TDK
Smash Master
Does everyone forget about Rich Brown? He got 17th at EVO, top 24 at Smash Con, and has beaten Aba in the ditto.
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What about Europe though? Albeit very small, Brawler and Gunner do have some sort of usage somewhere in the world (don't ask me where, lol) as they are represented on Das Koopa's data, so why aren't we seeing similar numbers (or rather why are we seeing no results at all) for Mii Gunner? We even have Jiggs results now so is it representation being Mii Gunner's problems, or is it the possibility that the character might just be a hot piece of garbage comparatively to the rest of the cast, or, of course, a mix of both?They need to fix the rules in the US for that though
"What if literally a god showed up playing Ganondorf?"Or what if a Ganondorf player could correctly determine the kind of player his opponent is after seeing five moves? I understand that this is a bit of an extreme example (and perhaps not terribly realistic), but given Ganondorf's hard read style and the fact that getting to know the opponent before they kill you is one of Ganondorf's greatest challenges, being able to assess an opposing player quickly would benefit Ganondorf in certain ways that might not apply to every character. For example, if a person could correctly predict tech chase situations 80% of the time, this would be a huge plus to Ganondorf, whose Flame Choke is the most guaranteed tech chase creation attack in the game because it works the same way from 0% to 999%.
My objection to having as a top 5 character (this goes for and sort of / who are worse, too) isn't that he couldn't be top 5 but rather are all better suited to be top 5 than him. Sort of like bottom tier where "somebody has to be last", somebody has to be top 5 and some contenders are more deserving of a spot.I truly believe Mewtwo is top five character and is solo viable but still so many people view him as a niche top tier. The mount of people who believe, for example Ryu is a better character is sort of crazy to me.
Not gonna lie, Mewtwo's is more deserving of a top 5 spot than Cloud.My objection to having as a top 5 character (this goes for and sort of / who are worse, too) isn't that he couldn't be top 5 but rather are all better suited to be top 5 than him. Sort of like bottom tier where "somebody has to be last", somebody has to be top 5 and some contenders are more deserving of a spot.
Either him, Rich Brown, or ESAMFar chance of that happening though. Trela's picking up Mewtwo to cover Ryu's bad matchups and recently won a Houston event with it.
Maybe he'll be the Mewtwo America needs.
If Mii Swordfighter wasn't so sluggish in everything (frame 7 jumpsquat, bottom 20 run speed/air speed, 60 and above FAF in a lot of things, 8 frames and above startup) and had a recovery that is not trash he would be at least a decent character.We could always hope Trela decides to main him for real instead of just trolling everybody at one tournament.
Swordfighter does have some strong points. UAir is legitimately gross (16% strong, lingers, good vertical range, and autocancels) and DTilt comes out faster and has less cooldown than Marth's, along with better followup potential (AFAIK about the followup though). He also has one of the better grab games of all the sword characters.
Only masochists play 1111 SF. I rather give SF Chakram to get followups and an actual projectile, and Reflector Down B to prevent being camped.I think Mii Swordfighter gets no love because he's just kind of boring. Yeah, that's subjective and all, but a character that's slow on the ground, slow in the air, and doesn't have a particularly unique play style isn't going to get people chomping at the bit to use him.
Brawler has a history of jank. Mii Gunner has a dedicated projectile-based play style. Swordfighter has, a cool tornado move I guess?
From what I see, most people go towards Swordfighter BECAUSE he's low tier, so I feel like he'd only really attract players if he were really good or really bad.
If I had to play Swordfighter, I'd go with whichever Side B is like Quick Draw, and whichever Down B is like Falcon Kick. I feel like the extra mobility is helpful and makes the character more fun to play.
Frame 7 jumpsquat is what really kills him IMO. Good aerials but takes him forever to get there, and doesn't have the projectiles and muscle that Robin has (plus Robin's airspeed is average, not bad).If Mii Swordfighter wasn't so sluggish in everything (frame 7 jumpsquat, bottom 20 run speed/air speed, 60 and above FAF in a lot of things, 8 frames and above startup) and had a recovery that is not trash he would be at least a decent character.
