ZSaberLink
Smash Journeyman
- Joined
- Mar 19, 2006
- Messages
- 393
Out of curiosity, how does Bayonetta do against characters that can just run away and spam? Let's say Toon Link throwing bombs?
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Bayonetta's a heavily punish-based character, which means she can't really get her combo's going if you camp her out. People just say their character loses to good DLC characters because they're new and good and that means a lot if you don't know the matchup, regardless of who you're playing.I would like some insight on Pacmans Placement becuase all the other Pacmans I've talked to thinks this match-up is terrible for Pacman.
I think this is a better Puff vs. Bayonetta video to watch.I actually have been wondering about the Jigglypuff vs. Bayonetta matchup because of the difficult-to-counter strengths that people bring up when discussing Bayo.
Two points that make me believe that there might be something to Jigglypuff not so much as a Bayonetta COUNTER as someone who can go toe to toe with Bayo are 1) The threat of Rest and 2) Jigglypuff's top-tier aerial mobility.
On the first point, while Jigglypuff can use Rest on anyone and everyone, I think the threat of a frame-1 invincible kill move paired with Bayonetta's long recovery on things like Smashes, Witch Time, jab combo, dair, etc. AND Bayonetta's height makes it a real threat.
On the second, a lot of the comments have been about Bayo's burst mobility, particularly when it comes to being able to safely escape threats after use of Witch Twist, Witch Time, or Afterburner Kick. Jigglypuff's whole reason for being is a supreme aptitude for weaving back and forth combined with lingering hitboxes, and I have to wonder if Jigglypuff might have the sheer mobility to keep up with Bayo's attempts to get away, and to bait out the attempts to "cheat" Neutral.
The downside is that Jigglypuff is, of course, super light, and so while she might be able to avoid juggles more handily she will just die to things earlier.
https://www.youtube.com/watch?v=2Izj-FRErs8
Here's a match I found from some tournament. While it ends in a way that has nothing to do with actual matchups (Bayo gets Pineappled), I do think that it shows just how much Jigglypuff can follow Bayonetta along her escape routes.
It's often tough to gauge how well a lesser-played character performs against heavily-played characters due to matchup inexperience possibly making it harder for the person playing the common character.I think this is a better Puff vs. Bayonetta video to watch.
https://youtu.be/6VgMVJAXxrM?t=11m
I would offer my comments, but even I'm still thinking about the matchup as a whole. Sorry.
Agreed. She still has her ladder combo and it works just fine.I see a lot of people totally revamping top 3. I really don't see how Zero Suit is dropping out of the top 3 now.
You'd be surprised at how negative the Kirby boards can be haha.tbf even Smash 4 Kirby players are very optimistic for their matchups.
What?Meta Knight is not that good any more. Smart DI will get you out of any death combo. I can only assume that people still, after nearly a year of MK dominance, don't understand how to DI his combos.
Please stop clinging to the past with this hilarious character. He is an exception to good balancing. A Melee-esque mess of advantage in a game with far more reasonable game states. MKs are gonna have to put in a hella lot of work for their character not to crash and burn.
Tyrant recently beat VoiD in the new patch. Although Sheik was nerfed as well, I'm pretty sure VoiD knows enough about the game to DI. MK will still be a threat, especially with his good Top Tier MU spread.Meta Knight is not that good any more. Smart DI will get you out of any death combo. I can only assume that people still, after nearly a year of MK dominance, don't understand how to DI his combos.
Please stop clinging to the past with this hilarious character. He is an exception to good balancing. A Melee-esque mess of advantage in a game with far more reasonable game states. MKs are gonna have to put in a hella lot of work for their character not to crash and burn.
MK was designed as an edgeguarding character, yet the ease of the ladder confirm ensured that almost no one actually used him in such a manner.Meta Knight is not that good any more. Smart DI will get you out of any death combo. I can only assume that people still, after nearly a year of MK dominance, don't understand how to DI his combos.
Please stop clinging to the past with this hilarious character. He is an exception to good balancing. A Melee-esque mess of advantage in a game with far more reasonable game states. MKs are gonna have to put in a hella lot of work for their character not to crash and burn.
