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Official 4BR Tier List V3 - Competitive Insight & Analysis

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arbustopachon

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Plus DK also has the lowest gravity of all the heavies, so he receives a lower amount of vertical knockback when compared to Bowser , Zard or Ganon. This makes juggling him easier since he doesn't get launched as far as the others and doesn't reach top falling speed as fast.
 
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ぱみゅ

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:4robinm:Fthrow, bthrow, uthrow, dthrow.
One of the reasons I stopped playing the character. I love Robin but having trouble landing, bad CQC (why would they even nerf the Wind Jab?!), exploitable recovery, and on top of that their prime kill confirm doesn't work if the character is heavy. Sure most heavy characters struggle with their zoning but man, limiting your already limited character is harsh.
:196:
 

Das Koopa

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WOOOOOOOOOOOOOOO I'm back and here's the last 2 weeks


2GGC: West Side Saga (September 9th) (Southern California) (300 Entrants) (Category 4)
1st:
TSM | ZeRo :4diddy:
2nd:
P1 | Tweek :4cloud2:
3rd:
Shuton :4olimar:
4th:
KEN :4sonic:
5th:
Kirihara :rosalina:
5th:
NRG | Nairo :4zss:
7th:
Tsu :4lucario:
7th:
LH | Charliedaking :4fox:
9th:
Scizor :4link: (Qualifies for OrionRank 2017)
9th:
T :4link:
9th:
LG | Abadango :4mewtwo:,:4bayonetta:
9th:
EG | Zinoto :4diddy:
13th:
VaLoR :4sonic:
13th:
StDx | Falln :rosalina:
13th:
SWG | Lima :4bayonetta:
13th:
SAK | Stroder :4greninja:
17th:
Locus :4ryu:
17th:
Apa~ :4ryu:
17th:
SS :4villager::4ness:
17th:
Javi :4cloud2::4sheik:
17th:
BSD | Aarvark :4villager:
17th:
eM | Zenyou :4mario:
17th:
BSD | Elegant :4luigi:
17th:
aperture :4sonic:
25th:
FSTEP | Tyrant :4metaknight:
25th:
Konga :4dk:
25th:
PG | Rich Brown :4mewtwo:
25th:
Yatta | JK :4bayonetta:
25th:
Luhtie :4zss:
25th:
DSS :4metaknight:
25th:
TLTC :4palutena:
25th:
Eon :4fox:

1st: Larry Lurr :4fox:,:4dk:
2nd: ESAM :4pikachu:
3rd: Mistake :4bayonetta:
4th: Dabuz :rosalina:
5th: ANTi :4mario:,, :4zss:
5th: Ally :4mario:
7th: Venom :4ryu:
7th: SuperGirlKels :4sonic:
9th: iModerz :4fox:
9th: Deathorse :4mewtwo:
9th: Yoh :4diddy:,:4sheik:
9th: MVD :4diddy:
13th: ARJAY!!! :4samus:
13th: Fwed :4fox:
13th: Smokk :4diddy:
13th: Kiddykong :4diddy:


1st: Cacogen :4sheik:
2nd: Big D :4mario:,:4falcon:
3rd: Captain L :4pikachu:,:4bayonetta:
4th: Shinkou :4sheik:
5th: Pokepen :4bayonetta:
5th: Magister :4villager:,:4charizard:
7th: Locke :4megaman:
7th: Pyreeze :4samus:

1st: Ho :4sheik:
2nd: Afro Smash :4samus:
3rd: Peli :4sonic:
4th: Khanage :4peach:
5th: Magi :4dk:
5th: Kylethh :4yoshi:
7th: Willz :4cloud2:
7th: Lucretio :4rob:

1st: Ri-ma :4tlink:
2nd: FILIP :4mario:,:4fox:
3rd: Mattun :4cloud2:
4th: Kome :4shulk:
5th: Zaki :4dedede:
5th: Pikazono :4falco:
7th: Tarakotori :4littlemac:
7th: Hiro :4bayonetta:

1st: KEN :4sonic:
2nd: Kirihara :rosalina:
3rd: Elegant :4luigi:
4th: Shuton :4olimar:
5th: K9sbruce :4diddy:,:4sheik:
5th: Javi :4cloud2::4sheik:
7th: Zenyou :4mario:
7th: Tsu :4lucario:,:4ryu:

