Emblem Lord
The Legendary Lord
- Joined
- Aug 11, 2005
- Messages
- 9,720
- Location
- Scotch Plains, NJ
- NNID
- ShinEmblemLord
- 3DS FC
- 3926-6895-0574
- Switch FC
- SW-0793-4091-6136
Mad Lucario hatred. LOL.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
So true but the people on marth's side are actually giving a decent and legitamate anwser while the people supporting lucario and pointing out more of marth's weaknesses that lucario cant really punish. LUCARIO CAN NOT DO 12 AERIALS OFF THE STAGE, while marth can actually pull out the multiple edgeguarding techinques created by pros in melee that still work in brawl that are efficient, unpredictable, deadly, and not risky. Lucario's damage aura ability make it difficult to have set combos or techniques beacuse of varying knockbcak and stun time, so unless your a super computer and know an effective combo at every single percent up to about 200% it will be hard to have effective combos that cannot be punsihedMad Lucario hatred. LOL.
so I again ask... why is wolf markd as > zelda when she is a counterpick against him?You have a question mark on the Wolf/Marth and a blank spot on the Wolf/Zelda.
I main Wolf, and have a fair amount of experience against a competitive Marth, and 2 competitive Zeldas.
On the Wolf boards, these 2 characters have been pretty much named the best counterpick against Wolf. Go there and check out their reasonings if you don't find mine adequate enough to modify your chart with.
Most of Wolf's aerial approaches to a landed Zelda result in getting stuck in her up smash. RAR shBair (Wolf's best midair priority move) even gets pulled into the attack. Wolf's 0-lag shFair can easily be sweetspotted by Zelda's hell foot, she can even start her short hop slightly after the Wolf and still manage to get the move through.Since Wolf has the ability to do a 0-lag shFair (making his dair his only aerial with landing lag), his playing style has evolved to hitting someone with a short hopped aerial and DI'ing appropriately to try to keep somebody getting hitstunned by his other aerials, using his low-knockback uair as a bad-*** juggle move.
The problem with this is a character like Marth, who the more I try to chase, the better his attacks come in range, especially if he attacks soon to tip. The more aggro of a Wolf player you are, the better a Marth will be able to hit you, so you have to completely rethink your offense, and risk getting within sword-reach to get any hits in. Blaster is too slow of a projectile to really pull your attack strings together with against him as well.
Lucario may not be able to do 12 aerials off the stage but he can do a string of attacks that can kill someone from 30% off the stage...So true but the people on marth's side are actually giving a decent and legitamate anwser while the people supporting lucario and pointing out more of marth's weaknesses that lucario cant really punish. LUCARIO CAN NOT DO 12 AERIALS OFF THE STAGE, while marth can actually pull out the multiple edgeguarding techinques created by pros in melee that still work in brawl that are efficient, unpredictable, deadly, and not risky. Lucario's damage aura ability make it difficult to have set combos or techniques beacuse of varying knockbcak and stun time, so unless your a super computer and know an effective combo at every single percent up to about 200% it will be hard to have effective combos that cannot be punsihed
I play as Lucario, and while I love the character, saying misleading things that attempt to bolster Lucario's win percentage against other characters doesn't do any good. If you're killing people from 30% with a string of combos (I'm assuming fair/nair) on a regular basis, you need to play better people, unfortunately.Lucario may not be able to do 12 aerials off the stage but he can do a string of attacks that can kill someone from 30% off the stage...
When you play zelda you should never attack from above (which it seems like you know) but I think you might have more luck if you if you go with a grounded approach. Lucario, despite what people say, has more than one useful aerial and he can chain them well from his throws (which I'm sure you also know because you play him). I will admit that Zelda makes it extremely hard to recover and that in order to get back a few nicely played air dodges and sneaky upBs are in order but once lucario is in close he seems to outshine zelda. He has enough quick long range melee moves (ftilt, utilt, fp and aaa combo) that can make the match pretty even. Zelda > Lucario at range no doubt but I think that Lucario > Zelda at close range and in the air (assuming it's relatively close ((zelda dominates if lucario is in the air and a long distance away))).I play as Lucario, and while I love the character, saying misleading things that attempt to bolster Lucario's win percentage against other characters doesn't do any good. If you're killing people from 30% with a string of combos (I'm assuming fair/nair) on a regular basis, you need to play better people, unfortunately.
