#even if she isn't in-meta because of her lack of mobility...i just want her to be fun y'all
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rashavince · 4 years ago
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okay so assuming that Rampy's turret is her ultimate, i think that Sheila shoots boosted (get it) bullets. in the trailer, the bullets' end result is this
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but it seems like it passes through the turret's internal "energy shield" of sorts to open up the casing and electrify it-
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this is especially clear when you look at the normal bullets again
of course this is speculation and i'm sure over these next couple of weeks we're gonna learn about Rampy's abilities but i can't help but speculate
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patchun · 3 years ago
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KIRBY STAR ALLIES: UNNECESSARILY DETAILED DEFINITIVE ARENA VIABILITY TIER LIST
After reading the title you may have a few questions. The first of which may be: why should I care what you think? Haha, well, reader who has likely never even played this game...
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I have invested just a little bit of time into this game. More, lately, as I recently spent about 30 hours playing this game to decide once and for all who the strongest and weakest characters are. Now, you say, patchun... you invested 30 hours into a game that's like four years old, wasn't that well reviewed, and has completely faded from relevance... all so you could make a tier list no one will care about? And I tell you. Yes. Yes I fucking did. With that out of the way, let's dive in.
The criterion I used to determine viability were damage output, safety, and versatility. Some characters, when played skillfully, can have crazy unexpected DPS. Some characters have fantastic air dodges or blocks that drastically increase their safety. Some characters absolutely destroy Whispy Woods, but then struggle against literally anyone else. All of this has been taken into account to make the following tier list.
Before we start I want to make a few notes: if playing with friends, a few positions change. When playing with friends, Rock, Gooey, and Painter move up to SSS tier. Painting rocks is legit one of the most fun and strongest ways to clear the true arena. Also, Meta Knight, when playing with friends, is in S tier. He has some very high damage output if he is safe, but can struggle to stay safe. I will be using the terms "decent, good, great, and insane" very deliberately.
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In order of goodness in all rows.
F Tier:
Those in F tier have pretty much nothing going for them.
Suplex is weak and constantly makes itself vulnerable.
Kirby is arguably the most skillful character in the game, but has decent damage when played well.
Fighter just has no good moves, its kit is a weak disaster.
Painter is slow and the minions it creates are weak and not versatile. Statue (down up B) is its best move by far, but the slow startup and inability to move during really hinders the move.
Bird has great mobility and lots of i-frames, but super low damage. I-frames don't matter when you're fighting the bosses for hours.
ESP, in order to do any good damage whatsoever, needs to charge it's ball of energy to max, and then manage to hit the enemy without touching anything else first. If you can do that, it's solid. But it's pretty rare that you can do that, and you're very vulnerable while charging.
Chef honestly should have gone at the top of F tier. It's dash midair B is strong and so is its spatula, though a bit boring. However, Chef has a large hurtbox and you can't play as Kirby instead.
D Tier:
D Tier clears are manageable but require almost perfect play. These characters have something going for them, but it usually isn't much and they're heavily outclassed in some way by other characters.
Beam is strong, but struggles due to lack of mobility. All of its attacks are good, but just good.
Staff is held back by the fact that its dash attack is immobile and has very few i-frames. Down-up B and Pole Vault into B are both good, but are outclassed.
Water has a strong attack in its down-up B, which creates a rainbow and does good damage. It also has a projectile that it can stay relatively safe while using. However, the projectile falls to the ground, meaning Water really struggles against enemies that stay high in the air. Anything out of reach of its rainbow attack will be quite a hassle to kill.
Sweep - I somehow cleared true arena with solo sweep, so maybe it's better than I was able to figure out? I tried for a while. It's hold and release B move, which sweeps and then flicks the broom, does good damage. Additionally, its dash attack is decent.
Fire has one decent move - its midair down B, which causes it to roll into an invincible ball of fire. If you use this near the ground, you'll then roll. If used on a big enemy, it can do good damage, but most of the time you won't be doing much damage at all. Barely makes D tier.
C Tier:
These characters are okay. They generally require a very patient and careful playstyle, but can do decent damage.
Rock can do damage. It has invincibility. It even has an up B in this game that is strong! But... well, unless you're playing with friends, you are going to be waiting around in rock form A LOT while playing this character. Waiting as two Bugsys hover around you, waiting for that perfect opportunity... to unrock, and then rock right back up. It's boring. But you can win with it.
Beetle can be strong, but it needs to be very careful about the opportunities it takes to attack, as many leave it vulnerable in end lag.
Hammer is the only copy ability here where you're better off playing as Kirby. Bonkers' hurtbox is big, why not just use Dedede?
