User:Yellow/AFD 2021: Difference between revisions
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But all of this aside, to be perfectly fair, the Kirby of Disappointment does have some notable advantages, those being that it only loses to {{SSBM|Peach}} 10:90 instead of 0:100 like {{SSBM|Bowser}} does, and... yeah we got nothing. Just like the tournament results that Kirby players have. | But all of this aside, to be perfectly fair, the Kirby of Disappointment does have some notable advantages, those being that it only loses to {{SSBM|Peach}} 10:90 instead of 0:100 like {{SSBM|Bowser}} does, and... yeah we got nothing. Just like the tournament results that Kirby players have. | ||
The Kirby of Disappointment has one of the worst matchup spreads in the game, with only two positive matchups against {{SSBM|Bowser}} and {{SSBM|Roy}}, according to meticulous labbing of both matchups and analysis of the character's many tournament results, gathered by all 2 top ''Melee'' Kirby players in 2010, although these are very frequently debated at length by top players. | The Kirby of Disappointment has one of the worst matchup spreads in the game, with only two positive matchups against {{SSBM|Bowser}} and {{SSBM|Roy}}, according to meticulous labbing of both matchups and analysis of the character's many tournament results, gathered by all 2 top ''Melee'' Kirby players in 2010, although these are very frequently debated at length by top players. To the credit of the Kirby of Disappointment, in the modern metagame, he still has two very clear-cut positive matchups, those being against {{Sm|TheCrimsonBlur}} and a drunken {{Sm|Armada}}. Aside from this very respected niche, the Kirby of Disappointment has no place in the metagame. | ||
==Attributes== | |||
The Kirby of Disappointment acts as a light, weak character that is intended to be in the game just to suffer. He has awful mobility with terrible air speed, and must merely pray that his small size allows him to narrowly dodge the 57 different attacks that his opponent will throw at him in the time that it takes him to do a single back air. | |||
Despite being a completely unusable character, Kirby has a good edgeguarding game, which is among his only advantages. Assuming Kirby can knock opponents off the edge, which is already a order much taller than Kirby's entire competitive career, his back air can initiate the [[Fence of Pain]], an inconsistent edgeguarding technique with one of the stupidest names of all time. Kirby also has a defensive game that surprisingly isn't garbage. His small [[hurtbox]]es, decent sized [[shield]], and low crouch allow him the brief fantasy of pretending to be {{SSBM|Jigglypuff}}, before his players are snapped back to the harsh reality of ''Super Smash Bros. Melee'' for the Nintendo GameCube when their opponents break his [[crouch cancel]] and kill him off the top at 50% off one opening. | |||
Kirby also has good tilt attacks as well; as stated in the preamble, his entire presence is tilting to opponents, as the Kirby of Disappointment's sadness might make some individuals feel guilty about brutally 4-stocking the Kirby player. Kirby's actual three tilts, however, are too short-ranged to have any utility in neutral. Kirby also has an above average grab range, but good luck actually getting any mileage out of his horrible throws. His forward and back throws allow him some opportunities to [[Kirbycide]], if the opponent is terrible enough at the game to not know that you can mash out of them mid-animation. Alternatively, one could perform the {{Sm|Borp}} method of doing up throw instead near the edge of the stage, a technique that is guaranteed to get you at least one clip for your meme ''Melee'' highlight reel about how the game is broken. | |||
The Kirby of Disappointment's most fatal flaw, which is often cited as the reason for his bottom tier placement, is his complete inability to participate in the [[neutral game]]. Kirby's awful attributes in both movement and hitbox placement result in a character that can never hope to approach any opponents, and can easily be walled out by the most simple and beginner-level, and/or degenerate neutral strategies, such as {{SSBM|Marth}} spamming down tilt and forward aerial over and over, or Netplay {{SSBM|Falco}}s whose only functioning button on their controller is the [[B button]]. | |||
Kirby cannot even hope to copy good projectiles with [[Inhale]], because even the moves themselves refuse to work properly with such a disappointing character. For example, {{SSBM|Mario}}'s [[fireball]]s immediately call in sick and take the entire day off after being summoned by the Kirby of Disappointment's stubby arms, voluntarily taking massive pay cuts to preserve their integrity to never serve a fighter as terrible as ''Melee'' Kirby. | |||
The Kirby of Disappointment also reaps no rewards upon actually getting in. Once he lucks out and forces his way in with his back air, which is his only halfway passable move in neutral, he will soon find that his down, forward, and neutral aerials are almost useless, never being able to set up or extend combos or even KO until percentages nearing 999%. His only viable strings start with up tilt and end with up air or even more back airs. His only viable finishers also include the aforementioned up air or yet ''even more'' back airs. This makes him far from a fan favorite even among the most die-hard of low-tier enthusiasts, as commentators will struggle to describe anything that Kirby does without resorting to the infamous "nice back air," making him a boring, predictable character even against the lowest level of competitive opponents. | |||
The final nail in the coffin for the Kirby of Disappointment is his ridiculous ease of getting KOed. Imagine a character that has five jumps and yet still has one of the most abysmal recoveries in platform fighter history, and you have ''Melee'' Kirby, and that's assuming you even need to edgeguard him in the first place. Instead of listing every kill confirm against light, floaty characters that also works on Kirby, and even more confirms that are possible due to his bad air speed, it is instead easier to list the ones that don't work against him. They include the following: | |||
==Changes from ''[[Super Smash Bros.]]''== | |||
Kirby was one of the best characters in ''Smash 64'', which possibly resulted in [[Masahiro Sakurai]] getting backlash for making essentially his virtual son a god amongst mortals in the ''Smash Bros.'' universe. As a result of this, Kirby was nearly Thanos snapped out of existence in the sequel. He now has abysmal movement due to the weakening of [[pivot]]s, no attacks that are safe on shield at all, shitty KO options, and much fewer viable [[out of shield]] options because his respectable neutral air kick from ''64'' was replaced with his garbage ''64'' up aerial, one of the worst moves in the entire game. Additionally, Kirby's up tilt, previously his best move and one of the best moves in the game, no longer has a hitbox over twice his size, a completely unnecessary and unfair nerf to make to such a character. | |||
Kirby did receive some notable buffs, in that his attacks look cooler, such as the Burning effect on his dash attack, and his new side special, the [[Hammer]]- if only those moves did more than 5% damage and could actually impact the game. Overall, Kirby was not only the most severely nerfed character from ''Smash 64'' to ''Melee'' but arguably the most nerfed character in all of the series. His nerfs are a perfect example of Sakurai's cruelty and shows that no one, not even his own son, is safe from his omnipotent wrath. | |||
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All of this being said, Roy is an excellent pick on [[Great Bay]], being able to act as an effective lifeguard with his access to the highest quality pool noodles known to the Nintendo universe. | All of this being said, Roy is an excellent pick on [[Great Bay]], being able to act as an effective lifeguard with his access to the highest quality pool noodles known to the Nintendo universe. | ||
==How to unlock== | |||
Don't. | |||
(But if you enjoy pain, you can complete either Classic or Adventure Mode as Marth without using a continue, or play 900 VS. matches, where you will then find Roy on [[Temple]], ready to be circle camped.) | |||
==Attributes== | |||
Overall, Roy does not fall into any specific fighter archetype; it is difficult to find the appropriate diction to describe his attributes in a succinct way. He has a slew of weak attacks, with slightly inferior movement to {{SSBM|Marth}} and a faster falling speed that makes him combo food for the majority of the cast, making him absolute suffering to play. With this in mind, perhaps the best and most encyclopedic way to describe Roy's prowess in ''Melee'' is "pain." | |||
Among Roy's primary strengths is the overall power in his forward smash. Roy's forward smash is a fast attack and is his only good KO move. Additionally, Roy has a powerful but laggy forward smash which does not have multi-hit properties. Roy's forward smash is also powerful; his forward smash is a deadly edgeguard tactic, almost guaranteeing a [[one-hit KO]] if fully or almost fully improperly [[DI]]ed. His forward smash naturally combos into nothing and can act as a reliable finisher, and his forward smash scales in power the more it is charged. Against smash attacks, Roy's forward smash can quickly become his most infuriating move; its noob killing properties also makes it useful when the opponent is bad. | |||