Against Marth, Lucario has to space his fair correctly or else get beat by the faster fair of Marth. And if the Marth is being careful with his spacing as well, then winning will rely on rolls and being unpredictable to counter Marth's tendency to spam fairs and ftilts.
The Lucario/Zelda matchup is ridiculously in favor of Zelda. Lucario's best aerial attack, dair, gets nullified by Zelda's utilt/upsmash also completely. Her projectile is just better than Lucario's; the only time Lucario has the advantage when it comes to projectiles is when Lucario is semi-close to Zelda, because Lucario's aura sphere will hit and can be spammed faster than Zelda's Din's Fire. But Zelda can reflect the aura sphere, anyways =/. Her dtilt > Lucario's dtilt. Din's Fire can also make recovering using Lucario's lagging Extreme Speed difficult at times. Lastly, I've tried using Double Team to counter Zelda's projectiles, but I just slide in the opposite direction of her, and she has plenty of space to do her Din's Fire again =/.
Fix chart please!
As a zelda main, I can't attest to what it feels like to play as the lucario side of this matchup, but I can say that I've never particularly had any trouble here. I'm pretty sure zelda out prioritizes most of lucario's moves... she doesn't outrange them, but she doesn't need to. Lucario's got speed on zelda and can combo at mutually low damages. Also, when lucario goes on defensive, he can be d*** hard to catch, but, locked in combat, zelda dominates... she might be lighter weight, but she's also much, much stronger. I don't think it's anywhere near the most oneside match ever, but I wouldn't be surprised if zelda had the advantage.... that having een said... all I can attest to is that saying the matchup is even doesn't seem wrong to me.I play as Lucario, and while I love the character, saying misleading things that attempt to bolster Lucario's win percentage against other characters doesn't do any good. If you're killing people from 30% with a string of combos (I'm assuming fair/nair) on a regular basis, you need to play better people, unfortunately.
Against Marth, Lucario has to space his fair correctly or else get beat by the faster fair of Marth. And if the Marth is being careful with his spacing as well, then winning will rely on rolls and being unpredictable to counter Marth's tendency to spam fairs and ftilts.
The Lucario/Zelda matchup is ridiculously in favor of Zelda. Lucario's best aerial attack, dair, gets nullified by Zelda's utilt/upsmash also completely. Her projectile is just better than Lucario's; the only time Lucario has the advantage when it comes to projectiles is when Lucario is semi-close to Zelda, because Lucario's aura sphere will hit and can be spammed faster than Zelda's Din's Fire. But Zelda can reflect the aura sphere, anyways =/. Her dtilt > Lucario's dtilt. Din's Fire can also make recovering using Lucario's lagging Extreme Speed difficult at times. Lastly, I've tried using Double Team to counter Zelda's projectiles, but I just slide in the opposite direction of her, and she has plenty of space to do her Din's Fire again =/.
Fix chart please!
I'd disagree. A chain grab alone is not enough to make them gods. It certainly increases their ranking, but there are plenty of characters who could still beat them and are able to be chain grabbed... a good example would be a charcters that they are going to have trouble approaching, like zelda, marth, lucario or meta knight.Sorry if this is a little skimpy but for future reference:
Ice Climbers > Anybody who can be Chaingrabbed
Im sorry but DK is not at a disadvantage against Snake
A good IC like myself can grab you 0 to death, which is unescapable with the right timing/skill.I'd disagree. A chain grab alone is not enough to make them gods. It certainly increases their ranking, but there are plenty of characters who could still beat them and are able to be chain grabbed... a good example would be a charcters that they are going to have trouble approaching, like zelda, marth, lucario or meta knight.
