https://www.nssl.noaa.gov/users/brooks/public_html/papers/lengthwidth.pdf
And will give some examples.
https://www.nssl.noaa.gov/users/brooks/public_html/papers/lengthwidth.pdf
And will give some examples.
Archetypes ssbu, via this, but some disagreements/corrections from the kid below.
Dr mario- hi dmg but
dies easily bad recovery.
Xxxxxxxx first strike
Xxxxx. Turtle
Glass cannon
Footsies
Sonic should also be hit n run (the offensive side of the
coin).
Super Smash Brothers Ultimate, Mr. Game & Watch (G&W) Tips
I better check out: https://www.youtube.com/@StrobicsGaming
Strongest (aka hits hard?) down tilt in game they say (Miya vs. Tweek, at WWT 2023 top 8). Kid thinks yeah.
Nair is -1, -4 -4 -4 on shield block, so very safe. Four hits.
Down smash to kill spot dodge eh?
G&W's Dash attacks are punishable on block, eh? Aren't everybody's -> probably.
In air, bucket speeds left right movement in air (EDIT/CORRECTION: does NOT speed descent).
EDIT, more below from me:
Chef pan flipping, you get MORE items if you spam B button instead of just holding down. Wow. I did know you can use stick left and right to change where it goes. And notice, graphically at least, some items are slightly higher in the air. Catches ppl like crazy at lower levels on ledge. Pros jump up to start flipping the pan, you'll notice, to get a broader area on start I reckon.
N-air and B-air hit for a long time. Bair esp. will hit basically the ground pixels if you pull it out at the right moment, even just short-hop+B-Air immediately.
Up-smash has a lot of invul or intangible frames. Plus it just looks awesome. Got the early 1900's deep sea suit.
Down smash, if you connect with the end of the attack (the proper hammer), it'll plant them in the dirt. Hitting too close, they just get knocked back. ***be sure to spam vs. rolling foes. It can hit over and over. ***
Up air looks like Q-bert:
@xpl0si0nman20
5 years ago (edited)
The bucket reflects physical projectiles (cannonball, rockets)
And absorbs energy projectiles
(Fireballs, explosions, and lasers)
A good throw combo is a down throw, small jump, and a judge. If you land the 9 itll be a guaranteed kill at basically any lightly damaged percent.
Your up air is an infuriating move to fight against if your enemy has few sideways recovery options, like King K Rool, as he can do virtually nothing to stop you from doing it.
Your strongest smash attack is scuba helmet, and at lower percents combined with a good setup, read, or ground with the hammers, is one of your best options as it can kill with no charge.
Chef is a NIGHTMARE to vertically strong recoveries. Ike and Chrom will suffer if you sit near an edge and spam this move, as they can get no where close to the ledge. If they do, jump and drop a bomb.
Your a very high damage but easy to kill character, but parachute makes you a GOD when trying to keep someone off stage. If you save your double jump and air dodge, you can go after even guaranteed kills and just hit them a few more times with little risk.
OTHERS:
@randomrandomian1328 4 years ago (edited)
Down tilt has best knockback, even more than chair. Up throw > Up air > Jump on higher platform > Up air
@nagitokomaeda6129 5 years ago More tips:
His UpB comes at frame 2 or 3 so its a good out of shield option or if you want to break the combo of your oponent (it saves you from luigi's 0 to death)
Upsmash was nerfed from smash 4, it has invencibility frames but only on his active hitboxes, not on startup so it's not that good of an antiair anymore
Dthrow kills at very high percents so its a good way to kill if you're struggling to get a kill
@dylannzambrano 5 years ago The oil strenght is variable, stronger is the energy projectile, stronger will be the oil, and you can kill also at 0% if the projectile/s are strong, like the bob-omba's explosion
@alonelywalker6602 The up tilt can be changed so the first flag comes out on either left or right first. If he’s facing the right, the flag can still come out on the left first if you angle the stick tilt properly
@magentanide5984
5 years ago
A couple of things I noticed you missed:
The F-Smash has a sweetspot hitbox where the "flame" of the animation is. This kills quite early and does significantly more damage and knockback than the near hitbox.
Oil Panic (The Bucket) does more damage depending on the projectile it absorbs, and deals almost 3x the damage and knockback of the original projectile(s). Absorbing Samus's charge shot or Ness' PK Flash will fully charge the bucket, and give him a OHKO/instant shield break move. Likewise, 3 Mario fireballs or Mega Man lemons aren't likely to kill all too early.
