History GameBreaker / SuperSmashBros

9th Jul '16 12:07:24 PM DoctorTItanX
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** Keep in mind, though, that Fox is very difficult to play well with, as he requires very fast fingers due to leaving the ground so quick with his ground jump, and his fast falling speed. He also was despite being a lightweight, the fastest faller in the game with one of the worst horizontal air speeds which lead to poor aerial recovery and easy-combo setups on him. Unlike Meta Knight in ''Brawl'', he really only applies at the highest level of skill. (This didn't stop Nintendo from {{nerf}}ing him ''hard'' in future installments, though.)

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** Keep in mind, though, that Fox is very difficult to play well with, as he requires very fast fingers due to leaving the ground so quick with his ground jump, and his fast falling speed. He also was despite being a lightweight, the fastest faller in the game with one of the worst horizontal air speeds which lead to poor aerial recovery and easy-combo setups on him. Unlike Meta Knight in ''Brawl'', he really truly only applies at the highest level of skill. (This didn't stop Nintendo from {{nerf}}ing him ''hard'' in future installments, though.)



* Of all the [[LimitBreak Final Smashes]] in ''Brawl'', it's agreed that Sonic's Final Smash, [[GoldenSuperMode Super Sonic]], is the most broken of them. Supposedly, the attack was designed so that players would have a hard time controlling Super Sonic's incredible speed, but the truth is, Super Sonic can turn on a dime, which pretty much invalidates any evasion strategy by just mashing the control stick left and right through the opponent. As [[http://www.youtube.com/watch?v=_tw2-32wK5g this video]] notes, a ''good'' Sonic player has access to the only unavoidable Final Smash in the game, and even a merely "okay" Sonic player will give you trouble. It got nerfed in ''4'', being much harder to control while lasting less time, but it's still very hard to avoid.

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* Of all the [[LimitBreak Final Smashes]] in ''Brawl'', it's agreed that Sonic's Final Smash, [[GoldenSuperMode Super Sonic]], is the most broken useful of them. Supposedly, the attack was designed so that players would have a hard time controlling Super Sonic's incredible speed, but the truth is, Super Sonic can turn on a dime, which pretty much invalidates any evasion strategy by just mashing the control stick left and right through the opponent. As [[http://www.youtube.com/watch?v=_tw2-32wK5g this video]] notes, a ''good'' Sonic player has access to the only unavoidable Final Smash in the game, and even a merely "okay" Sonic player will give you trouble. It got nerfed in ''4'', being much harder to control while lasting less time, but it's still very hard to avoid.



* If you're okay with using Stickers, Lucas becomes one of the most broken characters in the ''Subspace Emissary''. He's already great to use in the adventure mode, but the "PK" stickers turn him into a monster; ''all but three'' of his moves[[note]]the side smash, down tilt, and up aerial, all of which can be safely ignored in SSE anyway[[/note]] are boosted by these stickers. Slap a big one on and watch as this [[BadassAdorable adorable PSI kid decimates everything in his path]].

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* If you're okay with using Stickers, Lucas becomes one of the most broken effective characters in the ''Subspace Emissary''. He's already great to use in the adventure mode, but the "PK" stickers turn him into a monster; ''all but three'' of his moves[[note]]the side smash, down tilt, and up aerial, all of which can be safely ignored in SSE anyway[[/note]] are boosted by these stickers. Slap a big one on and watch as this [[BadassAdorable adorable PSI kid decimates everything in his path]].



* Amiibos are starting to be considered broken, as higher leveled amiibos do considerably more damage than regular computers and human players. This is bringing up debates on whether or not they should be banned in tournaments that are a mixture of amiibos and humans, although there are people talking about just having amiibo only tournaments.

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* Amiibos are starting to be considered broken, quite useful, as higher leveled amiibos do considerably more damage than regular computers and human players. This is bringing up debates on whether or not they should be banned in tournaments that are a mixture of amiibos and humans, although there are people talking about just having amiibo only tournaments.



*** Donkey Kong really starts channeling airbending with his ridiculous custom Kong Cyclone. The move has both super armor and an obnoxious windbox during the entirety of the up special that makes the move absolutely amazing at punishing and getting away with doing unsafe things DK couldn't do before. What makes it even more annoying is the move can be canceled as long as Donkey Kong lands before he enters free fall state. So long as there is a platform, Donkey Kong can zip around the entire stage with a move that has an enormous hitbox, super armor, and a finicky windbox that can sometimes send you straight down if you get caught in it offstage. It is considered to be the most broken custom move in the game.

