FullMoon
i'm just joking with you
If Duck Hunt could actually kill at reasonable percents, where do you guys think he would stand?
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I think they'd get more representation, that's for sure. They've got a decently diverse toolkit, good harassment tools, very dirty tricks if you know what to do, could be a solid stage-control character with a few kill tweaks.If Duck Hunt could actually kill at reasonable percents, where do you guys think he would stand?
Core projectile users in general are probably pretty terrifying to them. It's understandable, since if you overlook how their kits can function as a whole rather than individual parts you end up with with an archetype that lacks a trade off for their strength(ex: Sheik needles).It makes you wonder why we haven't gotten a real boon in patches.
Anyone think they might be afraid of over buffing DH because of his kit?
I ran a few tests post patch and they're still pretty wonky. At least he's pretty great in customs.I think they'd get more representation, that's for sure. They've got a decently diverse toolkit, good harassment tools, very dirty tricks if you know what to do, could be a solid stage-control character with a few kill tweaks.
More so than a kill buff, I'd be happy if the hitboxes on their smashes were fixed. Disjoints are fine and dandy if the disjoint...actually connects.
Unless this was fixed yonks ago and I am stupid.
It's been a while since I played this character.
You monster.Ryus hadoukens should be transcendent.
And Ganondorf should have Falcon's jab.Ryus hadoukens should be transcendent.
He's got other issues. Even his one or two reliable kill options are weak (uair and nair). He's got a great grab but no kills or combo throws.All Duck Hunt needs is for his smashes to function. They all kill at decent %'s and come out at a decent speed, but none of that matters when they never link. They're at least aware of the issue at this point, so hopefully he'll get a few more hitbox buffs.
Fthrow to dash attack at low percents on fastfallers.Maybe we could give Greninja his pre-patch Hydro Pump and Up-Smash too, maybe reduce the lag on the shuriken while keeping the start-up the same as it is now.
I mean it's totally not going to make him abusive or anything.
Anyway does Duck Hunt even have true combos that don't really or shenanigans with the can?
I think the last two fall into the "shenanigans with the can" category. Granted, I made a couple horrible typos there lol.Fthrow to dash attack at low percents on fastfallers.
Hurling people into the can.
Reversing the direction of the can with bair or nair leads to fun stuff like can stage spiking.
Sorry, misread.I think the last two fall into the "shenanigans with the can" category. Granted, I made a couple horrible typos there lol.
Didn't know about the F-Throw thing though.
How much did the grenade launcher nerf affect gunner? were the other buffs enough to compensate?To me, Gunner seems like a functional projectile character, but I don't see how people put him as low as they do with such certainty.
Smashes kill and he can use 3 high-top tier projectiles at once, 4 if you count fair. I underestimated upB1's buff. The hitbox angle changed, but depending on which way Gunner is facing, he can decide to gimp (or kill far offstage) or stage spike with it. Cannon uppercut upB's knockback was also increased. I think I've said enough about the new missile at this point. Reducing lag by 10 makes it really good now (around -4 on shield drop point blank for super missile).
Usmash and Dsmash aren't dependable with 0/0, but usmash is spammable and is powerful when the last hit works. Fsmash works just fine and is a kill if the opponent normal getups. It's fairly weak, but you frequently have chances to charge it up. Uair is also very reliable for killing and damage as well.
The Chibo loadout (1312 iirc) has been buffed and is great with a 0/0 size as long as you don't rely on smash attacks as much.
Grab, back throw, dash attack, side smash, nair, then finally uair.Maybe we could give Greninja his pre-patch Hydro Pump and Up-Smash too, maybe reduce the lag on the shuriken while keeping the start-up the same as it is now.
I mean it's totally not going to make him abusive or anything.
Anyway does Duck Hunt even have true combos that don't rely on shenanigans with the can?
He can combo off of gunmen.Maybe we could give Greninja his pre-patch Hydro Pump and Up-Smash too, maybe reduce the lag on the shuriken while keeping the start-up the same as it is now.
I mean it's totally not going to make him abusive or anything.
Anyway does Duck Hunt even have true combos that don't rely on shenanigans with the can?
Not much, other than making grenade launch a somewhat weaker pick. It's still a pain to get around it, but hitboxes stuff it now. I think it was a good balance decision and doesn't feel as cheesy anymore. The reward is still the same.How much did the grenade launcher nerf affect gunner? were the other buffs enough to compensate?
You do remember who I am, right? The pessimist? The guy who believes Falco has no winning matchups? When I say Ryu is one of Falco's better MUs, I'm saying there's a small chance it's 50:50 with a larger, but still small chance of it being 40:60 in this point of the meta's development. Of the 4 released DLC characters, Ryu's probably Falco's better MU when they do want to fight at similar ranges. Roy? Captain Falcon and Marth's illegitimate child with some of granddad Ganondorf's power? Lucas? Ness with a better mid-range game and better gimp and edgeguard game? Mewtwo? Glass cannon extraordinaire? Yeah, it wasn't like Falco dies at low percents and gets comboed to hell, but let's add a faster Ganondorf with disjoints. The main difference is that Ryu's a definite high tier, Roy, Lucas, and Mewtwo aren't (as of yet or they just aren't). Assuming no patches and a massive expansion of Ryu's development, Falco's going to get steamrolled as usual, but right now, he's going to do somewhat fine.@ Ffamran Huh? You presume to call a match-up for a character unlike any in this series before and he is only 2 months old?
Thats the kind of thinking that gets you utilt locked my friend.
