Life
Smash Hero
I don't think Zelda is particularly spectacular, but if people can't get around SH double kick I'm pretty worried about them.
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Pikachu does well against Marth mainly because Marth just cannot kill him at all. Marth has no reliable setups into Fsmash or Dair on Pikachu and can't edgeguard him reliably either, so Pikachu tends to live until ridiculous %s on a lot of stages. It says a lot that the way I die most often to Marth is off the top from a Utilt at like 150%. Just watch Axe vs any Marth and look at how long his stocks last on average. Pikachu on the other hand kills Marth pretty early and easily, either via gimps or just off the top.- Pika - I have no idea why this would be true, not that i doubt you. I just can't theorycraft an explanation either way.
My brother and training partner is a link main with a lot of good wins under his belt, and would be a good contender in tri state if he was more active. I wouldn't be speaking about link if I didn't consider myself to know the character considerably well.A. Link's punish game is basically just as good as Ness's with the exception that it doesn't lose its potency against floaties. His attacks hit like a truck for pretty massive damage and he does not struggle at all at stacking up 50-70% off a single grab on much of the cast
B. He has a LOT of viable combo starters in neutral. Boomerangs, 2nd hit of fair, bombs, zair, jab> jab > dsmash/grab/dtilt
C. He has a neutral game
People have criminally underrated Link all the time here, just because, as Shokio rightfully point out, there aren't any "complete" link players out there. Hero of Time truly is a complete player using a decent character that other players failed to push to the limit because they became obsessed with laming with boomerangs and not learning how to play smash.
Don't know about most of these, but it's important to know that Sheik's NTSC down throw is pretty much the reason she was so good against him in melee because there were guaranteed and well known flowcharted punishes for any Marth DI. In previous patches her mixup compensated, but now that she just has PAL down throw it's probably even at best.I see your points, but for the same reason you say Bowser gets bodied by so many characters, I think if Marth plays the matchups correctly he shouldn't lose most of these. Here's my opinions
Yoshi- Marth beats yoshi for sure. He may have a hard time killing Yoshi if he doesn't get a spike or nice tipper f smash, but it doesn't matter because if the marth knows what he's doing he will just keep winning neutral/keep edgeguarding til yoshi finally dies. Marth's disjoint is just insanely good and safe against Yoshi. doesn't have the range and/or speed to deal with Marth's neutral assuming 2 equally skilled players are playing each other.
Maybe Zard- I think Marth's ability to keep opponent's above him play a huge role in making this matchup good for Marth. I know this because I play DK who also has that same strength, and this + edgeguarding are all you really need to beat Zard. Marth does both of those very well. Also, he has a great shield grab which could be used as a last resort if Marth can't stay below Zard and he tries doing a fast fall aerial to the side to get to the ground. Just run up + shield grab, or simply have a good DD grab game to punish his landing, and it's hella hard for Zard to land safely.
Fox- This was about even in melee and Marth is essentially buffed in PM due to his less lag on many aerials and stuff, and obviously fox is nerfed, so i would say this is even at worst for Marth.
Link- This could be a secret losing matchup Marth has because it was Link's ONE good high tier matchup in melee, and Link is obviously buffed from melee. Aerial mobility is a key trait against Link and Marth is mainly a grounded character. Therefore, he has to resort to amazing powershield game unless the Link simply gets outplayed and Marth consistently finds his way in.
Rob- Marth beats ROB cause grabs and edgeguards lol. Marth has a very easy time grabbing ROB because of his maneuverability, and it's very easy to get ROB offstage from a grab. I would say DK has an easier time dodging dairs than ROB does. That's how free it is for Marth to edgeguard ROB...
Roy- Can't really say much hear, don't have enough experience. However, One thing I do know is that if Roy is above Marth he's pretty much dead because being a semi fast faller he has to DI offstage in order to not get combo'd forever, and from there all he really has is his invincible ledgedash lol
D3 - Ever see Sora v.s. Ripple? Sora had like zero DDD experience compared to Ripple who plays Dart's Marth all the time. Seemed like if Sora had more experience he would have had an easy time winning neutral over and over again due to his DD grab game, and easily transitioning into dair edgeguards. Also, Ripple is really good anyway so it's not like Sora was super outplaying Ripple or anything lol. Sora actually took a set off Ripple despite the matchup inexperience. It looked pretty stressful for Ripple. Sora played super safe and did a lot of work when he got in. Keep in mind he did all this while figuring out Ripple as well as DDD. I would like to see how well Sora would do in that matchup if he had Dart's MU experience
Pikachu - I might agree with this actually lol. Idk how it is in melee, but it's prob safe to say that if Pika does decent vs Marth in melee then it's even better for him in PM
Ganon- I agree with this too. Marth is one of Ganon's best high tier matchups in melee (arguably even) and Ganon is way better in PM than melee. Especially his movement, which is something that Marth easily abused in Melee.
