Ranking Comeback Mechanics Best To Worst In Super Smash Bros. Ultimate

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Vars III

Vars III

Күн бұрын

As one of the more prevalent mechanics especially following DLC, comeback mechanics have been subject for debate in Smash Ultimate's competitive scene. Today I wanted to go through each one individually and express my thoughts on them in terms of design and execution.
Mockrock's Comeback Mechanics video: • Smash's BS Comeback Me...
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#SSBU #Tierlist #Comeback

Пікірлер: 220
@PineapplePineapplePineapplePin
@PineapplePineapplePineapplePin Жыл бұрын
I think a tier list ranking fighter's unique abilities could be neat. Stuff like K Rool's belly armor, Inkling's Ink, Peach's float, etc EDIT: In the replies I included a full list of what I'd include under my main account. I use this one because I'm protective of my recommendations.
@rimzaaah5892
@rimzaaah5892 Жыл бұрын
That sounds fun
@djbagman
@djbagman Жыл бұрын
How does the belly armor work exactly?
@naturescorruptedinfactorie8062
@naturescorruptedinfactorie8062 Жыл бұрын
@@djbagman from what I remember: Belly Armor makes K. Rool somewhat invincible (at certain angles) to attacks unless that attack is strong enough to break it.
@djbagman
@djbagman Жыл бұрын
@Nature’s Corrupted in Factories Far Away what about a zelda side special? I've hit inside of him and it was a crit. Guess that busted his armor fast or there was no Armour cuz homeboy flew
@davidc.
@davidc. Жыл бұрын
​@DjBagMan it basically gives his belly it's own healthbar, during attacks where his belly sticks out it'll tank damage for him. That's how it works i believe
@danielferrieri7434
@danielferrieri7434 Жыл бұрын
Video Idea: Which Final Smash is best Competitively
@tidianebath7338
@tidianebath7338 Жыл бұрын
Probably Zelda, pulls you and kill you instantly
@zegreatpumpkinani9161
@zegreatpumpkinani9161 Жыл бұрын
​​@@tidianebath7338 wdym Ness' is clearly the best, yOu CaN aNgLe It
@amberknight7301
@amberknight7301 Жыл бұрын
Yes, Zelda's the best, but hear me out. Pikachu doing Bair, Bair, Uair, Uair, B-reverse Final Smash to kill you off the top at 0.
@wailmoregd140
@wailmoregd140 Жыл бұрын
Zelda probably. Does 63%, grabs you from basically anywhere, and if you’re over 100% by the end, you die instantly. Marth and Lucina also have amazing ones
@mropti6350
@mropti6350 Жыл бұрын
If you're talking about which would even fit in a competitive match, none. They're all too strong to even consider in a competitive match.
@evansexton7914
@evansexton7914 Жыл бұрын
I love how Vars and Mockrock respect each other so much.
@xolotltolox7626
@xolotltolox7626 Жыл бұрын
They need to collab at one point
@JujanGames
@JujanGames Жыл бұрын
@@xolotltolox7626they already did
@bestplayerofalltime105
@bestplayerofalltime105 Жыл бұрын
@@JujanGameswhat video?
@EmptyHand49
@EmptyHand49 Жыл бұрын
Lucario's comeback mechanic is actually one of the big reasons I've stuck with him. My favorite thing in fighting games and competition in general is a challenge and the thrill of a close match. Tbh I would rather lose an exciting last stock match than 3-stock someone using a high/top tier (Yeah I know it sounds funny but I get bored of winning all the time). With Lucario I'm almost always guaranteed a match that goes to last stock since his aura is based on the stock difference. Pokemon is my favorite childhood game franchise, he's in the coolest Pokemon movie, and he's the original comeback character so I chose to main him.
@albertthepeacock8020
@albertthepeacock8020 Жыл бұрын
"Hey kids did you know Sean Schmellel the voice of Goku is also the voice of Lucario?"
@Omnirose
@Omnirose Жыл бұрын
Funny Lucario's comeback mechanic is the big reason I don't main him lol. I hate how inconsistent his kit is because of it and I never felt like I deserved my wins when I used him; it just felt like super mega cheese every time (due to his utter lack of options to KO/Win without aura).
@Matanumi
@Matanumi Жыл бұрын
Except his main kit sucks so much ass joker is a better pick and better mechanic then lucario
@MrLag525
@MrLag525 Жыл бұрын
Spin dash is the best comeback mechanic, as soon as sonic runs away he comes right back lol
@Quackra
@Quackra Жыл бұрын
Lmao
@SK-df1iw
@SK-df1iw Жыл бұрын
Personally, I feel like waft and arsene are more beneficial to their respective characters than rage drive. The threat of waft always accumulating forces opponents to always have to approach wario (similar to steve mining for materials) unless they are aiming for a timeout (like sonic). The amount that this changes the neutral dynamic with wario really can't be understated. Characters that would typically want to just camp and wall wario out now have to consider the risk of giving wario a free waft on that stock. If you are playing a zoner and get a 5 minute match, it's pretty likely for wario to get 2 full wafts. The same threat isn't there for kazuya. Effectively, both waft and rage drive do the same thing once online, they increase the reward that the character gets on hit, typically a 0td. However, kazuya is getting 0tds or at least 80% anyway without rage drive off of numerous combo starters; crouch jab, nair, grab, ewgf, side b crumple, dgf, etc. wario really isn't getting the same, he can get 50% combos off of landing nair or uair but never a true 0td. kazuya does get kills off of grab at 80% which is a strong option, but wario gaining kill confirms below 40% off of many starters is more impactful imo. if you remove waft from wario and rage drive from kazuya, wario definitely falls down the tier list way more than kazuya does. For arsene, joker isn't increasing his reward when he lands an opening to the same extent as waft, go, or rage drive. however, his neutral and overall adv state outside of his combo game (juggling, edgeguarding, ledgetrapping, shield pressure, etc.) is substantially buffed, unlike any of the others. arsene is likely one of the worse comeback mechanics if the player using it is worse since it's harder to cheese stocks compared to the others. however, if both are on the same level, I think that arsene becomes one of the best. shield pressure scenarios specifically become so much more rewarding for arsene because of the increased shield damage. arsene bair can lead into