Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
You said yourself, your options are to create a stalemate or approach, so this still means that Rosalina has the advantage in this situation. Yes, you can continue to damage Luma but it still doesn't take long for it to come back and Rosa can still stall with gravity well. If all you're doing is hurting Luma, you're not really doing anything because it's meant to be expendable.I see people saying this a lot so I might as well clear it up now; Rosalina doesn't force projectile characters to approach. Ever. She can force melee based characters to approach because she could Luma jab them from halfway across the stage, but against projectile characters, they'll just throw stuff at Luma if you try that.
Against projectile characters, your options are to create a stalemate with GP or find a way to approach without shielding too much because shielding gets Luma knocked away (Unless Luma hasn't taken much damage) which causes you to retreat or wait for Luma to fly back to you.
It's true that Rosalina tends to have at least doable MUs against projectile based characters, but that's not because she decimates them in neutral.
Gheb was almost exclusively talking about Smash 4 though. I'm not quite sure what you're trying to get at here.I don't think what Gheb said was entirely unreasonable because there were many matchups in Brawl that were virtually unwinnable except in the case of extreme match up ignorance.
That hilariously bad match ups exist all across Smash and I think people are deluding themselves if they think this game doesn't have any virtually unwinnable match ups.Gheb was almost exclusively talking about Smash 4 though. I'm not quite sure what you're trying to get at here.
Yeah, Ganon is one of the very few characters that D3 has a +1 on. Disjoints/range plus multiple jumps keep Ganon at bay, and he doesn't really have a great answer while he's getting thrown around in disadvantage.Speaking of positive Dedede matchups, what are his positive match-ups in Smash 4? Is Ganon even still in his favor after Brawl?
No it's not. There's a reason that good Rosalina players do their best to maintain stage control and offensively deal with pressure; you have to keep Luma safe. And the respawn isn't that short. 12.55 + a few seconds of the dying animation or falling offstage = 15-20 seconds without Luma. That's terrifying against characters that can deal pressure.If all you're doing is hurting Luma, you're not really doing anything because it's meant to be expendable.
No she doesn't. Being forced to approach means that you're not in the control of the situation because you're forced to do something. Creating a stalemate situation means that you're incapable or unwilling to do anything else because it'll endanger you. Neither option has any indication of advantage.You said yourself, your options are to create a stalemate or approach, so this still means that Rosalina has the advantage in this situation.
If Luma is dead, a good Megaman or Toon Link or w/e will use their projectiles to get into about a mid-range where they can throw stuff and punish GP if it's attempted. At this range, Rosalina can't actually safely poke out these guys because Luma is dead and once her offensive pressure is gone, what are you left with? She can't run/jump away because stuff is getting thrown at her, she can't charge through projectiles, her SHAD options are trash without Luma, and her only good option is shielding, which can be punished.Yes, you can continue to damage Luma but it still doesn't take long for it to come back and Rosa can still stall with gravity well.
I tell you what about Ganondorf's MU. In all honesty, people who've had actual experience can tell otherwise what this thread's "common knowledge" would be. People have opinions, but at this point in time, no one is going to be right about anything, especially Ganondorf. It's no matter the amount of buffs, no matter how much results he can garner, no matter what, you all believe he's a bottom tiered character.
Some of you say he has bad design, but hey, he's been a large, slow character since the beginning, and it's not going to change. Complaining about it won't even help either. He's been a character buffed in, out and everywhere, has had a lot of representation and Ganondorf's flaws mean absolutely NOTHING to the players who can win with him.
He's meant to be a character who waits for an opponent to attack him on shield, or an opponent to rush in. If he wants to go in against projectiles, he can, he's literally the easiest character to perfect shield with, so it's no problem. Train by going against Mario's projectiles and know the timing of them, then go to other projectiles. It's not that hard. Hitting opponents with Ganondorf isn't even that hard, even for a character so slow (if Bayonetta can hit an opponent, so can Ganondorf).
You all say I delude myself when talking about my characters, but I say you're all deluding yourselves by even doing this, when it doesn't even matter when there is a small group of people doing a tier list. So what if a Ganondorf wins EVO 2016? You'll all become either 'enlightened' or hypocrites. You're all saying "no it won't happen, since Ganondorf is so bad", but what even constitutes a bad character? Realistically, Ganondorf CAN win EVO 2016 if there are enough participants and people playing him.
