Hmm, even against dash/aerial approaches? It feels like the grab box lingers even after you move and saw people teleport to my hands sometimes. Everyone seems to have an option that's similar to a boost pivot grab, too.
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ZSS has a good grab game. She grabs you and gets a nearly free move on you at like all percents, and coming from ZSS, that isn't a joke when that either leads to a low% juggle or a KO. It's also easier for ZSS to pressure people into grabs when her midrange game is one of the strongest in the game.Link's grab isn't even that bad by itself anymore. It's the lack of follow-ups on throws that makes his grab game pretty poor overall - there's little reward to gain for the amount of risk you take. Though I feel like a weak grab game might not even be that much of a downside in this game. Most characters either have a tether grab [typically with little combo potential] or abysmal grab range. You'd think that Sheik can do all kinds of silly stuff from a dthrow but try getting that grab in the first place! It's a lot harder to do than it used to be even against poor players, let alone against somebody who knows his footsies. This partly explains why on the one hand shield is still an amazingly powerful option in this game [the other being the fact that shields refresh really fast in smash 4] and why on the other hand Yoshi is so good in this game - because his actually good grab game allows him to deal with shields a lot better than virtually all other characters do.
Sonic is stupid good now, bro. Definitely a contender for top 5 imo.
His down air is rather incredible. It puts perfect shield pressure on opponents and you can just keep on abusing it. A downside to it was that it had a lot of ending lag if you missed. However, all that ending lag can be taken right away just by cancelling it into an instant shadow sneak, basically removing any sort of lag that move had and making it unpunishable.I really think Greninja has the potential to be a high tier character.
Pros:
-He's a very quick character with surprisingly low cooldowns (or lag) on his attacks given their range and strength, which leaves little openings to be punished.
-Also great at punishing opponents himself as he's very quick on the ground.
-Has great juggle opportunities with some or most moves, namely Uair, Utilt, Usmash, Nair, Bair, and etc.
-He has a great projectile, Water Shuriken, which travel horizontally making it great for Final Destination given there are no platforms to traverse over them.
-Counter is rewarding to land at high percentages as a kill move.
-Up Special is very good at Edge Guarding.
Cons:
-Lacks kill potential against smart opponents. Requires a good read or punish on the opponent.
-Side Special is very predictable given the blatant shadow moving across the ground.
-Up Special isn't an effective edge guard against all characters, and is match-up dependent.
-Grab seems to have some starting lag sometimes, I'm not quite sure what causes this.
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How'd I do? Anyone want to correct me, or think I may have missed something? Let me know.
True, Dair is hard to catch out, but it's best to roll away from it and punish. I think it's an in-between, something you have to use correctly, and if not, will get you punished hard.His down air is rather incredible. It puts perfect shield pressure on opponents and you can just keep on abusing it. A downside to it was that it had a lot of ending lag if you missed. However, all that ending lag can be taken right away just by cancelling it into an instant shadow sneak, basically removing any sort of lag that move had and making it unpunishable.
Try it, go into training mode and jump into the air with Greninja and do down air and hit the ground with it, then just mash forward b and he'll instantly do his shadow sneak without even finishing the landing lag from D-air. Don't even charge the shadow sneak just press forward b once. It cancels the animation and its almost like a counter. It's pretty stupidly good.True, Dair is hard to catch out, but it's best to roll away from it and punish. I think it's an in-between.
Also, what? You can cancel Dair lag into Shadow Sneak?
That's a pretty clutch mixup, does it work for his other aerial attacks? (Probably would be more useful on Dair because his other aerials are relatively lagless)Try it, go into training mode and jump into the air with Greninja and do down air and hit the ground with it, then just mash forward b and he'll instantly do his shadow sneak without even finishing the landing lag from D-air. Don't even charge the shadow sneak just press forward b once. It cancels the animation and its almost like a counter. It's pretty stupidly good.
