Greward
Smash Lord
(Syndicate 2016) I played mostly Olimar, Bowser and Mega just for one set each.Tournies compiled for the weekend.
EDIT: correct any errors etc
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(Syndicate 2016) I played mostly Olimar, Bowser and Mega just for one set each.Tournies compiled for the weekend.
EDIT: correct any errors etc
Thank you for the clarification! I'll put it in, I do have the set counts on hand I just don't put it in the finalized data. I'll find a way to add it in and still make it look pretty.I'd like to note for Bayo vs. Rosa results, I 2-0ed Saj with Olimar, no Rosa.
I also played Pink Fresh at evo and we went 1-1 with Rosa-Bayo and 1-0 Olimar-Bayo
Could you put set counts for each player/ matchup when making those posts? It makes the data a lot more clear, since a matchup might be inflated or deflated because of player matchups. For examples Sheik vs. Fox will look very different if you look at Void vs. Larry and then any other fox vs. any other Sheik.
I think you don't really have much understanding of any high level jiggs play. Her gameplay is focused around quick bursts of movement from ground to air with good autocancels and small size. Even though her shield is bad, her traction is still pretty good. Poor air dodge frame data, poor trades, poor hitboxes below her, and floatiness don't mix well if she's in the air too much in neutral, since she lacks ways to deal with pressure from that area.If you are playing a cloud is whiffing ingredients air attacks the cloud player is awful. that isn't evidence that jiggs doesn't do poorly vs cloud. jiggs is an air based character clouds elite moves of nair and up air are nightmares for jiggs to deal with.
I grappled with this over Road to Shine 2016 a month ago and my personal conclusion is that lag interferes too much. This was definitely the case at RtS, and I can't imagine it didn't pop up a few times at Key, and lag/choppiness is an external factor that heavily affects gameplay. I'd rather not include it.Das Koopa do you think online qualifiers like Key to The PG H... | Details should be included in your rankings? Since these events are much more accessible for people to get in to these events, they can have the attendance numbers of category 4 tournaments, but the number of top level players are few so they definitely can't be considered that high. What do you think?
jiggs gets crushed in this mu becuase she cannot approach and she is forced to simultaneously due to a combination of limit and disjoint. and i really dont see how you counter that argument. yes jiggs has strong air attacks if she gets past the massive sword but it doesnt change the fact that once cloud has limit his gorund and air speed increase to a ridiculous level and LCS doesnt care about jiggs ducking or in some cases shielding. what exactly is jiggs supposed to do to beat cloud or even comete assuming the players on equal skill level?I think you don't really have much understanding of any high level jiggs play. Her gameplay is focused around quick bursts of movement from ground to air with good autocancels and small size. Even though her shield is bad, her traction is still pretty good. Poor air dodge frame data, poor trades, poor hitboxes below her, and floatiness don't mix well if she's in the air too much in neutral, since she lacks ways to deal with pressure from that area.
Cloud's poor grounded pokes essentially forces Jigglypuff (and most other characters in general) to that style of play regardless.
Everyone whiffs attacks since 2 players are moving around in an attempt to seize openings. The Cloud player also can't be too predictable with landing aerials since that is easily powershieldable.
As an aesthete (read: shallow person), I think this was the biggest buff Mewtwo got since Melee. His old model looks so weird, especially when combined with Melee's occasionally ugly textures. Look at the size of his head! The 2001 (only 5 years after Pokemon debuted, if you recall) Mewtwo model is noticeably from the era of "Mewtwo is a genetic abomination designed in a lab." He's still man-made, but Nintendo has since downplayed the abomination aspect.Don't underestimate how much the seemingly small fair buffs transformed a decent move into a ridiculous one. It went from being a strong attack that was safeish to one of the safest, most versatile attacks in the entire game, and something capable of directly challenging Sheik's pre-patch fair in combat.
Another fun aspect of why Mewtwo is different from its Melee counterpart is actually the fact that they went with the more modern Mewtwo design. In Melee, Mewtwo had a frame 5 d-tilt that was also really good, but the character was also much squatter in terms of proportions, meaning a shorter tail. Now Mewtwo has this gigantic appendage in line with its more humanoid appearance. Same thing goes for fair. Now, Mewtwo lunges its entire body forward, giving the move more range. You can see them struggle with how to balance Mewtwo out, originally trying to mitigate Mewtwo's new proportions with proper frame data changes, and overcompensating as a result upon first release.