I can see rich brown being the one since he has been the most successful in the U.S. as of late however I can't really see ESAM being the Mewtwo because he also said he secondaries along with as well as trela now using for certain matchup. The only other Mewtwo main in the states that is closest to rich is Wadi imo. His only drawback from competing with rich for best U.S Mewtwo is lack of travel.Either him, Rich Brown, or ESAM
Mewtwo has a lot more top 5 potential than Cloud and Mario. He is possibly Sheiks only counter, he beats Rosa, he beats Cloud, he beats Mario, and I'm a bit iffy on the Sonic matchup but it seems even when I play it. Honestly hes broken and the only thing keeping him in check is the Diddy matchup. Without that I feel like he could be the next Brawl MK
>Mewtwo legitimately being compared to Brawl MKEither him, Rich Brown, or ESAM
Mewtwo has a lot more top 5 potential than Cloud and Mario. He is possibly Sheiks only counter, he beats Rosa, he beats Cloud, he beats Mario, and I'm a bit iffy on the Sonic matchup but it seems even when I play it. Honestly hes broken and the only thing keeping him in check is the Diddy matchup. Without that I feel like he could be the next Brawl MK
Swordie is sadly just kind of bad. Give him his specials, he's just okay. Without them, he's just a sluggish and slow character with specials that don't really mesh too well. He has some very powerful normals but his kit limits him so much in the speed department. He gets camped fairly easily and gets stomped on by a large chunk of the cast.I think Mii Swordfighter gets no love because he's just kind of boring. Yeah, that's subjective and all, but a character that's slow on the ground, slow in the air, and doesn't have a particularly unique play style isn't going to get people chomping at the bit to use him.
I'd honestly compare him his kit more to Mario and Zero Suit in 2122 (solid aerials and normals with an insanely good nair, along with a special that kills early and a flip kick recovery/mixup move that can be used to follow up with said kill move). Overall, 2122 likes to play like a combo character at early %s (one grab is 22%, either by using Dthrow -> Piston Punch or HK), and either get the kill from an HK around 60% at the ledge, soft nair -> Onslaught tech chasing at 110-130 depending on the stage, bair offstage edgeguards at 120 or emergency fthrow kills at around 150.Brawler is Fox and Diddy (and somehow manages to be rather bad in 1111)
I think you missed the point of my post.I think the reason people play careful against Marth is because he has a lot of stuff that flows off of his jab as of now, and a lot of it doesn't even require Tipper Jab. There's Jab > Uair (easy to do once you practice and learn the % window since rising tipper Uair is free), Jab > Ftilt, the list goes on. Jab > Utilt which kills off the top, etc. Bum rushing Marth with afrormentioned characters is usually a strong idea but the reason you see players falter with it at high % is the threat of getting jabbed and killed from it. The plethora of options that stem from Marth's jab is quite frankly, ****ing terrifying. Tipper FSmash isn't even the most nonsense thing about the character, it may kill you early but it's far from what you're actually going to die to a lot of the time against Marth, which is usually his Fair, his Ftilt, his Utilt, or his Uair. I also can't wait for Marth players to start abusing Rising Uair as it pretty much auto-tips on anyone in front of him with no spacing requirement whatsoever. It's a decent surprise option, not really overpowered but it's good when thrown in unpredictably. Rage makes it much stronger, as per most of Marth's killing attacks. Realistically though, right now a large part of the reason Marth is even good is because his jab is so damn effective now, going from a horrid garbage move to what it is now.
I also feel like an often glossed over aspect of Marth is how good his attack speed is for his current range. A lot of his aerials, while lacking in active frames and being somewhat commital, all come out rather fast for the distance they cover (and as of now they kill as well! Very nice.) This creates a sort of "Mario" effect, where you can play moderately reactively with aerials because of their speed.
Also Marth is one of the few characters with a move that's invincible on Frame 1 with a significant amount of invul to boot! Air Dolphin Slash, namely. Grounded version is good enough too (F3 invul though, not quite the dazzling star his air version is.). Oh, did I mention Jab > Up+B can work as well, albeit a bit strangely?
A multitude of reliable kill options off of jab. Lucina isn't going to kill you with an aerial or a tilt follow up after jab, Marth will. Even jab > dancing blade is a more reliable method of killing for Marth than it is Lucina. She lacks the reward that Marth has for playing the same play style.I think you missed the point of my post.
