sedrf
Smash Journeyman
- Joined
- Mar 15, 2016
- Messages
- 418
What's so special about japan?NWM is PNW players only (Cacogen, Big D, Captain L, etc)
EGLX is mostly Toronto players
Japan is where its at this weekend with Kurobura 1 and KSB 2016
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What's so special about japan?NWM is PNW players only (Cacogen, Big D, Captain L, etc)
EGLX is mostly Toronto players
Japan is where its at this weekend with Kurobura 1 and KSB 2016
HIKARU and Shu have a Bowser, KENT and Nukunuku also play BowserAnd I thought Scatt's list was really optimistic lol
That MU spread makes Megaman look like a top 10-15 character. Alot of these are really questionable like Cloud is a winning matchup but Shulk is even? Bowser being 7:3?
It could be a factor of MU inexperience or whatever cause I feel like some of these mus he has little experience with. Like are there any high level japanesse Bowser players?
Jump and Speed Monado Arts are both very effective against zoner-type characters.Alot of these are really questionable like Cloud is a winning matchup but Shulk is even?
Oh I see.I should clarify my previous comment ad say what notable players are at those tournies
A really well-played Pikachu might still be the best, but he's very hard to play properly. Mewtwo is a force that is much easier to get results with. Even if someone *is* really good with Pikachu, Mewtwo might still be better anyway.So here is a good question. Who is the best Pokemon now? After all the patches and new results we have gotten who do you think is the best Pokemon fighter? If you were to ask me then personally I would say mewtwo and pikachu have a good claim for best. Although I can see greninja making some good points. The rest I would say go lucario then charizard then poor jiggz. Thoughts??
Don't know if this counts for much, but the best/second best Diddy in my country prefers to use his pocket DK against Megaman instead. I find it hard to believe he'd forgo his top-tier main for DK if it really was a -3.Idk maybe having a pretty huge talent pool all condensed into a relatively small region makes for some good tournaments.
Edit: That's a very generous spread for Mega Man, but I believe most of it. With the way Scatt and Kamemushi compete, it paints a picture of a pretty capable character. My only qualm with it is that I feel like he underrates the magnitude of his bad MUs and slightly exaggerates his good ones. DK can't be a +3, can it? I feel like Mega Man is easy to Ding Dong.
Also not sure about his placement of Cloud, Falco and Diddy. And ZSS.
I do think the fact that Ganon has a better time than the other super heavies is interesting.
so is limit, another projectile, and clouds slightly less massive disjointJump and Speed Monado Arts are both very effective against zoner-type characters.
DK actually has a really strong player named HIKARU in Japan that's making top 8's and top 16's lately. The other heavies don't have much representation in the country though.Ike I think has actually been treated alright...although still undervalued for sure. But usually he isn't *too* badly underrated. He's not treated like a free win at least. On the other hand, I think the super heavyweights have all been treated pretty poorly. Guys like Bowser, Donkey Kong, Charizard, and even Ganondorf are almost never given their due. Maybe DDD as well but even DDD mains think he's pretty much awful.
I don't know, I feel like a lot of people envision fighting heavier/slower characters like how Esam envisions fighting anyone with Pikachu. They go "oh, I'm faster, just don't get hit"...without really considering what happens when they do eventually get hit, which they probably will.
The focus on optimization definitely plays a part in it. If Smash Bros were played by computers instead of people, slow/heavy characters would never win. But it is played by people, so hey.
The thing about Boost Kick is how much of a risk it is OoS. You really have to know when you're getting that punish and when you're not. Though that's something you learn/study with time. It's a great option, but as you said, Greninja's safer burst game (and better ground game in general) makes him less reliant on shielding anyway. I love Utilt OoS with ZSS too.Out of the perceived similar weaknesses, ZSS has a frame 5 OoS option that has jab range on the ground, does 17% fresh and kills so OoS options aren't actually a problem for her, she just needs to know when she has a punish at her hands and when she doesn't. You could say Greninja has much safer burst so he doesn't have to stay in shield as much as ZSS since he can approach better, but purely in terms of OoS problems ZSS doesn't really share Greninja's pain.
Greninja's falling aerials are great as well. Maybe not quite as good... but they are similar now that ZSS' Nair isn't safe on block. Bear in mind that falling Fair is a really safe kill option to just "throw out" which trades a bit of power for disjoint and very high damage (speed isn't so important in the given context of a falling aerial). Air to air, Greninja has low landing lag on everything like ZSS does (if he needs to fast fall and land), Bair is really fast with a great hitbox, and his autocancels from full hop height are fine. I think ZSS' air to air is better because of her air speed and the fact she can throw out a fast killing Bair, I just wouldn't call it significantly safer. Zair and shurikens do different things, and shurikens control more space while being easier to actually hit the opponent with. The main similarity between the moves is how well they shut down short hop approaches. The charged transcendent shuriken is a great asset too, and smart use of it can stuff any camper who lacks a reflector.ZSS' rising aerial game is almost as bad as Greninja's at first glance, but she has autocancels and better aerial accel for safer air to air reads plus her falling aerials are sort of overtuned to compensate as well. Zair kind of does what Greninja's uncharged shurikens do, except zair has less range and sets up into grab / bair (or fair) 50:50s.
