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Ryu... Or maybe Wario? Wario is one of the most unorthodox heavies I know of in this game, with fantastic mobility specs, the ability to camp you out by doing absolutely nothing and a practically ungimpable recovery.Honestly, I think ryu fits that mold. He doesn't have snakes ftilt or utilt. But he's still dangerous and probably the best heavy.
Woah.20-30 percent nerf on shields would make some moves super deadly to even be near by. That's a little extreme.
In case you haven't noticed, Luigi jumps right back up to standing position after ground pounding opponents.falls over on his back, falls and drops her leg on the enemy, and sits down on the opponents back. animation doesnt have to make sense for combos to work.
Ryu has some really great tools. Mobility is king in this game but I think there's exception. Ryu's recovery isn't that linear. Imo and you have to account for a lot of options in order to gimp him. If he's tastuing bacj to stage that's probably the easiest option to read. I find jump tastu a bit harder to deal with. Then there's focus which can absorb a hit. Focus dash which can be good for movement. Can be read but they don't always have to go towards the stage. Which can seem counter intuitive but as long as you have your jump you should be able to tastu and DJ srk or jump tastu and then srk.Ryu... Or maybe Wario? Wario is one of the most unorthodox heavies I know of in this game, with fantastic mobility specs, the ability to camp you out by doing absolutely nothing and a practically ungimpable recovery.
Ryu is really really good though, but his lackluster mobility specs and somewhat one dimensional (although good) recovery do put him in line with a slightly more traditional view, and his mobility might also hurt him in areas that it doesn't for Wario against the more mobile top tiers of the game.
That's probably a load of bull that I'm spouting though. @ Emblem Lord ? Who do you think is better / has the most useful traits?
(Also @ A AlMoStLeGeNdArY )...
Have you guys seen Ryus mobility specs?
He is nowhere near as slow as you think.
His walk speed is bad. And....yeah.
He runs as fast as Mario btw.
Also...only character with an airdash.
Not sure about this, watching Brawl videos shields regenerate much slower there. But unlike Brawl (and I believe Melee) shields take the full brunt of an attack now.Just putting it out there, shield regen is the lowest it's been in any smash game AFAIK.
I would probably rate ryu higher because of his ground game. Personally I'm on the verge of rating ryu in the top 10. I think they're both good characters both top 15 in my opinion. I may be over ratibg ryu but the more I look at his frame data the more annoyed I get. I also think he has a pretty bs move in his fair. Then there's his true SRK. Which is a pretty silly move.(Also @ A AlMoStLeGeNdArY )
Yeah I forgot about then added FAC to my original post, and tested out run speed and was pleasantly (or terrifyingly?) surprised.
Normal aerial speed also seems to be fine, it just seems to be aerial deceleration that makes his aerial mobility seem lackluster, which is what FAC is there for I guess.
Between him and Wario though, would you rate one higher than the other?
IIRC Brawl shield regen was 4.1 points/sec, with SSB4 being around 3.8. The part where they take the full brunt of the attack now is true, though.Not sure about this, watching Brawl videos shields regenerate much slower there. But unlike Brawl (and I believe Melee) shields take the full brunt of an attack now.
Forget Fsmash. USMASH can be used OoS and actually hit people sometimes!Actually the buff I'm most excited about is DK's fsmash and I don't even play DK. What's that? The animation matches the length of his arms? Boy howdy.
*not sarcasm, really
I really like that every patch at least one move with dumb blind spots gets fixed, now they just need to take care of Samus.Forget Fsmash. USMASH can be used OoS and actually hit people sometimes!
Honestly I'm baffled at the lack of Samus fixes in this game. It could be because of how she's very common on For Glory and casual players think the strategy of roll roll roll roll projectile roll roll roll projectile is OP.I really like that every patch at least one move with dumb blind spots gets fixed, now they just need to take care of Samus.
