valakmtnsmash4
Smash Ace
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- Jul 27, 2015
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- yathshiv
Zan made his toon link matchup chart
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start up lag is just a term that, in this case, refers to how many frames of start up it takes before the shurikens comes out.Wtf is startup lag? Just startup? Not trying to be a ****, i really dont know what youre referring to.
Is this For Glory? Because it's common knowledge that FG is a pleb's wonderland like 90% of the timeIts great and all, but people take this game way too seriously. One time I beat this guy online a consecutive 4 times in a row, and by the 4th time you see his name flashing frantically which in itself made the impression that they were throwing a fit.
As a term it literally makes no sense.start up lag is just a term that, in this case, refers to how many frames of start up it takes before the shurikens comes out.
I mean, this what the greninja wiki says too. (Water Shuriken's start-up lag decreased: 25 frames → 20.)
Due to greninja's fall speed, recovery, and comparatively little reward while playing the away game I see little potential in timeout greninja.In general greninja's need to use hydro pump onstage more.
The move can pretty much reset neutral by putting a serious amount of distance between you and your opponent. It can be power shielded, and very few characters can actually punish you for it.
Using this in conjunction with shuriken and run away greninja could actually be a very good time out character.
Hey man, I think it's weird too, but that's what the patch notes say, not me. 乁◥θ┴θ;◤ㄏAs a term it literally makes no sense.
Stop using it.
That's a fair point too. Greninja never really needs to time people out anyway. I've been looking into it more for certain tough MUs.Due to greninja's fall speed, recovery, and comparatively little reward while playing the away game I see little potential in timeout greninja.
When playing for a timeout, you forfeit stage control often in lieu of non-aggression which can open yourself up for edge/ledgeguards. So generally only characters with superb recoveries in addition to a rewarding away game can effectively play for a time out. (Sheik, sonic, pacman, etc)
Greninja's recovery isn't bad, but even with his mixups you give most characters enough chances he can have things turned on him very easily.
However, since HP scales with rage thus making it more effective at pushing might be a viable strategy with a stock lead rather than a mere percentage lead.
Would you mind explaining why you think so? In my opinion, it's too measured and understood to be random.
Emblem Lord kinda beat me to it but I'll try and go into it a little more. It's not random, per se, hence the quotation marks, but rather that it's enough of a change that the game doesn't stay the same and isn't consistent. The game not being incredibly consistent is 'random' enough.It is not truly random, but there is no way to control it either. To be forced to play only one way for fear of losing control of your character....and you ask why someone is glad it's gone?
How...puzzling.
Annnnnnnnnnnnnnnnnnnnnnnnnnnnnnd
time for another break from this thread.
It's similar to what Sheik does to DK, but Sheik of course just does it a lot better than Marth does.Its not even just fair and bair offstage, its everything that isn't uair. Marcina can up smash/ftilt/fsmash his getup options on reaction, consistently dtilt his 2frame, if he loses his jump he should be dying to drop off counter/dair every single time, tipper fair and bair kill ~50 offstage (not sure on lucina percents), etc. In my experience this matchup is **** for DK, every option he has in the neutral is beaten by Marcinas and gets destroyed in disadvantage
It's interesting to me how he thinks Marcina are even. I think most Marcina players tend to think it's in Toon Links favor, I know I do. I also find Falcon questionable because I feel Falcon definitely has an alright time breaking through bomb and boomerang walls, whereas Marth does not.
Zan made his toon link matchup chart
I agree with a lot of this chart...but this is yet another case of Dr. Mario being hardcore low balled, especially when he claims that Mario has that strong of an advantage. Seriously, if you absolutely hate the Mario MU, chances are you won't like the Doc MU either. Just because Doc isn't as high up in the tiers as the other Mario Bros. doesn't mean your character automatically gets a free win on him. Hell, I'd be willing to bet that he does as well as Luigi does in this MU (if not better, Luigi wishes he had such a good reflector like that for projectile-heavy opponents). Any Doc users have something to say about this? I'm surprised that this wasn't brought up yet.
