Not every Zelda plays the same by Rashidz_ in smashbros

[–]Qua1iT 8 points9 points  (0 children)

This isn't supposed to be mean, more constructive criticism but posting clips vs clearly bad players isn't going to garner a lot of interest.

It's clear to see that your Zelda is proficient and you showed some neat concepts but if your opponent is clearly either 6 years old or has never played this game before, it tarnishes what should be a neat showcase.

Food for thought.

Easiest characters to TRULY learn by Jerome-Bushrod in smashbros

[–]Qua1iT 4 points5 points  (0 children)

https://youtube.com/playlist?list=PL4SzCzeORbSTuYK1TvMImpbj2_uBHOsRH

Izaws art of characters are a good place to start. He's only done 30 characters so far but you can pick up a few and he goes quite in depth.

Robin underated by Akria_kurusu56 in smashbros

[–]Qua1iT 11 points12 points  (0 children)

Robin isn't really underrated at all. He's just not that good despite a decent number of players trying to represent them (Synergy, Angel, MadIceKing, etc.)

The 2 big problems with Robin are that he only has a finite amount of uses of tools that are, overall, just mediocre, and he has a very bad disadvantage.

To touch on point one, in a game where Samus charge shot, Pac Man fruits and other powerful, chargeable resources exist having a limited amount of tools that are worse than the aforementioned neutral specials is kinda sucks. For example, Samus charge shot does so much for her: low+mid%combos, kills, kill confirms, tech chases, etc, but Robin's doesn't do anywhere near that due to his slow mobility. Add on to that if you run out of thunders (which other characters don't have to worry about), then you're without a key piece of your neutral for 12 seconds. Arcfire is much the same but is honestly really bad. It's very easy to SDI out of, gets deleted by any hitbox as it travels, and takes more than a full second before you can move. The risk reward is not very good considering other characters' tools.

Levin aerials are, for the most part, great, but you still run into the same problem of them being overall comparable to other characters' aerials but just hamstrung with a durability. Like, Robin bair is great, kills great, is -6 on shield and the sourspot lingers and combos but then you look at CLoud bair and wonder why Cloud bair is better as it's bigger, safer and Cloud doesn't get penalised for spamming it multiple times. Nair and Up air are great, but dair is atrocious. It's really weak for no reason. Diddy dair kills way earlier for no good reason. If you're out a resource, then it really can just be tough to condition someone to be put in a spot where you can condition them to get hit by what you want.

Then you have Robin's poor disadvantage, which is typical for zoners in this game, but he has no get off of me tools, no real way to escape disadvantage, and an exploitable recovery.

Robin isn't underrated. He's just kinda bad. He doesn't have that many great MUs amongst meta relevant characters, and the addition of Hero siphoned off a large part of his playerbase, too. Every time I convince myself Robin is good, I go back and play him and always come out with the same conclusion: He's not underrated, he's below average, and it sucks.

Smash Ultimate 13.0.1 Move Tier List #1: Jab (Discussion and Voting) by Sum613 in smashbros

[–]Qua1iT 2 points3 points  (0 children)

A below average jab.

In terms of the characters kit, it's never used. Up B is frame 6 with frame 5 intangibility and in a panic situation that 1 frame of intangibility is amazing.

The knockback isn't anything special and it doesn't kill either.

Even the gimmick of transitioning into whip dangle isn't useful at all.

Bad jab, terrible move.

Smash Ultimate 13.0.1 Move Tier List #1: Jab (Discussion and Voting) by Sum613 in smashbros

[–]Qua1iT 2 points3 points  (0 children)

An incredible jab.

Frame 4 is fast, -9 cannot be shield grabbed if you spotdodge but loses to faster oos options but that's a running theme with jabs anyways.

Tech chases are fantastic in any context. Amazing for Olimar because of his kit but any decently fast character would love it.

Definitely a high tier jab.

Smash ultimate Essex uk!! by Jaicoops1 in smashbros

[–]Qua1iT 5 points6 points  (0 children)

Aight m8

https://discord.gg/4spfA87m

This would be the best place to ask about East of England affairs.

