@Nobie
I do not think these are gimmick characters. To focus on a few, I'll pick out Shulk, Duck Hunt, and Pac-Man.
Duck Hunt's Wild Gunmen have different properties. There are 5 in total, each with different hitbox timings, range, damage, and knockback angles (in the case of the Sombrero Gunmen, he has a fire vfx if he hits an opponent).
Pac-Man has 8 versions of his Bonus Fruit special. Each version comes with a different projectile trajectory, speed, damage, and knockback, not to forget the bell which includes a stun.
Shulk has his 5 Monado Arts which changes his stats.
Now, players who face these characters may generalize the properties of these moves but then this happens.
"One of the major causes is that information about Shulk is spread usually from people who don't play Shulk to people who don't play Shulk. While people do sometimes say something right about Shulk, the result of this is often some sort of misinformation about the character. Watching ESAM's tier list video confirms what I suspected about his placement on the tier list. They focus a lot on his faults, but do not see how his strengths overcome those faults.
Taken from the Backroom Pass: Now It's Shulk Time article
Linked here:
https://smashboards.com/threads/backroom-pass-now-its-shulk-time.444409/
I think the reason the characters Nobie listed as gimmick characters are seen as that, is because they play different than what we consider is normal; and if we were to lose to a gimmick character, players can easily blame "lame" gimmicks for their defeat.
Another reason could be that players are trying to find the easy way out when it comes to learning how to play a match-up. Seeing a list of information, wall of text, or a long conversation about specific details of certain characters could quickly bore or make the player learning the match-up lose interest.
I would also add Bayonetta, Ryu, and Cloud to that list solely due to the community backslash/bandwagon that has happened to those characters within our game's tournament lifespan.
Short video example where Tekken players complained about Akuma in Tekken 7.
It's at the 7:20 to 8:12 mark.
Back to Shulk, his community has labbed plenty of advanced techniques that are documented on Shulk101.com.
The problem is that Shulk's current top/popular player in the U.S, Nicko (he recently said he retired from Smash 4 on his Twitter well from Shulk at least, but that he will still attend locals also he is still a active member in Shulk Discord), chooses to not use them which is very similar to Mekos regarding Lucas.
Regarding that, I think that since players do not see advanced techs being used regularly in tournaments, they may conclude that they must not be useful or extremely hard to pull off.
This reminds me of how Esam described Shulk in one of his tier list videos. He then repeats the same thing in his next tier list video but this time it was not for Shulk, it was for Duck Hunt.
He basically says if you have to put in a ton of work or learn a lot of advanced techniques to go even with another character, then the former character is not good.
Linking both of the videos with timestamps below.
13:18 to 15:11
4:45 to 6:33
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Baby_Sneak
I agree with the character main bias. In regards to Lucas, I think his footstool combos can help him get around his Nair being SDI'd since they are indeed true combos. Oh and his down throw up to air confirm too (PK Hoohah).
As for listing what Lucas is good at, I think by doing that, I'm trying to help by listing what options Lucas has in different situations to defend himself, instead of just hearing players repeat the same arguement with no opposition or if there is some, they get easily discredited or ignored due to results and personal experience.
Like you said, players have to figure things out for themselves, and that's what I think I'm doing, but since I play Lucas, I'm subject to character bias which can hurt my arguement even though I think I'm using facts since I have tested the stuff I talk about, and have watched other Lucas players matches from his side of the match-up.
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Lukingordex
Thanks for reminding me of the options Lucas has vs Luma, I totally forgot about that.
Reading all of that information that was about Rosalina's favor defeated me and had me believe that Lucas could not do anything vs Luma.
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TDK
When I first read your post I was going to respond to it without even watching the video. I was going to say this is not a high level match and that Mekos does not know how to fight Rosalina correctly. He even put Rosalina as a losing match-up for Lucas and gave his opinions in a video, but Lucas Discord heavily disagreed.
Now to watch the match.
I liked how Mekos started the match off. He could of lived at 2:25 if he would have used PSI Magnet to stall his recovery while buying time to re-grab the ledge with Zair, since it takes a little over a second to be able to re grab the ledge again from when a player lasts grabs the ledge.
Mekos keeps putting himself in disadvantage when he PK Fires offstage, rolls around the stage instead of walking, and takes too long to use his double jump to land the up-air. That's the only reason the up-air traded with Rosalina.
I would say he is not confident in landing his up-airs from down throw, but he still shows this habit now, so that's not the reason.
He eats a up-smash from landing on Rosalina with a Nair which is a option that is generally looked down upon when it comes to trading hits.
Lucas's Nair hitboxes barely covers Lucas and if the opponent does trade hitboxes with you they will win.
This is because Lucas's Nair, hits 1-4 only deal 2%,with the final hit dealing 4%. Then Nair's hitboxes have a gap in between each hit where there is no hitbox and that hits 1-4 have low hitstun and low knockback.
Lucas can in theory can allow an opponent to combo him from a move that has long end lag into another move all thanks to Nair's low hitstun interrupting the first attack from the opponent.
Austy was sort-of wrong in saying that Lucas's tether grab has a long cooldown. I've heard from commentators a lot that Lucas may have the shortest tether grab range, but he has the fastest First Active Frame recovery when compared to other characters with a tether grab.