Roy also has a decent ground-based approach, if you expand the definition for a "good approach" to include "slapping the opponent with garbage hitboxes." Roy boasts the [[List of swords#Binding Blade|Binding Blade]], named aptly because its properties bind Roy's competitive career to the abyss of non-viability. To its credit, it is indeed a disjoint, albeit one that brings you more pain than your opponent. A combination of low-lag, fast aerials and a very high falling speed gives Roy a SHFFL that looks threatening but actually isn't. Roy's down tilt also sends opponents directly upward, with decent hitstun, which surprisingly gives Roy some way to not lose to fastfallers like {{SSBM|Fox}} and {{SSBM|Falco}} 30:70, but rather 35:65 instead, a truly massive improvement. He also possesses Marth's dashback and [[dash dance]], and most of his grab range, which can make bad space animal players very angry. | |||
Roy, however, is complete and utter garbage everywhere else, to the dismay of all boys around the world. The [[sweetspot]] placement on his sword is atrocious, and the power of his sourspotted attacks at the tip is so mindblowingly weak that they effectively heal the opponent when struck, making him effectively an inverse {{SSBM|Pichu}} (with said character's effective threat range as well). Aside from his many forward smashes, Roy has no other good KO moves, with his sourspotted aerials not even being able to KO {{SSBM|Jigglypuff}} at 999%. His combo game is similarly shit on all non-fastfallers; it is common knowledge in the competitive ''Melee'' community that any Roy who lands a string of more than 2 hits on a [[floaty]] is playing on a hacked game with a modded controller. His down aerial is so laggy and horrible, that he holds the dubious distinction of being one of the only characters where landing a successful [[Ken Combo]] kills him instead of the opponent, singlehandedly bringing a whole new meaning to the term "[[zero-to-death]]." | |||
Roy's fast falling speed and light weight make him a punching bag for any good character, with the only reason why he isn't featured in more combo videos being that no one would ever subject themselves to the torment of playing ''Melee'' Roy. If you get hit or launched into the air as Roy even once, you might as well put your controller down, crawl into the corner and sulk, and let your opponent have all the fun they want. You certainly aren't going to have any, so why spread more negativity into the world? It's not like you'll be able to recover anyway, with Roy's up special, called the [[Blazer]] because you would have to be stoned to think that you could ever get back onto the stage with that move. | |||
Roy is not a character for the faint of heart. He isn't even a character for the most resilient of souls. The amount of pain that Roy brings to his player is simply unbearable; not even the most evil of human beings on planet Earth would subject their worst enemies to the cruel fate of playing ''Melee'' Roy competitively. Roy is not our boy. Roy is f***ing bad. | |||
==Differences from {{SSBM|Marth}}== | |||
Roy is Marth if Marth were reduced to his [[dash dance]] and grab; ergo, shit. His moves might as well be nonexistent compared to his, and he frequently KOs himself attempting any sort of combo extension or edgeguard. There is no reason to use him at all when Marth exists. | |||
To Roy's credit, he does have some advantages. Roy is such a bad character that picking him in a serious competitive match might make your opponent forfeit out of pure shock. His [[Blazer]], when reversed, is also capable of OHKO'ing bad [[floaty]] players who somehow leave themselves in a position to get hit by Roy, which has been deemed impossible even by the most casual of smashers. | |||
However, these advantages are shockingly not enough to alleviate his significant weaknesses, and it results in him having far less successful tournament results and a much smaller playerbase in comparison to Marth. | |||
==In [[competitive play]]== | |||
===Tier placement and history=== | |||
Roy has always ranked horribly on all iterations of the [[tier list]], much to the chagrin of all casual players everywhere who somehow think he's good (see the next section). Historically, all of Roy's players not named {{Sm|Zain}} have left the competitive scene in pain, as their attempts to go against the grain left their pathetic character slain. There was nothing to gain as their results remained pathetically the same, and by 2006 all dedicated Roy players had gone insane, leading to all of his players becoming irrelevant in the game. | |||
There exist unscrupulous individuals in the competitive scene who partake in what is known as "matchup fishing." These players aim to exploit players who are too comfortable with the meta by playing low-tiered characters that their opponent doesn't know the matchup for. Often these low tiers have specific counterplay that invalidate them at the highest level, but by abusing most players' lack of knowledge of these strategies due to how different these characters are from the top-tiered ones, these low-tier mains can succeed to a reasonable degree and coast to respectable 257th place finishes, riding off the tears of up-and-comers who didn't know that Pichu loses to Sheik's chaingrab. | |||
None of what we just covered applies in any way to Roy. | |||
===The "Tier Wars" and comparison to Marth=== | |||
[[GameFAQs]], a site notably filled with terrible players who think theorycrafting is more important than tournament results, had quite a few Roy defenders in the early 2000's. "You just have to use Roy differently," they argued, not knowing that anything Roy could do besides down tilt, Marth could do better. "Roy is more powerful," they claimed, a statement that is completely and blatantly false. These Roy apologists then continued to beat Level 9 CPUs and their younger siblings in ''Melee'' with the terrible swordsman by spamming forward smash, continuing to delude themselves into thinking that made them as good as {{Sm|Ken}}, {{Sm|Azen}}, or even {{Sm|GimR}}. | |||
The players on GameFAQs, in fact, were so bad that even their arguments in favor of Marth were shit, essentially making this entire debate pointless, as Marth mains continued succeeding at the highest level while Roy mains continued succeeding at being in perpetual pain. | |||
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= [[Bowser (SSBM)]] = | |||
{{Infobox Character | |||
|name = Bowser | |||
|image = https://sm.ign.com/t/ign_za/cover/d/doug-bowse/doug-bowser_bb48.200.jpg | |||
|symbol = preBrawl | |||
|game = SSBM | |||
|ssbgame1 = SSBB | |||
|ssbgame2 = SSB4 | |||
|ssbgame3 = SSBU | |||
|availability = [[Starter character|Starter]] | |||
|tier = C&D | |||
|tierPAL = H | |||
|ranking = 26 | |||
|rankingPAL = 24 | |||
}} | |||
'''Doug Bowser''' ({{ja|ダグ・クッパ|Dagu Kuppa}}, ''Doug Koopa''), is a "character" in ''[[Super Smash Bros. Melee]]'' from the [[Nintendo]] universe, and is available from the [[Starter character|start]]. Announced at [[E3]] 2001, a [[Giga Bowser|stronger form of Doug Bowser]] (a gargantuan, powered-up version of said character) from the {{uv|Super Smash Bros.}} universe (despite the fact that Bowser is a character from Nintendo as Giga Bowser did not appear in any Nintendo business deals) also appears as the "final" "boss" in [[Adventure]]. Doug Bowser was added to the game because he won the official poll of desired newcomers for a potential second ''Smash'' game with 42,069 votes, by a wide margin over the runner-up, [[Reggie Fils-Aime]]. | |||
Doug Bowser has no voice actor, but uses realistic roars, similarly to his sounds in ''Mario Kart 64''. | |||
Doug Bowser is currently ranked 26th in the current ''Melee'' [[tier list]], as the sole character in the C&D tier. This makes him the lowest ranked character in the game as well as being his worst placement in the series. This tier is aptly named for Bowser's ability to prevent opponents from facing him at all in a tournament setting, as they will be swiftly sent a cease and desist notice which will give Bowser the win by default. However, once his opponent breaks these defenses, they will find that Bowser has incredible difficulty defending himself. This is because he has the dubious distinction of being the only character in ''Melee'' with only two moves, those being [[Whirling Fortress]] and [[Whirling Fortress]] out of shield, which makes him highly predictable and ineffective in combat. Doug Bowser also suffers due to his large size and falling speed, sluggish moves, terrible jumping and overall approaching ability, and most notably, his complete lack of [[tech skill]], besides obscure techniques such as the Koopabackdashwaveslide Hoverwalkmoonland. | |||