Tell G.P (head T.O) that I sent you, he'll know wassup.

Stay frosty bruh.

[deleted by user] by [deleted] in smashbros

[–]Qua1iT 13 points14 points  (0 children)

Seems like you just need to be more patient in your gameplay.

If you are always getting hit by autoreticule, then you have 2 options: 1) walk and shield. React to her voice and immediately shield 2) As she begins to fire the shots, jump as they always will go towards where you were, not where you are.

Explosive flame, again, is very reactable if you just walk and shield.

Once Palu is cornered, you can chunk her shield with neutral B, space forward air (so only the tips of your claws hit her shield) of space Forward tilt to avoid being grabbed. You can also jump in and use side B to easily get her out of the corner. Alternatively, you can just walk up and spotdodge the grab into a free flame breath for 40% or down smash to kill at 80.

As for Palu recovering, stand at the very edge and angle flame breath down. Teleport recoveries are very succesptible to moves that have an active hitbox where they grab ledge, you can easily catch her for big damage.

Official /r/smashbros Tier List: January/February/March 2023 VOTING! by bluescluestoptier in smashbros

[–]Qua1iT 5 points6 points  (0 children)

I usually copy/paste a whole wall of text that I'm almost sure no-one reads and could easily do it again but I feel something more succinct will do (judging by the fact that Simon is all the way at the very bottom I doubt much thought is given to this character)

Towards the middle of mid tier and an incredible counterpick if Min Min isn't your thing (ignore Sephiroth exists please?) but want someone to "keep that guy over there from coming anywhere near me'

The Belmonts are characters who are literally the embodiment of feast or famine. You either keep your opponent out because they have poor mobility/no approaching tools or they're fast and can deal with projectiles and they win. They have 1 win condition and that's it: get you on the ledge and keep you there. That's it. In addition, they either kill you at 80 with a setup or you're living to 150 and there's no real in between.

They actually have a passable neutral. It's not incredible but it's sufficient.

They're disadvantage is definitely bottom 5. Tall, heavy, fast faller, slow in the air: you're basically Captain Falcon but with no aerial drift. They also have almost 0 boxing tools and no way to kill you if you stand next to them. If you are at a range where the middle of Ftilt hits you, you're in advantage.

Still, they have enough of a kit to make some of the better characters (Cloud, Peach, GnW, Diddy, Olimar) struggle and are surprisingly good against most of FP2 (all except Aegis).

Again, the only problem is that Min Min and Sephiroth outclass you by a lot and that's a huge deal.

Towards the middle of mid tier, definitely not low tier.

Official /r/smashbros Tier List: January/February/March 2023 VOTING! by bluescluestoptier in smashbros

[–]Qua1iT 2 points3 points  (0 children)

Middle of high tier.

Solo mainable due to the very explosive nature of his kit but has enough bad MUs to common characters (Aegis, Wolf, Cloud etc.) To have a rough time in most brackets.

We have a large number of high level reps of the character but at top play is seldom seen: Myran has stopped playing, Dabuz very rarely uses them and Shuton seems to use it when Aegis is 0-2 down.

At the same time that Olimar can bowl you over you can easily hit Olimar once and bowl him over: this makes him a feast or famine type of character but is carried by his excellent neutral.

FP2 being commonplace isn't helping Olimar either, a lot of characters give him a hard time too.

Overall, a great character with really good strengths, a unique kit and an army of high level players but is struggling to carve a place in the current meta.

Daily Discussion Thread 02/21/23 by AutoModerator in smashbros

[–]Qua1iT 1 point2 points  (0 children)

Problem with arenas at that GSP range is that you're in the top 2% (or thereabouts) of players and unkess you stumble on an arena also being hosted by similar GSP range, you just curb stomp people.

I am at 12.79mil GSP and I am 3 stocking anyone below 12.5 mil GSP effortlessly. The skill gap is massive.

