Kidd Goggles put in massive work at POUND this weekend.Where is sonic nowadays? It's like he fell off the map
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Kidd Goggles put in massive work at POUND this weekend.Where is sonic nowadays? It's like he fell off the map
Specifically for DK v Bayo...here's how to play the MU from a DK perspective:I have a weak grasp on a lot of Bayo matchups (as do many, I expect)
Anyone have solid info on how the matchup plays out with:
?
I think that Mewtwo has good theory for his case too. His light weight can be worked around theoretically with his safe options and mixups. As long as he stays in disadvantaged state as little as possible, he should be able to beat anyone on the cast. Sure, this maybe true for a lot of characters. And true, that's a lot harder than I make it sound. However, this is much more feasible for Mewtwo to do than a lot of other characters.You... do know you can up-b out of dash, right?
Right now ranking the top ~5-10 characters varies pretty wildly on:
On almost all of these, people have their own internal position that they feel is sort of obvious and don't even feel the need to disclaim or explain.
- The exact level of play you are talking about.
- How much you value current results/meta vs. historical.
- How speculative on future development you are willing to go.
- How much you emphasize solo-viability, giving bonus weight to worst matchups.
Among such diverse sets of criteria that people may have, extremely reasonable arguments can be made for any of the following being not just top, but #1:
Uniquely rewards both creativity and consistency in ways that will only become better with age. People have spent a year specifically labbing the Sheik matchup, and she still performs better in top placings than most characters on this list. No shortage of top level talent arguing for her.
Amazing matchup spread and great tourney results at all levels. It's been said that Diddy w/banana has the best neutral in the game, and he has no weaknesses big enough to invalidate this. Also, Zero.
If you consider tier lists an unbiased average of matchups, then Rosalina is probably #1 in your eyes. If you think a couple bad matchups, less abundant representation, or the threat of future anti-luma developments disqualify her, then... well, she isn't.
In front of everyone but overlooked. Tons of promising results at the regional level (consistently), and Ally showing that the road is clear as far as people are willing to take him. Can adapt to any matchup thanks to having safe pressure, solid damage, kills, an incredible grab game, reliable recovery, and good gimp potential--this adaptability will let Mario always ride the waves of the meta.
Lots of high level placings, and there's believable evidence that there is room to grow into top level placings. If you believe the game will slow down, and move more towards cautious engagements leading to juggling rather than off-stage play + emphasis on safe kill-pokes, then it's a no-brainer to you that Cloud's trend will continue.
Honestly, there is no way you can honestly claim Bayonetta is #1 based on results in the now. But it's very reasonable, is still very speculative, to assert that her theoretical potential beats everyone's. Honestly, this is sort of like the fringe position some had in Brawl that ICs was actually better than MK in theory; it's probably wrong, but you can't really argue with it.
ZSS is the being dismissed more than Sheik, and yeah, probably fairly. But she has solid matchups, a history of dealing with the entire roster just fine, a remarkable set of players pushing her, and demands a level of constant fear second only to Bayonetta. (Whilst being more capable in a broader set of talents than just OoS- and divekick-conversions) I expect her to place consistently in national top 8s forever.
If you insist that results are everything and theory never earned much prize money, then sure: Mewtwo is the only character who has won a Smash 4 1.1.5 supermajor--which he did almost exclusively and with limited resistance.
Also, it can't be said enough how much a just cleaned up doubles. Not Cloud--Pac-Man.
It's been said that Diddy w/banana has the best neutral in the game
I mean, pure theory--describing a character's mechanical strengths--doesn't really get you to any meaningful conclusion.I think that Mewtwo has good theory for his case too.
This! It's basically fighting a different character, with different strengths and weaknesses.People seem to forget that when Diddy pulls a banana, yeah, he's got an item in hand, but he's also got an item in hand.
This is something I've been thinking about too. In the Greninja: Diddy match up, I actually kinda like facing diddy with a banana in hand than w/o one. Mainly because his SH Fair makes it incredibly hard to use Nair or my own Fair. And Greninja struggles to use the banana against him due to how high his toss is.I wonder if this is true, although I've said it before too. I think a lot of people play against Diddy with banana as though he were Diddy with banana and also Diddy without banana rolled into one, which may make his neutral seem stronger than it is.
People seem to forget that when Diddy pulls a banana, yeah, he's got an item in hand, but he's also got an item in hand. He can't do good Diddy things like f-air and d-tilt until he throws or drops that item.
