Nabbitnator
Smash Ace
Koopa cannon can get those snipes off stage for some unlikely kills.i can't decide whch projectile is worse; homing missiles, final cutter, lucas pkt1, or koopa cannon.
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Koopa cannon can get those snipes off stage for some unlikely kills.i can't decide whch projectile is worse; homing missiles, final cutter, lucas pkt1, or koopa cannon.
As does Lucas's PK Thunder in addition to causing stage spikes.Koopa cannon can get those snipes off stage for some unlikely kills.
Well, Ally makes them look like the best thing since sliced bread. Now, imagine this with lower end lag.Falco Blaster is terribly mediocre but it's not the worst projectile by a long shot.
Can't Lucas's PKT1 gimp/kill people by pushing them away from the stage?i can't decide whch projectile is worse; homing missiles, final cutter, lucas pkt1, or koopa cannon.
Because Falco prefers the air and Ike doesn't, it's that simple.Forgive me if this has been asked more times than the number of stars in the sky, but why did Sakurai and his team decide to grace the space animals by allowing them to act after phantasm but gave Ike two middle fingers way up by continuing to force the helpless state after his similar side-B?
Homing Missiles - 5% damage and short ranged missiles that are great for setting up bombardment traps and walls to allow for the more powerful missiles to come out. They deal very low knockback but their damage, for the most part, remains the same.i can't decide whch projectile is worse; homing missiles, final cutter, lucas pkt1, or koopa cannon.
Here is an explanation; the spacies might be able to act out of Side B because of their falling speed and the lag that comes out afterward (Fox's end lag is bad for his Side B in air), and they don't have as much momentum or air speed as Ike does.Forgive me if this has been asked more times than the number of stars in the sky, but why did Sakurai and his team decide to grace the space animals by allowing them to act after phantasm but gave Ike two middle fingers way up by continuing to force the helpless state after his similar side-B?
Because she can't switch to the super broken alternative that is zelda, have to pack all those options into one move.Random grievance: Bouncing Fish has invincibility frames, intangibility on the legs throughout the move, and above all else, a hitbox that rivals Kirby's 64 U-tilt in how preposterous it is. Said hitbox can be triggered at almost any point during the move.
But why tho.
Wait, it has invincibility frames? I mean, I know it has disjoints, and I know the arcing hitbox is dumb (which is the only reason fthrow->BF works so often) but what the heck.Random grievance: Bouncing Fish has invincibility frames, intangibility on the legs throughout the move, and above all else, a hitbox that rivals Kirby's 64 U-tilt in how preposterous it is. Said hitbox can be triggered at almost any point during the move.
But why tho.
I can kind of see where you're coming from, but Kirby's UpB has always been known as "a projectile," moreso than the things you mentioned. I mean, it's just a really bad move in general, but its distance was cut from Melee to Brawl, and then from Brawl to 4, so it's still a projectile, but a significantly smaller one, yet significantly farther than those two. Can Villager Pocket the stars from those moves? He can pocket FC!If you guys are going to call Final Cutter a projectile then you should include DDD jump and Yoshi Bomb lol.
Like the other moves, the projectile on Final Cutter really only exists for covering the landing.I can kind of see where you're coming from, but Kirby's UpB has always been known as "a projectile," moreso than the things you mentioned. I mean, it's just a really bad move in general, but its distance was cut from Melee to Brawl, and then from Brawl to 4, so it's still a projectile, but a significantly smaller one, yet significantly farther than those two. Can Villager Pocket the stars from those moves? He can pocket FC!
If the startup and endlag of FC get reduced then I'll never complain about the projectile again, because Kirby will finally have a usable disjointed move.
Stop and think for a moment about what sort of buffs you'd need to give Ganondorf in order to go even with, say, Sheik. Now consider that same buffed Ganondorf against literally anyone else.I don't really like the idea of nerfing any character, in honesty. Just improve the bad characters until things are balanced.
