https://twitter.com/WaDiRob/status/909209434995519489
Uh oh, is another M2 player about to bite the Dust?
Uh oh, is another M2 player about to bite the Dust?
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Prediction: Either this doesn't happen/his Diddy ends up just being a pocket, or he ends up using him a lot and performs much worse than he did before.https://twitter.com/WaDiRob/status/909209434995519489
Uh oh, is another M2 player about to bite the Dust?
Or ROB.https://twitter.com/WaDiRob/status/909209434995519489
Uh oh, is another M2 player about to bite the Dust?
^this. Link would be terrifying if he had decent airspeed and a frame 5 jumpsquat. WTH were the developers thinking when the designed Cloud?! Link has to dash>buffer jump to get some combos like DThrow>Uair.Link suffers from this as well.
No,not to my knowledge. I do not remember Zero using Bayonetta in a tourney.BTW, did ZeRo ever seriously try Bayo like he said?
He dies early in a game where rage and aura exist, so it' shouldn't really be a surprise.......Mewtwo in a lot of ways remains the most confusing character to me in terms of results not matching his theory. When I look at this character I see a top tier neutral and frankly bonkers kill power (with an elite kill throw to boot). His weakness, dying early, just doesn't seem like it should hold him back since his disadvantage overall isn't even too bad with his awesome air dodge, but I guess it does in practice?
M2 is just a perfect example of a glass cannon, explosive power at the cost of being easy to kill. Much like Shiek this forces his players to play perfectly to abuse his strengths. Unfortunately unlike Shiek his strengths aren't as dominant nor is his neutral so he can't afford as much mistakes as Shiek can and giving how it's not that difficult to reset to neutral in this game especially once both players are at high percentages and confirms work less this just affords more opportunity for M2 to lose neutral and cost him his stocks.Mewtwo in a lot of ways remains the most confusing character to me in terms of results not matching his theory. When I look at this character I see a top tier neutral and frankly bonkers kill power (with an elite kill throw to boot). His weakness, dying early, just doesn't seem like it should hold him back since his disadvantage overall isn't even too bad with his awesome air dodge, but I guess it does in practice?
Zelda also has a longer teleport with an attack so she's rarely positioned to cancel off platforms. Most of her cancels are set up in specific places on stage to cancel off the ledge.I actually thought it was easier for Mewtwo and Palutena due to the platform slide they can do at the end of the teleport while Zelda cannot.
That's my assumption, but I see more Zeldas and Palutenas platform cancel (Palutena especially) than Mewtwos.I actually thought it was easier for Mewtwo and Palutena due to the platform slide they can do at the end of the teleport while Zelda cannot.
Weight-dependent throws are good game design am I right guys?Weight is very important. Not only can heavy characters survive and trade more damage, weight determines how fast a character can act out of being thrown. Heavy characters act faster from weight dependent throws and are less likely to be true comboed. Weight also doesn't affect floatiness; Bowser is the heaviest character by far and floaty. He escapes a lot of throw combos, fortunately there are other chains that heavily punish him like MK's ladders.
What are his bad MUs? Just curious.Mewtwo has very few bad matchups on paper, but because of human error he isn't nearly as broken as he looks. It's kind of like how Bayonetta on paper shouldn't be able to keep up with him, Sheik, and Diddy in neutral, but instead thrives off of human error and her ridiculous punish game
Cloud, for one.What are his bad MUs? Just curious.
Mewtwo's teleport options are insane; here's a guide that focuses just on Battlefield: https://smashboards.com/threads/teleport-canceling-guide.422407/I think among Palutena players it is talked about more while for Mewtwo mains it may be more niche or seen as an afterthought.
EDIT: My guess may have to be with Palutena lacking the hover Mewtwo gains from Confusion (she still has Reflect and Autoreticle for B Reverse until Super Speed and Jump Glide are available again, I love those moves!) along with his double jump arc. So I'm thinking Palutena mains may drill their players into learning platform cancels more than Mewtwo players.
