February 6, 2020

The Smash Ultimate Salt Mines (feat. Byleth)


Yep.  There’s no getting out of this one.



Okay, so here’s the first important question I have: given the existence of female Byleth, why would anyone ever bother with the male version?  It’s not even a contest.  One is clearly better than the other.

That…that was actually the only important question I had.  Moving on.

I’ll be honest.  As strange as it may sound, I was actually looking forward to Byleth being included in Smash Ultimate.  That was before her official announcement -- well before -- and I’m not exactly willing to go back on my excitement because of the huge snafu around her reveal.  To sum up my thoughts?  I think that she’s the right character to add to the roster.  It’s just that she had the wrong timing.  If the devs had held off until the second DLC challenger pack (or dropped her in any other slot besides the first or last), then maybe we’d be better off.  The popularity of Fire Emblem -- Three Houses or otherwise -- made her an inevitability, not a possibility.  I’m happy to see her, no question, but I wouldn’t have minded waiting.

Then again, my personal pet (and impossible to prove) theory is that Byleth was supposed to show up later, but the devs had to kick up her release date.  Why?  I don’t know.  I bought into the assumption that Tracer from Overwatch would drop in as a guest fighter, but the snafu around that -- or its parent company, at least -- made the brand too toxic to court.  It’s doubtful that that was the case, but…can you imagine, though?


Anyway, Byleth.  She may be yet another Fire Emblem rep, but the similarities stop there -- especially compared to the me-too sword crew of Marth, Roy, Lucina, and Chrom.  In the reveal Direct, Sakurai sold us Byleth as a “distance demon” -- someone who can fight at long range, albeit at the cost of mobility.  That’s mostly true.  Likewise, the Garreg Mach professor has a multitude of weapons, instead of just relying on a simple sword.  Also true.  But what the troll-happy director didn’t mention was that, as opposed to the others, Byleth’s stats are jacked up. 

Her raw attack power is insane.  If you can land your attacks consistently, she can kill at 60%.  She probably will, too; her ability to break shields is so reliable, you can actually use it to your advantage and put extra pressure on your foe.  With her axe attacks, arrow shots, and (to a lesser extent) her lance thrusts, she’ll shatter shields in one or two hits.  This makes her down-smash especially dangerous.  You pretty much need to have your shield at full strength to block the hit -- and like most down-smashes, trying to roll behind her will get you clipped.  And by “clipped” I mean “murdered”.


This is a character with the range of a Belmont, but the power of Ganondorf.  It’s not just the pure range, either; it’s the sheer spatial coverage offered by a number of her attacks.  The arc of her side-B.  The overhead swing of her down-B.  A forward-smash you can angle up or down (and are recommended to).  Arrow shots, whip attacks, and a neutral aerial that’d make Palutena nod bemusedly.  The angles of her attack make her capable of catching you by surprise -- and because so many of them have that extra oomph, you’ll be feeling the pain every time.

I’ve won matches I shouldn’t have with Byleth, no question.  In theory, the character should demand the player to fight with precision, predicting and stopping the enemy’s approach with the right attack at the right moment -- perfect play, so that you can outplay.  In practice?  The character does such stupid damage that some of your random, stray swings are enough to take a stock.  GTFO of the way whenever you see her winding up with her down-B.  It has armor, it’s got range, it’s got an extra shockwave, and it’s as deadly as a Falcon Punch.  Maybe more.

It sounds like all of this would make for the most broken character Smash has ever had.  Oh, if only…


There’s something else that Sakurai “conveniently” didn’t mention about Byleth in the Direct -- which, to be clear, is something that I suspected from the outset.  That demonstration showed she has, for example, a forward-air that reaches far enough to outpoke and blow up Marth’s forward-air.  Fair enough.  The problem is that Marth’s attack is significantly faster and covers more space.  In that sense, Byleth has the same issue as a Belmont: sure, she can poke with that attack, but if the two anime swordmasters go at it, Marth’s going to beat her out much more easily than she will.  One situational poke -- an attack with a very specific hitbox -- is going to lose to a faster, less precise but more reliable slash.

Byleth’s lack of mobility doesn’t just translate to her running speed or jump height.  Many of her attacks are slow -- laggy, even -- and I’d wager are even less safe on block/whiff than most of their comparative type.  Unless the opponent really screws up, Byleth might not be punishing much with her smashes.  Honestly, she might not even be able to land a hit even if you get the right read.  I’m not exactly putting together spreadsheets for her frame data, so I could be well off the mark here.  Based on my experience, though? Relative to some of these other guys in the cast, she might as well be a half-asleep rhino.

