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Wed Sep 06, 2017 6:34 pm
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TSF.Strife wrote:
Alright, so seeing as people have come to me for Bandanna Dee knowledge, and I apparently seem to know my s*** about this character, lemme weigh in on here.
playridise wrote:
Bdee still isn't THAT bad imo. Sure Bandana Dee can't kill despite his somewhat reliable kill throw (Thankfully he doesn't commit whenever he grabs) and his survivability and recovery issues (But his horizontal recovery is good). Bdee similar to Black Mage has disjoints which again is a highly favorable traits. But better yet, Bdee has the ability to retreat from his disjointed attacks such as f-air, neutral-b, etc. This makes his attacks suprisingly really safe. Bdee has a decent neutral thanks to that ability giving him a great pressuring game along with having a short hurtbox to the point where it can seem mildly unfair. Bdee also has an amazing ability to force approaches which helps him a ton in a lot of matchups thanks to side-b along with side-b allowing for some decent overall follow-ups in general. Bdee also possesses a great wall of pain ability and a decent projectile despite neutral-b not being able to be charge cancelled. However neutral-b is fantastic for edge guarding either ways and it can be used to dish out early kills and it beats a lot of recoveries thanks to the odd priority system to projectiles in general. The main problem with bdee and the reason why people find him so "underwhelming" is the lack of representation, almost no one good plays bandana dee and no one really discovers any new thing with bdee in a similar fate to bomberman. Bdee in my opinion is in the bottom of Mid Tier because of this, he at least has a lot of desirably good traits in the current meta and his matchups aren't half bad either, but his flaws do prevent some consistency from happening so bottom of mid tier is accurate.

So, lemme highlight these points:
- The ability to retreat from his spacing tools (Fair and Neutral-B being cited) are useful, however it literally is required for the former to work because the move fails when it comes to moving and using it unless you get blessed by the god of autolink angles.
- If you're using Side-B to force approaches, you're doing it wrong, and I mean badly wrong. Spear Toss is garbage, the range is crap and it's extremely reactable. Pin isn't even guaranteed and the followup ability of Side-B is bad without Pin.
- Neutral-B cannot edgeguard that well, especially not if you charge it. If anything it'll actually help your opponent recover because Dee's only good punish moves offstage are Fair, Bair, Last hit Dair and Drill and you literally eliminate two of those options by allowing them a high recovery.
- BDee's wall of pain is okay. Nowhere near Jiggs' level and it has a lot less margin for error due to Dee's considerably worse recovery. I'd call it a Fence of Pain and Waddle Copter can only get you so far when recovering.
- Well, the main reason people think Dee is underwhelming/bottom tier is because he can't kill and he dies early. Lack of rep doesn't help but PAC-MAN still has Kyoz representing him and nobody really thinks PAC-MAN is top tier so...
- His only really good meta-relevant matchup is Bowser, and debatably PAC-MAN depending on how you view him. You could maybe make a case for him beating some other mid tier but honestly, they aren't that good.

playridise wrote:
but thats what side-b is for. It is great for forcing approaches and it punishes the opponent for not approaching. Bdee may not seem all that impressive since pretty much no one plays him to make things seem practical, but he has a lot of disjoints which are very much needed to make a good character and his matchups are half decent because of it, Bandana Dee's Down-Air is actually really good for combos and are GUARANTEED, he can guarantee down-air to up-smash and sometimes forward-smash guaranteed from 0 to mid-high percents, and falling down-air to back-air is a guaranteed kill confirm at higher percents on ALL of the cast including jigglypuff. Not to mention that D-air is a fantastic locking tool and jab can be used to mantain the lock along with f-air at times. Bandana dee's disjoints are really good given his hurtbox and despite his lightness, he is hard as hell to hit. Since disjoints have a stupidly broken priority system along with bdee having a shorthurtbox and best of all GOOD FRAME DATA and a decent projectile that may not be perfect, but is still a projectile nevertheless and is great for edge guarding. Not to mention that Bdee has a somewhat rewarding wall of pain and he can at least make back from a wall of pain thanks to his Up-B having great horizontal distance since horizontal recovery > vertical Recovery in terms of having the wall of pain. Bdee is of course light too making him really hard to combo in general making damage racking really hard to do on Bdee along with Bdee just being hard to hit in the first place and his disjoints just being able to beat a lot of stuff. Most people just seem underwhelmed with Bdee for some reason mostly because of how obscure he is, a similar case to Bomberman. But if more people actually played Bdee, his advantage state may be more noticeable.