Zan made his toon link matchup chart
I can fill you on Shulk vs. TL.It's interesting to me how he thinks Marcina are even. I think most Marcina players tend to think it's in Toon Links favor, I know I do. I also find Falcon questionable because I feel Falcon definitely has an alright time breaking through bomb and boomerang walls, whereas Marth does not.
I'm also curious about why Zan believes Samus, ROB, and Shulk are disadvantageous. Not doubting those three, but I'm interested in hearing how it plays out from someone who uses one of these characters.
I can agree with that. It's sort of like how Mewtwo's down tilt controls neutral in almost any matchup, and your options as Mewtwo stem from that fact. I think I might just like to see Clouds develop the rest of the mix-up better.Nah cross slash + limit's mobility is pretty much always the optimal play. Letting you punish whiffs, airdodges, and the like with extreme consistency and reward. You could call it a crutch and I wouldn't really disagree, but Cross slash + Limit mobility really is just that polarizing in my opinion. Anything else is a mix-up that stems from their existence.
A Toon Link creating a wall of boomerangs and arrows mixing his timing on throwing them up along with Zairs is really irritating trying to approach with Ness since Ness has little approach options. Bombs aren't as oppressive since you can absorb ones tossed with poor spacing but Toon Link can avoid this by throwing a bomb at Ness while boomerang is returning to him forcing Ness to shield. Ness is on the lighter side so Toon Link's high powered bomb set ups kill quicker on Ness. Toon Link is light so he gets out of Ness' strings easier, and of course he can easily snipe PK Thunder as Ness tries to recover with all his projectiles.Another player that thinks Tink beats Ness. I think Ness loses this match-up as well. I've heard others on this board that ness wins.
can we discuss this? I'm particularly interested in the responses of those who think it's in Ness's favor
If played aggro and jumping like a moron, Ness will obviously lose (like Nakat VS Hyuga). Played patiently is key. Using powershield, PKF boomerang, and catching bombs to 1) use them to combo 2) healing Ness can get things going. It is irritating and Toon Link can mix up his projectiles, but Ness can mixup his options. Ness can also avoid stuff by jumping or airdodging. Tink may escape strings but he will eat a lot of damage if Ness touches him anyways and be at a disadvantageous postion. Up close shouldn't be much of a problem for Ness because Toon Link doesn't have a grab and he can't get out projectiles (If he has bomb in hand its another story). And like you said, Ness abuses Toon Link offstage with PKT. Foward Throw at mid %s gets the job of getting Tink out of tether range and start chip damage. Although it is strict, Ness can also catch tether with Down Smash, and D-Smash it exceptionally great against Toon Link because he is light and Hero Spin kinda blows. Lastly, the Ness clutch factor is always present with his absurd read moves that KO at mid %s or rage Back Throw. On Toon Link's side, like I said, mixup his wall, run around, and see how Ness reacts to stuff. Bomb confirms are golden, edgeguarding consists in mixing up Boomerang paths/arrows into Foward Air (or just going offstage and Fair), and Tink can get a Back Throw KO if Ness commits to something. I say 50/50.A Toon Link creating a wall of boomerangs and arrows mixing his timing on throwing them up along with Zairs is really irritating trying to approach with Ness since Ness has little approach options. Bombs aren't as oppressive since you can absorb ones tossed with poor spacing but Toon Link can avoid this by throwing a bomb at Ness while boomerang is returning to him forcing Ness to shield. Ness is on the lighter side so Toon Link's high powered bomb set ups kill quicker on Ness. Toon Link is light so he gets out of Ness' strings easier, and of course he can easily snipe PK Thunder as Ness tries to recover with all his projectiles.
I haven't played alot of Toon Link's but I'd say it's even/slightly in TL's favor. Despite having a sword TL doesn't have alot of reach with it so the disjoint doesn't bother Ness as bad as say Marth's sword. TL is also light so he dies early to Backthrow and Up/Back air. TL gets harassed by PK Thunder off stage since his recovery is straight forward if he isn't in range to grab it with his teather.
Like I said I haven't played many so this is just a basic overview of the MU from my experiences.