Diddy- I think Marth wins because I've watched Sora body Diddy's back in 3.02 Haha i have a biased perspective admittedly, but still. I think Ground mobility is huge v.s. Diddy because Marth can shield a banana, then quickly get in while running under the banana as it's in the air (assuming Diddy throws the banana from long range). Jumping is a big commitment v.s. Diddy (not gonna explain why) so ground mobility is huge. Also, Marth easily converts grabs into edgeguards Diddy, and he's is hands down one of the best characters in the game at edgeguarding Diddy.
Falcon - Pretty much even in melee, pretty much even in PM as well. If anything, it's better for Marth because he can wall Falcon out a little better with less laggy aerial pressure than in melee.
Falco - I actually agree with b-reverse lasers being huge in this matchup. It makes his neutral much less predictable. Falco may win slightly like 55-45. Prob even at Worst for Falco
Btw, can't forget Sheik. Sheik does pretty damn good v.s. Marth
Village Mascot is a good link as well, but not as widely known. I think as of now he's generally considered better than Tako and myself in Cincinnati; would have been interesting to have him come with us to that TN tournament, but he was at evo instead.People think link is good because hero of time, and hero of time is the only good link pushing the character, so no one really knows how to deal with it.
The second camp is the correct one.I always find when discussing neutral, that there are two frames of reference.
1. One camp (the one i'm in) believes Neutral is everything that isn't "the punish game". Basically, neutral is everything that occurs before you get the first hit on a non-shielding opponent, without you yourself getting hit. This means neutral includes patience non-engagement, control of tempo, it includes things like shield pressure, spacing aerials in a shield. It includes your ability to bait out a poor attack via dash dancing, spot dodging, or shielding, and it includes your out of Shield options.
2. The second camp (I think DF is in this one) believes neutral is deliberately different than "stagger game". Falco's neutral game would be defined by lasers and nairs, but dair->shine on a shield is not a neutral game tool or a tool in his neutral game. This camp does not consider your OOS options as being a part of neutral. I personally find this camp confusing.
I actually agree with this. I think that Ness has one of the higher skill ceilings in the game, tbh. He can played with many different styles and knowing which style to use when is very important. You have to know your opponent and their character and how they operate.Ness's neutral is on the worse end of the cast, but honestly it's far underdeveloped. Ive played both sterokidd and boiko (both of which are amazing players) and both had very different styles and choices in neutral. I think ness is stranger than a lot of characters in the sense that he doesn't really have a "plan A". He's not like falco or marth where you're either controlling space and facilitating bad positioning with lasers or DD grabs. No one really knows what to do with him per say, and I think that's reason that people think he's bad. I play sheik and ike for example, both of which are considerably developed and overall easy to play, and it's very easy for me to gauge which moves are better in certain situations. Ness is still extremely underdeveloped, and not at all as easy to be good or consistent with as link is.
I've been advocating a lot of the nerfs, but I expected a buff or two outside of the footstool thing. They took away much more than I thought, and gave less than Yoshi needed in 3.6. It's okay, I expect things will change in the future.Weren't you the one advocating some of these nerfs, or are the Yoshi mains out there really out for your blood for some reason?
Soon ™I've been advocating a lot of the nerfs, but I expected a buff or two outside of the footstool thing. They took away much more than I thought, and gave less than Yoshi needed in 3.6. It's okay, I expect things will change in the future.
I mean, you've done a pretty solid job of recognizing and addressing his problems to date. Toon link is problematic atm, but I'd trust your expertise in that regard over mine or boikos or whoevers.Kind of off topic but
I just now noticed that to this day, I've never had someone in this thread call me out on toon link being ******** or busted. Everyone kind of just places him in high/top tier and we never discuss him. He's just... there lol
Or if they never change that'd be cool too. Yay MeleeSoon ™
Toon Link is carrying you, you ****ing baddieKind of off topic but
I just now noticed that to this day, I've never had someone in this thread call me out on toon link being ******** or busted. Everyone kind of just places him in high/top tier and we never discuss him. He's just... there lol
There's only one recognizable one. :T Solid high tier imo.I don't think I've heard about Toon Link. What's his deal?