The nail in the coffin in Doug Bowser's viability, however, is his complete inability to handle [[gameplay modification]]s. Simply enabling or even mentioning [[UCF]] while Doug Bowser is selected at the character select screen will turn Bowser into a garbled mess of pixels, which will give his opponent the win by default and subsequently softlock the game on the results screen. As a result of this game-breaking glitch, Doug Bowser was universally banned by the official ''Melee'' Competition Committee (consisting of reputed smashers such as {{Sm|TheCrimsonBlur}}), making him the first and only character in ''Smash'' history to be barred from competitive play while simultaneously being the worst character in the game. | |||
==Attributes== | |||
Doug Bowser acts as the game's primary "slow and weak" fighter; other equally slow characters, such as {{SSBM|Donkey Kong}} and {{SSBM|Ganondorf}}, actually have some semblance of viability. Bowser's movement options are average at best and abysmal at worst, with an average dashing speed, poor air speed, the slowest walking speed, the slowest jump in the game (an 8-frame jump squat) and a mediocre wavedash (that is also among the slowest, if not ''the'' slowest wavedash in ''Melee''). His movement, overall, is about as effective as Nintendo of America's marketing strategies and policies. | |||
One of Bowser's greatest strengths is the raw damage output he is capable of doing to the Nintendo fandom. Many of his ceases and desists are the strongest of their type, and their damage output can reach perhaps ludicrous levels; his unwarranted cancellation of [[The Big House Online]], for instance, dealt 999%, and his denouncing of [[Project Slippi]] is the second most misguided attempt to protect copyright in the video game industry, dealing a potential 6,666% to the minds of mindless Nintendo defenders. As a result of this high damage output, Bowser's KOing options against his own fans are possibly the most deadly of all time. | |||
Once his ceases and desists have been taken out of the picture, however, Doug Bowser has a surprisingly low amount of tricks that can be used to aggravate opponents within ''Melee'' itself. Bowser's only move takes form as his up special move, [[Whirling Fortress]]. To Bowser's credit, it is a decent move, being able to deal a respectable amount of damage and serve as a combo breaker due to its low startup. Bowser's over-reliance on Whirling Fortress, however, as well as Whirling Fortress [[out of shield]], makes him very predictable and liable to being shut down by any other character. | |||
Doug Bowser's poor neutral game is exacerbated by poor defensive options; his only option is the aforementioned Whirling Fortress, and all of his other defensive options are among the worst in all fighting games. With a small shield that invites shield stabbing, as well as slow defensive rolls and sidesteps, Bowser has very few ways to escape pressure inflicted onto him. He also has no options against negative social media PR, due to his massive complacency and lack of effective practices towards video game consumers. | |||
While Doug Bowser does have high endurance potential due to being the heaviest character in the game, it is merely abysmal overall; his terrible mobility, combined with his very large hurtbox and his high weight, makes him, by far, the easiest character in the game to [[combo]], allowing him to be put into KO percentages very quickly. Faster characters, including {{SSBM|Pikachu}}, {{SSBM|Yoshi}}, and the entirety of ''Melee''{{'}}s top tier can easily combo, [[juggle]], and [[chain grab]] him until percentages as high as 999%, with very little chance for Doug Bowser to escape. His slow, predictable, and easily gimped recovery also hampers his survivability; despite Whirling Fortress being a good out of shield move, it is very poor as a recovery move, granting a decent horizontal boost but terrible vertical distance. This makes [[meteor smash]]es and [[spike]]s extremely dangerous to Doug Bowser, as characters with reliable spikes (such as {{SSBM|Falco}} and {{SSBM|Marth}}) can instantly gimp his recovery, even in [[Stamina Mode]]. Doug Bowser's recovery is further hampered by his poor air speed and his lack of alternate options to recover or ways to slow down his falling speed; as a result, Doug Bowser is very simple to edgeguard. | |||
Doug Bowser's lack of moves gives him a near-nonexistent combo game; his combos are limited to 0 or 1 hits even if the opponent [[DI]]s poorly, with the last hit often not being one that can lead to a KO. Bowser's slow speed on both the ground and in the air also prevent him from easily pursuing foes after they have been knocked back, leading to opponents easily recovering from hits and being able to counter Bowser's further attempts at comboing. This makes Bowser's punishes highly inconsistent, even at the lowest levels of play. | |||
Overall, Doug Bowser is a very deficient character with no advantages and several crippling weaknesses. His ceases and desists are masked by his horrible neutral game, and his survivability is greatly offset by his poor defensive game and ease of being comboed. He also lacks safe moves, with Whirling Fortress often being the only move in his entire arsenal, making him very limiting on players. As such, he rarely sees representation in all levels of play, due to the multitude of hard reads that Doug Bowser players must land to even hold equal footing with other characters in the cast. | |||
==In [[competitive play]]== | |||
===Notable players=== | |||
:''See also: [[:Category:Bowser players (SSBM)]]'' | |||
====Active==== | |||
*{{Sm|Doug Bowser|USA}} - The absolute best Bowser player. Cease and Desisted at {{Trn|EVO 2020}}, {{Trn|Nintendo Cup}}, {{Trn|Laser Locks 5}, and has multiple cease and desists over the [[Five Gods]] and {{Sm|MKLeo}}. | |||
====Inactive==== | |||
*{{Flag|USA}} [[Smasher:62-bit Hero|62-bit Doug]] - Formerly known as Dougyfish. One of the best Doug Bowser players of all time, and one of the very few to reach notable success with him. Primary innovator of the character and a well-respected figurehead on [[Smashboards]]. Returned to the community through Netplay upon the release of [[Project Slippi]], after which he got swiftly C&D'ed by the real Doug Bowser. | |||
*{{Flag|USA}} [[Smasher:Arash|Dougrash]] | |||
*{{Flag|Australia}} [[Smasher:CAOTIC|DOUGOTIC]] - One of the original Bowser players. According to [[the Smash Brothers]] documentary, he was formerly one of {{Sm|Ken}}'s practice partners before being C&D'ed for featuring in the documentary. | |||
*{{Flag|USA}} [[Smasher:Gojira|Dougjira]] | |||
*{{Flag|Canada}} [[Smasher:MagnuM|DougnuD]] | |||
*{{Flag|USA}} [[Smasher:Stockholm Syndrome|Stockholm Syndrome for Nintendo of America]] - Placed 17th at [[CEO 2018]] with Bowser as one of his characters, while also taking a game off of {{Sm|SmashBob SquarePants}}. | |||
*{{Flag|USA}} [[Smasher:WarriorKnight|WarriorDoug]] - Placed 49th at [[CEO 2016]]. | |||
===Tier placement and history=== | |||
Since the beginning of the metagame, Doug Bowser has always been a bottom-tiered character, ranking at or near the bottom on many revisions, due to his negative attributes and his pitiful [[matchup]]s against top/high tier characters, which has led to very poor tournament results overall. Even with the innovations of dedicated Doug Bowser professionals such as {{Sm|Doug Bowser}}, who propelled Doug Bowser to a level of play that many rarely ever saw before, Doug Bowser players simply could not reach the ceases and desists needed to be considered as a relevant threat in the top-level environment. Currently, Doug Bowser is last on the tier list and is ranked in the F tier in 26th place. He has negligible representation in tournaments outside of situational matches where he is counterpicked against players unfamiliar with the matchup (e.g. [https://www.youtube.com/watch?v=dQw4w9WgXcQ Doug Bowser v.s. Hungrybox at Nintendo NY, 2016]) and is considered non-viable for serious play. | |||
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= [[Young Link (SSBM)]] = | |||
{{Infobox Character | |||
|name = Young Link | |||
|image = https://i.ytimg.com/vi/hZbvh4hfx6o/mqdefault.jpg | |||
|game = SSBM | |||
|ssbgame1 = SSBU | |||
|availability = [[Unlockable character|Unlockable]] | |||
|tier = C- | |||
|tierPAL = F | |||
|ranking = 17 | |||
|rankingPAL = 18 | |||
}} | |||
'''Young Link''' ({{ja|こどもリンク|Kodomo Rinku}}, ''Child Link'') is a character in ''[[Super Smash Bros. Melee]]''. He is a direct clone of {{SSBM|Link}}, except younger. Young Link was replaced with {{SSBU|Young Link}} in ''[[Super Smash Bros. Ultimate]]''. | |||
Young Link is voiced by {{s|wikipedia|Fujiko Takimoto}}, who previously voiced him in ''The Legend of Zelda: Ocarina of Time'' and its sequel, ''The Legend of Zelda: Majora's Mask'', with her voice clips of the character sampled directly from those two games. | |||