No doubt that his neutral is amazing with and without the banana, but it's something to keep in mind. Sometimes we see Diddy fail to get results at big majors like today at Pound; it may be that these poorer placings are explainable by the idea that these players just run into matchups against people who know and respect the difference between banana Diddy and no-banana Diddy.
K9 vs. MVD was an excellent demonstration of this.
He can still z-drop fair and autocancel it. I don't think having a banana in hand significantly reduces the effectiveness of his aerials, since the only downsides are reduced aerial control because your analogue stick has to be in neutral to z-drop, and not being able to buffer z-drop aerials. That said, z-drop aerials are basically non-existent in high level Diddy gameplay, which makes me wonder whether there are other drawbacks or if Diddy players just haven't explored this option.I wonder if this is true, although I've said it before too. I think a lot of people play against Diddy with banana as though he were Diddy with banana and also Diddy without banana rolled into one, which may make his neutral seem stronger than it is.
People seem to forget that when Diddy pulls a banana, yeah, he's got an item in hand, but he's also got an item in hand. He can't do good Diddy things like f-air and d-tilt until he throws or drops that item.
No doubt that his neutral is amazing with and without the banana, but it's something to keep in mind. Sometimes we see Diddy fail to get results at big majors like today at Pound; it may be that these poorer placings are explainable by the idea that these players just run into matchups against people who know and respect the difference between banana Diddy and no-banana Diddy.
K9 vs. MVD was an excellent demonstration of this.
Someone pointed out to me that Puff with a frame 4 jumpsquat would be able to get Rest's invincibility at frame 5 from shield. Kind of crazy. But Puff's design really isn't super threatening with patient defensive play right now so maybe it would be warranted? She deserves a frame 5 jumpsquat at least.I think if anything, Puff wants less jump squat and a better air dodge. For a character based around being in the air, she's not great at getting there or staying there. Less jump squat would make Rest out of shield even better, and generally improve her ability to move around and threaten space. More air mobility would of course be great. It would unlock a lot of followups that almost exist already, and fair chains would be silly. Plus, it would make her recovery better, too.
You ended up making me go into a super long rant. Curse youuuuMewtwo was always a fast, offensive character in the actual Pokemon games, only held back(relative to other Uber tier chars at least) by subpar defenses. The drastic changes to such specs makes sense because it corrects what Melee botched about him and makes him feel like Mewtwo is supposed to be. Mewtwo was given good offensive tools to begin with, with some of them being turned from good to great over time, but it's definitely true that mobility was what really turned him into a meta-relevant character. It's not easy to really balance low mobility characters for high level play without making them oppressive for low-level play. Right now Dedede's the character hit hardest by this, as he can be difficult to fight on For Glory due to input lag making Gordos tougher to deal with, as well as his big, powerful hitboxes, but he's also pretty limited in terms of what he can do since his overall effective mobility is likely the worst in the game. (Ganondorf has burst mobility options to compensate, and Robin at least has decent airspeed) While there are a couple of buffs that he clearly deserves that wouldn't break him anywhere, (Fair in general should be better and Utilt should kill sooner) it's hard to see what would substantially fix his design in competitive 1v1s without either violating his core design or making him obnoxious to deal with in other game modes. Even Ganondorf would be easier, since you could meaningfully buff his grab game and give him reliable combos without making him too strong online due to how tricky getting grabs with him can be at any level of play. A kill throw/Dark Dive being more powerful would also help a lot, especially against Bayonetta, his current worst MU. Also NAir having reduced landing lag so you could land with the first hitbox safely and reliably get meaningful confirms with it would also be tremendous but would require a bit of finesse to fully utilize.
thx bbyMewtwo is cool
Dedede has better lingring hitboxes than most heavies IMO, between NAir, UAir, dash attack (if you're not interrupted before the hitbox comes out), DTilt, and FTilt.You ended up making me go into a super long rant. Curse youuuu
He definitely has the worst mobility in the game. He always did, and then they nerfed his airspeed. Maybe the airspeed nerf was just preparation for other things??? "If we make him slower, then we can actually make him function as a character!"
I can dream.
I'm just sorta hoping that the latest patch was a sign of caring about things besides For Glory because otherwise Sheik wouldn't have been nerfed as much as she was. She's hardly oppressive online.
In the end I think they just went too far with making us forget Brawl DDD and now we're left with this.
The way to fix him is the same way they've gone about fixing DK, and Ike, and Bowser... The other slow heavy hitters that they realized they should try to make decent characters out of. (Sad that a single move has to completely ruin this trend. Curse you, online input delay.)