Yoyo is like a better Bird. It has lots of mobility and i-frames, but only does decent damage (rather than Bird who does none). Its down up B is good damage on large enemies, but leaves it vulnerable.
B Tier:
Clearing the true arena with these characters will be a challenge, but keep at it and you can succeed for sure! These characters have at least something that is actually GOOD, without drawbacks.
Bomb is safe and does a surprising amount of damage. Simple, but effective, and you can aim which is a perk. Wind and ice weapons are great on this one.
Whip is what Yoyo and Staff want to be. Though it's dash B isn't as mobile as Yoyo's, it does a lot of damage, and has much more i-frames than Staff's. Its down up move does great damage and does not leave it uncomfortably airborne like Yoyo. And like Yoyo, it can grab and throw stars and enemies.
Spider is very safe and fun. All of its moves do good damage, and you can kite enemies and spam your dashing midair B. Webbed enemies that you hit into others will do a lot of damage, and jumping off of webs is a great way to deal with airborne bosses such as Kracko and Void. Spider works well as a teammate when playing with friends for this reason, as your webs can basically function as shields against some attacks. Also particularly noteworthy is that spider has a damage-immune shield (damage-immune shields can still be sucked, blown, and tornado'd) that can be used midair.
Parasol does insane damage with its down B attack, which also grants i-frames. This can be spammed to absolutely decimate health bars, and you can move during it to reposition. Parasol also has great mobility in it's dash B, midair dash B, and midair down B, all three giving i-frames - as well as a decently powerful throw. Parasol struggles most against Hyness, who rarely goes to the ground and as such does not present many opportunities to down B.
Sword has a good dash attack, and a great up B down B combo that can really put in work against larger bosses. It is vulnerable, however, at the end of the combo, and is not great at dealing with midbosses and smaller enemies. It's midair dash B is also good, but not nearly as good as a certain other character. Wind can help Sword by increasing it's mobility.
Plasma is a great ability so long as you don't mind destroying your thumbs! For those who don't know, Plasma in this game works like this: as you move the joystick, Plasma will build up static electricity. This has three levels, and when it's fully charged, it can be fired out as a powerful circular bolt. Until it is used, the static buildup also functions as a shield, and will allow Plasma to warp instead of dodge up to three times. Plasma is good at dealing with Kracko, Void, and Hyness thanks to it's up B, which sends the circular bolt upwards, and is safe against other enemies. But yeah, you have to kill your thumbs. Mine hurt right now.
Cutter is good, but not as good as bomb.
Gooey is just slightly better rock. Most of Gooey's moves don't do much damage. Gooey's rock can be painted. Gooey also has a damage-immune shield, but it doesn't really matter because you might as well rock up.
A Tier
These characters are legitimately good, but there is a lot of variety in exactly how the characters in this category are good. It is organized by how likely you are to be able to clear with them. Now that I'm getting into good characters: I played every character in this category with every single element to deduce which element goes best with each one. I technically have them all tiered, too, but I figured that was too much for anyone to read.
Adeleine's down B's minions do a surprising amount of damage (great), and are quite versatile, even being able to hit airborne enemies such as Kracko and Void. She also has the best shield in the game, completey invincible and unable to be hit by anything to my knowledge (possibly Morpho Knight tornado), and a good air attack option thanks to Ribbon. She doesn't have any i-frames, so she may require a bit of waiting - like Rock, but that's only if you put yourself in that situation.
Susie (Ice) has shots that drop large balls of ice at the end. She easily destroys most bosses with these. Business Suit has i-frames at the beginning of its spin and a very powerful midair down B, also reducing damage and preventing negative status effects. Susie will likely get hit because of her massive hurtbox in Business Suit mode, but it won't matter as much thanks to the damage reduction.
Dark Meta Knight (Fire) has two great moves in his charge Bs. Fire was chosen as the best element for him because it expands the radius of his charge B. His dash and aerial attacks are great, especially if you can land his dash combo. Dark Meta Knight also has a damage-immune shield.
Chilly is surprising in its placement, but its midair B does insane damage and it has a solid kit to boot. Instead of normal dash B, Chilly needs to use dash down B for an briefly invincible and mobile ice ball. Chilly also has a damage-immune shield.
Daroach has a lot of options and all of them are great. Fire bombs destroy Whispy and Kracko, Ice Laser easily clears midbosses and does great damage to everyone else, Squeaks are second only to Adeleine's minions in their effectiveness, and the Triple Star is a great tool for staying safe while dealing good damage. Daroach doesn't have a special shield, but he does have a three-use, chainable warp as opposed to an air dodge, which if used correctly should be able to save you from any bad situation.
