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That was the issue. Which again I feel goes back to "Pika is a smaller target so he gets out sooner (thus can move farther away) and is more difficult to hit with said follow ups due to his size". And, ya know, Quick Attack to get away after SDIing out potentially.I was under the impression that the issue wasn't that you couldn't SDI out of her combos, but that even if you SDI'd she could follow up if she reacted to it on time.
Ah, yeah. I don't know why it never occurred to me that you could just skip the Nair. Makes sense. I guess that kinda invalidates the thing about countering cross ups, though (unless you do use the Nair).Aba is talking about footstool out of shield, not Nair, which is one of the fastest OoS-options existing.
As a gereral observation, while a lot of good characters have suffered much from Bayos and Clouds introduction to the game (rip Villager), quite the opposite seems to be true for Pikachu, who seems to have a top 5 matchup vs both of them. That's a pretty big thing to have in the current metagame.
Other notable Villagers would include MJG and SS. They both have secondaries though. SS secondaries while MJG secondaries .The end of this particular game (video starts near it) is the best thing I've seen all day: https://youtu.be/FcRFAwDNNfg?t=779
Likely just because it's Villager.
He's there, pumping his fist in the air. He just doesn't give a f***!
On the topic of Villager, I rarely see him played much, despite all his results. Perhaps it's just his lack of notable players... or just ones that travel a lot. There's Ranai, Aarvark... pretty sure there's a European Villager, right? And I'm pretty sure Luigimitsu here in the UK reps the old Villager too...
Edit: Holy shi*, that last game.
Yes essentially SDI is just mashing your control stick during hit stun in the desired direction you wish to be launched, when people say "master" SDI usually people refer to knowing when to SDI a move, the angle you should be mashing and of course good mashing form. For example on some multiple hit moves each hit box is separate and may have different launch angles, if I recall correctly ROB's up air is like this where all but the last hit box launches you in a certain direction and you essentially need to DI one direction for the first couple hit boxes and then switch to the opposite for the last hitbox to get the greatest chance of surviving the move.Um...correct me if I'm wrong, but isn't SDI just mashing the smash stick? I keep seeing comments about "mastering SDI" or "learning SDI" like there's something complex going on here, but all you do is just mash away from the hurtbox. Why is there some notion that people don't understand this? Is it that they are expected to mash more rapidly or something?
With Bayo specifically, SDI only gets you so far. There's a big difference between escapability with Kirby and escaping with Rosa, but what does that even matter? Bayo can read your SDI on reaction and change her ABK/WT choices to keep you in the combo. Why are we still pretending that we could get out with just 10% damage if only we git gud with SDI?
Even if you could SDI reliably with most characters, her combo game is still absolute garbage design that ruins the game for mid level players and below, which contrary to popular belief here, matters a lot. Smash is supposed to be enjoyable at all levels of play, and even if it turns out that you can train yourself to play like a machine and overcome her insane kit, she's still poison for the casuals. I don't see her avoiding the nerf bat when the Switch version rolls around.
Edit: Holy shi*, that last game.
We saw ESAM do exactly that this weekend. And alterations from her original combo don't do nearly as much. I keep hearing about changing the combo on reaction, but I've never seen it. Not in Dabuz vs CaptainZack, not in ESAM vs Salem, not in Salem vs Kameme... is there a clip demonstrating what you're talking about?Um...correct me if I'm wrong, but isn't SDI just mashing the smash stick? I keep seeing comments about "mastering SDI" or "learning SDI" like there's something complex going on here, but all you do is just mash away from the hurtbox. Why is there some notion that people don't understand this? Is it that they are expected to mash more rapidly or something?
With Bayo specifically, SDI only gets you so far. There's a big difference between escapability with Kirby and escaping with Rosa, but what does that even matter? Bayo can read your SDI on reaction and change her ABK/WT choices to keep you in the combo. Why are we still pretending that we could get out with just 10% damage if only we git gud with SDI?
Even if you could SDI reliably with most characters, her combo game is still absolute garbage design that ruins the game for mid level players and below, which contrary to popular belief here, matters a lot. Smash is supposed to be enjoyable at all levels of play, and even if it turns out that you can train yourself to play like a machine and overcome her insane kit, she's still poison for the casuals. I don't see her avoiding the nerf bat when the Switch version rolls around.
Not exactly. The Gentlemen's Rule changed. Quoting ssbwiki, it used to be that any stage could be gentlemen'd.you mean this one?
Did the gentleman's rule actually get abolished?
Why for the grace of all things holy would anyone ever pick Pilot Wings?!Not exactly. The Gentlemen's Rule changed. Quoting ssbwiki, it used to be that any stage could be gentlemen'd.
But, with the new Genesis 4 rule-set people are adopting, any legal stage can be gentlemen'd (or in the ideal case, players agreeing to go back to a stage in which the counterpicker won on previously in the set). So the players in the video are wrong to pick Pilotwings if 2GG adopted the G4 rule-set, which is very likely.
