Emblem Lord
The Legendary Lord
- Joined
- Aug 11, 2005
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- Scotch Plains, NJ
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- ShinEmblemLord
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- 3926-6895-0574
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- SW-0793-4091-6136
Meh. Marth wins neutral but Robin can clutch wins thanks to high reward.
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I don't quite think either or us are understanding each other, but I was trying to relate the situation/ physics that Ike is in, when he is trying to recover when he is being physically pushed in one direction (like in a fair chain or Yoshi egg launch), he has trouble getting back to stage. Because the position he is off stage is very difficult to get back stage from (near the blast zone and equal to stage height, or slightly below stage height), he can't recover. He can't double jump and charge a quick draw (it doesn't go far enough if you are going for the ledge, and it might activate and put Ike into helpless state), and recovering low puts him at risk of being gimped/ stage spiked/ spiked. Yes, you can DI out of a chain of fairs, but much like Jigilypuff's fair/bair in Melee, it is sometimes too late, at low percents (or poor DI at high percents) sometimes you just can't get out. That was what my original post was about. Fair combos work pretty good against Ike (from Ness, Sheik, Pikachu, etc).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.
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.
Both of these situations aren't very plausible until Ike already chose bad DI + option choice.
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?
After looking it up, I'm so glad B-Throw -> B-Air doesn't work on Greninja.Unrelated to these combos, but @RK Joker brought up a good point on the Kirby boards. If you DI away from F-Throw, Kirby's B-Throw has you DI in. This means that on characters B-Throw > B-Air works (around half the cast), Kirby can get the combo at higher percents against opponents who try to DI away from F-Throw (which is the best option against it).
Marth can approach with short hop + air dodge + aerial (remember DeLux cancelling? LOL). So Robin's elthunder is usless unless timed right. Also GunBlade said on stream that the fair takes away the arcfire when it's activated, never saw it in the set, probably true though.Nairo bringing out Robin was pretty cool. Everyone, but Ike was there... Thanks a lot, FE crew. Ike fights for his friends and you abandon him.
Hmm, False has a Sheik, Luigi, Peach, and Marth now while Nairo still has his usual ZSS, Robin, Zelda, and Lucina. Didn't see much, but considering Marth's ground speed, Elthunder probably isn't that useful against him, right? Also, every time I see Keitaro go against Nairo, it makes me sad because Nairo literally stomps Keitaro's Falco with Zelda. ;_;
I think I may have initially read high recovery wrong. You can go low for an aether recovery, you only need to fast fall. Yoshi sure isn't going to catch you within the 18 frames before the hitbox+super armor comes out. A lot of what I say is in response to your opponent's movement. You aren't going to randomly recover low when the opponent is preparing to hit aether (if they're capable) for instance without positioning yourself properly.I don't quite think either or us are understanding each other, but I was trying to relate the situation/ physics that Ike is in, when he is trying to recover when he is being physically pushed in one direction (like in a fair chain or Yoshi egg launch), he has trouble getting back to stage. Because the position he is off stage is very difficult to get back stage from (near the blast zone and equal to stage height, or slightly below stage height), he can't recover. He can't double jump and charge a quick draw (it doesn't go far enough if you are going for the ledge, and it might activate and put Ike into helpless state), and recovering low puts him at risk of being gimped/ stage spiked/ spiked. Yes, you can DI out of a chain of fairs, but much like Jigilypuff's fair/bair in Melee, it is sometimes too late, at low percents (or poor DI at high percents) sometimes you just can't get out. That was what my original post was about. Fair combos work pretty good against Ike (from Ness, Sheik, Pikachu, etc).
The scenario in my mind is that Ness hits you away and you're getting out of hitstun. At that point, you can just QD to the ledge. If ness begins PKT, depending on your position and PKT's speed, there is a lot of time to decide how to recover. Even better if you DI'd well and are on the upper corner of the screen.As for the PK thunder, I may have misspoke and said "staying at the same horizontal level" opposed to "staying at the same vertical level". I'm really confused how Ike has "all the time in the world" (he has to immediately choose to use side B/ up B). Either way- If Ike is choosing to use quick draw, and he can either choose to recover as high as possible, at stage level, or any height in between. Ness chooses to use PK thunder. Ness can just keep his bolt at the same elevation as Ike, so Ike is forced to rush into it. Or Ike chooses to recover low- Ness can just choose to chase him with the thunder. I'm just saying PK thunder messes up his recovery, is all.
Haha. Whatever.Like you I'm an OG, and I have long since passed the point of wanting to be nice.