Know who I see a lot of here? Bowser. Maybe not top 8, but at least in the standings as a secondary or solo in all of these tournies.(Syndicate 2016) I played mostly Olimar, Bowser and Mega just for one set each.
Jiggs can't approach in the air because she can't get through Cloud's huge aerial hitboxes, but she doesn't need to. Approaching on the ground is easy for most characters against Cloud, and since Jiggs is particularly good at ground to air transitions it works out pretty well for her overall. What's Cloud doing to do if Jiggs stays mostly grounded with foxtrots, dash to shields, empty hops, and dash attacks/jabs?jiggs gets crushed in this mu becuase she cannot approach and she is forced to simultaneously due to a combination of limit and disjoint. and i really dont see how you counter that argument. yes jiggs has strong air attacks if she gets past the massive sword but it doesnt change the fact that once cloud has limit his gorund and air speed increase to a ridiculous level and LCS doesnt care about jiggs ducking or in some cases shielding. what exactly is jiggs supposed to do to beat cloud or even comete assuming the players on equal skill level?
If I understand this right, "Dash Speed" on this spreadsheet should be everyone's initial dash speed: https://docs.google.com/spreadsheets/d/13bO7oaM4HLH0xgq3CmGiRTUF2Ftm_00A6u-g7ow220g/pubhtml#Quick question (and I know this may not be the perfect place to ask it) - is there a list of initial dash speeds somewhere?
At the same time we see Ally losing to M2K or even Neb, and if both situations are happening then that would be more indicative of even, not Mario's favor.Also, it's not just FLUDD that Cloud fears from Mario. Mario edgeguards Cloud basically for free with FLUDD, Cape and Back Air, Mario combos Cloud very easily as soon as he conditions him to shield, and Cloud doesn't often do much to reliably get out of them, and as soon as Mario gets in he can overwhelm Cloud very quickly. There's more to the game than just onstage play. Just watch how Mario wins against the best Cloud and you can see why people say this might be in Mario's favour.
What's happened recently that's made you think this? I'm curious.-Greninja's neutral is extremely underrated
Kirby main here. The Mario MU, at least from my experience, is a -1 at worst. Being able to DI out of his D-Throw into U-Tilt combo string is a major plus if you ask me. As usual, Kirby has a pretty decent combo game at early to mid percents, U-Throw can reliably kill on stages like Smashville (Kirby's safest and best stage IMO), and getting the Copy Ability does help Kirby with spacing Mario than it does as a damage option. Mario can still cause problems, though, especially when it comes to edge guarding. Kirby's pretty easy to edge guard thanks to his slow air speed and predictability (the only good thing about Final Cutter is that it snaps onto the ledge). It also doesn't help that Kirby's really light, meaning that Mario doesn't need much rage to kill Kirby. Mario's debatable amongst Kirby players on whether or not he's only a -1 or -2, but I think it's a very doable MU, even if Kirby's not the best choice to go for when fighting Mario.Some thoughts I've been sitting on that I think would be nice to discuss:
-Luigi/Kirby/MK are probably the best counterpicks in the game when looking at effectiveness vs how easy they are to learn.
Luigi notably does decently/well against:
+Sheiks that don't camp
+Heavies
+Mario
+Fox
+Pikachu
+Diddy
Kirby against:
+Sheik
+Fox(trash matchup)
+Possibly Mario but would need a Kirby main to make sure
MK against:
+lol floaties
+ZSS
-Greninja's neutral is extremely underrated
-Ness sucks
-MKs existence and ease of use almost guarantees most floaties won't break into high tier and a lot of them will only get worsee
-"Just camp" is the answer to 80% of most people's MU issues vs characters like Mario and Heavies but most refuse to do it
-Bayo's dtilt bullets do a ridiculous amount of damage and have fair range, making it much harder to camp her with projectile characters than one would expect.