1st: Ned :4cloud2:
2nd: Tyroy :4bayonetta:
3rd: DarkShad :4ryu:
4th: ATATA :4ness:
5th: JJROCKETS :4diddy:
5th: Sinnyboo242 :4sheik:
7th: Mystearica :4bayonetta:
7th: BlazingSkie :4bayonetta:

1st: Marss :4zss:
2nd: Light :4fox:
3rd: MattyG :4cloud2:
4th: Axiom XL :4cloud2:
5th: Edwin :4megaman:
5th: Kogarasuma :4lucina:
7th: IceArrow :4greninja:
7th: Chavo :4bayonetta:

1st: Phenom :4fox:
2nd: Makibaz :4mario:
3rd: Jimmy :4cloud2:
4th: Doctor B :4falcon:

1st: yeti :4tlink:,:4megaman:
2nd: Nameless :4diddy:
3rd: Cookietic :4myfriends:
4th: Skorpio :4robinf:

1st: Lancelot :4diddy:
2nd: Solobattle :4cloud2:
3rd: Schwa :4diddy:
4th: Trifroze :4falcon:

1st: Barakas :4yoshi:
2nd: Cashmere :4falcon:
3rd: mbohne :4mario:
4th: BC :4cloud2:

1st: Samsora :4peach:,:rosalina:
2nd: Captain Zack :4bayonetta:,:4wiifit:
3rd: Blank :4sheik:
4th: C. Falcon :rosalina:

1st: Pablo :4mewtwo:
2nd: Citi :4gaw:
3rd: Cinder :4sonic:
4th: Don Papi :4sheik::4cloud2:


1st: Kuro :4fox:,:4bayonetta:
2nd: Masha :4diddy:
3rd: Sukekokko :4greninja:
4th: Taiheita :4lucas:
5th: Hatsuyuki :4ludwig:
5th: Saiya :4falcon:
7th: Chanshu :4ryu:
7th: Gobu :4metaknight:

1st: BestNess :4ness:
2nd: BANG! :4diddy:
3rd: Shoe :4zss:
4th: MageOfSymphonia :rosalina:
5th: JFK :4yoshi:
5th: King :4luigi:
7th: FroZn :4mario:
7th: SAMFISH :4villager:

1st: Extra :4gaw:
2nd: Jdizzle :4tlink:
3rd: BluB :4bayonetta:,:4fox:
4th: Waveguider :4greninja:, :4wiifit:
5th: Tru4 :4shulk:
5th: Ghost :4bayonetta:
7th: Luco :4lucas:,:4ness:
7th: Snugs :4ryu:

1st: ScAtt :4megaman:
2nd: Fatality :4falcon:
3rd: Sonido :4sonic:
4th: Hyper :4feroy:

1st: Dabuz :rosalina:
2nd: Light :4fox:
3rd: Pugwest :4marth:
4th: Craftis :4sonic:

1st: Chag :4bayonetta:
2nd: Hyuga :4tlink:
3rd: Richy :4dk:
4th: BryanZ :4diddy:

1st: Mystearica :4bayonetta:
2nd: Sells :4bayonetta:
3rd: StardusT :4sonic:
4th: DarkShad :4ryu:

1st: Drystan :4bayonetta:
2nd: DoctorB :4falcon:
3rd: Quilly :4bowser::4falco:
4th: Zguh :4pikachu:,:4dk:,:4metaknight:

1st: Shoyo James :4diddy:
2nd: Vivid :4bayonetta:
3rd: JaKaL :4sonic:,, :4diddy:
4th: CORONA17 :4diddy:, :4dk:,, :4sheik:

1st: Nev :4mewtwo:
2nd: Welfare Pickles :4mario:.:4fox:
3rd: Skillager :4villager:,, :4greninja:
4th: Hotdogknight! :4bayonetta:

1st: Ntarps :4cloud2:
2nd: Kuma :4sonic:
3rd: EPM :4corrinf:
4th: Reminae :4greninja:,:4bayonetta:

1st: Elexiao :4greninja:
2nd: Nin’ :4diddy:
3rd: OurOuzBek :4ryu:
4th: Nives :4cloud2:

1st: Big D :4mario:,:4falcon:
2nd: Captain L :4pikachu:,:4bayonetta:
3rd: Len :4pit:
4th: Zak :4diddy:,:4fox:

