Setton
Smash Rookie
Marth is great right now, he's got a ton going for him. Ivy is subpar right now, but Sheik is fine, she has some crouch cancel problems and her recovery isn't fun
Last edited:
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!
GANNON-BANNEDShiek is stupid. I can counter pick her against her great matchups. I don't even practice with her (I did play her a bit back when I played melee though) and I can simply crush peoples souls. Shiek is so good, and bodies so many characters so hard. Her only weakpoint is her only option vs CC is grab, but with smart play you can get around that easy.
For example, earlier this week, I was playing vs a Gannon and not really feeling my MK, so I just went Shiek, who I probably haven't touched in over 2 weeks, I 3-0ed his ***. The last game the poor guy stopped cussing out Shiek long enough to pick Pit. Then I platform and needle camped him on Delfinos for 6 minutes. (Yes, I'm an *******)
remember when shiek was unplayable?sheik is really stupid at mid level play and below, probably top tier by herself. once you hit top level play she evens out considerably. shes probably high tier atm (which is perfect imo)
Im going to put an example on this: Captain Falcon has a weak recovery, captain falcon is linear and has just few options to get back on stage, down b, side b and up b (if you count wall jump thats 4) And Even with such a small window of options, creative players can find ways to get back at least half the time against competent esgeguarders because they mix those really few options that they have.All those "options" that sonic has to recover are all easy to edgeguard as well. It's super easy to edgeguard sonic. Even if you spinshot lets say, its still not gonna do much when you just get hit right back out again. There are other characters with much better recoveries if we're gonna talk about "good recoveries". If there was a recovery tier list I'd put Sonic around mid or high mid. Sure, he goes the distance but none of it matters if you just get easy bake edguarded all the time. People give Sonic way too much credit for his recovery but it's really not all that.
Thats is true, when sonic is forced low into the stage he will have to limit his options like evero other character in the game and most probably need to do spring to get back. Although at the maximum distance Sonic can reach the stage is really far and most characters have no chance of getting back from there, which is something to put for consideration.I also personally believe that, overall, Sonic has one of the most flexible recoveries in the game; I talk about the plethora of options you have when offstage in my guide.
However, you don't always have that luxury, asLife just mentioned above me, Sonic loses half of these options when perpendicular or below the stage as he is usually forced to Spring in these situations. You are very limited in your ways to mix up spring; variable heights and rising hitboxes can only get you so far against opponents at the ledge ready to hit you/quickly grab ledge.
Like I said, I only personally believe that this is only a problem due to how frequently Sonic ends up offstage as a result of misspacing a move onstage due to poor hitboxes and/or trading, this also ties in with misspacing grabs on characters that have low recovery time on their moves or lingering hiboxes such as Zelda, Peach and GnW. His light weight usually guarantees that he will be left in a very disadvantageous position afterwards.
His hitbox problem is also illustrated in his edgeguarding ability to some extent, as @shairn pointed out, a lot of Sonic's edgeguarding techniques, or ones that stuff people edgeguarding him, lose to large hitboxes on frequent occasions. For the most part, I'm talking about F-Tilt, which trades with recovery moves at the ledge very frequently.
Overall, I do not think this is an absolutely crippling problem with Sonic as he obviously has a tonne of strengths to make up for this problem, I think it's really the only thing holding him back from being a more popular/better character as the general lack of Sonic players and/or people thinking that Sonic is only mid/mid-low tier seems to be due to his poor survivability and how often he loses onstage interactions; maining Sonic requires a high level of matchup experience as you must know the hitboxes/cooldown of moves to punish accordingly lest you lose to the hitbox and end up offstage.
i've already said that its only against specific characters. especially not ddd ._.DDD's "help I'm almost getting knocked over" animation makes it so I don't even have to SDI hits. pretty great.
That one maybe, I did make them as close as possible while both grounded but I suppose that isn't quite close enough. You can still SDI out before the launching hit even if they start nearly overlapping (as close as can be, this time with Bowser's back to Lucas). For example https://imgur.com/a/rGN9NThat was simply a mispaced magnet.
Pretty sure you need one frame start up to punish his nair, but whatever.Boiko i've already addressed everything you said. i feel like im repeating myself
nair isnt punishable except in the spacies mu or against a character with a fast move (<2 frame startup).
the point of ccing nair is so that you can interrupt lucas before the last hit with said fast move, or just shield before the last hit/landing hit.
and you have to look at this holistically.... im trying to say that too many of lucas' options are dealt with overlapping DI/SDI...one thing like ASDI down dair (if you're airborne) to shield before usmash is fine. its just that its easy to adapt and prepare your combo DI for most of lucas' combo game.
i've already said that its only against specific characters. especially not ddd ._.
why am i even here lmao, i doubt anything i've said is being taken into consideration.
PlateProp you did this. you knew this would happen. no hope
thats really hard to answer. any redesign causes a bunch of implications in every matchup. i dont want changes right now, i really want pm to stay the same for a bit so the meta can develop tbh.How would you even go about circumventing this without redesigning the character?
