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Official 4BR Tier List V3 - Competitive Insight & Analysis

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freeziebeatz

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Also with all the hype around Civil War, lets not forget how stacked FPS2 is as well.

ZeRo :4diddy:
Dabuz :rosalina::4olimar::4bayonetta:
MKLeo :4marth::4cloud:
Kameme :4megaman::4sheik:
komorikiri :4cloud::4sonic:
Salem :4bayonetta:
Ranai :4villager:
Mr.E :4marth:
CaptainZack :4bayonetta::4wiifit:
Earth :4pit::4corrinf:
Mew2King :4cloud:
ESAM :4pikachu::4mewtwo:
Fatality :4falcon:
Dath :4robinf:
dyr :4diddy:
saj :4bayonetta::4peach:
Ryo :4myfriends::4corrinf::4feroy:
MVD :4diddy::4mario:
Kirihara :rosalina:
SuperGirlKels :4sonic::4kirby:
aMSa :4greninja:
8BitMan :4rob:
Manny :4sonic::4feroy:
Myran :4olimar:
Day :4lucario:
Xaltis :rosalina::4lucina:
DOOM! :rosalina:
DJ Jack :4ryu:
Zenyou :4mario:
Nicko :4shulk:
Tsu :4lucario:
Prince Ramen :4palutena:
Fuwa :4marth::4villagerf:
Kome :4shulk:
Tremendo Dude :4shulk:
Child :4bayonetta:
Rideae :4pikachu:
Nick Riddle :4zss::4bowser:
RoguePenguin :4mario:
 

L9999

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How reductionist.

I always like debates alongside analysis because those teach you the most. If someone can't effectively explain what they mean, what's the point?

Anyways, Weegee is a decent subject - why is he high tier?
:4luigi:: Any interaction with him is a touch of death. He grabs and guaranteed gets 30% damage on and at the end of it the opponent is in a disadvantageous position so Luigi can get either an aerial or a grab again. His aerials are insane. They come out so fast Luigi can literally spam them, and when he is a approaching most of the the time the opponent has no idea what Luigi will pull out last. Any aerial landed nets reward. Nair hits upwards, does a lot of damage, leaves you in the air. Not to mention it is frame 3, which makes Luigi hard to string. Fair sends at an angle that pins you to the ground so free techchase for Luigi, in the air it combos into itself, or it gets you offstage. Uair combos into Bair, which hits hard and it is super fast. Dair also lasts some time and it hits hard. You think you can punish it but you can't, a Nair comes out instead. Fireballs are still very good for conditioning considering they were nerfed in the past. Luigi Cyclone does a lot of damage and it gimps at ridiculous %s. Every Smash attack Luigi has is Mario's Up Smash. They are super strong, have 0 lag, and at close quarters you can get punished for trying to punish them. And for giggles, Luigi has Shoryuken to kill at mid %s if you dare to get predictable. Luigi has weaknesses yet there is an answer for them. For example, Luigi has lame mobility so then just play campy right? Well, to get a lead you have to get in and deal damage, and if you get touched once by Luigi you are instantly behind. Next his recovery. If you edgeguard him at the same time you are pressuring him it is effective, but if you hit him hard and you have to get out the stage to get him then you run the risk of being touched by Cyclone or RNG death by side B.

All this said, the best options against Luigi are characters who can A) force him to approach (zoners or :4sheik:) B) have disjoints to avoid being touched by his non-disjointed moves (swordfighters) or C) just straight up camp him (:4sonic::4sheik:).
 

The-Technique

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I would argue that the Sonic matchup isn't too bad for Luigi. At a previous MSM Komo went Sonic against Elegant game 1 and got blown up very quickly, making him stick to Cloud for the rest of their set.

But yeah generally characters that can ledge trap and punish landings effectively, or just being disjointed in general (like Cloud and Sheik) can make life very difficult for Luigi...but even those matchups aren't free given how potent Luigi's punish game is.
 