Diddy Kong: 78.25
Bayonetta: 73
Cloud: 59.5
Mario: 54.75
Fox: 53.5
Sonic: 50
Sheik: 40.25
Rosalina & Luma: 38
Zero Suit Samus: 26
Mewtwo: 25
Captain Falcon: 24.5
Toon Link: 24
Ryu: 23.5
Greninja: 23
Pikachu: 18
Ness: 17.5
Luigi: 17
Samus: 14
Olimar: 13
Link: 13
Villager: 13
Donkey Kong: 12.5
Yoshi: 11
Meta Knight: 9.5
Mr. Game & Watch: 9
Mega Man: 9
Peach: 8
Lucario: 8
Roy: 6.5
Lucas: 6
Shulk: 5
Falco: 4
Ike: 4
Wii Fit Trainer: 3
Corrin: 3
Bowser: 3
Palutena: 3
R.O.B.: 2
Lucina: 2
King Dedede: 2
Marth: 2
Pit: 2
Bowser Jr.: 2
Charizard: 1
Little Mac: 1
Robin: 1

Update to Canadian map:

 
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Dream Cancel

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One of the reasons I stopped playing the character. I love Robin but having trouble landing, bad CQC (why would they even nerf the Wind Jab?!), exploitable recovery, and on top of that their prime kill confirm doesn't work if the character is heavy. Sure most heavy characters struggle with their zoning but man, limiting your already limited character is harsh.
:196:
While I agree with you, allow me to clarify a few specifics:

1) Landing issues can be somewhat mitigated with B-reverse Thunder Charge Cancels to help with over-committing opponents. Landing is still poor though.

2) D-tilt aids in CQC. It is Frame 7-8 with an FAF of 22. CQC is medicore at best.

3) No idea why they nerfed WInd Jab, but they fixed Fire Jab almost completely. (Marcina can Dolphin Slash out at lower %s, if I remember correctly)

4) Recovery is exploitable, join the club. At least his free-fall drift is good?

5) Only Charizard and Bowser are immune to checkmate, and there are two caveats to this:
  1. Checkmate connects on Charizard, but not at high enough %s to where it will KO.
  2. If you grab either of those two with horizontal momentum at ledge, you can run-off Double Jump to cut some of the jumpsquat frames off.
  • This momentum can be acquired via Dash Grabbing or Roll-Cancelled Grabbing. (RCG for short)

(Also optimal DI for D-throw is Up and Away, which has been accounted for. Except for Cloud... DI directly away)

So, yeah it's bad, but not totally bad. Whatever that means ¯\_(ツ)_/¯.
 
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Rizen

Smash Legend
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Messages
14,963
Location
Fascist ****Hole Of America
T and Scizor's :4link:s are on fire :bluejump:

:4dk::4bowser:'s hoo haws are a poor design choice imo. They really screw over lower ranked characters and make fighting them stressful.
Weight factoring throws aren't good or bad for balance; they're another game element. I'm fine with them. IMO :4bowser: could be a few units lighter. At 130 (next heaviest is DK at 122) with floaty physics he escapes more punishment than he should then comes back with a grab combo that kills at 70ish %. I'm not saying the characters themselves are OP, rather they're polarizing and gatekeepers. but I'm just rambling about balance at this point, *sigh*. There's no doubt in my mind DK and Bowser are a tier above Link.

On the topic of weight, :4mewtwo: and :rosalina: are both balanced by light weight and big hurtboxes. They're still top tier of course. As dominating as they are, especially Rosa, they also die extremely early if out-played. :4cloud::4bayonetta2: should have been 10 units lighter to give them more of a class cannon theme.

OT Trivia: in early Mario Kart games :4yoshi: was a lightweight. :rosalina: and King Boo are both heavyweights for some nonsensical reason. *shrugs*
 
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Krysco

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Ontario, Canada
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One of the reasons I stopped playing the character. I love Robin but having trouble landing, bad CQC (why would they even nerf the Wind Jab?!), exploitable recovery, and on top of that their prime kill confirm doesn't work if the character is heavy. Sure most heavy characters struggle with their zoning but man, limiting your already limited character is harsh.
:196:
I'm in a bit of a similar situation. Robin is by far one of my 2 best characters simply due to the amount of time I've put into him and yet I constantly ask myself "from a competitive standpoint, why should I use this character?" It doesn't help that my other best character is Mewtwo, a character with more speed be it walk, run, jumpsquat, air speed (they have the same fall speed), more range namely thanks to dtilt and bair, a better recovery and disadvantage state in general (Mewtwo actually has a faster attacking option than Robin with his f6 nair/fair compared to Robin's f8 Elwind which puts him further in the air, in helpless, uses up Elwind tome usage and doesn't send the opponent very far if they get hit by it. Next best for Robin is f9 bair/nair). Both also have access to breversing with their projectiles (may as well also add that I think Mewtwo's is better) and have command grabs with Mewtwo's also helping with recovery and being a reflector.. Mewtwo also gets access to the ledge cancels with Teleport which were just brought up recently.

