DE235
Smash Apprentice
Where can I find the videos of it?On that note, he won KiT16 (~80 entrants). Mostly Wario, but he used Mewtwo too.
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Where can I find the videos of it?On that note, he won KiT16 (~80 entrants). Mostly Wario, but he used Mewtwo too.
This would be so significant. Having a quick and safe option to get the opponent out of his space would be a great contingency if his defences are compromised.Link just needs a better Jab Imo. He don't have much close range.
Lucas is a character that likes to play the midrange with a plethora of safe and frustrating pokes similar to other zoners (Tink, Villager, etc.). Cross-ups with Nair and Dair, while not always safe, help decently with this, and Fair is safe when properly spaced. While in most matchups he doesn't exactly have to approach, his CQC game is also pretty decent with good frame data on Dtilt and Jab (frame 3 I think?), and Dtilt combos into grab.I agree that he's slept on. I believe the main reason why is because people try playing him like in Brawl, which simply doesn't work. Fair is a great aerial, PK fire is pretty disgusting. His main problem is definitely that he has a hard time getting in. Oh and I'd love a bigger Uair hitbox.
Giving Link anything above a frame 5 jab would invalidate a lot of other character's jabs.Link just needs a better Jab Imo. He don't have much close range.
Care to explain why?Giving Link anything above a frame 5 jab would invalidate a lot of other character's jab.
Universally capping jumpsquat frames at 6 frames would help a lot of heavier characters and is something I'd like to see, even as it makes Bowser's Uthrow combos that much easier. Apart from Gale Boomerang being really slow to start up and his Jab being slow I can't think of any other aspect of the character that really looks deficient. Honestly Link's jab needs to be somewhat slow considering how safe stuff like Fair is on shield, though shaving like one frame off would probably be fine.Regarding Link though, what would be the best way to buff him? Just some more aerial mobility or what?
Having a jab slower than frame 4 is still rather slow in comparsion to frame 1-3 frame jabs.Giving Link anything above a frame 5 jab would invalidate a lot of other character's jabs.
it was streamed by the DRX crew, they haven't posted yet, bt they have a youtube thoWhere can I find the videos of it?
Say he had a 2 frame jab. Now his jab beats most jabs in the speed, range/midrange, and close range department. I think some character's don't even have tilts with the range Link's jab has.Care to explain why?
I don't disagree with you, I'm just wondering.
I see where you're coming from, but I don't think it has to be frame 2 for it to be serviceable. As Heavy said, shaving a frame off of it would be a decent buff without overcompensating.Say he had a 2 frame jab. Now his jab beats most jabs in the speed, range/midrange, and close range department. I think some character's don't even have tilts with the range Link's jab has.
I know. I only said that because of what Baby_Sneak said.I see where you're coming from, but I don't think it has to be frame 2 for it to be serviceable. As Heavy said, shaving a frame off of it would be a decent buff without overcompensating.
As it is, it doesn't seem like he can threaten opponents in his space that have better frame data and safer options. I know he's meant to be a zoner / defensive fighter, but a contingency plan isn't a bad investment.
He mentioned Link's close range being bad but even with a 5 (or 4.) frame jab he would still lose at close range to character's like Kirby, Captain Falcon, Mario, or Luigi. So I was thinking he meant something faster than 5 frames.Link just needs a better Jab Imo. He don't have much close range.
True and you're probably right. But I don't think any of the jabs that come out at 1-3 frames have the exceptional range that Link's jab has.Having a jab slower than frame 4 is still rather slow in comparsion to frame 1-3 frame jabs.
Link having a frame 5 jab wouldn't do anything.
I hesitate to look at patches not changing something to mean that it was intended. If that were absolutely true, Sakurai must have intended for Bowser taking someone off the ledge with side B to kill both players at once on some stages and kill Bowser first on others, and that just makes no sense.If you look at Meta Knight's data, it's hard to think that his dash attack > up air > Shuttle Loop KO confirms was anything but intentional. After so many patches with these confirms left untouched, it has to be their intended design.
Yeah, with more high level noted villagers, I think we'd see people's opinion of him climbing.Top players can definitely redefine how a character is perceived when they show stuff no one's ever considered before in all their "theoretical" discussions, but there's a lot more that goes behind Ranai bringing ZeRo to Game 5 than just Villager potentially being on a similar level as Sheik. General player skill can go well beyond how matchups and tier list positions are seen on paper - this is why you see character specialists routinely threaten to win whole tournaments in many fighting games, not just Smash.
