MaxThunder
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@Drike: assuming the rest doesn't kill you, at least...
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Who is New York's best Zard?Believe me. I've tried the MU several times with NY's best Zard. It's actually not as terrible as my above ranting just made it sound, but I don't think it's even close to being one of Zard's worst MUs.
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Such turd.John12346 without a doubt in my mind.
yeah, i don't think so either... it might just be because M2 is really wierd though... and he's damn good at not letting you get back to the ground... that Uair and Utilt are stronk!!Mewtwo isn't fun too go against.
Yea, its just annoying have to predict at any second where he will go with the up b.yeah, i don't think so either... it might just be because M2 is really wierd though... and he's damn good at not letting you get back to the ground... that Uair and Utilt are stronk!!
Who's worst MU isn't Link? lolSame time, Zard doesn't get wrecked by her.
By far, his Worst MU is probably Link.... and maybe now Samus as well since she presents similar issues?
I find Ness to extremely easy as Zard. Now what do you guys think of the Zelda v Zard, or the Marth v Zard MUs?Lolz, why is Ness marked red for difficult? Ness isn't that difficult at all. Just avoid being in a position where you can be PKF'd. If you see Ness jump, dash under him. It's virtually a blind spot of his. If he's in front of you, jump. Ness can't really do much to Zard. If you're honestly scared of what he can do, just platform camp for a while. Ness can't really beat out anything Zard does; he's simply completely outprioritized. Once he's offstage it's a done deal. Nair destroys 100% of Ness' recovery options. This is simply a MU where you have to be confident in what both chars can do. You can't be scared and shield too much because then you will eat the PKF. Also, Ness can't get down from the air, so go wild with the juggling.
With Zelda: Zard doesn't have to just worry about traps, as I have to remind people when dealing with Zelda. They also have to worry about Teledashing. Telebased Zelda's like myself are hard to deal with on the right stages. FD is a horrible stage for teledashing so Zard should opt for stages that hurt that part of her game. Also, Zard recovering high and coming down with nair? Bad idea, all Zelda has to do is SHFFLed Uair. With edgeguarding Zelda you should be worried about a technique called Diamond Diving, but I won't talk about that until I can have some lab time with it.Zelda vs Zard is slightly in Zard's favor. Marth vs Zard is slightly in Marth's favor. I've beaten M@V's Zelda in tournament, and both John12346 and myself have beaten The Moon's Marth in tournament (John's done it twice and he 4-stocked him once), on top of the fact that I play and team with a good Zelda very often and I often play Marth against John, so I think I have a pretty good handle of those MUs. John12346 has also beaten Emukiller's Marth.
vs Zelda - Zard is a big target, so he's easy to kick, and those kicks really cut down on his survivability. Luckily, Zelda is also very floaty, so after a few usmash juggles, she's also easy to kill with uthrow (or more usmashes). Zard's DD and tilts let Zelda out-zone Zelda, but if he tries to directly clash with Zelda's tilts and smashes, he will lose. Also, the Din's traps can severely hamper Zard's DD and tilt game, so it is vital that Zard stay close to Zelda to prevent them from coming out. Recovering is a pain because of Din's, but he can just go high and nair on the way down. Edgeguarding Zelda is also a pain if she has time to lay down Din's, but if she tries to teleport too close to the stage, Zard can just rush out and hit her out of the start-up. At the end of the day, what gives Zard the edge is that his DD game beats out Zelda's defensive game as long as there are no traps out and she's too easy to juggle and kill with uthrow and usmash.
How I think it should be played: Do not give Zelda a chance to lay down traps. If you're at a distance where you suspect she might think she's safe, start dashing in. If you see the Din's start up, DA her. If traps do get laid down, take a quick moment to jab or tilt them away if you have space. You don't want your space to be hampered so you can DD. If you have no space, then back off and start nairing. Once you get her in the air, do not let her back down. Zelda should not be allowed to approach you unless she already has Din's Fires up.
vs Marth - Zard is a big target (I said that before), so he's easy to combo, and those tippers really cut down on his survivability (seems familiar
). What gets Marth here is how insanely easy he is to juggle. Once he enters the air, he needs a good Counter or dair read to get back down. Zard's nair will even catch his spot-dodge. If he's offstage, he's dead unless he recovers high. Marth can't sweetspot against Zard's nair or his flamethrower. So then why do I think Marth wins? Marth's on-stage game more than makes up for his ability to be juggled and his offstage game. That sword is really hard for Zard to get past. Double fair from Marth is practically a wall. Also, Zard can find himself being juggled, which is not something that generally happens to Zard. Marth's uair/utilt mix-up can keep Zard in the air for a long time and it beats out or trades with nair. Also, if Marth catches Zard not DIing fthrow well, tipper fsmash will cut his life short below 100% on most stages, which is devastating for such a heavyweight, and I've even seen Emukiller land fthrow > dair spike off bad DI. At the beginning of every stock, if Zard is grabbed, it's a free CG to the edge of the stage into a fsmash (which will be tippered if the DI is right) or a spike (bad DI).
Edit: Also, Marth can edgeguard Zard pretty hard. Dtilt and fsmash catch every low recovery, outside of sweetspotted upB, and fsmash also beats out Zard's glair. Zard's best bet is usually to go high, but he can be juggled on the way down, and if he's sent back off without a glide, it's curtains for him.