Robin has more weight but can't get away as well and gets juggled and combo'd more. He also has Checkmate which kills earlier than Mewtwo's uthrow but apparently doesn't work on 2 characters and you lose access to it if you damage the opponent too much or if rage screws you over.

I understand the fact that Mewtwo is top tier while Robin is mid tier so it's no surprise that Mewtwo has better tools but even other mid tiers have some niche to them. Namely thinking of :4bowser::4dk::4luigi::4ness::4olimar: although I know many consider some of these high tiers now.

Heck, I can think of more use for Roy due to his high fall speed and having a grab that isn't super laggy. Still has good movement speed namely in running since his walk is just average and while his airspeed is high, his air acceleration is low. He also has disjoints like Robin although less threatening aerials, a harder time killing and being easier to edgeguard.

Also, in regards to what Dream Cancel mentioned about the aerial drift, I got to experience that first hand with a lesson I took from Izaw. He had knocked me off stage and was charging Ike's Eruption and I pulled back as I got to the ledge, barely avoiding it and then held towards the stage and grabbed the ledge. Even he was surprised by it.

Edit: Just checked Robin's patch history and I don't exactly see where they nerfed wind jab. In 1.0.6 Smashwiki simply says "Neutral infinite's knockback decreased and its hits connect together better.". 1.0.8 made it so the final hit pushes Robin back a bit and 1.1.5 increased the base knockback of both jabs 1 and 2. Guessing that's the patch that 'nerfed' wind jab and buffed fire jab. Not surprising honestly that his multijab sucks since most of them do:4bowserjr::4falco::4littlemac::4pit:.Oh wait :4bayonetta:. That exists, right. Nevermind, multijabs are fiiiiine!

Tl;dr Robin sucks~ still fun but sucks. Least he's not as bad as some other characters I like :4falco::4ganondorf::4zelda:
 
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Skeeter Mania

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While I agree with you, allow me to clarify a few specifics:

1) Landing issues can be somewhat mitigated with B-reverse Thunder Charge Cancels to help with over-committing opponents. Landing is still poor though.

2) D-tilt aids in CQC. It is Frame 7-8 with an FAF of 22. CQC is medicore at best.

3) No idea why they nerfed WInd Jab, but they fixed Fire Jab almost completely. (Marcina can Dolphin Slash out at lower %s, if I remember correctly)

4) Recovery is exploitable, join the club. At least his free-fall drift is good?

5) Only Charizard and Bowser are immune to checkmate, and there are two caveats to this:
  1. Checkmate connects on Charizard, but not at high enough %s to where it will KO.
  2. If you grab either of those two with horizontal momentum at ledge, you can run-off Double Jump to cut some of the jumpsquat frames off.
  • This momentum can be acquired via Dash Grabbing or Roll-Cancelled Grabbing. (RCG for short)
(Also optimal DI for D-throw is Up and Away, which has been accounted for. Except for Cloud... DI directly away)

So, yeah it's bad, but not totally bad. Whatever that means ¯\_(ツ)_/¯.
Even then, doesn't Robin already beat those two to begin with?
 

Nah

Smash Champion
Joined
May 31, 2015
Messages
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re: Robin jabs

I get the feeling that changes to Robin's jabs over the patches were attempts to make both jabs functional. I remember way back at the beginning of the game Fire Jab being super good, but Wind Jab was so incredibly awful. Then a patch came along sometime and it became the reverse, Fire Jab was near useless while Wind Jab was fantastic. And then another one came along and we got what we have now, where neither jab is quite what it was but at least neither is total ass like they were at some points either.

would be nice tho if they could make it so that both are, at the same time, as good as they were when they were at their best


Also re: juggling fatties
Someone said that DK is the easiest to juggle, but I always though that Bowser was the easiest since he's so floaty and has crappy/slow+laggy aerials. Just don't go straight under him so you don't get Dair'd or Bowser Bombed and you should be good, right?
¯\_(ツ)_/¯

Even then, doesn't Robin already beat those two to begin with?
Yes, but losing your grab-based kill confirm isn't ever a good thing. It's harder to kill someone when they can just sit in shield a lot.
 

