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I personally prefer the utility of the missiles over flame pillar. If you know the opponent is stuck in the air, toss two homing missiles up at them, throw in some traps and mix ups with Uair and Fair. Or combining the missile types with the Neutral B and Down B grenade while under a platform. Can easily place a grenade in front of you, above you, and then bombard with missiles and Fairs/Ftilt/Fsmashes.Move over Pika, making Mii Gunner my next secondary. I'm finding more stuff with this character almost every time I play with him/her. Learned on the Gunner boards how you can edge cancel with flame pillar, meaning you can pivot flame pillar at the edge of a platform, and it'll cancel, so you'd be able to reverse fair off of a platform. You can also do silly things like multi-B reverse with the grenade and get ridiculous air and ground momentum with fair.
I like missile, but it's so laggy that I would just stick with grenade + aerial of choice. I'd definitely use it vs. Ness since it can't be absorbed. Nair is quite decent. I haven't really tapped into it too much since I'm not aware if it can true combo into anything just yet. I definitely like using it offstage. Jump + Grenade then fair/nair above and have the grenade explode below.I personally prefer the utility of the missiles over flame pillar. If you know the opponent is stuck in the air, toss two homing missiles up at them, throw in some traps and mix ups with Uair and Fair. Or combining the missile types with the Neutral B and Down B grenade while under a platform. Can easily place a grenade in front of you, above you, and then bombard with missiles and Fairs/Ftilt/Fsmashes.
Nair I find to be surprisingly great in its hitbox as well. If Gunner had a Zair like Samus, I'd say he'd be top tier.
If he had a Z-air without the tether? Don't excite me.I personally prefer the utility of the missiles over flame pillar. If you know the opponent is stuck in the air, toss two homing missiles up at them, throw in some traps and mix ups with Uair and Fair. Or combining the missile types with the Neutral B and Down B grenade while under a platform. Can easily place a grenade in front of you, above you, and then bombard with missiles and Fairs/Ftilt/Fsmashes.
Nair I find to be surprisingly great in its hitbox as well. If Gunner had a Zair like Samus, I'd say he'd be top tier.
I've wondered about this personally. I've done so many disgusting things to Shulk as Falco on wifi that I could be completely wrong, but act as if it does.I guess the only characters that are fine against Buster Shulk are those whose attacks already deal 12 or more damage, assuming the extra damage is applied to Shulk's shield as well. It'll make those moves safer, theoretically.
Generally speaking, agressive characters can take advantage of the worse defense by giving their fast attacks an extra sense of sting. A basic example is the Diddy combo game, where Buster becomes more of a liability if you're bad at reading throws and attacks.I guess the only characters that are fine against Buster Shulk are those whose attacks already deal 12 or more damage, assuming the extra damage is applied to Shulk's shield as well. It'll make those moves safer, theoretically.
Have you been using her often recently? What are your thoughts?You guys make Gunner sound so promising, man.
I'm going to have a fit if I lose this weekend's tourney with Gunner.
Shulk is probably one of the more fun matchups for a character that may or may not be absurdly strong IMO. Requires effort from both sides and is generally crazy, honestly an intriguing character that I might think about if I ever stop being mediocre.
Try playing Kirby with the Monado against Shulk, that's the most fun matchup in smash history for me.Arts are usually what we need to learn since Shulk generally always is in a stance at any given moment, no?
There are constants in the Shulk MU regardless of the stance, granted. But if I grab Shulk in whatever stance he is at whatever % he might be, I want to know what the hell will happen to him after I down throw him.
-How much damage will I deal?
-How far is he gonna fly?
-Can I send him offstage and edgeguard him reliably?
-Can he really feel my RAR'd bair?
Answers to these questions, and much more, in "Holy **** that MU is deep."
I already talked about gunner in the past though :>In 2 weeks Shaya will be talking about Gunner.
#prophecy.
The amount of crap that kills Shulk in Smash is also why I grew very wary of using it initially and have begun easing myself back in to it. Speeds so reliable right now though, you can legitimately maintain a core rotation of Jump,Speed, Vanilla and be relatively solid.
Excuse the double post if it happens but I should've payed more attention to this.I've wondered about this personally. I've done so many disgusting things to Shulk as Falco on wifi that I could be completely wrong, but act as if it does.
Btw this game interprets damage in decimal points, and hit lag and shield stun frames can also be in 'decimal points'.
Base hit lag is 5.25 frames for example, a 4 damage move has 3 shield stun while a 6 damage move has 3.5 (with 6 frames of hit lag).
The game functions 'perfectly' at 1/4 speed in training mode. How things go when you transition from 240 to 60 fps is interesting.
Talking about Falco vs Shulk though.
