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SSF2 Character Classes 

What character class are you most fitted for?
All-Arounder 6%  6%  [ 2 ]
Rushdown 15%  15%  [ 5 ]
Zoning 32%  32%  [ 11 ]
Mix-Up 9%  9%  [ 3 ]
Bait & Punish 35%  35%  [ 12 ]
Grappler 3%  3%  [ 1 ]
Total votes : 34

SSF2 Character Classes 
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You all know how this goes.
However, some characters are in really weird positions, such as Lloyd being an All-Arounder, despite me thinking that he's a Rushdown character. Maybe it's due to the Beta update that he's now a balanced fighter.

OK, here it goes:

All-Arounder - Mario, Pit, Naruto, Yoshi, Lloyd, Ness
Balanced attributes, no real strengths or weaknesses.

Rushdown - Tails, Pikachu, Fox, Captain Falcon, Sandbag, Goku
Offense focused close combatants, strength lies in their powerful comboing ability.

Zoning - Isaac, Link, Samus, Chibi-Robo, Marth, Black Mage, PAC-MAN, Mega Man, Bomberman
Defense focused ranged combatants, strength lies in their projectile usage and disjointed melee attacks.

Mix-Up - Falco, Peach, Bandana Dee, Zero Suit Samus, Sora, Sheik, Ichigo
Offensive fighters that have powerful pressure tools, can also play defensively with said tools.

Bait & Punish - Mr. Game & Watch, Luigi, Wario, Jigglypuff, Kirby, Zelda, Meta Knight, Sonic
Defensive fighters that relies on opportunites and take advantage of openings caused by the opponents, can also play offensively due to their many powerful attacks and combo strings.

Grappler - Luffy, Donkey Kong, Bowser
Characters that utilizes grabs efficiently, most of their attacks involve throws, and their throws makes for great combo starters, extenders, or finishers.


What do you guys think about the character placements? Do you think *insert character here* should be on *insert character class here*?

Leave a reply on what you think about the list.

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Last edited by AegisArclight on Tue Jun 13, 2017 8:54 am, edited 2 times in total.



Mon Jun 12, 2017 8:38 pm
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AegisArclight wrote:
All-Arounder - Mario, Pit, Naruto, Yoshi, Lloyd, Ness
Balanced attributes, no real strengths or weaknesses.

Rushdown - Tails, Pikachu, Fox, Luigi, Sonic, Sandbag Captain Falcon should be on here. Maybe not Luigi, rushdown characters tend to focus best with speed. Sonic as well, I think he's more of a bait and punish character.
Offense focused close combatants, strength lies in their powerful comboing ability.

Zoning - Isaac, Link, Samus, Chibi-Robo, Marth, Ichigo Remove Ichigo, he relies more on burst movement and punishes, additionally, most zoning characters don't require disjoints, so honestly PAC and Mega Man can be put here simply because of their ability to play CQC, Pac has decent combos with projectiles and Mega Man can combo using both projectiles and normals, their offensive capabilities are better than you think.
Defense focused ranged combatants, strength lies in their projectile usage and disjointed melee attacks.

Mix-Up - Falco, Peach, Bandana Dee, Black Mage, Zero Suit Samus, Sora, Sheik Black Mage is a zoner through and through, I'd say this category is practically the same as Bait and Punish to be honest, at least description-wise.
Offensive fighters that have powerful pressure tools, can also play defensively with said tools.

Bait & Punish - Mr. Game & Watch, Captain Falcon, Wario, Jigglypuff, Kirby, Zelda, Meta Knight Add Luigi, remove Falcon
Defensive fighters that relies on opportunites and take advantage of openings caused by the opponents, can also play offensively due to their many powerful attacks and combo strings.

Powerhouse - Bowser, Donkey Kong, Goku Goku is more of a rushdown honestly, or a B&P just because of Kaio-ken. Bowser and DK are grapplers, they get a hell of a lot off grabs, be it combos or kills.
Purely offensive fighters, with little to no means of defensive play. Tend to have the most powerful attacks in the game, and can be used on a whim with many different setups

Stage Control - Bomberman, Mega Man, Pac-Man This category falls mostly under zoners, but isn't really accurate.
Purely defensive fighters, with rather below average or poor offensive capability. Requires full and extensive knowledge of not only the character, but the stages as well since these characters tend to have different strengths and weaknesses depending on what stage they're on.

Grappler - Luffy
Characters that utilizes grabs efficiently, most of their attacks involve throws, and their throws makes for great combo starters, extenders, or finishers.