Luco

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Lucas' footstool locks are viable at top level, the only actual issue with the lock is characters who have good drift after being footstooled, but it's important to remember the game Tai won vs ZeRo way back at Super Smash Con was pretty much the doing of a 70% FS lock combo.

Most Lucases still don't really utilise it and go for Nairs that the world can SDI now, and it doesn't help that people finally know to ban FD vs this character so other stages are volatile.
 

NINTENDO Galaxy

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I do not like it when Lucas mains keep going for Nairs after the opponent has already shown that they can SDI or down tilt to grab fishing. It really hurts Lucas mains who only stop at that with the character since it puts them in a bind once their opponent finally figures out an option to get out.

I can vouch for his footstool combos being done plenty of times at locals.
Just do not go looking for name-brand Lucas mains to go for it at huge tournies since some of them are still learning it themselves, or if they struggle with part of it they'll likely give up on footstools altogether.

Some Lucas mains will only do it out of a short hop Nair, which Luco and Envoy said above, SDI can render that null and void.
 

Skeeter Mania

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Lucas' footstool locks are viable at top level, the only actual issue with the lock is characters who have good drift after being footstooled, but it's important to remember the game Tai won vs ZeRo way back at Super Smash Con was pretty much the doing of a 70% FS lock combo.

Most Lucases still don't really utilise it and go for Nairs that the world can SDI now, and it doesn't help that people finally know to ban FD vs this character so other stages are volatile.
What makes Final Destination so good for Lucas?
 

Dream Cancel

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Even then, doesn't Robin already beat those two to begin with?
According to Dath's last MU chart (made in May), he says both are 65:35 in favor of Robin. Spearwing's puts both at 60:40 Robin (Made in July), but Skorpio puts Robin/Bowser at even and Robin/Charizard at 45:55, Charizard's favor. (Made in August)

-snip-

Yes, but losing your grab-based kill confirm isn't ever a good thing. It's harder to kill someone when they can just sit in shield a lot.
You're right, it's not. However, I'm sure you know that Robin wants opponents to shield Arcthunder and Arcfire so he can shield pressure you or just toss you off-stage. Disadvantage for heavies is atrocious all-around, so it's not a terrible trade-off, imo.
 
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verbatim

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What makes Final Destination so good for Lucas?
He has an amazing horizontal game but very poor tools for covering above him, especially on stage with tall platforms.


Part of it is because of up smash being slow, but also because his up-air isn't great at pressuring shield and because his mobility/tether grab makes him poor at tomahawking.
 
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NINTENDO Galaxy

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What makes Final Destination so good for Lucas?
The entire stage is footstool city and we do not have to worry about platforms messing us up. If the Lucas player has their footstool game on point we can rack up a ton of damage or 0-death the majority of the cast except for 3 characters (those being Fox and Greninja due to their fast fall speed; Palutena because she immediately enters tumble upon being footstooled instead of having a delay.

Platforms on stages like Smashville and Town and City give us time restraints on footstools. Platforms ruin them for on stages like Battlefield and Dreamland unless the opponent drifts the to center of the stage and we expect that.

Otherwise we will have to improvise or forget about footstool completely on those two stages.

We can still get footstool combos (it's what i'm going to call all of Lucas jab lock combos) on those stages through many other means which I listed months ago but they are just going to be forgotten here if I list them again.
 
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PK Bash

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Jan 26, 2016
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Honestly Taiheita is the only Lucas I see pull off the footstool combos consistently and even he can be prone to flubbing it.
It's viable yes, and it's a rare example of Lucas' advantage state actually being threatening, but it isn't too great outside of Final Destination. Worth noting the Taiheita vs ZeRo SmashCon set was played entirely on FD (the pick for game 3, where Taiheita won) and Smashville and the footstool combo was seldom seen even there.
Honestly the best thing about it is how scared it makes the opponent. That's a pretty consistent trend when I've seen it work, you often see some apparent changes in behaviour at least temporarily after a successful footstool lock even if it didn't really do lot. It's because of it's reputation built before it that, in my opinion, it doesn't quite live up to.
It's obviously viable but you need a lot to go right, much of which is beyond your control, and requires a lot of work for a very inconsistent level of reward. I can't blame Lucases for not bothering to learn it properly tbh.
 