- Again, no. Side-B cannot force approaches. It neither has the range nor the speed to do so and honestly, Dee will probably have to approach to actually use this at a long range to force an approach.
- Disjoints do not make a good character even when the meta revolves around them. Take a look at 9b Sora for instance, or Lloyd in literally every demo before 0.9a. Or Roy, Robin, Ike, Mii Swordfighter and Pit in Smash 4
- Again, you underestimate Dee's actual disjointed hitboxes. His only actual disjoint attacks that can even reliably compete with any meta relevant characters for range are FTilt, Fair, Uair, Neutral B and Down-B. The rest are just hella short ranged and barely qualify as a disjoint.
- Dair also has piss poor range and doesn't link properly. And that kill confirm is nice, but can get screwed by DI and SDI and he has so many better options such as, I dunno, Down-B?
- His projectile is a** for edgeguarding, what are you smoking lol?
- He can, except when his opponent goes lower to avoid the wall of pain and Dee has to take a stupid risk to finish the edgeguard or risk it being worthless.
- BDee actually has a lot of stuff that does work on him because of his weight, Falco can triple shine 0-death him on Yoshi's Story, and his garbage landing options make it difficult for him to recover from much. He also dies stupidly early, so yeah, real bonus. This isn't like Wario, Dee just has some seriously light weight and dies too early.
- People do play Dee, it's just the people who play him don't get very far/don't enter tournaments. Currently my best win with Dee is KingPawn's Ichigo in friendlies, and I might start entering tournaments, but it still won't make Dee better. He's not good.

EDIT: Here's my tier list as well. This one's likely gonna be very controversial, so here goes.
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MK isn't top tier/top 10 anymore? well damn, Or is this just because no one has been representing him in tourneys lately, cause if so, DK about to pass him too LOL.

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Last edited by darkrinorex on Wed Sep 06, 2017 8:06 pm, edited 1 time in total.



Wed Sep 06, 2017 7:11 pm

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It's because he has stiff competition. A lot of those spots can be interchangeable depending on who you ask and how the meta shapes out. Top 5 is really spot-on though, Strife. And thanks for not making BBM bottom 10.


Wed Sep 06, 2017 7:27 pm
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Like, all of the characters in the Top tier have a lot of rep going for them. Let's see:
- Fox has Gax, Flavien, Stef, Vash, and a bunch of others
- Goku has AlphaHatsuseno, who's still a pretty high ranking player
- Tails has Chaos0 and Yix
- Sheik has NoS, ZaiR, andres and Incinerate.
- Falco has Stef and Mirwaiss, and I believe that Gax has them as secondaries.
- Samus had RiVer, and still has Strat2G.
- Lloyd still has Mew2ube and is still amazing after the ban.

Counting the high tier:
- MM has HardKnockDays, but Idk his tournament status
- Ichigo has Xenn and Drarky sometimes.
- Isaac had RiVer, nuff said.
- Pit has M7
- Marth had Oreo and KingPawn
- DK has Prolific
- Link has Marvin and AlohaHatsuseno usiig him as counterpicks

So, despite this, we have literally everyone above and below Meta Knight getting some decent tournament rep and Meta Knight facing competition from so many other good swordsmen, he's going to inevitably drop off because nobody is replying him anymore.

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Thu Sep 07, 2017 3:04 am
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HardKnockDays doesn't enter tournaments AT ALL. But he is amazing with mega man. Technically i'm the only mega man player that enters tournaments, but I mostly dropped him with Pac-Man anyways since I never placed super high with Mega Man. Also Ichigo has MrTheLODE, MK technically has Mew2ube going to pocket him in lloyd banned tournaments. Sandbag also has Mew2ube, Ness has FearZero, G&W has TyranitarLord (and Vash ;) ), Kirby has Tlord as well, along with luffy having Sorabotics and Tlord. Pac-Man has Kyoz (and me, lol jk), Wario had RiVer and has Invalid, Sora I guess has CelestialDrago, Isaac also has Bitsu, Pikachu has alpha, jigglypuff had Chaunch, and the list goes on lol.

Placements I currently Disagree with:

MK: I would say this is more of an obscurity issue than it is MK not being that good. MK has great disjoints, great mobility, many kill setups, excellent frame data, one of the best recoveries in the game in terms of the mix of recovery and safety. It gets even better with the fact that MK has an overpowered chaingrab off of back-throw that rivals even Goku as it can guaranteed to rack up DK from 0 to be around 150ish, again, it is GUARANTEED andworks on most of the cast especially most of the high/top tiers (Probably wouldn't work on kirby or jigglypuff but generally on a lot of characters). MK is at least top 10 and I'd say he is top 5 despite some result issues.