A common misconception is that the attack from Oil Panic is a projectile. It is NOT a projectile and it cannot be reflected. A filled bucket is to be feared.
Another distinction with the bucket is what projectiles it absorbs vs what it reflects. "Physical" projectiles will be reflected (K.Rool's guff, Link's guff, Samus' missiles, Snake's grenades and Nikita), where as "Energy" or explosion projectiles will be absorbed (Samus charge shot, the explosion from Snake's grenades, Pichu/Pikachu Thunder).
The down air spikes consistently at the very start of the move and it's a very small and fast sweetspot. Using it at the ledge however, if your opponent has exhausted their ledge intangibility, you can short hop d-air to immediately spike.
Notes on Judge:
You shouldn't spam Judge for funnies; 1s deal significant self damage.
The 1 also deals no hitstun, so you can't rely on Judge to make an opponent flinch.
3 deals a lot of shield damage, and crosses up. If your opponent isn't prepared, you can land a second Judge or go for a shield break.
5 deals little knockback, and you might be able to get an airdodge read into a second Judge.
6 kills quite early, especially at the edge.
7 offers healing items, which your opponent can take. Eat those quickly!
Judge Side-B:
@clguy-qq3wy 1 you take 14 damage even if you dont hit the enemy and only does 2 damage if it,
2 does 4 damage,
3 does 7 damage and knock back opposite to the direction you hit the opponent,
4 does 9 damage,
5 is a multi hit attack that also does electric damage it does 14 damage,
6 is also 14 damage but a fire attack,
7 gives 3 apples which each heal 4 for a total of 12 health and does 16 damage,
8 freezes the enemy which is pretty good for combos and does 15 damage,
9 does 38 damage plus kills really early from its high knockback. And thats it if i missed anything then pls tell me.
@endermage77
~Corrections to corrections above~
1 has no knockback whatsoever and has no uses except for denying enemies a second Up-B recovery from the hitstun that literally any other move in G&W's arsenal would cause
2 is essentially a free jab lock ((note, jab lock in SSBU reduced to twice only now or something,, but i guess you can hit on ground with jab once, then try another side-B judge maybe, unless they unbuffed this #2 hit in a patch)) on your opponent and can leave them open to a fast move like f-tilt or dash attack at low %
3 is fairly decent for low % 2-hit combos if you can react to the backward knockback quick enough for a followup smash/tilt
4 does the highest damage to shields (Still isn't a shieldbreaker though)
5 is mostly used for juggling and starting air combos
6 is G&W's second-strongest Judge attack; It launches opponents directly sideways and if used offstage can easily gimp nearly the entire cast to death at most any % and outright kill at higher %
7 does pretty good damage in addition to the apples as mentioned but G&W has to be careful to not let his opponent into a position to eat them as they get dropped out of the hammer onto the floor when it connects
8 freezes the opponent longer at higher %
9 actually does 40% damage, up from 36% in Sm4sh.
EXTRA JUDGE: if they shielding, up smash vs it, then side-B quickly, breaks shield.
LEGEND: B-air or Bair = Back-air-attack, Nair is = Neutral-stick-air-attack. Etc.
Mr. Game & Watch = GnW, G&W, etc.
https://supersmashbros.fandom.com/wiki/Character_Archetypes
While shielding, jump button then quick att button, it cancels out of shield.
Shrunken small shield can be moved around.
Side B can be sent in opposite direction if you quickly change direction.
Cancel a charge w shield.
Tilt att to pick up item.
Short hop att less dmg.
Hold both shield buttons to move big shield around
D I is shieldstun shuffling via Nintendo tip lingo.
D I, also when hit
Directional air dodge leaves u more vulnerable than a regular air dodge.
Continuous dodging penalty. Dodge spam and it gets bad. Slower etc.
Teching eh? Shield button when hit wall, floor, or ceiling to “break ur fall”.
Crouching not launched as far.
https://ultimateframedata.com/stats
You can press jump+jump to short hop, omg!
https://blog.hyperx.com/article/7580/how-to-short-hop-in-super-smash-bros-ultimate
EDIT: Tried this out over the weekend, yeah this is huge for me. Makes short hops possible, like probably 100% accuracy if I remember to use it. Just need to get used to moving my thumb around to hit two buttons then then the correct attack button, etc.
Already knew about pressing jump+attack at the same time to get a short hop with the attack at the top of the hop, but using 2 jump buttons to short hop then timing your attack on the way down is very very important in this game. Huge for Game&Watch, probably huge for most of the cast.
Super Smash Brothers Ultimate just became playable for me I think.