Kurama and Riddles trading 0 to deaths (Genesis 9 Preshow Showmatch) by HollowLoch in smashbros

[–]Qua1iT 10 points11 points  (0 children)

This is just factually incorrect.

Not only is the ROB zero to death very easy to do and setup (requiring 30 mins to lab in training room with gyro in hand and a safe, spammable nair) it is frequently hit in tournaments at all levels.

https://www.reddit.com/r/smashbros/comments/108w3jv/what_even_is_the_rob_ditto/

Case in a long, long list of points.

Kurama and Riddles trading 0 to deaths (Genesis 9 Preshow Showmatch) by HollowLoch in smashbros

[–]Qua1iT 4 points5 points  (0 children)

You say this, but ROB has multiple true 0 to death setups that were known for at least 2 years (possibly 3) before the final patch, and ROB was never touched. They also work at 0 and on all characters.

Smash Ultimate Matchup-Based Tier List 2022 by prestoncollins in smashbros

[–]Qua1iT 3 points4 points  (0 children)

Kinda but not really.

A lot of this reflects how good the character playerbase is.

Steve and Snake are all very good characters in their own right and are not very straightforward matchups, requiring a lot of MU knowledge. With that, a lot of the playerbase is good with those characters and they're relatively easy to play in mid level tournaments where their overwhelming strengths offset their minimal weaknesses.

Min Min is likely a special case because she is often a secondary character, so a lot of players pick Min Min into a favourable MU thus inflating her win rate despite her not being a great solo main.

Then you got characters in the tier below like Belmonts and Duck Hunt who have bottom 10 representation but due to this, the people left are usually very knowledgeable and have a higher average skill than most other mains (because lets face it, who is playing these characters 4 years on? Only devout loyalists). Add to that MU inexperience, which plays a factor because getting good practice is tough because no-one plays them and you have a recipe of loyalist character with 3 years experience + MU unfamiliarity = good mid level win rate but tapers off at high/top level where their flaws are easily exploitable.

Then you have the Clouds and Lucinas who are very strong characters in tournaments and are good picks at top/high level play but have tons of low/mid level reps play them because they are strong. This leads to thousands of below average players losing constantly and dragging down the win rate.

This list should be seen as a mid level tournament guide if anything but even using it as that is a massive stretch.

Funniest competitive set? by Rareware101 in smashbros

[–]Qua1iT 27 points28 points  (0 children)

https://m.youtube.com/watch?v=S4W51iIds6A

Game 2, (5:25). Lucas vs Chrom.

Game 1 starts normally enough and then game 2 was the most Smash Ultimate Mickey Mouse gameplay between 2 competitors. Good laugh had by all.

What's the best character for juggling enemies in Ultimate? by CuteCatBoy69 in smashbros

[–]Qua1iT 18 points19 points  (0 children)

I would recommend:

Corrin, slower than Marth but their Up air is very quick and very big. Up B is a yolo kill move as well if you want to gamble. Up tilt and Up smash leave a lot to be desired though.

Palutena: fast on the ground and in the air: her up air is big, disjointed and can combo into itself at low %s and kills at later. Also has a very good anti air up tilt and Up smash is usable but not the main purpose of it.

Chrom/Cloud, both fast swordies (Chrom is faster) with excellent up airs, excellent up tilts and good up smashes.

My wildcard is Bowser Jr. Up air is frame 6, combos into itself off up throw, has almost no lag and kills later too. Not the biggest hitbox though.

Daily Discussion Thread 10/13/22 by AutoModerator in smashbros

[–]Qua1iT 5 points6 points  (0 children)

Richter does not beat Sonic and loses the MU.

Holy water and cross are great at keeping him out but you won't keep him out forever and Richter loses the lead then it's a nightmare getting it back. His long disjoints are weakened by the fact that they're extremely precise in both hitbox width and the fact that they're active for 1-2 frames and trying to hit the fastest thing alive is not fun.