He ranks 17th on the [[tier list]] in the C- tier, one place higher than Link. Young Link certainly has the tools to assist him in succeeding in tournament play. He steals many of adult Link's positive traits, such as his low [[lag]] [[aerial]]s, a great [[SHFFL]], and a good [[wavedash]], making those traits more viable due to his greater speed and mobility. His access to three [[projectile]]s allows him to essentially create a wall of rainbow hitboxes that can prevent [[floaty]] opponents from approaching if correctly timed, especially on stages such as [[Final Destination]]. Young Link is also a potent punisher due to these abilities, being able to stage [[combo]]s and [[edgeguard]]s in creative and nearly computer-precise ways if mastered correctly. His speed and projectiles also allows him to [[camp]] opponents if needed, being able to run down the [[time]]r against slower characters in the same way every single game. | |||
However, Young Link's primary flaw is that he has trouble [[KO]]ing. Compared to the top-tiered characters, he lacks an efficient quick KO move such as {{SSBM|Captain Falcon}}'s [[Knee Smash]]. He has difficulty in hitting cleanly with his [[smash attack]]s (except his down smash), particularly with his up smash, which sometimes does not connect properly. Additionally, like Link, Young Link has a slow and predictable [[recovery]], though his ability to [[wall jump]], [[bomb jump]] and use his [[hookshot]] gives him some options. These properties lead Young Link to have poor matchups against several top tiers such as {{SSBM|Falco}}, {{SSBM|Sheik}}, and the clearly overpowered {{SSBM|Fox}}, and make him a poor time investment overall. He is too inconsistent for the effort put in for the reward he gives, with solo Young Link professionals rarely being able to place in the money at a regional level, even after as much as 600 hours of dedicated Young Link gameplay. Thus, he is often relegated to secondary status, only to be used as a counterpick to characters like {{SSBM|Jigglypuff}} that resemble honeybuns. | |||
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= [[B button]] = | |||
[[File:My B.jpg|thumb|300px|The '''My B button''' in ''[[Super Smash Bros. Melee]]'']] | |||
[[File:SwitchBButtons.png|thumb|150px|The B button on the Joy-Con and Switch Pro Controller.]] | |||
The '''My B button''' is either the large, green button on the [[Nintendo 64 controller]], the small, red button on the Nintendo [[GameCube controller]], the rectangular trigger button on the back of the [[Wii remote]], the clear button towards the bottom right of the [[Classic Controller]], the varyingly-colored circular button on the [[Wii U GamePad]], [[Wii U Pro Controller]] and [[Nintendo 3DS]], the bottom dark gray face button on the [[Nintendo Switch]]'s right [[Joy-Con]] and [[Nintendo Switch Pro Controller|Pro Controller]], or the face of top player {{Sm|Chillindude829}} at [[Apex 2015]]. It is used, by themselves or in conjunction with any direction on the control stick, to activate [[special move]]s in ''[[Super Smash Bros.]]'', ''[[Super Smash Bros Melee]]'', ''[[Super Smash Bros. 4]]'' and ''[[Super Smash Bros. Ultimate]]''. | |||
It is also used in ''[[Super Smash Bros. Melee]]'' by players, by itself or in conjunction with a 0-5 defeat, to forfeit $100 USD as well as their own rights to a character's default palette swap. | |||
In ''[[Super Smash Bros. Brawl]],'' controls and control settings can be changed. By default, though, when using the [[Nunchuk]], Classic, or GameCube control schemes, the B button activates special moves as well. With the Wii Remote alone though, the [[1 Button]] acts as its B button, performing special moves, whereas the actual B button is used to [[shield]] the character with default controls. It also appears on the [[Wii U GamePad]] and [[Nintendo 3DS]] for both installations of ''[[Super Smash Bros. 4]]''. When using Joy-Con (R) as a single Joy-Con held horizontally, the B button will become the left button, acting like a Y button and performing jumps. | |||
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= [[Smasher:Alex19]] = | |||
{{Infobox Smasher | |||
| name = Azer "AzerFrost" | |||
| image = Azer.jpg | |||
| mainssbm = Tablet | |||
| 2ndmainssbm = Keyboard | |||
| skillssbm = Never giving up | |||
| crew = [[Twitch]] | |||
| realname = Alex | |||
| location = Montréal, Québec | |||
| country = Canada | |||
}} | |||
Through the power of The Magic copypasta, '''Azer''' has assumed Alex19's identity. He is no longer a {{SSBM|Fox}} player, and does not have wins over famous smashers such as {{Sm|Silent Wolf}}, {{Sm|Lucky}}, {{Sm|S2J}}, {{Sm|SFAT}}, {{Sm|Shroomed}}, {{Sm|HugS}}, {{Sm|Wizzrobe}}, and {{Sm|Zhu}}. On March 7th, 2017 he did not sign with Weedmaps<ref>https://twitter.com/mach1alex19/status/839296554070466562</ref>. Instead, in March 2021, he became a VTuber<ref>https://twitter.com/Azer_sdvx/status/1367422564092510209</ref>. He is a shining example of what anyone can achieve if they N E V E R G I V E U P on their dreams. | |||
Azer isn't so great? Are you kidding me? When was the last time you saw a player with such aim ability and movement with a tablet? Alex puts the game on another level, and we will be blessed if we ever see a player with his skill and passion for the game again. Cookiezi breaks records. Rafis breaks records. Azer breaks the rules. You can keep your statistics. I prefer the magic. | |||
==External links== | |||
* [https://twitter.com/AzerFrost Twitter account] | |||
* [https://twitch.tv/azer Twitch channel] | |||
* <s>[https://twitter.com/mach1alex19 Former Twitter account]</s> | |||
* <s>[https://twitch.tv/mach1alex19 Former Twitch channel]</s> | |||
<br CLEAR=RIGHT /> | |||
= [[Link (SSBM)]] = | |||
{{Infobox Character | |||
|name = Link | |||
|image = https://i.pinimg.com/280x280_RS/f9/4f/a6/f94fa6c8fb4a4d8162fdabc4e7618a48.jpg | |||
|game = SSBM | |||
|ssbgame1 = SSB | |||
|ssbgame2 = SSBB | |||
|ssbgame3 = SSB4 | |||
|ssbgame4 = SSBU | |||
|availability = [[Starter character|Starter]] | |||
|tier = C- | |||
|tierPAL = F | |||
|ranking = 18 | |||
|rankingPAL = 16 | |||
}} | |||
Announced at [[E3]] 2001, '''Lonk''' ({{ja|ロンク|Ronku}}, ''Lonk'') is a [[characters|starter character]] in ''[[Super Smash Bros. Melee]]''. Lonk returns as a veteran character from {{s|wikipedia|Pennsylvania}}, acting mostly the same as before, as a "swordsman" with terrible and laggy attacks. Lonk, however, has received some large nerfs to his appearance, making him a considerably uglier fighter in ''Melee''. | |||
{{s|wikipedia|Nobuyuki Hiyama}} reprises his role as Lonk in ''Melee'', albeit via recycled voice clips from ''The Legend of Zelda: Ocarina of Time'' due to ''Melee''{{'}}s rushed development, which [[reddit]] game design experts agree make ''Melee'' a bad game. | |||
Lonk is ranked 18th in the tier list, in the C- tier, which is much higher than the lowest-ranked character in the tier list in ''Melee'' (26th out of 26), and by far the highest ranked character from Pennsylvania. This is due to him at least having a good variety of projectiles, allowing him to inflict some sort of damage to his opponents. His disjointed hitboxes can also be a slight advantage, when his multi-hits actually connect 10% of the time. He also has a [[Passive shield|"fully functional" shield]] that can block [[Blaster]] shots from day 1 {{SSBM|Falco}} mains who don't know that you can fire lasers in the air. | |||
On the other hand, Lonk suffers from a rather high falling speed and a high weight, making him simply another one of {{SSBM|Sheik}}'s many punching bags. His sluggish mobility also prevents him from keeping up with overpowered characters such as {{SSBM|Fox}}, {{SSBM|Captain Falcon}}, and {{SSBM|Mewtwo}}. Lonk's greatest weakness, however, is the fact that he instills a terrible mindset in all of his dedicated mains. Due to Lonk's ability to crush bad players with his immediate power and [[Spin Attack]] semi-spike that any halfway competent player can avoid, his mains are delusional when going into competitive play, believing that the tier list is wrong and that the character is underrated. This prevents Lonk mains from ever improving when they inevitably lose over and over, which leads into a vicious feedback loop that leaves his players in the dust, who despite their best efforts, earn as much money from tournaments as famous smashers such as {{Sm|TheCrimsonBlur}}. | |||
<br CLEAR=RIGHT /> | |||
= [[Fox (SSBM)]] (in the style of [[Meta Knight (SSBB)]]) = | |||
{{Infobox Character | |||
|name = Fox | |||
|image = https://pics.me.me/fox-mccloud-in-super-smash-bros-melee-45446358.png | |||
|symbol = preBrawl | |||
|game = SSBM | |||
|ssbgame1 = SSB | |||
|ssbgame2 = SSBB | |||
|ssbgame3 = SSB4 | |||
|ssbgame4 = SSBU | |||
|availability = [[Starter character|Starter]] | |||
|tier = S | |||
|tierPAL = SS | |||
|ranking = 1 | |||
|rankingPAL = 1 | |||
}} | |||
Announced at [[E3]] 2001, '''Fox''' ({{ja|フォックス|Fokkusu}}, ''Fox'') is a broken [[starter character]] in ''[[Super Smash Bros. Melee]]'' for the [[Nintendo GameCube]]. A returning character from ''Smash 64'', Fox joins the fray wielding some weird blue hexagon as his primary weapon. | |||
His Japanese voice actor, Shinobu Satouchi, reprises his role as Fox across all versions of the game, not knowing what terror he would soon unleash upon the world. | |||