Framedata and Stats: https://ultimateframedata.com/stats
And look at these cool charts for jump height, short hop, normal hop, etc. Gotta find jump speed next (Game&Watch floats, while Fox jumps up and comes down super quick... do to Gravity and Fall speed... so gravity is just how fast you accelerate to your final fall speed, Fox is nuts there on both) https://www.ssbwiki.com/Jump
So Falco and Greninja jump super high, followed by some like ZerosuitSamus and Luigi.
At the bottom, Steve and others have a tiny jump.
Rank | Character | Full Hop | Initial Height | Short Hop | Air Jump | Combined Jump Height |
---|
78 | Terry | 27 | 14.85 | 15.2 | 29 | 56 |
79 | Byleth | 26.5 | 14.575 | 14 | 28.5 | 55 |
80 | Pyra | 26.3 | 14.728 | 15.2 | 29 | 55.3 |
81-83 | Ryu | 26 | 14.3 | 15 | 29.5 | 55.5 |
Ken | ||||||
Little Mac | 12.53 | 26 | 52 | |||
84 | Ganondorf | 25.49 | 14.0195 | 12.24 | 26 | 51.49 |
85 | Kirby | 25.37 | 13.9535 | 12.24 | 21.06378125 | 105.0616094 |
86 | Snake | 21.62 | 11.891 | 13.69 | 34.07 | 55.69 |
87 | Jigglypuff | 19.79 | 10.8845 | 11.26 | 24.865587 | 118.232559 |
88 | Kazuya | 18 | 9.9 | 12 | 49 | 67 |
89 | Steve | 16.5 | 9.075 | 10 | 22.5 | 39 |
So I'm still a newb at SSBU, but I'm not a stranger to competitive gaming or pro-gaming or balance between characters (Fighting games)/races (Starcraft)/etc. And with my kid being so good at SSBU, I am very much curious about how things play out and what the louder opinions seem to be about the balance of SSBU at high level play, like in tournaments.
Besides a tourney power tier list, we eventually need a tierlist for fun characters to fight against... as in, which characters sort of ruin the game (Steve is agreed upon by many I hear).
The kid tells me how extremely diverse the tournament results are, and that is very promising to me. For example look here:
https://liquipedia.net/smash/Major_Tournaments/Ultimate
I'm about to go through the ones [tournies] in 2024 in detail, sticking to 1v1 (not doubles) for almost everything, but so far I see a ton of diversity like:
Snake - weird and annoying explosions
Yoshi
Mr. Game & Watch - has a ton of cheese power at low to medium-high levels, wins tournies at high levels. I love this character so far as a lowbie player.
Samus - keepaway God-tier (?), destroys low tier big bodies at all levels probably. Sort of breaks the game in being unfun to play against if you are a big body it sounds like.
Luigi - UPDATE 4-16-24, wow, this guy has a ton of instant kill combos (zero to death in SSBU terminology). That alone makes him tourney viable... what the heck. Apparently Kazuya is similar in this vein, says the kid who plays big characters.
Daisy - powerful, hard to master
Sonic - crazy fast, somewhat powerful, hard to master. The kid doubts he's S tier like the newer rankings are claiming. Also a personal fav of mine, although the reputation of runaway games by player Sonix is perplexing/worrying for public opinion. I typically hate keepaway (runaway or camping or super defensive) play, but when I see actual games, nothing stands out as a problem to me. Sonic cannot kill easily without a ton of work, in head-on fights he is fairly bad, so it makes sense to be cautious in some games. I would prefer offensive play to win 90% of fights though so I am torn. EDIT: After playing Mr. Game&Watch a while, I went back to Sonic to chase down annoying runaway characters. But Mr. Game&Watch is much better in 2v2 games so far.
Cloud - "Best Western Player" Sparg0 uses him to great effect. With new eyes, this character looks just very solid and easy to use at low levels... and apparently ramps up in greatness if you master the game. With so very many characters, this is probably the right character for newcomers to learn if they want to eventually get serious with the game. On the negative side, you hope this character doesn't somehow dominate the scene... insane reach, great anti-airs, hard hits, scary (convenient) power up. But I will say as a newb, I can't recover with this guy to save my life... time to learn.
Corrin - ? Sparg0 used this character in one tourney at least some, I know nothing about it.
Steve - the epitome of weird keepaway play. The vast majority of SSBU players seem to hate this guy, and he is sometimes banned in the west apparently. Japan's "best player in the world" uses him. Ouch. Destroys big bodied characters apparently, and gives tons of players problems as you are stuck playing his game which isn't really a fight in the sense of the word.