Cloud is the big one, Sheik went from being a good matchup to his second worst. They're bad but they're still doable thoughWhat are his bad MUs? Just curious.
cloud, diddy, sheik, fox, potentially corrinWhat are his bad MUs? Just curious.
Why Fox and Corrin?cloud, diddy, sheik, fox, potentially corrin
It's not exactly that heavier characters can act out of hitstun faster, it's actually the thrower who suffers more endlag when throwing heavier characters and it's quite noticeable imo.Weight is very important. Not only can heavy characters survive and trade more damage, weight determines how fast a character can act out of being thrown. Heavy characters act faster from weight dependent throws and are less likely to be true comboed. Weight also doesn't affect floatiness; Bowser is the heaviest character by far and floaty. He escapes a lot of throw combos, fortunately there are other chains that heavily punish him like MK's ladders.
Zelda also has a longer teleport with an attack so she's rarely positioned to cancel off platforms. Most of her cancels are set up in specific places on stage to cancel off the ledge.
It's probably worth noting that Bowser's UThrow and DK's Cargo throws aren't weight dependent. For some reason I thought that Luigi's DThrow wasn't either but apparently it is.It's not exactly that heavier characters can act out of hitstun faster, it's actually the thrower who suffers more endlag when throwing heavier characters and it's quite noticeable imo.
Seeing fox as a bad mu is surprising. M2 should be able to keep fox out with ease, combo him on and offstage, and get out of the fox combos well....not sure about corrin, but this should be a slight disadvantage mu for fox.....Why Fox and Corrin?
Honestly, Mewtwo's disadvantage is exactly why I mention teleport cancelling. Against some characters (Cloud, Fox), I see Mewtwo get trapped super hard. Or landing.Mewtwo's teleport options are insane; here's a guide that focuses just on Battlefield: https://smashboards.com/threads/teleport-canceling-guide.422407/
However, I think you're right about Mewtwo not really needing to know teleport cancelling. Of the characters that benefit (Zelda, Palu, M2, Pikachu, and many others with a ledge cancelling move like Ganondorf and Diddy Kong), Mewtwo's gameplan is least reliant on it because he doesn't have to rely on the surprise movement and frame data. The first reason is that he has much easier options for faking out movement - a god tier airdodge and confusion, but also good move speed and quick moves with little landing lag. Unlike Zelda, Mewtwo will never need to YOLO a ledge cancel to return safely to stage. A common option out of ledge cancel, jump, isn't even viable with Mewtwo thanks to his wonky second jump. Leading out this, the main reason ledge cancelling doesn't work for him is that Mewtwo's gameplan isn't really based on risky moves like ledge cancelling (and yes, ledge cancelling is risky). Rather, Mewtwo prefers safe options like SHAD, walling opponents out on the ground, and shadow ball to pressure the opponent and keep his glass side hidden.
When being a heavyweight generally means you have sluggish mobility with mediocre frame data, then yeah, weight-dependent throws are good game design.Weight-dependent throws are good game design am I right guys?
it's been solidly said that corrin loses to M2, corrin can't do anything when his shield gets down tilted by M2 and Shadow ball forces Corrin to approach which is Corrin's flawed area.Why Fox and Corrin?
I think the biggest issue for me is that not all throws are weight dependent. If you're going to have a mechanic like that why cherry pick certain throws to not be affected by it?When being a heavyweight generally means you have sluggish mobility with mediocre frame data, then yeah, weight-dependent throws are good game design.
They're based on the animation to make the throws seem more realistic. It should be harder for Megaman to spike Bowser into the ground than it is for him to spike Pikachu, so the animation takes longer. Likewise, it should not be any different for Bowser to spin someone on his shell for his upthrow, so that isn't weight dependent.I think the biggest issue for me is that not all throws are weight dependent. If you're going to have a mechanic like that why cherry pick certain throws to not be affected by it?