Anyone else ever killed Shulk at 0% with backthrow when they're in smash mode?
It feels sooooo good. I get low percent kill throws on Smash Shulk all the time, those multi-lasers he shoots out are DEATH BEAMS.
I have mixed reactions to Gunner based on first impressions.Have you been using her often recently? What are your thoughts?
Use Homing Missile or Wavebounced Grenade to cover diagonal up. Not a great option but you can force them to airdodge, which is all Gunner needs before hitting them with another aerial.I have mixed reactions to Gunner based on first impressions.
She's got apparently no problems killing, which is the first thing I look for in a character (can't end stocks? get off my lawn). Grenade launcher is a cool way to get some surprise kills in because you can charge it for a bit and jump while you're charging it. Hitting people with it at point-blank range is always hilarious, and no one sees it coming, but that seems to be matchup inexperience at least for now (people will play it more safe around Gunner in close range once they know the MU, I think). f-smash and d-smash have so much endlag that I get punished even though f-smash has tons of range, so I almost never throw those moves out, but up-smash is awesome, and d-tilt can kill kind of like Samus' (it's basically a smash attack). Up-b kills if you take Cannon Uppercut, so that's nifty.
Overall ground game is surprisingly decent: jab has good range, and up-tilt has a hitbox in front of you and is strong. F-tilt and d-tilt are basically not worth using in neutral, in my experience, but one of the best zoning games in the game for sure, especially with her choice of reflector (energy vs. physical projectiles).
Aerial game is less amazing than I had anticipated. N-air interrupt is not very good because of the way it swings, though I'm somewhat OK with that because of the way that she can reverse momentum in the air with f-air. She has decent recovery options, but all of them are edgeguardable, and f-air doesn't really protect you from much when you're recovering (can you turn around reverse f-air somehow? that might be useful).
And it's less amazing not just when she's in disadvantage, but also in advantage. Her aerials don't cover the space diagonally above her; up-air covers directly above, and f-air covers directly in front, but when an opponent is falling at an angle she can't do very much.
Edgeguarding opponents is not too bad because of her projectiles, but you won't land a KO that way, at least, and she can't really go off stage easily at all (and gets little from doing so) because her recovery is average/mediocre (I guess I should consider taking 3; 1 and 2 are really mediocre though imo).
So I think she's solid, just not sold that she's high tier or something.
I am using a minimum height, max weight Mii, which seems to be optimal (slightly above max shortness seems to be best, since minimum height upsmash tends to whiff on hit sometimes, unlike taller Miis). Weight seems to affect the size of the blast, while height partially affects reach on smashes and aerials outside of fair.I have mixed reactions to Gunner based on first impressions.
She's got apparently no problems killing, which is the first thing I look for in a character (can't end stocks? get off my lawn). Grenade launcher is a cool way to get some surprise kills in because you can charge it for a bit and jump while you're charging it. Hitting people with it at point-blank range is always hilarious, and no one sees it coming, but that seems to be matchup inexperience at least for now (people will play it more safe around Gunner in close range once they know the MU, I think). f-smash and d-smash have so much endlag that I get punished even though f-smash has tons of range, so I almost never throw those moves out, but up-smash is awesome, and d-tilt can kill kind of like Samus' (it's basically a smash attack). Up-b kills if you take Cannon Uppercut, so that's nifty.
I agree with this. You'd really just want to do a retreating fair or pivot grenade or fire pillar. Bair works, too.Overall ground game is surprisingly decent: jab has good range, and up-tilt has a hitbox in front of you and is strong. F-tilt and d-tilt are basically not worth using in neutral, in my experience, but one of the best zoning games in the game for sure, especially with her choice of reflector (energy vs. physical projectiles).
At max weight, bair has great range to it, deals 12% damage, and it autocancels from a shorthop fastfall like Diddy's fair at min height. Nair is poor when using it outside of platform pressure and offstage, but it's great when supplemented with grenade.Aerial game is less amazing than I had anticipated. N-air interrupt is not very good because of the way it swings, though I'm somewhat OK with that because of the way that she can reverse momentum in the air with f-air. She has decent recovery options, but all of them are edgeguardable, and f-air doesn't really protect you from much when you're recovering (can you turn around reverse f-air somehow? that might be useful).
And it's less amazing not just when she's in disadvantage, but also in advantage. Her aerials don't cover the space diagonally above her; up-air covers directly above, and f-air covers directly in front, but when an opponent is falling at an angle she can't do very much.
