Zelder
Smash Journeyman
Calling it the "nothingness" approach is like the most anime possible way to refer to it. This is not a value judgement, merely an observation.
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Actually, it'd be Mu.Calling it the "nothingness" approach is like the most anime possible way to refer to it. This is not a value judgement, merely an observation.
My bad, he's the 13th worst character counting mii's. if mii's aren't included, he is the 10th worst. so it is half correct, based on the tier list.Who said he was bottom 10?
What is that ONE thing exactly? i you referencing that he only has a ground game? but yeah, overall i feel he should be mid tier, 30 or 29th seems fair in my eyes. the biggest thing is that he suffers from stage counterpicks. but he has town and city, which is a good neutral stage for him, and Lylat is a starter stage now, and it is very hard if not impossible to circle camp him there. Battlefield is also good, if the character mac is playing against doesn't have a projectile (or isn't sonic.) with that in mind, he should rise a good chunk. he beats all the characters 10 spots above and below him to say the least.Best at footsies in the game but he only does that ONE thing making him one dimensional and linear. Developing counter play is not hard or you can simply not play footsies wiih him.
But hes not bottom ten. His burst damage/KO potential is too great for that. As well as his obvious dominance at mid and close range.
agreed. some characters benefit more from this playstyle than others, particularly ones with fast and strong punish options, but it is a beneficial trait that can be used across the whole cast. in fact, you might see this kind of action being used when one player has the percent lead, as they aren't under any pressure to commit to an action."Nothingness" is not a concept.
It is much better described as playing "reactionary" and "non-commital."
This is nothing new. Every character in the game benefits from withholding unnecessary buttons. It is the same thought that goes into staggers and delays.
This is not the same as yomi... Not even close...
I should say that i do play cloud alongside Mac. they cover each others matchups pretty well, and make my opponent second guess a lot of the time on what stage to ban (since cloud can't be as defensive on FD, and thrives on platforms, while with mac its the opposite). Mac does have some pretty rough matchups for sure, but they aren't terribly bad for him, in any sense. I can agree mindset is part of it for mac though. i should say i believe little mac has a top 5 neutral game, and his disadvantage game isn't garbage (still not great, but people just don't know how to get out of juggles with mac.)Maybe Mac would be thought as better if his mains had the really nice idea to play another character alongside Mac.
Seriously too, Mac is a character that i don't consider too viable due to the mindset of a majority of players right now. Mac has among the roughest matchups of the entire game, and while some others are pretty nice, such as Fox, it is still a necessity to play another character because of the horrendous matchups vs some characters who can counterplay Mac best while negating or being able to keep up with some of his ups while crushing him once you get him in Disadvantage.
Also, i'd like to bring up a subject related to tiers by themselves: Don't call a character " Not bottom 10 " or any Bottom/Top X, but instead, express your thoughts in a more general way " They're not as good/bad as some of us may think "
You see, as of right now, Smash 4 in many ways is a game with niche placements/sets that are notable & worth talking about, usually leading to this kind of discussion, but here's the thing: It happens with everyone.
Defining who's actually really in Bottom/Top X is legitimately hard, aside from the 3 best & 3 worst, which may still be argued, but are overall the most stable & precisely placed character of our metagame, but for others, it's just kind of hard to place him due to said vicious circle happening for nearly every character who gets on the spotlight due to 1 set, a decent placement at a tournament, or a discovery, maybe some others things even.
the biggest thing here is "consistency". little mac doesn't allow for as many mistakes as other characters, due to his character design. this is probably the biggest reason why mac struggles at large events, because consistency is the biggest issue involved, and this falls on the players, not the character.Mac appears to me to have a fairly large player base. The average skill might be a little lower, but the playerbase is there. The average skill being brought down by the large amount of FG or casual players, this is not a slight towards the truly talented Macs that exist. But, even with this playerbase, I don't see him doing well.
If a tier list is likelihood of success at a tournament, and we are accepting a 2 stock meta... it just doesn't seem likely for Mac to make it that far. The stages hurt him, CPs hurt him, linearity somewhat hurts him (though that is often a player issue more than not). I've heard from Mac players that his superarmor is actually pretty disappointing in some ways.
I don't like seeing that I am playing a Mac, he is likely to make some plays and take me out.. but can he consistently make those plays, and win the entire event? It doesn't seem to happen often, at least in my eyes.
This right here i believe is the biggest misconception by the smash community. little mac does not, in fact, lose at the character select screen/stage select screen. in regards to stage selection his top 3 stages from what i have played are:Hard to rate a character very high when he can more or less lose at the character select screen AND the stage select screen.
Mac clearly has some strengths, but such a hyperbolic character design is doomed from the start. Mac cannot take a national, he is pretty strictly not solo viable, but it's not like he sucks. Don't get me wrong. But inconsistency is bad, and SOMEBODY needs to be "low tier". That's just how things go.
