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Jan_Solo
Joined: Fri Dec 18, 2015 9:53 am Posts: 649 Location: Either at home or at school Country:
Gender: N/A
Currently Playing: SSF2, Paladins, TF2, Skullgirls
Waifu: m'Lady Lyndis
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Although, your friend was decent at trying to sound like he/she knows what he's doing I kinda agree with a few of his/her arguments
_________________Mains: ; ; Secondaries: ; For Fun: ; ; ; ; ; Hopefuls: Lyn(FE); Ike(FE); Zero(MM); Andy(AW); Gilgamesh(FF) tmanex2013 made the wonderful lyn sprite I used for
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Mon Aug 07, 2017 7:23 am |
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NA
Joined: Sun Aug 17, 2014 12:46 pm Posts: 173 Country:
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Tier list Rev.2 Always in an effort to continually update via personal experience and tournament results. A+: A: B+: B: C: D: For those who want elaboration on another character (especially one whose placement you disagree with), please ask before proclaiming my wrongness so a dialogue can begin. Changes : Pushed from top of B+ to bottom of A-tier. In theory, his hurtboxes extending with his hitboxes should be a big liability; while in certain instances this is true (lingering projectiles interrupting Gum Gum Bazooka), his coverage and speed are generally high enough to overcome this downfall. Also, as TSON has mentioned elsewhere, the dude can basically hit confirm anything into anything, juggling a large portion of the cast and exerting a large threat radius for a character with no projectile. Combined with solid edgeguard and brutal mixups, Luffy is proving to be potent in the right hands. : Dropped to bottom of A-tier. Kills early, solid OoS options, etc (we know the drill), but the increasing prevalence of zoners/mid-range characters in the upper tiers is stifling his success. Thankfully winning neutral 1-2 times is all that is necessary to close a stock, so his power is not to be underestimated. : Dropped from A-tier to top of B+ tier. Increasing MU experience is revealing some continued shortfalls in Bomber's martial kit; namely, he doesn't have very much coverage on a good number of moves, so it can be challenging to deal with pressure, cover DI options, and deal with smaller characters. Dude has some good MUs in the higher tiers against the likes of Bowser, Pac, Isaac, Falco, and Marth, but his weight and poor horizontal recovery are stifling success more than I suspected. : Bumped to bottom of B-tier (obligatory "Skylar don't bite me"). Numerically, yes, he's "bottom 10", but B-tier in general is a bit challenging because it consists of a large swath of characters that have certain well-performing MUs and characteristics, but they just aren't shining like A-tier currently is. The challenge, however, is how they sort amongst themselves because it is a pretty tight pack with each character exhibiting clear strengths/flaws. He'll probably end up closer to the top of B-tier due to outperforming Link/Wario/ZSS, but I'm willing to be conservative for now. : Improved a couple spots to top of C-tier. As much as I think Ness lost his good tools from Beta, I think he has more going for him from a development standpoint than those who were superseding him. : Last place. The more I fight him, the less hopeful his situation seems. He effectively amounts to "Pick a flat stage w/ no upper platforms, ????, profit". Short reach, predictable kill moves, terrible neutral, light weight, average edge guard outside of gimmicks/suicide. Up throw is his best bet to land early kills, but it REQUIRES getting a good stage pick. Otherwise, you're reliant on Up smash or a bunch of slow/meh options and Up smash is so telegraphed because Kirby is slow. I really want Kirby to do well, but he just doesn't offer anything that separates him from any other character in such a way that he can competitively succeed.
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Mon Aug 07, 2017 8:39 am |
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Ravin_Raven
Joined: Mon Apr 03, 2017 9:53 pm Posts: 549 Location: Right behind you Country:
Gender: Male
MGN Username: RavinRaven
Currently Playing: SSF2, The Game of Love
Waifu: Luna (Gwain Saga)
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No Jeffreys either.
_________________"Why Hello there, Dream Raven!" -HaramBABY (Slay.One)
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Mon Aug 07, 2017 2:28 pm |
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playridise
Joined: Wed May 17, 2017 10:21 pm Posts: 205 Country:
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Tue Aug 08, 2017 7:43 pm |
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NA
Joined: Sun Aug 17, 2014 12:46 pm Posts: 173 Country:
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I definitely have some thoughts regarding Bomberman that I'll write a little more in detail tomorrow.
What about Sheik? I think she's certainly S-tier material with absurdly safe moves and recovery and pretty solid edgeguard, grab game, and D-smash being D-smash. She's way more dynamic now than in v0.9b and saw virtually no nerfs.
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Tue Aug 08, 2017 8:19 pm |
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playridise
Joined: Wed May 17, 2017 10:21 pm Posts: 205 Country:
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I mean Sheik is quite safe, but she does have rather inconsistent methods of securing stocks. Like she can win neutral plenty of times, but she needs to win it so consistently in order to land the stock while the opponent may pick up a character that requires less wins in neutral to win, etc. But I do see your point, and Incinerate has been doing well. F-Air got nerfed from what I heard tho.