Why does toon link have Melee GnW throws instead of DI mixups. Why can't kirby have nice things like good throws that aren't dthrow >.>Kind of off topic but
I just now noticed that to this day, I've never had someone in this thread call me out on toon link being ******** or busted. Everyone kind of just places him in high/top tier and we never discuss him. He's just... there lol
Any reason as to why Mario isn't at least B tier?
This is my opinion on the tier list. Very vague order with their tiers.
DI mixups were super forced and didn't really work right.Why does toon link have Melee GnW throws instead of DI mixups. Why can't kirby have nice things like good throws that aren't dthrow >.>
Tinks is cool though, unless you're playing a character that actually can't do anything to platform+bomb camping, he's pretty fair
Toon Link is OP and he's made him that way to specifically benefit you in tournament.Kind of off topic but
I just now noticed that to this day, I've never had someone in this thread call me out on toon link being ******** or busted. Everyone kind of just places him in high/top tier and we never discuss him. He's just... there lol
Because his D-Throw, Dash Attack, Inhale, and crouch already make people salty enough? If you give him too many good traits he'll cause too much salt and upset the delicate balance of our ecosystem.Why can't kirby have nice things like good throws that aren't dthrow >.>
Kirby's B-Throw is good for positioning, and the other 2 are only good for exposing people who have bad DI.Maybe Kirby and Ganon should both get their down throw toned down a little.
Kirby has the tech chase from hell, Ganon has either chaingrabs to death on fast fallers and any follow up he wants on everybody else. Couldn't they have some reason to use their other throws?
(Aside from ganon's up throw being part of the chaingrab. I also assume Kirby's other throws are occasionally useful but not on the level of down throw)
I mean, it's not a cut-and-dry thing lol. I just see it as a scale from totally neutral to totally advantageous. Where you place the lines to divide "neutral" from "stagger" and "stagger" from "punish" doesn't matter that much. Obvious extremes being from a ditto where both characters are equidistant from opposite ledges and the other extreme being a single remaining option to close out the stock (such as a ledgehog). Neutral is very rarely actually "neutral" in the literal sense since often one player will have slight positioning advantage, a character takes advantage of a given situation better than the opponent can escape it, a player having some kind of read/intel on the other, etc. Cutting it in half and saying "I'm in the camp where it's cut in half" isn't just an opinion, that's wrong lol. If you want to strictly define it, you could just look at frame advantage in any one position (yes this shifts constantly and dramatically and at any one moment you could argue that neutral has shifted in a matter of frames from one player's favor to the other) and say "Here's the potential punish they could get off of it and how much frame advantage there will be following it, is there a way for the opponent to escape that frame disadvantage if their read is correct+game knowledge+execution is proper?" To suggest that shield pressure is neutral is to imply that neither player has advantage when really, it falls somewhere down the line of frame advantage for either player, and each interaction of a hit (or lack thereof) on shield shifts from frame advantage to the attacker to advantage for the defender (depending on the hit) meaning the overall branching of the option tree favors one player at a time, and statistically speaking, picking a random option from the set of options that interact to give you a favorable scenario based on all your opponent's available potentially favorable options should give a higher chance of success to the player with even the slightest frame advantage.I always find when discussing neutral, that there are two frames of reference.
1. One camp (the one i'm in) believes Neutral is everything that isn't "the punish game". Basically, neutral is everything that occurs before you get the first hit on a non-shielding opponent, without you yourself getting hit. This means neutral includes patience non-engagement, control of tempo, it includes things like shield pressure, spacing aerials in a shield. It includes your ability to bait out a poor attack via dash dancing, spot dodging, or shielding, and it includes your out of Shield options.
2. The second camp (I think DF is in this one) believes neutral is deliberately different than "stagger game". Falco's neutral game would be defined by lasers and nairs, but dair->shine on a shield is not a neutral game tool or a tool in his neutral game. This camp does not consider your OOS options as being a part of neutral. I personally find this camp confusing.