Largest counter in the game? Definitely not. I'd rather be Olimar against Marth than most of the characters in the game. It seems even to me, to be honest. Definitely not a free win matchup for either of them.I noticed that the information for Marth v Olimar is still a "?". I can assure you as a Marth player that marth counters olimar. His F-air can kill any pikmin that attach to him which completely destroys Olimar's use of projectiles. Also, he is incredibly good at edgeguarding olimar (via fair) which completely kills olimar due to his poor recovery. Seriously. Marth v Olimar is one of the largest counters in the game.
I hate to beat a dead horse but all the things you brought up (of course not the specific moves) are things that lucario mains have been discovering.^^Because Marth players found some new spacing tools (shield breaker outranges everything), found new uses for his side B (move regeneration as well as damage, Roll punishment, ect.) found that his f-tilt is safe on block, started going farther off the stage for edgeguarding, found more on stage uses for up B, and a lot of other cool stuff. And as Marth players get better at spacing (since it is quite a wierd adjustment for them), they start doing better in matchups. They get hit less, they do more damage, they kill sooner, and they become much less punishable. Sure, the Lucario players are getting better too, but they have to work harder because now Marths aren't messing up their spacing as much and have found more approach (and more importantly) punishment methods. Side B is great for hitting through rolls, and shieldbreaker makes opponents...more likely to roll or spotdodge instead of shield.
I know from my arguement it sounded like I thought Marth is some super Lucario counter, but all that stuff I mentioned is why I think Marth has a reasonable advantage in the matchup, like 6-4.
AAA combo get's up B'd in the middle of it. Not safe on block. Safe on block means that the opponent litterally can't do anything about it even if they know exactly what you're doing. Like Fox's nair to shine in melee. Like Marth's d-tilt (since he can move away before you can do any attacks, and he's out of your grab range so he can't be shield grabbed) and F-tilt (he's out of your range except for your f-smash and side B, both of which are too slow. By the time you move foward to get back in range he can move again). That's what I mean by safe on block. I don't mean deceptive, I mean it is litterally unpunishable because they can't reach you in time to do anything.Spacing:
Ftilt (also safe on block because of it's deceptive disjointed hit box that also hits twice), side B (which trips a lot when hit with the tip), AAA combo (also sets up for a lot of other moves if you follow the 2nd hit with something else)
I brought up roll punishment because you had used Lucario's roll as one of his positive aspects. The fact that Marths have found effective ways to punish this hurts Lucario's game. Marth's roll sucks and should never be used, and never was used to argue in Marth's favor. The fact that you can punish something Marths should never be using in the first place is irrelevent.Roll punishment:
utilt (extremely fast, hits almost instantly from behind and has a huge range), dmash
Stop saying "many characters." When arguing for a specific matchup, you should completely disregard all characters except the two involved in the matchup. Going further off the stage to edgeguard Marth is not important, as when you finally reach him he still outranges you and will be much better able to defend himself than almost all of the characters you are used to edgeguarding. His aerials come out just as fast as yours, are more powerful than yours, and have more range than yours. A good Marth is a ***** to edgeguard.Edge guarding:
New combos, going further off stage forcing many characters to be unable to recover, gimping/easy stage spikes/ko potential all with dair.
Because Marth is better in those aspects than Lucario. Marth has a better approach game than Lucario, a better range than Lucario, a better ground game, a tied aerial game and a harder to edgeguard (though shorter) recovery. If Marth plays aggressive when on the stage, and defensive when recovering, he can pretty much shut Lucario's game down, thanks to that small range advantage.I mean honestly, Marth and Lucario have a lot of very similar aspects. Both have massive disjointed hitboxes, require good spacing, tipping and both have good aerial games as well as ground games. I honestly don't see how either one of them has an advantage over the other and it all comes down to the style that each one plays.