Any viable Sheik is always going to be a bad matchup for Ganon, Ganon can do well vs other top tiers and still lose to Sheik and be balanced. Sheik isn't automatically overpowered just because Ganon would have to be broken to beat her.Stop and think for a moment about what sort of buffs you'd need to give Ganondorf in order to go even with, say, Sheik. Now consider that same buffed Ganondorf against literally anyone else.
Not denying that some of the low tiers need buffs (goodness knows they do), but nerfs have their place too.
I was not arguing that Sheik was overpowered, I was using an extreme example of how nerfs have their place in balance patches.Any viable Sheik is always going to be a bad matchup for Ganon, Ganon can do well vs other top tiers and still lose to Sheik and be balanced. Sheik isn't automatically overpowered just because Ganon would have to be broken to beat her.
I thought the maint was tomorrow.So looks like they wasn't a patch after all.
It's not necessarily the case that "bad" characters have only terrible matchups with the high/top tiers. It's more prevalent against characters like Rosalina, Villager, and Luigi, whose pros and cons are so extreme in comparison to other high/top tier characters. On the other hand, more "balanced" high/top tiers characters tend to have more consistently good matchup spreads instead of absolutely destroying most low tiers and going evenish with others.Wasn't Dabuz also the same top player who believes Jiggs is pretty bad in this game? Seems kinda weird to be saying coming from him.
The main use I've found for cannon is punishing landings. Like you've said, if you're dropping to ground with them from a distance you can charge it and hope they panic air dodge early.I randomed bowser jr last night and he's quite close to my worst character (that I get in random: otherwise it's probably ness).
I did this beautiful forward air off stage that forced a jump and then reverse wave bounced a cannonball, which from where I was (high-ish off stage), pushed me into the ground on stage while charging. My opponent is just about to fall into stage height, I let it rip. IT SHOOTS FAST.
IT HITS.
THEY DIE.
YAY FOR REVERSE WAVE BOUNCING.
I'm so bad/scared of trying to make instructional videos, but I really want to do some sort of compilation of 'niche' usages/ideas and stuff for this. I guess a lot of it is generic between characters in the context of for glory (flat stage, lag, something they definitely have never seen before on anyone) in and around the ledge of the stage, but the tech chasing usages of it when they happen bring tears of joy to my eyes. Characters like Sheik/ZSS who can use it in neutral to some extent are a whole different ball game.
You sure on Sheik? Jiggs is light so Sheik (and everyone) can follow up from their throws faster. I would assume this makes her even more vulnerable to Sheiks dthrow setups.Jigglypuff is bad against anyone with decent kill confirms. She does good against top tiers that are top due to their neutral like Rosaluma, Fox, allegedly even sheik. But put her against luigi, diddy, or ness and you see why she isn't solo viable.
There's also another thing Falco's Blaster can do: abuse hit stun and ledge grab availability. (I believe) It's the only move in the entire game by default that can do this. Why? Because it doesn't do enough knockback, but it does enough hit stun to cause someone to stutter. Sheik can't do this with her Needles, I believe Mega Man can't do this with his lemons or it's just not flexible enough because of the shorter range, and I'm pretty sure Mario and Luigi can't do this either. Most projectiles when they hit you cause you to lift off the ground e.g. ZSS's Paralyzer which happens after the stun effect or Bowser and Charizard's Flame Breath and Flamethrower. Because of that, low knockback projectiles have an advantage on Falco's Blaster on the ground since you're lifted up into the air and you have to land. In the air, it's case by case as Sheik's Needles can produce enough lift to lead into a Bouncing Fish while Mario's Fireball causing lift won't let him gimp you since you get some vertical lift to get back onto the stage. Because it only stutters you and causes hit stun without creating any lift or knockback, Falco's Blaster is the most reliable at abusing the fact you cannot grab the ledge after 30 frames? if you received hit stun. You get hit, you get hit stun, you stutter for a bit, and then you drift down. No knockback that can save you or even let get setup by Falco.Hm, watching that Ally clip reminded me of the Smash 4-specific ledge mechanic where you have less i-frames on the ledge at high percent than at low percent. However, the more airtime you use up prior to grabbing the ledge extends your i-frames. BUT, receiving knockback resets that airtime bonus. The point is, Falco's laser seems like a pretty reliable and safe way of achieving that condition vs an offstage opponent...
