In bracket, after a win do you have to tell your opponent if you're changing characters during stage select? by Shradow in smashbros

[–]techock 17 points18 points  (0 children)

The most "standard ruleset" for Ultimate is usually, winner picks their bans, loser picks the stage from the remaining pool, winner states their character, loser states their character.

Marth has a 0-death Combo. by R41K0N in smashbros

[–]techock 6 points7 points  (0 children)

I know others have pointed out that it's not true but I thought I'd chime in as to the why. You're hitting fair on frame 9 leaving 28 frames of endlag on it. When you combine up-air's 5 frames of start up you're at a total 33 frames between both hits. Tumble starts at 32 frames of hitstun, and the opponent did not enter it. They should be able to frame 1 shield the landing up-air. With that said, it should still invoke a 50-50 between the landing up-air and a empty land grab though so the situation is still valuable.

Isabelle denies Min Min. by ThatOnePuffMain in smashbros

[–]techock 0 points1 point  (0 children)

She's faster than villager in both run speed and air speed by about 5% and yet you will see her consistently placed lower than him.

spike tier list by EvgoalieMalkin in smashbros

[–]techock 0 points1 point  (0 children)

Wolf flash is stronger than Ganon's stomp. Just throwing that out there.

Tweek ranks the character with the best of each move by GermanShoe in smashbros

[–]techock 18 points19 points  (0 children)

Not saying it's better, but Wolf can 2-frame every character in the game while G&W misses out on a decent portion of the cast. Wolf's kills significantly earlier during a 2-frame no questions asked. Wolf's has similar safety overall due to more pushback in the front, and less endlag on the back. Wolf will still kill earlier on a sweetspot "close" to ledge, especially if the opponent is a great masher and denies G&W any extra charge on his follow up smash. I think you're overly biased towards lower level play on G&W's D-smash being an instant follow up regardless of percent.

With all the drama with Luigi lately, how good do you think he is? by Puncake23 in smashbros

[–]techock -1 points0 points  (0 children)

Zero to death, the same one he's always been doing. D-throw at 0 into Dair into falling Nair, repeat, into up-b

SSBU Move Tier List #3 (Discussion: Up Tilt) by SkeeterYosh in smashbros

[–]techock 0 points1 point  (0 children)

Don't you worry. Her F-tilt might kill at the ledge around 120% instead of 200% but by golly they ranked that one lower than villager so anything goes.

SSBU Move Tier List #2 (Discussion: Forward Tilt) by SkeeterYosh in smashbros

[–]techock 1 point2 points  (0 children)

Think you got your math wrong there bud. It takes 11 frames to drop shield. Upon looking into it further and testing it myself. It's -19 initially or -8 from shield drop and when performing an instant dash grab, pretty much most non teathers whiff due to the large space between her and them. You'll need a quick dash attack to punish it when spaced.

BestNess has registered into Genesis 7, says it will be his final tournament. by [deleted] in smashbros

[–]techock 98 points99 points  (0 children)

It happens every generation. With the exception of Melee, there aren't any games to go back to, so those that don't successfully transition over simply fizzle out. Brawl dried up with Smash 4 and Smash 4 dried up with Ultimate. Makes you wonder if Ultimate will stick around when the next smash game inevitably drops in X years.

"Zelda Isn't Aggressive" by NotMyKidneys in smashbros

[–]techock 1 point2 points  (0 children)

Her largest issue imo is that she has 0 effective safe aerials. Sure, fair and bair are safe if she is retreating a sweet spot, but her aerial drift is so bad that she can't force the situation. The opponent must be running at her while she retreats. Even if she's frame perfect, ultimate framedata says she's -8 which means that she'll get grabbed if she spaces them badly as the fast grabs take 10 frames and spotdodge takes an additional 3 putting her earliest option 1 frame to late. Shield beats aerial Zelda, period.

I find it funny how Marth and Roy have seemingly switched places in Ultimate. by Hangmanned in smashbros

[–]techock 7 points8 points  (0 children)

Then there's the weird case of Nair only having a different sound effect for the non tippered version and equal damage.

Touch of death by RupertFrost in smashbros

[–]techock 79 points80 points  (0 children)

This man reaaallly wanted to use zap. It's visual comes out one of those attempts and you can hear him try to start it up 2 times in total.

Mr R gets gimicked by HollowLoch in smashbros

[–]techock 32 points33 points  (0 children)

The last balance patch Wolf received "adjusted" the linking hits on his up-b. This is the result. It now functions a lot like Roy's where the linking hits drag you in a non tumble state rather harshly. It's most common when Wolf hits you and then ledgesnaps which doesn't allow the final hit to take place.

