Nobie
Smash Champion
- Joined
- Sep 27, 2002
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- SDShamshel
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Wow. We certainly have different views on Villager. I think it's the only matchup I feel helpless in as Luigi. Tree snuffs fireballs, Villager can pocket fireballs, keep him out with fair [Unless Luigi clanks with nair] and Luigi struggles to answer to gyroid. Also Luigi can't recovery low thanks to bowling ball offstage. Villager is helpless if Luigi gets in though.I don't think that Luigi is clearly better than Ness, Mario, and Peach. Maybe Mario.
That said, I just swept a local tournament this weekend with Luigi, and I have a few observations on the character now that I've played him for a while.
1) Luigi doesn't get destroyed by zoning. I'd actually put the Villager matchup at 50:50 or even in Luigi's favor. It's too one-dimensional to look at his airspeed and say that zoning is an autowin, because just as Luigi has trouble getting in on zoners, zoners have trouble getting out once Luigi gets in. Seriously. Unless you can grab Luigi, his aerials are too fast, his f-air is too big, and his jab and grab are too good (just look at his grab speed + range) for most characters to get him away quickly. And zoners almost universally have bad grabs. Pacman and Villager and Link/Toon Link have one heck of a time getting Luigi away once he's in.
Duck Hunt and Rosalina have good grabs, but Luigi deals with the can and Luma quite well, so those matchups are probably 50:50 too just because their zoning isn't as effective against him.
Of the zoners, Megaman is the only one with both a good grab and tools that can keep Luigi out consistently, because of big, disjointed aerials. Fireballs are canceled by pellets, too. Still, that's one out of many matchups.
Walling is still a problem for Luigi, but Brawl Meta Knight and Brawl Marth don't exist any more; you won't be getting walled out in quite the same way you would have in Brawl (overpowered by huge and possibly transcendent disjoints, that is). Instead you have guys like Mario, Diddy, and Pikachu to an extent. Luigi has a much easier time getting in on these guys due to his disproportionately huge, 9% damage f-air.
2) We are in a grab-based metagame right now, and probably will be for a long time to come, maybe even forever without patches, and Luigi is one of the best characters for such a metagame because the best way to deal with your opponent's grab is to grab him first. And if it's a question of grabbing vs. being grabbed, Luigi wins, because even if it's 50:50 Luigi getting a grab yields more reward than anyone else getting a grab.
3) Master perfect pivoting, all you budding Luigis. His perfect pivot sends him really far, and lets him get in on guys like Diddy spacing f-airs with no problem. It's actually kind of hilarious. Luigi is a fairly technical character (jumpless cyclone, learning DI patterns), all things considered, so if you already main Luigi, you should invest the time into consistently landing perfect pivot tilts and jabs. Luigi's perfect pivot to jab may just be the most beautiful thing in the game.
I'm pretty sure Lightweight should be there due to its quality and the bug.Special move ban tier list, starting with the "most bannable": (Which isn't the same as "best")
Honestly, none of these are ban-worthy.
- Oil Panic
- Gravitational Pull
- Timber Counter
- Kong Cyclone
- Monkey Flip
- anything else
Still partly vulnerable and most people approach both moves with "wait it out and punish the huge lag after", at least utilt can suck them in if they space badly and if they panic and block it can break their shield. Plus edge guardsI think Up tilt is worse... at least the punch has hyper armor or whatever armor
I feel like the main reason nobody talks about Kirby's customs is the lack of Kirby mains, the lack of custom moves, and the lack of Kirby players using custom moves (because apparently some Kirby mains like Final Cutter). While he may not be exactly top 5 with characters like Palutena and Ganondorf existing, he's definitely right next to them.I just did some looking to Kirby's customs in more detail and have some questions for @ Aunt Jemima .
I didn't realize Upper Cutter was (f5) invincible. That's actually pretty nice, more of a recovery improvement than I thought.
I don't understand the focus you gave on using FH Hammer Bash to gain enough height to survive a (failed) Meteor Stone. You can do the same thing with a single DJ, which is much faster. It's not like Kirby needs to preserve his DJs in that situation.
Meteor Stone is nice, but I don't ultimately see it as a huge improvement. It's a lot of trouble, harder to land, and tbqh normal Stone has crazy KO power anyway--enough to KO most off-stage opponents. I'd probably use Burying Stone in most matchups, since it's just so much more useable.
What I suspect the biggest difference of opinion is, is the value of Kirby's neutral-b options. They seem pretty good--frankly strictly superior, but not a huge upgrade? I'd be curious to hear your thoughts on these options specifically.
Aka. Pointless, and it's still not best at that. Luigi's taunt is an automatic "Quit this game, you aren't on my level".Warlock punch is strictly there for disrespect, you'll almost never hit anyone with it, but it's the ultimate "I'm really not taking you seriously" move
A few primary Olimar mains got into top 50 at Apex, and two Oli mains are in top 15 of the SoCal PRs. I'm not sure if these will influence your stance on Olimar's viability, but I'm just saying this because the spaceman has been getting some fair representation as a main in tournaments.Anyway, totally different topic, but after seeing Dabuz at Apex and playing some Olimar on 1.0.5 3DS (his Pikmin AI issues seem fixed), I'm kind of feeling the Olimar again. He's clearly not quite as good as he was in Brawl, but a lot of the stuff that was good about him is still good and damn can dude ever camp down a match. I admit I judged him pretty harshly after 3DS 1.0, but I think he's somewhat viable now and I'd like to see some more people pick him up.