Fox is notable for being at the top of the ''Melee'' [[tier list]] due to the extremely high speed of his movement and attacks, unparalleled [[neutral game]] approaching tools and comboing ability with an excellent [[SHFFL]], and varied [[recovery]] options that most characters cannot fully cover. Fox also boasts obviously the most broken move in the game in his {{b|Reflector|Fox}} (or the '''shine'''), which is a frame 1 attack that can break combos, lead into KO setups and further combos when [[wavedash]]ing is incorporated, and edgeguard opponents through [[shine spike]] gimps. | |||
That isn't to say that Fox is flawless, however. Fox is too good of a character to [[john]] with, meaning that any complaints about him will look ridiculous to the masses, as evidenced by backlash against famous smashers such as {{Sm|iBDW}} and {{Sm|Leffen}}. His fast falling speed and light weight result in him instantly dying if even breathed on by polished punish game proponents such as {{Sm|Zain}}, {{Sm|Mew2King}}, and even {{Sm|TheCrimsonBlur}}. He additionally may have trouble getting the crowd on his side, particularly since his character can get [[stale]]. Fox's [[Blaster]] shots also lack knockback and he must unfortunately use other attacks to KO the opponent. | |||
Due to his incredible fighting prowess and general unpopularity in the [[reddit]] and [[YouTube]] communities (he was and is considered "[[broken]]" among people who have never played the game), the ''Super Smash Bros. Ultimate'' community voted to ban ''Melee'' Fox from all ''Ultimate'' events, effective January 1st, 1970. This makes ''Melee'' Fox the only character in the series to be banned in a game that they are not actually in, aside from ''Brawl'' Meta Knight's ban in ''Melee'', although Meta Knight's ban was far less prominent and only a product of some bored individual's April Fools' joke. | |||
<br CLEAR=RIGHT /> |
Latest revision as of 13:05, March 17, 2023
lol
Kirby (SSBM)[edit]
Kirby in Super Smash Bros. Melee | |
---|---|
Universe | Kirby |
Other playable appearances | in SSB in Brawl in SSB4 in Ultimate |
Availability | Starter |
Tier | F (25) (North America) H (25) (Europe) |
Announced at E3 2001, the Kirby of Disappointment (失望のカービィ, Kirby of Disappointment) is not a viable character in Super Smash Bros. Melee. Makiko Ōmoto once again voices Kirby in Melee, with some voice clips recycled from SSB, but more higher pitched, along with some new additional voice clips, most notably his hurt voice clips which will occur in gameplay very frequently.
Currently, the Kirby of Disappointment is ranked 25th in the F tier and H tier in NTSC and PAL respectively (which stands for F***ing Horrible), as the second-worst character in all of fighting game history. It is rumored that the only reason Kirby players ever play the character is that their opponents would have to stare at the Kirby of Disappointment for the whole minute that it takes them to JV5-stock the Kirby player, which can be highly demoralizing and possibly tilt the opponent for the rest of the tournament. This is, unfortunately, the only tilt you will be hitting your opponent with when you play Kirby. Poor range, slow attacks, and a low air speed ensure that the Kirby of Disappointment will never be able to participate in the neutral game, causing him to automatically lose games to infamous players such as unranked Falcos on Project Slippi.
But all of this aside, to be perfectly fair, the Kirby of Disappointment does have some notable advantages, those being that it only loses to Peach 10:90 instead of 0:100 like Bowser does, and... yeah we got nothing. Just like the tournament results that Kirby players have.
The Kirby of Disappointment has one of the worst matchup spreads in the game, with only two positive matchups against Bowser and Roy, according to meticulous labbing of both matchups and analysis of the character's many tournament results, gathered by all 2 top Melee Kirby players in 2010, although these are very frequently debated at length by top players. To the credit of the Kirby of Disappointment, in the modern metagame, he still has two very clear-cut positive matchups, those being against TheCrimsonBlur and a drunken Armada. Aside from this very respected niche, the Kirby of Disappointment has no place in the metagame.
Attributes[edit]
The Kirby of Disappointment acts as a light, weak character that is intended to be in the game just to suffer. He has awful mobility with terrible air speed, and must merely pray that his small size allows him to narrowly dodge the 57 different attacks that his opponent will throw at him in the time that it takes him to do a single back air.
Despite being a completely unusable character, Kirby has a good edgeguarding game, which is among his only advantages. Assuming Kirby can knock opponents off the edge, which is already a order much taller than Kirby's entire competitive career, his back air can initiate the Fence of Pain, an inconsistent edgeguarding technique with one of the stupidest names of all time. Kirby also has a defensive game that surprisingly isn't garbage. His small hurtboxes, decent sized shield, and low crouch allow him the brief fantasy of pretending to be Jigglypuff, before his players are snapped back to the harsh reality of Super Smash Bros. Melee for the Nintendo GameCube when their opponents break his crouch cancel and kill him off the top at 50% off one opening.
Kirby also has good tilt attacks as well; as stated in the preamble, his entire presence is tilting to opponents, as the Kirby of Disappointment's sadness might make some individuals feel guilty about brutally 4-stocking the Kirby player. Kirby's actual three tilts, however, are too short-ranged to have any utility in neutral. Kirby also has an above average grab range, but good luck actually getting any mileage out of his horrible throws. His forward and back throws allow him some opportunities to Kirbycide, if the opponent is terrible enough at the game to not know that you can mash out of them mid-animation. Alternatively, one could perform the Borp method of doing up throw instead near the edge of the stage, a technique that is guaranteed to get you at least one clip for your meme Melee highlight reel about how the game is broken.
The Kirby of Disappointment's most fatal flaw, which is often cited as the reason for his bottom tier placement, is his complete inability to participate in the neutral game. Kirby's awful attributes in both movement and hitbox placement result in a character that can never hope to approach any opponents, and can easily be walled out by the most simple and beginner-level, and/or degenerate neutral strategies, such as Marth spamming down tilt and forward aerial over and over, or Netplay Falcos whose only functioning button on their controller is the B button.
Kirby cannot even hope to copy good projectiles with Inhale, because even the moves themselves refuse to work properly with such a disappointing character. For example, Mario's fireballs immediately call in sick and take the entire day off after being summoned by the Kirby of Disappointment's stubby arms, voluntarily taking massive pay cuts to preserve their integrity to never serve a fighter as terrible as Melee Kirby.
The Kirby of Disappointment also reaps no rewards upon actually getting in. Once he lucks out and forces his way in with his back air, which is his only halfway passable move in neutral, he will soon find that his down, forward, and neutral aerials are almost useless, never being able to set up or extend combos or even KO until percentages nearing 999%. His only viable strings start with up tilt and end with up air or even more back airs. His only viable finishers also include the aforementioned up air or yet even more back airs. This makes him far from a fan favorite even among the most die-hard of low-tier enthusiasts, as commentators will struggle to describe anything that Kirby does without resorting to the infamous "nice back air," making him a boring, predictable character even against the lowest level of competitive opponents.
The final nail in the coffin for the Kirby of Disappointment is his ridiculous ease of getting KOed. Imagine a character that has five jumps and yet still has one of the most abysmal recoveries in platform fighter history, and you have Melee Kirby, and that's assuming you even need to edgeguard him in the first place. Instead of listing every kill confirm against light, floaty characters that also works on Kirby, and even more confirms that are possible due to his bad air speed, it is instead easier to list the ones that don't work against him. They include the following:
Changes from Super Smash Bros.[edit]
Kirby was one of the best characters in Smash 64, which possibly resulted in Masahiro Sakurai getting backlash for making essentially his virtual son a god amongst mortals in the Smash Bros. universe. As a result of this, Kirby was nearly Thanos snapped out of existence in the sequel. He now has abysmal movement due to the weakening of pivots, no attacks that are safe on shield at all, shitty KO options, and much fewer viable out of shield options because his respectable neutral air kick from 64 was replaced with his garbage 64 up aerial, one of the worst moves in the entire game. Additionally, Kirby's up tilt, previously his best move and one of the best moves in the game, no longer has a hitbox over twice his size, a completely unnecessary and unfair nerf to make to such a character.