I first want to thank you for having an intelligent discussion with me on this. TBH, i haven't ever had one in regards to mac's viability, because of the image most players have of him at a competitive level.Well, 'making mistakes' can be as simple as 'guessing wrong', or 'being predicted'. In this case, it is pretty bad to have some of the worst punishment for it. And yea, rising uppercut can get him out of juggles... but compare it to something like mario's nair. Nair can drift, and is relatively low risk... yet if you call the mac on his rising uppercut, you can get him with an aerial at the peak of his jump, and initiate a powerful juggle, or launch him offstage, putting him in a 50/50 that results in his death half the time.
I mean, he isn't terrible... but neither is anyone above him. I just don't see him climbing above where he is, the characters below him have less problems and better results. And this is coming from someone who would rather play other characters than Mac. (I personally hate his design, and a game with him in top tier would be painful to play, to say the least. This is probably why we never saw meaningful buffs, because he is dominant online)
He does gain a lot from PP, and PP utilt is something I like seeing as it is powerful and something that improves his neutral... but is it enough? If he was bigger and heavier that would be something. but then he wouldn't be little mac.
I think a viable mac in my eyes would only have a few changes though. If he had a really damaging pummel, like the most damaging pummel by a significant amount (from a boxing clinch, duh!) he would be so much better. Maybe I don't play the best macs, but while he is safe on shield, he doesn't threaten the action of shielding much. I fish for powershield ->boost kick pretty hard against him, especially since the new more horizontal angle actually spells death for him faster.
The thing is, your character is only a tool.. and when one tool demands more consistency than any other character, that isn't a good thing. Its not a lack of skill, its just that you play so many opponents with so many good options, that a read gone wrong is going to happen... a lot... it helps to be able to flip kick out, survive it, or even avoid the read based situation with superior mobility and zoning...
oh yeah, i heard about that. you mentioned that fact that camping is a problem, and i agree with this. but this is what stages like T&C and Lylat are for. T&C does have platforms that leave on occasion, and i have timed it, in a 6 minute game, you typically get no platforms for 2-2:30 minutes. Lylat while it does have platforms can be sharked by mac with usmash, and are much easier to reach than Battlefield. so mac players have accounted for camping by looking at their stage choices.Sheik is nearly even, if you ask Sol. I'm inclined to agree with him.
Meta Knight, Pit, or any character that is given an opportunity to camp him and can capitalize, those are the real issue. Consider you more or less have to ban Duck Hunt, and to a lesser extent Smashville. That leaves Mac open to getting taken wherever his opponent's character is comfortable, and that's if you win a game.
Little Mac vs Duck Hunt (the stage) is probably one of the hardest MUs in the game.Think when it comes down to it, Little mac loses mostly to stages than characters.
That is the most ironic name for a patient player everAll this nothingness talk is really becoming bizarre to me.
In my day we called it "patience" or "playing smart."
I learned smash (and fighting games in general) from sessions with teh_spamerer, a guy who was renowned in Melee/Brawl/other games for extremely patient, reactive gameplay (his patience was so incredible that on his best days he went toe to toe with m2k and Ally in Brawl, and they were the giants of the age), and although I wasn't too invested in smash until smash 4, some of those principles have carried me in tournament sets.
The best lesson I can remember on the topic was when spam told me: "your opponent has a brain and a controller, don't forget that."
Think about it.
Heh. off-topic, but spam was aware of the name. It actually is quite fitting.That is the most ironic name for a patient player ever
I like the way you put it. I've been reminding myself recently to play more patient and it's been rewarding.All this nothingness talk is really becoming bizarre to me.
In my day we called it "patience" or "playing smart."
I learned smash (and fighting games in general) from sessions with teh_spamerer, a guy who was renowned in Melee/Brawl/other games for extremely patient, reactive gameplay (his patience was so incredible that on his best days he went toe to toe with m2k and Ally in Brawl, and they were the giants of the age), and although I wasn't too invested in smash until smash 4, some of those principles have carried me in tournament sets.
The best lesson I can remember on the topic was when spam told me: "your opponent has a brain and a controller, don't forget that."
Think about it.
I will be sure to tell Kashif you gave him a shout out.All this nothingness talk is really becoming bizarre to me.
In my day we called it "patience" or "playing smart."
I learned smash (and fighting games in general) from sessions with teh_spamerer, a guy who was renowned in Melee/Brawl/other games for extremely patient, reactive gameplay (his patience was so incredible that on his best days he went toe to toe with m2k and Ally in Brawl, and they were the giants of the age), and although I wasn't too invested in smash until smash 4, some of those principles have carried me in tournament sets.
The best lesson I can remember on the topic was when spam told me: "your opponent has a brain and a controller, don't forget that."