ぱみゅ

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Okay so we had quite the discussion today on my (least) favourite topic.
I'll just add my two cents with a personal opinion, but do not worry, I do not plan on support either side.

The Marth/Lucina matchup will be played exactly the same for almost every single character in the game. There are at least two exceptions I can think of that I'll list as an addendum at the end of this post. Anyway.

Opponents will likely want to look out for the same tools and interactions against both characters, have the exact same frames most of the time, and the same advantage/disadvantage state. When theory is crafted those are the factors taken in account: how many interactions is X character able to beat Y and vice-versa, so they will be almost exactly the same on those cases, resulting in almost exactly the same matchup spread.

But then we have Smash 4.
This game has ridiculous knockback, and that adds volatility, and that makes matchup rations impossible to properly gauge, as small interactions have potential to drastically change the result. Marth has more of those ridiculous moves, so his results are more volatile, seemingly leaning to the positive side.

All in all, if this ultimately leads to how you should decide their Tier List positions, it really depends on what you value more: Theory (matchups), or results (character vs. character records).
If you value more the former, they might as well be next to each other. If you prefer the latter, the gap widens significantly.
Sen the other way around, if you focus only on theory you may ignore how much of a factor volatility is; and if you focus on results you will likely ignore how strong Lucina really is.

So it really depends on how YOU understand the whole tier list process, but that is a talk for another time, since it is dangerously close to be a red topic in this thread.

:196:

The only two matchups I can think of where they would not be played he same are:

-Rosalina: Tippers on Luma means more hitstop and means more threat on Rosa, quite an interesting mechanic.

-Lucina: She will play the ditto very patiently and waiting for small chances to strike, max range is advised to avoid the opponent to hit her. But she will NOT want to play at max range where she'll get less reward and might die to a tipper earlier than she herself would kill. I personally do not have much experience in the matchup but the few times I've played it I use a more movement-based approach, shifting my position to make his spacing awkward and ramming in when the opportunity comes, often trading with non-tipper hits. This strategy is likely sub-optimal, but it has been working for me, at least with mixed results, but better than getting straight-up beaten by the superior hitboxes.
 
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meleebrawler

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The only difference between Marcina could have been a 1% damage on a single move, yet the competitive min-maxers would still deem whoever got the short end there not worth using/learning. Such is the vitriol created by clones who have comparable performances to their counterparts.
 

Luigi player

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:4luigi:: Luigi Cyclone does a lot of damage and it gimps at ridiculous %s.

Next his recovery. If you edgeguard him at the same time you are pressuring him it is effective, but if you hit him hard and you have to get out the stage to get him then you run the risk of being touched by Cyclone or RNG death by side B.

All this said, the best options against Luigi are characters who can A) force him to approach (zoners or :4sheik:) B) have disjoints to avoid being touched by his non-disjointed moves (swordfighters) or C) just straight up camp him (:4sonic::4sheik:).
Huh, how does Luigis Cyclone do a lot of damage? If all hits connect it'll do 9% if fresh. I mean it's something, but not "a lot". Maybe you mean for what it is it does a lot? But eh, like half the time you won't get all the hits in anyway because you'll do it early to catch your opponent and/or land with it or to gimp them (though if it gimps the damage won't matter anyway). It can also be teched if on the ground if they get in tumble.

Always be ready for a potential misfire if you could die to it. It can be really bad for the Luigi as well sometimes, though. If you just wanna go forward a little while staying safe since you're so far out and then get a misfire it can be punished super hard for free if the opponent is at the end of its travelway. I did sometimes intentionally not sideB offstage of fear of a misfire and getting hard punished (if it would cost the game), so its randomness is not just a good thing.

Idk why people are scared of a Luigi that's offstage. If he still has his doublejump and could make it back with doublejump + upB then he's fine and has enough leeway to get different timings on when to use them, but if he already used his doublejump then he's in big trouble. If he uses the cyclone early he's in big trouble as well. Cyclone and green missile are so free to punish because of their huuuge endinglag. And if you catch him once at the end of cyclone he's already in a super terrible position and has to hope for a misfire probably.