Out of all the things you listed, what does Lucina NOT have?
Just wondering, but what are Mewtwo's "myriad of absurdly overpowered tools"? Dtilt and Fair are the only things that pops up other than Mewtwo's air dodge, rolls, and sidestep. Stuff like Up Smash from a dash or run and Shadow Ball are relatively tame e.g. if Shadow Ball had a melee hitbox like in Melee and like Lucario's Aura Sphere, but kept everything else it has, then holy hell, that would be an amazing option while also being a power creep on Lucario's since it would pretty much do everything Lucario's does, some better and some worse, but be on a character with the speed to abuse it heavily.To be honest with you, Mewtwo has a myriad of absurdly overpowered tools and not enough weaknesses to balance them out. He has Diddy syndrome where some of them are so hard to work around that using the same 3-4 moves over and over again can win you entire sets at low and midlevel play.
Even once you get past that and break into the higher levels where it becomes possible to exploit things like his vulnerability to crossup rolls, mediocre disadvantage, and weight problems(which doesnt even come in to play a lot of the time because of how ****ing fast he is compared to the amount of range he was given....) the positives he has completely outweigh the disadvantages.
Would not be surprised if people started putting him on tier lists as #3-5
Lucina DOES have a jab game, while her aerials might not kill outright, they still are high-damaging, might put the opponent offstage (her favorite place to be), and jab either 50/50's or even true combos into Fsmash at relevant percentages.A multitude of reliable kill options off of jab. Lucina isn't going to kill you with an aerial or a tilt follow up after jab, Marth will. Even jab > dancing blade is a more reliable method of killing for Marth than it is Lucina. She lacks the reward that Marth has for playing the same play style.
Teleport cancels, ridiculously good airdodge, low landing lag and FAF Nair that sets up into numerous other moves, and a ridiculously good anti-projectile game w/ Confusion and Shadow Ball. Also Shadow Ball Kinda is a ridiculous move, has the same FAF as prepatch luigi's fireball allowing it to setup into a ton of stuff when uncharged, while also having a giant Hitbox that deals a ridiculous amount of Damage while also destroying your shield when fully charged. It can frame trap a lot of character's recoveries if released correctly.Just wondering, but what are Mewtwo's "myriad of absurdly overpowered tools"? Dtilt and Fair are the only things that pops up other than Mewtwo's air dodge, rolls, and sidestep. Stuff like Up Smash from a dash or run and Shadow Ball are relatively tame e.g. if Shadow Ball had a melee hitbox like in Melee and like Lucario's Aura Sphere, but kept everything else it has, then holy hell, that would be an amazing option while also being a power creep on Lucario's since it would pretty much do everything Lucario's does, some better and some worse, but be on a character with the speed to abuse it heavily.
I was out but you did most of it for me.Teleport cancels, ridiculously good airdodge, low landing lag and FAF Nair that sets up into numerous other moves, and a ridiculously good anti-projectile game w/ Confusion and Shadow Ball. Also Shadow Ball Kinda is a ridiculous move, has the same FAF as prepatch luigi's fireball allowing it to setup into a ton of stuff when uncharged, while also having a giant Hitbox that deals a ridiculous amount of Damage while also destroying your shield when fully charged. It can frame trap a lot of character's recoveries if released correctly.
It's only active for 3 frames, it has an average 30 recovery frames, it does not have insane range or coverage like Sheik's Fair nor is it disjointed even ever so slightly like Diddy's late Fair? or Marth's Fair. Is it a strong move? Yes. Is it broken? No. It doesn't even come close to the **** like Melee Falco Dair and Blaster, Brawl Falco Blaster, Melee Fox Uair, arguably Brawl Fox Fair and Dair, Brawl Meta Knight Mach Tornado? and Uair and Dair since this little guy was given a longsword that he could swing like a knife, or Melee Peach Down Smash. There is much, much worse than Smash 4 Mewtwo's patched Fair.fair is legitimately a broken aerial in my opinion.