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*** Donkey Kong really starts channeling airbending with his ridiculous custom Kong Cyclone. The move has both super armor and an obnoxious windbox during the entirety of the up special that makes the move absolutely amazing at punishing and getting away with doing unsafe things DK couldn't do before. What makes it even more annoying is the move can be canceled as long as Donkey Kong lands before he enters free fall state. So long as there is a platform, Donkey Kong can zip around the entire stage with a move that has an enormous hitbox, super armor, and a finicky windbox that can sometimes send you straight down if you get caught in it offstage. It is considered to be the most broken useful custom move in the game.



* Bayonetta's [[TimeStandsStill Witch Time]] Down Special is considered, hands-down, ''the'' best CounterAttack in the game. By default, it [[BulletTime slows down]] an opponent, usually long enough for at least a Smash Attack, if not a fully charged Smash. If that wasn't already broken enough, if Bayonetta catches someone close enough to the edge, she can just walk-push them to the lip of the stage, and [[GiantFootOfStomping Down Smash]] them, Meteor Smashing them ''through'' the soft edge of the stage! And for players who are bit more courageous about going off stage, Witch Time is also incredible for punishing recovery against any opponent who's Up Special has a hit box, trapping them right near the stage's edge and allowing Bayonetta to punish them with Madama Butterfly's giant heel.
* According to the competitive community, Bayonetta's aerial combo game in general is considered completely broken, since it seems incredibly easy for her to catch opponents in the air and juggle, so far that the term "0-to-death combo" has basically become synonymous with her name. Many cite the fact there's very little most characters can do when trapped in a combo, and that even directional influence (known as DI) is not only incredibly unreliable, but can be read by a decent Bayonetta player, making her "low risk, high reward". This has caused such an uproar in the competitive Smash community that many events outright ban her from use, or at least seriously consider a ban. It became such a complaint that Smash Bros. released a patch well after they claimed no new content would be released for the game with its sole contents being a heavy {{Nerf}} towards the knock-back and damage of her aerial combos.

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* Bayonetta's [[TimeStandsStill Witch Time]] Down Special is considered, hands-down, ''the'' best CounterAttack in the game. By default, it [[BulletTime slows down]] an opponent, usually long enough for at least a Smash Attack, if not a fully charged Smash. If that wasn't already broken useful enough, if Bayonetta catches someone close enough to the edge, she can just walk-push them to the lip of the stage, and [[GiantFootOfStomping Down Smash]] them, Meteor Smashing them ''through'' the soft edge of the stage! And for players who are bit more courageous about going off stage, Witch Time is also incredible for punishing recovery against any opponent who's Up Special has a hit box, trapping them right near the stage's edge and allowing Bayonetta to punish them with Madama Butterfly's giant heel.
* According to the competitive community, Bayonetta's aerial combo game in general is considered completely broken, overwhelming, since it seems incredibly easy for her to catch opponents in the air and juggle, so far that the term "0-to-death combo" has basically become synonymous with her name. Many cite the fact there's very little most characters can do when trapped in a combo, and that even directional influence (known as DI) is not only incredibly unreliable, but can be read by a decent Bayonetta player, making her "low risk, high reward". This has caused such an uproar in the competitive Smash community that many events outright ban her from use, or at least seriously consider a ban. It became such a complaint that Smash Bros. released a patch well after they claimed no new content would be released for the game with its sole contents being a heavy {{Nerf}} towards the knock-back and damage of her aerial combos.
28th May '16 6:46:26 AM DarkMask
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* According to the competitive community, Bayonetta's aerial combo game in general is considered completely broken, since it seems incredibly easy for her to catch opponents in the air and juggle, so far that the term "0-to-death combo" has basically become synonymous with her name. Many cite the fact there's very little most characters can do when trapped in a combo, and that even directional influence (known as DI) is not only incredibly unreliable, but can be read by a decent Bayonetta player, making her "low risk, high reward". This has caused such an uproar in the competitive Smash community that many events outright ban her from use, or at least seriously consider a ban. It become such a complaint that Smash Bros. released a patch well after they claimed no new content would be released for the game with its sole contents being a heavy {{Nerf}} towards the knock-back and damage of her aerial combos.