If I am right here, then this is going to keep her from being among the best of the bunch.  Using (and abusing) Byleth’s range, attack power, and shocking angles is going to decide whether you win or lose with her.  Otherwise?  The sword boys have enough sheer offensive pressure to slaughter her.  Smaller characters can overwhelm her while slipping through her attacks.  Her one projectile, strong as it is, can’t overcome the sheer flurry that a trigger-happy Young Link can unload.  And remember, this is one of the only two FE reps that doesn’t have a counter.  Meanwhile, everything Byleth does is most certainly counter-worthy.



I don’t know for sure how “viable” this character is.  I mean, I’m not a tournament player.  Not even in Elite Smash (though I’m on the fringe of it with multiple characters).  Then again, I’ve been playing this game -- and franchise -- for quite a while, and it’s a safe bet that I’ve never been better at it…which implies that it’s all downhill from here, but whatever.  The important thing is that I have just enough skill and experience to know just enough about Smash Ultimate.  As such?  I feel at least a little confident in saying “if you decide to main this character, you’ll be all right”.

Byleth has some weaknesses, and exploitable ones at that.  Luckily, they don’t make her completely unsalvageable.  Everything depends on whether or not you can land those hits with her, and she has more than enough tools to get hits -- whatever form they may take.  Consistency with her won’t depend entirely on frame data or hitboxes; it’ll be up to you, the player, to make her work with savvy moves.  Stay on point.  Stay unpredictable.  Harass from outside your opponent’s attack range, but well within yours.  Condition them to do/expect one thing, then bust them up at the last moment with your secret ace in the hole, be it an off-stage side-B or whipping out your down-smash for the first time that match.  Sakurai and crew did their work to put her in the game.  It’s up to you to make her viable if you’re interested in using her.

One question remains above all, though: is she fun?  In my eyes?  Yes.  The problem is that I can’t decide if she’s the most fun.  And right now, I’m leaning toward no.


We’re at the start of 2020 (no widespread, commercially-viable jetpacks, though).  That means that Challenger Pack 1 has had all five of its characters come out.  Joker, Hero, Banjo-Kazooie, Terry Bogard, and Byleth; they’re all available for play, and have been for a while.  Tier lists have been drawn up.  Tournaments have been won or lost.  The online space has been saturated sufficiently with the newcomers.  I can’t imagine how many friendships have been ended over the DLC fighters, given that four of the five have some eye-popping gimmicks.

In a perfect world, the metric for picking a fighting game character -- to main, or simply to use for a few matches for kicks -- shouldn’t come down to ramming your eyeballs against every data point and individual frame of animation.  Certainly not tier lists, or tournament results, or any of that.  It should -- isn’t, but should -- all depend on who you like.  Who jives with you.  Who you have fun with.  Who you’re loyal to.  And now that we’re far enough in the game’s life, I’m going to do one final quick look at the DLC fighters so far -- including ranking them from personal worst to personal best.

Let’s get things started with the golden boy.


5) Joker
As a fan of Persona 5 (Ann is still the best girl, but Yusuke “Lobsters” Kitagawa is climbing the ranks), it pains me to put Joker at the bottom of anything.  It’s just that, to put it simply, this just isn’t the character for me.  I’m not a fan of speedsters, and never will be.  Of the five DLC fighters so far, Joker’s easily the fastest of them -- with lots of flashiness and flair to boot.  I appreciate him for all those stylish flourishes, for sure.  In another world, he’d be my main.  Alas.

Then again, maybe I’m just keen to avoid him because of his supposed place on most tier lists -- i.e. at or near the top, which is impressive in a game with a good 80-ish characters.  No doubt he has some problems, but whatever weaknesses he’s saddled with pale in comparison to him becoming an all-out killing machine whenever Arsene comes to play.  I guess the only hope against him is to turtle until the big scary red man goes away (or hassle him with throws), but he’s dangerous to fight…and too dangerous for me to use without pangs of guilt.


