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What people....I feel people are sleeping on pikachu.
His air game is great, he just doesn't have much kill potential outside of usmash.
^ No we're not.I feel people are sleeping on pikachu.
His air game is great, he just doesn't have much kill potential outside of usmash.
Pac Man is the same way with that last sentence. Great stage control and projectiles that cover a wide range of situations. He'd be so good with a normal grab.He shuts down projectile characters really hard, outzones characters who don't have projectiles with trees and rockets, can't be edgeguarded easily at all, and edgeguards everyone else with what I believe is a frame-3 n-air (it's something absurd at least). And he only gets better with customs. I'm glad he doesn't have a good grab, because he'd be SSS tier if he did.
Those are some pretty big commitments to stop a move as versatile as spindash if you ask me. If you miss or Sonic shields either, MK is eating 25%+ and he's in the air.Hey guys, didja know Meta Knight can stop Sonic Spin Dash with properly timed shuttle loops and tornadoes?
Maybe we got a nice counter to sonic, tornado wracks damage, shuttle loop kills. Be careful if you dash Sonic.
Would you mind unpacking that a bit? With the assumption Link wins neutral there, I would've said staying in neutral *is* pressing his advantage. Are you referring to when Diddy's trying to land on stage and Link's trapping? Uair and up-bomb toss seem to both work well keeping the monkey up a tree. Are you referring to edgeguarding? Or some other advantageous positioning?Yes, Link has difficulty pressing his advantage against Diddy.
Link might win in neutral, but in advantage and disadvantage he's not so great.
Would you mind unpacking that a bit? With the assumption Link wins neutral there, I would've said staying in neutral *is* pressing his advantage. Are you referring to when Diddy's trying to land on stage and Link's trapping? Uair and up-bomb toss seem to both work well keeping the monkey up a tree. Are you referring to edgeguarding? Or some other advantageous positioning?
I of course agree with Shaya that when someone -- not just Diddy -- gets past Link's wall of projectiles, then past the sword, Link will be punished hard and sometimes has a hard time getting back to zoning in neutral, but I also don't find landing with Link to be all that difficult, what with Z-drop etc. Nor does Diddy's proclivity to Uair peeps off the top blast line seem as scary with Link being semi-heavy + a good fastfaller. Nor does Diddy's "linear gameplay style" (other poster's recent words) seem hard to outzone.
What am I missing?
Pressing your advantage does not mean returning to neutral. Pressing your advantage means that once you have gotten a hit in or you have gotten your opponent in an unfavorable position, you try to continue doing damage (or less often but just as importantly take more stage control, which basically everyone can do). All that "winning neutral" means is that you have an easier time getting to the advantaged state and avoiding the disadvantaged state. If you stay in neutral all game long then you aren't pressing an advantage even if you win neutral by a ratio of 99:1. Another way to think about it is that you can't press an advantage if you aren't in the advantaged state.Sorry to rain on the parade of anti-Diddy tactics, but I think Link is a fairly poor choice against Diddy. It's doable from the Link side, but Diddy is just too mobile for Link, and Diddy's aerials are just too big.
You mentioned d-air, but I think that d-air is a really poor option vs. Diddy. The Diddy can just wait and punish you for using such a laggy move, and if you use it to bounce off his shield you're getting f-smashed or f-aired or b-aired. You're much better off using fastfall n-air to interrupt Diddy's combos.
He has footsies that work against Diddy's footsies, but so do most of the cast. The problem for most is that Diddy gets more reward out of landing a hit in footsies than they do, and Link is no different in this regard. The reward that Link gets for landing a jab on Diddy is trivial compared to the reward that Diddy gets for landing a banana -> grab -> f-air string.
Link has decent options against Monkey Flip, but most of them are predictive, outside of spotdodging: you have to see the Monkey Flip coming and hit up-smash or up-tilt (you shouldn't roll if you don't know that it's coming; that's a fairly mediocre option compared to spotdodge, which also lets you attack Diddy during the endlag of the move). Spin is way too slow to perform on reaction, unless Diddy misses his side-b (but crawldashing should get him out of harm's way).
On the flipside, Link lacks one of the most useful qualities vs. Diddy: a good grab. The best way to not get grabbed (outside of the Ice Climbers MU) is to grab first. But Link has a really hard time grabbing first because if he relies too much on grabs he leaves himself wide open (this is why tether grab characters have historically struggled vs. high-reward characters like Diddy). His grab is very laggy.
Link is also very tall, and he falls pretty fast, both traits that you don't want against Diddy's aerial game. I think he's one of the easier characters for Diddy to harass with throw combos and f-airs. Link's tether recovery is pretty good against Diddy's edgeguarding, though, that much is true.