What I've learned from Lucas Discord is that it in is Lucas's best interest to opt for standing grabs over dash and pivot grabs since Lucas only got the grab buff to his standing grab.
It's a 46 First Active Frame (standing) vs a 56 First Active Frame (dash/pivot).
Mekos could have punished attempted to punish Vinnie's landing at the 4 minute mark but he instead rolled away.
At 4:20, Mekos could have landed a second Nair since Vinnie did not SDI it but he chose to land on the ground and try to follow-up with an up-air that Vinne air-dodged.
Mekos lost the first match due to his mispaced PK Fire and at a Luma aerial when he landed on the stage in endlag.
In the second match Mekos plays better in the beginning but now I noticed that he uses the footstool timing method to land his f-airs and up-airs which I think are unnecessary.
At 5:50, Mekos could have chose not to finish his jab combo and instead try to throw out a grab if Vinnie decided to hold shield longer expecting the full jab combo. Mekos could have went for a grab by interrupting jab's 1-2 animation with a grab by using the First Active Frames or the Interruptible As-Soon-As Frames (IASA).
Mekos could have also worked on spacing his f-air and Zair more so he would not get punished.
At 6:50, Mekos could of dash-attacked Luma to send it offstage but instead Vinnie did not punish Mekos standing next to Luma with a attack from Luma.
At 8:40, Mekos could have pressured Vinnie's shield with up-airs and PK Freeze which he would of needed to burn his double jump for it to even reach Vinnie on the right and the middle platforms. He eventually chose to poke with up-airs but by then I it was too late since Lums came up a mere 2 seconds after he decided to be agressive.
At the same time, Vinnie could have attempted to drop through the platform with a dair. I think in that instance if they were to go for a trade, what would matter is who could react first? Seeing as Lucas's up-air comes out on Frame 7 vs Rosalina's Frame 17 D-air.
At the end of the match, Mekos could of avoided being offstage if he would have Zair'd instead of trying to air-dodge onto the stage. I can understand it since he may have thought Vinnie was going to go offstage or edgeguard him.
After Vinne missed the first b-air, Mekos could have drifted towards the stage and tethered.
If Mekos was afraid of getting interrupted during his tether he could have either tethered to the ledge, and immediately let go to try and bait Vinne offstage.
Then he could have tried to punish with a B-air,D-air, or any other option he could think of.
Another option he could of tried was to tether above the ledge and use the Snakeskip and buffer an up-smash to challange whatever move Vinne decides throw out, tanks the hit (due to up-smash's first 4 Frames of invincibility and come out witch a clutch win.
That's all I got for the match. Now for the stuff you focused on.
I do not know how to say this nicely so I apologize in advance if this comes off as rude but Point A and B seems useless to me. Lucas's pushback from PK Fire does not play a major role in that interaction.
Regardless of Lucas's position, he cannot punish Gravitational Pull since it has a lower number First Active Frame vs. Lucas's PK Fire. Gravitational Pull has a First Active Frame of 45 and Lucas's PK Fire has a First Active Frame of 53.
The only way Lucas can reliably punish Gravitational Pull if he conditions the Rosalina to use Gravitational if they expet a PK Fire coming their way. Then and only then, Lucas has only the active frames of the move and the endlag to punish the move if he is near her.
Actually if Lucas uses PK Fire at point blank vs Rosalina and she decides to shield it, just swat the brat away, hopefully he learned his lesson. Oh and for the Mekos vs Vinnie match, Mekos did not use wavebounce PK Fire so you could say he allowed himself to get punished when he chucked them on-stage sometimes.
If Rosalina decides not to approach in any situation, Lucas can sit back with Zair, PK Freeze, and PK Fire as long as he spaces them well. Although PK Fire and Zair do low shield damage, PK Freeze does a lot fo shield damage and hits Luma regardless if Rosalina decides to shield or not. It even knock Luma away at one point and deals a lot of damage.
If Rosalina decides to keep shielding the move her shield can get very low to the point where it breaks. When it gets low enough, PK Freeze can shield poke her or force another defensive option out of Rosalina or even force her to finally decide to approach unless Lucas and Rosalina decide to run out the clock for a time-out.
If Lucas charges a good amount of PK Freeze, lands it on Rosalina's shield, then proceeds to run up to her and up-smash, that is a guaranteed shield break.
As for Lucas not doing well when at a distance from Rosalina, I think the 3 tools I just mentioned do a fine job of pressuring Rosalina, and I do not think Lucas needs to charge at her/approach that bad.
Lucas's tools outrange Rosalina and Luma, Star Bits even, unless Rosalina decides to use Luma Shot to send Luma outside of her range but that comes with the risk of losing Luma unless the Rosalina player calls it back to their side quickly.
As for forcing bad options out of Lucas, I think that comes from the Lucas player panicking and defaulting to PKT2 when put into disadvantage when offstage; I noticed that I luckily talked about it earlier above within a paragraph in this post.
Since you posted a match of Rosalina, I would like to post a match of Rosalina too. Only this time, the Lucas player convinces the Rosalina player to switch characters.
I'll analyze the match later if you would like to continue the discussion. I've been working on this post all day and I'm ready to send it now.
Edit: Correctly spelled regarding.
Edit 2: Correctly spelled convinces.