But anyway, give them more reward for doing right things + in Ike's case make his moveset work.
DDD does not get much reward for doing right things. His literally-the-worst mobility and inability to throw out large (by heavy weight standards) and/or long lasting hitboxes give him a relatively poor advantage state (I miss Brawl bair sobsob). To add to this, people like to say he hits hard... I guess he does, but he hits noticeably less hard than his fellow big dudes, overall at least. So the amount of "right" he has to do is so much more than them on average.
He gets less reward than other heavies, in a broad sense, in terms of how much reward he gets for making good decisions ("reward" being potential for follow-ups, positioning, damage, KB, etc.) Despite this, he also has to wait longer to get KOs because he overall has less KB than the other super-heavies... Weird.
The thing that's supposed to make up for this is that DDD has the best overall survivability in the game, imo (surviving hits + recovering ability). Meaning, on a super basic level, while he does have to make more right choices than the other heavy weight, he's given the most time to make those right choices out of all of them.
I think that sort of philosophy towards a character is pretty neat. And really differentiates him just on that super basic level.
I think buffing him in such ways that would take away from that dynamic would be kinda sad. Since I think it fits him~
He does need buffs. But those buffs should focus on giving him ways of extending his time in advantage, rather than making his disadvantage...less disadvantageous.
If they really wanted to be smart about it, they could buff him in some ways while nerfing him in others. Make Gordos easier to deal with, but give DDD less endlag after tossing it. Gordo is imo what's meant to make up for DDD's lack of mobility and in general lack of ability to keep control of advantage. He's literally just able to summon this huge hitbox that takes up all this space. He has three ways to throw it. It deals 14% percent clean. That's how he's supposed to be able to maintain an advantage despite basically all of his stats working against him. But he's not able to use it to its full potential because the move is so slow.
I'm not going to say I know the best way to change this move to optimally compliment the character in as many environments as possible. I know the character super well, but in only one environment. But I like to think there's a way to do it.
If they really wanted to make him a "good" character while making him not a stupid good scrub-killer and while keeping him true to his design, then they could do it, imo. Wouldn't be an easy thing to figure out, but they could do it. They'd just have to try, which they haven't~
That's not counting quality of life changes like making his hotboxes match their animations (bair and upsmash), making fair a decent move, and giving him some a way of killing off of grabs before 160% (please not a Hoo Hah, I don't think that fits him very well #_#). That should happen no matter what. He'd still be a low tier character with just those changes, but he wouldn't as bad.
SubtleCharacter usage by top players does dictate results.
After all, how many placings in top 8 would Rosalina have had at Pound if not for Dabuz? Pikachu and ESAM? Toon Link and Hyuga? ZSS and Nairo?
I agree with your point but I am seeing several of said characters in the latest results. I realize they're not all as big as Pound though. I mean, if you don't count top players the next wave of placers shows results for those characters too.Character usage by top players does dictate results.
After all, how many placings in top 8 would Rosalina have had at Pound if not for Dabuz? Pikachu and ESAM? Toon Link and Hyuga? ZSS and Nairo?
This weekend's results, in Top 16 format
Pound 6
1st: Abadango (,)
2nd: Ally ()
3rd: Marss ()
4th: Mr. R ()
5th: Tweek ()
5th: VoiD ()
7th: Pink Fresh ()
7th: Larry Lurr (,)
9th: Dabuz ()
9th: ESAM (,)
9th: KID Goggles (,)
9th: Hyuga ()
13th: Saj ()
13th: Scatt ()
13th: NAKAT (,,)
13th: K9 ()
Avalon U-III
1st: Sodrek (,)
2nd: S1 (,)
3rd: Eddy (,)
4th: LoNg0uW ()
5th: Yikarur (, )
5th: AscWolf (, )
7th: Cat ()
7th: Meru ()
9th: Thomau5 (,)
9th: Yoh ()
9th: Gregs ()
9th: Prodigy (.)
13th: Peeko ()
13th: Narayan ()
13th: Grove (..)
