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Everyone else I don't know yet. Needs some tournaments with top 8 matches all surpassing 2k ball speed each round.
Amsterdam
this october
Anyway enough off topic.
Scrub McGrub why do you categorize them that way? I wouldn't know how to justify Switch to be bad.
edit: wow really - that gets censored?
Latch to me seems to be the best character... the arc on his jumping attack hitbox is very easy to connect with. Raptor and Sonada's hitboxes are also almost as good. All three of them have very effective specials that are easy to control. They also seem to have a bit more power behind their hits compared to the others.
I see Candyman more mid-tier because while he has a pretty good special if there's some speed behind it... his jump is pretty floaty and doesn't always get you in the right position. It seems the angles he hits the ball at are also easier to return. I play on random and I probably lose with him the most.
Switch has good mobility being able to wall/roof ride... but it's not all that practical. His special also seems to be the least useful and has to be done before hitstun. His hitbox seems a bit smaller as well. If there's any Switch specialists feel free to correct me why I may be wrong about this character.
This option is completely different from the down spike in angle severity, so it gives the player more options, and when it comes to fighting games, more different options means more wins (once the skill factor is high enough)
(a sad thing is that I play switch about as much as my main, but still havn't figured out what his special is... the fundamentals alone just work for him i guess)
His 2nd special can indeed be activated during the charge time of an attack by hitting jump, but it seems you have to be upside-down while you connect with the ball. He flips his board while upside-down to hit the ball and it looks rather awesome. It seems to just make the ball take a different path than the usual downard hit.
Switch - Some of you are saying Switch's super is useless, but what you don't know is thst it's BEYOND good. Jumping twice changes it to hitting below him instead of above, which is the useless one. Even more useful in high speeds. And the best part is, there is no hit lag when used.
And riding the wall is more useful than some of you may think. If you know the angles and where the ball is going to go, you can ride the wall there while in hit lag and just hit it back without worrying about barriers.
S-Tier:
Latch - At high speeds, his super is really good. At lower speeds...not so much. It kinda dominates the game a little but at the same time can be reversed so it's not that big of a deal.
He also has a wall-cling that you can still hit from, but it seem kinda useless IMO.
A-Tier:
Raptor - The all-arounder. His super is nice because it allows him to cancel out of hit lag, trick people, and rechange the angle he hit it in if he wants to.
B-Tier:
Candyman - I think his super was made more for slow speeds. At high speeds, the ball goes so fast it doesn't really make a difference.
His hit trajectory isn't the greatest either. His power hit is painfully linear which makes it easier for others to reverse it back.
C-Tier:
Sonata - Nothing really going for her besides her double jump. Her super is kinda hard to control and it's not really effective either. The only other thing that she differs from the rest of the cast is that she has the farthest slide, which is useless because it's a slide.
Hitboxes are relatively the same so no points for anyone there.
I agree 100% with this in regard to tiers. The fact that Switch can ignore hit delay at higher ball speeds with his special is incredibly underrated honestly.
The only way to make Candyman and Sonata's specials useful at higher ball speeds is to parry hit into them since it takes away the hit delay. Off normal hits they have painfully easy supers to counter at high ball speeds if you get in their face during the windup. Meanwhile Raptor, Switch and Latch have supers that are always relevant and don't require a parry first to be effective.
hitting the ball with that kickflip it's an instant hit on the ball, no wind-up
it's kind of hard to get used to, but during a slug fest it's a win most of the time