I mean it depends on your characters toolkit/recovery if you can risk going offstage against him. Like I probably wouldn't do it with Diddy Kong... but Sonic, Megaman or someone like that? They should be safe enough. It feels so free to get Sonic bairs on Luigis recovery if he ever uses sideB, and if you wait for a cyclone that should be free as well.


Imo the best characters against Luigi are ones that combo him well and into a bad position (Sheik, Mewtwo, Bayonetta, Cloud, Rosa?), zone him out (characters with good range/disjoints/projectiles: Luma? but mostly Mewtwo and Bayonetta which also get combos out of these pokes, maybe Corrin too), characters with good mobility to help this zoning (Mewtwo, Greninja, ..), characters who can go out far to catch Luigi offstage when he has to recover (Sheik, Sonic, Mewtwo, ..), characters who also have a good recovery that is pretty safe from cyclone (Sonic, Megaman, Sheik, Bayonetta ...).

Like I said Luigi is a free target if he has to use sideB or downB offstage, and that's true for any character that can go out there. Of course this also means good Luigis will just not use them unless they have to or are far enough away for them to be safe. Cyclone can be somewhat safe if you use it far down I guess, but Luigi can't mess up the mash tho, which can be big pressure.

As you can see..

Sheik, Mewtwo and Bayonetta are listed often.

I don't think Sonic is bad for Luigi. He can edgeguard him well, but he has to set up for it (get Luigi offstage in a bad spot, then get reads).
It's much easier for Sheik since bouncing fish will catch everything and outdisjoint it, and has good enough killpower offstage. She also sets this up really well with her fair / bouncing fish combos. Luigi has to never get hit out of his doublejump.

Luigi can combat Bayonetta because of his great reward off grabs and his super punish in upB if she witchtimes on the ground or is some other way hard read, but overall she can zone him out with bairs and dtilt a bit and obviously her combos could always lead to death anytime while Luigi has to only go for grounded punishes or else he could get witchtimed and die from it.

This leaves me with those as Luigis bad MUs (imo):
:4sheik:Sheik (combos that put into terrible position, pretty safe overall with her quick, lagless pokes, edgeguards amazing)
:4mewtwo:Mewtwo (combos that put into terrible position, can stay pretty safe, zones good with dtilt range)
:4bayonetta:Bayonetta (combos that can lead to death, witchtime forces grounded punishes (grabs), almost untouchable recovery)
:rosalina:Rosalina (Luma walls out, juggles are super scary and it's super hard to land against her, while grabcombos almost don't work at all against her)

Then possibly (very close to even/even imo):
:4cloud:Cloud (juggles really well, limit can get KOs easily, outranges with disjoints and has great airspeed)
:4marth:Marth (outranges with good disjoints)
:4greninja:Greninja (amazing mobility/airspeed to stay safe with aerials, amazing dashgrab, good projectile)
:4megaman:Megaman (pallets somewhat wall out Luigis groundgame, safe recovery)
:4ryu:Ryu (Luigis range and airspeed/nonexistent mobility suck so much that it's hard to challenge/escape him, kills off frame 3 moves (utilt to shoryuken, nair combos into spike), be scared of focus attack all the time, you never have the lead against Ryu unless you get the stock [which is hard to take for Luigi because of Focus Attack denying landing punishes])

Those are the most obvious I think (not saying there are no other contenders). I'm not sure if any are -2, though. Sheik and Bayo are some of the best for Luigis combos, same with Cloud and for him it's also possible to get (cyclone) gimped.
 

Ulevo

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It is worth noting Luigi has true combos with down throw to Cyclone, there is just a specific window at which it kills. Luigi also has combos that allow him to straight up kill off of a grab. As an example, Meta Knight will die to down throw, down air, neutral air, down air, neutral air, Super Jump Punch from 10-12%, which is just two Fireballs or a jab combo.