Pretty much yeah, see the thing is about his shadow sneak is that he can charge it up during his landing lag for some reason and if you let go of shadow sneak and release it, he can attack before he should normally even be done with his landing lag. It makes the opponent think twice before trying to punish his landing.That's a pretty clutch mixup, does it work for his other aerial attacks? (Probably would be more useful on Dair because his other aerials are relatively lagless)
- The counter part..... In my opinion, Greninja's counter is not that good. The active frames for the counter don't seem to last very long and they go away quite fast, and even if someone does activate it, it's not hard to just shield his kick as soon as he teleports. It does possess good power and can be used in the air for opponents below you (the place I definitely don't wanna be in this game) so you can teleport back to ground, and is a bit more powerful in midair than on the ground. I think this move can be occasionally useful, but overall, I think it's too situational to be of consistent use. I think its mostly useful if you are certain your opponent has never seen the move before and/or doesn't know as a character very well, and even then don't expect it to work very many times. In my opinion, Greninja's counter is sh*t compared to that of Marth/Lucina/Ike.I really think Greninja has the potential to be a high tier character.
Pros:
-He's a very quick character with surprisingly low cooldowns (or lag) on his attacks given their range and strength, which leaves little openings to be punished.
-Also great at punishing opponents himself as he's very quick on the ground.
-Has great juggle opportunities with some or most moves, namely Uair, Utilt, Usmash, Nair, Bair, and etc.
-He has a great projectile, Water Shuriken, which travels horizontally which gives an advantage on flat stages like Final Destination.
-Counter is rewarding to land at high percentages as a kill move.
-Up Special is very good at Edge Guarding.
Cons:
-Lacks kill potential. Requires a good read or punish on the opponent. (Against smart opponents, anyways)
-Side Special is very predictable given the blatant shadow moving across the ground.
-Up Special isn't an effective edge guard against all characters, and is match-up dependent. (Little Mac gets utterly destroyed by this)
-Grab seems to have some starting lag sometimes, I'm not quite sure what causes this.
Other:
-Side Special can cancel aerial landing lag.
Summary:
Greninja is a high pressure and punish-heavy character capable of juggling opponents if punished properly. Has a great edge guarding game with his Up Special, but is not effective against all characters making it matchup dependent. Smash attacks have good range on his smash attacks, especially Up Smash which has godlike priority, but lacks kill potential and requires a good read or punish to land them, you have to mix it up.
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How'd I do? Anyone want to correct me, or think I may have missed something? Let me know.
This is what I was afraid of, I was waiting for someone to correct me, thank you. I don't even use his counter, so I couldn't say so myself whether it was truly punishable or not.- The counter part..... In my opinion, Greninja's counter is not that good. The active frames for the counter don't seem to last very long and they go away quite fast, and even if someone does activate it, it's not hard to just shield his kick as soon as he teleports.
Yep! I don't know why I didn't put this down as a pro, but it is true you can't see the shadow on 2D stages like those.Shadow Sneak is a lot more useful on stages like Pictochat, Pac-Maze, or anything where characters have no Shadows. Regular versions are tourney-banned, but you could still use their Omega forms, right? In these places, your enemies will have no way of knowing when you're even charging Shadow Sneak (unless they can see you move your fingers in real life doing the input ). That's something I'd mention if I were you, something pretty nice to know.
I don't really use his Shadow Sneak to recover, something I need to try out. Neither do I use Wall Jump, I'm not sure how to use that properly.Speaking of recovery, you didn't mention how awesome his recovery is.... Hydro Pump, Shadow Sneak, the and the Ability to Wall Jump.
I didn't really want to overload the pro/cons and keep the sentences short, but this is true, maybe I should find a way to put them in.Has a good amount of pokes like D-tilt, which can setup a grab or Ftilt at low percents, or Fair for kills at high percent. I also like to poke with F-tilt a bit, even though it's slightly slow in startup and cooldown.
That's essentially what I meant said about his juggle game, and I named all of those. (Except for Fair which, I know has kill potential btw)Don't forget to mention his amazing air game and aerials; namely his Uair, Fair, Dair (kinda dangerous though), and best of all: his Bair.
Thanks for the feedback!Other than the few things ya missed, I'd say you've made a good insight.
I'd swear his Up+b will just break some matchups into ugly territory. That push is awfully powerful and a lot easier to use than the fludd.People are vastely overrating Bowser.
On the flipside, I feel as though people are underestimating Greninja. It's a great character if you want to disrupt or pressure your opponent. Water Shuriken is one of my favorite moves because of it.
She has one of the worst dashdances in the game. Her foxtrot is extremely hard to cancel out of. She's incredibly easy to KO (I can score a knee finish to the blastzone just about 90 percent of the time if I grab her at the 65-75 percent range). She's great and has very reliable KO combos that work at a HUGE variety of percentages, but she's not broken at all. Not even the best character.I've been messing around with ZSS in training mode. Holy ****. Just from a moveset analysis standpoint, does this character have any weaknesses? She instantly feels a notch above the rest of the cast.
