Emblem Lord
The Legendary Lord
- Joined
- Aug 11, 2005
- Messages
- 9,720
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- Scotch Plains, NJ
- NNID
- ShinEmblemLord
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- 3926-6895-0574
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- SW-0793-4091-6136
Cuz Cloud CRAPS on ZSS
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Bruh, you're gonna have to go into a little more detail than that. I ain't buying it.Cuz Cloud CRAPS on ZSS
Isn't some of that alleviated by the fact that Nairo has played the character since his release?[
The degree of the MU inexperience should be the point viewed the most critical here. Nairo is obviously amazing, but people get caught off guard plenty of times, and here, it shows just how much MU inexperience can carry a person.
Bowser, Mewtwo, Lucas, and Kirby are betterI come out of nowhere but I have a question, does the characters buffed in the lastest patchs got really better ?
This is true but I think Cloud is a character who's very easy to use if you (the player) know the basic mechanics of smash. He seems like one of the characters who is very good at first but will drop a bit when people figure out how to space/punish him, like Brawl G&W.As much as we can suggest matchup inexperience being a major factor (which is correct), its suggesting that Clouds metagame is anywhere near complete 7 days in.
The arguement works in both ways. Matchup experience vs little development.
You better get yourself ready for that jump then.I need to get something off my chest.......
If I hear another commentator say greninja is "a poor man's sheik" I'll jump out a window
I find this hilarous since it was your match with Dabuz that triggered meYou better get yourself ready for that jump then.
That was so long ago lolI find this hilarous since it was your match with Dabuz that triggered me
A week in is no time really lol.Isn't some of that alleviated by the fact that Nairo has played the character since his release?
Plus, Nairo lost to Tweek in Cloud dittos before GFs IIRC.
*looks at the Miis*A week in is no time really lol.
Like, we are talking about figuring out a character in a week basically. We still haven't fully figured out some characters that was here since 1.0.
Ganondorf with max rage isn't a nice thing to meet in a dark alley.Rage helps heavies out quite a bit. Lord knows heavies needed a boost in some way.
Because good players also lost to that Mewtwo example I mentioned?This is a competitive impressions thread, Nairo, undisputed number 2 player, lost his first tourney since MLG. How is it irrelevant and why should we not examine and talk about what happened in the matches?
Are the VODs up yet? It is pretty easy to see how much of a factor MU inexperience is in a match. If Nairo was making suboptimal decisions and constantly getting recked by LB, then it was probably MU inexperience. But if he just got plain beaten, and he was responding to the character accordingly, then he was just defeated. Sure he is obviously going to lab the MU more and find out how to better beat Cloud, but there is a chance it wasn't MU inexperience.Because good players also lost to that Mewtwo example I mentioned?
People really don't seem to understand this: Its quicker to pick up how to play a character than how to play against a character. To play a character you just sit down, lab them a little bit, and then just... play friendlies and the like. You get experience every single match you use that character and grow with them rapidly. You get to control your growth rate.
You can't do that when trying to learn how to play against a character. CPUs are garbo for learning that sort of thing. Online is a joke. You have to go to smashfests or tournaments and ask somebody to use them against you. You're gaining experience at a lot slower rate, and it doesn't allow you to easily learn multiple playstyles of that character you're trying to fight against either. Or you could more or less learn "false" information on how to fight that character because you know the player's style too well and end up reading them instead of the character. Its a pretty darn slow process of truly figuring out how to fight against a character and you can't control the growth rate.
People will always figure out how to use a character long before anyone figures out a universal, clear cut way to fight against them. The first has to happen and be solidified before the second can even begin. Until that happens... ya its largely irrelevant. Its interesting, its part of the process, but in the grand scheme of things it holds no water as to a character's usefulness.
Are the VODs up yet?
Mechanics that rewards the players for getting hit are rarely ever good. This just makes losing a stock lead all that more significant. Losing rage sucks for a lot of characters.I personally am a fan of rage. I like the idea that even tho you are nearly dead you can still make a comeback. Last stand boost, eh? Rocky movies anyone? Someone making a comeback is hype as **** and you cannot deny it. Ofc it is rather odd thing as a mechanic, but... As I said hype as ****.
