By LUDWIG VON KOOPA - Way too many long hitboxes.
Once upon a time, characters with short ranges dominated the tier lists and metagames of Super Smash Bros. games. Part of the reason for that is that long-ranged characters didn't really exist. There's Samus's Grapple Beam, sure. You had Marth, sort of, in Super Smash Bros. Melee, but his grab range was more imposing than his Falchion. In Super Smash Bros. Brawl, there was a major problem with Snake's Up-Tilt being way too good and having a hitbox that goes far past where his leg actually goes.
Then the character design philosophy began to change a lot in Super Smash Bros. 4. Everyone was competing for the longest forward-smash. There's Shulk. Then Corrin came along. In Super Smash Bros. Ultimate, Simon Belmont and Richter Belmont came with their massive whips. There's the most recent addition, “distance demon” Byleth.
Once upon a time, characters with short ranges dominated the tier lists and metagames of Super Smash Bros. games. Part of the reason for that is that long-ranged characters didn't really exist. There's Samus's Grapple Beam, sure. You had Marth, sort of, in Super Smash Bros. Melee, but his grab range was more imposing than his Falchion. In Super Smash Bros. Brawl, there was a major problem with Snake's Up-Tilt being way too good and having a hitbox that goes far past where his leg actually goes.
Then the character design philosophy began to change a lot in Super Smash Bros. 4. Everyone was competing for the longest forward-smash. There's Shulk. Then Corrin came along. In Super Smash Bros. Ultimate, Simon Belmont and Richter Belmont came with their massive whips. There's the most recent addition, “distance demon” Byleth.
— Ültra (@Ultrashroomz) March 27, 2020