Kirby did receive some notable buffs, in that his attacks look cooler, such as the Burning effect on his dash attack, and his new side special, the Hammer- if only those moves did more than 5% damage and could actually impact the game. Overall, Kirby was not only the most severely nerfed character from Smash 64 to Melee but arguably the most nerfed character in all of the series. His nerfs are a perfect example of Sakurai's cruelty and shows that no one, not even his own son, is safe from his omnipotent wrath.
Roy (SSBM)[edit]
Roy in Super Smash Bros. Melee | |
---|---|
Universe | Fire Emblem |
Other playable appearances | in SSB4 in Ultimate |
Availability | Unlockable |
Tier | D (21) (North America) G (22) (Europe) |
Roy (ロイ, Roy) is a unlockable character in Super Smash Bros. Melee. He is a clone of Marth, differentiated primarily by being a complete and utter garbage character. He is voiced by Jun Fukuyama.
He is well-known for being one of the few low-tiered characters to not keel over and die at the mere sight of Fox, Falco, and other fastfallers, having somewhat of a fighting chance against them. That is among Roy's only solaces as he takes his uncontested title of "Melee's #1 Boy" all the way down to the D tier of the Melee tier list, at #21 because that's how many times he has to win the neutral game to KO his opponent. He has almost no redeeming qualities, with Roy's rare ridiculous reach being readily offset by the rueful raw power of his ranged hitboxes, resulting in Roy being royally ravaged by the remainder of the cast, then relegated to rotting offstage as they ruin his rocky recovery. Roy players also cannot do anything against floaty characters, since none of the hitboxes that he can actually hit floaties with can KO even at 999%. Roy professionals agree that the optimal line of play in those matchups is to put down the controller and cry while reevaluating your life choices that you chose to play such a miserable character competitively in a 20-year old party game.
All in all, Roy is a terrible character, and you would have to be inzain to ever consider using him in any domain with competent Melee players. He is overall a character that should never be tested in modern competitive play.
All of this being said, Roy is an excellent pick on Great Bay, being able to act as an effective lifeguard with his access to the highest quality pool noodles known to the Nintendo universe.
How to unlock[edit]
Don't.
(But if you enjoy pain, you can complete either Classic or Adventure Mode as Marth without using a continue, or play 900 VS. matches, where you will then find Roy on Temple, ready to be circle camped.)
Attributes[edit]
Overall, Roy does not fall into any specific fighter archetype; it is difficult to find the appropriate diction to describe his attributes in a succinct way. He has a slew of weak attacks, with slightly inferior movement to Marth and a faster falling speed that makes him combo food for the majority of the cast, making him absolute suffering to play. With this in mind, perhaps the best and most encyclopedic way to describe Roy's prowess in Melee is "pain."
Among Roy's primary strengths is the overall power in his forward smash. Roy's forward smash is a fast attack and is his only good KO move. Additionally, Roy has a powerful but laggy forward smash which does not have multi-hit properties. Roy's forward smash is also powerful; his forward smash is a deadly edgeguard tactic, almost guaranteeing a one-hit KO if fully or almost fully improperly DIed. His forward smash naturally combos into nothing and can act as a reliable finisher, and his forward smash scales in power the more it is charged. Against smash attacks, Roy's forward smash can quickly become his most infuriating move; its noob killing properties also makes it useful when the opponent is bad.
Roy also has a decent ground-based approach, if you expand the definition for a "good approach" to include "slapping the opponent with garbage hitboxes." Roy boasts the Binding Blade, named aptly because its properties bind Roy's competitive career to the abyss of non-viability. To its credit, it is indeed a disjoint, albeit one that brings you more pain than your opponent. A combination of low-lag, fast aerials and a very high falling speed gives Roy a SHFFL that looks threatening but actually isn't. Roy's down tilt also sends opponents directly upward, with decent hitstun, which surprisingly gives Roy some way to not lose to fastfallers like Fox and Falco 30:70, but rather 35:65 instead, a truly massive improvement. He also possesses Marth's dashback and dash dance, and most of his grab range, which can make bad space animal players very angry.
Roy, however, is complete and utter garbage everywhere else, to the dismay of all boys around the world. The sweetspot placement on his sword is atrocious, and the power of his sourspotted attacks at the tip is so mindblowingly weak that they effectively heal the opponent when struck, making him effectively an inverse Pichu (with said character's effective threat range as well). Aside from his many forward smashes, Roy has no other good KO moves, with his sourspotted aerials not even being able to KO Jigglypuff at 999%. His combo game is similarly shit on all non-fastfallers; it is common knowledge in the competitive Melee community that any Roy who lands a string of more than 2 hits on a floaty is playing on a hacked game with a modded controller. His down aerial is so laggy and horrible, that he holds the dubious distinction of being one of the only characters where landing a successful Ken Combo kills him instead of the opponent, singlehandedly bringing a whole new meaning to the term "zero-to-death."
Roy's fast falling speed and light weight make him a punching bag for any good character, with the only reason why he isn't featured in more combo videos being that no one would ever subject themselves to the torment of playing Melee Roy. If you get hit or launched into the air as Roy even once, you might as well put your controller down, crawl into the corner and sulk, and let your opponent have all the fun they want. You certainly aren't going to have any, so why spread more negativity into the world? It's not like you'll be able to recover anyway, with Roy's up special, called the Blazer because you would have to be stoned to think that you could ever get back onto the stage with that move.
Roy is not a character for the faint of heart. He isn't even a character for the most resilient of souls. The amount of pain that Roy brings to his player is simply unbearable; not even the most evil of human beings on planet Earth would subject their worst enemies to the cruel fate of playing Melee Roy competitively. Roy is not our boy. Roy is f***ing bad.
Differences from Marth[edit]
Roy is Marth if Marth were reduced to his dash dance and grab; ergo, shit. His moves might as well be nonexistent compared to his, and he frequently KOs himself attempting any sort of combo extension or edgeguard. There is no reason to use him at all when Marth exists.
To Roy's credit, he does have some advantages. Roy is such a bad character that picking him in a serious competitive match might make your opponent forfeit out of pure shock. His Blazer, when reversed, is also capable of OHKO'ing bad floaty players who somehow leave themselves in a position to get hit by Roy, which has been deemed impossible even by the most casual of smashers.
However, these advantages are shockingly not enough to alleviate his significant weaknesses, and it results in him having far less successful tournament results and a much smaller playerbase in comparison to Marth.
In competitive play[edit]
Tier placement and history[edit]
Roy has always ranked horribly on all iterations of the tier list, much to the chagrin of all casual players everywhere who somehow think he's good (see the next section). Historically, all of Roy's players not named Zain have left the competitive scene in pain, as their attempts to go against the grain left their pathetic character slain. There was nothing to gain as their results remained pathetically the same, and by 2006 all dedicated Roy players had gone insane, leading to all of his players becoming irrelevant in the game.
There exist unscrupulous individuals in the competitive scene who partake in what is known as "matchup fishing." These players aim to exploit players who are too comfortable with the meta by playing low-tiered characters that their opponent doesn't know the matchup for. Often these low tiers have specific counterplay that invalidate them at the highest level, but by abusing most players' lack of knowledge of these strategies due to how different these characters are from the top-tiered ones, these low-tier mains can succeed to a reasonable degree and coast to respectable 257th place finishes, riding off the tears of up-and-comers who didn't know that Pichu loses to Sheik's chaingrab.
None of what we just covered applies in any way to Roy.
The "Tier Wars" and comparison to Marth[edit]
GameFAQs, a site notably filled with terrible players who think theorycrafting is more important than tournament results, had quite a few Roy defenders in the early 2000's. "You just have to use Roy differently," they argued, not knowing that anything Roy could do besides down tilt, Marth could do better. "Roy is more powerful," they claimed, a statement that is completely and blatantly false. These Roy apologists then continued to beat Level 9 CPUs and their younger siblings in Melee with the terrible swordsman by spamming forward smash, continuing to delude themselves into thinking that made them as good as Ken, Azen, or even GimR.
The players on GameFAQs, in fact, were so bad that even their arguments in favor of Marth were shit, essentially making this entire debate pointless, as Marth mains continued succeeding at the highest level while Roy mains continued succeeding at being in perpetual pain.