bair or dsmash shield pokes pretty easily which is something that never happens with base joker. combining already strong frame data with "if you get hit by this you die at 120%" is just so strong. landing vs joker isn't threatening since uair isn't gonna kill until 160% whereas arsene uair is now killing at around 110%. joker bair isn't killing at ledge until 140% but arsene bair starts killing at 100%. this kind of threat doesn't exist for someone like terry, kazuya, or wario to the same level since their comeback mechanics don't really influence juggling or edgeguard scenarios very often. rebel's guard also prevents zoners from camping him out since they're just giving him free arsene. arsene counter is also the best counter for edgeguarding in the game and edgeguards a decent number of up bs (peach, link, shulk, fox, YL, ken, terry, ness, chrom, etc.). arsene influencing so many areas of the game rather than just reward when you land a specific combo starter makes it a more consistent comeback mechanic overall despite the time limit imo. the time limit thing also goes both ways, it does pressure the joker player to be more confrontational (which can lead to habits) but it also pressures the opponent to play careful/scared (which can also lead to habits). if joker lost arsene, he would go from clear top 5 in the game, arguably top 3, to a worse sheik and barely high tier. i'd also put arsene over go. while terry does get 2 new moves, both of those moves are still primarily used for increasing his reward when landing a combo starter. buster wolf's main uses outside of combos are using super armor to go through weak landing aerials and a hard read on ledge jump (it can barely clip it when timed well iirc). for power geyser, it does have some shield break setups off of utilt (dtilt utilt pg) and can sometimes be used as a jump callout. these are very impactful uses but it isn't affecting nearly as many scenarios as arsene imo. i think that waft and go are around the same in terms of strength after wario's utilt nerfs removing his only grounded waft combo starter. waft forcing characters to always approach and giving true 0tds vs. go giving multiple uses and having more use scenarios outside of combos once online are about the same strength level imo. both would likely fall around the same amount on the tier list without their comeback mechanics.
@JEANS__
@JEANS__ Жыл бұрын
youre spitting bro i fully agree. arsene is way better than go.
@babulbi
@babulbi Жыл бұрын
Completely agree on all accounts.
@guillaumelegault-gagnon1054
@guillaumelegault-gagnon1054 Жыл бұрын
I thought the same while listening thx for making the comment.
@Lira_orpheus
@Lira_orpheus Жыл бұрын
Yeah, you nailed it. The only thing I can add is the additional risk-reward for the opponent once Arsene is active. You either play safe and time it out or, if you are confident enough, go in, get into advantage state and punch punch the meter dry.
@Tiajuan
@Tiajuan Жыл бұрын
Hard Disagree with Sephiroth's comeback Mechanic being A tier. It's maybe the best in B-tier but it's gotta be B-tier based entirely on Sephiroth's light weight and needing to take damage in order to activate it. There's waaaaay to many meta Relevant characters that can put him in disadvantage and then kill him either via 100% guaranteed Follow ups, easy 50/50s, or simply have the means to edgeguard him while he's near the blast zone and recover. If Sephiroth was at least a Middleweight his comeback mechanic would be good. If he was the same weight as Terry he'd be borderline broken with this mechanic.
@bigtoblerone8446
@bigtoblerone8446 Жыл бұрын
He forgot he dont just get 30% more dmg he gets 30% on all types of movement stats including fast fall dash air top speed acceleration friction etc.
@rajandasgupta1082
@rajandasgupta1082 Жыл бұрын
Is it really 30% more everything? Damn I thought it was less percentage. But no, you factually correct, like terry and Kazuya rage and go meter only work because they’re heavyweights. sephiroth gets his wing on equal stocks at 80, to which he can die from a Roy forward smash at 50 or any smash attack at ledge really. I would either change how quickly he gets wing or increase his weight. Like he gets wing at 60 percent instead.
@SamuelJohnsonYT
@SamuelJohnsonYT Жыл бұрын
I think Sephiroth should have been a Heavyweight because he doesn't have good frame data either
@lasercraft32
@lasercraft32 2 ай бұрын
His comeback mechanic _would_ be A Tier if not for the fact that he dies before he has a chance to even make use of it... I dunno what's up with Sakurai's obsession with making the "most powerful" characters lightweight glass cannons. He did the same thing with Mewtwo.
@torrymoya1028
@torrymoya1028 Жыл бұрын
One of the best channels in the smash community without a doubt
@Instanence
@Instanence Жыл бұрын
ah yes the "Smash community" otherwise known as the one with dozens of allegations of misconduct. also the channel creator is a Genshin Impact player so chances are VERY likely they are, well... You'd know since you play Smash.
@ABC-ik9vj
@ABC-ik9vj Жыл бұрын
​@@Instanence ?
@ThisOneBlahBlah
@ThisOneBlahBlah Жыл бұрын
​@@Instanence ?
@Instanence
@Instanence Жыл бұрын
@@ThisOneBlahBlah Cry
@grimsdol4665
@grimsdol4665 Жыл бұрын
Id like to see you do Videos like Mockrock has explaining the issues or benefits of certain parts of smash, it's nice to see a 2nd opinion, like is there a problem with Zoners, is there a problem with Comeback mechanics, or one shot moves
@mysticsquirtle5109
@mysticsquirtle5109 Жыл бұрын
I think this is a great video, and I agree with most to everything that you said. One thing I did notice goes unrecognized a lot is the damage increase Kazuya gets in his attacks when he has rage, similar to wing but weaker and without the speed and jump affects. It’s weird because it’s both beneficial and detrimental, as Kazuya struggles to get his tod combos with rage, but he’s also doing more damage than he already was. Idk if that changes anything but there’s some smash knowledge for anyone who didn’t know
@RainbowAceOfSpades
@RainbowAceOfSpades Жыл бұрын
I think Aura is a good comeback mechanic. It's just, it's on Lucario or rather Lucario's move set (ie. lack of combos, set ups, spammable moves) and character properties (ie. weight) doesn't benefit from Aura that much.