People were underrating Luigi until Elegant starting using a more refined punish game, but his punish game can be overwhelming against certain characters when properly optimized.
 

Luigi player

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It is worth noting Luigi has true combos with down throw to Cyclone, there is just a specific window at which it kills. Luigi also has combos that allow him to straight up kill off of a grab. As an example, Meta Knight will die to down throw, down air, neutral air, down air, neutral air, Super Jump Punch from 10-12%, which is just two Fireballs or a jab combo.

People were underrating Luigi until Elegant starting using a more refined punish game, but his punish game can be overwhelming against certain characters when properly optimized.
To add on to that: other times where dthrow to downB isn't true it can still be like a 50:50, so it can be pretty useful sometimes.

Are you sure the poke combo works on MK? He doesn't have him in his list. Note that Luigi has to read the DI to get the dair spike twice during the combo and then correctly position himself for the weak uair (nair is used only for very few characters).
I've only be able to use the combo once on someone not being a cpu and I couldn't even finish it off because it was at the ledge so the upB didn't sweetspot. Still a load of %, though. But it's not like this combo is easy to get (sadly :p).
 

soniczx123

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Huh, how does Luigis Cyclone do a lot of damage? If all hits connect it'll do 9% if fresh. I mean it's something, but not "a lot". Maybe you mean for what it is it does a lot? But eh, like half the time you won't get all the hits in anyway because you'll do it early to catch your opponent and/or land with it or to gimp them (though if it gimps the damage won't matter anyway). It can also be teched if on the ground if they get in tumble.

Always be ready for a potential misfire if you could die to it. It can be really bad for the Luigi as well sometimes, though. If you just wanna go forward a little while staying safe since you're so far out and then get a misfire it can be punished super hard for free if the opponent is at the end of its travelway. I did sometimes intentionally not sideB offstage of fear of a misfire and getting hard punished (if it would cost the game), so its randomness is not just a good thing.

Idk why people are scared of a Luigi that's offstage. If he still has his doublejump and could make it back with doublejump + upB then he's fine and has enough leeway to get different timings on when to use them, but if he already used his doublejump then he's in big trouble. If he uses the cyclone early he's in big trouble as well. Cyclone and green missile are so free to punish because of their huuuge endinglag. And if you catch him once at the end of cyclone he's already in a super terrible position and has to hope for a misfire probably.

I mean it depends on your characters toolkit/recovery if you can risk going offstage against him. Like I probably wouldn't do it with Diddy Kong... but Sonic, Megaman or someone like that? They should be safe enough. It feels so free to get Sonic bairs on Luigis recovery if he ever uses sideB, and if you wait for a cyclone that should be free as well.


Imo the best characters against Luigi are ones that combo him well and into a bad position (Sheik, Mewtwo, Bayonetta, Cloud, Rosa?), zone him out (characters with good range/disjoints/projectiles: Luma? but mostly Mewtwo and Bayonetta which also get combos out of these pokes, maybe Corrin too), characters with good mobility to help this zoning (Mewtwo, Greninja, ..), characters who can go out far to catch Luigi offstage when he has to recover (Sheik, Sonic, Mewtwo, ..), characters who also have a good recovery that is pretty safe from cyclone (Sonic, Megaman, Sheik, Bayonetta ...).

Like I said Luigi is a free target if he has to use sideB or downB offstage, and that's true for any character that can go out there. Of course this also means good Luigis will just not use them unless they have to or are far enough away for them to be safe. Cyclone can be somewhat safe if you use it far down I guess, but Luigi can't mess up the mash tho, which can be big pressure.

As you can see..

Sheik, Mewtwo and Bayonetta are listed often.

I don't think Sonic is bad for Luigi. He can edgeguard him well, but he has to set up for it (get Luigi offstage in a bad spot, then get reads).
It's much easier for Sheik since bouncing fish will catch everything and outdisjoint it, and has good enough killpower offstage. She also sets this up really well with her fair / bouncing fish combos. Luigi has to never get hit out of his doublejump.