I swear Hadouken has either Falco's default Blaster range or Fox's Impact Blaster range, but because I don't own Ryu, I can't check. THE MUSHROOMY KINGDOM BLOCKS ARE LIFE. Also, Ryu's Hadouken and Shakuntesu have enough knockback and hit stun where it doesn't leave him screwed at max range. Falco is screwed at any range unless the opponent is off stage which most projectiles do well at already so... yeah...But Hadoken is painfully slow and doesn't have much range. Maybe it's just because Pit's arrows beat Hadoken so soundly...
Most anything, last I checked. Falco has tons of KBG.
Similar, not the same.
I would like a yellow jacket and green pants alt and Sonic Boom for Falco so he can finish his impression of Charlie, please and thank you. Still, the ability to cancel a projectile with a projectile would be nice, especially considering that Falco's transcendent lasers results in trades that end up with the opponent taking no damage or 3% while Falco can take anywhere from no damage to +30%.Ryus hadoukens should be transcendent.
Gunner is 3rd.Anyway, the ability to vary your projectile's speed is amazing in a game where only 2? characters can: Samus and Ryu. I
Hmm, I think I was tech rolling too early then... That and I don't know if Marth's tech roll is considered fast or not.Yeah you can roll past hadoukens. Even slow ones. Its just..ya know...hard to do consistently due to variance in timing and speed of the hadoukens.
Should the Links count? You can sort of vary their arrows speeds, but it's not like Ryu, Mii Gunner, and Samus where it's 2-3 speeds; the Links are more like really slow, slow, not slow, medium speed, not fast enough, and fast while their arrows arc differently.Gunner is 3rd.
wtf?Ryus hadoukens should be transcendent.
Pac-Man's hydrant should spike and break shieldsRyus hadoukens should be transcendent.
Raptor Boost killing Mario at 75% at max rage dammit.I wonder if most people are aware of how much rage changes their optimal kill options (I for one wasn't except when it came to Falcon's raptor boost). Would be interesting to compile all the moves rage affects considerably for every character, and they're pretty easy to spot; any move that is considered a kill move to any extent that also has high base knockback will get ridiculous with rage. For example on Mario from the center of omega:
Falcon's side b without rage: 115% | Max rage: 75%
ZSS' utilt without rage: 150% | Max rage: 110%
ZSS' usmash without rage: 140% | Max rage: 100%
Samus' up b without rage: 145% | Max rage: 95% (over 1/3 decrease UUOO)
Then we have moves (the large majority) where it's more like 120% -> 100%. If the move doesn't knock your opponent away into the air at 0% it's most likely among these, and even the knee works like this even though it starts knocking them at about 1-5%.
Rage affects total knockback.Infractions. I just KNEW these were coming .
Raptor Boost killing Mario at 75% at max rage dammit.
So rage affects base knockback-based killing moves more than knockback growth-based killing moves? No wonder Robin's Wind jab friggin kills and I don't see much difference with Luigi's smashes.
Care to tell us Raptor Boost's KB and KBG?I wonder if most people are aware of how much rage changes their optimal kill options (I for one wasn't except when it came to Falcon's raptor boost). Would be interesting to compile all the moves rage affects considerably for every character, and they're pretty easy to spot; any move that is considered a kill move to any extent that also has high base knockback will get ridiculous with rage. For example on Mario from the center of omega:
Falcon's side b without rage: 115% | Max rage: 75%
ZSS' utilt without rage: 150% | Max rage: 110%
ZSS' usmash without rage: 140% | Max rage: 100%
Samus' up b without rage: 145% | Max rage: 95% (over 1/3 decrease UUOO)
Then we have moves (the large majority) where it's more like 120% -> 100%. If the move doesn't knock your opponent away into the air at 0% it's most likely among these, and even the knee works like this even though it starts knocking them at about 1-5%.
Gee, I wonder what this site is used for: http://kuroganehammer.com/Smash4/Captain Falcon? On the ground, 9%, 100 BKB and 75 KBG. In the air, 8%, 60 BKB, and 80 (normal hit) or 70 (spike) KBG.Care to tell us Raptor Boost's KB and KBG?
If that's true then that's super anticlimatic.Hmm.
My brother just texted me. Apparently ZeRo's streak has been broken by a Pit player named Andres.
https://twitter.com/SkyWilliamsTho/status/632724538057363456If that's true then that's super anticlimatic.
That is NOT all he needs. Even if they linked 100% of the time they'd still be the worst set of smashes in the game.All Duck Hunt needs is for his smashes to function. They all kill at decent %'s and come out at a decent speed, but none of that matters when they never link. They're at least aware of the issue at this point, so hopefully he'll get a few more hitbox buffs.
Maximum air speed is CLEARLY more important than air acceleration, because it affects recovery, strings, and B reverses, and does more than acceleration for bypassing zoning and forcing people to go on the defensive. Air acceleration helps to a smaller extent in footsies, edgeguarding, and mixing up negative states.People say characters like Shulk, DK, and Ike have great air speed but acceleration is more important and they just don't have it.
those difficulty bars thoGee, I wonder what this site is used for: http://kuroganehammer.com/Smash4/Captain Falcon? On the ground, 9%, 100 BKB and 75 KBG. In the air, 8%, 60 BKB, and 80 (normal hit) or 70 (spike) KBG.
Sonic's page uses Brawl Sonic's render and Zero Suit Samus's tab name is... Zero Skill Samus. Also, Ness is known as Ebola Back Throw for the Running Speed list.those difficulty bars tho
http://kuroganehammer.com/Smash4/Samus
http://kuroganehammer.com/Smash4/Ganondorf