I do agree with examining how characters are used around the world though. More information and ideas are always helpful, especially if people are really serious about getting good with a character and truly advancing their metagame.
Ganondorf has this way worse than any other heavy. His jab is lousy in most every aspect and is basically an inferior tilt. It creates a list of problems in conjunction with a couple of other holes in his game. He gets bodied in most cases if he clanks because of how slow it is, even though he should technically get frame advantage due to high damage output. Sonic is the worst example of this problem. He also doesn't really have options out of spotdodge, which is an issue vs fast chars with good grab games. Also while a couple of his aerials are safe on shield, he often has to roll away afterward due to poor CQC. It also gives him lousy OOS options along with his poor grab range. Jab's damage output is worse than a lot of jab combos that do around 11-12%, it's unsafe on spotdodge, is actually laggier than Dtilt, leads into nothing, and will only kill when sweetspotted at later %s than Ganon should be killing at. It's very close to being an empty moveslot where a decent to good move really needs to be for Ganon to function properly. Link and D3's jabs at least have their uses.Safe close range options are pretty much a must for slow, heavy characters. This is one of the more frustrating things about and . Their best options are ftilt () and dtilt () outside of shield grabs and even those aren't that safe. Both their jabs suck too. Compare this to and how vital this is becomes even more obvious. jab isn't too bad but everything else is pretty punishable.
their move sets ate basically the same.Random thought, but it's been on my mind recently: is there a definitive opinion on the Mario / Doc matchup?
I was to my brother (who's picked up Mario and is tearing through brackets with him) about fighting a Doc today, and he said the other guy destroyed him and forced him to go DK. I told him I'd heard a vague notion that Doc wins the matchup, and he seemed surprised. Is there credence to this theory, or is it just nonsense and wishful thinking?
For what it's worth, the theory behind it is that Doc and Mario have similar gameplans (making allowances for nuances in their kit), but Doc's ability to finish stocks more efficiently (especially in terms of edgeguarding) and powerful shorthop / OOS game make it difficult for Mario to get in on him. It sounds very dodgy to me, since Mario's a combo fiend on characters with weak jumps and slow airspeed like Doc and he has multiple ways of gimping Doc without going off-stage, but maybe I'm just ignorant.
Thoughts, everybody?
Doc combo game is overall better in this MU since he can break out of most of Mario's combos with up B. Mario can't exactly do the same to since Doc's attacks either deals more hitstun or sends mario at an angle where he can't really break the combo. Doc's KO Ability is slightly stronger too due to his Smash attacks KOing earlier and him having several more KO options that Mario lacks (I.e. Fair, Up B). I would also say that Doc has the edge in edge guarding since his down b covers significantly more options than Mario's and his cape is much easier to land due to its greater range + his aerials and Up B being overall much better for edge guarding.I don't see how Doc wins the match up. Their close up options are very similar so I don't see how Doc's would give him an edge aside from his Super Punch being a kill option. As for short hopping options, Mario has FLUDD so this could easily throw it off and Mario's usmash still gives him a lot of protection from above and behind. Maybe they're about even on stage but things definitely move in Mario's favor off stage. 60-40 in Mario's favor, perhaps?
I know but I mentioned the other two because I actually play as them. With , people can simply fall out of your jab leaving you derderderder-ing with your hammer like an idiot and practically waiting for a hard punish if they have a strong projectile. is basically the same problem but somehow even easier to fall out of. Yeah, you can kill with them but both are on the lower end of their reliable kill options because you can usually jump or DI out of it before the killing strike. In my opinion, should have defensive options that are legitimately fearsome. We keep talking about speeding up their attacks but I feel like all four would benefit from more of their moves doing more shield damage. I feel like these characters should make you apprehensive about shielding instead of "just let me sit in shield while my options open up." fsmash not being a shield breaker annoys me to no end, I mean, come on, it even shows this in his introductory trailer.Ganondorf has this way worse than any other heavy. His jab is lousy in most every aspect and is basically an inferior tilt. It creates a list of problems in conjunction with a couple of other holes in his game. He gets bodied in most cases if he clanks because of how slow it is, even though he should technically get frame advantage due to high damage output. Sonic is the worst example of this problem. He also doesn't really have options out of spotdodge, which is an issue vs fast chars with good grab games. Also while a couple of his aerials are safe on shield, he often has to roll away afterward due to poor CQC. It also gives him lousy OOS options along with his poor grab range. Jab's damage output is worse than a lot of jab combos that do around 11-12%, it's unsafe on spotdodge, is actually laggier than Dtilt, leads into nothing, and will only kill when sweetspotted at later %s than Ganon should be killing at. It's very close to being an empty moveslot where a decent to good move really needs to be for Ganon to function properly. Link and D3's jabs at least have their uses.