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Tue Aug 08, 2017 8:50 pm |
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Emma
Joined: Sat Jul 11, 2015 12:56 pm Posts: 29
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Wed Aug 09, 2017 1:50 am |
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Z A L O
Joined: Sat Oct 10, 2009 3:46 pm Posts: 1514 Location: Westchester, New York Country:
Gender: Male
MGN Username: Zalozis Zemsis
Skype: ZaloZemsis
Currently Playing: Gundam Wing: Endless Dual | Melty Blood: Actress Again Current Code | Super Smash Bros. Brawl
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Sorry. I wasn't talking about you are judging you or your experience. I was stating that doesn't like the phrasing in particular because doesn't help further a point why X is better than Y. It's a blanket statement that neglects current meta. It be great to hypothesize, but there's too muchlet's focus on the here and now that's been proven. . . There's severals thing I would very much argue with your list, but one specific thing doesn't make senses to me: How is Luigi is better Mario right now? (I guess this question is also for Manta too as he had Luigi ranked high.) I need it explained: what about his neutral-gamen, character abilites, punishes (on specific top-tiers as well), zoning, or hidden-tech make one better than the other?
_________________Luigi Movement, Cancel, Tech, etc. SSF2 Google Drive". . . Emphasis . . . of players helping one-another"
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Wed Aug 09, 2017 2:40 am |
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NA
Joined: Sun Aug 17, 2014 12:46 pm Posts: 173 Country:
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@Zalozis, I've actually been reconsidering that placement myself. Although, it's a bit challenging because for all their similarities, both characters operate quite differently in terms of pacing.
When projectiles get toned back, I don't know if Mario will break into A-tier. It remains to be seen if he can continue to wall out opponents and keep them reeling so he can close stocks with solid throws or smash mix-ups.
I initially put Luigi above Mario because he has a very strong spacing game, like Mario, but with an elevated movement technique to amplify it, providing for a bit more fluid invasion of neutral to bait responses and controlling. Against top-tiers, Luigi abuses heavy weights to the point that it's criminal. Up-tilt has great coverage, sliding D-tilt/Dsmash bops people, and his aerials juggle extremely well across the board.
My hunch is actually that both characters will settle around bottom of A-tier/top of B+-tier, but for different reasons. Mario because he has solid throws, projectile, recovery, stock closers, combos, etc... but he's just that -- solid. He's very well-balanced, which should ideally mean he falls in the mid-upper range of characters. Luigi has a stronger horizontal recovery and arguably better down-B for recovery/stall and gap-closing, and a better projectile for working a paced ground game with dash-sliding. But his combos are subject to DI, his throws are less consistent, and he can be a bit read-dependent to close stocks, so I imagine that slight lack in consistency will hurt his ability to perform continually. But they both have solid MUs in the upper tiers that give them both a well-deserved spot.
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Wed Aug 09, 2017 7:51 am |
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NA
Joined: Sun Aug 17, 2014 12:46 pm Posts: 173 Country:
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Inconsistency in stock closing seems to be about her only problem in Beta. Bouncing Fish covers 2 of her v0.9b glaring flaws: recovery and escaping juggles. It also compensates for reduced Fair power in edgeguarding. Her Fair did get "nerfed", but it now combos into Bouncing Fish and itself pretty reliably till later percents. And even in that "loss", Dair is a super solid combo tool now for mixups/tech chases and can lead into Uair to close the stock. I certainly see her outperforming MK and Falco. BRB, writing my gripe on Bomberman now
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Wed Aug 09, 2017 8:19 am |
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playridise
Joined: Wed May 17, 2017 10:21 pm Posts: 205 Country:
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Yea, I'm very sure that people will find my bomberman placing now quite controversial.
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Wed Aug 09, 2017 10:51 am |
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NA
Joined: Sun Aug 17, 2014 12:46 pm Posts: 173 Country:
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I had something lengthy written but found it to be concise to say I think you're undervaluing the hit box on his bombs. His normals are solid, they just lack coverage in certain spots. But he kills relatively well, has good throws, good frame data, and great speed.
His bomb throw is basically a travelling jab; it resets, it hit-confirms into his entire kit, and it stuffs approaches. In v0.9b, Bomberman couldn't deal with hyper aggression without abandoning his central tactic of bombs; now, he can actually use them to break combos by dropping them/tossing them up. And create safe landings, edgeguard, kill-confirm, etc. That hit-box just covers so many bases, it's almost not fair. And bigger bombs have bigger hit-boxes, so kicking a P-bomb around is nasty.
Yes, his recovery is rough horizontally, but his Up-B has solid priority/disjoint to stifle edgeguards, and you can use Bomb Kick to halt momentum a little when out far. I've found that DI'ing high and covering my landing with 1-2 small bombs makes for a reliable recovery. This combined with his weight is what hold him at bottom of A-tier at best, but more likely high up in B+.