Damage reductions, especially 2%/1.5%/2% on 3 very important moves is considerable though. Let's presume 30% of all moves ZSS ever uses consist of nair/uair/dthrow (which is not a stretch at all), and on average their damage got reduced by around 20%, so in practice ZSS now does roughly 0.94x the damage she used to. Could easily be less, even 0.90x. This is literally comparable to Sheik's weight nerf or worse, just the other side of the same coin.I see a lot of people totally revamping top 3. I really don't see how Zero Suit is dropping out of the top 3 now. Nothing that made Zero Suit great got nerfed significantly--she retains her ridiculous disadvantage, her ridiculous advantage, the only real nerf was to her nair and it wasn't even a huge nerf. It's safe, combos, etc.
She still has great kill options, a strong neutral, combos, speed and mobility, a great recovery, and everything else she is known for. I guess she doesn't have her dthrow to uair combo up until 200% anymore, but I don't think that's significant enough to drop her from top 3. I just can't see any of her MUs changing except her Sheik MU since I think Sheik's nerfs were significant.
I especially can't see Cloud replacing her in top 3.
I wasn't/didn't imply that. I mentioned Sheik's nerfs to point out that that is the only MU I am convinced will be that different after the patch, because all of Sheik's MUs will play differently now. Damage reduction is one thing, but all of Zero Suit's other strengths that were not nerfed will keep her in a dominant position easily and I can't see her dropping hardly at all. But arguing over top 3 vs top 5 is kind of silly, so I agree that we have to see more nationals and such before anyone knows for sure.It's unfair to compare ZSS' nerfs to Sheik's and conclude that because they weren't as bad, they're effectively irrelevant.
Damage reductions, especially 2%/1.5%/2% on 3 very important moves is considerable though. Let's presume 30% of all moves ZSS ever uses consist of nair/uair/dthrow (which is not a stretch at all), and on average their damage got reduced by around 20%, so in practice ZSS now does roughly 0.94x the damage she used to. Could easily be less, even 0.90x. This is literally comparable to Sheik's weight nerf or worse, just the other side of the same coin.
ZSS' nair nerf is comparable to Sheik's fair nerf outside of the reduced damage, since they both lost roughly equal amount of range. Sheik's needles getting bopped is a bigger deal than ZSS' grab losing 4 frames of hitbox from the end of it, and ZSS' dthrow nerf on the other hand was nowhere near as decisive as Sheik's throw nerfs, which are the reason Sheik got hit so much harder.
It's unfair to compare ZSS' nerfs to Sheik's and conclude that because they weren't as bad, they're effectively irrelevant. ZSS still works the same way but lost a guaranteed kill off of dthrow (which didn't kill before 130% to begin with), has to work harder for damage, and her combos work at later percents. It's the biggest overall nerf after 1.0.4 Rosalina, 1.0.6 Diddy, 1.1.5 Sheik and Sonic's consistent early nerfs stacked together, possibly Lucario as well due to him being hit hard by the change in DI mechanics. Oh and Greninja.
Given the fact that Sheik got nerfed harder, the overall outcome of the patch is pretty good for ZSS though, but most definitely negative. I strongly doubt she's out of top 5 though, but top 3 is arguable before we see more.
I actually have been wondering about the Jigglypuff vs. Bayonetta matchup because of the difficult-to-counter strengths that people bring up when discussing Bayo.
Two points that make me believe that there might be something to Jigglypuff not so much as a Bayonetta COUNTER as someone who can go toe to toe with Bayo are 1) The threat of Rest and 2) Jigglypuff's top-tier aerial mobility.
On the first point, while Jigglypuff can use Rest on anyone and everyone, I think the threat of a frame-1 invincible kill move paired with Bayonetta's long recovery on things like Smashes, Witch Time, jab combo, dair, etc. AND Bayonetta's height makes it a real threat.
On the second, a lot of the comments have been about Bayo's burst mobility, particularly when it comes to being able to safely escape threats after use of Witch Twist, Witch Time, or Afterburner Kick. Jigglypuff's whole reason for being is a supreme aptitude for weaving back and forth combined with lingering hitboxes, and I have to wonder if Jigglypuff might have the sheer mobility to keep up with Bayo's attempts to get away, and to bait out the attempts to "cheat" Neutral.
The downside is that Jigglypuff is, of course, super light, and so while she might be able to avoid juggles more handily she will just die to things earlier.
https://www.youtube.com/watch?v=2Izj-FRErs8
Here's a match I found from some tournament. While it ends in a way that has nothing to do with actual matchups (Bayo gets Pineappled), I do think that it shows just how much Jigglypuff can follow Bayonetta along her escape routes.