The strategy of jump+grenade then nairing/fairing offstage works very well for me. You most definitely need upB3. I have little worries about recovering with it when using grenade and fair to cover myself. If they're already close to the stage, a grenade forces them to hug the wall of the stage, allowing for bairs/nairs. Of course, you can also just grenade on-stage with little risk.Edgeguarding opponents is not too bad because of her projectiles, but you won't land a KO that way, at least, and she can't really go off stage easily at all (and gets little from doing so) because her recovery is average/mediocre (I guess I should consider taking 3; 1 and 2 are really mediocre though imo).
So I think she's solid, just not sold that she's high tier or something.
Pac Man would be top 5 with a normal grab. Man, I wish...there would be so much crap he could put people through.Yeah I know his throws are pretty good, but having a terrible grab detracts a lot from your grab game. I include the practicality of landing the grab as part of the grab game. I also agree that he would be pretty scary with a good grab. Perhaps he should be. Just my 2 cents.
Can we see some 's next to your names in the future then? For someone so good, there's been a lack of him in high placings.I remember posting my top 5 here a long time ago. It has changed now after the patch.
On to the topic of Mario. I personally feel like Mario is a candidate for Mid/bottom high tier. Mew2king thinks the character is a big sleeper and Ally believes he is 7th in the game. Throughout the current high/top level players I speak to I have heard nothing but good things about Mario.
Usmash is decent in this game, yes, but you've still got to wait till about 120% to KO people with it. He still doesn't really have setups into it or any of his killers though, except maybe EJP. I can't speak about EJP from experience though since we aren't using customs down here yet.Reliable kill power (Lacked in Melee and Brawl)
His up B was fine in Brawl. Unless it changed, I don't think it's invincible on startup. It had invincibility from frame 3-5, and I know from experience in this game that mashing jab can compete with the startup of 's up B. That being said, yes, it is good for beating obvious stuff, bu if the opponent comes out deep to edgeguard (which not many people seem to be doing for some reason), can't throw out up B too soon or he's not going to make it back. If you try to recover high, all you've got are Breverse Fireballs and a minor capestall to attempt to avoid juggling.Improved Up-B (Lacked in every iteration of Smash) (Up-B also has some startup invincibility making it great for punishes and hard to gimp him if well timed.)
Cape didn't change much from Brawl outside of a smaller reflecting window and a worse stall. That being said, yes, it's still decent for offstage pressure and it must be worried about, but it's pretty easy to see coming since Mario has to come at you for it.Cape still having the ability to really hurt and net early kills and is good for overall off stage pressure.
Yes, this is huge and was the cause of many of my deaths in Brawl.No longer can be edge hogged
There's no official list of airspeeds yet, but it is pretty good.Aerial mobility is very good
I think people overrate his combos.His combo potential is excellent and nets a very good amount of damage. He can also combo out of his dthrow
Yep, now all they have to do is remove teching grounded meteors and it'd be great. It is nice to know that if you land one offstage, you're getting that KO now.No more meteor canceling making fair actually good
Yes.Dair is good for safe pressure when used to retreat and cross an opponents shield
Yeah. Probably above average attack speed.Has average speed so it's not good or bad
I don't know if I'd call it great. He can't go that deep himself due to his limited recovery, but the combination of Bair, Nair, Uair, reverse Uair, Cape, and FLUDD is something to worry about.Edge Guarding game is great. His aerials are really useful in this department.
It's ok. Could be worse.Fire Ball is a good zoning tool.
Use him in tournament more please.His general kit is not bad and the mechanics of this game aid him well. Outside of me doing well with Mario I watch Ally frequently and see the same demonstration of skill. Along with other players such as Anti, Kadaj, etc.
Yes, but still not good enough. His low % game is still too unreliable to justify his weaknesses in other areas.Mario is a good character in this game in my opinion and the many opinions of others. No where close to his previous counterparts or near low tier.
Ok, well use him more please. Maybe you guys are just that much better, but I'm still not seeing him any higher than mid tier.Ally's response to Mario being "Bottom 5."
"........"
I think I will take the opinions of other top/high level players and weigh them with my own on this one.
Definitely not linear.Is there a base to Shield stun as in a minimum then as well?. Have you gotten how these things are factored?
If 6 damage is 3.5 then 12 is 7 or am I misinterpreting as it does not seem to be linear at all so I doubt it would be 7. Was there a thread for this that I missed?