Idk, my character is pretty tough to edgeguard/combo/beat in 2v1 situations :^)"Guys my character is easy to edgeguard/combo/beat in neutral, you just have to know the matchup!"
ever player ever, but especially the mediocre ones
When you're crouch cancelling, you're simultaneously DIing down. If you're hit with a hard attack, you'll be sent at a pretty bad angle. G&W negates this with bucket braking, so he doesn't suffer a more common drawback of crouch cancelling. That's what redbeanjelly is getting at.Personally, while I don't know G&W well enough to say otherwise, I disagree at least with the premise of that. If you'll notice on characters with great CC games, it's not really about whatever drawbacks of the CC they can negate, but what they actually get out of CCing. Samus has a stellar CC in general, but what truly makes it useful is that she can do things like CC > Dsmash or Dtilt > Some form of followup. Roy has a great CC game because of his dtilt following into one of his stupid number of combos. Quite frankly, I'm not going to take a hit on the chin if I can't get something out of it, if that makes sense.
I see what you're saying. I wondered how I wanted to phrase my argument, and I went with the word "privileged" deliberately. Maybe not necessarily better or worse than other characters, but just the fact that it ignores a rule in a certain sense. If heavier characters can crouch cancel for longer and be okay in terms of survivability (i.e. reducing the knockback for longer and having more resistance to horizontal launching in general), then light characters should be flawed in those aspects as a contrast. But G&W is light as **** with the longevity of a heavy character due to his recovery options. And downtilt is still godly.Personally, while I don't know G&W well enough to say otherwise, I disagree at least with the premise of that. If you'll notice on characters with great CC games, it's not really about whatever drawbacks of the CC they can negate, but what they actually get out of CCing. Samus has a stellar CC in general, but what truly makes it useful is that she can do things like CC > Dsmash or Dtilt > Some form of followup. Roy has a great CC game because of his dtilt following into one of his stupid number of combos. Quite frankly, I'm not going to take a hit on the chin if I can't get something out of it, if that makes sense.
What about Ness?Yeah it's more of a way of discussing/thinking about the game rather than any big revelation about how it works. Usually when I see people "complain" about something in game, like a character, the first things I see are "Does character[x] even have any weaknesses???" and I feel, for project m, the answer is usually no. And that's usually fine- it doesn't really say much about a character. What's important are the strengths they lack, it'll tell you for example what zones of neutral are safest to occupy against the opponent, whether you should DI for survival even if it means eating a bigger combo vs DIing away from the combo even if it means going further offstage, etc. Something's only a weakness if the character can't work around it- a weakness is something you can abuse. But most characters in PM have ways to avoid needing to scenarios where they would need strengths they lack, and if they can do that, it's not a weakness, it's just the character's design. ROB's shield for example is small and his OoS options are bad, but he has excellent CC options, a very threatening grab out of DD, and the ability to briefly avoid interaction by boosting around, plus gyro makes shield options a non-issue, on top of his DJC-like boost aerials encouraging opponents to attack him where he is rather than overshooting his DD- all those strengths make his weak shield and shield options mostly avoidable. Wario may have a slowish ground speed and not very impressive reach on the ground outside of DACUS, but when he can just jump away from almost anything and come back in in-time for a punish, he doesn't have to worry too much about being committed to grounded positioning. Characters should be defined by their strengths and designed to have no glaring weaknesses. You make more interesting characters if you ask players to work around the opponent's character's strengths rather than abusing their weaknesses.
Falcon seriously needs no buffs. Do to his overall good MU spread as against the Brawl characters and his slight recovery buffs he's already seen, another buff would be totatslly unnecessary. I would not however be against a tech roll buff to Squirtle.Down smash being returned would be nice, it was perfect before.
But, like TheGravyTrain said, Squirtle's tech roll is a big issue. I see arguments about him sliding when he has momentum, but that doesn't make up for the terrible situations he's put in with throws, Wario dsmash, etc. And Luigi does too, but his tech roll is fine. Not only does Squirtle not go far, he can be hit shortly after he starts moving. As an example, when Kirby down throws Squirtle, he can down smash and hit a tech in place or tech towards, or forward smash and hit tech away, the hits are weak for some situations but hopefully that gives an idea of how lacking it is. Even the weak back hit of up smash can hit tech towards. Its not just Squirtle, a few other characters should get tech roll buffs too, in my opinion, like Falcon.
Think of it more as getting a new sculpture, then chiseling it into perfection. Kinda like how they uber-buffed Wario from 2.1 to 2.5 and have been mostly nerfing him ever since, yet even now he's still far better off than a lot of characters.Lol Farquaad
Yeah Kirby doesn't need nearly that many buffs. Those attributes listed alone were huge. Kirby is lacking for sure but he's not terrible, some buffs here and there sure, but all of that would be crazy.