Not to detract from your post, but in that set you posted, the Bayonetta did lose to his opponent's Ganondorf. That matchup is regularly thought to be among the most one-sided in the game. However, we can still make some observations about the matches in question, regardless of the divide in player skill.
In the matches you linked, I saw a lot of over committing or missed spacing on the Bayo's end, which is where Puff got a lot of her damage. She also used grounded Bullets in neutral, which is kind of a no-no. I can understand the attempt, as they can cut off some aerial approaches, but the Puff player stuck low or on the ground until they got their first hit in.
I can understand your line of thinking here, Puff's strengths, however meager, are applicable to this matchup, I think. Her weaving ability and air speed will discourage loosely throwing out moves like Heel Slide and ABK. She can Rest out of shield against Heel Slide lol. Bayo's RCO lag from using aerial specials can likely be rested, but if she drops a combo, she's still going to land before you most of the time. I cannot say how good Puff is at getting out of Bayo's bread and butter combos, but then again, she can also just play lame against Puff if she needs to.
Puff also has to fear Witch Time, and she cannot rely solely on whiff punishing at any level of play. Her throws are not good, and neither is her grab, so she needs a hit to seal stocks.
Puff can apply her tools to some effect against Bayonetta, but at the end of the day, a Bayo with MU knowledge seems to e to have a sizable advantage.
I think this is a better Puff vs. Bayonetta video to watch.
https://youtu.be/6VgMVJAXxrM?t=11m
I would offer my comments, but even I'm still thinking about the matchup as a whole. Sorry.
I mentioned Depuzo > Atelier in my Hirosuma 3 post, but now that the set is on YouTube I wanted to go into a little bit more depth on the matchup.
D3 handles this MU so much better than the more popular heavies do. Onstage his best asset is probably bair. In addition to having good range, it takes 1/3 of Luma's health and sends her flying, often killing her outright. 21 frames of landing lag kind of sucks, but if Luma eats the hit then Rosa often won't manage a heavy punish anyway. Gordos also saw a fair bit of use in the above set. They're by no means a great projectile, but the slow travel time is actually helpful in dealing with Gravitational Pull.
Another thing D3 has going for him is serviceable answers to Rosa's normally-oppressive advantaged state. He can actually harass her from the ledge as opposed to just getting trapped there. Uair is huge and disjointed; Atelier made the mistake of not respecting it and lost both Luma and his own stock at separate points in the set. Fair even works from right below the edge because the hammer swing starts above his head. This forces Rosa to rely more on uair strings for kills, which are still very threatening, but at least D3 has 4 midair jumps to mitigate his issues of huge frame and poor airspeed. Meanwhile, he can kill her with bair at respectable %s even if the move is stale (see: end of game 2). That's not to mention the other gimmicks at his disposal (Depuzo lands a DA kill at 55%, which would have at least ended Luma for little cost if nothing else).
None of this puts the match in D3's advantage or anything; Rosa is still a great character and doesn't need all of her tools to work in order to function well. She just doesn't massacre him like she does DK/Bowser/maybe Ganon. With other heavies receiving lots of buffs, it's easy to forget about the fat old emperor penguin, but not getting invalidated by one common top-tier threat is at least one thing he still has in his favor. The only other large-frame heavyweight I can see doing OK vs. Rosa is Charizard, but I've yet to see that in action and so can't speculate in much detail on that MU.
Good analysis here. The ZSS Nair and Sheik Fair nerfs serve a shared purpose that some seem to be not appreciating.Damage reductions, especially 2%/1.5%/2% on 3 very important moves is considerable though. Let's presume 30% of all moves ZSS ever uses consist of nair/uair/dthrow (which is not a stretch at all), and on average their damage got reduced by around 20%, so in practice ZSS now does roughly 0.94x the damage she used to. Could easily be less, even 0.90x. This is literally comparable to Sheik's weight nerf or worse, just the other side of the same coin.
ZSS' nair nerf is comparable to Sheik's fair nerf outside of the reduced damage, since they both lost roughly equal amount of range. Sheik's needles getting bopped is a bigger deal than ZSS' grab losing 4 frames of hitbox from the end of it, and ZSS' dthrow nerf on the other hand was nowhere near as decisive as Sheik's throw nerfs, which are the reason Sheik got hit so much harder.