@orangeslash1667
@orangeslash1667 Жыл бұрын
Mac's The power meter/KO punch, originates from the 1984 arcade Punch-Out!! and Super Punch-Out!!.
@oogamania4261
@oogamania4261 Жыл бұрын
Wouldn't Wii-fit trainer's Deep Breathing be considered a comeback mechanic? Pretty similar to clouds limit, plus she heals and gains a projectile.
@UniversalName
@UniversalName Жыл бұрын
The difference is that cloud's limit increases when receiving damage (which makes it kind of a comeback mechanic in the sense that taking damage eventually makes you stronger) while Wii fit trainer's deep breathing depends on you charging it and the oponent's lead/damage on you are irrelevant.
@camusreviews6877
@camusreviews6877 Жыл бұрын
I do think that Lucario’s aura does add a really interesting dynamic with his charge shot/aerial mobility based kit. His kit allows him to play very aggressive in the early percents and play to not get hit at late percents.
@justme34243
@justme34243 Жыл бұрын
Hey Vars, casual viewer and follower of your channels here. First off, I just wanted to say that I love the more focused topics for the tier list videos! I think it helps shorten the video to something a bit more digestible so thanks for that! Also the gameplay in the background when you’re talking about a specific character or mechanic is a very nice touch 👍 I would love more focused topics such as these for not just Smash Ultimate, but possibly for your other channels as well? Since it invokes discussion and debate. Keep up the good work!
@sandycrash8868
@sandycrash8868 Жыл бұрын
11:15 right as you said that I farted loudly perfect timing lol
@IamNster
@IamNster Жыл бұрын
Terry's is probably the best comeback mechanic imo. I can't put into words how terrifying GO is to deal with, especially in games where you have been going even with the other player for most of it. The threat of both moves is so significant that it's almost as if *you're* the one in disadvantage as soon as he has it. The only solution to this typically is to try to kill him before he has it (meaning, he needs to die before 100%), but that is far easier said than done for a good portion of the cast. And don't even get me started on how many times I've seen Riddles literally go from losing the entire game, getting GO a single time, and either evening up the game in under a minute, if he doesn't just flat out win it from their. (PS: I'm a Riddles fan. I just think that aspect of his character is/would be annoying for literally anyone to deal with).
@JEANS__
@JEANS__ Жыл бұрын
it just makes his punish game slightly better off two moves (jab stays the same) you have no reason to be so scared.
@Nyangorou1
@Nyangorou1 Жыл бұрын
Vars, how would you rate Steve's mining as a comeback mechanics? I've seen many times where Steve players after getting a stock lead, they just stock up gems and going for yolo (smash) attack since there are no downside to dying if you already have diamonds.
@vicentecarretero4588
@vicentecarretero4588 Жыл бұрын
i think of that more like an upgrade mechanic, steve doesnt get materials from getting hit, just like wii fit's deep breathing
@nocturn333
@nocturn333 Жыл бұрын
It definitely has some comeback factor to it. There are matches where I got reverse 3 stocked because Steve got diamonds and killed me at 50. That said it's more of a charging type move rather than a comeback mechanic. Cloud's limit does stray this line too but you can make the argument that he can gain limit from taking damage.
@babulbi
@babulbi Жыл бұрын
@@nocturn333 I don't think you could call it a charging move since you don't lose it upon death, if anything it's closer to Wario's Waft. But yeah, Steve's mining is probably the best comeback mechanic in the game, it forces approaches and creates advantages for the next stock. Arguably even better than Smash 4 Cloud's limit.
@nocturn333
@nocturn333 Жыл бұрын
@@babulbi I see mining as a prolonged charge shot which also happens to carry over after death. Waft is also technically a charging move, just that it does so automatically. It's hard to categorize such moves as there are so few of them in game.
@keeshuunedited5678
@keeshuunedited5678 Жыл бұрын
I used to hate Lucario's aura just because everyone else was hating on it. Now I view Lucario's aura as a slow shift in playstyle from being tanky enough to be aggressive/focus on reads, to turning into glass cannon zoner with following up with those hard reads if the opponent gets close enough to stop the aura sphere pressure. Course you can swap these playstyles, but that's more of a mixup to catch the opponent off-guard. Now Lucario took a while for me to get used to compared to other characters, but he is one of my favorites to play as now. That said, it'd be nice if he wasn't just "Goku in Smash" and was more Lucario-like. Also maybe have Zeraora as a non-aura echo fighter to get people used to his moveset since it's pretty cool. However if b-reversing gets removed I don't know how cool Lucario will be since he uses it so much more often than any other fighter.
@eguy8387
@eguy8387 Жыл бұрын
Just missing Steve’s diamond! Good points on everything.
@Quackra
@Quackra Жыл бұрын
Hard disagree with calling Steve diamond a comeback mechanic because you have to put in some work yourself rather than get it by time or losing.
@Logan17258
@Logan17258 Жыл бұрын
Yeah I don’t really understand why Steve diamond and Wario waft are considered comeback mechanics. Getting them has nothing to do with whether you are winning or losing. With Steve you have to manually mine diamonds yourself, it’s not like the game gives you diamond tools when you’re losing. In fact you are more likely to have diamond tools if you’re winning, since you’ll have more time to mine than if you are getting your ass beat.
@lukedl49
@lukedl49 Жыл бұрын
Been waiting for the teased Palutena video!
@chignonn
@chignonn Жыл бұрын
Ganon should be on here. His comeback mechanic is Fear.
@legrandliseurtri7495
@legrandliseurtri7495 Жыл бұрын
So I'm wondering why cloud's limit qualifies as a comeback mechanic, but not pacman's fruits or steve's mining. All of them require the player to do something, it's not a passive upgrade. All of them greatly increase the character's pressure: steve gets two new moves, minecart and anvil, and gets a boost in power to all of his other attacks, while pacman's fruits, once in hand, give him a new attack of some kind, and in some cases that attack is very powerful.