Is Mewtwo's Confusion as a reflect even that good? It reflects on the same frame it hits at frame 12. Take Mario whose Cape reflects at frame 6, half the frames of its startup. Mario's Cape has lower recovery to boot at 22 frames to Mewtwo's 30. As a reflect, Doc's Sheet could be considered better than Mario's Cape since it has more 2 more reflect frames. The only thing Confusion wins, as a reflect, would be its higher reflect frames of 24 frames to Doc's 17 and Mario's 15. If you need a reflect that's on-reaction, Mewtwo's isn't that good. Doc, Falco, Fox, Mario, and Zelda's are arguably better as reflects with Falco's being frame 1 reflect and having an estimated 33 reflect frames and Zelda's having 39 reflect frames and making her invincible on its frame 5 reflect frame. Falco's has the highest recovery at 37 frames which makes sense since as a move, it's a frame 5, 10 active, transcendent hit and as a reflect, you really do not want anyone to be able to spam a frame 1, 33 active reflect like that. Zelda's has similar recovery as the others at 32 frames, but you have to figure she's going to commit hard because Nayru's Love is a 59 total frame move....but they managed to give him one of the best reflectors...
Mewtwo doesn't have a GTFO move/get out of pressure move and his ledge options are terrible. Mewtwo is still light and a huge target. He is not a walking sandbag like ...R.O.B or Zelda, but still something to be considered.I was out but you did most of it for me.
A kill throw that ignores DI and stage positioning is ridiculous. Not only that, but it scales absurdly well with rage and is only helped by being on platforms.
Shadow Ball is Shadow Ball.
fair is legitimately a broken aerial in my opinion.
nair is fine but the things you can do afterwards for free are really dumb.
footstool disable in general is really irritating, but I tend to have problems with both the "main" footstool setups for how low they can kill(footstool disable kills ike at like 75, footstool metal blade kills most of the cast around the mid 50s/60s)
a lot of his hitboxes are suspect as hell for the reward they give(jab, dsmash, usmash, fair, dair)
like i said.
they gave too much speed and kill power. not only that, but they managed to give him one of the best reflectors, one of the best projectiles, one of the best edgeguarding kits, and failed to make his disadvantage complete *** to compensate for it.
I think it's more about the combination of reflector, movement option and command grab, plus Mew2's kit is really good. He has a charge shot esk shadow ball and a cape esk reflector. As a reflector it's okay but the whole package together is frighting.Is Mewtwo's Confusion as a reflect even that good? It reflects on the same frame it hits at frame 12. Take Mario whose Cape reflects at frame 6, half the frames of its startup. Mario's Cape has lower recovery to boot at 22 frames to Mewtwo's 30. As a reflect, Doc's Sheet could be considered better than Mario's Cape since it has more 2 more reflect frames. The only thing Confusion wins, as a reflect, would be its higher reflect frames of 24 frames to Doc's 17 and Mario's 15. If you need a reflect that's on-reaction, Mewtwo's isn't that good. Doc, Falco, Fox, Mario, and Zelda's are arguably better as reflects with Falco's being frame 1 reflect and having an estimated 33 reflect frames and Zelda's having 39 reflect frames and making her invincible on its frame 5 reflect frame. Falco's has the highest recovery at 37 frames which makes sense since as a move, it's a frame 5, 10 active, transcendent hit and as a reflect, you really do not want anyone to be able to spam a frame 1, 33 active reflect like that. Zelda's has similar recovery as the others at 32 frames, but you have to figure she's going to commit hard because Nayru's Love is a 59 total frame move.
We have about 4 Brawler players in the german community. I don't think a lot of people play Swordfighter or Gunner here tho.What about Europe though? Albeit very small, Brawler and Gunner do have some sort of usage somewhere in the world (don't ask me where, lol) as they are represented on Das Koopa's data, so why aren't we seeing similar numbers (or rather why are we seeing no results at all) for Mii Gunner? We even have Jiggs results now so is it representation being Mii Gunner's problems, or is it the possibility that the character might just be a hot piece of garbage comparatively to the rest of the cast, or, of course, a mix of both?
He's not that bad ... but I don't like hiim either hehSwordie is sadly just kind of bad. Give him his specials, he's just okay. Without them, he's just a sluggish and slow character with specials that don't really mesh too well. He has some very powerful normals but his kit limits him so much in the speed department. He gets camped fairly easily and gets stomped on by a large chunk of the cast.