Min Min - super keepaway, destroys the big body characters apparently.
Mario - interesting, keeping an eye on him.
Pyra and Mythra - another sword character and apparently top tier. A ton of pro-ish players use this character as a backup if not a main.
Roy - sword eh?
Bayonetta - ?
Megaman - keepaway
Joker
Byleth
Fox
R.O.B. - what's the story here, get a cheese vibe, but is it true?
Ryu - out of Japan, this is news, huh?
Kazuya - some people say he needs to be banned. Apparently the one saving grace is the trickery with getting out of his combos by flicking the stick left and right (etc.) to confuse the Kazuya who is looking for the blue trajectory lines mid-combo. See Riddle's explanation on how. UPDATE: Riddles posted more "how to counter my character" videos. Chunky Kong (using Donkey Kong) took a few games off Riddles, but probably lost more than won during casual play. Kazuya's combos are sick damage... hits as hard as any super heavy, but can get super damage off starting with a crouch jab which might be broken (I definitely don't know enough to know).
Diddy Kong
Greninja - fast fast
Wario - weird combo guy
Sora - I hear top tier.
Mii Brawler
Mii Sword
Incineroar - Skyjay has some great results for a difficult class, the heavy. Incineroar is apparently the smallest of the heavies, and has a lot of weird unique things that make him scary. A couple of good reads and you can win. It seems like SSBU is very very heavy on reading your opponent.
Lucina
And the list goes on.
So with such a huge, monstrous roster, I guess you'd hope there'd be more diversity in tournament wins, and we see this at least this late into the game's history... five years since release. It is interesting to come in so late with my old school perspective.
Tell you what, the game is so opposite other traditional fighters it is weird. What do I mean?
- I always want to hold a direction before I come out of an attack or before I get hit or whatever to block. Well, good ole MK style button is blocking so that's still weird to me. And holding a direction before you come out of a hit or jump or whatever just causes you to enter "Walk Slow Mode" and "Tilt attack mode" which is funky as hell for me. Got to unlearn ancient habits.
- Beating the crap out of the enemy doesn't always mean you will win. This is what made me think this game was less skill-based in my old biased view years ago. But seeing how far this game has come, I realize it is very skill-based, just different. The "getting the kill" with a hard-hit or keeping them off the ledge is a huge huge part of the game, but it's a highlight. The damage you do leading up to it still matters in most cases.
-- Kazuya, Mr. Game & Watch, and a few others probably are notable exceptions to this rule. They hit like heavies, but don't have all the same disadvantages as the traditional heavies. UPDATE: Exceptions probably include the touch of death, zero to kill, type combos. I've seen Luigi and some others with these powers... got to keep an eye on them. UPDATE: the DLC money making strategy sadly seems to make DLC characters much more potent. Nintendo thinking with the dollar signs instead of pure fairness for a competitive game, that bothers me.
Somebody on the radio channel I listen to, this month, said that before the Cranberries, but similar to the Cranberries, a band put out a debut album in 1990, and it was pretty darn good. Also hinted they were less well known.
Who the heck is it?
Can't be the obvious Breeders debut Pod in 1990. Too easy, too well known. So who then?
Don't tell me I have to comb through this: https://en.wikipedia.org/wiki/Category:1990_debut_albums
Surely it can't be:
Ani DiFranco, Tone Dogs (related to Soundgarden drummer), The Lightning Seeds (forgot about them), Boss Hog (see wikip, sound insane but I like the name and album name "Brood X" a cicada reference around 2016),
JELLYFISH ?,
Teenage Fanclub? - Scottish pop rock.
The Heart Throbs? - British indie rock
Pale Saints - British alt rock shoegaze
Cop Shoot Cop - cult following, MTV etc., Industrial and Noise. Hmmm.
The Servants - Disinterest album, Brit, Mojo chart puts top of best indie albums ever. Why the heck not on Spotify?
The Grid - electronic Brit, still making music
Energy Orchard - N. Ireland - folk and punk
Breakfast With Amy - Influenced by early U2 and Echo and the Bunnymen
The Divine Comedy - still making music, N. Irish, rock + strings + horns
Cherry Poppin Daddies - remember them? Still touring.
Eden (Australian Band) - some goth and synth from Australia? Lots of albums.
Ween - the goofy nutters. Didn't know they had a DemonGod mascot called Boognish. And why is their 2nd album called "The Pod" a year after Breeders' had "Pod". On purpose you know it.
The Jesus Lizard - Noise rock, apparently first two albums are something.