when you use the same moves to win neutral but one gets more reward for it, how doesn't Doc win the matchup? Note that most of Mario's better strings don't work well vs Doc's 3 frame aerials, the fact Mario can't edgeguard Doc reliably when his Nair isn't good vs Mario/Doc UpB, while Doc actually can edgeguard Mario with Dair, and that having a 3 frame KO option that can be done out of shield, in the air, and in Jab cancels (which Doc gets better frame advantage from) is in fact a very big deal. I didn't even mention until now that Doc's Bair (which benefits from a far superior lower and safer short hop) does 14%, which is a Mario combo by itself...I don't see how Doc wins the match up. Their close up options are very similar so I don't see how Doc's would give him an edge aside from his Super Punch being a kill option. As for short hopping options, Mario has FLUDD so this could easily throw it off and Mario's usmash still gives him a lot of protection from above and behind. Maybe they're about even on stage but things definitely move in Mario's favor off stage. 60-40 in Mario's favor, perhaps?
Maybe mobility.when you use the same moves to win neutral but one gets more reward for it, how doesn't Doc win the matchup? Note that most of Mario's better strings don't work well vs Doc's 3 frame aerials, the fact Mario can't edgeguard Doc reliably when his Nair isn't good vs Mario/Doc UpB, while Doc actually can edgeguard Mario with Dair, and that having a 3 frame KO option that can be done out of shield, in the air, and in Jab cancels (which Doc gets better frame advantage from) is in fact a very big deal. I didn't even mention until now that Doc's Bair (which benefits from a far superior lower and safer short hop) does 14%, which is a Mario combo by itself...
Yeah, how isn't this Doc's advantage?
From practical experience, it means little over the fact the Mario ditto, and his matchup vs Doc revolves around Bair spam, and Doc not only inarguably gets more reward for it, he in fact gets to do it more safely due to his short hop height.Maybe mobility.
Because you theorycrafted something that actually doesn't work. So yeah, Mario doesn't really take advantage of Doc's recovery because his edgeguard tools are just plain bad.Why is Mario going after Doc with nairs offstage when he can ledge camp with fire balls/FLUDD, or wait on the edge with the cape and bair? Mario can just treat Doc like Ness or Falcon offstage and pretend he's ungimpable if he wants to play safe. I feel like there's hardly any reason for Mario to chase Doc offstage. Yes, the possibility of a gimp is still there but Mario really doesn't have to because I feel like his options are just as good if he stays put.
How are Mario's edgeguarding tools bad?Because you theorycrafted something that actually doesn't work. So yeah, Mario doesn't really take advantage of Doc's recovery because his edgeguard tools are just plain bad.
It actually matters however that Doc Dair is in fact very reliable for beating or trading with Mario UpB because Mario actually will get gimped by that, while he does not have a comparable response. If anyone has advantages offstage, it's Doc.
Nobody good gets gimped by Mario's specials. Everything Mario can realistically kill you with offstage can simply be avoided by recovering low and teching telegraphed stage spikes.How are Mario's edgeguarding tools bad?
In what universe are Mario's edgeguarding tools bad and Doc's recovery is unstoppable? Do you think Mario climbed the competitive ladder from his dthrow options alone? For example, Doc's tornado certainly isn't totally impervious to fireballs and FLUDD or generally get him high enough above the ledge that these options become impractical. If Doc recovers low, he can be bopped out of the tornado by fireballs. Doc's air speed is ranked 41st while Mario's tied for 9th so I don't see how Doc's suddenly this slippery devil who negates Mario offstage.Because you theorycrafted something that actually doesn't work. So yeah, Mario doesn't really take advantage of Doc's recovery because his edgeguard tools are just plain bad.
Mario climbed competitively almost entirely because Dthrow and Usmash. FACT.In what universe are Mario's edgeguarding tools bad and Doc's recovery is unstoppable? Do you think Mario climbed the competitive ladder from his dthrow options alone? For example, Doc's tornado certainly isn't totally impervious to fireballs and FLUDD or generally get him high enough above the ledge that these options become impractical. If Doc recovers low, he can be bopped out of the tornado by fireballs. Doc's air speed is ranked 41st while Mario's tied for 9th so I don't see how Doc's suddenly this slippery devil who negates Mario offstage.