Range isses? He's a Brawler so his speed and frame dataBrawler's magic is far more appealing and more rewarding, but mainly it comes from his specials giving him a solid toolset that is mainly hindered by range issues (and also probably is the big factor as to why Brawler is the most successful at tournament play; fast, notorious and he's got a kill move in the form of HK). Without them he just has a pretty nice dthrow that doesn't do too much when you get your opponent into higher %s. Gunner is the most workable with his 1111s, though; I can't even say giving them their specials is an outright upgrade because the versatility is quite real.
Brawler can chaingrab any character at low% until about 20-30% (dthrow, first hit fair, regrab) and he can footstool at that point to nair lock (this is consistent) to get a soft nair -> grab -> dthrow -> follow-up. Doing dthrow -> HK would be the worst thing you could do.I'd honestly compare him his kit more to Mario and Zero Suit in 2122 (solid aerials and normals with an insanely good nair, along with a special that kills early and a flip kick recovery/mixup move that can be used to follow up with said kill move). Overall, 2122 likes to play like a combo character at early %s (one grab is 22%, either by using Dthrow -> Piston Punch or HK), and either get the kill from an HK around 60% at the ledge, soft nair -> Onslaught tech chasing at 110-130 depending on the stage, bair offstage edgeguards at 120 or emergency fthrow kills at around 150.
- istudying traveled the USA for a bit during the summer. There were also more tournaments in Europe that satisifed Koopa's criteria to be considered. Istudy attended quite a bunch of them.And I don't see Greninja players going to tournaments more than usual, just them actually getting better results more which just indicates that they're getting better instead of it just being a "flavor of the month" thing.
Has iStud really contributed a lot this summer? It seems like he hasn't attended as much or traveled as much since late spring.- istudying traveled the USA for a bit during the summer. There were also more tournaments in Europe that satisifed Koopa's criteria to be considered. Istudy attended quite a bunch of them.
- Oisiitofu appeared. He competes in a very mid-tier heavy region where Sonic and Sheik are somewhat rare, especially on his level of play.
- The tournaments Oisiitofu attends are also consistently treated as Category 2 by Koopa which, as I've explained before, is generous and gives Greninja's results an additional boost.
- Some had 2 or 3 really good results, possibly at occasions where big hitters attended something in the states like CEO or EVO.
- Other people like Venia, Waveguider [?] or Illusion probably contributed a couple of points as well but I think most of Greninja's results come from istudying, Oisii and Some.
Greninja doing so well on the rankings isn't really that surprising if you think about it. The circumstances during the whole summer were just pretty much ideal for him - istudying having time and incentive to travel the states, Oisiitofu appearing in a region that's generally pretty mid-tier friendly and Some possibly gaining some sort of consistency ... all of that is pretty huge in the 15th-25th area. If something similar happened to, say, Villager ... or Pikachu ... or some other good but underplayed character we'd see something similar.
Also, I'm pretty sure Greninja won't be able to maintain these results. Now that istudying is back in Europe again he won't get to contribute as many points. The few tournaments that meet Koopa's criteria during the fall season will likely be ranked as Category 1 for the most part [the biggest upcoming tournament in Europe that I'm aware of will take place in the winter break] too. Some won't be able to benefit from Japan's general inconsistency forever [in his case it's mostly be a case of whether he can snatch some big-name wins. Abadango and Kamemushi, for instance, are not out of reach for him] so it'll be up to how well Oisiitofu does for the most part. So until winter at least, I would expect Greninja to somewhat fall off again.
"A multitude of reliable kill options off of jab. Lucina isn't going to kill you with an aerial or a tilt follow up after jab, Marth will."Lucina DOES have a jab game, while her aerials might not kill outright, they still are high-damaging, might put the opponent offstage (her favorite place to be), and jab either 50/50's or even true combos into Fsmash at relevant percentages.
I miiiight agree that Marth's is more dangerous as he has tons of kill options, but may also need godlike reaction and split-second decision making, to know exactly what move will kill in specific scenarios.
WHATEVER THE CASE IS, it still beats me why do people respect, in-game, one character's space more than the other, both have the exact same counterplay.