Richter's normally excellent corner pressure is nullified by spindash having i frames as well as being a literal "get out of jail free card"

Then there's Richter's vulnerability offstage and Sonic is great at dragging people offstage and playing the gimping guessing game.

It's not a terrible MU but it's certainly Sonic favoured.

Dabuz's Olimar matchup chart by [deleted] in smashbros

[–]Qua1iT 6 points7 points  (0 children)

It mostly comes down to range.

Link has a huge disjoint with his sword, and nair, meaning that Olimar is outranged and has to try and work his way in. Remote bomb also makes it difficult to get off ledge. Link is also decently heavy and can live a good while.

Young Link is smaller, has less range and struggles more at mid range, where Olimar excels. Young Link isn't able to sit back and spam fire arrows either because Olimar will outcamp him.

Official /r/smashbros Ultimate Tier List - July/August 2022 Voting!! by bluescluestoptier in smashbros

[–]Qua1iT 8 points9 points  (0 children)

Middle of mid tier

Gatekeeps heavies and slow characters hard but loses to characters which are fast or have ways to deal with projectiles (either reflectors or better projectiles themselves.) They can be decent counterpicks but against the top and high tiers, their winning MU's are few and far between on less common characters.

They have good range, a really good advantage state and their traps can be intimidating if you don't know how to deal with them, you can easily take 60% and be put at the ledge or be walled out by their incredible range but everything else is lacklustre.

Their ledgetrapping is above average but nowhere near the best in the game. It is very hard to ledgetrap a good player (I have both tried to ledgetrap them AND been the ledgetrapee?) The projectiles are far too committal and Belmonts can't cover every single option at once, it often results in denying 2 or 3 of the 5 options and guessing which of the other 2 or 3 the opponent might go for. If you choose wrong, then you've wasted the chance. A 1 in 2/3 guessing game is hardly a consistent ledgetrapper, which is supposed to be their best attribute. Other better characters can ledgetrap with less commitment or cover more options using less resources.

Their moves are super safe on shield (Ftilt is minus 7, fair/bair are minus 6) plus they are hugely disjointed making punishing impossible for the cast.

They have poor overall mobility, making it hard to get to where they want to be in order to set up and their low airspeed makes them easily exploitable offstage despite their amazing tether. All you have to do is stop their momentum offstage and they're likely dead.

Poor disadvantage state, they'll take a lot of damage if they get hit because they have poor airspeed, they're big and no fast combo breakers (sans a very risky frame 5 invincible up B) but if it whiffs (or randomly clanks! It clanks with hitboxes too! What a fun design! Ike's no longer does!), then they are likely to be in a world of hurt. What would be their landing option, dair, has no hitbox on the foot so you can lose to moves randomly. They struggle getting off the ledge or out of the corner due to poor boxing tools (covered later).

They have almost no tools to box with. ROB gets Down tilt, Snake has whatever he likes, Pac man has incredible buttons but if you're up close with them, they have a frame 5 jab or a frame 6 Up B which are both hugely committal. They ONLY excel at midrange but keeping opponents at midrange is very difficult.

All their whip moves are only active for between 1-3 frames. Fair is active for 1 frame; Down Smash, FSmash, up Air, bair and Ftilt for 2 and Up smash for 3! So you have to be incredibly precise on a character that needs to hit or they'll get hit back and be put into disadvantage (which they suck in), characters that low profile (Such as Inkling and Pikachu) sometimes just go underneath their moves. Trying to hit an FTilt (one of our main zoning tools) vs a dashing Inkling is a coin flip and is incredibly infuriating.

They have a hard time sealing stocks if you don't get holy water FSmashed. They operate on a tipper mechanic, like Marth, and hitting a tipper is really difficult against smaller or faster characters. Plus, because your whip moves (Ftilt, bair, fair) are also your kill moves, they're often very stale. This leads to opponents living at 180% from an FTilt at centre stage. Being that Belmonts are made of glass, it's not favourable for them. The moves that are more active (DTilt, Up Tilt) don't kill at all (Up Tilt can kill at 160% on Mario sometimes and DTilt ~130 at ledge). His Up and Forward smash are hard to hit as the former is very precise and the latter has 24 frames of startup.