Bandana Dee (Ice) is stronger than any other Bandana Dee variant (you may notice a pattern like that...). Bandana Dee's dashing midair b can be spammed and does great damage, like a machine gun, but is held back by the fact that you inevitably touch the ground after 4-6 spears. Bandana Dee's strongest move is probably its down B, which can also serve nicely as a dash attack, as it has great mobility and i-frames. Bandana Dee (Wind) has a good charge B, but wonky throwing spears and lackluster damage output when compared to Ice overall.
Ninja (Ice) has potentially the most DPS in the game. By being near an enemy and pressing and holding B briefly, you do a double slashing move that creates an ice pillar that constantly damages an enemy. You can beat Whispy with this in under 20 seconds! Shurikens are good for hitting faraway enemies, and Ninja is also able to use Substitute Jutsu if it block before getting hit. The reason Ninja is not S tier is because it struggles against airborne enemies and is not able to utilize its full potential unless it catches an enemy standing still. High skill cap, but high reward.
Meta Knight has insane DPS with his dashing midair B spam. Ice and Wind are best, depending on who you're struggling with. Meta Knight can struggle to do damage while also keeping himself safe, and for that reason is best when playing with friends. His down up B, condor dive, grants i-frames and is usable in the air. His counter also does great damage.
Dedede (Shock) has great damage in his kit and a lot of i-frames, including his dash B and iconic down up B. However, he is hindered by his slow movement and large hurtbox.
S Tier
These characters will have no problem clearing if you play them right, but are they broken? Considering what is to come... nahhhh.
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Marx (Ice, Wind, Water) has two great moves in his black hole which can do insane damage and is invincible, and his dive which can do great damage and is invincible. Marx pretty much always wants to stay in the air, and his midair B has a lot of variety depending on your element, but it is most notably a very safe move. Marx has a one time warp in the air that can be chained but has to be timed perfectly in order to retain invincibility, and his main drawback is that all of his powerful, i-frame granting moves tend to be pretty vulnerable with end lag. For that reason, Marx needs to be played patiently.
Rick & Kine & Coo have the best dash attacks in the game, both midair and grounded. Rick (grounded) will turn into a mobile rock, completely invincible, dealing a lot of damage, and also able to move, while Kine (midair) has a long spin attack with plenty of i-frames. Rick conveniently also bounces off the top of the heads of enemies, Kine has a projectile that can travel a fair distance but is weak, Rick can melt ice with his fire, Coo can cleanse dirty food with his flop. These guys also have a damage-immune shield.
Taranza is a case where all of his moves are great, but none of them are insane. Put them together, though, and you'll clear bosses safely. Taranza can kind of do several things at once, and I'd recommend down up B + dash B + up B. Utilizing all of this damage at once will destroy bosses quickly. When you don't feel you're safe as Taranza, midair up B and midair down B can give you control and hit from a distance.
SS Tier
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Magolor's down up B is insane. He summons a giant sword that takes up the entire screen, then slashes it and hits everything for insane damage while being invincible, then can cancel that sword into itself. He has an invincible dash move, by far the best air dodge in the game, a black hole that he can summon just like Marx, and a powerful fire projectile that can melt ice. And that's not even everything - so how is this not the most broken character in the game?
SSS Tier
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Somehow, dear reader, you have made it this far. The best character in Star Allies, even better than Magalor, are the Three Mage Sisters is ZAN MOTHERFUCKING PARTIZANNE. Zan does not care what you can throw at her, she has something to handle it, and chances are she doesn't need to use it. Because Zan's down up B is a giant piercing laser that covers the entire screen, grants i-frames, can be cancelled into itself, does insane damage, and can be moved during. There are just no enemies that can even pose a challenge to this character. There are no enemies that can even damage her. My highest score in Star Allies was me goofing around and playing solo Three Mage Sisters and just repeatedly spamming this move over and over again! The funny thing is, her other moves are good too, and so are her sisters to an extent! But Zan is great because she also has really fast movement as well as a warp similar to Marx and Daroach's. In a pinch she can relocate incredibly quickly, and she has no need for a shield because her warp, when you're used to it, is probably the easiest to chain into itself.
So yeah this was my Star Allies tier list. If you've read this far I'm actually amazed. Thanks. Star Allies is at its most fun, I feel, when playing with friends. If you'd like me to talk in more detail (but not as much as this post) about some friend strategies and which ones are best, such as painting rocks, let me know, I guess.
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