Notes in bold

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Tue Jun 13, 2017 5:52 am
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Changes

-Captain Falcon and Goku are now Rushdown characters.
-Black Mage, PAC-MAN, Mega Man, and Bomberman are now Zoning characters.
-Ichigo is now a Mix-Up character.
-Luigi and Sonic are now Bait & Punish characters.
-Donkey Kong and Bowser are now Grappler characters.
-Removed Powerhouse class
-Removed Stage Control class

Poll is now also updated! Re-cast your votes now.

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Tue Jun 13, 2017 8:59 am
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Naruto is a Zoning character. He has a s*** load of projectiles and objects to be thrown out onto the stage. And he gets a lot of setups by them.
btw try to some of the Smilies for them so we can just view the images instead of reading the text :)

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Tue Jun 13, 2017 4:17 pm
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i agree about :sandbag: sandbag's placement.


Sat Mar 23, 2019 11:56 am
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@AegisArclight I was always the Bait & Punish guy when I used Kirby in the official Smash games online.

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Sat Mar 23, 2019 1:07 pm
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Hmmm... I'll have a go with this

Chibi-Robo: show
Zoning: 6/10? unsure on that one... - Although he does not have multiple projectiles, his Chibi-Blaster (NeutralB) makes an excellent job just by itself, being a decent gimping tool and even a great (if not the best, thanks to its long range, speed, and ability to be angled) jab-lock tool if you have good enough precision, it can also be used defensively to cancel any non-projectile attacks coming his way when approaching or retreating, giving him more room to work with whatever he needs to do

Mix-Up: 8/10 i'd guess - his Forward-throw is extremely fast, which is pretty much guaranteed to catch them offguard and instead make them DI the wrong way. Down-throw can quickly lead into any of his aerials (with a precise enough read), Down-Throw into BAir or UAir can quickly throw off their DI, even potentially giving a slightly early kill because of their trajectory angle. SideB is another unexpected move - most will expect Chibi to only ever use it as a recovery tool, but it can also be used offensively to drag opponents away (depending on their falling speed, you can even drag them off to the blast zone) and out-prioritize projectiles and attacks

Bait&Punish: Unsure, i'll take a wild guess and say 5/10 - Don't have much information about this one, feel free to comment about this

Rushdown: 6/10 - His powerful aerials can quickly lead into a KO (without necessarily being a 0-death) if done correctly, however due his kill moves being focused into a specific point, he may heavily rely on reading the opponent's DI or other habits

All-Rounder: Nope/10 - His light weight and fast falling speed are his most prominent weaknesses, which can allow several characters to juggle Chibi around and quickly offstage KO him if not careful. On the other side, he has great kill potential and range in many of his attacks, as well as having one of the strongest down-smashes in the game when sweetspotted, he could be sort of considered as a "glass cannon" type instead

Grappler: 10/10 in my opinion - Despite not having command grabs such as Black Mage and Luffy, Chibi has a tether grab, granting him a lot of range at the cost of some speed (and curiously it out-ranges ZSS' grab, but it's still faster than her), not only that, but his grab can be angled, allowing him to grab someone out of a short-hop or under the ledge. His throws are likely among the best in the game, Up/Down throws can be instantly followed up by his deadly aerials, back throw has decent knockback, not quite a kill throw, but still good, and his forward throw is extremely fast, perhaps even unexpected, possibly making the opponent DI the wrong way



Pichu: show
Zoning: 6/10 - Pichu's NeutralB (both normal and discharge) is slow and lingers in the air, making it a small but constant threat if the opponent doesn't have disjointed moves that could cancel it, the hitstun (especially in discharge) allows Pichu to quickly punish his opponent with most of his attacks, UpB (normal and discharge) can be used as an approach option if the opponent has long-range/disjointed moves.

Mix-Up: 7/10 - Many of pichu's normal attacks are extremely quick, especially his NAir and BAir, allowing you to use them as often as you please, his down-tilt's sourspot is ideal to start aerial attacks at any percentage, BAir's hitbox lingers for as long as Pichu's normal jump stays in the air, while NAir stays out for as long as his short-hop stays in the air. DAir, Discharge UpB directed downwards (diagonally or straight, so long as he bumps against the arena ground), and DownB's lightning bolt are meteor smashes, granting Pichu's quite a few close-range edgeguarding or combo-extending options

Rushdown: 7/10 - Despite pichu's crippling range problems, his incredible speed makes up for it, allowing him to keep up with pretty much every other character, his UAir makes a decent juggling tool, and his discharged SideB can be very unexpected, Pichu also has 3 different attacks that have meteor smashes (2 if under 50%) as mentioned earlier, which can start a tech chase of sorts if done correctly. his DownB lightning bolt can be used as an anti-air (jump away when doing it if you want to avoid self-harm) as it comes from the top of the screen

All-Rounder: NOPE^2/10 - Pichu is another incredibly fragile glass cannon type, lacking in range and also being very light, which can VERY quickly get him killed, on the other side, his small hurtbox along his incredible speed makes evasive playstyles easier to pull off, which leads to...