@noahmarshall873
@noahmarshall873 Жыл бұрын
cloud gains limit when he takes damage so that sets it apart from those others
@Death_13TH
@Death_13TH Жыл бұрын
So, Cloud builds limit by time by taking damage and by using Down-B. The big thing is taking damage triggering Limit just like in FF7 where Limit works as a sort of "Come back" deal. This is what leads Cloud's to be considered a comeback. Pacman's Fruits are just a projectile you can change properties of, the opponent has no influence over it really. Likewise, Steve is ALWAYS going to benefit from being able to mine, if you let a Steve mine from the start of the game and do nothing to stop them, they'll have Diamond tools even without you doing anything to them. So Mining isn't a comeback mechanic either.
@legrandliseurtri7495
@legrandliseurtri7495 Жыл бұрын
@@Death_13TH Oh, right, I forgot for a moment that limit also increases when taking damage. The opponent does have influence over Pacman's fruits because Pacman needs time to cycle through them and access the more powerful ones.
@dave9515
@dave9515 Жыл бұрын
@@Death_13TH You can also charge limit by dealing damage in both base FF7 and smash. Even this statement falls flat as a comparison deal when LImit breaks in FF7 were absurdly strong and are super weak in smash bros ultimate and you couldn't charge limit with a charge button in regular ff7 but can in smash.
@dave9515
@dave9515 Жыл бұрын
@@Death_13TH Also meters being charged by taking and dealing damage does not equal comeback mechanic. Are supers in regular fighting games a comeback mechanic? Absolutely not and so limit in smash isn't either. Comeback mechanics give the player with said mechanic an edge like how kazuya rage and sephiroth OWA work. Lucario Aura is the look of a traditional comeback mechanic.
@abcrasshadow9341
@abcrasshadow9341 Жыл бұрын
Byleths up B might be vonsidered a comeback move, not just because the obvious movement part of it but due to it spiking after certain percents making it an anti gimping defence. It doesn't fit the bill exactly but I see elements of it in the moves design.
@Ryan-rt5bl
@Ryan-rt5bl Жыл бұрын
Arsen is b tier : alright imma head out
@thebigcheeze6430
@thebigcheeze6430 Жыл бұрын
As a casual viewer and player, I really enjoyed the list but there are 2 arguments against some choices. 1: I don't view Wario Waft as a comeback mechanic in the slightest. It is an honest to goodness, do I save this move until I NEED it for a kill confirm and to stay ahead? or if I'm behind, do I NEED it for recovery. I'd almost compare it to Dark Souls divine blessings, strangely enough. So many people never use it, because they don't WANT to lose it, and it gets wasted because of that. I'd almost call it a Patience mechanic instead. Plus the only factor that can alter it's charge rate is eating things. So being behind doesn't effect it at all. 2: I would probably swap Terry and Cloud. Terry you DO have to be "behind" to gain access to it, and by "behind" I mean kill range for practically everyone in the entire roster (except maybe Shiek. Sorry Shiek mains) And if you lose it, then you are going to stay behind unless you make a proper comeback without it, or get it again while probably STILL being behind. And yes you can stay in GO forever, if your opponent can't close out a stock with only 2 new moves to worry about WHILE you're in kill range, then you are using that comeback WELL. (like the Red Tearstone in Dark souls. sorry I'm a souls fan, I compare stuff to it a lot) Cloud's Limit is hard for me to view as a comeback mechanic ENTIRELY because he can charge it at will and by DEALING damage or TAKING it, AND he doesn't truly need to be behind to benefit from/get it. It's charge rate doesn't increase/decrease based off stocks or damage%, and honestly if his Down Special was an actual move, like maybe a weak version of that lil tornado spin he does with limit, I feel he would be a genuinely more balanced character with a true and proper comeback mechanic. Limit just leans far too heavily into a Win-more mechanic in my opinion.
@Matanumi
@Matanumi Жыл бұрын
Limit break in S tier!? No way man not with that 15 second madness
@EKproductionsarg
@EKproductionsarg Жыл бұрын
Losing game one and then picking Steve is a comback mechanic
@impreza316
@impreza316 Жыл бұрын
12:43 “warios waft its not a comeback mechanic because you don’t have to be behind to get it”. u can say the same thing for most of these. mac cloud kazuya terry sephiroth don’t really have to be losing to gain these mechanics either. lucario may be the only one that’s truly a comeback mechanic because he has to be behind.
@shimrarin2660
@shimrarin2660 Жыл бұрын
Just wanna talk about peanut at 10:15 the transition to the next round is seamless
@lies_zip_80085
@lies_zip_80085 Жыл бұрын
Is it just me or does vars's voice sound higher ( or just kinda different in general) today
@abcrasshadow9341
@abcrasshadow9341 Жыл бұрын
The kazuya rage drive underplaying hurt to hear. Most characters die at below 40 percent when grabbed at ledge it can't be shielded and even if doesn't kill it gives like 60 damage which is beyond stupid.
@cjlite0210
@cjlite0210 Жыл бұрын
I think for Wario, I feel like if Wario got a similar thing to Sephiroth's One Wing where Waft charges faster or slower depending on whether Wario is winning or losing or not would help a bit, since now Wario players can take roughly two roads with it: try and keep advantage and not charge waft as fast, or play extremely gutsy and potentially get knocked into clutch situations, which charges waft faster and makes it more of a comeback mechanic rather than basically a passive version of Sephiroth's Neutral B, slowing charging overtime no matter what and releasing a violent explosion that can cheese stocks and end a match earlier than expected
@pantsprince
@pantsprince Жыл бұрын
fire vid bro 🔥
@justacupomacaroni6387
@justacupomacaroni6387 Жыл бұрын
*Translate to English*
@unaffectedbycardeffects9152
@unaffectedbycardeffects9152 Жыл бұрын
@@justacupomacaroni6387 "four wide bridge 🔥"
@mrhalfsaid1389
@mrhalfsaid1389 Жыл бұрын
I think arséné is pretty great because you have to stay in advantage while using him, plus you can strategies around him
@lasercraft32
@lasercraft32 2 ай бұрын
To put things into perspective: Lucario is one of my top 10 favorite Pokemon, but I _hate_ playing as him because of the stupid Aura mechanic. I hate it so much, even just conceptually... Sakurai basically pulled it out of his butt, because there's no basis for the ability in the actual Pokemon games.