Think about it.
Limit bladebeam isn't very good, even though they probably intended for it to be used, but I don't think limit up-b was even designed to be good (outside of being a very high distance recovery obviously), it's there to give you a way to force the enemy cloud to use their limit charge up.opinion: limit breaks are undertuned and overshadowed by the pure *********** that is cross slash.
-blade beam has terrible frame data even for a projectile, doesnt kill until 120% center stage, and despite the rapid slash effects on shield you cant actually do anything with it to shields. it does 19%, but other projectiles that have to be charged(does limit break count as charging it?)are actually good and dont overlap with other resources. i guess it's decent for edgeguarding but cross slash does that better.
-climhazzard is likely intended to be used with the braver for 21%, but beyond 50% this isnt really doable. you're left with an underwhelming 13% that doesnt kill until 120%. i WILL give it that it is a better oos than cross slash, but outside of that it's a mediocre move. oh, and because you cant choose whether or not to use the limit version, it will very likely eat up your limit break when recovering.
-finishing touch i feel is the (distant) second best limit break. it kills at 50% when set up and has very large hitbox. but then you realize it only does 1% and has a ****load of endlag so it's a really risky option for reads.
Smashville can be tough too :^)Little Mac vs Duck Hunt (the stage) is probably one of the hardest MUs in the game.
Thats why the stage banning and picking section is so vital for mac mains. its also why we need to know the best stages for us, and what we want to ban and pick.Think when it comes down to it, Little mac loses mostly to stages than characters.
one of mac's worst stages yeah.Little Mac vs Duck Hunt (the stage) is probably one of the hardest MUs in the game.
haha, funny thing is, mac mains always ban this stage immediately. just how people ban fd against us immediatelySmashville can be tough too :^)
I thought about it as patience and playing reactionary. i thought this has had been around in fighting games for awhile. the Turtle style from alpha strike 3 comes to mind when we talk about patience or "nothingness" as people have called it.All this nothingness talk is really becoming bizarre to me.
In my day we called it "patience" or "playing smart."
I learned smash (and fighting games in general) from sessions with teh_spamerer, a guy who was renowned in Melee/Brawl/other games for extremely patient, reactive gameplay (his patience was so incredible that on his best days he went toe to toe with m2k and Ally in Brawl, and they were the giants of the age), and although I wasn't too invested in smash until smash 4, some of those principles have carried me in tournament sets.
The best lesson I can remember on the topic was when spam told me: "your opponent has a brain and a controller, don't forget that."
Think about it.
Am I the only one who thinks that Cloud gimps better than he is gimped?Cloud has a massive sword that comes out fast and goes all around him, as well as ridiculous active frames on dair, of course he'd be good at edgeguarding lol.
It has, but many of us are just discovering it and employing it. Not like we've all been around and invested in fighting games since the beginning. Smash in particular has a high level of accessibility that not so much lets you get away with not thinking about higher concepts, but it doesn't force you to as much.Call me crazy but the patient style of play you guys call nothingness has been around since the beggining of fighting games hasnt it? Or am I not catching on?
The sad part is that it's been mentioned way back before and people kind of ignored it.Not to make fun of y'all too much, but it's cute to come in here and read about your fighting game progressions and realizations.
"I should SPACE you say...? Very interesting concept I may incorporate that into my gameplay soon."
Thing is that when most Smash players think of movement, they think the unnecessary stuff like perfect pivot, dash dancing, etc. For gods sake, it's hard as hell to get players to walk instead of running everywhere.It's common sense and easily seen in pretty much any combat situation. So, the real question isn't why we're not talking about it, but why people aren't applying it. Yeah, you got your tools, your combos, and your setups, but how do you move? I've said it before and I'll say it again, basic movement should be mastered or at least understood regardless of whatever level you are; pro, high, intermediate, low, amateur, or even "casual". Your tools, combos, and setups are worth jack when your only means to get in is rushing in. Run in; get beat. Predictable and concerning seeing as you're not learning... What's really turning in that head of yours, old boy?
Mewtwo messes with clouds recovery by just floating offstage, baiting anything, and then nair/fairing him. If he doesnt feel like risking that, a full charge shadowball can clip him during his upb ledgesnape for early kills. Mewtwo trashes clouds recovery harder than anyone in the game.How does he do vs the DLC? I'd imagine Cloud is a fat pain in the ***, but having a chargeable projectile + strong f/b throws is always a nice thing to have in the MU. I think he could probably mess with Cloud's recovery using dtilt effectively, but Cloud can just recover really far away with his snap hands. IDK. What is M2's biggest problem? Character problem I mean, lack of representation doesn't count.