I just played a bunch of Olimar on For Glory and did pretty well. Apart from a preposterously laggy match against a Sonic I won most of the matches (and technically I won the Sonic match too since I was winning when time ran out). I note that Spindash is basically useless against Olimar, since he can just FSmash it for free, even if Sonic jumps he recovers fast enough that you can't punish. I actually think Olimar might have decent-ish matchups vs many of the high tier characters.I like using olimar but against some characters you need to be very campy unlike in brawl where you could be agressive and pikmin who had flowrrs survived better which made it great to not worry about your pikmin later in abattle which now you need to be careful with the pik more often his recovery got buffed and nerfed which sucks cause you have to sacrifice pik to survive or go down with your pik
don't need another kill move, since you can now go off the stage in Smash Mode and make it back like you're in Jump Mode. That's plenty of KO power. Quick Attack is much better on Shulk than on Pikachu imo, because Pikachu doesn't have the huge edgeguarding hitboxes.As for Quick attack? I'd trade Back Slash for it, but Air Slash is one of my kill moves. Shulk has heavy frame data without their reward. I could QA but I still don't have pikachu's start-ups.
You cant go off stage in one art and come back in another unless you do great timing and air dodge or attack when activating the next art to cancel the start up activationdon't need another kill move, since you can now go off the stage in Smash Mode and make it back like you're in Jump Mode. That's plenty of KO power. Quick Attack is much better on Shulk than on Pikachu imo, because Pikachu doesn't have the huge edgeguarding hitboxes.
also, Shulk's recovery in Shield and without Jump/Speed is meh, and QA fixes that
edit: also, I imagine that Monado Arts would affect QA maybe. that'd be interesting
I didn't say or imply that you could (or that this was practical to do). You misread the post.You cant go off stage in one art and come back in another unless you do great timing and air dodge or attack when activating the next art to cancel the start up activation
Cant you Click art - Jump immediately, attack or whatever you want, fall (monado activate), jump and retreat, UP B (if necessary) ???You cant go off stage in one art and come back in another unless you do great timing and air dodge or attack when activating the next art to cancel the start up activation
I think more context is added to this with the frame data you gave me before. Cover the ledge jump because they can act out of it soonest, as soon as you see they dont air jump cover their laggier get up or roll animations.Could be a game-changer for characters with momentum-shifting attacks or characters that like to have their opponents on the ground--
It varies between characters, but my estimate is an average of ~12 for Ledge Jump, ~32 for Ledge Climb, ~42 for Ledge Attack (with the attack hitting at ~22), and ~50 for Ledge Roll. That's doesn't help nearly as much as exact numbers, but it's a starting point, right?
"Ask your TO if customs are right for you and your community!"So are customs just a 100% go from now on?? Main page of Smashboards makes it sound like customs are in at tournaments from now on.
Hyper Smash Monado Power Counters are even more ridiculouser.Is it just me or does Shulk have an extremely good matchup with Sheik? Just messing around with it, I find Shulk routinely living to 140%+ and killing at 80/90%. Smash Monado counters are ridiculous.
Congrats, you're everything wrong with Sm4sh.I am vehemently anti-custom, glad to see they're not the norm.
The power of hidden information rewards defensive play. When no one is quite sure what their opponents are capable of, the campers stand victorious.Congrats, you're everything wrong with Sm4sh.
The solution is to play with customs and learn what they do instead of being ignorant and afraid of the unknown. Get familiar with the moves so that you don't have to treat them like "hidden information". We're all gonna get on with playing a great game, if you don't keep up that's a shame, but judging from your posts it's a problem with your attitude.The power of hidden information rewards defensive play. When no one is quite sure what their opponents are capable of, the campers stand victorious.
Actually when a game is still developing rushdown is the best.The power of hidden information rewards defensive play. When no one is quite sure what their opponents are capable of, the campers stand victorious.
But we're talking like 350+ customs we gotta memorize here.The solution is to play with customs and learn what they do instead of being ignorant and afraid of the unknown.
You know, I was halfway kidding, and then you said this. At least you're in good company.The power of hidden information rewards defensive play. When no one is quite sure what their opponents are capable of, the campers stand victorious.
No offense, dude, but if you can't adapt, that's not my problem.But we're talking like 350+ customs we gotta memorize here.
Imagine the tierlist/MU discussion if we had to make separate discussions and factor in customs too, even with AA's project of certain 5/6 sets for each character.
Even then if you wanna be a bit more rational and say a good 100 or so is next to useless, then I guess 150+ customs that're worth using we still have to memorize.
I personally am against the customs metagame frankly, because I think it unnecessarily adds to the scope of what needs to be learned in this game. As noted, the game has enough to learn as it is, and we don't even have a solid non-customs tier list yet.No offense, dude, but if you can't adapt, that's not my problem.
At least Warlock Blade makes the move usable.I have no idea why Ganon still has warlock Punch, other then Sakurai purposefully ****ing in my cereal.
It really isn't that much different. Your characters are still for the large part...the same characters. The majority of matchups don't change radically because of customs, though in several cases many become less polarizing.I personally am against the customs metagame frankly, because I think it unnecessarily adds to the scope of what needs to be learned in this game. As noted, the game has enough to learn as it is, and we don't even have a solid non-customs tier list yet.
I find it strange that people are already looking at other metagames when we haven't even explored the non-customs metagame in its entirety yet. But I do realize that my opinion is in the minority around here