to likely go even with the Designated S-Tier Fox AND the Beast of 3.02 Mewtwo. Both of them in the same game, and still be bad in that game.
I don't understand how someone can think a character could be on the weak end of a game and STILL think THAT is possible, yet that's what has happened in every PM patch to-date. Ganon can't even do anything against Mewtwo, yet Pika did better than MOST in that match-up, and isn't better than almost anyone?
It's always been directed at me, in the sense I've been told to explain why characters like Pikachu are good, when it really seems like everyone else needs to explain why they're NOT that good. Getting an explanation as to why Pikachu is NOT one of the better characters, as an example of the MANY characters I've been asked to point out strengths in, is something that has never even come close to happening.
"He can be punished hard" I guess is the closest that has ever come next to something like "stubby arms"
As if Fox/Mewtwo/Ganonlol have an easy time catching him in the first place, and as if CF/Lucas/Marth getting punished hard makes them bottom-tier on every list alongside Pikachu too *they-never-are-though.
How about Samus? She's solid, isn't she? What's her problem? Too slow to be good?
Melee-to-PM, how about giving her a Roll, a Crawl, faster and bigger and better hit-boxes on key moves and making more of her moves useful in all areas of her game.
If she was in Melee with these buffs, would she be on-par with Melee-tops at last, or still weak?
Her Z-Air was new, and it was the best move in 3.02 that was never talked about nearly enough. It's still there in a lesser form.
What do these characters need to be contenders for top spots?
Samus got some attention in 3.02 it appears, and that stayed a bit into 3.5/3.6, so that's good.
TL is in the same boat. Got some attention and it stuck. Yet this seemed so obvious from day-1. As mentioned in the quote above-
-he's basically a really solid character that plays like a bag of counter-play options inside a cage of stock-taking conversions, and somehow you need to get whatever is in the bag while it's taped to the back of a wild boar.
YL was functioning mildly with NO GRAB, that alone would help him huge. In 2.1 he had a Galaxy-Grab (grabs you from space) and it lead to some of the most busted easy-mode stock-ending strings possible. That behind the 1 game-plan that YL somehow made work, buffed to core-game (Jiggs-B-Air centralized) levels, and he's pretty obviously strong. The discussion I guess leads to "is he better than the Melee-top-tier" and as far as I'm concerned, more characters in the game fear TL than any of THEM.
Some characters can't even get Samus off the ground.
Some characters can't even get to TL passed the mess.
THEY are the gate-keepers if PM ever had any.
Mario is on the TL/Samus end too. Got some attention, that faded a bit, but most of this was seemingly due to an ease-of-play with a certain style that involved almost everything that an end-game Mario wouldn't be doing. In Melee, my Mario/Fox could beat Mango's Mario/Fox, and his Mario/Fox could beat my Mario/Fox. This was in 2010, so a while ago, but In our matches, we both noted very directly at how we barely ever jumped. Ever. Mario simply can't get away with that kind of commitment when it comes to end-game level play.
Yet all I've really see in PM Mario-matches from 2.1 to today is things like full-jump Fireballs and attempts at D-Air, or some aerial into D-Smash or raw approach into clipping someone with something.
He can get away with this in the sense that he has a lot of hard-hitbox coverage, but as soon as Mario is seen as a character that uses that to cover his holes in neutral and choke people out with spacing and short-burst maneuvers, rather than force openings or holes in the opponents game, the sooner his meta-game will be seen like that of a modern-day Falco, rather than a 2007 Melee Falco trying to laser into direct combos because counter-offensive play isn't coming his way yet.
Once the basis of what I mention in the DAT Smash is starting to look like a puzzle coming together in the meta-game among top-players in the public eye, then the general public will start to get an idea of what Mario can ACTUALLY do in PM, and how good he really is.
http://smashboards.com/threads/stubby-arms-and-fireballs-the-comprehensive-mario-guide.346088/
That DAT thing should explain it, but basically Mario is a fortress of defensive-to-offensive transition options and can maneuver through anything. IF he stays grounded and keeps the fortress up.
There is no thing that Mario can't deal with, and it has NOTHING to do with being a diverse and flexible character. Mario can deal with anything simply because he can play a defensive ground game that is essentially impenetrable.
Stop getting hit. It's easy with any of these characters, and Mario does it through a foundation of dashes and shields and pokes that never get him in trouble. The cool stuff happens naturally, everybody knows that, so it has to come eventually where people stop going for it and just let Mario do his cool things when they come.