@Fair chains, have you ever been hit by Yoshi's egg launch at higher percents as Ike? You are put in practically the same spot (slightly below stage level and near the blast zone), as you would by 2-3 fair chains. You hardly have the time to initiate a double jump quick draw, and double jump to up speial doesn't work at all. DIing out of fair chains works, but, Ike is still put in a bad position. At lower percents, you'll be eating 2/3 fairs from a Ness's dthrow, either way.I think the tool given to DK makes him *really good now. I hope is competitive players prove me right over the next few months.
DK now doesn't need to overextend for good reward. His general movement is good for his weight, and can rely on his tilts, safe aerials, and grab.
From a short time using it, I still think that Ike's grab game is better if you utilize footstools and stage positioning, but DK's is just so easy to perform.
Ike's horizontal air speed is a touch below Falcon's and Sheik's. That's decent enough imo.
If you trigger your quick draw at the top of the stage, you can simply initiate another quick draw or jump, air dodge, etc. Ike's recovery is overall quite good, especially if you have any resemblance of decent DI.
If Ike is below the stage, depending on the stage, Ike can throw the sword up through a decent part of the stage. Ness' PKT isn't going to be very scary unless Ness is pretty close. There's also the option of DIing towards the stage and teching when necessary. It's scary, but can be handled with enough skill.
Above, Ike can reaction quick draw based on where PKT is heading.
No need to counter. You can easily just eruption and kill Ness at 50% every time? Ike can also aerial if he wants or the traditional option of air dodge into the PKT ball. Even if you do try counter for some reason and mess up, DI towards the stage and tech.
Exactly. Just having a couple competitive fast attacks makes a character so much better.When they finally realize that heavies need a few fast attacks and some form of mobility or at least a few of the better aspects of characters we might see some rise higher than before.
Also exactly! Do you guys ever try to do something OoS, say, Bair OoS as a punish, and you end up buffering a roll? Imagine that happening more. Also too many moves would become dumbly safe on shield. You don't need Melee's shield pressure, that was kind of absurd at times. I don't know if regeneration is even a problem like people keep saying, but shield edge slips would definitely be useful.Too much shield stun would make OoS options feel clunky. Decreasing shield regeneration and re-implementing shield edge slips would easily fix the problem. Regeneration doesn't even have to be decreased that much, maybe Brawl levels or slightly worse.
He forgot VillagerWell here's another discussion point, this is who ZeRo thinks counters Luigi. So I come here to ask you all, who do YOU think counters Luigi?
Toon Link definitely does well, probably 60:40.Well here's another discussion point, this is who ZeRo thinks counters Luigi. So I come here to ask you all, who do YOU think counters Luigi?
This isn't part of my post and this doesn't sound like a chain of fairs, but I'll answer it anyways. Move away and mash out or move on stage when you're in the egg. Why put yourself in the worst position? If you are put offstage guaranteed, adjust your mashing speed based on yoshi's position. Yoshi can't go too deep since aether becomes a threat if he fails. Fair in general is pretty slow and can be air dodged on reaction anyways.@Fair chains, have you ever been hit by Yoshi's egg launch at higher percents as Ike? You are put in practically the same spot (slightly below stage level and near the blast zone), as you would by 2-3 fair chains. You hardly have the time to initiate a double jump quick draw, and double jump to up speial doesn't work at all. DIing out of fair chains works, but, Ike is still put in a bad position. At lower percents, you'll be eating 2/3 fairs from a Ness's dthrow, either way.
Ness hitting with an fsmash.. Anyways, how is PK thunder descending when Ike is recovering high? If Ike is close enough where PKT is a threat to reach him horizontally, he's already released on the start of PKT to the edge. If Ness committed himself to using PKT right after hitting Ike, Ike has all the time in the world with his double jump and offstage position to adjust to PKT's placement. If Ike is below the stage, Ike has to try to get aether to hit ness, or perform an early aether and DI correctly.@Recovering horizontally, let's say Ness hits Ike with a fsmash or bair, and Ike decides to recover high/ at mid level. Ness launches a PK thunder and is approaching Ike. Ness's thunder is slowly descending, much like Ike is. Ike is forced to go into the thunder. You release the trigger, eat the thunder, and recover again (this time closer to the stage). Yes- Ike can see where the thunder is [going], but what can he do to stop it, besides hitting it after a decent charge?