Bait&Punish: 9/10? - His amazing ground speed as well as quick attacks allows him to quickly punish opponents while dash-dancing/cancelling, granting Pichu an extremely evasive playstyle in order not to get killed early, if one is skilled enough, they don't even have to worry about the self-harm on Pichu's moves since they can make every % count, especially with how Discharge Pichu has stronger offensives while still keeping his evasive style. Not only that, Pichu's small hurtbox can make it tough for opponents to land attacks focused into a specific point, rather than a swipe towards a general direction. Pichu's shield also covers his entire body, making it virtually impossible to stab through unless it's about to break

Grappler: 5/10 - Pichu's grab range is one of the (if not outright the) worst in the game, thankfully his speed makes up for it and it even allows him to chain-grab most opponents up to mid percentages, all throws are ideal for starting aerial juggles early on, back-throw has decent knockback growth and can be used to attempt edgeguarding, and up-throw has very low growth, allowing Pichu to go for a strong aerial attack to KO opponents at high percentages (Forward throw is similar, just different angle plus self-harm). Despite his throws being overall good, Pichu's grab range can be still very tough to connect with quick or small opponents


Feel free to point out stuff i've missed or made it a bigger deal than it should or something, i guess

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I'll definitely learn all that i possibly can with every character, even though i may stick with only a few out of them all
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Waiting for 1.2 so i can put i guess :krystal: and the WAH


Sun Mar 24, 2019 1:30 am
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Kirby is an amazing fighter in my opinion (you don't have to agree with me.), but just what type of fighter is he? Let's find out!
Kirby Stats: show
All-Around Type: 6/10. Kirby does have a few weaknesses. His most common weakness is his weight. Or rather, his LACK of weight. Since he's the second lightest fighter in the game, Kirby gets tossed around easily. However, Kirby makes up for this by having the most jumps in the game, but we'll get to that later. His hammer also leaves him open on the ground and mid-air, but he gets over that with some good kill confirms and a hitbox from behind with the hammer! His back air can also lead into a good kill confirm via fence of pain.

Rushdown Type (AKA Speed Type): 5/10. Kirby isn't exactly fast, but he can demolish rushdown characters, such as Fox and Yoshi. He also has a great comboing ability, with combos such as F-Throw to F-Air, Back Throw to B-Air, D-Air to U-Tilt, and more.

Zoning Type (AKA Technical Type): 4/10. Kirby may be defensive, but he only has two projectiles (i.e. the energy wave from Final Cutter and the star from his Neutral B), even though he can get more from inhaling fighters with projectiles like Falco, Chibi-Robo, and Sora to replace the star. Some of these may not be kill reliable (like Fox's Blaster), but it's nice to give Kirby some zoning potential.

Mix-Up Type (AKA Tricky Type): 7/10. This type of fighting is where Kirby excels at. Kirby's attacks can be used for both offense and defense, such as his Hammer, Inhale, and B-Air attacks. Using moves like these, Kirby can be a fighter you might not want to mess around with. These attacks have edge guarding uses, and they can also kill reliably either on the ground, or in mid-air.

Bait & Punish Type (AKA Power Type): 6.5/10. Kirby's back air can lead into a kill via fence of pain, but smart players can get around it if they have a different character with the same amount of jumps as Kirby. (i.e. Meta Knight and Jigglypuff.) This means that Kirby sometimes has to resort to different kill options, even if it involves a Kirbycide.

Grappler Type: 6.75/10 Kirby's grab animation and his throws are one of the masterpieces of his fighting style. They're actually references to Kirby's Suplex copy ability in the Kirby games! His grab animation references Lift, his forward throw references Pile Driver, his back throw references Big Suplex, his up throw references Back Breaker, and his down throw references Body Slam. However, here's the twist to Kirby's throws: at high damage, some of Kirby's basic combos, such as Pile Driver to F-Air, can't be done, so you're going to have to go through some of the advanced combos if your opponent is at high damage.


Based on these observations, I can conclude that Kirby is NOT the Bait & Punish type, and is instead the Mix-Up type of fighter instead. His overall stats total is a whopping 35.25/60, but out of all the types not added, in my opinion, the strongest type of fighter Kirby can be is the Mix-Up type, with a 7/10.