Weight dependent throws are not a smash 4 exclusive mechanic. They've existed since melee and are not exclusive to combo throws either with the most prominent example being Mario's back throw. Weight dependent throws exist to help balance some throws, make the game more dynamic, and they just make sense aesthetically(it should take Mario more time to throw Bowser compared to Jiggs).I think the biggest issue for me is that not all throws are weight dependent. If you're going to have a mechanic like that why cherry pick certain throws to not be affected by it?
Weight dependent throws seem like a bandaid fix to balance how strong throw combos are in this game, too. If I'm not remembering mechanics incorrectly, lighter characters already receive more hitstun from throws from the increased knockback; why implement a mechanic that exaggerates that further?
I guess I figure that, if you choose to play a (super)heavyweight you should expect to get juggled and take a good chunk of damage from throws. While it wasn't this way on release, it's currently extremely dangerous to get close enough to even grab DK and Bowser, as their grab reward is probably the best in the game. I'd kind of like to be able to get a similar level of reward (at least damage-wise) for successfully getting in for a grab. I don't fully agree with how they balanced DK and Bowser, but it's certainly effective and gives them a nice "gets comboed for hefty damage but can reverse the tide of a match instantly with a few clean grabs" style that is probably what heavies should be geared toward.
I knew this already, but this saddens me.Fthrow, bthrow, uthrow, dthrow
I had a feeling this was the case, honestly. I am curious if non-weight dependent throws use a certain weight as a baseline, or if there's a lower and upper limit for weight dependent ones.They're based on the animation to make the throws seem more realistic. It should be harder for Megaman to spike Bowser into the ground than it is for him to spike Pikachu, so the animation takes longer. Likewise, it should not be any different for Bowser to spin someone on his shell for his upthrow, so that isn't weight dependent.
It's not a balancing mechanic, it's more an aesthetic choice, and even then it isn't completely consistent.
Honestly my whole rant was just getting stuff off my chest. While I'm still a little indignant about the concept, the difference in endlag for weight dependent throws is about 5 frames at maximum IIRC, so it's honestly not a huge issue. Does it inherently favor heavies? Yeah, but even if they didn't exist I don't think their viability would he impacted much.Weight dependent throws are not a smash 4 exclusive mechanic. They've existed since melee and are not exclusive to combo throws either with the most prominent example being Mario's back throw. Weight dependent throws exist to help balance some throws, make the game more dynamic, and they just make sense aesthetically(it should take Mario more time to throw Bowser compared to Jiggs).
Also please don't pretend that light weight characters aren't broken in every smash game. Getting punished a bit harder on throw combos doesn't change their generally better movement, disadvantage state, and usually smaller stature. Heavies are probably the best they've ever been collectively in a smash game and they still get **** on by some of the better character and do get juggle to high hell.
Same as Peach's once infinite, Mewtwo's Nair to disable chain, all other infinites and 0 to deaths etc etc.What do you guys think of Lucas footstool combos and his potential to 0-death opponents?
They do happen often though it's just not seen at a national level because you rarely see Lucas at a good national level. It's one of the more easier to do of the footstool locks execution wise the real challenge is reading DI and how they fall. It's a great tool for Lucas to get damage when his zoning isn't working as well.Same as Peach's once infinite, Mewtwo's Nair to disable chain, all other infinites and 0 to deaths etc etc.
Not much until I see it consistently practiced in tournament which rarely happens and it goes back to being forgotten. DK's ding dong and Bowser's Showtime being an exception.
except DK doesn't have sluggish mobility or mediocre frame data, the only thing "sluggish" is his jumpsquat. He even has one of the best combo breakers in the game. That doesn't really scream good game design to meWhen being a heavyweight generally means you have sluggish mobility with mediocre frame data, then yeah, weight-dependent throws are good game design.
Despite all this, he probably gets juggled the hardest of the heavies. His fall speed isn't exceptional, he doesn't have multiple midair jumps to stall, he doesn't have any threatening decending aerial options, and his super armor moves are either limited and put him into freefall.except DK doesn't have sluggish mobility or mediocre frame data, the only thing "sluggish" is his jumpsquat. He even has one of the best combo breakers in the game. That doesn't really scream good game design to me