Blunt and to the point. No BS. No nonsense. No nice nice.
its not like any of his other moves do any shield damage besides hyper-unsafe movesYou really don't want that
I do though
I keep seeing this, but shields are very noticeably more lenient this time around. This may be true, but something is working against it to make it unnoticable.Just putting it out there, shield regen is the lowest it's been in any smash game AFAIK.
I think it's because Brawl's depletion rate was so insanely massive that it's skewing the perspective of shield strength a lot.I keep seeing this, but shields are very noticeably more lenient this time around. This may be true, but something is working against it to make it unnoticable.
I thought it was pretty much agreed that Samus had the worst roll in the game. Or is Yoshi's worse? Still, it's absolutely terrible. It covers a lot of ground and reduces her hurtbox size, but it's ridiculously slow and very, very punishable. I pretty much never roll, except sometimes out of Charge Shot. But it's a terrible option.Also @ rolls, Samus's rolls also notably reduce her hurtbox which is a big deal.
What? This is completely false.The main issue with shields is the fact they don't decay while you hold them.
You can literally hold your shield on the smashville platform as it goes all the way from one side to the other and you're mostly safe from shield pokes >.>
That's probably where my misunderstanding on Brawl's shield recovery came from, they have a lot more to recover from on average than this game. I haven't done my research here anyway.I think it's because Brawl's depletion rate was so insanely massive that it's skewing the perspective of shield strength a lot.
For perspective, In Smash 4, you lose about 8 points a second. In Melee, you lose 8.4 (light shield is less obviously). Brawl? 16.8 points a second. You literally only have 3 seconds of shield in SSBB.
Oh, it's a very bad roll in terms of frame data. But it does move Samus a good distance and her hurtbox is smaller than normal during some of the vulnerable frames which can make it less punishable on Wi-Fi (my initial comment was kind of directed at @ Shaya after his commentary on chargeable projectile characters and Wi-Fi).I thought it was pretty much agreed that Samus had the worst roll in the game. Or is Yoshi's worse? Still, it's absolutely terrible. It covers a lot of ground and reduces her hurtbox size, but it's ridiculously slow and very, very punishable. I pretty much never roll, except sometimes out of Charge Shot. But it's a terrible option.
That's a valid point.If they only looked at for glory for balancing, Link wouldn't have gotten the buffs he has gotten
Ah, I gotcha. Yeah, her roll probably does seem pretty OP on wi-fi.That's probably where my misunderstanding on Brawl's shield recovery came from, they have a lot more to recover from on average than this game. I haven't done my research here anyway.
Oh, it's a very bad roll in terms of frame data. But it does move Samus a good distance and her hurtbox is smaller than normal during some of the vulnerable frames which can make it less punishable on Wi-Fi (my initial comment was kind of directed at @ Shaya after his commentary on chargeable projectile characters and Wi-Fi).
It's weird to think that Game & Watch now has very average roll frame data now. I'm used to Brawl where his rolls were bad and so I probably don't roll as often as I should.
Agree with your post for the most part. The difference between Pac-Man and those other charge B projectile KO'ing move characters though is that all of his stuff can be turned against him quite easily. Like you said, lag makes it much harder to do that, so he's royally screwed as far as offline goes if the devs continue to pay more attention to FG where 98% of people don't know how to exploit Pac-Man.-snip-
I don't know about that, and I say this as someone who has close to 12,000 fights on For Glory 1 on 1. I do think For Glory heavily contributed to the amount of buffs Link has gotten and how quickly he got them. Link's pretty popular and most of the people who use him on For Glory are, scientifically speaking, hilariously god awful. Same could be said for , which is why I think the red flag for buffs was raised so quickly for all of them while it took almost a year for them to get around to unpopular characters like . What about the likes of Little Mac then, the Patron Saint of Youtube SSB4 Compilations? He's popular, most people are seppuku degrees of terrible with him, BUT Mac is inherently good against bad players so, even in the hands of a bad player, he has an advantage even if his player is even worse than his depressingly incompetent opponent. In short, in the Land of Suck, Little Mac is king.If they only looked at for glory for balancing, Link wouldn't have gotten the buffs he has gotten
Why in the world would you play FG that much?I don't know about that, and I say this as someone who has close to 12,000 fights on For Glory 1 on 1. I do think For Glory heavily contributed to the amount of buffs Link has gotten and how quickly he got them. Link's pretty popular and most of the people who use him on For Glory are, scientifically speaking, hilariously god awful. Same could be said for , which is why I think the red flag for buffs was raised so quickly for all of them while it took almost a year for them to get around to unpopular characters like . What about the likes of Little Mac then, the Patron Saint of Youtube SSB4 Compilations? He's popular, most people are seppuku degrees of terrible with him, BUT Mac is inherently good against bad players so, even in the hands of a bad player, he has an advantage even if his player is even worse than his depressingly incompetent opponent. In short, in the Land of Suck, Little Mac is king.
