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I said fairly quick for a Smash attack. Frame 16 isn't bad for a Smash attack. Shield pushback makes Zelda's f-smash safe on shield, especially in version 1.11.F-Smash isn't safe on shield, wut.
This ain't MK. It's frame 16 as well. That isn't super quick.
I assume what you mean by that is that the hitbox is too high to hit anything with?It's almost like an aerial, vertical, unchargeable Meta knight f-smash.
That's correct, but listing MK under Nairo is a bit of... nonsense1. ZeRo
2. Nairo
3. Dabuz
5. Anti
5. Rayquaza
7. Abadango
7. Vinnie
Someone correct me if I'm wrong but I was there and this is what I remember. The characters used are only for top 8.
Forgetting who else was in here, I have 7 so far...
26 frames of lag, with the change to shield lock would make it NOT safe on shield actually.I said fairly quick for a Smash attack. Frame 16 isn't bad for a Smash attack. Shield pushback makes Zelda's f-smash safe on shield, especially in version 1.11.
Remember that one time where I said hit confirm death combos and you started talking about **** that can be DIed out of and stuff thats not true or guaranteed?I hate to drag on this conversation, but Zelda DOES have hit confirms into death. N-air to Elevator is the main one (and if the opponent manages to DI the elevator, D-smash and F-air are suitable N-air followups), along with D-tilt to F-air at mid percents, D-tilt to U-air at high percents and even Jab to F-air can kill near the ledge at mid percents on non-fast fallers.
Out of grab she has back throw to kill near the ledge. U-throw sets up for U-air nicely and even if the opponent jumps out, he/she still needs to respect U-air coming from below. D-throw to U-air is a true combo without DI, though it isn't the most relevant kill confirm since it's really easy to DI out of it.
@Whoever said that Zelda has a bunch of mediocre moves: Untrue, she has plenty of excellent moves. It's her attributes that are poor mostly combined with a lack of really quick moves outside of D-tilt. And no, I don't mean excellent for Zelda, I mean excellent 'relative to the rest of the cast'.
Zelda F-smash is probably one of the best F-smashes in the game. It's only really rivaled by Marcina's in terms of excellence tbh. Good range, great power, safe on shield, kind of quick for a smash attack. Excellent move. Farore's Wind is outstanding, DI-able Elevator or not. FW2 is still a good horizontal punish and FW is a good recovery move. There's also teleport cancelling, even if it's less consistent than with Palutena and Mewtwo. D-tilt's amazing as a poke and combo move, Naryu's Love is amazing as a roll and landing punish and has utility with its reflecting propertities and invulnerability frames. I'll even say that U-air is amazing with its range and power even if it's a bit slow. Fast fall U-air is really good since it autocancels near the ground and makes a whiffed U-air hard to punish. It's almost like an aerial, vertical, unchargeable Meta knight f-smash.
9 frames of shield stun on a 13 damage move. So, not safe. rofl26 frames of lag, with the change to shield lock would make it NOT safe on shield actually.
I was referring to fast fall U-air specifically, which doesn't have that problem. FF U-air autocancels near the ground like I said, so it doesn't have that problem with lag.I assume what you mean by that is that the hitbox is too high to hit anything with?
Edit: Oh, also as an aside, MK's Fsmash is frame 24. It does have 18 frames of endlag tho, instead of Zelda's 34.
Uh, how is the hitbox coming out if you are auto canceling it. That doesn't make any sense. It auto cancels before frame 5I was referring to fast fall U-air specifically, which doesn't have that problem. FF U-air autocancels near the ground like I said, so it doesn't have that problem with lag.
http://kuroganehammer.com/Smash4/Zelda...Up-Air NEVER auto cancels.
It just ends at frame 55.
The same way that Greninja's N-air and f-air hitboxes come out before they are autocanceled when fast falled?Uh, how is the hitbox coming out if you are auto canceling it. That doesn't make any sense. It auto cancels before frame 5
Uh no. Sorry. You get no points.http://kuroganehammer.com/Smash4/Zelda
U-air autocancels near the ground. I use it every day I play Zelda. I know this.
The same way that Greninja's N-air and f-air hitboxes come out before they are autocanceled when fast falled?
It's supposed to be used when your opponent is able you, usually when you're already in the air. Empty jump isn't used for remotely the same reasons lol.If you're using it for the 1-4 frame AC, then why bother when you can just empty jump LOL
While we don't know how a character's design is focused, we can make assumptions.
We do know that the game is considered for more than just 1v1s with most game options ignored.
Logically, they always would be appealing to the widest/grandest audience.
For it's own longevity, a balance team are going to "fix things not truly broken" and focus on the middle class (applicable majority); just like economics assures us India and China are going to dominate markets in the coming generations, anything but gearing towards them is insanity. We are playing a game with downloadable content, and they want us to continue purchasing this content, the likelihood of us doing so hinges on interest not only maintaining itself but also growing!
Character balancing is just a marketing strategy, and (painfully) they don't provide patch notes likely for increased social media exposure that results from widespread placebo outbreaks (it's deadly and contagious!).
Sakurai has frequently implied other ways of playing the game that he prefers when queried about balance. Free for alls, items, doubles, varied stages, different scrub win conditions, engine options, NON-BATTLE MODES (single player, etc), heck even 5+ player games may be considered, and likely a lot more than we'll ever know for certain: online interactions.
Unlike previous Smash games it seems there has been more focus on keeping character's capabilities to passable in the most frequent multiplayer options, some characters being particularly more capable than the average in the more "fun" types have seen reservation from the balance team. Certain characters who have been overtuned by our perspective have more issues in free for all than they end up having in singles; for example (not necessarily still, but at least at game release) Falcon's disadvantage state, Ness' recovery and poor mobility, Diddy's batmanesque prep time requirements etc etc.
