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Specials that can reverse your direction and be canceled do, indeed, increase your mobility.Shadow ball is not limit. It doesn't affect his mobility.
"If your opponent isn't perfectly spacing you can't get it so how are you doing 20-30?"Besides a 13% throw, kill throws, and up smash, Mewtwo's fastest out of shield options are a total of 11 frames for forward air and 12 for neutral air. Forward air and neutral air are the only ones with any chance of doing 20-30%, but why would you get on the character for the enemy misspacing an attack that badly? Mewtwo has bottom-tier traction. Hitting his shield safely isn't that hard. Also, frame 11 for an out of shield option is pretty mediocre. Down tilt isn't an out of shield option, though it would only be 1 frame behind neutral air. However, you won't get 20-30% off of it if you don't hit the base of his tail. Consider that with his bad traction.
Dash attack, dtilt, all smash attacks, uair, and dair all have large hitboxes. Fair is also respectable.What hitboxes are that large? Down tilt? I guess it's pretty big, but only the base combos beyond a simple forward air, so it's not that big of a deal. Up tilt is pretty big, I suppose. It's totes unsafe, though. It can at least combo into an aerial if you get the right hitbox. I guess it's a decent anti-air. Back air is his biggest aerial, but it's frame 13 and extends his hurtbox before it even comes out. It also has the inverse tipper while being unsafe on shield up close. You could autocancel it to make a retreating base hit back air safe, but, like.....why? Up air reaches about as high as Captain Dashgrab's, so if you consider that very big, no comment. The hitboxes don't even exactly match the animation, though that isn't a big deal. Forward air is not a big hitbox. Neutral air loses every trade, so who cares?
Your options out of run are good because of the moves your character has. They don't have to be "super unique."Confusion is his biggest disjoint in the front. It does 9% and leads to nothing.
Mewtwo has 3 options out of a run that are any different from the rest of the cast: confusion, shadow ball, and jump-canceled up smash. I mention up smash because he slides far. It's in no way safe. Confusion is worthwhile only for retreating, and it's just 9%. Shadow ball is good. Wavebounce/b-reverse it, and you have a totes safe on shield 25% killing hitbox-beating shield-slamming projectile that moves you forward or backwards.
15% from a throw that doesn't worry about DI(until much higher %s) is amazing considering the percent he kills at.Mewtwo really only solidly beats shield at kill percents, when up and back throw are relevant. Blocking a fully charged shadow ball won't break your shield. However, it comes out on frame 23, so it's not TOO hard to dodge. It's frame 6 from the charging animation, but that leaves Mewtwo immobile. I wouldn't call taking like 15% from a pummel and a throw saying "nah" to shield. It's decent damage.
While I was being simple, Rosa-Ganon is one of Rosa's best MUs. The second you got just one hit he got scared.See, that's a generalization of an MU which does lead to misinformation. Most MUs aren't so derivative and one sided that one tool alone is enough. It's usually a compilation of tools that make a character good or bad.
People really do. They do dumb things without taking into account what character their opponent is playing. You really can't do that, no matter what character you're playing.People just want to play their own game regardless of what character their opponent is.
Adaptation based on your opponent's character and play style isn't really a thing in smash 4 yet.
Yeah, this is what I'm saying.Even more sadly, perhaps, that is an actual strategy for match ups that works.
Too many players refuse to abuse the one good option they have that helps to win a matchup. Mixups are good, but if you spend too much time worrying about mixups and not enough time worrying about beating your opponent's options, you're going to lose.
but does Jigglypuff really have a way to get around a fair spamming Marth? Nah, she just gets to stand there until the Marth messes up"Just spam [insert move here], you'll win!" is just a meme and a joke I use with my friends.
Sadly, that is an actual strategy for match ups for some players
Yes she does have a way around it. Abuse her aerial mobility and multiple jumps to stay out of Marth's range and punish his end lag. Marth v. Puff is by no means a good match up for Puff but it's Marth, not Cloud.but does Jigglypuff really have a way to get around a fair spamming Marth? Nah, she just gets to stand there until the Marth messes up
I've been thinking about this lately. Mario is still 7th on the top 16 weighted list:I think if anybody will be dropping out of the top 10 it will be Mario. He's just not as oppressive as all the other characters that are widely perceived as top ten.