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Last edited by Broly on Sun Mar 24, 2019 5:37 pm, edited 2 times in total.



Sun Mar 24, 2019 4:13 pm
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Your description for grapple r is completely wrong.

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Sun Mar 24, 2019 4:53 pm
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BandanaDeeMain wrote:
Your description for grapple r is completely wrong.


I fixed it.

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Sun Mar 24, 2019 4:57 pm
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Grappler is like grabs and throws, although I'm pretty sure you can jump out of Kirby's Forward and Back throws still.

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Sun Mar 24, 2019 5:00 pm
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BandanaDeeMain wrote:
Grappler is like grabs and throws, although I'm pretty sure you can jump out of Kirby's Forward and Back throws still.


I fixed it, again. Also, you can't jump out of throws, just to let you know. Only while an opponent is grabbing you is when you can try to escape.

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Sun Mar 24, 2019 5:39 pm
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PsychoSSF2 wrote:
All-Around Type: 6/10. Kirby does have a few weaknesses. His most common weakness is his weight. Or rather, his LACK of weight. Since he's the second lightest fighter in the game, Kirby gets tossed around easily. However, Kirby makes up for this by having the most jumps in the game, but we'll get to that later. His hammer also leaves him open on the ground and mid-air, but he gets over that with some good kill confirms and a hitbox from behind with the hammer! His back air can also lead into a good kill confirm via fence of pain.

Rushdown Type (AKA Speed Type): 5/10. Kirby isn't exactly fast, but he can demolish rushdown characters, such as Fox and Yoshi. He also has a great comboing ability, with combos such as F-Throw to F-Air, Back Throw to B-Air, D-Air to U-Tilt, and more.

Zoning Type: 4/10. Kirby may be defensive, but he only has two projectiles (i.e. the energy wave from Final Cutter and the star from his Neutral B), even though he can get more from inhaling fighters with projectiles like Falco, Chibi-Robo, and Sora to replace the star. Some of these may not be kill reliable (like Fox's Blaster), but it's nice to give Kirby some zoning potential.

Mix-Up Type: 7/10. This type of fighting is where Kirby excels at. Kirby's attacks can be used for both offense and defense, such as his Hammer, Inhale, and B-Air attacks. Using moves like these, Kirby can be a fighter you might not want to mess around with. These attacks have edge guarding uses, and they can also kill reliably either on the ground, or in mid-air.

Bait & Punish Type: 6.5/10. Kirby's back air can lead into a kill via fence of pain, but smart players can get around it if they have a different character with the same amount of jumps as Kirby. (i.e. Meta Knight and Jigglypuff.) This means that Kirby sometimes has to resort to different kill options, even if it involves a Kirbycide.

Grappler Type: 5/10. Kirby has the most jumps out of any other fighter in the game, with a total of six, tying with Meta Knight and Jigglypuff. This means that Kirby can easily recover. If he runs out of jumps, though, you can use Kirby's up special, Final Cutter, in order to get a recovery boost as well, but it's sometimes not reliable, as it can sometimes lead into an SD, so be careful if you try to recover with it!


I'm not sure you quite understand what each of the types mean, so I'm gonna try and explain each type and how it factors into Kirby as a whole.

All-Around Class: Okay, so an all arounder is pretty simple. All arounders are pretty fluid in terms of playstyle, in that you pretty much have free reign on playing offence and defence however you like, and their stats are pretty balanced overall. I'd say the one of the best examples of an all arounder character is :naruto: as Naruto is extremely versatile and well rounded and he can play both a mix of pure rushdown using his projectiles as combo extenders, or pure zoning where he charges Rasengan to force approaches and plays a campy neutral with his Shadow Clones, however other examples of all arounders are characters like:
:mario:, :pit:, :lloyd: and :yoshi:.

Relative to Kirby, he's not an All-Arounder. Kirby doesn't really have the capabilities to play a zoning playstyle and generally has to get close to do most of his damage, but he also doesn't really have the capacity to play rushdown either so...yeah. I'd also like to correct some of your Kirby information by saying that :bandanadee: , :jigglypuff: , :gameandwatch: and Pichu are all lighter than Kirby and that the fence of pain isn't a kill confirm. It's a fence, it has holes in it.