Just because you know how to fight one character with another doesn't mean you are good at fighting him with all the characters. It's the same reason why if you are best at the ditto with your character, it doesn't mean you are the best with your character.It looked like Nairo had the MU down with Black Pit, but then he sorta fell to pieces with ZSS. I don't know if it was a bad MU or what, because Nairo definetly knows how to fight cloud...
So... getting killed and losing your rage is a reward for being hit?Mechanics that rewards the players for getting hit are rarely ever good. This just makes losing a stock lead all that more significant. Losing rage sucks for a lot of characters.
I dunno. The 2 most disjointed moves in that MU both belong to ZSS: zair and side-B. Side-B in particular is good for pushing people to, and over, the ledge. Cloud shouldn't be able to windmill his nair in neutral for free here. And his great uair juggles get denied by Flip Kick. We won't mention how off-stage goes between them.On ZSS vs Cloud, maybe Cloud doing well has something to do with...
- limit charging being silly good + ZSS not having safe rushdown.
- speed to get in + burst options (namely dtilt/DA) to challenge and punish landings and normally safe ZSS zoning. Speaking of which...
- Cloud's aerials > ZSS' SH falling aerials, and elsewhere.
- missed grabs = huge punish. Cloud is fast enough and jumps safely enough that it's less likely grabs will land vs him compared to other characters with more grounded gameplans. It's not really an option to grab and maybe miss if he has full limit bar.
- ZSS doesn't really have the burst aerial options to deal well with a lot stuff he does in neutral.
Even if ZSS still wins the matchup (who really knows at this point), he has a lot of tools that ZSS doesn't like. It's not that far-fetched.
You're given a good chance to make up for your mistakes. That shouldn't happen, period. Doesn't mater if you need the skills to make that comeback, you were losing.So... getting killed and losing your rage is a reward for being hit?
Why do people always see comeback mechanics as something that rewards "getting hit"? Is it a valid strategy to let the opponent beat you up in Street Fighter IV so that you can use your Ultra Combo? Is it common practice to let your team drop to one in Marvel vs. Capcom 3 just so that you can use X-Factor to the fullest?
Taking damage is just something that happens in fighting games, no two ways about it. The mechanics may help losing players but they still have to be skilled enough to actually be able to use it. If a player gets tossed around at the beginning of the match but then turns things around, sure the rage may have contributed but he still needed to adapt to his opponent to be able to do so.
Bowser isn't a new character. Cloud is. It's always easier to understand a variation on a theme.Rage doesn't reward anyone for getting hit.
Rage does nothing until you hit the opponent back, and it's never as good as what you would have done if you hit then twice.
ALSO, can we talk about how When La Troof's Bowser gets 2-0'd by Seagull Joe's sonic, it's "still an important match that just shows how much Bowser has to be respected"...
...but when Tweek's Cloud 2-0s Nario's ZSS, it's "well, best not to read into it, results don't matter for like a month."
?????
And either one is easier than beating Nairo.Bowser isn't a new character. Cloud is. It's always easier to understand a variation on a theme.
Even if it doesn't look suboptimal to us right now, it will be. You can't go up against a character so new and play optimally against them. Nobody has the knowledge to do that in the first place. So again: its interesting to be sure, but being forced to play suboptimally due to a lack of general knowledge can seriously hamper anyone.Are the VODs up yet? It is pretty easy to see how much of a factor MU inexperience is in a match. If Nairo was making suboptimal decisions and constantly getting recked by LB, then it was probably MU inexperience. But if he just got plain beaten, and he was responding to the character accordingly, then he was just defeated. Sure he is obviously going to lab the MU more and find out how to better beat Cloud, but there is a chance it wasn't MU inexperience.
Games without comeback mechanics tend not to be very accessible. Case in point: Melee at competitive level.You're given a good chance to make up for your mistakes. That shouldn't happen, period. Doesn't mater if you need the skills to make that comeback, you were losing.
Ultras and X-Factor are terrible for a reason.