No one has said that she doesn't have kill confirms of her own, at the same time though Marth has his own variants of those confirms too. Nair > fsmash turns into nair > usmash, and while it might not kill as early as Lucina's nair > fsmash it's still going to get the job done and isn't as reliant on stage position, and honestly think it's a good thing that usmash isn't as powerful as Lucina's fsmash because then Marth'd have a way over tuned up smash which as we discussed with Mario's up smash vs Link's up tilt could be done out way more movement options.Just wanna point out that y'all keep talking as if Lucina's aerials are weak and don't kill or that she doesn't have kill confirms of her own which are exclusively more rewarding to her than for Marth. If Nair > Fsmash wasn't a thing I'd honestly be on the marth bandwagon by now.
After the patch her aerials are scary if you get hit at 100% anywhere past the ledge you die, jab > aerial / up b do kill quite reliably especially at the ledge. Sure a raw fair or ftilt onstage wont kill like marth's tipper but it definitely puts you into a postion where the next aerial is pretty much guaranteed to kill, as for marth there is still the chance that you will land the sour instead, as many of you like to put it, it's a "stray" tipper not a guaranteed one.
She doesn't have the raw kill power of tippers and I'm not gonna try argue against how scary marth's are or how it rewards his playstyle more but alot of people seem to dismiss Lucina's own strengths or even undermine it.
The character doesn't have a functional neutral. He has neat tools that don't work together until he has momentum, which is hard for him to gain. With patience and some MU knowledge, there are procedural ways to stuff out his neutral with little risk. Additionally, his upb has some pretty unfortunate interactions that help make his recovery bad. There are other things, but these stand out to me as the bigger problems.Just a question about the Koopalings. In just about every tier list I have seen they are in low tier. Which I'm not arguing against or anything, I am just asking why. What are their glaring weaknesses? Disjoint? Kill confirm? Slow? Just curious
What makes his neutral nonfunctional?The character doesn't have a functional neutral. He has neat tools that don't work together until he has momentum, which is hard for him to gain. With patience and some MU knowledge, there are procedural ways to stuff out his neutral with little risk. Additionally, his upb has some pretty unfortunate interactions that help make his recovery bad.
Sideb is a huge gimmick you can beat procedurally. His short hopped aerials aren't very safe zoning or spacing tools. (Can just use ground movement to mix up your positioning or shield, and dash attack the inevitable whiff) He doesn't have good ways to pressure a shield (bad grab, commitments on all aerials, and short range on grounded pokes). He just doesn't have anything that works in neutral. When he does win neutral somehow, mechakoopa's versatility as a trapping tool in advantage keeps him going. And he's actually a monster in advantage, so he's got that going for him I guess.What makes his neutral nonfunctional?
You obviously missed the part where I clearly said she has followups after jab too, that kill, jab > fair/nair/bair will kill only a little later than marth's Jab > Ftilt when it starts to true combo. Not to mention an edge guard will lead to a kill for her too just about as often as Marth, since an edgeguard will normally lead to a gimp for Marcinas and if not, her aerials are now about as strong as prepatch Marth tipper so they WILL kill fairly early offstage.The point isn't that she doesn't have follow ups after jab, the point is that most of them won't kill. At best she's putting you off stage where she can edge guard, which is good for her, but Marth can do that too and his edge guarding is still more likely to kill simply because of the tipper.
I said you talked as if she didn't have kill confirms (figurative speech), you talked about Marth's kill confirms through Jab and how Lucina couldnt utilise it to the same effect without addressing the fact that she doesn't use those kill confirms, she has her own.No one has said that she doesn't have kill confirms of her own, at the same time though Marth has his own variants of those confirms too. Nair > fsmash turns into nair > usmash, and while it might not kill as early as Lucina's nair > fsmash it's still going to get the job done and isn't as reliant on stage position, and honestly think it's a good thing that usmash isn't as powerful as Lucina's fsmash because then Marth'd have a way over tuned up smash which as we discussed with Mario's up smash vs Link's up tilt could be done out way more movement options.
I'm not sure exactly what you mean by this. If Lucina's sword did as much as Marth's tipper that would be flipping ridonkulous. Having "twice as many options" with a sour spot doesn't even matter because Lucinas options would be just so much stronger. But I digress.Even if Lucina's hitbox did as much as Marth's tipper, I'd still chose Marth over Lucina because having a sour spot means he has twice as many options as Lucina.