Their sword's large disjoint (which allows them to destroy all of TLink's projectiles barring bomb w/o taking damage) and walking + powersheilding makes them both relatively safe against TL's projectiles. In addition to this, they brutally beat TL in CQC due to their better frame data and larger disjoint. TL being floaty also makes him a bit more vulnerable to having his landings intercepted by DB and F-Smash.If played aggro and jumping like a moron, Ness will obviously lose (like Nakat VS Hyuga). Played patiently is key. Using powershield, PKF boomerang, and catching bombs to 1) use them to combo 2) healing Ness can get things going. It is irritating and Toon Link can mix up his projectiles, but Ness can mixup his options. Ness can also avoid stuff by jumping or airdodging. Tink may escape strings but he will eat a lot of damage if Ness touches him anyways and be at a disadvantageous postion. Up close shouldn't be much of a problem for Ness because Toon Link doesn't have a grab and he can't get out projectiles (If he has bomb in hand its another story). And like you said, Ness abuses Toon Link offstage with PKT. Foward Throw at mid %s gets the job of getting Tink out of tether range and start chip damage. Although it is strict, Ness can also catch tether with Down Smash, and D-Smash it exceptionally great against Toon Link because he is light and Hero Spin kinda blows. Lastly, the Ness clutch factor is always present with his absurd read moves that KO at mid %s or rage Back Throw. On Toon Link's side, like I said, mixup his wall, run around, and see how Ness reacts to stuff. Bomb confirms are golden, edgeguarding consists in mixing up Boomerang paths/arrows into Foward Air (or just going offstage and Fair), and Tink can get a Back Throw KO if Ness commits to something. I say 50/50.
On Tink Marcina, how the hell does Tink goes disadvantaged against them? Right from the get go dash to shield is trash. They aren't going in against Tink's wall easily. If they jump they are flying sandbags.
It's been explained but yeah startup lag is a colloquial term for startup frames.Wtf is startup lag? Just startup? Not trying to be a ****, i really dont know what youre referring to.
You don't particularly want to be DIing away for bthrow; its gren's most damaging throw and it can end up in a decent landing trap situation. Not amazing or deadly, but it does say 'hey, stop DIing away". It also lets you more easily narrow your chase off of uthrow, setting up for SS.
And yea, you won't outright die to fthrow ever, but some chars are quite uncomfortable being thrown further. An uncharged WS adds tic damage and can snipe a jump if they mess up. I dthrow so rarely that if they always DI away, im ok with that. Oh, it also helps to be sliding ala captain falcon.
Dsmash... yea, not great. I like it for hyper mobile characters when i hit a hydro pump, you get to charge it a little when fsmash would give them a chance to dodge if charged. Not sure if this is optimal, but i like the angle it sends them.
Oh, and its pretty sweet for 2framing people. It being a smash to 2 frame with is dope, since you get to time a release which is much easier. Most characters arent lucky enough to have a decent on stage 2 frame smash to charge and outright kill. Its recovery is decent so you still get ledge coverage many times.
Not trying to call you out. You definitely know more about greninja than I. But these are my experiences. The 2frame thing, fair, nair, ledge coverage in general, and his grab followup games are reasons ive found him a solid secondary for megaman.
And i find he deals with m2 quite well. Fair battles are meh, but thats everyones life vs m2... and we all know m2's think not having an outright advantage = losing that thing
This is interesting.20XX HD incoming.