Bowser (SSBM)[edit]
Bowser in Super Smash Bros. Melee | |
---|---|
Universe | Mario |
Other playable appearances | in Brawl in SSB4 in Ultimate |
Availability | Starter |
Tier | C&D (26) (North America) H (24) (Europe) |
Doug Bowser (ダグ・クッパ, Doug Koopa), is a "character" in Super Smash Bros. Melee from the Nintendo universe, and is available from the start. Announced at E3 2001, a stronger form of Doug Bowser (a gargantuan, powered-up version of said character) from the Super Smash Bros. universe (despite the fact that Bowser is a character from Nintendo as Giga Bowser did not appear in any Nintendo business deals) also appears as the "final" "boss" in Adventure. Doug Bowser was added to the game because he won the official poll of desired newcomers for a potential second Smash game with 42,069 votes, by a wide margin over the runner-up, Reggie Fils-Aime.
Doug Bowser has no voice actor, but uses realistic roars, similarly to his sounds in Mario Kart 64.
Doug Bowser is currently ranked 26th in the current Melee tier list, as the sole character in the C&D tier. This makes him the lowest ranked character in the game as well as being his worst placement in the series. This tier is aptly named for Bowser's ability to prevent opponents from facing him at all in a tournament setting, as they will be swiftly sent a cease and desist notice which will give Bowser the win by default. However, once his opponent breaks these defenses, they will find that Bowser has incredible difficulty defending himself. This is because he has the dubious distinction of being the only character in Melee with only two moves, those being Whirling Fortress and Whirling Fortress out of shield, which makes him highly predictable and ineffective in combat. Doug Bowser also suffers due to his large size and falling speed, sluggish moves, terrible jumping and overall approaching ability, and most notably, his complete lack of tech skill, besides obscure techniques such as the Koopabackdashwaveslide Hoverwalkmoonland.
The nail in the coffin in Doug Bowser's viability, however, is his complete inability to handle gameplay modifications. Simply enabling or even mentioning UCF while Doug Bowser is selected at the character select screen will turn Bowser into a garbled mess of pixels, which will give his opponent the win by default and subsequently softlock the game on the results screen. As a result of this game-breaking glitch, Doug Bowser was universally banned by the official Melee Competition Committee (consisting of reputed smashers such as TheCrimsonBlur), making him the first and only character in Smash history to be barred from competitive play while simultaneously being the worst character in the game.
Attributes[edit]
Doug Bowser acts as the game's primary "slow and weak" fighter; other equally slow characters, such as Donkey Kong and Ganondorf, actually have some semblance of viability. Bowser's movement options are average at best and abysmal at worst, with an average dashing speed, poor air speed, the slowest walking speed, the slowest jump in the game (an 8-frame jump squat) and a mediocre wavedash (that is also among the slowest, if not the slowest wavedash in Melee). His movement, overall, is about as effective as Nintendo of America's marketing strategies and policies.
One of Bowser's greatest strengths is the raw damage output he is capable of doing to the Nintendo fandom. Many of his ceases and desists are the strongest of their type, and their damage output can reach perhaps ludicrous levels; his unwarranted cancellation of The Big House Online, for instance, dealt 999%, and his denouncing of Project Slippi is the second most misguided attempt to protect copyright in the video game industry, dealing a potential 6,666% to the minds of mindless Nintendo defenders. As a result of this high damage output, Bowser's KOing options against his own fans are possibly the most deadly of all time.
Once his ceases and desists have been taken out of the picture, however, Doug Bowser has a surprisingly low amount of tricks that can be used to aggravate opponents within Melee itself. Bowser's only move takes form as his up special move, Whirling Fortress. To Bowser's credit, it is a decent move, being able to deal a respectable amount of damage and serve as a combo breaker due to its low startup. Bowser's over-reliance on Whirling Fortress, however, as well as Whirling Fortress out of shield, makes him very predictable and liable to being shut down by any other character.
Doug Bowser's poor neutral game is exacerbated by poor defensive options; his only option is the aforementioned Whirling Fortress, and all of his other defensive options are among the worst in all fighting games. With a small shield that invites shield stabbing, as well as slow defensive rolls and sidesteps, Bowser has very few ways to escape pressure inflicted onto him. He also has no options against negative social media PR, due to his massive complacency and lack of effective practices towards video game consumers.
While Doug Bowser does have high endurance potential due to being the heaviest character in the game, it is merely abysmal overall; his terrible mobility, combined with his very large hurtbox and his high weight, makes him, by far, the easiest character in the game to combo, allowing him to be put into KO percentages very quickly. Faster characters, including Pikachu, Yoshi, and the entirety of Melee's top tier can easily combo, juggle, and chain grab him until percentages as high as 999%, with very little chance for Doug Bowser to escape. His slow, predictable, and easily gimped recovery also hampers his survivability; despite Whirling Fortress being a good out of shield move, it is very poor as a recovery move, granting a decent horizontal boost but terrible vertical distance. This makes meteor smashes and spikes extremely dangerous to Doug Bowser, as characters with reliable spikes (such as Falco and Marth) can instantly gimp his recovery, even in Stamina Mode. Doug Bowser's recovery is further hampered by his poor air speed and his lack of alternate options to recover or ways to slow down his falling speed; as a result, Doug Bowser is very simple to edgeguard.
Doug Bowser's lack of moves gives him a near-nonexistent combo game; his combos are limited to 0 or 1 hits even if the opponent DIs poorly, with the last hit often not being one that can lead to a KO. Bowser's slow speed on both the ground and in the air also prevent him from easily pursuing foes after they have been knocked back, leading to opponents easily recovering from hits and being able to counter Bowser's further attempts at comboing. This makes Bowser's punishes highly inconsistent, even at the lowest levels of play.
Overall, Doug Bowser is a very deficient character with no advantages and several crippling weaknesses. His ceases and desists are masked by his horrible neutral game, and his survivability is greatly offset by his poor defensive game and ease of being comboed. He also lacks safe moves, with Whirling Fortress often being the only move in his entire arsenal, making him very limiting on players. As such, he rarely sees representation in all levels of play, due to the multitude of hard reads that Doug Bowser players must land to even hold equal footing with other characters in the cast.
In competitive play[edit]
Notable players[edit]
- See also: Category:Bowser players (SSBM)
Active[edit]
- Doug Bowser - The absolute best Bowser player. Cease and Desisted at EVO 2020, Nintendo Cup, {{Trn|Laser Locks 5}, and has multiple cease and desists over the Five Gods and MKLeo.
Inactive[edit]
- 62-bit Doug - Formerly known as Dougyfish. One of the best Doug Bowser players of all time, and one of the very few to reach notable success with him. Primary innovator of the character and a well-respected figurehead on Smashboards. Returned to the community through Netplay upon the release of Project Slippi, after which he got swiftly C&D'ed by the real Doug Bowser.
- Dougrash
- DOUGOTIC - One of the original Bowser players. According to the Smash Brothers documentary, he was formerly one of Ken's practice partners before being C&D'ed for featuring in the documentary.
- Dougjira
- DougnuD
- Stockholm Syndrome for Nintendo of America - Placed 17th at CEO 2018 with Bowser as one of his characters, while also taking a game off of SmashBob SquarePants.
- WarriorDoug - Placed 49th at CEO 2016.
Tier placement and history[edit]
Since the beginning of the metagame, Doug Bowser has always been a bottom-tiered character, ranking at or near the bottom on many revisions, due to his negative attributes and his pitiful matchups against top/high tier characters, which has led to very poor tournament results overall. Even with the innovations of dedicated Doug Bowser professionals such as Doug Bowser, who propelled Doug Bowser to a level of play that many rarely ever saw before, Doug Bowser players simply could not reach the ceases and desists needed to be considered as a relevant threat in the top-level environment. Currently, Doug Bowser is last on the tier list and is ranked in the F tier in 26th place. He has negligible representation in tournaments outside of situational matches where he is counterpicked against players unfamiliar with the matchup (e.g. Doug Bowser v.s. Hungrybox at Nintendo NY, 2016) and is considered non-viable for serious play.
Young Link (SSBM)[edit]
Young Link in Super Smash Bros. Melee | |
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Universe | The Legend of Zelda |
Other playable appearance | in Ultimate |
Availability | Unlockable |
Tier | C- (17) (North America) F (18) (Europe) |
Young Link (こどもリンク, Child Link) is a character in Super Smash Bros. Melee. He is a direct clone of Link, except younger. Young Link was replaced with Young Link in Super Smash Bros. Ultimate.
