A little bit of design intent. A little bit of headcanon.Where the hell do you people define these archetypes?
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A little bit of design intent. A little bit of headcanon.Where the hell do you people define these archetypes?
If this is the case, why do archetypes need to be so ridiculously specific? Why can't I judge Bowser and Incineroar as being redundant?A little bit of design intent. A little bit of headcanon.
I'm pretty sure that as time passes, people will begin to catch on to King K. Rool's flaws, and he too would end up suffering like the other big target heavyweights.How to make heavy characters viable:
Step 1) Be King K Rool.
Thread's done, shut it down.
Well, that was mostly a joke, but since you went serious I will do so in kindI'm pretty sure that as time passes, people will begin to catch on to King K. Rool's flaws, and he too would end up suffering like the other big target heavyweights.
Basically, the disadvantage state in Smash is any time where you are unable to get back to the ground. This means you are either being juggled by an opponent after a combo and you're trying to land, you're on the ledge and trying to get back up, or you're off stage and need to recover or die.Okay, I'm starting to get a little lost. Can someone explain to me the specifics of "disadvantage"? I know there's certainly more to it than just being caught in a combo, but it seems that disadvantage is a big problem for heavies. What are the specifics that create a disadvantage state?
Because they aren't. They play significantly differently. The point of archetypes is defining different styles of play that different characters fall under. While people can disagree on the exact definition of these terms, the important thing is that all the characters who are a part of that archetype actually have a similar playstyle, and nothing about what we've seen from Incineroar so far indicates that his playstyle is much like Bowser's.If this is the case, why do archetypes need to be so ridiculously specific? Why can't I judge Bowser and Incineroar as being redundant?
Hmm, good analysis. That said, Fox is at least up there for Smash 4 despite his bad recovery. How is he able to stand up?Basically, the disadvantage state in Smash is any time where you are unable to get back to the ground. This means you are either being juggled by an opponent after a combo and you're trying to land, you're on the ledge and trying to get back up, or you're off stage and need to recover or die.
Most heavies have linear, abuseable recoveries that make them easy to edgeguard, and many also have slow aerial movement/slow aerial attacks that make them unable to escape a foe that might be juggling them. That's what makes their disadvantage states so abysmal, that when they get swept off their feet they have a hard time recovering.
DK and Bowser have predictable recoveries and can't challenge opponents very well after being hit. Charizard and D3 have semi-decent recoveries but also get juggled like mad. Ridley's got a good nair and a couple of different options for recovery, but the recovery is slow and reactable, kind of like Fox or Ike.
K Rool on the other hand, has Nair, which is armored and has a great hitbox to get him out of combo situations (as well as a counter), and his Up B has really good recovery while also protecting him from spikes, being able to dip really far below the stage where an opponent may not be able to risk hitting him from the side where he'd be vulnerable. It's one the reasons I have faith in him breaking the Heavy curse
Having a bad disadvantage state is not an end-all-be-all. You're more than capable of being a top contender and still being gimp food (looking at you, Cloud). It's just another flaw a character might have, and whether or not it's fatal is dependant on matchup and character. Fox's crap recovery isn't going to be that much of a problem if the opponent is unwilling to chase them out off the edge (Mac, Incineroar, Duck Hunt) or has a no spike to punish (Wario, Peach, Jr Dive Kick Dair characters) as an example. In addition, Fox's natural speed and aggression make him a terror up close that most people can't deal with. He has good kill options, decent throws, above average juggling capabilites, etc. I'm oversimplifying of course, but you get the idea: His pros outweight that particular con.Hmm, good analysis. That said, Fox is at least up there for Smash 4 despite his bad recovery. How is he able to stand up?
I recall in Smash 4 that Bowser and DK's respective Up-Bs were alright reversal options. So would most heavies' problems be solved if more of them had more and/or better reversals? If so, I wouldn't mind a universal n-air buff so that all characters have a high-BKB, low KBG get-off move.Having a bad disadvantage state is not an end-all-be-all. You're more than capable of being a top contender and still being gimp food (looking at you, Cloud). It's just another flaw a character might have, and whether or not it's fatal is dependant on matchup and character. Fox's crap recovery isn't going to be that much of a problem if the opponent is unwilling to chase them out off the edge (Mac, Incineroar, Duck Hunt) or has a no spike to punish (Wario, Peach, Jr Dive Kick Dair characters) as an example. In addition, Fox's natural speed and aggression make him a terror up close that most people can't deal with. He has good kill options, decent throws, above average juggling capabilites, etc. I'm oversimplifying of course, but you get the idea: His pros outweight that particular con.