Rushdown Type: Okay, honestly, I think you're right on the mark with the term "Speed Type". Quite simply, the end-goal is to overwhelm the opponent as much as possible and give them absolutely no room to breathe whatsoever. Generally, these characters do this by pinning opponents down with their incredible speed. I would say that one of the best examples of this is :captainfalcon:, due to him pretty much having no real zoning capabilities whatsoever and the end goal usually to just be chasing the opponent down and comboing them to death, however other examples of this kind of character include:
:pikachu:, :fox:, and :goku:

Relative to Kirby, he's also not a Rushdown. You're pretty much right on the mark to be honest. The rest of the info doesn't really factor into the rushdown element as much, but yeah.

Zoning Type: Effectively, the gameplan here is to frustrate the opponent by keeping them out as much as possible. Zoning characters usually tend to have good range and/or lots of projectiles. They may generally be focused around defensive play, and generally many characters fall into that category, however, you can still aggressively zone your opponents out effectively. One of the best examples of a zoning character in my opinion is :megaman:, as he can easily make opponents approach with his projectiles and keep them out and pressure them at mid range using their projectiles and disjoints. Other examples of this kind of character include:
:isaac: , :link: , :marth: , :bomberman: , :samus: and :pacman:

Relative to Kirby, this is his worst trait. Kirby doesn't really want to keep anyone out that much and whilst he CAN harass opponents with his projectiles that he steals from other characters, he generally wants to get up close and personal and being far away from the opponent doesn't really help Kirby too much. Also, given how Kirby plays, Fox's blaster actually really helps him, but I've already had this discussion and I'm not revisiting it.

Mix-Up/Bait-and-Punish/Hit and Run: Functionally, these classes are basically described the same, and it's not really worth treating them differently. The name of the game is patience most of the time. Bait and Punish Characters want to effectively wait for an opponent to mess up their approach/offence/literally anything before going to town on them in whatever way they can. A lot of these characters can put extra emphasis on the punish part most of the time as well. I'd personally say one of the best examples of this kind of character is :sheik:. Sheik isn't a pure rushdown character, but has the methods to bait approaches or hassle the opponent into messing up and has the speed and combo game to seriously dish out a world of problems to the opponent. Other examples of this kind of character also include:
:falco:, :wario:, :zerosuitsamus:, :jigglypuff:, :sonic: and :ichigo:

I'd like to add as a side-note, archetypes along a similar vein to Hit and Run also go here.

Relative to Kirby, this actually fits extremely well. Functionally mix-up and bait and punish are described as being the same or they can mostly play the same. Kirby's neutral generally revolves heavily around bait and punish and just sort of bobbing in and out of range.

I suppose the only true mix up characters in my eyes would really be :bomberman: and :pacman:, as Bomberman can force the opponent into a 50:50 state just by having Bombs out, whilst Pac-Man's Bonus Fruit and traps are so diverse and versatile that they could warrant being considered for this, but I don't think mix-up really exists enough on it's own.

Grappler: Grapplers put a lot of emphasis on scaring people into blocking with powerful normals or long ranged attacks in order to dish out the primary source of their damage through their grab combos. Grapplers are often extremely heavy, often hit really hard, and generally (and crucially) benefit immensely from landing a grab. The best example of a traditional grappler is :bowser: ( :luffy: 's a bit of a non-traditional grappler), as he hits hard, gets amazing damage opportunities and combos off his grab, and is terrifying to fight against. Other examples of this kind of character include:
:luffy: , :donkeykong:, :chibirobo: (Chibi-Robo's a weird mix). :ness:, and :sandbag:

Luffy and Chibi are weird. Luffy is more a brawler-esque grappler than a traditional one as his command grabs are best served for combo extension rather than starting combos, and he has an insanely good set of normals to start combos with, whilst Chibi is a sort of zoning grappler in a sense.

Relative to Kirby, he's actually pretty good when it comes to the grab part. He has kill confirms off his Down Throw (Dthrow -> Hammer), he can suicide kill with Uthrow, Fthrow, and Bthrow, he can kill with his Uthrow at high percents and he has solid combos off his throws as a whole, plus a command grab that allows him to swipe powers, kill confirm (spit -> bair is a thing) and combo.

Post Turtle:
Quote:
An old rancher is talking about politics with a young man from the city. He compares a politician to a "post turtle". The young man doesn't understand and asks him what a post turtle is.

The old man says, "When you're driving down a country road and you see a fence post with a turtle balanced on top, that's a post turtle. You know he didn't get up there by himself. He doesn't belong there; you wonder who put him there; he can't get anything done while he's up there; and you just want to help the poor, dumb thing down."

A post turtle is an unfortunate character who basically either has no real gameplan, or can't really do anything well enough for there to be an actual gameplan. Usually this is exclusively a bad character thing, and I don't think that there really are any post turtle characters in this particular demo.

I might add another archetype here if I've missed any but yeah.

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