13th: Broberto ()
Hypespotting V
1st: Ixis ()
2nd: JMiller ()
3rd: AfroSmash ()
4th: GRDBRKR|MINT ()
5th: Plastic Poptart (,)
5th: Khanage ()
7th: DX17 ()
7th: Magi (,)
9th: DAT VsW G~P ()
9th: 8va ()
9th: Yackabean ()
9th: Skarfelt ()
13th: EOE ()
13th: Jezo ()
13th: ED|Willksy15 ()
13th: FROG (Unknown)
Tech Republic
1st: Rydlle ()
2nd: Greward (,,,)
3rd: Macbri (,)
4th: Robo Luigi ()
5th: Sefi ()
5th: El_Pitikla (,)
7th: Hikotsu ()
7th: Nau ()
9th: El_Bardo ()
9th: MazZone ()
9th: Slay (,)
9th: FotuRAN ()
13th: Seton ()
13th: Darklu ()
13th: Orfen ()
13th: Pocafeiner ()
Collegiate Colosseum
1st: Tyrant ()
2nd: MrConCon ()
3rd: Falln ()
4th: Aphro (, )
5th: Charger (, )
5th: TLTC ()
7th: Rich Brown ()
7th: Tearbear ()
9th: Zan ()
9th: Scizor ()
9th: Elegant ()
9th: NCJacobT ()
13th: Pitbull (,)
13th: Jingen ()
13th: Xzax ()
13th: Hexfactor ()
I'm saying that I wish people could look at the game a little more deeply than raw results. The following post is not a rebuttal at you, I'm just continuing on from before.Character usage by top players does dictate results.
After all, how many placings in top 8 would Rosalina have had at Pound if not for Dabuz? Pikachu and ESAM? Toon Link and Hyuga? ZSS and Nairo?
What I meant by lingering hitboxes was more-so moves that allow him to control space/wall-out effectively. (ala DK's bair)Dedede has better lingring hitboxes than most heavies IMO, between NAir, UAir, dash attack (if you're not interrupted before the hitbox comes out), DTilt, and FTilt.
I actually really like the idea of reducing the end lag on Gordos some. Would help the character out a lot. They may as well just make BThrow kill if you want him to kill off of a throw.
He's largely distinguished from the other heavies by disjoints. Bowser, DK, and Charizard all have intangible limbs which creates a similar effect but I feel like Dedede's schtick in this game (something you kind of pointed out) is to be something of a hitbox fiend, as he wields some of the biggest, most disjointed attacks in the game. With the exception of his multi-hits most of his moves can either outbutton the opponent's completely or create a very favorable trade for him. It's probably why his mobility is trash and why he tends to not kill quite as well as the other heavies.
I'm glad we somehow have had our lenses on viability come to a personal union on this.I'm saying that I wish people could look at the game a little more deeply than raw results. The following post is not a rebuttal at you, I'm just continuing on from before.
Anyone who's been around this boards for a long time would know I have been a very staunch defender of results 100% determining the tier list but there was always an impossible scenario you would face;
Do we consider the results only of the top representative who is proving how the character plays at an optimal level, or do we disregard them as an outlier (and rightfully so) where if said player used literally any SUPPOSED mid tier character, they would probably perform just as well.
For way too long, people are incapable of doing that. They cant see just how massive a difference one player makes and the way to accurately account for this is to look at the placings of the next best players (2-3 or so) AND account for the top player. People long dismissed Mewtwo as having 'no results' yet they made no effort whatsoever to acknowledge Blue and Mew^2 winning decently large tournaments in regions that arent free and of course, Abadango doing well with Mewtwo in Japan since day 1. If you compared this to the case of Pikachu where you had one player getting good results at large tournaments yet almost nothing at a smaller level, what does that tell you?
To me it says that more people were capable of playing Mewtwo at a level consistent enough to win tournaments, but he simply lacked a top level rep. Thats obvious and with time he would get one. Pikachu however showed that there was only one player capable of using him at top level. If you removed the outlier in both cases, Pikachu drops off completely while Mewtwo is at least still doing well.
Pikachu is the easiest character in the world to use as a target for this analogy, but plenty of other characters are in a similar situation and over time, people will eventually realise that having one top level rep is over time, going to see the character get worse. You need a larger amount of high level mains to push their 'meta' further beyond. From this, people should be able to predict the future of the 'meta' with some sort of process and not just blindly looking at results from one player.
What he's trying to say is Zero Suit is still a really good character :^)Subtle
Marth's neutral is great, it's probably the best thing about him. You don't really see people lamenting his neutral outside, like, Reddit.Talk of mobility kinda got me thinking on Marth. People constantly say his neutral is only sub-par but I don't see why. He's a rather mobile character having the fastest walk, above average run speed, and slightly above average air speed, fast startup on all of his moves with many of them being safe on shield when spaced right, good oos options, and a usable grab, his neutral should be great. What exactly makes it so poor?