@Droanse
@Droanse Жыл бұрын
I see nobody talking about Incineroar. Revenge absolutely is a comeback mechanic, a broken, unfair, and unhealthy comeback mechanic which he kinda needs.
@bluehero7966
@bluehero7966 Жыл бұрын
I argue any move that heals could be considered a come back mechanic. Robin's nosferatu could recover alot of health depending on the % difference and if you get the opponent's back.
@ezramoore9472
@ezramoore9472 Жыл бұрын
Samus charge shot is my favorite comeback mechanic
@nicholas._.james._.
@nicholas._.james._. Жыл бұрын
So kind of vars to shout out mockrock, looking out for the smaller guys on KZfaq 😁
@prophetedubaroque5136
@prophetedubaroque5136 Жыл бұрын
Doesn't cloud limit alsi permits him to camp. I mean he does have to commit to charge but still.
@LoliPeeSlurper
@LoliPeeSlurper Жыл бұрын
Snowball mechanic should be next 🙏🏻
@Dotandpots
@Dotandpots Жыл бұрын
Only the OGs remember Vars’ ROTMG videos.
@Doopliss666
@Doopliss666 Жыл бұрын
Path of radiance music 🎉
@shiekastate
@shiekastate Жыл бұрын
Rebels Guard is not a counter. A counter has an attack tied to it in retaliation to being attacked, and usually negates damage that would be received: Sora, the Fire Emblem characters, etc. All Joker does is sponge damage and get meter; it becomes a counter with Arsen, which is also a reflector, so it absolutely does give Joker more tools than he had.
@eragon78
@eragon78 Жыл бұрын
Rebels guard is a counter. It does hit you back, and he takes reduced damage. Its very similar to like, Incin revenge. Its a non-conventional counter, cuz you basically store it up for later with revenge, or charge arsene with rebels guard, but its used in all the effectively same situations which makes it behave pretty much exactly like a counter. But yea, its definitely a LOT better once he gets the arsene version. The arsene counter is literally one of the best, if not just the best, counter in the game.
@breezeless_7665
@breezeless_7665 Жыл бұрын
Wouldn’t Steve’s diamonds be considered a comeback mechanic? He can mine all day and keep his diamonds to his next stock and basically become better arsene
@Quackra
@Quackra Жыл бұрын
I wouldn't for the simple fact that you have to do it yourself and only yourself.
@antoniopriego5660
@antoniopriego5660 Жыл бұрын
I wouldn't count Wario's waft a comeback mechanic honestly, although it can be use for comebacks
@dextra_24703
@dextra_24703 Жыл бұрын
I thought limit was more like an enhance mechanic like ex moves from fighting games and not really a comeback machanic
@OxStong
@OxStong Жыл бұрын
waft is definitely in A tier. the fact that it's always charging and you have so many options to use it makes it the single most frightening comeback mechanic here, even though clouds limit is more practical.
@shigerufan1
@shigerufan1 11 ай бұрын
The Little Mac player can also pretend KO punch doesn't exist while the opponent drops everything to play around it. Oftentimes it ends up being more impactful than trying to land the thing.
@penny1672
@penny1672 Жыл бұрын
i'm pretty sure you can combo into rage drive in some scenarios but i don't think it's as consistent as waft combos
@lastnamefirstname8655
@lastnamefirstname8655 Жыл бұрын
nice video, vars3.
@ThatOneWeirdFlex
@ThatOneWeirdFlex Жыл бұрын
As a Cloud/Terry co-main, I feel Cloud is placed a bit high, since he also suffers the problem that Kazuya faces: his cbm can be interrupted by lingering hitboxes to an extreme extent. One of Clouds worst matchups is Pika since Pika has so many moves with lingering hitboxes that can trade with Limit Climhazard as a recovery and can stop the animation of the move, causing the input to be eaten and Cloud to lose limit. Otherwise, great vid.
@bigtoblerone8446
@bigtoblerone8446 Жыл бұрын
15:08 Vars i think you forget something else which is game changing enough to consider his wing S Tier. He not only gets his dmg boosted 30% across the board but all of the games movement statistics including air speed, initial dash speed, ground speed, fast falling speed, fast falling acceleration, friction, top speeds etc. This combined with with his extra jump extends his range so much. He may have very specific hitboxes so his attacks aren't as thick as byleths, and he may not have the sheer range that min min does, but all his movement stats being increased across the board makes his range both offensively and defensively so much more variable and there for so much more dangerous. Initial dash speed and ground top speeds are two different things. This is why is you "fox trot" (flicking your stick rhythmically in one direction at the end of every dash) with Wolf or Zelda, they go faster rather than if you just held left or right. So when Seph does a pivot tilt with forward tilt by initiating a dash, letting the control stick go back to neutral, then hitting back from where you are facing and hitting the c stick towards where you facing; Sephiroth basically does a Wave Dash forward with his ftilt in one wing mode and i think he can make his up tilt slide a little forward too with his movement statistics all being so cracked?
@the_bookworm8281
@the_bookworm8281 Жыл бұрын
I was about to comment about that, but yeah, the mobility buff he gets are fairly significant. As a matter of fact, I heard from some Sephiroth's the character cannot really play certain matchups without Wing, and the mobility buff is a large factor in why that is the case. Between the large mobility buff, the 1.3x damage multiplier, super armor smash attacks, and the third double jump (which doesn't decrease from the previous double jump unlike other multi-jump characters), Wing is (on-paper) one of the most powerful comeback mechanics, but it ends up being smartly assigned with Sephiroth's attributes and moveset in-mind. As a matter of fact, I will not be surprised if Sephiroth was made as light as he is because of the power of the Wing mechanic.