Falco-style, really. Falco going for D-Air > Jab > D-Smash on shields would be weird, and it's weird to me when Mario does it today. This is old and would have looked really odd if a D-Smash followed even at that point of the meta, it looks weird from PM Mario right now.
http://gfycat.com/VapidRaggedAruanas
Imagine a Mario that simply never gets hit, and is always around the opponent to threaten them. THAT is the Mario that will come, and THAT is the Mario that shuts down the rest of the PM roster.
this is another big story but short-form...
We've seen random players spamming Hail-Mary Up-B's and Down-B-Repeat strings both do very well, and everything between. Similar to Mario, in terms of the way an ACTUAL end-game style and game-plan has yet to surface on any world-class level but is slowly being gravitated TOWARD at every level of play, and is inevitable, the same is the case with Luigi.
Soon we may see the campy spacing Luigi do well, with F-Tilts and aerials and playing very safe, hardly doing any real approaches but being precise and picking moments (think 'Ka' style), or maybe the fly-by Luigi will surface, similar to the Up-B straight-approach but with U-Tilts and Smashes and Grabs all raw out of simple and direct play. Maybe the complexity will show up in some ball by someone. Either way, nobody seems to have any idea how good this character is at all.
All I'll bother with this one is, he's gotten some attention recently as a "Maybe he's not so bad" character. What is it that people missed if they think he's low-tier instead of bottom-tier? Why didn't they think he was mid-tier instead of low-tier before? Why do they think he's high-tier now instead of mid-tier?
What is everyone REALLY missing/looking for/seeing? Pay close attention and maybe we'll see.
For now, I don't see what everyone is missing, and I have NO IDEA AT ALL why people think he's better now than they thought he was in 2.1.
Not much has changed with HIM, did the game around him change that much to benefit him?
Or do people still think he's bad? If so, I still don't get it. What makes him bad? What WOULD make him on-par with the Melee-Top-Tier?
Again, it makes no sense, and if someone can explain why Luigi is suddenly a lot better in 3.5/etc, that would be great. Never has someone been able to explain why he's bad, or show why he's bad, and the only explanations that come up support him being quite good, and the only demonstrated stuff about Luigi in any matches or tournaments or anything basically screams that he's VERY strong. This has been the way it is since day-1 of 2.1, just like with the others, and I don't get it.
Is it possible that everyone who thinks he's a "little better" now, missed something else, and will think he's better at a later date? Very likely.
Screw his stock-taking or neutral-breaking and speed and range... The character can be very non-committal while remaining to be a threat. There is plenty of counter-play in the sense of nullifying a lot of Luigi's more 'direct' options, but this is no different than stopping Puff from hitting you with Raw B-Air's. She can still use B-Air as a center-piece, and adjust in a way that it's threatening without getting herself killed. Every counter-play to Luigi to-date has been minimal, and every counter-play TO that counter-play has been minimal on Luigi's end. The meta-game is a baby in this one STILL.
I'm not sure if this is helpful, or worth discussing, but that's something that I see when I look at the game, and always has been.
Everyone around here seems to be approaching the 'goodness-of-characters' topic from the opposite direction. I completely understand why, but I also understand very well that none of the people who are doing so completely understand why they do.
Hence the confusion.
I'll be confused in my little bubble. You'll all be confused with mine.
Smash is good like that.
Edit:
On-topic
The only thing that changed about Ganon from early Project M patches to recent Project M patches, is that he has a better chance of landing the connections he works for WHEN he has worked for them.
He could always corner people, he could always take up space, he could always play a mouse-trap game where he makes things seem safe when they're not, and could get hits that way.
Yet when he put all the work into doing so, he was STILL left with very little change of hitting the opponent without a simple resetting of the situation being at arms-reach for them.
What a momentum-based command grab, hover, and other tools provided him, is some of the essentials necessary to have that final play in the corner-and-connect game FUNCTIONAL.
Functional is something Ganon has never been before, because of THIS specifically.
PM is the first time that he's be functional is Smash.
That's a huge leap forward.
Bowser gained a bit of this from a different angle in 3.6, if this is seen clearly, it'll make a lot more sense for everyone regarding balancing big and slow characters.
There's a reason the extremes from Link to DK work the way they do and somehow STILL work. This is why.
In addition, you also have to account for the target's percentage, something else they forgot. (unless their calculating on 0%)Damage affects knockback not hitstun by itself. Any given amount of knockback always has the same hitstun, the ONLY exception is for ground bounces (meteors and spikes).
do you mean knockback as in the knockback that's output through the knockback formula? or knockback as in base knockbackRight, but knockback is a component of the hitstun formula, right? So opponent percent and damage done does not directly affect hitstun, but it does affect it in a sort of indirect way (by affecting a piece of the formula), correct?