15 in top 16, 12 in top 8
13 in top 16, 8 in top 8
11 in top 16, 7 in top 8
11 in top 16, 4 in top 8
11 in top 16, 6 in top 8
11 in top 16, 6 in top 8
10 in top 16, 3 in top 8
9 in top 16, 7 in top 8
6 in top 16, 5 in top 8
6 in top 16, 1 in top 8
5 in top 16, 3 in top 8
5 in top 16, 1 in top 8
4 in top 16, 3 in top 8
4 in top 16, 3 in top 8
4 in top 16, 3 in top 8
4 in top 16, 3 in top 8
4 in top 16, 2 in top 8
4 in top 16, 1 in top 8
4 in top 16, 1 in top 8
4 in top 16, 0 in top 8 (RIP)
4 in top 16, 0 in top 8 (RIP)
3 in top 16, 2 in top 8
3 in top 16, 2 in top 8
3 in top 16, 1 in top 8
3 in top 16, 1 in top 8
2 in top 16, 2 in top 8 (100%)
2 in top 16, 1 in top 8
2 in top 16, 1 in top 8
2 in top 16, 1 in top 8
2 in top 16, 1 in top 8
2 in top 16, 1 in top 8
2 in top 16, 0 in top 8
2 in top 16, 0 in top 8
1 in top 16, 1 in top 8 (100%)
1 in top 16, 1 in top 8 (100%)
1 in top 16, 1 in top 8 (100%)
1 in top 16, 1 in top 8 (100%)
1 in top 16, 1 in top 8 (100%)
1 in top 16, 0 in top 8
1 in top 16, 0 in top 8
1 in top 16, 0 in top 8
1 in top 16, 0 in top 8
1 in top 16, 0 in top 8
1 in top 16, 0 in top 8
1 in top 16, 0 in top 8
1 in top 16, 0 in top 8
1 in top 16, 0 in top 8
Total Number of characters: 47
13.5 -> 10:
9.5 -> 7: 4mario: ( )
6.5 -> 4
3.5 -> 2 ( ) ( ) ( ) ( )
1.5 -> 1 ( ) ( )
0.5 ( )
No results (customs) (Default) (customs) :4miisword (default) (customs) (default)
Brackets denote ties.
Winners:
Losers
I might disagree with this. Sheik is the better ledge trapper overall obviously but not by much, Marcina's ledge trapping can be brutal especially against the likes of DK. They do more damage per exchange with only a slightly lower potency to keep DK trapped. When it comes to edgeguarding I'd say Marcina actually have the edge over Sheik mainly due to the amount of space they can cover with such disjointed attacks which will beat any retaliation DK can throw, especially Marth who can land tippers so easily against DK's huge frame which will kill from mid %s offstage (Lucina killing slightly later in this scenario ofc but it's not a big deal). And as has been stated before, Counter > wait for next Up-B > Dair is something pretty easy for Marcina to pull off that DK finds hard to avoid.It's similar to what Sheik does to DK, but Sheik of course just does it a lot better than Marth does.
Reminder that if DK has to up b he gets Bouncing Fished until he dies/the Sheik messes up.I might disagree with this. Sheik is the better ledge trapper overall obviously but not by much, Marcina's ledge trapping can be brutal especially against the likes of DK. They do more damage per exchange with only a slightly lower potency to keep DK trapped. When it comes to edgeguarding I'd say Marcina actually have the edge over Sheik mainly due to the amount of space they can cover with such disjointed attacks which will beat any retaliation DK can throw, especially Marth who can land tippers so easily against DK's huge frame which will kill from mid %s offstage (Lucina killing slightly later in this scenario ofc but it's not a big deal). And as has been stated before, Counter > wait for next Up-B > Dair is something pretty easy for Marcina to pull off that DK finds hard to avoid.
This isn't to state Sheik is worse at these things than you say, rather that Marcina's coverage is definitely not to be sniffed at and is something DK should fear on pretty much the same level as Sheik's coverage.
This video reminds me as to why I miss FOW. I wish he didn't quit this game, his Ness is legitimately magic.At top level Ness shouldn't be throwing out magnet just to catch TL throwing a bomb at him, ideally he's going for OoS Nair or AD-cancels which allow him to grab the bomb safely, then run away Z-drop heal. From memory it heals around the 9% mark which is notable, as it's 3 uncharged tink arrows (iirc) and a couple of them is that many more neutral reads Tink has to make. The MU hasn't happened recently at high level since NAKAT infuriatingly dropped to Hyuga (NAKAT not knowing what to do with bombs was what made me upset) but the MU was showcased wonderfully from Ness' side back when FOW vsed Hyuga. IMO Tink doesn't have that much to threaten shield and OoS Nair + other aerials are just fine at killing Tink.
I don't think this is a losing MU at all. If you want to see an example of this MU played well, check out the match I mentioned a second ago:
There are a few instances where FOW takes a sec to Z-drop absorb the bombs and it just... Won him games. FOW's item play in general though is fantastic.