Fsmash is best used with Grenade Launch, as grenade's lingering hitbox helps cover the laggy start-up of Fsmash (17 frames). Assuming you're throwing a grenade and it reaches the opponent at Fsmash's nearly-max range, if they shield the grenade your Fsmash is safe because it's almost a true blockstring, if they roll towards you Fsmash punishes it, if they roll away your Fsmash is unpunished (probably with a few exceptions like Mac's DA/Pit's Side-B)f-smash and d-smash have so much endlag that I get punished even though f-smash has tons of range, so I almost never throw those moves out
In general in that scenario I just jump in the air, rather than roll at all. Sometimes just hop to avoid that and not punish (if I'm expecting block instead of f-smash), sometimes just approach through the air and aerial. Shulk and Pikachu at least have f-airs that reach in this scenario (only two I have experience with vs. Gunner).Fsmash is best used with Grenade Launch, as grenade's lingering hitbox helps cover the laggy start-up of Fsmash (17 frames). Assuming you're throwing a grenade and it reaches the opponent at Fsmash's nearly-max range, if they shield the grenade your Fsmash is safe because it's almost a true blockstring, if they roll towards you Fsmash punishes it, if they roll away your Fsmash is unpunished (probably with a few exceptions like Mac's DA/Pit's Side-B)
I'm sure that most people agree with the majority of things that you posted about Mario, but I think it's worth noting that the combos really aren't reliable (you can DI out of most of them), and so overall Mario's damage output is kind of poor since he does weak % per hitNo point in using him over my Ness or Fox.
SSB4's is the Capt.'t comeback. Of course he's going to be played a lot by people who were disappointed by his performance in Brawl just like Ganondorf, Link, and Bowser. Captain Falcon hasn't been bad since Brawl so, he is one of the few (64 vets) who could have had a streak of being high tier in every Smash game while others barely scrape by maintaining their status. Most characters fluctuate from tier to tier like Mario, Zelda, Yoshi. Others end up staying in tiers and some just got out of being in low tiers like Link who was decent in Melee, but low tier in every other game.Idk how much this contributes to competitive discussion but...Falcon is by far, far far far and away, the most vsed character for me online. Yes, he trumps the amount of Macs, Greninjas, etc from what I've seen. Odd right?
Question is, why is he the most played online? [From my experience. Idk if others have a more particularly vsed character]. Then again, I think Falcon holds quite a easy to use to high tier ratio compared to other high/top tiers.
Gimme your keys, you are drunk.Tiers are so distorted and skewed in this game. The fact that it's based off wins means nothing, especially in for glory mode where there are some characters that aren't even touched in the cast. Except for a small handful of ****ty characters, most of these characters are equals and it just comes down to player skill, stages, and matchups. My Shulk and my Villager have taken down a large amount of Shieks, ZSS, Rosalinas, and Lucarios. Put everything you got into your favorite characters from your favorite games and you'll win!
This.I'm sure that most people agree with the majority of things that you posted about Mario, but I think it's worth noting that the combos really aren't reliable (you can DI out of most of them), and so overall Mario's damage output is kind of poor since he does weak % per hit
That's probably why people think that he's bad.
For a Falcon semi clone i really wish they gave him Falcon's dash grab.Ganon's standard grab game is actually very good. D-throw on most characters combos into DA for about 22 damage and more followups at low percents, and near the edge, D-throw is basically a 50/50 into death on a correct guess. F-throw is also great at 13 damage. I would kinda be really terrified if Ganondorf actually had good grab range, because Ganondorf actually has incredible potential from his throws.
I think it's fine that Ganon has poor grab range so that our game centers more around solid footsies to reach victory. At any rate, I believe Ganon's reward on grab is actually very good, so it's not totally unbalanced.
Yoshi is lighter in this game, so I would say he's a middleweight now.So after playing an impressive Yoshi for a while tonight, I have to ask: does Yoshi have any inherent weaknesses? At all? The Dino's heavy without having an overly cumbersome frame, has the best airspeed in the game (unless that's been changed from Brawl, but at any rate it's extremely impressive), his moves generally come out quick and have good (better than they look like they should have) range, he deals heavy damage, he's got a command grab, a projectile that's difficult to powershield and can be aimed, and a shield that can't be shieldpoked. His grab also has more range than most, and his standing grab really doesn't appear to have much more lag on it than most (dash grab does though). His up-b doesn't give him much distance, but his second jump is better than Ness's and has armor. Even if you swat him away from the stage without his second jump, unless you knock him low he'll still probably make it back because his airspeed is just that good. Oh, and he has KO hit confirms.
As far as I can tell his only apparent weaknesses would be to quicker projectile spam or to being juggled, but even that's hard with his second jump. Supposedly his shield is weaker than most but I'm not totally sure that's the case (has this been proven?).
He doesn't have the stupid DThrow followups that Diddy has but as far as I can tell if any character comes close to Diddy in absurd combination of attributes and moves in this game, it's Yoshi.
I'm sure I'm overrating the character a bit but I really couldn't see any particular weaknesses when fighting this one guy. I played a bunch of matches and only won three: one with Bowser, one with Game & Watch, and one with Dedede where I somehow two-stocked him (I attribute that to lack of matchup knowledge, since my Dedede is nothing to write home about).