Bowser: Bowser should probably be where DK is at least. While sure DK is bigger, faster, and stronger too I MEAN just has better mobility, mobility is generally used to cover space which is something Bowser can do excellently. Bowser's significantly better OoS option allows for a more rewarding defensive play. Bowser's better survivability gives him more chances to get the grab to murder his opponents, not to mention that his grab game is about on par with DK but he has more kill setups compared to DK in general thats not back throw. Bowser also is a little more consistent with stage choices in general which can make Bowser a more consistent character, and lets not forget the fact that Bowser has the Bowsercide ability which (While not super reliable) can still clutch out stocks and can even cost the game for the opponent. Bowser also has better edge guarding ability and just more reward with stuff like f-air killing at around 80, etc., Bowser also has a little better hitbox placement on his recovery which makes him just harder to meteor preventing early stocks from Bowser compared to someone like DK as well. Like DK has his own advantages too, but both DK and Bowser have simiilar objectives and I believe that because of their different strengths, they should be tied since they have similar efficiency for their job.

I still disagree with Bandana Dee being THAT low but i'll create another argument in the future

Samus: Samus is a bit high, sure her strengths are brokenly good like F-Air and Charge Shot. But Samus has to rely on it SO much just to win, this can create issues against reflectors and more people learning the matchup to properly space out and punish F-air. Samus also dies early in the top and has a pretty below average neutral and a not very good defensive game outside of f-air due to her linear out of shield options. Like shes still great, but not top tier.

G&W: G&W is pretty underrated tbh. G&W has one of the best tech chase abilities in the game which could rival even Fox, G&W has fantastic disjoints and range, G&W possesses a bustedly good recovery, of course 9 which can be a game changer in a match with the right amount of luck despite its inconsistencies (At least theres setups for it), G&W also has a ridiculously good edge guarding ability and can catch landings with ease thanks to N-Air. G&W actually does really well against a lot of top/high tiers such as marth, mega-man, DK, Bowser, Samus, etc. And G&W even goes 50-50 against fox and falco.

Outside of that, most placements are somewhat reasonable.

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Last edited by playridise on Thu Sep 07, 2017 10:06 am, edited 1 time in total.



Thu Sep 07, 2017 9:15 am
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Point is, Mega Man at least has transcendence and a stupid-ass neutral going for him, and Meta Knight is just facing stiff competition from literally everybody.

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Thu Sep 07, 2017 9:55 am
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is this transendent enough for you?

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Thu Sep 07, 2017 11:50 am
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Just an idea for the meta at the moment, characters could be moved like 1 or 2 spots higher/lower but i couldn't really care to much about that stuff



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Sun Sep 10, 2017 10:51 am
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Corvid Crow wrote:
Just an idea for the meta at the moment, characters could be moved like 1 or 2 spots higher/lower but i couldn't really care to much about that stuff



[ Image ]

Bowser should be in the same spot as DK or maybe a spot or 2 lower, not THAT low. Both heavies have similar objectives in general and have pros over another alike. Bowser has a lot better OoS option which allows for him to play defensively much safer in general giving Bowser some general convenience for playing patient. Bowser also has a great command grab + Bowsercide, a much more prominently deadly edge guarding game along with having a projectile. Despite his projectile not being great, Its still a way to deal with characters from far range and projectiles in general have pretty broken priority. Bowser also has better survivability which gives him more opportunities to win in neutral along with having a better hitbox placement on his recovery making getting meteored/spiked harder to execute on bowser than DK. DK however has more mobility, however mobility is needed to cover needed space in a quick amount of time, but the excessive range on both characters do make mobility a little less prominent in general, but its a convenient thing to have either way. And DK has a consistent kill throw and some more results due to DK being a more popular pick. Bowser is generally more consistent in terms of matchups and stage choices as he is less dependent on stages, however DK can be more successful on certain stages. So honestly I'd have them tied.