4) Byleth
Okay, I know I already spent most of this post gabbing about Byleth, but I hope you don’t mind me doing it for a couple more paragraphs.  Yes, I like the character and I’m glad she’s in.  Yes, I wouldn’t mind using her every now and then.  In terms of maining her, or even using her consistently?  That I’m not so sure about.  In fact, there’s a decent chance that I might drop her as soon as the newness wears off.

I haven’t checked recently, but based on recent matches I’d bet that my win record with Byleth is somewhere around the 50% mark.  I’m cursed to have every win met with an equal loss, so my overall ratio is probably in the same range.  With Byleth, though?  In my hands, she’s extremely volatile and encourages me to make stupid moves because “lol range” and “hurr hurr power”.  Yeah, it works out sometimes, but the matches where I struggle are definitely a struggle.  The reverse is also true; a clean sweep is a clean sweep, even if it occasionally…okay, regularly doesn’t feel earned.

Until I can get more comfortable with this character and less random, I’ve got to shelf her.  Otherwise, my bad habits will define me more than ever.


3) Hero
The irony of preferring a character who embodies randomness over one that doesn’t isn’t lost on me.

Here’s the thing, though: you don’t have to play Hero and rely solely on his down-b, roulette-of-options shenanigans.  It’s just a part of his kit that exists in addition to his other moves, many of which are exceedingly useful.  Honestly, that’s what I look for in a character: someone with the tools to compete in any situation.  While he won’t surpass anyone in any category, Hero has enough in every category to make foes respect his power, speed, and technique -- the ability to challenge at any range without rolling the dice.

The RNG factor is, and always will be, a part of Hero’s kit.  Using it is part of the game; it can lead to situations where you can steal a stock or get an undeserved win, but if luck isn’t on your side?  You’ll still have to fight for your victory, or the occasional comeback.  I have a replay saved where I completely reverse 3-stocked a Joker, and I consider it the crowning achievement of my Smash career.  Possibly my entire life, but we’ll see.  Check back in 30 or 40 years.


2) Banjo-Kazooie
I’ll be real: there was a long stretch of time where I didn’t even touch Banjo following his release.  At the time, there were a ton of would-be bear-and-bird users, and since I hate mirror matches with a passion, I stayed away once I got my fill.  On a whim, though, I picked him back up recently, and…well, now I wonder what I was thinking, abandoning him as badly as Microsoft did.  He’s a ton of fun to use.

His moveset is a little unorthodox, I’d say.  And by “a little”, I mean a lot.  That doesn’t stop it from doing its job decently well; his egg attacks can control space, he’s got solid power in his hits, his recovery’s unexpectedly solid, and he’s got some tricks that’ll snag a stock from unsuspecting foes.  Chief among them, his side-B; Wonderwing is the ultimate “get in on projectile-users” attack with a stunning amount of KO power, but it’s usable when you’re offstage to vibe check anyone who thinks they can intercept your recovery.  Message to friends and foes alike: do not challenge Banjo when he’s trying to get back on the stage.  He’ll make you pay for it.


1) Terry Bogard
Everything about using Terry is a bad idea.

His two different side-Bs make it easy to kill himself.  He has to fight to get in on a not-insignificant percentage of the cast.  Several of his approach options are unsafe.  His recovery is questionable at best, to the point where I never know if a Rising Tackle will be enough to get back on a stage (and hold my breath until I’ve grabbed the ledge).  His viability is entirely dependent on whether or not you can consistently land his combos, right down to a basic jab. 

And yet -- and yet! -- this is still the most fun, most satisfying character to play.  I’ve taken some brutal Ls with this guy, with the dismal GSP to show for it.  But I keep coming back for more.  He’s a hard-hitting fighter who gets to go wild if and when he gets in, starting up his assaults with unique combo mechanics and ending them with shockingly high KO potential.  He’ll tack on the damage and unnerve foes -- and those with enough guts to fight back only make him stronger, giving him full access to tasty special moves: Buster Wolf and Power Geyser.  Landing either of those is enough to make my adrenaline spike in the best way possible.  It sucks when you lose with him, but failure isn’t guaranteed every time.  And even if you lose?  It’s worth it for that one win…and, more importantly, a chance to feel the power of a wild wolf.

Then again, maybe I’m just awestruck by the sheer number of SNK songs the devs got to include.  I’m still in shock that KoF 2002 UM got repped.


Love that song.  Also, Vanessa.

Anyway, that’ll do it for now.  See you next time.

No comments:

Post a Comment