I love how the way you said this re-enforces the general idea we've been having about how much more balanced this game is.but she's not broken at all. Not even the best character.
Very light, and like Brawl, she's sort of easy to zone out if you're playing someone who has a better zoning game than her.I've been messing around with ZSS in training mode. Holy ****. Just from a moveset analysis standpoint, does this character have any weaknesses? She instantly feels a notch above the rest of the cast.
I'm pretty ready to acknowledge ZSS as overall the strongest character for the following reasons:She has one of the worst dashdances in the game. Her foxtrot is extremely hard to cancel out of. She's incredibly easy to KO (I can score a knee finish to the blastzone just about 90 percent of the time if I grab her at the 65-75 percent range). She's great and has very reliable KO combos that work at a HUGE variety of percentages, but she's not broken at all. Not even the best character.
What Macs have you been playin dude?Man, Mac is so overrated, dat ***** loses so many match ups, hes WAY too high risk to be a top character. At very best hes a low high tier, but i personally think hes just a mid tier. Calling it now, this guy is SUPER overrated atm since you fight him WAY different than the average character and not everyone knows the match up yet.
Granted, I haven't looked into boost grabs and other mechanics all that much yet but dash and aerial approaches are two scenarios where I particularly noticed a difference to Brawl where virtually every move out of a Dash would lose to pivot grab. Now it seems to be a bit of a coin toss to me, except that the pivot grab tends to lose more often than not in my experience. It's possible that there are applications for pivot grabs that I'm not aware of but so far I find pivot ftilt / fsmash to be the superior option in situations where I would have used pivot grab in Brawl.Hmm, even against dash/aerial approaches? It feels like the grab box lingers even after you move and saw people teleport to my hands sometimes. Everyone seems to have an option that's similar to a boost pivot grab, too.
Hmmm, I've found it a bit difficult to land a KO move with her on an opponent with smart defenses. The knockback on bair and side B has been noticeably decreased and with uair having generally been nerfed I think the amount of KO options has definitely been reduced. That leaves her new fsmash and upB as main kill moves in my book though the former seems a bit unreliable and the latter is risky. This could potentially put her in a disadvantage against Lucario who seems generally hard to hit with dsmash [her most reliable setup for fsmash] and upB OoS [Lucario is very safe on block and has enough range to not get hit]. I'm sure she's able to keep up with pretty much every opponent but between Rosalina's absurd ground control, Sonic's speed, Lucario being Lucario, Diddy being Diddy, Sheik being Sheik and Fox looking to be around on par with ZSS in most aspects I'd say that pretty much every good character is able to keep up with her as well somehow.I've been messing around with ZSS in training mode. Holy ****. Just from a moveset analysis standpoint, does this character have any weaknesses? She instantly feels a notch above the rest of the cast.
Nah. Now that she has bouncing fish she's not bad at all at avoiding juggles.Sheik does outperform everyone sans Little Mac in neutral, but usually has to edgeguard for KOs, and she's REALLY BAD when she's above you, like almost as bad as Little Mac when being juggled honestly.
I think her weak back-power is her main weakness. A good player will take advantage of ZSS's mostly forward-hitting hitboxes and roll behind her smashes to get hits in. As far as I know, her up-smash is her only smash that has backwards coverage.I've been messing around with ZSS in training mode. Holy ****. Just from a moveset analysis standpoint, does this character have any weaknesses? She instantly feels a notch above the rest of the cast.
Bowser was massively overrated. Funny enough the same thing happenedi n Brawl. "omg Bowsers stronger then melee". The Koopa has been on an upward trend but he still isnt top. Tonsof faster characters with better range who can punish him on a number of moves if they dont outrange it. Then there are the counter users, Shulks instant counter having huge kill potential on Bowser and might be killing sub 40% oncharged off of f-smash,d-air, d-smash, and doing tons of damage/knockback otherwise. Kinda eh when numerous options you have can mean insta-death.From what I've put together after continuous play, Bowser, Sheik, and Rosalina are top tier canidates. But a good Little Mac beats ANYONE one vs. one on omega stages.
It's an improvement overall, however it's still not perfect. Though you can tell the devs spent more time making sure everyone has positive qualities going for them, even resorting to drastic overhauls.Is it just me, or does most of the cast feel very balanced?