I never said it was very risky (or at least I don't think I did), it's just not as easy as eruption. Counter is somewhat easy to use but it gives Ness the opportunity to adjust his timing. Default eruption is better since it hits farther below for 7 frames (or 5 frames once fully charged), while the others hit higher, allowing ness to be safe for some angles. Wind eruption gimps Ness when he's offstage, but why go through the work when you can just hold default at the edge and even have trouble reaching him if he's directly below?@ Countering offstage, that's exactly what I am talking about. I was responding to the two dudes that both suggested countering to stop Ness's recovery. It's incredibly risky. I agree with you completely. Eruption (or better yet, the custom variant) are much better options.
Yeah. That would be....rough. And decreasing shield health would mean that plenty of characters could get shield breaks stupid easy. (This would actually be a pretty big buff to Samus. She has a lot of attacks with high shield damage, and when the opponent's shield does break, she can quickly push them to the ledge and combo down-b into d-air spike for a guaranteed kill at most percentages.)Hey guys.
Fighting Sonic with high shield-stun.
That is all.
a top player like him STILL thinks top 5? is he completely oblivious to this characters glaring faults and underwhelming results compared to other top tier characters?? all have better theory and results to prove their superior theory.Well here's another discussion point, this is who ZeRo thinks counters Luigi. So I come here to ask you all, who do YOU think counters Luigi?
Really getting tired of seeing this suggestion. Fun facts, after I went reconfirming things (and minor testing within each respective game):Yeah. That would be....rough. And decreasing shield health would mean that plenty of characters could get shield breaks stupid easy.
That's why I think lowering the regeneration rate is the best solution. As it is, dishing out shield damage hardly matters unless you break it in one go.
A character that can camp Luigi, has strong off stage presence and is generally hard to grab?Well here's another discussion point, this is who ZeRo thinks counters Luigi. So I come here to ask you all, who do YOU think counters Luigi?
I guess everyone that Larry Lurr or False have beaten with Luigi are just low-mid level playersxanadu isnt exactly what i would call a reputable source of results. its literally a couple of high level players that make it to gfs nearly every week with the rest being either mid level or low level players. excels among low-mid level players.
It'd be like patching up Melee Roy's hitboxes with the main difference being that Melee Roy was a decent character. It wouldn't be like patching up Smash 4 Meta Knight or Zelda where Meta Knight clearly had issues hitting anything at all and where Zelda's Up and Side Smashes didn't even connect properly while Phantom Slash was kind of dead weight. Melee Roy, Smash 4 Samus, DK, and whoever else... Falco worked. Even with iffy hitboxes or moves not connecting well like Falco's Nair, Up Smash, and Up Smash, they worked. There's a difference between having very inconsistent or poorly functioning attacks versus hitboxes that have slight dead zones or very small chances of failing like Diddy's Up Smash, ZSS's Side Smash, and Sheik's Side Smash.How much better would Samus end up if all her moves with horrible blind spots gets fixed?
is an excellent counterpick character. \ they have excellent (actual!) top tier mains that they use mainly to get to top 16 of stacked majors.I guess everyone that Larry Lurr or False have beaten with Luigi are just low-mid level players
Mach tornado does NOT need more shield damagemoves I'd like to see do more shield damage though
-Mach Tornado
Speaking of False. He informed me he would be going all Marth tonight at Smash 4ever. Gonna see how he did.I guess everyone that Larry Lurr or False have beaten with Luigi are just low-mid level players
You really don't want thatmoves I'd like to see do more shield damage though
-Mach Tornado