I think it's a combination of nerfs + better counterplay against ZSS. She was never really a tournament fixture on the same level as Sheik though, and she still got 3rd at Pound. I agree with Greninja's placement; right now I think he's 18th. In future he could rise or fall - he does have a lot of what you'd want in a competitive main, but could he getting by on MU inexperience?Aside from that, flip jump is a big deal like mentioned, often being a free reset to neutral from anything that isn't a true combo or very close to one. With that said though true combos and mixups like Mario's 40-60% bull**** hurt ZSS considerably more due to her lower weight.
Still, even ZSS seems to be experiencing some struggle now. She used to get a lot of stuff for free due to incorrect DI and people trying to shieldgrab her nair all the time, but now she doesn't, people are staying grounded and powershielding more, and the nerfs don't help either. How well she overcomes this counterplay remains to be seen though. I don't doubt Greninja is probably somewhere in the 15th-25th range, but I'd be surprised if he turned out to be any better than that.
I agree with this. You're not gonna stop Cloud from getting limit. Blindly approaching isn't the way to play this MU because Cloud counters approaches extremely well. You're much better off playing your regular game and dealing with Limit when he has it. Obviously he's amazing with Limit, but hey, that's why he's top tier. They're not easy characters to fight.TheGoodGuava
Cloud is gonna get Limit, so if your gameplan is 'approach cloud to prevent limit' then you're screwed. I'd prefer to camp and zone. Blade beam is alright but LCS can gimp the **** outta megaman and kill him early (like everyone) so I'd rather a cloud shoot blade beams at me. Even if it traps me and hits, its not as bad as LCS and zoning a slower character for a bit is always nice.
Every character has to deal with Cloud stuff though. I just think megaman does relatively well.
ZSS' nair is still +2 vs shieldgrabs (forget if this is vs f6 or f7 shieldgrabs though, but pretty sure it's f6). Even after the damage nerf and the range nerf, it's still one of the safest falling aerials in the game both from max range and from close range, so it's definitely still safe on block.Greninja's falling aerials are great as well. Maybe not quite as good... but they are similar now that ZSS' Nair isn't safe on block. Bear in mind that falling Fair is a really safe kill option to just "throw out" which trades a bit of power for disjoint and very high damage (speed isn't so important in the given context of a falling aerial). Air to air, Greninja has low landing lag on everything like ZSS does (if he needs to fast fall and land), Bair is really fast with a great hitbox, and his autocancels from full hop height are fine. I think ZSS' air to air is better because of her air speed and the fact she can throw out a fast killing Bair, I just wouldn't call it significantly safer. Zair and shurikens do different things, and shurikens control more space while being easier to actually hit the opponent with. The main similarity between the moves is how well they shut down short hop approaches. The charged transcendent shuriken is a great asset too, and smart use of it can stuff any camper who lacks a reflector.
those (reliable) kill options are?so is limit, another projectile, and clouds slightly less massive disjoint
I can't help but doubt the matchup is in MMs favor, Cloud is just too fast for zoners to be that much of an issue for him and his ability to limit camp just makes it better. Aggro MM is just going to get himself juggled for days and destroyed by Cloud's kill options
IIRC Bat Within is treated as a pseudo-counter and therefore susceptible to grabs. (Thought: What about unblockable moves like Reflect Barrier?)This has been bugging me since I saw the safety spreadsheet a few hours ago... This one: https://docs.google.com/document/d/1r2VzoeB9AHdw6c4x967VKDwLIVteGW-9S6JMnMOvwHg/edit?pref=2&pli=1#
Though I don't have the time, I'm not good with Smash math, and I'm not entirely sure about the mechanics at play, this could be a big thing against Bayonetta. Can you grab her during Bat Within frames on a roll? If not you can probably ignore this...
See, the spreadsheet notes that certain moves are so safe that you're required to dodge away or otherwise get grabbed. It loads weird on my phone and it's worded weird but Pit's Nair I believe is an example of one such move... Now if you can grab through Bat Within, then it's impossible for her to roll out of the situation. So then it'd come down to Witch Twist. Either A: It's not fast enough anyway or B: If it's patched to be slower, it definitely won't be. If you can't grab Bat Within... Well, RIP theory.
It's also disjointed and has 1 frame where the strongest attack lasts.....it's weird.Another random Kirby note - Usmash is his slowest smash, but it's strong as hell and decently safe on shield when spaced.