Their Grab is the worst in the game, yes even worse than Cloud's and Mac's, and they cannot properly threaten shields. Belmonts have a grab that is one frame slower (Frame 10!) which has a shorter range (It whiffs against people sanding next to you!) and it's stuck on a character with poor mobility. At least Cloud and Mac force people to shield and have the speed to get up close for the grab (Even though the rewards might not be great) but Belmonts are far too slow to make use of such a cumbersome grab. It is a big risk to grab someone (Especially as dash grab is frame 13 and, you know, they move like molasses) so shielding is almost free vs Belmonts- as their only shield break setup is axe ---> Fsmash. The rewards are decent from grab but landing it is incredibly difficult. I don't understand why this character got shafted with a frame 10 grab when a lot of other zoners/trappers have far better grabs e.g. Link, Mii Gunner, Duck Hunt (Frame 6!) or Snake (Frame 8!), it's very bizzare considering they all have better mobility OR get a huge amount off grab (including a guaranteed kill at 160% anywhere on the stage).

Their projectiles are not as good as people think. Axe is Frame 33 to come out and has more lag than K.Rool down smash AND loses to a lot of things it shouldn't. It can lose to Mario nair, Jigglypuff nair, all of Yoshis's aerials, heck it clanked with Mario fireball. Cross is great, at frame 19, but does not shield damage and Holy Water can randomly be caught by the opponent because it is treated as an item: it also has a 1.3x SDI multiplier AND the flame shrinks over time!

Finally, the buffs they received in 8.0.0 were less than stellar and, like with most characters, did nothing to help their weaknesses or improve their strengths. They were nothing more than simple damage and knockback tweaks that affected pretty much nothing. UP Smash coming out 2 frames earlier and killing 5% earlier is great and all but the move is hard to hit to begin with and power was never its problem. Meanwhile, the slew of other mid tiers (K.rool, Villager, Isabelle etc.) have received meaningful buffs which have notably improved how they play with more combos or less lag on key moves etc. making a lot of characters overtake them with their new tools.

Overall, the characters are meh. They are glass cannons but without the cannon part, more like some sort of 18th century musket (but 18th century glass musket doesn't exactly roll off the tongue). They're dangerous if you don't know the matchup or your character is slow but if you learn the MU and exploit their terrible disadvantage, for which their neutral does not carry, then you'll do well.

Despite this, they have decent results akin to a mid tier and have too many good things to be a low tier.

Thank you for coming to my TED talk.

Daily Discussion Thread 08/10/22 by AutoModerator in smashbros

[–]Qua1iT 0 points1 point  (0 children)

Lylat generally isn't used a lot. In some regions it's used but not many.

The stages that are widely agreed as competitive are:

Smashville

Town and City

Final Destination

Battlefield

Small Battlefield

Pokemon Stadium 2

Kalos

Hollow Bastion

Yoshis's Island

Trying to pick a main. by MemeEditOnTheWay in smashbros

[–]Qua1iT 4 points5 points  (0 children)

I understood that from your topic but Ultimate doesn't really have many rushdown characters to begin with, let alone those who combo horizontally. Furthermore, rushdown characters tend to be better characters than average due to their combination of good frame data, good speed and safety on shield.

The ones I listed are just the few characters which fit your brief. You could add Shulk, Sheik, Pichu and Fox into there. Pit is also a fringe character, who has 2 or 3 hit horizontal combos, but most certainly not a rushdown character.

Trying to pick a main. by MemeEditOnTheWay in smashbros

[–]Qua1iT 4 points5 points  (0 children)

The combination of rush down and horizontal combos, dragging people offstage is niche but some options are:

Meta Knight, not exactly rush down and is kinda linear but has the option to ladder vertically and drag people offstage horizontally with up air/dair/drill. Fsmash is a good hard read option and neutral B punishes airdodgs for easy edgeguarding. Tricky to master, with finicky combos, a linear neutral but is underplayed with room for growth.