Regarding set-up and bomb blast radius, he shouldn't play campy anymore. The hit box on his bombs allows him to get aggressive with even small bombs, allowing a quick throw --> detonate --> Up-throw --> Fair to create space for a medium bomb. Then that hit-confirms into all his aerials and off we go till someone dies. He also doesn't need the blast radius; sure, you can't pop a bomb randomly in neutral and catch people as reliably, but again, you don't need to. It just requires more strategic placement, and that hit box overcomes this with setting up free detonates. This elevates the usefulness of bomb kick, too, adding value to a previously bleh aspect of his kit.
I find him to be supremely flexible, fun, and effective despite his weight and recovery with a lot of growth opportunity.
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Wed Aug 09, 2017 11:14 am |
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playridise
Joined: Wed May 17, 2017 10:21 pm Posts: 205 Country:
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| | | | Manta wrote: I had something lengthy written but found it to be concise to say I think you're undervaluing the hit box on his bombs. His normals are solid, they just lack coverage in certain spots. But he kills relatively well, has good throws, good frame data, and great speed.
His bomb throw is basically a travelling jab; it resets, it hit-confirms into his entire kit, and it stuffs approaches. In v0.9b, Bomberman couldn't deal with hyper aggression without abandoning his central tactic of bombs; now, he can actually use them to break combos by dropping them/tossing them up. And create safe landings, edgeguard, kill-confirm, etc. That hit-box just covers so many bases, it's almost not fair. And bigger bombs have bigger hit-boxes, so kicking a P-bomb around is nasty.
Yes, his recovery is rough horizontally, but his Up-B has solid priority/disjoint to stifle edgeguards, and you can use Bomb Kick to halt momentum a little when out far. I've found that DI'ing high and covering my landing with 1-2 small bombs makes for a reliable recovery. This combined with his weight is what hold him at bottom of A-tier at best, but more likely high up in B+.
Regarding set-up and bomb blast radius, he shouldn't play campy anymore. The hit box on his bombs allows him to get aggressive with even small bombs, allowing a quick throw --> detonate --> Up-throw --> Fair to create space for a medium bomb. Then that hit-confirms into all his aerials and off we go till someone dies. He also doesn't need the blast radius; sure, you can't pop a bomb randomly in neutral and catch people as reliably, but again, you don't need to. It just requires more strategic placement, and that hit box overcomes this with setting up free detonates. This elevates the usefulness of bomb kick, too, adding value to a previously bleh aspect of his kit.
I find him to be supremely flexible, fun, and effective despite his weight and recovery with a lot of growth opportunity. | | | | |
However Bomberman's Bomb Throw is very slow in terms of startup and there are plenty of ways to avoid getting hit by it. It is almost as hard to hit with as Naruto's Side-B along with BomberMan just being wide open to a counterattack that could be deadlier. Bomb Kick doesn't really do much in terms of recovering in fact it can actually ruin the recovery due to Bomberman losing vertical distance for a tiny bit of horizontal distance. And since Bomberman can't cancel his bombs, it'll be hard for Bomberman to even get a P-Bomb not to mention it is a one time use. And the fact that bomberman can't of course detonate his bombs while recovering or when he is helpless kinda makes using bombs while recovering not too useful in general since its not like it has THAT much hitstunin the first place. And you know, quick throw isn't quick which hurts bomberman's aggressive game and any other setup of course takes a lot of time so Bomberman has to actually play campy and not aggressive. Not to mention that Bomberman pretty much loses to any rushdown character which is popular in the current meta including characters with disjoints that can beat out a lot of Bomberman's options. Bomberman has inconsistency issues due to his recovery, he has a poor neutral and gets punished greatly when losing the neutral game due to his large hurtbox, and a lot of his setups take too much time to be consistently reliable along with having to detonate ALL bombs making each setup not as rewarding as it seems.
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Wed Aug 09, 2017 1:28 pm |
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NA
Joined: Sun Aug 17, 2014 12:46 pm Posts: 173 Country:
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But here's the thing; on paper that may appear true, but I simply don't encounter that in practice. His high ground/aerial speed/acceleration makes fading bomb throws really effective, and mixing up bomb toss directions can ruin an opponent actually winning neutral. I don't really care to get P-bombs out except when I close a stock or the opponent is off the edge/high and far away. Medium bombs are simply exceptional and don't take terribly long; Bomberman's great throws help create this space.
It is actually rather surprising how tossing bombs can help clear space; and bomb kick's ability to combo on its own and extend Bomberman's neutral presence shouldn't be underestimated. I don't think he's nearly as dire as you point out. Even with bomb throw taking time, his tilts and aerials are really fast. I don't think Bomberman should be either campy nor aggressive; both don't fully capture what he's good at. He's a hit-and-run kind of character. Playing a bit campy/evasively until one of his staple tools stick and he can begin tech chasing and closing off neutral with bigger/more bombs.
His recovery is meh, that's not up for debate.
He's seriously rewarding to a cerebral playstyle and players who can dictate pace.
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Wed Aug 09, 2017 2:04 pm |
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playridise
Joined: Wed May 17, 2017 10:21 pm Posts: 205 Country:
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thank you for discussing this with me, i'll think about bumping to mid-tier.
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Wed Aug 09, 2017 4:41 pm |
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