OOS reversals aren't as important (also DK's was bad because it had lots of startup) to heavies in shield. If you're in a shield you have far more options available than if you're in the air. A jump, a spot dodge, a roll, or an OOS grab/up B. In the air, you basically only have air dodge or use a button.I recall in Smash 4 that Bowser and DK's respective Up-Bs were alright reversal options. So would most heavies' problems be solved if more of them had more and/or better reversals? If so, I wouldn't mind a universal n-air buff so that all characters have a high-BKB, low KBG get-off move.
I was speaking more about reversals for out of hitstun, or reliable "get off" moves. Do heavies need more of those?OOS reversals aren't as important (also DK's was bad because it had lots of startup) to heavies in shield. If you're in a shield you have far more options available than if you're in the air. A jump, a spot dodge, a roll, or an OOS grab/up B. In the air, you basically only have air dodge or use a button.
Not really. Most heavies have a really good boxing game, so even if Fox is dancing around them, they'll win trades based on the likes of disjointed jabs, tilts that cover an entire direction, armor, etc.I was speaking more about reversals for out of hitstun, or reliable "get off" moves. Do heavies need more of those?
Are you referring to the counterattack itself, or the counter window? If I recall, counterattack hitboxes typically don't activate until frame 5 or later.Side note: Incineroar's counter comes out on frame 3 which is ****ing insane and I love it
Counter window.Are you referring to the counterattack itself, or the counter window? If I recall, counterattack hitboxes typically don't activate until frame 5 or later.
Then the Smash team would've finally made a decent heavy and people will finally stop saying it's impossible to do in Smash.TBH, I get the feeling KRool is either going to be at least slightly overpowered or all the other heavies are just going to suck in comparison.
He's the only one that I feel has the tools that a heavy would need in order to not be destroyed by the Sheiks and ZSSes of the roster.
In a case like that, we might have to keep our mouths shut, or else future software updates could mean bad news for the Kremling tyrant.Then the Smash team would've finally made a decent heavy and people will finally stop saying it's impossible to do in Smash.![]()
I seriously doubt that. His cannonball is really slow and laggy and the crown is actually a liability to throw out in neutral. Against characters who would try to start projectile wars, he's going to be outmatched.-He can compete in a projectile war
The Villager would likely come to mind, assuming that he can Pocket the crown and/or cannonball. Also, fighters with reflectors, along with Rosalina's Gravitational Pull, could be a problem for King K. Rool's projectile attack options as well.I seriously doubt that. His cannonball is really slow and laggy and the crown is actually a liability to throw out in neutral. Against characters who would try to start projectile wars, he's going to be outmatched.
Note I said he could compete. Not win.I seriously doubt that. His cannonball is really slow and laggy and the crown is actually a liability to throw out in neutral. Against characters who would try to start projectile wars, he's going to be outmatched.
If K. Rool can activate the suction part of his Blunderbuss without firing the cannonball first, and if it can suck in projectiles other than his own cannonball, he could use it to deal with...not projectile spam, since I doubt it could keep up with Mario or Pikachu's rate of fire, but selectively as an option, I guess.I seriously doubt that. His cannonball is really slow and laggy and the crown is actually a liability to throw out in neutral. Against characters who would try to start projectile wars, he's going to be outmatched.
That's not why it's a liability. It's a liability because your opponent can just catch it, and then you've given them a free ZSS armor piece.As for Krown, throwing it head on, it'll lose. Throwing it backwards however can lead to a long period where the Krown is traveling along a line while K Rool can still act.
If someone can catch the krown and still be able to deal with the giant Kremling who has free reign since you threw the Krown backwards, I would be very shocked.That's not why it's a liability. It's a liability because your opponent can just catch it, and then you've given them a free ZSS armor piece.