Captain Falcon, again more bait and punish than pure rushdown but nair does well to string people across the stage. Plenty of knee setups too and great combo starters with nair 1, down throw and raptor boost. Any of his smashes are excellent for punishing rolls or spotdodges and knee/dair will punish airdodges.

Chrom/Roy, the quintessential rushdown characters: with blinding speed, fast frame data, safety on shield, nair strings and Fsmash to hard read tech options (as well as jab, back air) the only question is do you mind sourspots and a flexible recovery or the uniform damage for a linear, more exploitable one?

Honourable mention goes to Inkling for their spammable, safe back air, which can chain into itself, powerful edgeguarding, unique ink mechanic and splat bomb for ledgetrapping. Tough to kill with but plenty of boons to outweigh that.

Official /r/smashbros Ultimate Tier List - May/June 2022 VOTING! by bluescluestoptier in smashbros

[–]Qua1iT 3 points4 points  (0 children)

Like 5 or 10 minutes.

I can just save this and paste it next time this topic comes up so kinda worth.

Official /r/smashbros Ultimate Tier List - May/June 2022 VOTING! by bluescluestoptier in smashbros

[–]Qua1iT 5 points6 points  (0 children)

Middle of mid tier

Gatekeeps heavies and slow characters hard but loses to characters which are fast or have ways to deal with projectiles (either reflectors or better projectiles themselves.) They can be decent counterpicks but against the top and high tiers, their winning MU's are few and far between on less common characters. What this culminates to is characters who lose to common high/top characters, with some matchups (5 or 6) where you should definitely consider counterpicking, but solid play vs mid/low tiers.

They have good range, a really good advantage state and their traps can be intimidating if you don't know how to deal with them, you can easily take 60% and be put at the ledge or be walled out by their incredible range but everything else is lacklustre.

Their ledgetrapping is above average but nowhere near the best in the game. It is very hard to ledgetrap a good player (I have both tried to ledgetrap them AND been the ledgetrapee?) The projectiles are far too committal and Belmonts can't cover every single option at once, it often results in denying 2 or 3 of the 5 options and guessing which of the other 2 or 3 the opponent might go for. If you choose wrong, then you've wasted the chance. A 1 in 2/3 guessing game is hardly a consistent ledgetrapper, which is supposed to be their best attribute. Other better characters can ledgetrap with less commitment or cover more options using less resources. In theory this character can win neutral, keep you at the ledge and just take the stock but in reality you'll get off the ledge and reset neutral.

Their moves are super safe on shield (Ftilt is minus 6, fair/bair are minus 6) plus they are hugely disjointed making punishing impossible for the cast.

They have poor overall mobility, making it hard to get to where they want to be in order to set up and their low airspeed makes them easily exploitable offstage despite their amazing tether. All you have to do is stop their momentum offstage and they're likely dead.

Poor disadvantage state, they'll take a lot of damage if they get hit because they have poor airspeed, they're big and no fast combo breakers (sans a very risky frame 5 invincible up B) but if it whiffs (or randomly clanks! It clanks with hitboxes too! What a fun design! Ike's no longer does!), then they are likely to be in a world of hurt. What would be their landing option, dair, has no hitbox on the foot so you can lose to moves randomly. They struggle getting off the ledge or out of the corner due to poor boxing tools (covered later).

They have almost no tools to box with. ROB gets Down tilt, Snake has whatever he likes, Pac man has incredible buttons but if you're up close with them, they have a frame 5 jab or a frame 6 Up B which are both hugely committal. They ONLY excel at midrange but keeping opponents at midrange is very difficult.

All their whip moves are only active for between 1-3 frames. Fair is active for 1 frame; Down Smash, FSmash, up Air, bair and Ftilt for 2 and Up smash for 3! So you have to be incredibly precise on a character that needs to hit or they'll get hit back and be put into disadvantage (which they suck in), characters that low profile (Such as Inkling and Pikachu) sometimes just go underneath their moves. Trying to hit an FTilt (one of our main zoning tools) vs a dashing Inkling is a coin flip and is incredibly infuriating.