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* According to the competitive community, Bayonetta's aerial combo game in general is considered completely broken, since it seems incredibly easy for her to catch opponents in the air and juggle, so far that the term "0-to-death combo" has basically become synonymous with her name. Many cite the fact there's very little most characters can do when trapped in a combo, and that even directional influence (known as DI) is not only incredibly unreliable, but can be read by a decent Bayonetta player, making her "low risk, high reward". This has caused such an uproar in the competitive Smash community that many events outright ban her from use, or at least seriously consider a ban. It become became such a complaint that Smash Bros. released a patch well after they claimed no new content would be released for the game with its sole contents being a heavy {{Nerf}} towards the knock-back and damage of her aerial combos.
27th May '16 12:42:58 AM DarkMask
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* According to the competitive community, Bayonetta's aerial combo game in general is considered completely broken, since it seems incredibly easy for her to catch opponents in the air and juggle, so far that the term "0-to-death combo" has basically become synonymous with her name. Many cite the fact there's very little most characters can do when trapped in a combo, and that even directional influence (known as DI) is not only incredibly unreliable, but can be read by a decent Bayonetta player, making her "low risk, high reward". This has caused such an uproar in the competitive Smash community that many events outright ban her from use, or at least seriously consider a ban.

to:

* According to the competitive community, Bayonetta's aerial combo game in general is considered completely broken, since it seems incredibly easy for her to catch opponents in the air and juggle, so far that the term "0-to-death combo" has basically become synonymous with her name. Many cite the fact there's very little most characters can do when trapped in a combo, and that even directional influence (known as DI) is not only incredibly unreliable, but can be read by a decent Bayonetta player, making her "low risk, high reward". This has caused such an uproar in the competitive Smash community that many events outright ban her from use, or at least seriously consider a ban. It become such a complaint that Smash Bros. released a patch well after they claimed no new content would be released for the game with its sole contents being a heavy {{Nerf}} towards the knock-back and damage of her aerial combos.
20th May '16 5:39:16 AM DarkMask
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* According to the competitive community, Bayonetta's aerial combo game in general is considered completely broken, since it seems incredibly easy for her to catch opponents in the air and juggle, so far that the term "0-to-death combo" has basically become synonymous with her name. Many cite the fact there's very little most characters can do when trapped in a combo, and that even directional influence (known as DI) is not only incredibly unreliable, but can be read by a decent Bayonetta player, making her "low risk, high reward". This has caused such an uproar in the competitive Smash community that many events outright ban her from use, or at least seriously consider a ban.
14th May '16 5:13:02 PM DDRMASTERM
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* Palutena's Custom neutral special: Heavenly Light. It is nigh-useless in a fighting match due to its scratch damage and zero knockback which leaves her wide open to a counterattack but it [[https://www.youtube.com/watch?v=NMY7riMgkPA&t=3m11s destroys Trophy Rush so badly]] that she literally makes it look like ''easy money coming from the sky''.
20th Apr '16 6:24:59 AM pgj1997
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* Palutena's Custom neutral special: Heavenly Light. It is nigh-useless in a fighting match due to its scratch damage and zero knockback which leaves her wide open to a counterattack but it [[https://www.youtube.com/watch?v=NMY7riMgkPA&t=3m11s destroys Trophy Rush so badly]] that she literally makes it look like ''easy money coming from the sky''.
19th Apr '16 5:01:59 PM maxmasters360
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* [[Franchise/TheLegendOfZelda Sheik]], who is third on the tier list, has very effective juggling combos, a devastating chain throw (depending on if it's the NTSC or PAL version), a strong, semi-spiking forward-aerial, and a talent for knocking opponents off the stage and keeping them off (using needles). Despite her being a typical speedster like the above examples, just like them she too has a solid KO move, which is her properly-positioned up smash.
* [[VideoGame/FireEmblem Marth]], who is fourth on the tier list, is there for having fast and hugely disjointed hitboxes on every attack, due to his long sword. Add in the fact that his movement suite is only eclipsed by Fox and Falco (in terms of fast falling speed), a powerful and combo-able spike, an amazing juggle, the best grab in the game ([[http://i.imgur.com/4t6lrf0.gif even longer than Yoshi's animation, despite what it would suggest]]), a long, fast and powerful side smash and the fact that the majority of his moves can hit below the stage, giving him an amazing offensive combo and gimp game and a major tournament threat. His primary weaknesses are his lack of projectile, linear recovery and punishable moves (should they not hit).