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Mon Sep 11, 2017 9:44 pm
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playridise wrote:
Corvid Crow wrote:
Just an idea for the meta at the moment, characters could be moved like 1 or 2 spots higher/lower but i couldn't really care to much about that stuff



[ Image ]

Bowser should be in the same spot as DK or maybe a spot or 2 lower, not THAT low. Both heavies have similar objectives in general and have pros over another alike. Bowser has a lot better OoS option which allows for him to play defensively much safer in general giving Bowser some general convenience for playing patient. Bowser also has a great command grab + Bowsercide, a much more prominently deadly edge guarding game along with having a projectile. Despite his projectile not being great, Its still a way to deal with characters from far range and projectiles in general have pretty broken priority. Bowser also has better survivability which gives him more opportunities to win in neutral along with having a better hitbox placement on his recovery making getting meteored/spiked harder to execute on bowser than DK. DK however has more mobility, however mobility is needed to cover needed space in a quick amount of time, but the excessive range on both characters do make mobility a little less prominent in general, but its a convenient thing to have either way. And DK has a consistent kill throw and some more results due to DK being a more popular pick. Bowser is generally more consistent in terms of matchups and stage choices as he is less dependent on stages, however DK can be more successful on certain stages. So honestly I'd have them tied.



The idea of having them tied is rather silly due to the fact that while they are similar in terms of certain attributes (heavyweight, grab based combo game), and they do have strengths over one another in some areas, one just has to end up being better than the other and i believe that at the moment, DK is a much bigger threat in the meta than Bowser is.

Bowser's OoS is better but DK's isn't bad in the slightest. While Koopa Klaw is great as a command grab as well as its long range hitbox, it is rather slow and can be intercepted with any attack, making it a very risky option. Bowser's Fireball isnt that great, again, mainly due to it being outsped by most things in the game, an example is zelda being able to up b bowser out of his fireball endlag from afar or characters simply avoiding the rather linear projectile (that isn't even that strong).

Bowser has good edgeguarding but I think you're underrating DK's edgeguarding, particularly with tools such as bair and dtilt being able to force lots of pressure against a recovering opponent. Bowser's survivability is better than DK's, but DK has speed to spare as well as numerous tools to be able to win neutral, while Bowser has a harder time getting back to neutral comparitively due to his floatiness, poor airspeed and fairly linear tools. DK by no means has an easy time landing, but Bowser is just worse at it.

Bowser's Up B in the air has a little more coverage than DK's but doesn't mean too much regarding his poor airspeed, along with DK having slightly more options with it and it going farther than Bowser's making DK's recovery a tad better. another thing is that DK is scary to get grabbed by at any percent thanks to a mix of kill confirms and a great kill throw, while with Bowser, shielding past his uthrow uair percents is a fairly safe option, with only his rather slow command grab being able to beat it out, which hurts because Bowser's approach is rather linear.

In terms of Matchups, Bowser just has an overall worse time than DK due to the fact that both his neutral and his disadvantage states are just outright worse than DK's. As the meta progresses, they may be closer together but as of right now DK is superior in terms of MUs, playerbase, and in results, which is why he's significantly higher.

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Wed Sep 13, 2017 7:08 am
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so let's talk about 1.0.3
Yoshi is most likely not the worst anymore due to his side b being able to be cancelled by a jump and having a new dash grab. I think Yoshi is probably better than bottom 3 at least, tho he might be much better.

Kirby is now the worst. Despite Hammer having better range and bair finally killing, HE'S STILL EVEN WORSE!. Up throw is weaker and his down throw is RUINED no longer comboing properly thanks to the angle changed. This means Down Throw to Hammer is COMPLETELY avoidable by DIing away. Kirby no longer his kill confirm unless they dont know how to DI, and some of his big problems arent fixed such as Dair being weak as hell and fair still being laggy as hell.

Bandana dee i havent gotten that much experience playing as yet in 1.0.3 but with the bair lasting longer (as a sourspot) and having better kill power, he may be lower mid or even a solid mid tier now.

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Mon Sep 25, 2017 7:53 pm
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Sandbag is definitely not good now, not gonna lie
He hasn't changed a smidge but on the account of everyone else getting buffs but him, oops
Pray for a hopefully-soon-but-take-your-time-devs-i-don't-want-a-broken-game-again Priority Patch and maybe buffs :sandbag:

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Mon Sep 25, 2017 10:30 pm
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BDee and Bomberman have massively improved. Luffy is probably the worst character in the game right now, maybe Sandbag. Kirby mains, stop whining.

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Tue Sep 26, 2017 9:17 am

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although fox got a tight nerf hes still at least top 10. :luffy: :luffy: :luffy: :luffy: :luffy: :luffy: :luffy: :luffy:


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Bdee has Upthrow combos now and fair sucks less. D-tilt affects the opponent now.

YEET

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Wed Sep 27, 2017 10:28 am
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