Yep, and this is why Mewtwos Shadow Ball is arguably the best projectile in the game, I wrote this a few months ago (its long).And about the "do nothing" strategy: I think Jigglypuff's Rest is the most extreme example of the concept. You always have to be aware of the threat of that move, because frame 1 invincibility, frame 2 hitbox, and KOs extremely early... but as soon as someone uses it and misses, the threat is gone, and there's your opportunity to punish. Most stuff in the game has that kind of threat/risk, but to a smaller extent.
Another note about that is that you have to sometimes "do something" obviously, if you never do anything then a smart opponent will realize you're baiting them with no threat :D and that leads into conditioning and etc.
Part 2a: Scaring your opponent, risks v reward
When playing higher level opponents, they are always going to be thinking about the risk vs reward of their approaches and KO attempts. The best characters in the game get the best reward for the lowest risk but still there is always a risk attached. You can break down the game into every single movement being a risk versus reward calculation.
Consider the scenario of Samus' zair. It has extremely high range and is very safe, while only doing a little amount of damage. It is low risk, low reward. Link pulling a bomb is a medium risk for a medium reward. A captain falcon trying to read a roll with sideb in rage mode is an example of a high risk, high reward scenario.
The opponents know that there is a chance of getting hit but they take the risk because its worth it. They might become predictable but it doesn't matter because even if they miss, they don't get punished very hard with only a grab or dash attack. Shadow ball, like other charged projectiles though, changes everything.
Lets take a quick look a Shulk's bair used as a spacing move. Normally this move is only punishable by fast characters with weak attacks. Vs Mewtwo, Shulk knows that his bair will beat literally all of Mewtwo's normals, confusion and disable. The attack does 12% which will cancel out a shadowball charged to 21% or less. If your hands aren't glowing, Shulk knows this is a very low risk attack and if he's fishing for a KO while not trying to die himself, this is a good option.Having an FCSB on hand though utterly removes that option from Shulk. He now needs a new KO option and now his risk is greatly increased with his safest KO move now utterly unsafe. This of course works no matter what % you or Shulk are on.
When the enemy is doing their risk versus reward assessment in their head, there is a new addition to the equation, a guaranteed 26% hit which can KO them. Now the risk versus reward equation is drastically skewed into the risk side. This affects how the enemy plays by reducing their safe options. If you make a typically very safe move become completely unsafe, you have basically nerfed your opponent since now they are scared and have to deal with doubt.
When your enemy is scared of using a very good option, they are forced to use weaker options instead and when you have done that, you have already given yourself a big advantage in any matchup however the key thing is that this only applies with a full charge shadow ball. To punish these options you need the speed and priority of it, lesser charges are just far too slow and when Mewtwo's hands are glowing, this is when the enemy realises they cant use their safe option any more.
To further illustrate this point, lets analyse Peach's approaching options vs Mewtwo.
Peach has a safe projectile to throw in turnip which is unpunishable on block from even a short distance, she has her obnoxiously good dash attack that is fast, powerful and has very good range. She can wall out with nair/bair but of course her signature approach is the floating fair into grab/retreating fair.
All of these options are solidly effective vs most of the cast and Mewtwo struggles to deal with this without a heavily disjointed fair. I want people to take a look at this gfy which goes through a few scenarios starting with turnip and a spacing you out with fair. Normally turnip is safe on block and from a distance while her fair can space you out well. A lot of characters simply can not punish Peach for doing this or are forced to try and catch her landing, but she still has her safe-on-block fair to cover that.
http://gfycat.com/QuarterlySleepyHawk
When Peach does risk vs reward calculations for her fair on approach, they are heavily in her favour. If she doesn't straight out prioritise the enemy, she will trade and the move is basically safe on block. It is a low-risk, high reward option. The best moves in the game all have this common trait of low risk high reward.
This next gfy shows how Peaches usual approaches all beat baby shadowballs but are utterly defeated by full charge. I want people to pay extra attention to the very first clip where if you attempt to stuff this approach with a baby shadowball, Peach will fair right through it.
http://gfycat.com/MatureNastyFallowdeer
Not shown there is that with a half charge shadow ball on hand, Peach's f-air is cancelled out, but it doesn't hit her and the situation is reset and you don't want to be in CQC with Peach. Only with a full charge does it rip through her fair, cancelling her attack and hitting her.
You have turned a low risk, safe spammable approach into a safe, unpunishable 26% on reaction to her approaching. You have now completely messed up her game plan and Peach has to rely on her other approaches. Her other approaches which conveniently enough, are also all stuffed by full charge shadow ball.
People look at competitive Melee, with stuff like wavedashing/shining, and think Smash 4 needs stuff like that to compare, thus the fixation on movement techs. How much do people walk in Melee, actually?Thing is that when most Smash players think of movement, they think the unnecessary stuff like perfect pivot, dash dancing, etc. For gods sake, it's hard as hell to get players to walk instead of running everywhere.