The Pits' Side Specials, Lucas and Ness's Side Smashes, Zelda's Nayru's Love?, and probably the Pits' Guardian Orbitars and Palutena's Reflect Barrier all reflect Falco's Reflector. It's treated as a projectile for some reason - I don't know if Brawl Falco's Reflector was like this -, but it's not treated as a projectile when it gets reflected. So, you can't reflect his Reflector to damage him like Mewtwo's Disable. It's more like Zelda's Din's Fire where if you reflect it, then it just gets negated. For Din's Fire, it's not really useful since it doesn't really do anything and you have to time it with the explosion which doesn't really have a clear indication other than it's on you, now try to reflect it. You're better off running away, hitting Zelda if you can get to her, or shielding. For Falco, it's useful against the Pits. Why? End lag abuse. Falco can cause the Pits to enter the deflect animation, recover, and punish them. At pointblank, they're going to deflect and I think the deflect counts as an attack which hurts Falco, so yeah...Actually no because Pit's Fspecial reflects Falco's Dspecial for uncomprehendable reasons but whatever.
I don't know if I'd consider Jigglypuff good-ish against Rosalina or not, but Rosalina's lack of kill confirms are definitely a huge factor. Have you or anyone else in this thread seen the matchup played out at a high level? I have a bit of local experience against @TheReflexWonder but he knew the matchup much better than I did last time we played (and is just better than me), which was a while ago.Jigglypuff is bad against anyone with decent kill confirms. She does good against top tiers that are top due to their neutral like Rosaluma, Fox, allegedly even sheik. But put her against luigi, diddy, or ness and you see why she isn't solo viable.
Pellets act in a similar manner as does leaf shield. Commonly referred to in Seattle as "stupid stun" because you're no longer in hitstun and say hi to the ledge on your way past it. According to esam in one of his tier list videos, it is 50 frames. I haven't done any research, but it's a thing.Sheik can't do this with her Needles, I believe Mega Man can't do this with his lemons or it's just not flexible enough because of the shorter range
Because it only stutters you and causes hit stun without creating any lift or knockback, Falco's Blaster is the most reliable at abusing the fact you cannot grab the ledge after 30 frames? if you received hit stun. You get hit, you get hit stun, you stutter for a bit, and then you drift down.
Snip
No, which is why I said allegedly. But jigs air mobility and floatiness make it hard for sheik to 50/50 her. There's only a very small window the 50/50s work, jigs is hard to edgeguard, and jigs can rest an unsafe fair (and not even get punished too hard for screwing it up)You sure on Sheik? Jiggs is light so Sheik (and everyone) can follow up from their throws faster. I would assume this makes her even more vulnerable to Sheiks dthrow setups.
I never have, just chat with Serynder about jigs at times. IMO he's a little too optimistic about the character's viability but input is input.I don't know if I'd consider Jigglypuff good-ish against Rosalina or not, but Rosalina's lack of kill confirms are definitely a huge factor. Have you or anyone else in this thread seen the matchup played out at a high level? I have a bit of local experience against @TheReflexWonder but he knew the matchup much better than I did last time we played, which was a while ago.
Well, only Link's Gale Boomerang since his Boomerang customs and Toon Link's Boomerangs hurt them if they get reflected back. Reflector only has a hitbox when sent out, but it has reflect windows when it's sent out and returning. This is the same for Reflector Void, but not Accele-Reflector which is another con to a crappy custom. The only issue is why the hell is it considered a projectile. It's more like a yo-yo or kursarigama which okay, if you were able to reflect that back, it would hurt like hell, but considering it's a piece of technology that Falco can probably deactivate whenever, reflecting it would mean Falco just has to catch it or get a piece of metal slapped back to his face. The fact it's treated as a projectile and that Falco kicking it isn't counted as a hitbox is one of the many mysteries to Falco along with his Fair, Blaster having sideways recoil, and why - they never gave us a reason - Falco Phantasm only has half a hitbox.The deflected reflector hasn't hurt me a single time. I think It is because the reflector doesn't have a hitbox when coming back like link's boomerang, meaning Falco doesn't get hurt.