@eleeuroandoro3041
@eleeuroandoro3041 Жыл бұрын
We should let Kirby copy comeback mechanics
@aronspiker72
@aronspiker72 Жыл бұрын
I thought Finishing Touch is pathetically weak compared to his other limit moves or similar moves on other characters as they completely gutted from Smash 4 much moreso than his other specials as they were either hurt less in killpower or given more utility in other areas. Finishing touch meanwhile has no real place on his moveset as its just as risky as limit side b while not even killing that much earlier if not killing later, and if it doesn't kill then you don't really get any benfit besides sending the opponent up as it literally does like less than 2%
@yoshen9150
@yoshen9150 Жыл бұрын
Steve diamond and Luigi grab are totally comeback mechanics
@Quackra
@Quackra Жыл бұрын
100% disagree, Luigi grab combos are like Kazuya and Mario combos, but way easier. Steve diamond requires Steve to actively try to obtain it and is more of a win more tool.
@babulbi
@babulbi Жыл бұрын
Steve, yes. Luigi, no. 0 to deaths aren't comeback mechanics.
@Quackra
@Quackra Жыл бұрын
@@babulbi The biggest issue with calling Diamond a comeback mechanic is that you don't get it by losing at all. You get it by doing an action that Steve does as his win condition. If you use the logic at that point about Steve Diamond, Luigi grab is one, Samus charge shot would be one and Pac-Man fruit would be one
@Logan17258
@Logan17258 Жыл бұрын
Diamond being a comeback mechanic is such an L take, Getting diamond has nothing to do with winning or losing. It’s not like the game hands you diamond tools when losing you have to mine them yourself. The funny thing is that you’re probably more likely to have diamond tools when you’re winning since you will have more time to mine
@babulbi
@babulbi Жыл бұрын
@@Quackra Waft is also a win condition, with the only difference being that Wario gets it passively. And what differentiates mining from Charge shot and Bonus fruit is that they are single use and are lost upon death. Steve getting diamonds and any other material is kept after death and upgrades him into an even better character so he can do a comeback.
@Plutoburns
@Plutoburns Жыл бұрын
I rank Sopo in C tier. The insane psychological pressure is so underrated but its really not worth losing your up B
@JEANS__
@JEANS__ Жыл бұрын
busterwolf is never realistically used in neutral at a high level. rarely you can use to cover landings against an opponent without resources. geyser is hard to make use of on reaction and is committal, and clanks with hitboxes or is avoided by high airspeed or small hurtbox characters easily. geyser even has a blindspot directly above terry. geyser has a angle that is effected by lsi so its kill potential is really limited than what it should be, not killing early enough for how risky it really is. the shieldbreak setups can also be parried on reaction because of its high startup. also you said busterwolf increases the range of his ftilt combo potential, but that's stricly false. if the opponent is di'ing up or down to avoid busterwolf, crackshoot always connects for longer. because the special moves are terrible in neutral (theyre both like -30+ on shield) it could be argued theyre more of a slight punish game buff, terry getting dtilt burn knuckle or dtilt buster wolf is similar enough in their outcome one just kills a bit earlier. compared to Arsene which gives new hitboxes, extra shield pressure on all his moves, way more damage on every move. its easily better, even factoring in the worse recovery. it can have multiple times a stock, and starts new stocks with the meter partly built for no reason? which means he can get it at low damage, whereas when terry gets go hes at a high percent so always gets put offstage from any stray hit. Arsene actually changes how he plays neutral in a large way. arsene backair is infamous for a reason, you say that doesnt expand his options but it literally does the way they play joker and you have to play against joker changes drastically.
@matthewbrumbeloe4090
@matthewbrumbeloe4090 Жыл бұрын
Calling Hell’s Gate “Heaven’s door” is actually SOOOO FUNNY
@AlchemyKirby
@AlchemyKirby Жыл бұрын
What about Min Min's dragon arm?
@sandycrash8868
@sandycrash8868 Жыл бұрын
I personally think Terry is SS tier best in the game the problem with it Is getting to it with out being in disadvantage. If terry players where allowed to enter tournaments with 100 precent starting I think he would be top 3 easily.
@JEANS__
@JEANS__ Жыл бұрын
are you insane
@tien4930
@tien4930 Жыл бұрын
17:25 Terry does get new moves? And all his other moves are not impacted by Go at all
@guanchampo
@guanchampo Жыл бұрын
Everyone loves a good comeback mechanic, right? Kim Kardashian, in the video gets a mechanic I think?
@basil1913
@basil1913 Жыл бұрын
Also I feel like ranking comeback mechanics should be how impactful would they be on other characters. While rage drive is a great mechanic. Imagine arsen on Mario, or sheik. They would be broken. Little macs KO punch would be broken on any mid or higher tier character
@YGK-tu8cy
@YGK-tu8cy 8 ай бұрын
Love your stuff, but I really don't get why you insist Arsene isn't a comeback mechanic. You get it sooner when the opponent is beating the crap out of you and makes it more likely for the opponent to die in the next couple of interactions you win. If that isn't a comeback mechanic then I don't know what is.
@babulbi
@babulbi Жыл бұрын
I heavily disagree with your arguments regarding Arsen, tbh. Joker gains matchup defining advantages with it, and its only drawback is that it can be waited out.
@alessiofontana8357
@alessiofontana8357 Жыл бұрын
6:15 actually arsene makes gun tumble WAY too early. joker base gun (not variations just B in air or ground) tumbles at 163%, rage doesn t change anything), arsene gun however tumbles at freakin 34% still rage doesn t change anything. It's a very good "buff" but the fact that is a bit less safe doesn t really let you using that property much which is a shame (for me a joker main of course, for others it would just be "oh i didn t get killed because of a tech chase at EFFIN 34% thank you game" of course, if you don t get it by it *wink*). i actually think you're right tho, arsene is not "O MY GOD THIS THING IS BUSTED" it just let you take a stock in 3/4 interaction at best and makes you re game a bit more consistent mainly because of Bair hitbox buff so joker will have an actual out of shield option, which still, doesn t always work but it's something since joker doesn t have an out of shield option except disingaging. Plus the bigger hitbox let's you space it easier and better
@hadesKIU
@hadesKIU Жыл бұрын
Another thing that's godawful about KO punch is (iirc) if you get knocked back once or twice with it you LOSE IT FOR GOOD! You can literally gain and lose it in the SAME COMBO, never even giving you the chance to *come back* in the first place! Not only is it overcentralized, it's unacceptably inconsistent as a mechanic and can just fail depending on the circumstances.