It's unfair to compare ZSS' nerfs to Sheik's and conclude that because they weren't as bad, they're effectively irrelevant. ZSS still works the same way but lost a guaranteed kill off of dthrow (which didn't kill before 130% to begin with), has to work harder for damage, and her combos work at later percents. It's the biggest overall nerf after 1.0.4 Rosalina, 1.0.6 Diddy, 1.1.5 Sheik and Sonic's consistent early nerfs stacked together, possibly Lucario as well due to him being hit hard by the change in DI mechanics. Oh and Greninja.
Given the fact that Sheik got nerfed harder, the overall outcome of the patch is pretty good for ZSS though, but most definitely negative. I strongly doubt she's out of top 5 though, but top 3 is arguable before we see more.
The irony here is that I know a Pikachu main who posts in this thread who has essentially stated this before."why do you main Sheik?"
"because it's a better Pikachu!"
said no one ever
To keep it short.Having extensively labbed ZSS combos, her kill options from grab are severely limited until ~130% even on battlefield. Thanks to the Boost Kick and Uair nerf, we are seeing a significant difference in how the character operates. That said, top 5 advantage and well above average neutral, with maybe the best disadvantage, is not to be ignored.
I would really like to hear some further thoughts from Shaya on the current state of ZSS.
I'd also like to say how important it is to edgeguard Bayonetta in particular because offstage is pretty much the only time you can go ham on her without fearing Witch TimeMK was designed as an edgeguarding character, yet the ease of the ladder confirm ensured that almost no one actually used him in such a manner.
Edgeguarding in SSB4 is underdeveloped across the board, and it's pretty clear that MK was designed to prevent people from making it back to the stage: 5 jumps, extremely fast disjointed aerials, an Up+B that's hard to punish and can easily stage spike... In fact, all of his B moves can be used for recovery, depending upon the circumstances.
His neutral is only so-so (though better than most would credit it for), but once he has someone off the stage, it should be a nightmare to make it past him and to the ledge.
Sheik also just started needing to really step up the offstage gimping game, and VoID actually did a pretty good job of this in many of his matches in that tournament where he lost to Tyrant.
The SSB4 meta has been extremely, EXTREMELY over-centralized on kill confirms. Now that the devs are slowly taking those away, it's forcing us to pursue other options to get the KO.
I don't understand why people say this....Doesn't Pika just lose hard to swords?
Bro, please read this:That's twice in a few pages that someone has said that Pikachu has a kill confirm.
Please don't tell me that's up throw Thunder
Because that is NOT a guaranteed kill confirm. It's a DI read.
Unless I did something wrong, it seems that Up Throw to RAR Thunder doesn't have to be a DI read.Up throw to Thunder is hard. There's no doubt about it. Not only do you have to practice the inputs, but you have to practice reacting to the DI as well. The former can be mastered through hours of repetition in Training Mode. But the latter needs hours of practice in a real-time setting. As with many aspects of competitive Smash, the way you get better is by playing under the pressure of a real-life tournament. Because of that, it will be a while before anyone will really master it.
Keep in mind that if you can accurately predict where your opponent is going, then you will have no trouble connecting the Thunder. In the first instance you linked, it seemed that ESAM was trying to read rather than react to Vinnie's DI. Going for the read is a trade-off: Not reacting fast enough is removed out of the equation but it comes at the risk of completely missing the Thunder by a long shot. Consequentially, Up Throw to Thunder can either be guaranteed by reaction or a 33-33-33* by reading.
--As ESAM mentioned in his video, it can sometimes be a 50-50 if you cover more than one option. It can even be guaranteed if you grab and Up Throw quickly, not giving your opponent a chance to react and DI.
Interested in reaction times and this kill confirm, I did some research and here's what I found:
Note that the average reaction time of a human is between .15 - .30 seconds or 9 - 18 frames in Smash. For young people, it's obviously gonna be closer to .15 than .30.
Anyways, now watch this Up Throw to Thunder from a more recent set at 60 fps. On YouTube, you can use the ">" and "<" keys to advance and move back one frame at a time.
I started counting from the moment Meta Knight's percent changed from the Up Throw. This is what I found:
There were 50 frames until Meta Knight's air dodge came out (Meta Knight has a frame 2 air dodge, so it was input at 48 frames).