Meta Knight in Brawl was particularly average in the non-battle modes [and with items] if you consider his normal took kit rather than his specials, I assume most agree he's awful in those areas now. His low damage, transcended priority normals and all specials putting him into free fall just screams "weak" when you compare to how strong we feel Ganon and Bowser can be in those contrasting situations. The compensation they gave him was not very well thought out; shuttle loop and tornado were so strong (almost like how they are in Kirby games) that they nullified a lot of the cast in multiplayer modes without real counter play.
Just like how we have to consider viability with the perspective of multiple grades of tournament and multiple levels of play, we have to realise this game isn't being changed for us but all the varying demographics. It's feasible things change by our actions, low level replicable strategies spread like wild fire and the original source may be a zero video or someone like you or me, but I can't truly imagine we would be even an eighth of the equation let alone half or a majority.
So what are we meant to do?
We'll likely only ever have assumptions. But we have objective data on which characters are getting changed, the patch cycle is closing in on a year now and certain things stick out for what actually happens verses our opinions (Zero Suit and Mario, Jigglypuff and Dedede). I've always stipulated a correlation between Japanese tier lists and patches, but it could only be coincidence; their tier lists do take into consideration online competitive play, they may naturally reflect the statistics we can only dream about knowing. If a character is not receiving love, then there is enough to analyze with varied or personal anecdotes to bolster the idea they are happy with where they are for the sake of something other than offline 1v1s, or like any balance team is afflicted with how to cater to minorities without negatively impacting the majority.
We don't know how much longer content is going to come for this game, but as a group of people trying their best to understand the game, we do have to accept the product we receive and mold a "metagame" around is not going to have the same field of view as Nintendo. If we can understand why a character is low tier, while assuming the paradoxical idea that Smash4 is a "very well balanced game for competitive play", then the only conclusion is they are balanced -- just not for us.
As far as I know, Abadango never used Rosalina in the top 8. I may not have seen it though, so apologies in advance if I am wrong.1. ZeRo
2. Nairo
3. Dabuz
4. Anti
5. Vinnie
5. Rayquaza07
7. Abadango
7. Zenyou
Someone correct me if I'm wrong but I was there and this is what I remember. The characters used are only for top 8.
Updated with Zenyou
He did but I don't remember exactly when. It was just 1 game and he lost.As far as I know, Abadango never used Rosalina in the top 8. I may not have seen it though, so apologies in advance if I am wrong.
You sound like you're talking about ZeRo here, lolIt's way too premature to call an end to Sheik's claim to the top.
But I 100% agree that Sheik feels closer to the rest of the cast every tourney, and reigns not as a god or king but as a mortal who can only achieve wins through intense persistence and consistency.
I swear he played MK mostly, only bringing out Pac nearing the end against Anti. He got 7th, so that would mean that his set against Anti was the only top 8 set with him, right?He did but I don't remember exactly when. It was just 1 game and he lost.
Should WFT be there for Anti? Since he didn't win a game with him?1. ZeRo
2. Nairo
3. Dabuz
4. Anti
5. Vinnie
5. Rayquaza07
7. Abadango
7. Zenyou
Someone correct me if I'm wrong but I was there and this is what I remember. The characters used are only for top 8.
Updated with Zenyou
Yeah It felt like all he did was play meta knight tbh. Then when he finally decides to use his main, he uses a sub optimal strategy against anti and pays dearly for it.I swear he played MK mostly, only bringing out Pac nearing the end against Anti. He got 7th, so that would mean that his set against Anti was the only top 8 set with him, right?
There were definitely a few trampolines. I don't remember them doing too much, though.Yeah It felt like all he did was play meta knight tbh. Then when he finally decides to use his main, he uses a sub optimal strategy against anti and pays dearly for it.
I didn't see one trampoline. It's like abadango was asking to get 7th place.
What bothered me is that he tried to hide behind the hydrant all match. Like, that's not what you do against luigi. He can smack that away easily. Trampoline is the most important tool in that matchup and abadango just didn't get it. Makes me sad.There were definitely a few trampolines. I don't remember them doing too much, though.
Last time he played me I was trashIke's throw combos aren't escapable. If they get grabbed below 80 for like 90 percent of the cast, they are taking an aerial for ~20 percent and they can't do a thing about it. The main things they learn is not to air dodge an up throw at 90-100, and if they are a really fast faller, they get f-air'd at the ledge for a death that they can't do anything about. Even for a region like MI, where Ike is common with Ryuga, people still fall for air dodge read kills, like I got one on Loe1 last month when he has a ton of Ike MU knowledge.
Going to assume they're going to be all uploaded on Tourney Locator since ZeRo and Seagull's set is on there.Have been on vacation all week and didn't get a chance to watch any bighouse. Anyone know where the videos are uploaded?
Once I am able to play again I'll get back to you but I assume the character is still relatively unchanged even with shieldstun mechanic changes. He'll forever be held back until he gets a more consistent killing move (the first hit of UAir autolinking or stronger FAir would probably do the trick) and/or autocancelling aerials. His ground game is fairly solid and he's reasonably maneuverable but the sex kick properties of his attacks often work against him in footsies (I think, still not totally aware of the proper definition of that term). But being so light with poor kill power/speed is crippling. Bottom half of the cast, possibly bottom third. I haven't really heard of GimR doing much lately, nor Songun or Regi, but I don't really follow them.Anyone have G&W experience, using or playing against him? He feels underwhelming but there easily could be combo potential I'm missing. He has trouble killing and dies so early, it feels like he has to get in 3 times as many hits as most opponents. Where would you guys place him?
Doesn't matter. I am stating the characters that appeared in top 8.Should WFT be there for Anti? Since he didn't win a game with him?