Never said Peach auto-loses to Swordies. Thank you for jumping to conclusions. Bad match up =/= Auto-loss. Still doesn't make it not a bad match up, and Cloud and Marth definitely are bad match ups for Peach, especially Cloud.Peach auto-losing to sword characters is a meme. are the really bad MUs out of the ones you posted
I'm curious why you decided to put in the fourth category instead of the fifth. To me, he seems like he'd fit better in the fifth category considering the characters there. His difficulties in disadvantage are comparable to Ike, DK, and Bowser, and what he gains there he loses in his advantage state (assuming proper DI on uair). He plays a zoning based neutral instead of having to approach in most MUs, but his neutral can be exposed by proper powershielding. He does have stronger results than the characters in the category below him, but I don't feel like he's superior to them if only considering character attributes.4: Pronounced weaknesses to the point of being heavily flawed
5: Heavily flawed outright
I'm uncharacteristically optimistic in thinking that R.O.B is probably better than the lower-mid tier section of things. But you're right. Even at low/mid levels of play, R.O.B has an atrocious disadvantage state, can't land easy, and it seems like measured aggressive play can easily counter him and his best tools are hilariously exploitable.I'm curious why you decided to put in the fourth category instead of the fifth. To me, he seems like he'd fit better in the fifth category considering the characters there. His difficulties in disadvantage are comparable to Ike, DK, and Bowser, and what he gains there he loses in his advantage state (assuming proper DI on uair). He plays a zoning based neutral instead of having to approach in most MUs, but his neutral can be exposed by proper powershielding. He does have stronger results than the characters in the category below him, but I don't feel like he's superior to them if only considering character attributes.
What tournaments are these numbers based on?for anyone interested, Japan's average placement scores among their best 5 players
1st: Abadango (6.7)
2nd: Komorikiri (7.32)
3rd: KEN (7.33)
4th: Kameme (8.6)
5th: Ranai (9)
Their positions will change based on sets taken at a later point, but there's an interesting fact. I ended up using all tournaments, not just category 2/higher.
Copy-pasted from my word documentWhat tournaments are these numbers based on?
I like to live life on the edge, with no guarantee of snapping the ledge. I enjoy playing characters that look like top tier monsters, until they are put off stage to show they are imposters.The complete lack of Toon Link in top 15 is baffling. Character's right on par with Villager and Mega Man.
Bro, do you even know what a recovery is?!?
Platform camping. Sheik can jump around the battlefield platforms for 6 minutes and win if she wants to. Pretty much every other character except for Mac has a strong aerial that can poke from under platforms or a command grab or some other way to play around this strategy.Das Koopa What is Lucas's major weakness that can make him heavily flawed?
...the point is you can't catch Sheik when she is running away. What you said won't change that...We can use our up-tilts to poke through battlefield's side platforms.
Like has been mentioned, he gets camped out pretty easy. He's not bad, PK Fire is a good spacing tool. His recovery (while not fantastic) is versatile if sometimes exploitable and he has a hilariously good grab/punish game. I stopped using him a loooong time ago but I always felt he was under-rated for a while.Das Koopa What is Lucas's major weakness that can make him heavily flawed?
Actually, imo as someone who plays as both, there isn't actually much that sets them apart for me. For Ness, his PKT2, although worse as a recovery move compared to Lucas, can kill at insanely early percents, and he's overall one with much better aerials in neutral. His n-air is great alongside f-air, which autocancels in a short hop if timed correctly. His u-air is MUCH better by itself, but Lucas has that grab, which I'll get into later. However, Ness needs to get in to do any real damage, and he has always had a bad time with disjoints, which overall ruins him, as he gets spaced out by swordsmen mainly.I don't consider "gets camped out by Shiek" to be a character-defining weakness. That's like 3/4 of the cast, including a number of top 20 characters. How does Ike corner Shiek on BF? Ryu? Villager?
I'm interested in hearing what Lucas' actual weaknesses are. Not talking "Shiek outspaces him", I mean an actual weakness in his game that any character can take advantage of, like Ness' PKT leaving him vulnerable to gimps. Speaking of Ness, besides killing with bThrow, what advantage does he have over Lucas? I see him higher than Lucas on most tier lists, and I don't get it. Lucas seems to be almost totally superior.
Honestly, at low percents, d-tilt to grab isn't a "hard read", it's more of a very reliable mixup. Grab is just slow, but fast comparable to other tethers. This makes it so most strong Lucas players won't spam grab, it's too dangerous, better to use it when you're positive it'll connect.dtilt and zair into grab constitutes as hard reads? Both of those moves on hit are borderline grab confirms and are very safe, especially zair. Is dtilt/zair to grab actually true?
I haven't seen anyone mention this but dthrow to dair at the ledge kills very early
Fair enough, I'd argue every character in the top 9, many high, several medium, and even a few low tier characters win the matchup against Lucas because of platform camping.I don't consider "gets camped out by Shiek" to be a character-defining weakness. That's like 3/4 of the cast, including a number of top 20 characters. How does Ike corner Shiek on BF? Ryu? Villager?
It's okay, at least he did good at CEO.So I'm doing these averages for all the players in that contender list and all I gotta say is "trela why"
It's okay, at least he did good at CEO.
But for real though, Trela will probably be screwed over in this just because of that. What average does he have?