NINTENDO Galaxy

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What part of the setup do you think is beyond control and what is the inconsistent reward? The damage or the stock?
It's obviously viable but you need a lot to go right, much of which is beyond your control, and requires a lot of work for a very inconsistent level of reward
 

Nobie

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T and Scizor's :4link:s are on fire :bluejump:

:4dk::4bowser:'s hoo haws are a poor design choice imo. They really screw over lower ranked characters and make fighting them stressful.
Weight factoring throws aren't good or bad for balance; they're another game element. I'm fine with them. IMO :4bowser: could be a few units lighter. At 130 (next heaviest is DK at 122) with floaty physics he escapes more punishment than he should then comes back with a grab combo that kills at 70ish %. I'm not saying the characters themselves are OP, rather they're polarizing and gatekeepers. but I'm just rambling about balance at this point, *sigh*. There's no doubt in my mind DK and Bowser are a tier above Link.

On the topic of weight, :4mewtwo: and :rosalina: are both balanced by light weight and big hurtboxes. They're still top tier of course. As dominating as they are, especially Rosa, they also die extremely early if out-played. :4cloud::4bayonetta2: should have been 10 units lighter to give them more of a class cannon theme.

OT Trivia: in early Mario Kart games :4yoshi: was a lightweight. :rosalina: and King Boo are both heavyweights for some nonsensical reason. *shrugs*
Are Bowser and DK really gatekeepers? Because I don't see it at all. Sure, they have scary punish games off of simple grabs, but the characters that hate them the most seem to be neutral monsters who hate the idea that the rewards are so lopsided, and Lucario. It's not like they're Cloud, who says, "You have to be this disjointed to ride."

Even looking at much of the lower tiers, it doesn't look like the heavies beat them any more than other characters. Dorf and Dedede do okay against their fellow big bodies, because their main enemies (frame data and keepaway) aren't nearly as much of an issue. Even Jigglypuff, who probably loses to both, at least has gigantic meaty targets for Rest.
 

Rizen

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Are Bowser and DK really gatekeepers? Because I don't see it at all. Sure, they have scary punish games off of simple grabs, but the characters that hate them the most seem to be neutral monsters who hate the idea that the rewards are so lopsided, and Lucario. It's not like they're Cloud, who says, "You have to be this disjointed to ride."

Even looking at much of the lower tiers, it doesn't look like the heavies beat them any more than other characters. Dorf and Dedede do okay against their fellow big bodies, because their main enemies (frame data and keepaway) aren't nearly as much of an issue. Even Jigglypuff, who probably loses to both, at least has gigantic meaty targets for Rest.
"Gatekeepers" wasn't the best term. What I meant was DK/Bowser's punish game seriously outclasses lower ranked characters in general. Many characters would do well vs them if not for their crazy hoo haws. Above them you see more of powerful ways to exploit opponents like Ryu's UTilt that lower characters lack. "Borderline" characters is a better term.

From a Ganon perspective, DK is hell to fight due to his boxing game. Maybe it's me but that MU feels terrible. I'd rather fight Fox :(
 

R3D3MON

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"Gatekeepers" wasn't the best term. What I meant was DK/Bowser's punish game seriously outclasses lower ranked characters in general. Many characters would do well vs them if not for their crazy hoo haws. Above them you see more of powerful ways to exploit opponents like Ryu's UTilt that lower characters lack. "Borderline" characters is a better term.

From a Ganon perspective, DK is hell to fight due to his boxing game. Maybe it's me but that MU feels terrible. I'd rather fight Fox :(
But fox has a better boxing game...

???
 

ぱみゅ

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But DK has a good boxing game AND a kill confirm off of a grab, which Fox lacks.
That's how I interpreted that post.
:196:
 

Rizen

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But fox has a better boxing game...

???
In the Ganon vs Fox MU, Ganon has better range with his limbs so he can play a footsies game with pivot FTilt, DA, shield grab, etc. VS DK, DK's arms are about as long as Ganon's legs and much faster. DK can really shut down Ganon with pokes like Dtilt, Bair, and like ぱみゅ ぱみゅ mentioned, a scary grab kill confirm. DK has control over midrange and slaps Ganon out of his laggy moves with intangible arms.
Both MUs are bad for Ganon but I feel like he can do somethings to fight Fox.
 