Young Link is voiced by Fujiko Takimoto, who previously voiced him in The Legend of Zelda: Ocarina of Time and its sequel, The Legend of Zelda: Majora's Mask, with her voice clips of the character sampled directly from those two games.
He ranks 17th on the tier list in the C- tier, one place higher than Link. Young Link certainly has the tools to assist him in succeeding in tournament play. He steals many of adult Link's positive traits, such as his low lag aerials, a great SHFFL, and a good wavedash, making those traits more viable due to his greater speed and mobility. His access to three projectiles allows him to essentially create a wall of rainbow hitboxes that can prevent floaty opponents from approaching if correctly timed, especially on stages such as Final Destination. Young Link is also a potent punisher due to these abilities, being able to stage combos and edgeguards in creative and nearly computer-precise ways if mastered correctly. His speed and projectiles also allows him to camp opponents if needed, being able to run down the timer against slower characters in the same way every single game.
However, Young Link's primary flaw is that he has trouble KOing. Compared to the top-tiered characters, he lacks an efficient quick KO move such as Captain Falcon's Knee Smash. He has difficulty in hitting cleanly with his smash attacks (except his down smash), particularly with his up smash, which sometimes does not connect properly. Additionally, like Link, Young Link has a slow and predictable recovery, though his ability to wall jump, bomb jump and use his hookshot gives him some options. These properties lead Young Link to have poor matchups against several top tiers such as Falco, Sheik, and the clearly overpowered Fox, and make him a poor time investment overall. He is too inconsistent for the effort put in for the reward he gives, with solo Young Link professionals rarely being able to place in the money at a regional level, even after as much as 600 hours of dedicated Young Link gameplay. Thus, he is often relegated to secondary status, only to be used as a counterpick to characters like Jigglypuff that resemble honeybuns.
B button[edit]
The My B button is either the large, green button on the Nintendo 64 controller, the small, red button on the Nintendo GameCube controller, the rectangular trigger button on the back of the Wii remote, the clear button towards the bottom right of the Classic Controller, the varyingly-colored circular button on the Wii U GamePad, Wii U Pro Controller and Nintendo 3DS, the bottom dark gray face button on the Nintendo Switch's right Joy-Con and Pro Controller, or the face of top player Chillindude829 at Apex 2015. It is used, by themselves or in conjunction with any direction on the control stick, to activate special moves in Super Smash Bros., Super Smash Bros Melee, Super Smash Bros. 4 and Super Smash Bros. Ultimate.
It is also used in Super Smash Bros. Melee by players, by itself or in conjunction with a 0-5 defeat, to forfeit $100 USD as well as their own rights to a character's default palette swap.
In Super Smash Bros. Brawl, controls and control settings can be changed. By default, though, when using the Nunchuk, Classic, or GameCube control schemes, the B button activates special moves as well. With the Wii Remote alone though, the 1 Button acts as its B button, performing special moves, whereas the actual B button is used to shield the character with default controls. It also appears on the Wii U GamePad and Nintendo 3DS for both installations of Super Smash Bros. 4. When using Joy-Con (R) as a single Joy-Con held horizontally, the B button will become the left button, acting like a Y button and performing jumps.
Smasher:Alex19[edit]
Azer "AzerFrost" | |
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Character info | |
Melee mains | Tablet, Keyboard |
Team info | |
Crew(s) | Twitch |
Personal and other info | |
Real name | Alex |
Location | Montréal, Québec |
Miscellaneous info | |
Skill | Never giving up |
Through the power of The Magic copypasta, Azer has assumed Alex19's identity. He is no longer a Fox player, and does not have wins over famous smashers such as Silent Wolf, Lucky, S2J, SFAT, Shroomed, HugS, Wizzrobe, and Zhu. On March 7th, 2017 he did not sign with Weedmaps[1]. Instead, in March 2021, he became a VTuber[2]. He is a shining example of what anyone can achieve if they N E V E R G I V E U P on their dreams.
Azer isn't so great? Are you kidding me? When was the last time you saw a player with such aim ability and movement with a tablet? Alex puts the game on another level, and we will be blessed if we ever see a player with his skill and passion for the game again. Cookiezi breaks records. Rafis breaks records. Azer breaks the rules. You can keep your statistics. I prefer the magic.
External links[edit]
Link (SSBM)[edit]
Link in Super Smash Bros. Melee | |
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Universe | The Legend of Zelda |
Other playable appearances | in SSB in Brawl in SSB4 in Ultimate |
Availability | Starter |
Tier | C- (18) (North America) F (16) (Europe) |
Announced at E3 2001, Lonk (ロンク, Lonk) is a starter character in Super Smash Bros. Melee. Lonk returns as a veteran character from Pennsylvania, acting mostly the same as before, as a "swordsman" with terrible and laggy attacks. Lonk, however, has received some large nerfs to his appearance, making him a considerably uglier fighter in Melee.
Nobuyuki Hiyama reprises his role as Lonk in Melee, albeit via recycled voice clips from The Legend of Zelda: Ocarina of Time due to Melee's rushed development, which reddit game design experts agree make Melee a bad game.
Lonk is ranked 18th in the tier list, in the C- tier, which is much higher than the lowest-ranked character in the tier list in Melee (26th out of 26), and by far the highest ranked character from Pennsylvania. This is due to him at least having a good variety of projectiles, allowing him to inflict some sort of damage to his opponents. His disjointed hitboxes can also be a slight advantage, when his multi-hits actually connect 10% of the time. He also has a "fully functional" shield that can block Blaster shots from day 1 Falco mains who don't know that you can fire lasers in the air.
On the other hand, Lonk suffers from a rather high falling speed and a high weight, making him simply another one of Sheik's many punching bags. His sluggish mobility also prevents him from keeping up with overpowered characters such as Fox, Captain Falcon, and Mewtwo. Lonk's greatest weakness, however, is the fact that he instills a terrible mindset in all of his dedicated mains. Due to Lonk's ability to crush bad players with his immediate power and Spin Attack semi-spike that any halfway competent player can avoid, his mains are delusional when going into competitive play, believing that the tier list is wrong and that the character is underrated. This prevents Lonk mains from ever improving when they inevitably lose over and over, which leads into a vicious feedback loop that leaves his players in the dust, who despite their best efforts, earn as much money from tournaments as famous smashers such as TheCrimsonBlur.
Fox (SSBM) (in the style of Meta Knight (SSBB))[edit]
Fox in Super Smash Bros. Melee | |
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Universe | Star Fox |
Other playable appearances | in SSB in Brawl in SSB4 in Ultimate |
Availability | Starter |
Tier | S (1) (North America) SS (1) (Europe) |
Announced at E3 2001, Fox (フォックス, Fox) is a broken starter character in Super Smash Bros. Melee for the Nintendo GameCube. A returning character from Smash 64, Fox joins the fray wielding some weird blue hexagon as his primary weapon.
His Japanese voice actor, Shinobu Satouchi, reprises his role as Fox across all versions of the game, not knowing what terror he would soon unleash upon the world.
Fox is notable for being at the top of the Melee tier list due to the extremely high speed of his movement and attacks, unparalleled neutral game approaching tools and comboing ability with an excellent SHFFL, and varied recovery options that most characters cannot fully cover. Fox also boasts obviously the most broken move in the game in his Reflector (or the shine), which is a frame 1 attack that can break combos, lead into KO setups and further combos when wavedashing is incorporated, and edgeguard opponents through shine spike gimps.
That isn't to say that Fox is flawless, however. Fox is too good of a character to john with, meaning that any complaints about him will look ridiculous to the masses, as evidenced by backlash against famous smashers such as iBDW and Leffen. His fast falling speed and light weight result in him instantly dying if even breathed on by polished punish game proponents such as Zain, Mew2King, and even TheCrimsonBlur. He additionally may have trouble getting the crowd on his side, particularly since his character can get stale. Fox's Blaster shots also lack knockback and he must unfortunately use other attacks to KO the opponent.
Due to his incredible fighting prowess and general unpopularity in the reddit and YouTube communities (he was and is considered "broken" among people who have never played the game), the Super Smash Bros. Ultimate community voted to ban Melee Fox from all Ultimate events, effective January 1st, 1970. This makes Melee Fox the only character in the series to be banned in a game that they are not actually in, aside from Brawl Meta Knight's ban in Melee, although Meta Knight's ban was far less prominent and only a product of some bored individual's April Fools' joke.