I feel like this makes sense because it helps explain why some characters haven't been gotten around to yet. haven't gotten much love in the buff (oh my...) department despite glaring flaws that hold them back. For these characters, sometimes I've gone an entire week without seeing someone use them online. When I do come across these players, they're usually better than average and I feel like that may hurt them because it sends back skewed data. Bowser may have a better record than, say, Falco (I honestly don't know, this is just hypothetical) but that's only because Falco has a bunch of players herp-a-derping around while a good number of Bowser players are serious players. This gives the impression that Bowser's much better than Falco so Falco gets the buff dump while Bowser gives off the impression of being "okay" so he's left alone. As I noted earlier, however, some unpopular characters have finally gotten noticed so I do agree that they do look at other factors but I think For Glory results still play a big role in who Santa Sakurai's delivers a Christmas Miracle to.
They're a lot more frequent in Asian regions (i.e. Japan).
I know what counterplay Pac has. They're all completely reactive though, and as I'm sure you know Wifi kills that ability.
So despite those WiiU release nerfs, he's still stupidly hard to deal with only using 2 or 3 moves.
So no, him getting nerfs definitely had reason. If there's only a small amount of people playing that character online and they're all doing the exact same thing with probably quite surprisingly high win rates (because the character doesn't have universal counter play on wifi), which I'm almost certain is the case, then you get pacman.
Offline pac needs mix ups and smart set ups. On wifi he just needs to press the right b button in any given second (not tight quarter read/reactive level, just paying attention to what's happening a second in advance) to continue zoning with near impervious strength. Stuff like the hitlag of water usually causing the game to lag (something that happens with many fast projectiles: megaman, luigi) making any chance of consistent inputs increases how demonic he is as well.
So yeah, balance team probably realises they can't do anything to him without ruining people's lives (if forcing people to deal with 5 minute matches or losing isn't ruining them already) or completely annihilating any reason to play him.
Every buff to any move he has directly buffs his zoning game, no matter what. Samus ftilt buffs didn't really in my mind, nor would her having smash attacks fixed to be consistent or otherwise either; her zoning is completely long range only.
Because it's convenient?Why in the world would you play FG that much?
A wonderful combination of lack of time and finances to go to tournaments and the fact that most of the worthwhile tournaments are at least two hours away in any given direction. I pretty much live in a Smash dead zone. Due to my Oliver Twist levels of poverty, I also only have the 3DS version too so there's that.Why in the world would you play FG that much?
2h? Lucky you.A wonderful combination of lack of time and finances to go to tournaments and the fact that most of the worthwhile tournaments are at least two hours away in any given direction. I pretty much live in a Smash dead zone. Due to my Oliver Twist levels of poverty, I also only have the 3DS version too so there's that.
"Universal Game Plan" and "Dynamic" are opposite things. you may as well be saying "I MESH ALL THE BUTTONS AGAINST LUIGI AND DIFFERENT MOVES COME OUT AND SOME HIT SOMETIMES"Not so much for me though, Toon Link has a pretty universally functional game plan and he's very dynamic.
Rosalina isn't a viable solo main. Too many poor matchups vs the top characters.Luigi is overrated, but not in a bad way.
people are getting so good at edgeguarding that in the future luigi will become worse and worse, even at xanadu where boss used to dominate with luigi he has a lot of problems now that everyone else character's are making a comeback, this is happening in a lot of scenes already.
false is dropping luigi and in the future top players will do as well when they come to realize this, he is going to be good but its going to be a requirement to have a really solid secondary.
are more solid options for a solo main.
Real luigi mains will probably still do good, but people picking up luigi for fast results won't produce good results in the mid term.
And his dash grab has the length of a tether without the lag. Because balance...Not to tread off-topic, but I watched Fatality's run through Xanadu last night and oh my god, I see the light finally. Good Falcons are STUPID. I GET IT NOW, @ Shaya .
I mean I've watched vods of Fatality before, but I wasn't quite as moved as I was yesterday. (The product of MD/FreeA being bodied by an OOS? Possibly)
Every dash grab is LITERALLY a potential stock. It's pretty overwhelming... but I dig it. His slaps on the wrist courtesy of Nintendo have all been for the better though.