Thank you so much!If I understand this right, "Dash Speed" on this spreadsheet should be everyone's initial dash speed: https://docs.google.com/spreadsheets/d/13bO7oaM4HLH0xgq3CmGiRTUF2Ftm_00A6u-g7ow220g/pubhtml#
Eh, Mario would be a bit of a sore point. Most Kirby players believe the Mario MU is terrible. I'm not sure if the MU is being played correctly, but pairing them against each other - Mario gets in easier than Kirby can keep him out, and his combo game can still be quite damaging. Fireballs help, but...Some thoughts I've been sitting on that I think would be nice to discuss:
-Luigi/Kirby/MK are probably the best counterpicks in the game when looking at effectiveness vs how easy they are to learn.
Luigi notably does decently/well against:
+Sheiks that don't camp
+Heavies
+Mario
+Fox
+Pikachu
+Diddy
Kirby against:
+Sheik
+Fox(trash matchup)
+Possibly Mario but would need a Kirby main to make sure
MK against:
+lol floaties
+ZSS
-Greninja's neutral is extremely underrated
-Ness sucks
-MKs existence and ease of use almost guarantees most floaties won't break into high tier and a lot of them will only get worsee
-"Just camp" is the answer to 80% of most people's MU issues vs characters like Mario and Heavies but most refuse to do it
-Bayo's dtilt bullets do a ridiculous amount of damage and have fair range, making it much harder to camp her with projectile characters than one would expect.
Nothing's happened recently, actually.What's happened recently that's made you think this? I'm curious.
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I think that the strengths Kirby abuses in matchups where he does well are what take no major effort to learn. I think MK is a fairly difficult character to use, but against floaties? Not so much.good information
Kirby is pretty difficult for Mario to combo and a lot of his longer strings have risks attached to them vs Kirby because overextending could mean dying to stone off the top at 60.Thank you so much!
Eh, Mario would be a bit of a sore point. Most Kirby players believe the Mario MU is terrible. I'm not sure if the MU is being played correctly, but pairing them against each other - Mario gets in easier than Kirby can keep him out, and his combo game can still be quite damaging. Fireballs help, but...
Out of curiosity, why would you think Kirby could do well against Mario? It's possible there's something we're not seeing (again, I'm not sure the MU is being played as optimally as it could be).
EDIT: Lo and behold hahaha
Also worth noting that DK will also had a Sheik when he was doing well with DK around this time last year and the beginning of this year. And speaking of Sheik, Bowser has a much better Sheik MU. It's still not all that amazing, but it's better than being forced to rely on tilts, nair, the occaisional up special, and a very specifc window for a grab kill confirm whilst also getting completely blown up in neutral and disadvantage.IMO Bowser's better than DK.
Better landing options(or rather better counterlandings), far better ledge coverage, and far more consistent due to kill throws in both forward AND backward, and a wider percent window for kill confirms off grab.
It comes down to decent fair, command grab, and more consistent reward off grab vs Edgeguarding and Potent kill confirms.
Ignoring DKwill, a character loyalist from brawl, Bowser's results are actually better recently.
Why is bowser better? Just consistency?Also worth noting that DK will also had a Sheik when he was doing well with DK around this time last year and the beginning of this year. And speaking of Sheik, Bowser has a much better Sheik MU. It's still not all that amazing, but it's better than being forced to rely on tilts, nair, the occaisional up special, and a very specifc window for a grab kill confirm whilst also getting completely blown up in neutral and disadvantage.
I can see DK possibly having a better Cloud match up than Bowser though.
Consistency and his defensive optionsWhy is bowser better? Just consistency?
http://smashrecord.harukisb.net/players/5355Ignoring DKwill, a character loyalist from brawl, Bowser's results are actually better recently.
DK is more threatening to Sheik than Bowser for pretty much one simple reason: back air. Bowser's aerials are bad, unsafe to space and unwieldy due to poor autocancels and Bowser's high jumpsquat. Back air actually gives DK the ability to contend with Sheik's air space, making her scared to space with aerials in neutral near DK. DK also has a better anti-air game with utilt. The fact that DK deals with Sheik's aerials so much better than Bowser makes him better in the matchup. DK is also scarier at the ledge and in general has more options to condition Sheik into situations where he can get grabs or strong hits. In general, Bowser is significantly more linear than DK in neutral which makes him easier to shut down and less scary as a result.Consistency and his defensive options
Consistency in that Bowser is always threatening your shield because of side B doing 18 damage and killing at reasonable percents and kills early with platforms and rage. This makes it so that him missing the window on his uthrow>uair combo isn't a big deal. After DK misses the Ding Dong window his grab isn't scary unless he back grabs you at the ledge, very situational. DK struggles to kill if he misses his window.