This is the simple truth and is what separates competitors like Hungrybox, Armada, Mew2King and ZeRo from the rest.Man Li Gi People are afraid to abuse stuff here. People are proud of not playing optimally
One would be inclined to think that the introduction of three new characters, all potentionally better than him, would hurt Mario's viability. But I don't think they actually do. If anything I'd argue that the DLC characters helped to solidify Mario's position as a top 10 character because they've hurt other potential top 10 candidates much more than Mario. Case in point would be Villager who at one point was considered potentially top 10 himself, if not a sleeper top tier. The arrival of Bayonetta and Cloud - both solidly losing matchups for Villager - put a quick end to all thoughts into that direction.[...] I wonder if DLC characters Cloud, Bayo and Mewtwo have hurt his viability.
If I could shed some possible insight into that, I think some players want to win with the character they love, rather than the character they deem "brain-dead" or "easy." As a Kirby player, as much as I'd love to play all the match ups as him, he really needs someone to help him out, so if my opponent goes Luigi for example, I have to switch to Mega Man, since Luigi v Kirby is tragic. Count the amount of people who think lower of you if you main a top tier (especially Cloud). I may hate fighting against Mario for example, but he's a highly desirable character because of his amazing kit and reward. He gets so much for doing so little. I don't blame people for using characters like Mario, Cloud, Sonic, or Bayonetta, since their options are amazing for nearly every match up in the game. It's just that there are people that get sick of seeing these characters and want to see new characters played at top level. I mean, I'm sure some of us had a thought of "I'd rather see x than y," at least once.This is the simple truth and is what separates competitors like Hungrybox, Armada, Mew2King and ZeRo from the rest.
As ZeRo said in that recent video, somewhere along the lines Smashers decided they don't want to win doing what they need to. They want to win their way and have that same strategy work against every opponent regardless of character.
This is why you usually won't see certain things that can give characters heavy advantages in matchups become popularized until one guy starts doing it A LOT and the rest see they need to catch up.
Those guys you know at locals who refuse to switch off their Kirby, DDD, Wario and Little Mac while throwing insults at the players who pick up Cloud or Sonic to win? These people aren't competitive.
If you don't have the heart to camp someone for 8 minutes straight, ledgestall until the clock runs out, run around forcing mistakes, or counterpick the Jigglypuff in pools to MK/Cloud for a better advantage you aren't truly playing to win.
I'm surprised with this logic you didn't say Lucas tbh, and what Lucas lacks in the mobility TL has he gets in having a strong grappling playstyle. Other than that he ticks all the other boxes you've listed.So who wins against Bayo? The characters with the best chances are small, floaty characters who also have solid neutral games. Olimar is a decent bet for a "hard" (but not necessarily losing) matchup, but due to his somewhat poor disadvantage state, I think he falls short.
My choice for Bayo's worst matchup is actually Toon Link. The character just has super safe pressure tools against Bayo (minus some Witch Time shenanigans), is hard to perform combos on, and packs both great speed and disjoints to deal with a camping Bayonetta, not to mention the ability to camp her out himself should he get the lead.
I mean, Dedede can live through a lot of stuff... that's all I can really say that's good about him. The fact that Gordos are so easily exploitable against him is a major problem, since that means his only projectile is worthless against some characters ( especially). Dedede can kill, but most of his kill options are so unsafe, it'll set you back so badly if you whiff.I know that this sort of discussion may come off as a bit of a red flag but I legitimately believe that in a year or so will probably become the worst character in the game. That may sound a bit drastic, but should be above him at this point at least. Although, all of them are unviable regardless.
If you think about it realistically, almost everything the character has is working against him. He practically lacks a neutral or any way to approach/effectively force one from the other side. His mobility, frame data and disadvantage state all stand as some of the worst in the game, along with his lackluster reward off grab compared to other superheavies (only a combo throw that loses it's reliability past mid-percent, no kill throw. Fthrow does combo into Gordos so that is something).