Luigi can combat Bayonetta because of his great reward off grabs and his super punish in upB if she witchtimes on the ground or is some other way hard read, but overall she can zone him out with bairs and dtilt a bit and obviously her combos could always lead to death anytime while Luigi has to only go for grounded punishes or else he could get witchtimed and die from it.

This leaves me with those as Luigis bad MUs (imo):
:4sheik:Sheik (combos that put into terrible position, pretty safe overall with her quick, lagless pokes, edgeguards amazing)
:4mewtwo:Mewtwo (combos that put into terrible position, can stay pretty safe, zones good with dtilt range)
:4bayonetta:Bayonetta (combos that can lead to death, witchtime forces grounded punishes (grabs), almost untouchable recovery)
:rosalina:Rosalina (Luma walls out, juggles are super scary and it's super hard to land against her, while grabcombos almost don't work at all against her)

Then possibly (very close to even/even imo):
:4cloud:Cloud (juggles really well, limit can get KOs easily, outranges with disjoints and has great airspeed)
:4marth:Marth (outranges with good disjoints)
:4greninja:Greninja (amazing mobility/airspeed to stay safe with aerials, amazing dashgrab, good projectile)
:4megaman:Megaman (pallets somewhat wall out Luigis groundgame, safe recovery)
:4ryu:Ryu (Luigis range and airspeed/nonexistent mobility suck so much that it's hard to challenge/escape him, kills off frame 3 moves (utilt to shoryuken, nair combos into spike), be scared of focus attack all the time, you never have the lead against Ryu unless you get the stock [which is hard to take for Luigi because of Focus Attack denying landing punishes])

Those are the most obvious I think (not saying there are no other contenders). I'm not sure if any are -2, though. Sheik and Bayo are some of the best for Luigis combos, same with Cloud and for him it's also possible to get (cyclone) gimped.
By safe recovery, do you mean Rush? Cause that only has 3 frames of invincibility, so it should be easy to edgeguard.
 

Diamond Octobot

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Mega Man can still use his 2nd Jump after using his UpB. So if he can keep it, recovering isn't exactly hard (and Rush > Weegee Cyclone). You can still edgeguard him, through. Make him lose his 2nd jump and laugh... If he didn't go above your head.

I agree with "safe" being a bit strong, through.
 

Luigi player

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By safe recovery, do you mean Rush? Cause that only has 3 frames of invincibility, so it should be easy to edgeguard.
Here, from my 'Invincibility and armor list' thread:
Megaman:4megaman:: uptilt (frames 5-7; hitbox starts at frame 6), upB (frames 6-11; first few frames after he jumps off of rushcoil)
That's more than 3 frames. And I was mostly talking about Luigis cyclone gimps.
If Sonic/Megaman don't start their upBs waaayyy too low they'll get by a Luigi trying to downB them for free (and Luigi will be in a unfavorable position). And even if you manage to catch them their vertical recovery is good enough for them to make it back.

I've tried going for it quite a few times, but it's not worth it to try really.
 

BSP

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Luigi player Luigi player Pac-Man has 3 of the qualities that you mentioned that make a MU bad for Luigi. He can zone him out pretty heavily (Trampoline), go deep offstage to edge guard, and Pac-Man's recovery is relatively safe from cyclone gimps. Even stranger is the fact he can "outbox" Luigi at point blank because of the trampoline .

We haven't see a Pac-man play the MU properly on a big stage yet. The trampoline is critical in that MU, otherwise it looks like Luigi steamrolls Pac-Man (abadango vs the Luigi players he has fought on stream).

L9999 L9999 we should try to get away from saying things have no lag when they do. Luigi's smash attacks are relatively safe for smash attacks, but even as Pac-Man I can drop shield and dash grab Luigi for an Fsmash on my shield if I'm close enough after the blockstun wears off. Other than that, what you said about Luigi touching you a few times is spot on.