You know what? I'll say this, I'll train with Ganondorf to the best of his extent, which many people still haven't realized yet, since many Ganondorf mains might not even have found out new things. Then what I'll do is train in MUs against various characters who can make it "unwinnable" for him, pair him alongside my Link, go to EVO this year, and I will swear to you all that I...will...win and prove tiers will not apparently matter.
Goodbye. I'm going to stop focusing on this thread and I'll focus more on training for that tournament, making money and controlling my anger.
Oh.I was talking about the MU being bad for Gunner and I talked about Ganondorfs sideB. Dtilt catches tech away and without a tech dtilt is guaranteed.. it's pretty horrible.
Gunner definitely wins that matchup because Ganon struggles severely with getting close to Gunner (while Ganondorf can kill by getting in only 4 or 5 times, it would be very difficult to get in 1 or 2 times against a Gunner that knows what they are doing). I played against a player at my skill level that uses Ganon, and it was an easy win for me (I two stocked him and took his first stock while only taking 8%). Gunner can definitely escape from side b since it sets up a tech chase. Since Gunner has multiple options for escaping from side b, it is not going to deal very much damage against Gunner (it will also be very difficult to land this move with Gunner keeping Ganon away). While Ganondorf lives a pretty long time in this matchup since he is heavy, Gunner can kill him at a reasonable percent by canceling our jab combo into a smash attack (these follow ups are listed in the mii gunner true combo and follow up thread) or by edgeguarding Ganondorf with flame pillar until he can be hit with a charge blast (it would be a follow up that is very hard to avoid around 140 on Ganondorf . Flame pillar to charge blast is also a kill confirm when opponents move into the pillar). Up smash is also good for covering rolls and jumps if flame pillar isn't spaced to cover the ledge. Gunner can also kill Ganondorf from a grab with up throw or Down throw to up air after a DI read (at around 130). Gunner also has some other fast options such as up tilt (comes out on frame 5 and kills Ganondorf around 150), down tilt (comes out on frame 8 and kills Ganondorf around 145), and down smash (comes out on frame 9 and kills around 110 to 130 percent depending on position).The Ganon: Gunner MU is probably pretty "bad" because you cannot escape sideB as all and he can't kill Ganondorf reliably so it's a prime example of 1000 hits doing nothing while Ganondorf has to hit 4-5 to seal the stock.
Could still be even because Ganondorf is so bad tho
The matchup gets better for Ganondorf with customs because Ganondorf's custom specials are more useful for approaching Gunner (Gunner's other moves aren't as good for this matchup since they don't have the priority to consistently keep out Ganondorf).I only played this MU with customs and while Dorf does lose it's not that bad because of Gunner's awful recovery and medikcre kill options.
Also if your talking about fire pillar that move is *** lol, it's piss easy escaping it.
...Uh, I don't think Capcom did anything besides cough up the rights to Megaman and Ryu. Namco's dev teams from Tekken and Soul Caliber did most of the work.I like to thank brawl for Smash 4. We saw what was poor design, what wasn't fun, and what wasn't balanced. Now we see how to make a good game!
Bringing Capcom on board was the greatest thing Nintendo decided to do. As much as we discuss the issues with the game here, i really do appreciate the fact I can finally main a mid tier and have a decent shot at competition... With a secondary for shiek, but perhaps she'll get lighter soon! Im serious, 1 unit of weight was a silly start but 10 off her weight would be very interesting. It means she has to be even more delicate with her options, since she always has a good one... It would just wreck her in FFAs and doubles, but meh... she still accels there with a skilled player. You can hop on FG smash and win by just going offstage and stealing kills with BF pretty easily. Plus 1v1 balance is the most important
Ivysaur's matchups are all 0-10 because squirtle will be the one in the victory screen.How can a MU possibly be 10-0 if the other character has a victory screen animation
I've brought this up before, but people act as if comeback mechanics are this new thing in fighting games that mess with the inherent competitive nature of the genre. It turns out, though, that fighters from almost the very beginning have had comeback mechanics, and they've been a pretty constant presence throughout.We can also thank Namco for rage /s, something implemented in the latest iterations of Tekken too.