Shielding constantly means you get grabbed and thrown away, forcing you to have to start your approach all over again. The start up for Marcina's walk is rather poor and also makes it easier for Toon Link to move around them, grab another bomb or throw a boomerang, and repeat until Toon Link can land bomb > b/fair, a conversion into up air, or even just use his kill throw. Marth and Lucina may do alright up close to Toon Link but they struggle to get there.Their sword's large disjoint (which allows them to destroy all of TLink's projectiles barring bomb w/o taking damage) and walking + powersheilding makes them both relatively safe against TL's projectiles. In addition to this, they brutally beat TL in CQC due to their better frame data and larger disjoint. TL being floaty also makes him a bit more vulnerable to having his landings intercepted by DB and F-Smash.
Oh no, Sheik is a much better ledge trapper than Marth. Marth isn't bad by any means, but Sheik has so many options and so many ways to cover get ups. Needles and nair can cover literally every get up option, and getting hit by an aerial means eating a string. Marth may do more damage per hit, but he typically hitting more than once and he doesn't cover as many options with less moves than Sheik does so it's a lot easier to get off the ledge vs Marth than it is against Sheik. For most characters, getting off the ledge vs Sheik when above 100% is nearly impossible.I might disagree with this. Sheik is the better ledge trapper overall obviously but not by much, Marcina's ledge trapping can be brutal especially against the likes of DK. They do more damage per exchange with only a slightly lower potency to keep DK trapped. When it comes to edgeguarding I'd say Marcina actually have the edge over Sheik mainly due to the amount of space they can cover with such disjointed attacks which will beat any retaliation DK can throw, especially Marth who can land tippers so easily against DK's huge frame which will kill from mid %s offstage (Lucina killing slightly later in this scenario ofc but it's not a big deal). And as has been stated before, Counter > wait for next Up-B > Dair is something pretty easy for Marcina to pull off that DK finds hard to avoid.
This isn't to state Sheik is worse at these things than you say, rather that Marcina's coverage is definitely not to be sniffed at and is something DK should fear on pretty much the same level as Sheik's coverage.
I still don't understand why Mac is as low as he is. Top 5 ground game + top 3 ground mobility + amazing comeback potential + good matcups against top tiers = low tier?This is interesting.
Most interesting to me, is apparently a lot better than we are giving him credit for.
Except he doesn't have good match ups vs most top tiers, he has good matchs up vs Sheik, ZSS, okay Mario and Diddy Kong match ups, and Ryu if you include him in top tier (I don't). Then we look at his high tier match ups, going even with C. Falcon being his best one, and not losing very bad to Corrin or Lucario (Mac vs Lucario is insanly hilarious just due to how volatile both can be). Everyone else is problematic but due to Mac's comeback factor and stage counter picking he has a lot of volatile match ups and a good amount of losing ones too. For example, as much as we like to bash Roy it would seem, he does very well vs Little Mac.I still don't understand why Mac is as low as he is. Top 5 ground game + top 3 ground mobility + amazing comeback potential + good matcups against top tiers = low tier?
What basis is there for Roy doing well against Mac?For example, as much as we like to bash Roy it would seem, he does very well vs Little Mac.
I love Mac, but tbh I think that the very top of Low Tier or the very bottom of Mid Tier is pretty much the best placing for him.
So did he just come out and say he was quitting? I know he went to a local with JK yesterday.This video reminds me as to why I miss FOW. I wish he didn't quit this game, his Ness is legitimately magic.
Him making the run to 5th at G3 was inspiring, especially with how far Ness' perception has dropped in recent times.
His presence from majors has practically faded, so I suppose he's taken a break from the game at that level. Hope he's still doing well, whatever is going on in his life.So did he just come out and say he was quitting? I know he went to a local with JK yesterday.
He definitely isn't as good as he was though
He did put on twitter that he was working on stream stuff. Then he disappeared again rip.His presence from majors has practically faded, so I suppose he's taken a break from the game at that level. Hope he's still doing well, whatever is going on in his life.