If you want a slow sword character with a projectile and a bad grab who does decently against Diddy, Robin is a safe bet--but I think that Robin loses also. Probably by a little less than Link because Diddy has a hard time dealing with Levin aerials like f-air and up-air.
Having said that, I do want Links to try to beat Diddys and advance the Link metagame, but it's not as good as done yet: more developments need to occur before it can even *seem* like it's in Link's favor.
while you right about the comparison part, i do prefer captain falcon just slightly more than sonic, but they're both really good.C. Falcon's probably biggest weakness is how vulnerable he is once he's in a bad spot, especially when trying to land. He doesn't have good answers against juggles, he is easy to string at early % because of his fall speed and size and his recovery is poor.
Since you mentioned you also main Sonic, you could compare them both: two strong rushdown characters that rely on their speed for approaches and mixups, difference being that Sonic can easily reset a situation that's not in his favor, whereas Falcon has to commit more.
Stage selection tends to be a double-edged sword in most matchups. Link on Battlefield can also land more safely using the platforms, and Diddy has a harder time resetting on smaller stages where Link's low mobility doesn't matter as much in terms of following up (but his up-smash and up-tilt I believe can be used to hit through the lower two platforms).You guys should really specify the stage when discussing the Diddy vs Link matchup, or Diddy vs any character for that matter. Diddy on Battlefield (and probably Lylat) is noticeable more dangerous in the neutral where he can use the platforms to abuse of his good aerials and air mobility. Smaller stage size also benefits his banana - dash grab game (harder to position against it).
I don't think that Falcon is top 10 or even close, really.i've started playing captain falcon recently, and i think just like pikachu, he's defintly a top 10 material character IMO. He deals massive damage, has great mix-ups, gets in your face really fast, lots of guaranteed combos from Dthrow, Nair, Dair, Uair, and even Bair if on platform stages like battlefield (Most of them, except Dthrow, combo into themselves), and improved edgeguarding and kill power (could be wrong on the "kill power" part, but i hadn't played brawl in years).
he feels really satisfying in smash 4. He's one of my three mains in smash 4, the other two being bowser and sonic. IMO, he's one of the only few where his offensive playstyle is very rewarding if played right. My biggest problem with him is that outside of campers giving him a hard time, his OOS options are lackluster. they're not bad, but not good compared to other characters.
Gee, that last line sounds like Luigi (minus the outcamping part).Dr. Mario IMO has it better.
His neutral is genuinely a lot scarier, VI being gone means his sketchy strings are a bit more reliable (espec. after D-Throw) meaning that once he gets in he racks up damage better due to shorter combos and strings that result in naturally more damage. The difficulty is GETTING IN if you can't outcamp the opponent with Doc but once that happens he has it pretty good I wager.
Sorry. I just wish A2Z wouldn't get so ****sy when people tryI know you didn't say anything, I was just stating what I thought to be....relevant to that discussion since Doc was brought up when it came to DI changes.
In general he is quick, but his main combo move, Utilt, can usually be Nair'd out of or people can jump out. If it had a bit less lag, it'd be more reliable but not broken because the move does 5% ( ; _ ; )One question I have, @ A2ZOMG , is how Mario's frame data is bad. You mentioned it was a few pages back, but from what I can tell his moves have generally quick startup and endlag. Obviously it's not a huge game-changer given his poor range and damage output but frame data doesn't appear to be one of his weaknesses. I'm no Mario expert and I'm certainly not experienced at analyzing frame data, so if you could elaborate on that point I would appreciate it.
There is not many zss's who are placing in tournaments which I think is because she hard to use at a high level. I know I guy in Japan is doing well, I have yet to see Salem play, haven't seen dakpo in a tournament in a while and I heard delux just placed 3rd in a tournament yesterday. Officer Jenny looked pretty good. Well there's more people than I thought.How is ZSS doing? Didn't she get buffed in the patch. I never really see her being used.
Is Greninja bad now? It isn't being used much either.
You are putting words in my mouth.. Mario's frame data is one of his strong points.One question I have, @ A2ZOMG , is how Mario's frame data is bad. You mentioned it was a few pages back, but from what I can tell his moves have generally quick startup and endlag. Obviously it's not a huge game-changer given his poor range and damage output but frame data doesn't appear to be one of his weaknesses. I'm no Mario expert and I'm certainly not experienced at analyzing frame data, so if you could elaborate on that point I would appreciate it.
Y'know, I don't think you have any idea how much I've forwarded his meta.Sorry. I just wish A2Z wouldn't get so ****sy when people try
to highlight things Mario can do. I understand he really likes
the character and wants to do well with him, but he won't do
better if he discourages people the way he does.
Let players try and mess things up with him and come up with
new strategies, is all I'm saying.
I also feel as if he's leaning too much on the possibility
of patch buffs for Mario. We'd all love that, but until then
everyone has to work with what they've got.