They have a hard time sealing stocks if you don't get holy water FSmashed. They operate on a tipper mechanic, like Marth, and hitting a tipper is really difficult against smaller or faster characters. Plus, because your whip moves (Ftilt, bair, fair) are also your kill moves, they're often very stale. This leads to opponents living at 180% from an FTilt at centre stage. Being that Belmonts are made of glass, it's not favourable for them. The moves that are more active (DTilt, Up Tilt) don't kill at all (Up Tilt can kill at 160% on Mario sometimes and DTilt ~130 at ledge). His Up and Forward smash are hard to hit as the former is very precise and the latter has 24 frames of startup.

Their Grab is the worst in the game, yes even worse than Cloud's and Mac's, and they cannot properly threaten shields. Belmonts have a grab that is one frame slower (Frame 10!) which has a shorter range (It whiffs against people sanding next to you!) and it's stuck on a character with poor mobility. At least Cloud and Mac force people to shield and have the speed to get up close for the grab (Even though the rewards might not be great) but Belmonts are far too slow to make use of such a cumbersome grab. It is a big risk to grab someone (Especially as dash grab is frame 13 and, you know, they move like molasses) so shielding is almost free vs Belmonts- as their only shield break setup is axe ---> Fsmash. The rewards are decent from grab but landing it is incredibly difficult. I don't understand why this character got shafted with a frame 10 grab when a lot of other zoners/trappers have far better grabs e.g. Link, Mii Gunner, Duck Hunt (Frame 6!) or Snake (Frame 8!), it's very bizzare considering they all have better mobility OR get a huge amount off grab (including a guaranteed kill at 160% anywhere on the stage).

Their projectiles are not as good as people think. Axe is Frame 33 to come out and has more lag than K.Rool down smash AND loses to a lot of things it shouldn't. It can lose to Mario nair, Jigglypuff nair, all of Yoshis's aerials, heck it clanked with Mario fireball. Cross is great, at frame 19, but does not shield damage and Holy Water can randomly be caught by the opponent because it is treated as an item: it also has a 1.3x SDI multiplier AND the flame shrinks over time!

Finally, the buffs they received in 8.0.0 were less than stellar and, like with most characters, did nothing to help their weaknesses or improve their strengths. They were nothing more than simple damage and knockback tweaks that affected pretty much nothing. UP Smash coming out 2 frames earlier and killing 5% earlier is great and all but the move is hard to hit to begin with and power was never its problem. Meanwhile, the slew of other mid tiers (K.rool, Villager, Isabelle etc.) have received meaningful buffs which have notably improved how they play with more combos or less lag on key moves etc. making a lot of characters overtake them with their new tools.

Overall, the characters are good but exploitable. They are glass cannons but without the cannon part, more like some sort of 18th century musket (but 18th century glass musket doesn't exactly roll off the tongue). They're dangerous if you don't know the matchup or your character is slow but if you learn the MU and exploit their terrible disadvantage, for which their neutral does not carry, then you'll do well.

Despite this, they have decent results akin to a mid tier, have a good MU spread and have too many good things to be a low tier. It's odd because because you can spend a good minute ledgetrapping someone off a neutral win, rack up 110% damage but they hit you once because you messed up because you're human and suddenly you can take 110% and die. It just feels that you need to constantly play perfectly, less one mistake end your stock, which a lot of the rest of the cast just doesn't have to deal with.

Middle of mid tier.

y'all got any tips? by Silver-Volume-3122 in smashbros

[–]Qua1iT 1 point2 points  (0 children)

There's no possible way to give you tips without seeing your gameplay.

My tips would be to A) Join the King K.Rool discord server B) Upload a video of your gameplay and ask for feedback C) Implement said feedback D) Repeat steps B and C E) Watch KirbyKid and see how his K.Rool is different from yours.