@STONKS_MemeMan
@STONKS_MemeMan Жыл бұрын
How do I get to make a tier list?
@sharifbrown3567
@sharifbrown3567 Жыл бұрын
Literally google smash tier list maker
@STONKS_MemeMan
@STONKS_MemeMan Жыл бұрын
@@sharifbrown3567 ok thanks
@portercruickshankdefarias5641
@portercruickshankdefarias5641 Жыл бұрын
Doesn't rage drive give increased damage as well? Edit: should've waited :/
@Death_by_Inches
@Death_by_Inches Жыл бұрын
Lucario deserves so much better. He should be heavier, being a steel type. Aura should have been a mix of Limit and Revenge, (hes a fighting type, it works). Man.
@pausegamers7320
@pausegamers7320 Жыл бұрын
I don't know, I find Joker's mechanic to just be a better Limit. I may be bias since I've wanted Cloud in Smash since Melee, and then he played just like I always wanted in Wii U... and then I feel he got slightly over tuned for Ultimate (patches certainly helped). Cloud having a time limit on his Limit just felt like over kill. I personally preferred to play Cloud in Limit basically full time and have the mobility and a legitimate off stage presents with the enhanced recovery. Arsene is basically able to charge, your opponent does have to throw out moves to win after all. I just find it funny that in your Heavies video you go on about how a character can't be allowed to have the speed of Sheik and the power of Bowser or it would break the game, and that's essentially what Joker is roughly a third of the match. Sure it doesn't give you any more stray hits or mobility, but each stray hit is more devastating and they do have bigger hitboxes. The argument that newer players may feel rushed to take advantage of Arsene also seems irrelevant, I'd imagine we're referring to top level play. I'd argue that Arsene is more likely to cause an opponent to try to overcompensate, or change there game plan to work around the mechanic leaving them prone to more mistakes in a match up they're unfamiliar with in contrast to a player that has honed a character getting overexcited he's powered up for a while. I pretty much agree with your points on the rest of the cast and am happy to hear you like more about Sephi's Wing, in you're why no body plays video, I got the vibe you looked at it solely as a win more type deal, but it's probably my favorite gimmick in the game. The extra jump alone is amazing, but in general I find it to be the best comeback mechanic in the game. It's more there to give you a nudged back into a game where you may have had a bad start, instead of giving you a huge advantage to catch up because you're not as good as your opponent. All in all fun topic, great video!
@sandycrash8868
@sandycrash8868 Жыл бұрын
12:05 this is the reason we need big stages with high items spams on in competitive smash the camping makes competitive boring to watch. Throwing in bigger stages with high items will make it that camping / timing out would put you at a higher risk because if the other player gets a master ball and asisst trophy you could end up losing easily or if let’s say you item camp by having the items set to high it will stop the huge advantage fighters like sonic would get from item camping be he can’t camp because they are too many spawning in at a time
@ayar2
@ayar2 Жыл бұрын
I got my own anti-camping ruleset: 4 player timed matches, small to medium stages, final smash meter. if a character tries to camp, the rest can just fight between themselves and ignore him, and since its a timed match they cant score points unless they engage, and the final smash meter rewards aggression.
@Moon-uq6ob
@Moon-uq6ob Жыл бұрын
Aura is just as good as if not a better comeback mechanic than wing.
@Flare8295
@Flare8295 10 ай бұрын
In all seriousness Incineroar revenge should've been on here
@cjwerner2747
@cjwerner2747 Жыл бұрын
Do you really think kazuya rage drive is a hail Mary? That shit will armour through any interaction. Stubby hitbox characters can't even interact when he's red
@waffleman8053
@waffleman8053 Жыл бұрын
Lucario's Aura would be much better if base Lucario was just a better character.
@StealthFoxx_
@StealthFoxx_ Жыл бұрын
At the very least, I've always felt like they should've made Lucario less weak at minumum aura, and much less strong at higher aura. Kind of like a noticably more impactful rage, but nowhere near as cheesy as it is now, as opposed to there being such a drastic difference between minimum and maximum aura. I don't like the idea of aura's damage amp being impacted so much by the difference in stocks, either. I'd rather aura just not be implemented the way that it was period, as it's pretty poorly designed overall, as much as I like Lucario as a character. If they were to remove Lucario's aura mechanic and make him more consistent, then give him a spike in his moveset, I'd 100% main Lucario
@tiky5853
@tiky5853 Жыл бұрын
The best comeback mechanic is skill
@gameboyn64
@gameboyn64 Жыл бұрын
You can make an argument that dk, incineroar, mewtwo, robin, samus, steve, and wii fit also have come back mechanics.
@UniversalName
@UniversalName Жыл бұрын
theirs dont involve the opponent whatsover while the ones from this video require the opponent to damage you or are time based, hence a comeback
@gameboyn64
@gameboyn64 Жыл бұрын
@@UniversalName Cloud, wario, lucario, and little mac have methods that circumvent the requirement of taking damage or time based. Time based itself is a bad criteria as the way it's used the only character it's used to include to the list is wario. It's functionally an exception just for wario. Meanwhile incineroar needs to take damage to use his revenge mechanics which would meet the damage criteria. You can also make an argument that the other characters i have included are in fact time based. They all require time to "charge" their abilities. A more functional definition for a comeback mechanic is "a temporary heighten state that isn't immediately accessible from the start of the match".