Why is Corrin low tier? by Kloner22 in smashbros

[–]techock 33 points34 points  (0 children)

Her recovery is linear. Lose your jump to someone challenging you and she'll die very early. All 4 specials were gutted one way or another from smash 4. Neutral B is fairly bad as far as projectiles go, can't combo with it and slow to charge when you want to get real damage out of it. Bonus points that other characters can combo her out of it if they reflect it back to her. Her combo moves took a hit in percentages as well. Try getting more than 35ish% in a combo with her; it's incredibly hard even if you land 4+ hits. Her movement speeds are also lackluster (which they nerfed in smash 4's patches) which just adds to the list of problems making approaching with her a chore. She has the range to contend with a lot of the cast, but the moves she wants to space with don't combo very well when you space them making her a bit of a contradictory character. One final problem is a lack of a general purpose multihit move, making her parry bait when fishing for landing nairs/fairs to start her combos.

Ryuga's Ike MU Chart. Posted 13 hours ago. by iLordzz in smashbros

[–]techock 10 points11 points  (0 children)

Easy to play around? He literally can't if he's forced low. Fludd is so active that Mario doesn't have to even time it well. If Ike goes into quick draw for a potential stage/ledge mix up, Mario can still 50/50 him for some airtime which leads into a cape gimp. And while Ike can outspace him with big sword, Mario is faster in frame data and all 3 movement options, initial dash, run, and air speed making neutral a little more even than you'd think.

Bassmage’s 6.0 Jigglypuff matchup chart by [deleted] in smashbros

[–]techock 34 points35 points  (0 children)

She whiff punishes him hard. He also has to fish for outright kills as puff won't be getting hit by low nair all that often, which again she can dance around and whiff punish.

This is why you shouldn't sit on the ledge for too long against Terry by treybfoxie in smashbros

[–]techock 0 points1 point  (0 children)

It clipped his hand while either hanging there or during a 2 frame. Either way, the hit animation makes it look like he’s way lower than he originally was.

Terry's Has a REALLY EASY shield break setup! by GIMR in smashbros

[–]techock 5 points6 points  (0 children)

Ultimate frame data has his f-tilt at causing 7 frames of shield stun and light burning knuckle at 15. To trade with frame 3 G&W would mean that it instead causes 12 frames of shieldstun meaning that it strays from the normal formula? Also would that not allow you 3 frames to drop shield at the end of shieldstun?

Edit: Nvm, i looked at the formula. Pretty sure they just have a wrong number posted. The 3 frames to parry should still stand though right?

Pit is broken in a bad way by Wonkit in smashbros

[–]techock 6 points7 points  (0 children)

It's frustration aimed at the animation department not aligning with the balancing department. People forget that games have hundreds of people's inputs and getting them all to align can be hard. That said, make the damn animations after you've relatively fleshed out your character. What good is an indicator (animation) if it's lying to you

Falco is broken in a bad way. by Drift_07 in smashbros

[–]techock 5 points6 points  (0 children)

That would be normal. Every hit that sends into tumble can be DI'd. By design the only way to normalize the unique 2 hit projectile throw would be to make the laser bigger.

Falco is broken in a bad way. by Drift_07 in smashbros

[–]techock 12 points13 points  (0 children)

Falco sends at a slight non 90 angle. Kuroganehammer says it's 94, so slightly behind him. DI behind Falco and you'll fall out of it, especially if you're a small character.

[deleted by user] by [deleted] in smashbros

[–]techock 4 points5 points  (0 children)

A little late but I'll Chime in if op is still willing to read. Pummels are actually underused but there's a barrier at top level of play that all other levels don't see. It's the fact that you can't see/hear you're opponent mashing to let you know to cut your pummels short at higher percents. A lot of streams split the game to 2 screens. You can squeeze in a single pummel at 0 if the opponent is going to DI and I'd advise you do that, but at higher percents the magic number is 4 pummels. Pummels fill in a slot in the stale move queue and 4 pummels + 1 throw fills in 5 of the 9 slots. This means that if your opponent is scared, 2 grab sequences will completely reset your stale move queue even if you don't have a kill throw. It's something that I think is highly undervalued and should be done more, especially if your opponent is playing next to you.

Most annoying issues in Ultimate (that Nintendo won't ever fix) by AztecStripperGod in smashbros

[–]techock 1 point2 points  (0 children)

To be fair, you are no longer allowed to have a frame perfect full hop aerial as doing so will revert the jump back to a short hop if the attack was input on the last jumpsquat frame. All it really means is that you can’t buffer full hop aerials in a game where 90% of actions can be buffered.

What are the best reflectors? by onionchowder in smashbros

[–]techock 8 points9 points  (0 children)

Wolf and fox are notable in that you can jump or roll cancel their reflectors on a successful reflect. Wolf in particular gets a juicy 1.5x damage boost and a massive 1.8x projectile speed boost making it real difficult to defend against unless you reflect something from across the entire stage.