My clarification was for hitlag though, and making sure that is correct. @ DrinkingFood @ Shadic
So if you happened to know the exact formula, you could figure out the BKB and KBG of any given move just by collecting a bunch of hitstun data at different percents? (And then I guess figuring out the angle somehow. Maybe by hitting them against the wall of the training stage and doing some trig after accounting for their fall acceleration? Would be imprecise but...)The raw knockback value you get from the knockback formula (the one where you put base knockback, knockback growth, percent, damage, weight) is multiplied by a number. According to ssbwiki it is .4. So if raw knockback is 100, you receive 40 frames of hitstun. I believe this is rounded down.
Project Smash Attacks*Or you could go into BrawlBox and get the bkb/kbg/damage/weight/etc...
I'm pretty sure brawlbox can't even be used to open that type information on subactions. Looking up stats on a move such as bkb, kbg, damage, angle, wdsk, and hitbox ID are all strictly in PSA unless I don't know something about bbox?What are the advantages of PSA? Brawlbox seems fine to me (except some animation viewing stuff)
You can use BB 0.67/0.68 to edit movesets. You can just open a FitChar.pac file with either of them and edit what you want inside the MoveDef (bone references, sub actions, actions, etc) or open a character model, preview it and load the animation and moveset files and edit them.I'm pretty sure brawlbox can't even be used to open that type information on subactions. Looking up stats on a move such as bkb, kbg, damage, angle, wdsk, and hitbox ID are all strictly in PSA unless I don't know something about bbox?
I can check what version I have tonight, but BrawlBox can check bkb, kbg, angle, hit frames, etc. Its worked fine for me (except the few mishaps with Yoshi...).I'm pretty sure brawlbox can't even be used to open that type information on subactions. Looking up stats on a move such as bkb, kbg, damage, angle, wdsk, and hitbox ID are all strictly in PSA unless I don't know something about bbox?
I'm not exactly sure how it works with each character, as I feel a lot of them are different. Taking Pit for example: under action 11F, he generates a defensive collision bubble with the parameters 0-3, 0-0, 0-3. I BELIEVE these are what control the effects of his down b reflect. If you were to change them to 0-2, 0-0, 0-2 for example, it should still reflect projectiles but not transfer possession.Since we're talking PSA: as far as I know, Pit's upB does not reflect projectiles, a functionality which was supposedly added in 3.6 beta according to the patch notes, so I went ahead and downloaded PSA. I looked at a few different moves (upB, downB, and Fox's downB) looking for something that looked like a "reflects projectiles on these frames" thing and I couldn't find any. What is it that I'm looking for, and where is it?
And @ PMDT members: is Pit's upB actually supposed to reflect projectiles like the patch notes say? Or was that not supposed to find its way into the light of day and just got slipped in the patch notes somehow?
I'M PROUD OF YOU.Hmm. I actually read all of that.
I hope you come back and read this when you're soberHELLO EVERYONE I'M DRUNK AGAIN
I'M NOW GOING TO ASK WHAT THE **** IS WRONG WITH ALL OF YOU
BECAUSE FRANKLY BALANCING THIS GAME, AFTER ALL THESE VERSIONS AND ITERATIONS
AFTER ALL THE HARD STUFF ABOUT FINALIZING PLAYSTYLES AND MOVESETS IS DONE
[EXCEPT FOR NESS, I STILL STRONGLY BELIEVE WHOEVER IS IN CHARGE OF HIM DID NOT IN FACT HAVE A STRAIGHT-OUT DIRECTIONAL GAMEPLAN FOR NESS IN MIND]
[SEE ALSO: YOSHI, DK TO A CERTAIN EXTENT, EVEN GANON IN SOME SENSE, THESE CHARACTERS HAVE STRENGTHS THEY CAN PLAY TO BUT NO CLEAR WAY TO GO FROM A TO DEAD STOCK]
WE SIMPLY ARE LEFT WITH THE JOB OF TONING DOWN THOSE TOO GOOD AT THEIR JOBS
AND HELPING OUT THOSE BAD AT THEIR JOBS.
BUT FOR SOME REASON, WHERE NOT DOING THIS.
AND FRANKLY?
UNTIL WE GET TO THE BOTTOM ROOT OF THE REASON OF *WHY* WE'RE NOT DOING THIS
ANY DISCUSSION HERE IS PRETTY MUCH POINTLESS.