Regardless of how bad a Luigi MU is on paper, you can still easily lose if you mess up 2-3 times and get hard read or cyclone gimped. I'd be hard pressed to call any of his MUs worse than 4-6.

This game is infuriating, why do we play it so much?
 
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Nathan Richardson

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This game is infuriating, why do we play it so much?
That's an incredibly difficult question to answer as so many factors go into it.
It could be like me I like to play with my favorite characters.
It could be some players like a challenge, discovering new techniques, combos, and gimps that weren't explained in the manual. Not to mention the skilled players.
It could be the community I mean do you know of any other fighting game that was strictly for a Nintendo system and wasn't made by a third party.
Then there's the amazing feeling of defeating a truly difficult opponent. There's no other feeling like it.
All of these factors could go into why we play this game despite it making us swear like a drunken sailor when we get 0-deathed by a combo we didn't know was there. It can bring out the worst in us but also the best in us too. I know I didn't get involved in communities until this game.
 

Ulevo

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To add on to that: other times where dthrow to downB isn't true it can still be like a 50:50, so it can be pretty useful sometimes.

Are you sure the poke combo works on MK? He doesn't have him in his list. Note that Luigi has to read the DI to get the dair spike twice during the combo and then correctly position himself for the weak uair (nair is used only for very few characters).
I've only be able to use the combo once on someone not being a cpu and I couldn't even finish it off because it was at the ledge so the upB didn't sweetspot. Still a load of %, though. But it's not like this combo is easy to get (sadly :p).
Poke is able to do it consistently, and as long as he grabs within the 10-12 range Meta Knight cannot escape, even with SDI.
 

Locke 06

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Something not talked about yet is Luigi's very good ledge game.

Amazing dash grab for rolls, upsmash on neutral getup and OoS for ledge drop jump options, long lasting aerials to catch jump (DAir>NAir at the ledge catches people too often. By the time you react to DAir, NAir is covering your jump option), and also fsmash down/dsmash to hit people on the ledge.

And the fear of getting up-B'd on getup attack/roll.


Also, worth noting that Luigi's rising FAir is actually very hard to true punish due to there being a 10f window before the combo starting NAir can come out. Miss this punish and you take a NAir combo/trade.
 

Das Koopa

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This game is infuriating, why do we play it so much?
i too wonder why i play this tr4sh when I get hard read on a roll by Ganondorf after outplaying them in neutral as Sheik 80% of the game

>:(
 

#HBC | Red Ryu

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Dipping my toes into this rabbit hole.

Marth's tipper hitboxes are pretty lenient.
Even with that in mind it's still not consistent or even offers that to a level where that alone pushes Lucina a full tier below him.

Tippers make him a better character. But utilized in a way that would make that happen in practice really hasn't been seen even by MKLeo or any Marth close to his level.

If he had absolute kill confirms like melee, then yeah I'd fully support him being a tier over her if it had that level of consistency.
 

TDK

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9B :4bayonetta2: has been unlocked for Civil War. T :4link: will be unlocked at 675 entrants.

Additionally, Venia :4greninja:, Venom :4ryu:, and John Numbers :4wiifit: :4corrinf: will be unlocked if a donation goal is met for each of them.

EDIT: Venom's already been unlocked, he's teaming with Ally.
 
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ShadowGuy1

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9B :4bayonetta2: has been unlocked for Civil War. T :4link: will be unlocked at 675 entrants.

Additionally, Venia :4greninja:, Venom :4ryu:, and John Numbers :4wiifit: :4corrinf: will be unlocked if a donation goal is met for each of them.
Honestly, this will be the tournament of the year imo. With 2GG doing to much to get so man that players here, idk how they can top this. 48 of the pgr and so many other amazing top players.
 
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ShadowGuy1

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Nobie

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Beyond an academic desire for accurate understanding I don't care that much if Lucina is one character below Marth or twenty characters below him. I have no emotional or personal investment in how Lucina does. But I think there's something important about Lucina that a lot of people on all sides of the Lucina argument are overlooking: we are seeing players choose her over Marth, and not just in a "waifu loyalty" capacity.