Throwing it backwards forgoes catching it, meaning your opponent might get the free armor piece anyway depending on its spawnpoint. It's still a huge liability, because your opponent will have a chance to get it no matter how you use it and your opponent can use it way better than you can.If someone can catch the krown and still be able to deal with the giant Kremling who has free reign since you threw the Krown backwards, I would be very shocked.
Even if they're off stage because you just chucked them off having forced them to block the Krown on it's return? Well no, I guess you'd have already caught it. Or how about if you take the opportunity to pressure the shields? Oh, wait, no, it goes through shields, you're still good. Well, if they jump away then they dodge you but you catch your Krown. Any smart opponent would be blocking/getting hit by K Rool when the Krown returns, or moved far enough out of the way that you would get to it first.Throwing it backwards forgoes catching it, meaning your opponent might get the free armor piece anyway depending on its spawnpoint. It's still a huge liability, because your opponent will have a chance to get it no matter how you use it and your opponent can use it way better than you can.
Your opponent could jump back and catch it instead of blocking, or just normally catch it and then dodge whatever K. Rool does, or jump over it and wait for it to respawn or land, or spotdodge it, or roll through it, or hit K. Rool while catching it with any aerial, or anything your heart desires. There's a lot of counterplay here, and it's still way better for your opponent to have than it is for you.Even if they're off stage because you just chucked them off having forced them to block the Krown on it's return? Well no, I guess you'd have already caught it. Or how about if you take the opportunity to pressure the shields? Oh, wait, no, it goes through shields, you're still good. Well, if they jump away then they dodge you but you catch your Krown. Any smart opponent would be blocking/getting hit by K Rool when the Krown returns, or moved far enough out of the way that you would get to it first.
This is pretty much why King K. Rool could have problems using his long-ranged attacks against Rosalina. Her Gravitational Pull would give her easy access to K. Rool's crown if he tries to throw it. Similarly, the Villager can Pocket the crown for himself, and take away one of K. Rool's attack options for a while.That's not why it's a liability. It's a liability because your opponent can just catch it, and then you've given them a free ZSS armor piece.
The projectile itself, or the heavy using it?Let me ask a question: has there ever been a fighting game heavy that has a projectile without any catch, and is well-balanced (not overpowered or underpowered)?
This is what I've been saying to friends, too. He honestly looks like his confirms are little to none, and his main bit of anything is just a single hit, if barely somehow a second, and then back to neutral. Bowser has more combo potential than that. People are memeing way too hard about his recovery alone making him good or some such nonsense. Dedede has a solid recovery, but guess who was bottom tier in Smash 4? Dedede.I think K.Rool's been overhyped. He doesn't really seem to have safe buttons outside of landing fair, which he gets very little off of, and landing bair, which has bad range. He doesn't have much in the way of combos, though he does a lot of damage per hit and kills early, which almost makes up for it. His edgeguarding tools don't seem particularly notable, his ledgetrapping tools don't seem particularly notable, his juggling tools don't seem particularly notable, and his mobility is straight-up bad. His initial dash is average, his run speed is bottom 10, and his airspeed is barely better than the Belmonts. Sure, he has a good recovery and better disadvantage than most big bodies, but that's all he has. At least Ridley has decent mobility specs and actual spacing tools.
A lot of heavy characters are not remotely slow in terms of run speed; Bowser, Charizard, and Ridley are among the faster characters. The reputation of heavies being slow generally lies more in their frame data.Step 1: Make so the parry mechanic also work on grabs. That makes parries much more reliable by removing the potential grab mixup.
Step 2: Make so the stun effect from being parried scales with run speed. The faster they are, the more punishable they become when parried.
Result: Slow characters are parry monsters. Do not throw tilts loosely at a slow character if they know what they're doing, otherwise prepare to be parried to death.
Then maybe we should switch run speed for hurtbox since most characters with slow frame data have a hit hurtbox and the ones with fast frame data have a medium to small hurtbox.A lot of heavy characters are not remotely slow in terms of run speed; Bowser, Charizard, and Ridley are among the faster characters. The reputation of heavies being slow generally lies more in their frame data.