The-Technique

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"Gatekeepers" wasn't the best term. What I meant was DK/Bowser's punish game seriously outclasses lower ranked characters in general. Many characters would do well vs them if not for their crazy hoo haws. Above them you see more of powerful ways to exploit opponents like Ryu's UTilt that lower characters lack. "Borderline" characters is a better term.

From a Ganon perspective, DK is hell to fight due to his boxing game. Maybe it's me but that MU feels terrible. I'd rather fight Fox :(
I wouldn't say they outclass lower ranked characters for their grab games, it really depends on the matchup and how the characters interact. Bowser and DK are too polarizing to really be gatekeepers, especially since their grab combos work differently depending on the character, some less reliable than others.
 

PK Bash

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What part of the setup do you think is beyond control and what is the inconsistent reward? The damage or the stock?
Some examples of factors you do not fully control include:
-the stage, obviously. It's very hard on BF, DL and T&C with platforms, practically impossible on Lylat, feasible on SV and T&C when there are no platforms but you're always going to be on a timer with a very small timeframe you can actually go for it and likelihood of getting cut short by platforms, it's always available on FD but they probs banned it and T&C against Lucas anyway.
-the character - I know there are only three it doesn't work on at all, but there is quite a bit of variation regarding how often you can lock the other characters. Some you can 0 to death, but on others it's hard to get more than two cycles. Air speed is another factor. A character like Diddy is easy-ish to fs lock when you get used to his small frame. Characters like Yoshi and Mewtwo however can drift so fast that you need to actually read the direction otherwise you won't get the locking hit.
-Linking into the above, the relative %s of both characters. It becomes harder to execute with Rage on Lucas' part and the % window to start the combo on different characters is variable, and sometimes it's small.

As for the inconsistencies, it's both the things you mentioned and it's also the variation between how effective it is on different characters as mentioned above. Something characters like Mario/Cpt Falcon needs to worry about less than Lucas does. (It's also way easier with those characters because of comparatively short distance you have to go to foostool them, faster falling time, and better hitboxes for the lock.)
But another inherent inconsistency comes to light in how many steps you have got to enact in order to get even one iteration of the lock. First of all you need the right sort of situation. Then you need to find a (somewhat risky) grab, it's way too hard to foostool lock in any other scenario. Then you've got to follow the DI on the dthrow, and you don't have very long to think about it, you need the reaction time to pull this off consistently. You've then got to footstool them with impeccable timing which is hard given how weird his double jump is, follow them down perfectly with a very tight input with ff d-air, or go for an even more complicated input with PSIMag stall into sour f-air. If it locks, you get two easy ftilts or something and you can repeat the cycle.
But that's a hell of a lot of work and variables for a setup that can very easily fail.
It's risk/reward I guess. It isn't easy to do but it can swing games in the right scenario. Despite that though it's just not consistent enough for me to rate it all that highly.
 

Lord Dio

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Why are we debating who's worse for Ganon. They're both incredibly bad mus for ganon.
Though I'd argue that Fox is slightly better due to his weight, dying to ganon faster than dk most times. It doesn't help though that DK can be comboed hard by ganon.
However you have to look at their tools for keeping ganon out. Fox doesn't really have anything that strong per se, just throws and DA combos and the ability to camp. DK can technically camp, and has that bair of his, and can make up for mistakes with throws. Imo the one you have the best chances of catching as Ganon is Fox.
 

adom4

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Fox is a weird MU that i feel should be really bad but Ganon has enough stupid **** vs Fox to make it managable, U-tilt not hitting Ganon on the ledge, hard punishes vs U-tilt on shield, good choke follow ups & his recovery is exploitable enough.
Also Fox having absolutely no good rockcrocking options is a godsend.
It's still a losing MU but imo it's one of Ganon's better high tier MU if you know the gimmicks.

DK MU sucks ass for Ganon, DK's disadvantage is horrible but Ganon can't abuse it hard enough (unlike Bowser) to make the MU decent, choke isn't amazing vs him since he can only jab on a missed tech and DK's tech roll is very good, his recovery isn't 100% free like Bowser's is, his air game actually exists unlike Bowser's & Ding dong's range is very big on Ganon, like 27% with no rage.
 