Nerd.I mean, it's not a cut-and-dry thing lol. I just see it as a scale from totally neutral to totally advantageous. Where you place the lines to divide "neutral" from "stagger" and "stagger" from "punish" and "punish" doesn't matter that much. Obvious extremes being from a ditto where both characters are equidistant from opposite ledges and the other extreme being a single remaining option to close out the stock (such as a ledgehog). Neutral is very rarely actually "neutral" in the literal sense since often one player will have slight positioning advantage, a character takes advantage of a given situation better than the opponent can escape it, a player having some kind of read/intel on the other, etc. Cutting it in half and saying "I'm in the camp where it's cut in half" isn't just an opinion, that's wrong lol. If you want to strictly define it, you could just look at frame advantage in any one position (yes this shifts constantly and dramatically and at any one moment you could argue that neutral has shifted in a matter of frames from one player's favor to the other) and say "Here's the potential punish they could get off of it and how much frame advantage there will be following it, is there a way for the opponent to escape that frame disadvantage if their read is correct+game knowledge+execution is proper?" To suggest that shield pressure is neutral is to imply that neither player has advantage when really, it falls somewhere down the line of frame advantage for either player, and each interaction of a hit (or lack thereof) on shield shifts from frame advantage to the attacker to advantage for the defender (depending on the hit) meaning the overall branching of the option tree favors one player at a time, and statistically speaking, picking a random option from the set of options that interact to give you a favorable scenario based on all your opponent's available potentially favorable options should give a higher chance of success to the player with even the slightest frame advantage.
This post deserves 1000 likes but they might warn everyone that does or something. *cough* UH I MEAN WARIO'S HIGH TIER AND G^W IS AN INTERESTING CHARACTER *cough*Nerd.
Stop it. Take the memey nonsense to the social thread and let people who actually want to discuss the game in a productive manner do so here without disruption. Last warning folks.This post deserves 1000 likes but they might warn everyone that does or something. *cough* UH I MEAN WARIO'S HIGH TIER AND G^W IS AN INTERESTING CHARACTER *cough*
Yeah, I know, that's why I didn't count it as 'reliable', it's not easy to lead into.dsmash is a "reliable" vertical kill move for floaties, as far as having enough knockback goes, but you probably are going to need a solid knockdown situation, read, or CC to land it
I'm inclined to agree (I think he beats Marth too), but I say a lot of things about Mewtwo. I'll also note that he's always been quite capable of edgeguarding Roy even at the ledge, not just in 3.6.I really don't think Mewtwo goes even with Roy. Roy doesn't have a range advantage, reliable ways to combo into his kill moves and Mewtwo definitely can edgeguard him now. Low percent Uthrow to Mewtwo juggle offstage sounds like straight-up wreck for Roy to deal with and I doubt he can harsh back as hard. Not have reliable vertical kill moves [besides like Uthrow at 160? lol] can only compound that issue.
I'm no longer interested in discussing balance changes but I'd just like to point out that aerial attack cancelling Peach Bomber exists in Brawl- if you want to see how it turns out in that game. Not only is it kind of stupid but with 21 frames of startup and regaining actionability on frame 71 (?) she can already run a greater distance than the Peach Bomber takes her in the same amount of time. All you do is move horizontally a bit faster during your aerial, but your opponent is prepared for it.Speaking of item characters, I'd like to see Peach get ... ability to JC Peach Bomber during airborne frames...
My suggestion isn't to say "stagger game" is actually neutral. My suggestion is to state that, when we are evaluating the strenght of a character, we seldom isolate and evaluate the stagger game. We tend to strictly be speaking about hte ability of the character to define the tempo of a scenario and get into punish game better than his opponent, and start creating a "damage/stock advantage". In this scenario, I don't make delineations about the capabilities of a character to stagger an opponent, or play neutral--I strictly am evaluating the ability of a character to start damaging his opponent vs the opponents' ability to do the same back.To suggest that shield pressure is neutral is to imply that neither player has advantage when really, it falls somewhere down the line of frame advantage for either player, and each interaction of a hit (or lack thereof) on shield shifts from frame advantage to the attacker to advantage for the defender (depending on the hit) meaning the overall branching of the option tree favors one player at a time, and statistically speaking, picking a random option from the set of options that interact to give you a favorable scenario based on all your opponent's available potentially favorable options should give a higher chance of success to the player with even the slightest frame advantage.
I'm aware that I'm not exactly treading new ground here; Balanced Brawl also lets you cancel into any non-special action. Granted the fundamentals of Brawl and BB Peach also differ from Melee and PM's incarnations in certain subtle but meaningful ways - I'm not knowledgeable enough regarding Minus to comment on how those subtleties might translate to that game.I'm no longer interested in discussing balance changes but I'd just like to point out that aerial attack cancelling Peach Bomber exists in Brawl- if you want to see how it turns out in that game. Not only is it kind of stupid but with 21 frames of startup and regaining actionability on frame 71 (?) she can already run a greater distance than the Peach Bomber takes her in the same amount of time. All you do is move horizontally a bit faster during your aerial, but your opponent is prepared for it.
Marth definitely has losing match ups T.T.Marth is really good. He has almost no losing match ups. Idk, I find it hard to see him anything but top tier, but I get it.
Ness sucks though. Definitely not B tier.