MY ADVICE IS TO JUST ****ING WISE UP AND LEAVE THE GAME EN MASSE UNTIL THE DT REALIZE THAT THE MELEE CROWD THEY'RE TRYING TO CATER TO DOESN'T GIVE A ****, SO THEY SHOULD PROBABLY LOOK INTO MAKING THIS AN ENJOYABLE EXPERIENCE FOR THE PEOPLE THAT DO IN FACT CARE ABOUT THIS GAME AND ITS FUTURE.
OOOOHHH I JUST PISSED PEOPLE OFF WITH THAT DIDN'T I
YEAH SHUT UP WITH THE 'GAME IS GOOD' BS NAUSICAA, NO, THE GAME IS CLEARLY BEING HELD BACK BY SOMEONE OR SOMEONES WHO DON'T HAVE THEIR PRIORITIES IN ORDER.
FRANKLY ... WHY IS LINK AS BAD AS HE IS JUST BECAUSE HIS GAMEPLAN REVOLVES AROUND PROJECTILES, WHEN FALCO *EXISTS*?
WHY EXACTLY IS ZELDA'S DIN'S A BORDERLINE IGNORABLE TOOL FOR FAST CHARACTERS? WHAT DOES A MOVE THAT FORCES CHARACTERS TO PUT OUT AN AERIAL MATTER, WHEN THE CHARACTER THAT MOVE IS ATTACHED TO CAN'T WHIFF PUNISH FOR ****?
AS A MATTER OF FACT, WHY DOES SNAKE'S MINE GET TO EXPLODE AND HARM THE CHARACTER THAT BLEW IT UP, WHEN ZELDA'S DIN'S DOESN'T? IS THE IDEA OF AN AERIAL SNAKE MINE SO ****ING PREPOSTEROUS WHEN YOU CONSIDER THE FACT THAT THE CHARACTER SUCH A MOVE WOULD BE ATTACHED TO IS ****ING *ZELDA*?
YES I AM SUGGESTING THAT ZELDA GETS A TANGIBLE REWARD IF THE OPPONENT MAKES THE MISTAKE OF LETTING HER PUT OUT A DIN'S. I AM SUGGESTING THAT **** HURTS THEM IF THEY LET HER DO IT. I AM SUGGESTING ESTABLISHING A NON-NEGOTIOABLE ZONE OF CONTROL FOR A SLOW, LIGHT FLOATY CHARACTER WITH A SUBOPTIMAL COMBO GAME. HOW ****ING PREPOSTEROUS WE LET HER HAVE ANYTHING REMOTELY THREATENING. OR AN EDGEGUARD GAME. LE ****ING GASP.
HONESTLY, THIS ENTIRE THING IS POINTLESS. THERE'S SOMETHING GOING ON IN THE DT. THEY'RE STUBBORN AND THEY'RE ALSO SCARED TO DO ANYTHING REMOTELY IMAGINATIVE SINCE 3.02 AND ALL THE FLACK THEY GOT THEN. THEY'RE TOO SCARED TO DO ANYTHING REVOLUTIONARY SINCE GETTING BURNED FROM THEN.
HONESTLY I GET THAT. I GET WHAT IT'S LIKE TO WANT TO WITHDRAW FROM THAT EXTREME HATRED AND SHUNNING, TO WANT TO PROVE YOURSELVES AS LEGITIMATE. BUT WE'RE TRYING TO DO THIS TO PEOPLE THAT WILL NEVER SEE US AS LEGITIMATE. M2K'S OPINIONS WON'T CHANGE IF YOU KEEP LINK A CERTAIN WAY. LEFFEN WON'T SUDDENLY LOVE PM IF YOU CONVINCE HIM ZSS ISN'T BROKEN. AND BELIEVE ME ARMADA BEING ABLE TO USE MELEE FOX IN PM TO WIN A MAJOR AGAINST ONE OF THE BEST PM PLAYERS WITHOUT ANY PRACTICE IS, SHOCKINGLY ENOUGH, NOT GETTING HIM TO RESPECT PM MORE. IT MAY, IN FACT, BE HAVING THE OPPOSITE EFFECT.
UNTIL THE DT GETS THAT WE ARE IN FACT NOT GOING TO GET SUPPORT FROM THESE PEOPLE, THAT WE SHOULD IN FACT BEING FOLLOWING A VISION FOR THIS GAME THAT WE AGREE ON AND NOT SOMETHING THAT WE CAN GET EVERYONE TO AGREE ON (NOT GOING TO ****ING HAPPEN) WE REALLY SHOULD JUST BE THINKING ABOUT EXACTLY HOW WE CONVINCE THEM THAT WE ARE IN FACT TIRED OF MELEE FOXES STAKING THEIR CLAIMS IN OUR GAME, AND THAT CONSIDERING HOW ****ING STUPID THAT CHARACTER IS, IT'S NOT SOMETHING TO BE ****ING ASHAMED OF. IT'S NOT ADMITTING WEAKNESS, IT'S JUST NO LONGER BEING WILLING TO PUT UP WITH ****TY GAME DESIGN.