Tribe - Alt rock. from Boston. Also interesting a few of these have a "debut in 1990", but then in another place it has a debut album in the late 1980s.
Hindu Love Gods - R.E.M. side project ppl.
Power of Dreams - Irish pop rock, still active.
Eyehategod - New orleans Sludge Metal. They know Pantera right?
No Use for a Name - punk band.
Winter - doom metal. And this label, Southern Lords, has this funny picture of Greg Anderson and Sunn o, two guys dressed up like mages with their hoods up playing music. Like the look.
0.1 Cenobite is a religious title or something similar.
0.2 Cenobita is a Mexican industrial band, influenced by Skinny Puppy and Front Line Assembly.
1. Noise Rock, uses guitar distortions, etc. for percussion and such.
2. Soundgarden was influenced by Butthole Surfers?!
3. Butthole Surfers, the 2 main dudes, were an accountant and an MBA student. What?
4. Technical Death Metal, is a genre of music. They have one great album art for Nocturnus, The Key:
"While noise rock has never had any mainstream popularity, the raw, distorted and feedback-intensive sound of some noise rock bands had an influence on shoegaze, which enjoyed some popularity in the 90s, especially in the UK, and grunge, the most commercially successful. Among them are Wisconsin's Killdozer, Chicago's Big Black, and most notably San Francisco's Flipper, a band known for its slowed-down and murky "noise punk". The Butthole Surfers' mix of punk, heavy metal and noise rock was a major influence, particularly on the early work of Soundgarden.[18]"
XKCD has the funny on it:
I've always liked the easy going laid back don't give a rat's schwa sound. In times of Grammar naziness, it's nice to know schwa is there to bring it down a notch... reduce it a tad... um... calm it, cool it... none of these phrases sound good today, but I get my meaning.
Smash Brothers Ultimate. The kid is just about a dang pro... I finally started playing. 5 years to catch up, yeah no problem. Notes below.
Players are Sonix and KEN.
Usually doesn’t need fast air drop for combos.
Back Air att hits very hard.
In neutral… Down BBB charge up far away, then safely cancel with jump n immediately down air (divekick).
Fwd Tilt is quick dbl kick, very good n fast, safe. EDIT: And allows you to change directions immediately without the difficulty of accidentally dashing or plain old start attacking the wrong way, the bane of my existence in this game.
Holding direction after attacking makes u annoyingly SLOW walk. All characters. EDIT: Use to my advantage???! It's very hard to position Sonic near the ledge when you want to attack ppl coming back up b/c more than a coat of Steve Irwin paint of a tap on the stick will make you dash like 10 yards.
Dont air jump (AKA dbl jump) then use B ball or u risk rolling off ledge and dying bcuz no dbl jump later.
Ledge. Use HOMING att when u far off ledge to get closer. Esp if enemy above u. EDIT: Only if enemy above you? Maybe pros use the BB or BBB roll or something. Or maybe use the HOMING but hold it a long time cuz maybe you still rise up in the air (or is that only from the ground, yeah only from ground, huh?).
Ledge, use down BB ball to roll towards ledge then dbl jump, up B.
Homing B when facing wrong direction allows for a combo hit after. EDIT: And is probably safe if they block.
Homing B attack when facing them hits further away but no combo bc it bounces u back a lot .
Throw them up, combo.
ADVANCED BELOW
Homing from directly above , facing backwards, allows u to air att after they block homing!
Ledge from hanging on, down then immediately jump plus up Air att to basically attack fromoff ledge. Then back air, back air combo vs bowser
Ledge kill 2 frame is with fwd Smash w Sonic, which is great bcuz lots of characters have to use a weak att. See in the Ken vs. Light match below at end, commentators make big deal.
Tourney Port Priority 8 around Dec 2023 or Jan 2024, see Sonix vs Miya below… https://www.youtube.com/watch?v=OkBxpHbc534
Some advanced combo thing player Sonix did with… something like up B (something hit eh?), neutralAir att(whiff to get better drift aka momentum), fast air drop(hold down during air att, even that whiff), back air to hit. He didn’t turn around midair, you can’t, but he caught player Miya using Mr. Game & Watch off guard eh?
Advanced. Block a multi hit attack, near end stop ur shield, take one hit, then parry last hit so u can do a quick smash. See it around time 7 min 40 seconds in WTT 2023 - KEN (sonic) vs. Light (Fox) smash ultimate - SSBU
SIDENOTE TRIVIA: What the heck is Mr. Game & Watch? Looks like a dang gameboy from 1980 or something. https://en.wikipedia.org/wiki/Game_%26_Watch