Nairo pulls out Lucina in doubles on occasion, and will even use her against ZeRo with mixed success. If Marth is automatically the better choice, why not just go with him instead?

Well, maybe there's a bit of waifu loyalty in there, and Lucina might arguably be a better pocket character as you don't have to learn the intricacies of Marth spacing as much. But then we have NAKAT, who's actually looking to co-main Lucina, possibly in place of Pikachu. If he's training up a new main, NOT a pocket, what does Lucina have to offer?

This leads me to believe that there's some merit to Lucina that doesn't just make her a slightly worse Marth, something that comes out in actual tournament use or in practice for tournaments. Her results aren't quite there, but top players are seeing something in her that they think can actually bring them wins.

Is it less need to space perfectly? Is it more reliable damage? Is it an up smash that doesn't need to be tippered? Is it specific matchups that can fill in gaps for specific character mains? I have no idea, and I'd like to read potential reasons, but there's gotta be something.
 

ARGHETH

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Nairo went Doc against Esam, so I really doubt he cares about what's better lol. Also, waifu.

NAKAT probably doesn't want have to learn about spacing as much... Lucina still has to space her moves as a sword character, but not having to learn the difference between tipper and nontipper moves are probably just easier. He's also just one person; until more people pick up Lucina as a comain (we already know she's easier as a pocket/secondary), I'm not sure it can be considered "people" any more than a couple people deciding to use Lucina for whatever reason.
 

Floor

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Nairo went Doc against Esam, so I really doubt he cares about what's better lol. Also, waifu.

NAKAT probably doesn't want have to learn about spacing as much... Lucina still has to space her moves as a sword character, but not having to learn the difference between tipper and nontipper moves are probably just easier. He's also just one person; until more people pick up Lucina as a comain (we already know she's easier as a pocket/secondary), I'm not sure it can be considered "people" any more than a couple people deciding to use Lucina for whatever reason.
It's a significant number of people. Not just Nairo and NAKAT, but Ranai brings her out in SoCal grands against komo with success. Ryo hasn't touched her in a while but we still have Salem using her (mostly and dubs) and I heard (but haven't seen and can't verify) that komo went 2-0 or 3-0 against Tweek using Lucina.

So it's not just a couple, it's quite a few people opting for her as a secondary.

(Wouldn't call her "easier" than Marth but noooot getting into this)
 

ARGHETH

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It's a significant number of people. Not just Nairo and NAKAT, but Ranai brings her out in SoCal grands against komo with success. Ryo hasn't touched her in a while but we still have Salem using her (mostly and dubs) and I heard (but haven't seen and can't verify) that komo went 2-0 or 3-0 against Tweek using Lucina.

So it's not just a couple, it's quite a few people opting for her as a secondary.

(Wouldn't call her "easier" than Marth but noooot getting into this)
Except we're talking about her as a comain/prominent secondary. Lucina being better as a secondary (and pocket) has been a thing for a while now. Komo/Ranai, as far as I know, don't really use her all that often, unless there's a bunch of Japanese tournaments they use her at that I'm missing.
 

Kofu

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Villager is pretty bad against Cloud (even with Ranai training with Komo a lot) so I'm not surprised he wants a secondary for him. And if Komo also opts to use Lucina against Cloud, there's probably something for the matchup in general.

Not sure on Sonic; I know Villager struggles with him too, but I have no idea how Lucina's hedgehog matchup is.
 

TDK

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While I'm only talking about Civil War Updates, S1-14 :4ness: and Shoyo James :4luigi: :4diddy: are now available in the compendium.
 

Aaron1997

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Tea:4pacman:and Hackoru:4mario: won their Polls so they will probably be attendees Goals

Edit: T:4link: is 1 person away from going

Edit2: T:4link: has been unlocked
 
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