There were about 26 frames after the red streak showing the opponent's DI from the Up Throw became visible. If we assume that one cannot react to the opponent's DI before the red streak, then this is the number of frames that ESAM had to perform the RAR Thunder.
Based on these findings, if ESAM needed 18 frames to react to the red flash, he would still have 8 frames to perform the rest of the combo.
So to perform this kill confirm, you do not have to be completely frame perfect, but the closer, the better. (Remember though that this is under the assumption that it is impossible to react to DI before the red lighting cue. There are a few frames before the spark that also reveal the opponent's choice of DI.)
--
As I said before, this kill confirm is difficult to perform, and if these results mean anything, then that is definitely true. But it is still very much possible. And remember, as time goes on, we will get faster at inputting and better at reacting with more practice in real matches. ESAM could not read Meta Knight's DI fast enough, so he was just a few frames too slow. But he will get better. He just has to keep trying. And that goes for all of us as well. Over time, this kill confirm will only become easier to do.
Don't have much Rosa experience, but it is generally bad for Ganon, and is probably only a little less bad after the patch, probably either 35-65 or 40-60 against him. While his main advantages are some good anti-Luma tools and the ability to edgeguard Rosa well enough, her Uair and edgeguards are very bad for him, and he generally has to work twice as hard to do anything and can get janked out very easily. Not his worst by any means, but still hard. As far as Charizard goes, I don't have much experience either, but it does feel a bit easier than Ganon if still uphill. Bair upgrade and the airspeed buff could change this MU and make it more favorable for Zard, as Bair can kill Luma semi-safely from a distance or just kill Rosa stupidly early.None of this puts the match in D3's advantage or anything; Rosa is still a great character and doesn't need all of her tools to work in order to function well. She just doesn't massacre him like she does DK/Bowser/maybe Ganon. With other heavies receiving lots of buffs, it's easy to forget about the fat old emperor penguin, but not getting invalidated by one common top-tier threat is at least one thing he still has in his favor. The only other large-frame heavyweight I can see doing OK vs. Rosa is Charizard, but I've yet to see that in action and so can't speculate in much detail on that MU.
According to my post, you can react to the DI. You don't have to make any predictions (those come with their own separate costs and benefits). An average human should be able to follow the path and perform the combo. In short, you don't have to read at all....You're just proving my point.
You don't have to read the DI IF THERE IS NO DI.
Well this combo isn't easy to do. Not only do you have to practice the inputs to the point that you could comfortably perform them in any direction without looking at Pikachu, but also, you have to practice following your opponent's DI. The latter definitely isn't as easy to practice on your own as mastering the inputs. Thus, this requires a lot of labbing and real-time practice. Up Throw to RAR Thunder is easy to mess up, so I doubt we'd be seeing its widespread use for a while, compounded by the fact that few people play Pikachu to begin with.I mean, if Pikachu has this really reliable guaranteed kill confirm you think we would have more Pikachus doing something in tournament and not having an issue taking stocks
or maybe ESAM is just playing a hacked character 24/7 and his up throw Thunders are just more guaranteed than others.
Oh wait, he isn't.
not updated, it's longer now (late response, probably already pointed out but whatevs)Plus witch time has a FAF of 45 (stops countering at frame 21) according to kuroganehammer (not sure if updated) so that is longer than the longest ending lag possible with bayo wich is abk x 2 and wt x 2 = 43. Badically if bayonetta doesnt eat a hard punish after a failed combo regardless of witch time, the opponent doesnt know the matchup.
I see top level Pikachu mains miss that "confirm" more often than not.Anyone who thinks uthrow to thunder isn't true just because you have to react to DI is just uneducated.
That's like saying pre patch Sheik doesn't have a kill confirm because you have to get an airdodge read.
Or like saying pre patch ZSS's ladder isn't true because...DI.
People in this game like constructing their little narratives. I guess the community has cemented pika having no kill confirms as a part of their narrative. Oh well. Some people just don't concede when presented with factual information, what can you do?
Just because it's hard tech doesn't mean it's not true.I see top level Pikachu mains miss that "confirm" more often than not.
"Its a really good tech that fixes everything about pika guys idk why top players arent doing it and winning"Just because it's hard tech doesn't mean it's not true.
If your opponent has mastered the tech, and grabs you at like 110, there is no action you can possibly do to avoid getting hit assuming they don't **** it up. That is the definition of a true combo. idk what else you guys want to hear.