His neutral isn't poor, but Marth isn't a mobile character. He sports the worst initial dash -> shield animation in the game (something like 13 frames? the fastest is Corrin's 7 by comparison) and his biggest mobility draw, his high walk speed, is neutered by a subpar walk acceleration that means in practice you won't get to use all that walk speed for spacing.Talk of mobility kinda got me thinking on Marth. People constantly say his neutral is only sub-par but I don't see why. He's a rather mobile character having the fastest walk, above average run speed, and slightly above average air speed, fast startup on all of his moves with many of them being safe on shield when spaced right, good oos options, and a usable grab, his neutral should be great. What exactly makes it so poor?
Welp, Ike is also meant big, fast, strong, broken and a great commander but Sakurai didn't did him favorMewtwo seems to have probably hit the "thematic" ideals we often hear about.
"Cloud is meant to be big, fast, strong, broken, a fallen angel... it's hard to do that without ruining the game so we made his recovery awkward!"
Well, for starters,Talk of mobility kinda got me thinking on Marth. People constantly say his neutral is only sub-par but I don't see why. He's a rather mobile character having the fastest walk, above average run speed, and slightly above average air speed, fast startup on all of his moves with many of them being safe on shield when spaced right, good oos options, and a usable grab, his neutral should be great. What exactly makes it so poor?
Actually it's 17 frames.He sports the worst initial dash -> shield animation in the game (something like 13 frames? the fastest is Corrin's 7 by comparison) and his biggest mobility draw, his high walk speed, is neutered by a subpar walk acceleration that means in practice you won't get to use all that walk speed for spacing.
Ah see, thanks for clearing that upWell all the regulars here know the spiel by now, but I'LL HAVE MY RANT STILL.
Well, for starters,
he has a slower walk than like, a third of the cast in most relevant situations due to the non-existent acceleration.
This means that he may be walking faster than Fox, but this is after a second++ of him "slowly walking up to you", but without the PogChamp. Up his walking acceleration and this would truly be relevant (hmmm tasty walking jab, it would almost be as good as sheik's walking ftilt or fox' walking reverse up tilt).
Furthermore, I don't think it's his neutral that gets hated on that much, he has some of the best footsie tools in the cast.
His paramount issue all this time that gets highlighted in almost any match you watch a good Marth play against a top tier in tournament is his feeble reward for getting successful hits.
This means that many characters can play a harsh attrition game against him, and that's where his neutral (these terms are horribly overlapping, btw) starts to fall apart because in turn of him taking more risks, he's still getting little reward. And let me tell you now, this character is FULL of risks.
Marth still has no grab reward or real kill set ups. He had one semi-relevant set up in shieldbreaker deleted. He has extreme reward in something like his forward smash, but that's truly nothing more than the sexiest whiff punish in the game that comes with 40 frames of lag.
Thankfully they've made him usable competitively by having three strong (when spaced well still) aerial kill moves, but that's almost all he has that's "good" - raw KOing aerials. But I must highlight that even though they're some of his "best moves", they're still not some of the "best" moves in the cast, above average definitely but I wouldn't put them much further than that.
Marth could be a lot better in every way with his mobility specs buffed, even considering walking (he got a lot more out of in Brawl) he had all of his mobility specs comparatively nerfed between games.
Actually it's 17 frames.
Edgeguarding is one of the places Marth shines. If you can get someone without a Pika/Sheik/MK tier recovery they're going to die at like 60 offstage. Not even Bayo with a double recovery can really recover against a good Marth in my experience. Despite this his advantage state is pretty average. Whats hindering him is his lack of a decent combo game, this makes it hard for him to rack up damage and kill without a read.Marth's advantage state is really good if you actually get them off-stage
Sweeping aerials that cover a lot of space with high kill power + counter is a pretty potent combination.
Pikachu is arguably the best, MK a close second, then Sheik. Not sure about the rest tbhSpeaking of edgeguarding, who are the best edgeguarders in the game?
If there were tiers for edge guarding I'd put Link in high tier, not top tier. My reasoning is he has arrows that fall with gravity and boomerang that can be angled for long range safe pressure. These can force actions and frame trap into Link's aerials. Closer to the ledge Link has disjointed aerials that either last a long time (Dair/Nair) or cur twice (Fair/Bair). Early Dair is a strong spike that can probably kill anyone after 40%ish. Link can also throw a bomb down and combo into an aerial. He's great at exploiting the 2 frames of ledge grab vulnerability with Nair/Dair.Speaking of edgeguarding, who are the best edgeguarders in the game?
*insert floaty character here*Speaking of edgeguarding, who are the best edgeguarders in the game?