@Buzterer
@Buzterer Жыл бұрын
I think lucario's is worse than little mac's. In all the othe characters, if you have a lead you either trigger the mechanic slower or simply dont trigger it, lucario instead gets weaker every time he gets a point
@mr.boomshakalaka434
@mr.boomshakalaka434 Жыл бұрын
Little mac video when?
@DLM721
@DLM721 Жыл бұрын
It’s only in 360p ):
@grdfhrghrggrtwqqu
@grdfhrghrggrtwqqu Жыл бұрын
Hope to god video is processing. Brings me back to how KZfaq used to be back in the days... in the very early 2010s.
@dave9515
@dave9515 Жыл бұрын
I don't think limit is a comeback mechanic if you actually think about it. Thats like calling fighting game supers a comeback mechanic. Cloud gets limit by hitting or getting hit but can also charge it up and is just another meter that when full powers up his specials and buffs his mobility. Arsene is more like a comeback mechanic than this. Lucario aura and mac's ko uppercut in a vacuum are insanely busted mechanics. Wario gets waft after a certain time so i don't think thats a comeback mechanic either.
@billyrob85
@billyrob85 11 ай бұрын
Bro, I know that you did not just put Sephiroth in a teir. One wing is the best comeback mechanic in the entire game. Which means campers can’t just wait it out like arson, they have to literally deal with it. He gets an extra jump, armor on a smash attacks, and even buffs up his moves. You need to put Sephiroth one wing in S tier.
@averydistinctusername1635
@averydistinctusername1635 Жыл бұрын
Arsene at B tier is a crime against humanity
@littlemacisunderrated412
@littlemacisunderrated412 Жыл бұрын
Ko punch isn’t mac’s problem. Hdr is proof of that. In fact, the move itself is bad. Sure it’s frame 9 and kills middleweights at 24%, but its hitbox it miniscule, and mac has a single frame of armor. The bad range leads to circle camping so it very much doesn’t benefit mac too much. I think you are correct for saying it’s the worst comeback mechanic, however you’re saying it for the wrong reasons. Listening a little more, you do mention the circle camping. So I concede that point ig
@liamhall6702
@liamhall6702 Жыл бұрын
I fucking hate little macs ko 🥊 you can’t sheild or use a counter on it, it could even kill bowser at 20-25%, and on the off chance you survive this move, it’ll do around 43 damage to you. Everything said in this video is right, it causes stress for BOTH players
@kevcopo
@kevcopo Жыл бұрын
Nah I completely disagree on little Mac I think he’s either the best or second best. It’s the most powerful move in the game that goes through shield and kills as low as 15. The campy nature SHOWS how powerful it is. I feel the shift of the game should negatively affect his placement but should show just how daunting the move is.
@Lord_Dargon
@Lord_Dargon Жыл бұрын
Love your content, but this one urks me. Wario's waft is not a comeback. Its an instakill, thats like saying GnW has a cumback mechanic in bucket. Or Luigi up B is a comback mechanic. I see lucario's aura as the best designed as a comeback. It just is what it is. You're losing... you get stronger. The drawback is that you have to be losing.
@christianharris9502
@christianharris9502 11 ай бұрын
I don't think you're giving Lucario enough credit
@winterFox2r
@winterFox2r Жыл бұрын
Tier list for Taunts in Competitive lol
@7uxedomask
@7uxedomask Жыл бұрын
An honourable mention for a winmore/comeback move is Nosferatu. Landing 2 if you’re at 150 and just took a stock is insane
@grantbridge22
@grantbridge22 Жыл бұрын
Ain’t no way Wing is in the same tier as Busterwolf/Powergeyser and Rage Drive. Terry can use buster wolf combos to delete stocks at 60 % (watch any riddles video, he’s insane at it), and power geyser can blow up opponents trying to aerial Terry. Rage lets one of the hardest hitting characters in the game hit even harder, and Input rage drive is pretty much a final smash in terms of kill power. Wing’s issue is that Seph gets it when he’s basically already dead. If you even get it, you’ll probably lose it immediately after getting a kill and go back to sucky Sephiroth. Go and Rage you are guaranteed every stock at 100%, wing might never get a chance to come out.
@SamuelJohnsonYT
@SamuelJohnsonYT Жыл бұрын
I think Sephiroth's Wing would be better if he had it permanently
@samz4316
@samz4316 Жыл бұрын
Deep breathing tho😢
@Jay-mx5ky
@Jay-mx5ky Жыл бұрын
Finishing Touch is a horrible move. It is not stronger than rage drive or Terry's moves specifically because it has knockback scaling added since smash 4 where it's significantly weaker in the air. It's almost never used in top level play over blade beam and cross slash which have significantly better setup potential and frankly don't require a landing callout, which is why i see it was hard for you to talk about.
@user-kx2zi7pd5v
@user-kx2zi7pd5v Жыл бұрын
You forgot incineroar
@Quackra
@Quackra Жыл бұрын
Revenge isn't technically one as you have to read your opponent to get it, so it is a win more mechanic because of it.
@zaje3858
@zaje3858 Жыл бұрын
I think that Kazuya could be a little higher, he doesn't need to do an input to use it as you can just do Down B or grab (meanwhile your in shield f.e.) the input only makes it the strongest. Also, remember that Kazuya does more damage with rage drive (and that stacks with base rage) and that it can be used in combos just like Cloud and Wario. I think similar to Sephiroth's wing as that is a true comeback mechanic, meanwhile Limit for Cloud is more of a complement, just like Arsene for Joker.
@battousai480
@battousai480 Жыл бұрын
I disagree, Kazuya needs to do an input if wants to get extended range on the command grab as well. using the grab without the input does significantly less damage and becomes way harder to land. Also rage drive doesn't really help Kazuya in addressing his weaknesses compared base, if he is getting destroyed in neutral, he will still get destroyed in neutral after getting rage drive.
@kisu_ve625
@kisu_ve625 Жыл бұрын
Nosferatu where
@yeah_you_killed_it_out_there
@yeah_you_killed_it_out_there Жыл бұрын
I almost feel Donkey Kong has a better comeback mechanic than little mac
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