Having such awful hitboxes can make spacing or even landing most of your moves hell unless you're using back air, while even having a meaty hitbox doesn't last very long. Having a projectile that can easily backfire on you in neutral if the opponent plays against it proper is so miserable as well. Even if he does have noteworthy advantages like being able to live so long due to his weight/fall speed and having a for the most part difficult to challenge recovery, it doesn't matter if you live so long if you can't reliably catch your opponent and kill them. A similar occurrence happened when Mr. R fought a Dedede at SF5, he'd use needles to control neutral and go ham on him to exploit D3's frame disadvantage, and Dedede couldn't do much. His ledge game, while good, also has counterplay to it. You'll only have to worry much about it if you're another fattie.
The character has gotten little way in results for a while now despite how dedicated his mains are, the only ones I could probably name are Whiteout, Andy or El_Bardo being the ones that have been able to net decent results with him this year and even then they're on isolated occasions rather than actually being consistent. Once people stop being so tilted at the matchup then the character will definitely drop further from where he is now.
Miis are often the most disposable characters in this game, since people tend to forget that they exist. They're like in a way: Subpar in base moveset, can get a lot out of custom moves.When we discuss the worst characters, I think we need to include Mii Brawler 1111 and Swordfighter 1111 in the discussion, but it seems like people forget about their existence or something. The Official Tier List has an addendum for the 1111 Miis, so it makes sense that these characters should be brought up, and I don't think any character can be worse than those two (they have no results (aren't all Brawler results from XXXX rulesets?), abusable recoveries, and despite their buffs over the patches, feel lacking, but they do have their quirks like all characters).
Duck Hunt lies somewhere in the above average plane of neutral while dabbling in absolutely amazing. His kit is designed to restrict options and then captilize off of reactions. Tools like gunmen can force shields to be grabbed or jumps to be hit by an aerial. Cans can restrict rolls or approaches and force air dodges that can be punished. He is similar to Diddy in that kind of aspect. His frame trap game and his ledge trap game also allows him to excel in advantage. Duck Hunt can also afford to mess up once or twice due to the fact that frame 1 Can can allow him to break out of non guaranteed combos (true combos arent always guaranteed combos with f1 options).Not sure if Duck Hunt is deemed as floaty or how highly his neutral is considered.
What about any size though? Or if we want to restrict that slightly, just the most viable size for each mii (small for gunner and Brawl and not sure about swordfighter but I assume tall?)1111 doesn't have results because no one wants to play 1111 when any move set is perfectly reasonable.
I don't think any Mii (with all moves) is higher than mid tier with Brawler having potential to be a low high tier.
Yeah I was just wondering about the perceived viability of xxxx any size because imo that's the best way to bring a community (and viability) back to miis.I don't know of any region that allows different sized mii's in standard singles in 2016. Generally speaking Most tournaments restrict you to default weight and then some are xxxx and others are 1111.
Brawler any size, any moveset is problematic, because of the buffed airspeed from being tiny making Helicopter Kick confirms ridiculous and pretty versatile. Allowing any size Miis would turn the community further against Miis because tiny Brawler is the main problem, being similar to pre-patch MK in many ways and hence being very frustrating to play against and deal with. Default size, any moveset is fine tho due to the HK confirm being much more strict (I believe).Yeah I was just wondering about the perceived viability of xxxx any size because imo that's the best way to bring a community (and viability) back to miis.
He actually pointed out that with mobility + Feint Jump he could possibly be the best time-out character.And ESAM would be incorrect, because understanding your positioning at the (limited) % range where his Dthrow (---> Fair ---> ) heli kick actually links means you can avoid the dangers of that setup entirely.
i.e. Don't stand next to the ledge and you're good. I've had experience with tiny brawler and this setup, and the character itself, is very much able to be worked around.
Remember that we're coming from a customs meta where people were still trying to play most of the cast aggressively and not understanding how to play neutral and their characters effectively. I don't see small Brawler making as much of an impact in a meta where people understand stage control, where defensive / disjoints are very powerful and where people actually understand what the character can do.