DK's shield is pretty much a punching bag for Sheik where as Bowser has up B and a bigger grab range so Sheik has to be more careful when going on the offensive against Bowser.
Those are the only two big differences in their Sheik match-up IMO
I don't know what any of this means.
Seems to be a database of Japanese players and that's Hikaru's page showing his wins, set counts, and placings.I don't know what any of this means.
That doesn't really say much about dk vs bowser in the world meta, if so.Seems to be a database of Japanese players and that's Hikaru's page showing his wins, set counts, and placings.
Yes, dash speed means "initial dash speed". I wished people didn't lump dash and run speed together and then have "initial dash speed" to indicate dash speed... Also wished people would refer dashing as dashing and not "foxtrotting". Ugh, redundant terms... Anyway, for those wondering, Doc's initial walk speed, walk acceleration, dash acceleration, and dash deceleration are the same as Mario's unlike his air speed, dash speed -- which is 1.312 as Doc and Mario's dash and run speeds are the same --, run speed, etc., are either affected by the 0.82 multiplier or are just different. Why Doc's been set-up like this instead of having normally entered numbers is beyond me. Would it really be that hard to just slap down 1.312 for his run speed?If I understand this right, "Dash Speed" on this spreadsheet should be everyone's initial dash speed: https://docs.google.com/spreadsheets/d/13bO7oaM4HLH0xgq3CmGiRTUF2Ftm_00A6u-g7ow220g/pubhtml#
Kirby-specific: Kirby's dash speed was never changed when his run speed was upped to 1.57. It used to be that, like Doc, Ike, and Mario, his dash and run speed were the same at 1.5. It wouldn't have done much, but it would have still helped for Kirby to have a 1.57 or even higher dash speed along with his 1.57 run speed.Quick question (and I know this may not be the perfect place to ask it) - is there a list of initial dash speeds somewhere?
The reason why Fox can't suck. Well, and a lot a lot of raw power, good frame data and a (mostly) unpunishable chip damage option/approach enforcer.Oh, and everyone, ingrain Fox's 2.4 dash speed into your heads. Marvel at it and realize in shock that next fastest dash speed is only 2.05, Little Mac's (and formerly Captain Falcon's in Brawl). Also, Fox's dash speed has been steadily increasing in each game from 1.9 in Melee to Brawl's 2.1 to Smash 4's 2.4. At this rate, Smash 5 Fox could have a 3.0 dash speed making his Up Smash out of dash even stupider.
Yeah, to piggyback off of this.The reason why Fox can't suck. Well, and a lot a lot of raw power, good frame data and a (mostly) unpunishable chip damage option/approach enforcer.
Something I should mention: the MK in this video wasn't performing the combo at the right percentages. For example, he hit Peach with a dash attack at 10%, which is still too early for the combo to work. The ladder combo is still a guaranteed KO on FD against Peach if she gets hit by a dash attack at 16-18%; at that percent window, any DI and SDI can be followed, which becomes easy to do with practice considering there are ~30 frames between each up air.Was in the lab and did some testing. I still have some things to test with other characters but here is a vid I made for some characters to avoid Meta Knight's death combos.
Hi,Tournies compiled for the weekend.
EDIT: correct any errors etc
He's basically saying that Hikaru has amazing results in Japan and he does play mostly DK. So it's not just DKWill (and Hikaru's results could easily be considered better atm).I don't know what any of this means.
Ignis used Corrin in his set with me and won a game with her, but otherwise yeah this looks accurate. :DHi,
Zivhayr is Ryu/Ganondorf. Invisi went mostly Rosalina & Luma. Duon only went Little Mac in his set vs. Ignis which he lost, I don't know if you include that in your analysis. Don't think Ignis used much Corrin at all.