Isn't it the last hit of lemons that do knockback? Or am implanting Bowser in all my memories of Mega Man fights? I know hitting with Mega Man's arm cannon does more knockback. Also, Leaf Shield causes knockback when sent out, but only the light knockback if it's hitting people while around Mega Man, right?Pellets act in a similar manner as does leaf shield. Commonly referred to in Seattle as "stupid stun" because you're no longer in hitstun and say hi to the ledge on your way past it. According to esam in one of his tier list videos, it is 50 frames. I haven't done any research, but it's a thing.
All pellets are the same. Standing and aerial have arm cannon hitboxes with the aerial one being significantly stronger.Isn't it the last hit of lemons that do knockback? Or am implanting Bowser in all my memories of Mega Man fights? I know hitting with Mega Man's arm cannon does more knockback. Also, Leaf Shield causes knockback when sent out, but only the light knockback if it's hitting people while around Mega Man, right?
It's kind of funny how Sheik's Vanish is pretty much the same since Melee, but it has kill power now... It's the whole copy and paste shtick that works for some and doesn't work for other characters - please patch in a poorly animated version of the C. Viper's Burst Time somersault kicks part for Falco to replace his Fire Bird. With Bouncing Fish, Sheik's recovery is not only safe, but usually uncontested since you can get punished hard. I don't know how they could refine it since Vanish kills pretty well. Removing the intangibility frames is one way, but it would make Sheik really vulnerable... Then again, you can clank with Zelda when she uses Farore's Wind; Farore's Wind first hits on frame 7 and she's only intangible during frames 22-39 - I'm going to assume that's her "travel intangibility". Sheik's Vanish first hits on frame 36 and she's intangible from frames 19-53 which starts before the first hit and ends before the second hit. What they could do because of Sheik's Vanish animation, especially the aerial animation, is make it so she's intangible from frames 19-35 meaning you can clank or hit her before Vanish begins and then have it so she's intangible say, frames 44-53 for her travel intangibility. Maybe something like Ryu's Focus Attack? So, hitting Sheik once is like hitting her "phantom", but hitting her again means you're hitting her. Also, the removal of the windbox or reduction of its hitbox would be nice since it's annoying when you try to run up and punish only to get halted or pushed back.I'd like to see vanish made a worse recovery and more vulnerable in exchange for making it stronger. Similarly with bouncing fish, but more endlag (it shouldn't punish the opponent for guessing right :/ It's essentially just a horizontal jump with a hitbox as it is) and same general knockback, but a more downward angle to continue/start edgeguards.
I'm wondering what @ Vipermoon 's - I think it was Vipermoon64 - idea of giving Sheik her Melee Fair would be like. Here's the thing, with low damage, low knockback, fast moves like Mario's Utilt, you can chain them much more easily than you can chain something like Fox's Bair. The difference is that they have to do damage per second quickly which makes sense. It would be really stupid if Mario could only get 1 Utilt that does 5.5% on anyone at any percent. The issue with Sheik's Fair is that her damage per second with Fair can range from 5% to maybe even 30% just with Fair chains alone. Its auto-cancel window, low end lag, and low landing lag don't help. Now, what if she did 13% and more knockback? Okay, you gave her a kill move which is kind of an issue with giving her Melee Fair which does 13%, so let's give her Brawl Fair back which does 9%, but the main point is that she can't really chain Fairs as easily now. Sure, she can still get 30% with just Fair, but it's now more spread out. I mean, if Ike was able to hit his Fair like Sheik, it would be ridiculous. Sheik can get 2 Fairs easily for about 10%, but if Ike could do that in a short span of time, that would be 24%. Lord have mercy on your soul if Ganondorf was able to Fair people like that; 2 of his Fairs can do about 36%. Also, Melee Sheik's Fair had 16 frames of landing lag which would be a nice way to punish poorly landed Fairs.I don't really mind her aerials, though fair's hitbox might need a slight nerf. She'll probably just needle camp more if you do that though. Do we want another sonic?