BECAUSE WHAT WE'RE HERE FOR? WHAT WE ALL WANT? *GASP* IT'S *GOOD* *****ING* *GAME* *DESIGN*
*NOT* *MELEE* *FOX*
AND IRONICALLY THE WAY TO GET RESPECT FROM THE PEOPLE THAT DON'T RESPECT US? IT'S TO RESPECT OURSELVES, NOT PANDER TO THEM. IT'S TO STICK TO OUR GUNS, NOT BEG FOR THEIR UNDERSTANDING.
WHICH IS WHY, I CONTINUE TO SAY THIS, AND MEAN IT ENTIRELY.
AS A PLAYER WHO LOVES THIS GAME TO DEATH:
**** PM AS IT CURRENTLY IS.
TALIA OUT.
PS. NAUSICAA? SHUT UP.
I'M PLANNING ON ITI hope you come back and read this when you're sober
That was just supposed to be a rough outline about a few 'ideas' to help spread some light on a different way of looking at things in the game, but I guess I did get pretty elaborate about the specifics of characters in there. hahaI thought there wouldn't be another post that particularly prompts me to say anything in this thread, but thank you oh my god. I feel very similarly about a fair amount of characers that you've mentioned. Great job.
What I meant by that was more about how Link will always be a contender, while still being on the weak end. It for sure lines up with 'advice on how to play him' so I'll try wording it differently.I mean that's good advice and all, but really general advice that anyone can state for any character. I guess that's probably your point, but if we're going to assume specific character selection matters, which it must whether on the surface level of the things this characters can do or the don't even need floaties (lifesavers not jiggs) level of what the player can do with the character in relation to the player (ad infinitum I guess), then I would feel that your answer didn't actually address what I was looking for assuming I wanted you to say something that can be said about link (call it the platonic form of link since you don't have enough information to address the platonic form of me playing link).
I get that youre trying to help me. You did this. I don't think I want help though, just perspective in all its unhelpfulness the way a drawing of a hammer doesn't really help you build a house. What do you think of link in 3.6? Does he deserve the triforce of courage based upon what he knows how to do and what he seems obviously afraid of doing?
Makes sense. It's pretty common to get the stream-of-thought comment about my posting.A problem that I am having with your post (which could mean others as well) is that you are bringing up valid points and arguments, but addressing so many at the same time that the only way to avoid a 14 page report post is to be very general in discussing some topics you bring up. In this one in particular, each one is a valid question, but will probably get lost in the clutter of this thread even though it is very good for discussion, which would be a shame since a lot of thought went into creating this post.
Right now I am speaking on specifically pikachu, and like you I found it silly that pikachu could do well vs fox and mewtwo, (two characters at the dominate spectrum of the tier list at the time) and still be considered bad. While you brought up many of the positive attributes of the character, what wasn't brought into full detail were the issues that pikachu faced that hurt the characters placement in that patch.
In terms of worst relevant matchup, losing to Mario was really detrimental in 3.02 due to just how easy the character was to use, combined with how common it was to run into said character. (We both agree it is a bad m.u for pikachu so no point in addressing the specifics of that matchup at this time.)
Losing to Falco, and not having a winning matchup vs pit makes it difficult to solo main pikachu, and arguably enough reason to not be in top tier discussion when you consider going even at best vs diddy and lucas as well.
As for what keeps pikachu out of high/mid, the answer to that is something that shouldn't have merit on a tier list but always does. That yellow ball of hate is hard as **** to play with at a consistent lvl, and any tiny form of human error is enough to open you up to a huge punish on a far larger scale than other characters. (Our crimson viper)
And finally I would like to address the arguably lowest tier character pikachu lost to, dk. Dk while having exploitable cons across the board, does have good defining attributes as well, that allows for all of the positive aspects of the pikachu vs marth m.u, except at a safer ending range and more shield hitstun on contact. While it would be easy to state lack of m.u knowledge, the results were pretty consistent through the entirety of the game. Dk's invincible nair arms that importantly covered his entire body, Bair wall, on par movement speed, and extremely strong punish game were good enough to provide safe on shield pressure, and enough speed and disjoint to negate pika's great burst movement. Since dk was not that common in 3.02, the m.u itself should not have held as much ground on pikachu's placement, but for some reason not having a winning m.u against dk automatically makes you low tier or worst despite the rest of the m.u spread over 41 characters to many people.