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Rizen

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Ganon's just a bad character. His weakness isn't good frame data, although it helps, but rather being shut down. This can happen in several ways and DK's one of them. SSB4 has good balance so even Ganon can play footsies and be threatening.

Larry Lurr has DK beating Ganon and Jiggs with a significant advantage. And Link as even, which I agree with.


Edit, here's DK Will's current chart:
 
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Ganon's just a bad character. His weakness isn't good frame data, although it helps, but rather being shut down. This can happen in several ways and DK's one of them. SSB4 has good balance so even Ganon can play footsies and be threatening.

Larry Lurr has DK beating Ganon and Jiggs with a significant advantage. And Link as even, which I agree with.

I still think dk/bowser have that edge other mid-tiers lack. DK more so.
Is it really right to use a 16 month old MU chart to prove a point? I think from the aggregate MU chart project (or whatever it is called; I don't have a link to it) that was on Reddit, there are more updated DK charts from this year and past months.

It's not like a disagree with the claims, though. Puffs don't like fighting DK as much as Ganons don't.
 
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Rizen

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Is it really right to use a 16 month old MU chart to prove a point? I think from the aggregate MU chart project (or whatever it is called; I don't have a link to it) that was on Reddit, there are more updated DK charts from this year and past months.

It's not like a disagree with the claims, though. Puffs don't like fighting DK as much as Ganons don't.
Do you have a link? Updated charts are always better.
 

NINTENDO Galaxy

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. Then you've got to follow the DI on the dthrow, and you don't have very long to think about it, you need the reaction time to pull this off consistently. You've then got to footstool them with impeccable timing which is hard given how weird his double jump is, follow them down perfectly with a very tight input with ff d-air, or go for an even more complicated input with PSIMag stall into sour f-air. If it locks, you get two easy ftilts or something and you can repeat the cycle.
(Editing in text since I hit post too early)

You have more than enough time to land the footstool since they are stuck in hitstun for a long time. A good way to test this is to do down throw as Lucas and try to mash airdodge as the opponent. It takes a while before it will come out.

As long as we first short hop forward after down thow, we can react to any DI. After the jump, Lucas just has to double jump straight up, backwards or slightly a little forward and then footstool (for me I mash jump to ensure I get the footstool). Also Lucas's model goes through the opponent during the double jump so the footstool should be easy to land even if you were to press jump once.

As for the followups after the lock, if Lucas opts for 2 f-tilts, he does not have to go for the reset (2nd or 3rd, or however many reptitions of the lock that they can get), he can instead just up smash (I said up smash since it does the most damage while down smash can kill at the ledge) to cash out on the damage early.

To me I see footstool combos as custom combos for Lucas players. They can use a variety of moves to increase his damage or go for another grab reset, Jim combo, or whatever they get creative with (some players even use RAR sour spot bair to missed trch into down tilt lock into up smash or even a charged pk freeze after they get their first footstool combo.

For me, I practice in the lab trying to see how many repetition I can land in one attempt. But in locals I stop after the first rep to cash in my minimum of 40%.

Lucas players can even get past the 40% minimum without going for a 2nd repeptition by timing a falling sweetspot zair into a grab (true by the way) into down throw into insert aerial here.
Or if they are fortunate they can get 2-3 nair planes (repeated nairs with little to no SDI and Lucas uses his double jump after the first nair) into insert aerial to get 70% damage or higher/a stock.
 
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NINTENDO Galaxy

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Who are the active :4lucas: players I could look up on youtube? TBH I haven't seen much of him played at a high level.
The only "high-level" Lucas you'll probably spot in the US at huge tournies is Mekos.

There are a ton of matches of Lucas players attending weeklies, monthlies, etc. There is too many for me to name but I do keep a playlist of the Lucas matches I find on youtube or are posted to the Discord server.

The list is currently at 480 videos ( I delete matches after I watch them and the list used to higher than that).

You will find some footstool combos in these matches.

lucas watch later: http://www.youtube.com/playlist?list=PLRPCYScMMtEU3YeG3XLLAM0zYTr4sEg8I

Edit: Or you can just search "lucas vs smash bros" and set search criteria to recent,today,this week, this month, and find a lot of matches that way too.
 
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adom4

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I'm curious, which characters would you say do the best at punishing Ganon out of Dark Dive?
From the top of my head: Ganondorf, Donkey kong and Marcina are all extremely good at rockcrocking.
 
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