I don't think Smash 4 is even remotely comparable to Brawl in regards to "unwinnable" match ups.That hilariously bad match ups exist all across Smash and I think people are deluding themselves if they think this game doesn't have any virtually unwinnable match ups.
Here is an example of MK vs Falcon: https://www.youtube.com/watch?v=KXSp87ZNxDI. TBH this was a while ago, but I think it still shows how extreme the matches can be. It also shows that a cpt. falcon player with very strong fundamentals (i.e. ZeRo) can swiftly defeat a very good meta knight player and make big comebacks, even after dying early to MK's kill setups. So really I think the cpt. falcon vs. MK MU depends a lot on player fundamentals and their ability to play patiently and shut down MK's gameplan by consistently winning neutral.re: Falcon vs Meta Knight
This matchup is viewed as more or less even (including by Ito), it's kinda similar to Fox in that his neutral game competes with MK's very well and he has a strong advantage state, but his poor disadvantage state pulls the matchup back towards us, especially offstage which is clearly one-sided. The difference is Fox is simply a better character overall.
Not many relevant & recent sets out there, there's only Ito vs Fatality to my knowledge. Can't remember if there's a good Falcon in Mexico or not.
By the way, if I had to give a MU to define 10:0, it would be vs .
Puff is defitenly not free for Ganon. In fact, that matchup is even or in Puff's favor slightly.he does beat several characters imo but all of them except Puff (Puff is free for Dorf) are either close or arguable.
Personally i think he beats: (If miis are 1111 i'd say he murders brawler & beats swordfighter slightly)
Still, keep in mind that all of them except Puff are still either close or arguable, that's mostly just my opinion, also i really want to say we beat but i don't think i have enough exp against him to say that.
Also he definitely has even MUs.
For me at least, I don't have a problem with the fact that it's a comeback mechanic, what I don't like is how it breaks the game. Duck Hunt smashes not connecting, Boost Kick killing vertically before the last hit, low percent combos having their damage cut in half because of the higher knockback AKA "I am being punished for surviving for a long time"I've brought this up before, but people act as if comeback mechanics are this new thing in fighting games that mess with the inherent competitive nature of the genre. It turns out, though, that fighters from almost the very beginning have had comeback mechanics, and they've been a pretty constant presence throughout.
We literally never have to get close to Puff, she has no reliable ways to get past our Nair, if the Ganon rushes in then sure Puff may win but you have nothing to force us to approach.Puff is defitenly not free for Ganon. In fact, that matchup is even or in Puff's favor slightly.
Jigglypuff's light weight makes her die extremely quickly. Ganon has aieral game ok enough to go up to the air to try to challenge her.
However, a Puff main won't just give you a free kill. You'll have to get a read. Which will be hard when Jigglypuff can combo you like crazy and hit you tons and tons with her aierals and up tilt. And combo you into oblivion.
Kirby and Wario aren't posisitive either.
As for King Dedede's matchup, I'd say Ganon is defitenly one. Both have bad frame data, and Dedede can easily hit Ganon due to this and then punish and combo him a ton.
Why bother going offstage when you can AS him every time he can't autosnap to the ledge with his upB? You shouldn't be going offstage against anyone in general, Lucario wants to sit on the edge with a partially charged AS ready when needed.
- Lucario isn't a good edge guarder, he can't abuse Cloud's biggest flaw
Those are some pretty crap Puffs you're playing aganist then. Good Puffs woudn't let you do that.I actually don't like choke that much against Puff, she's too small & most of the time she's in the air anyway, i just Nairplane her to death lol.
I don't see that matchup worse than 30:70 for sure. Defitenly not unwinnable. That comparsion was hilarious though, in a good way.For me at least, I don't have a problem with the fact that it's a comeback mechanic, what I don't like is how it breaks the game. Duck Hunt smashes not connecting, Boost Kick killing vertically before the last hit, low percent combos having their damage cut in half because of the higher knockback AKA "I am being punished for surviving for a long time"
Rage is an interesting idea, but it was poorly implemented. Not to say tripping was better, but I think tripping had far less of an impact on a game-by-game basis.
As for near-unwinnable matchups in Smash 4, I present to you, Kirby vs Sonic: Instead of a fighting game, you're playing tag, but the Kirby player has to run barefoot, and there is broken glass everywhere. Good luck!