DungeonMaster
Smash Lord
So another patch, game is still great fun, but there are needless to say moves which in the field, are... less than good. Particularly from a competitive, 1v1 standpoint.
If you wanted to send a message to the developers, and you could only change ONE move in the entire game, what would it be?
I'll start by accumulating opinions, then make a poll of the worst move so it's easy for people to just click and vote, if they're not interested in discussion.
Factor EVERYTHING into your vote, but specifically competitive, 1v1 play and For-Glory 1v1 environment.
That's the point of trying to find the worst move in the game as it currently stands. So falcon punch for instance, while you may not pull it out often, is a real crowd pleaser, and it does in fact kill really well and will always make a highlight reel.
Format for entry:
CHARACTER - MOVE [at a glance reasons]
Discussion
If you don't use the format, and there are many replies, it might not make it into the poll. You only get ONE ENTRY but feel free to discuss other moves of course.
Example:
SAMUS - HOMING MISSILE [ no set ups, no pressure, too much endlag, fails to zone ]
Homing missile is my vote for the worst move in the game. This move is awful, one of the principle reasons if not THE reason Samus is considered low-tier. The homing missile moves at precisely the *wrong* speed with its current startup and endlag which is atrocious.
The endlag on homing missile is so long, that even given Samus' slow fall speed accidental missed input over the edge often means SD. It is not safe on hit, it is not safe on block, at the exact range where you would naively hope this move to help it will instead get you punished, Perhaps 99% of aerials and standing moves chew right through it and will hit Samus, particularly given its awful trajectory and homing properties which allow for no mixup.Those properties mean there is no way to use this move effectively out of a SH or FJ compared to many other projectiles. All of this combined and given the relative movement speeds of the cast means a competent opponent feels no pressure, its ability to zone characters is limited to maybe 2-3 in the entire cast. The smash4 version of this move is a travesty compared to previous iterations.
I honestly believe this move is worse than Din's fire, that would be my runner up. At least Din's fire can kill.
Fix: Slow the missiles speed and/or reduce endlag to provide some setups and an active hitbox within the range where it can effectively zone.
If you wanted to send a message to the developers, and you could only change ONE move in the entire game, what would it be?
I'll start by accumulating opinions, then make a poll of the worst move so it's easy for people to just click and vote, if they're not interested in discussion.
Factor EVERYTHING into your vote, but specifically competitive, 1v1 play and For-Glory 1v1 environment.
That's the point of trying to find the worst move in the game as it currently stands. So falcon punch for instance, while you may not pull it out often, is a real crowd pleaser, and it does in fact kill really well and will always make a highlight reel.
Format for entry:
CHARACTER - MOVE [at a glance reasons]
Discussion
If you don't use the format, and there are many replies, it might not make it into the poll. You only get ONE ENTRY but feel free to discuss other moves of course.
Example:
SAMUS - HOMING MISSILE [ no set ups, no pressure, too much endlag, fails to zone ]
Homing missile is my vote for the worst move in the game. This move is awful, one of the principle reasons if not THE reason Samus is considered low-tier. The homing missile moves at precisely the *wrong* speed with its current startup and endlag which is atrocious.
The endlag on homing missile is so long, that even given Samus' slow fall speed accidental missed input over the edge often means SD. It is not safe on hit, it is not safe on block, at the exact range where you would naively hope this move to help it will instead get you punished, Perhaps 99% of aerials and standing moves chew right through it and will hit Samus, particularly given its awful trajectory and homing properties which allow for no mixup.Those properties mean there is no way to use this move effectively out of a SH or FJ compared to many other projectiles. All of this combined and given the relative movement speeds of the cast means a competent opponent feels no pressure, its ability to zone characters is limited to maybe 2-3 in the entire cast. The smash4 version of this move is a travesty compared to previous iterations.
I honestly believe this move is worse than Din's fire, that would be my runner up. At least Din's fire can kill.
Fix: Slow the missiles speed and/or reduce endlag to provide some setups and an active hitbox within the range where it can effectively zone.
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