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* [[Franchise/TheLegendOfZelda Sheik]], who is third on the tier list, has very effective juggling combos, a devastating chain throw (depending on if it's the NTSC or PAL version), a strong, semi-spiking forward-aerial, and a talent for knocking opponents off the stage and keeping them off (using needles). Despite her being a typical speedster like the above examples, just like them she too has a solid KO move, which is her properly-positioned up smash.
* [[VideoGame/FireEmblem Marth]], who is fourth third on the tier list, is there for having fast and hugely disjointed hitboxes on every attack, due to his long sword. Add in the fact that his movement suite is only eclipsed by Fox and Falco (in terms of fast falling speed), a powerful and combo-able spike, an amazing juggle, the best grab in the game ([[http://i.imgur.com/4t6lrf0.gif even longer than Yoshi's animation, despite what it would suggest]]), a long, fast and powerful side smash and the fact that the majority of his moves can hit below the stage, giving him an amazing offensive combo and gimp game and a major tournament threat. His primary weaknesses are his lack of projectile, linear recovery and punishable moves (should they not hit).hit).
* [[Franchise/TheLegendOfZelda Sheik]], who is fourth on the tier list, has very effective juggling combos, a devastating chain throw (depending on if it's the NTSC or PAL version), a strong, semi-spiking forward-aerial, and a talent for knocking opponents off the stage and keeping them off (using needles). Despite her being a typical speedster like the above examples, just like them she too has a solid KO move, which is her properly-positioned up smash.
16th Apr '16 12:57:19 AM TheNewBig
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** His Fire Shot is an incredibly useful move, giving a ast and powerful fighter a decent spacing projectile to amp up his already-impressive arsenal. Combining it with the aforemtnioned Dash Slash and perhaps the Slip Bomb as well allows you to really put on the pressure.
23rd Mar '16 10:24:30 PM AnIcePerson7
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** Want to be an [[OverlyLongGag even bigger troll]] with considerable control over the battlefield? Unlock two of his custom moves, Counter Timber and Extreme Balloons, and watch the hate fly. Along with his Pocket move, all three go a long way in giving you control over any part of the ground you want. Counter Timber is most useful as a sapling; any enemy who walks over it will trip, so you just wait around for an enemy to either trip and leave themselves open or make a predictable jump and respond accordingly. And yes, it can still be grown into a tree and chopped down for massive damage. Extreme Balloons functions similar to the original, but they explode when hit and deal damage. This allows you to recover with relative safety as the fear of getting hit with an exploding balloon can keep away attackers who might be near the edge.

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** Want to be an [[OverlyLongGag even bigger troll]] with considerable control over the battlefield? Unlock two of his custom moves, Counter Timber and Extreme Balloons, and watch the hate fly. Along with his Pocket move, all three go a long way in giving you control over any part of the ground you want. Counter Timber is most useful as a sapling; any enemy who walks over it will trip, so you just wait around for an enemy to either trip and leave themselves open or make a predictable jump and respond accordingly. And yes, it can still be grown into a tree and chopped down for massive damage.to damage opponents. Extreme Balloons functions similar to the original, but they explode when hit and deal damage. This allows you to recover with relative safety as the fear of getting hit with an exploding balloon can keep away attackers who might be near the edge.



* Corrin has several properties that could potentially make him this. His Forward Smash has the highest reach of any fighter in the game and has a sweetspot at the tip, his neutral special is a paralyzing shot followed by an attack from his dragon claw, which can deal massive damage, and he has a counter that, with no rage, can KO Captain Falcon from a countered Falcon Punch at around 30%.

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* When he first came out, Corrin has had several properties that could potentially make made him this. His this to some. He has some of the longest disjointed hitboxes in the game, with his Forward Smash has beating out ''both the highest reach of any fighter in the game Mii Gunner and has Shulk'' in terms of range along with having a sweetspot at the tip, his neutral special is a paralyzing shot followed by an attack from his dragon claw, which can deal massive damage, and he has a counter that, with no rage, can KO Captain Falcon from a countered Falcon Punch at around 30%. Fortunately, he has been toned down significantly thanks to the 1.1.5 patch, but it still doesn't lessen his viability.
18th Mar '16 7:33:46 PM SgtFrog1
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** Add to the fact that he can be mastered pretty quickly compared to others and you got a real [[TropeNamer Game Breaker]]. He even gets his own tier, SS Tier. Bear in mind that S Tier is the 'God' Tier normally. Hence the [[FanNickname occasional term]] 'All aboard the SS Meta Knight'.

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** Add to the fact that he can be mastered pretty quickly compared to others and you got a real [[TropeNamer Game Breaker]]. [[RankInflation He even gets his own tier, SS Tier. Bear in mind that S Tier is the 'God' Tier normally.normally]]. Hence the [[FanNickname occasional term]] 'All aboard the SS Meta Knight'.
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