On stages like FD of course it's easy to predict. But when you're on Battlefield, FoD, YS, if the Zelda uses teledashing to herd you into traps, it's amazing. You need to see a Telebased Zelda. Sadly you'd have to fight one in person because lag messes me up.Meh, I don't actually mind 'teledashing' that much. The move has too much start-up, and if I see it coming out at a distance from which I can't punish, I just nair or dsmash in place (sometimes I fsmash if I'm ballsy) because if Zelda comes anywhere near me, she's gonna get hit during her waveland lag. I treat Mewtwo somewhat similarly if I can predict his teleports but Mewtwo's teleports are MUCH more annoying and difficult to deal with than Zelda's.
There's a difference between trying to add Teledashes into your game and basing your game around them. Picture Falcon who can teleport. Not to say that Telebased Zelda's are better, they're just different.I've played against Zhime a few times in person, and my friend who plays Zelda is starting to incorporate more teledashes into his play, but perhaps you're right.
Lolz, why is Ness marked red for difficult? Ness isn't that difficult at all. Just avoid being in a position where you can be PKF'd. If you see Ness jump, dash under him. It's virtually a blind spot of his. If he's in front of you, jump. Ness can't really do much to Zard. If you're honestly scared of what he can do, just platform camp for a while. Ness can't really beat out anything Zard does; he's simply completely outprioritized. Once he's offstage it's a done deal. Nair destroys 100% of Ness' recovery options. This is simply a MU where you have to be confident in what both chars can do. You can't be scared and shield too much because then you will eat the PKF. Also, Ness can't get down from the air, so go wild with the juggling.
Indeed, a friend of mine is a ZSS main and the only way to take it out with my Zard is to grab as often as possible and work my way to take stocks by punishing.At first I thought Zard vs zss Was Undoable . However a nice thing about charizard in this MU is his grab game is kinda frustrating for zss. Mostly if you can navigate around jab shenanagans and misplaced side B's you can find yourself getting a lot of good throws and techchaces in off of miss-reads. It's a patient game of looking for a solid opening and capitalizing hard. Staying really close to her seems very effective as well
Best NY Zard (and probably best American Zard) is definitely John Numbers. He's actually taken a set off Rolex, which I think is more than can be said of any Zard out there. Nobody knows 'cause he doesn't travel.Also point of order: best ny zard is probably mask. Just sayin
I feel that with "Love Jump" and the hitbox on UpB coming out before her hurtbox gives her enough to battle against Char. One jab leads to trouble for 100% of the cast IMO so saying one jab for her doesn't say much. The point to the traps with nair were the fact that they have hitlag when you hit them with nair, leaving you vulnerable. I've caught Zards many of times trying to take out fire just to get combo'd in the process. Zard's lack of offense out of shield vs Zelda is palpable too.Zelda is not that bad, IMO. Definitely not worst MU material. Once she's sent into the air, she can't get back down without drifting offstage or getting a lucky teleport read back to the ground. One jab is all it takes to make her life miserable. Large stages are not a problem. Just stay moderately close to Zelda. Even if traps do get put down around you, Zard's nair easily goes through and wipes out any traps around him without much risk.
Best NY Zard (and probably best American Zard) is definitely John Numbers. He's actually taken a set off Rolex, which I think is more than can be said of any Zard out there. Nobody knows 'cause he doesn't travel.![]()
That's a bold claim to make. It's not unheard of for people to come from nowhere and beat "world-class" players.For upB, you can be hit out of it since the start-up hitbox does not come out on frame one and the hurtbox lingers long after the hitbox leaves but before Zelda gets to actually become invincible. I'm not saying Zelda's teledash is bad, but the move does have its weaknesses. One jab does hurt everyone, but anything that launches Zelda into the air especially hurts her because she can't get back down. She's way too floaty and dies too early off the top. I don't really encounter much hitlag when nairing Din's Fires. That and nair is very disjointed and covers Zard very well if you make sure to RAR and not FF until the final hitbox has ended. Zard's lack of OoS options is indeed a real problem. That's why I try to avoid being stuck in my shield. Zelda's not fast so she can't really punish a roll away. If she's behind Zard, he can nair OoS to punish the lag of anything Zelda does. I get Zelda's strengths in this MU, but I still think Zard has a slight advantage.
This definitely isn't Zard's worst MU. Zard vs Fox is much worse than this.
You don't have to travel to be the best player of a character. Most of the best P:M players are in NY/NJ anyway. There may be "plenty of non-traveling PM players who dominate their character w/o recognition," but I don't think any of them could beat a world-class top player like Rolex. <__<
If Fox NAirs your shield too high, then you can up+B OoS and use the invincibility frames to get through the shine hitbox. It's especially safe when you're below the center of BF or DL, since you'll land on the top platform and have less vulnerability. I'd use it only sparingly though, since it's not as safe as Samus' up+B OoS and Charizard generally gets punished harder than Samus since he's bigger.Also, Zard has practically NO way of getting out of shield if Fox is standing behind him (which is easy to set up via cross-up aerials and DAs) while spacing repeated CC jabs. If Zard rolls, it's a free usmash for Fox.
That is true - Numbers and I have recently been hitting the lab with this one - but it won't work if Fox is already rapid-firing spaced CC jabs. The jabs will beat upB out. At best, they clank, but if a jab connects at mid %'s, you're getting usmashed.If Fox NAirs your shield too high, then you can up+B OoS and use the invincibility frames to get through the shine hitbox. It's especially safe when you're below the center of BF or DL, since you'll land on the top platform and have less vulnerability. I'd use it only sparingly though, since it's not as safe as Samus' up+B OoS and Charizard generally gets punished harder than Samus since he's bigger.
For up+B's OoS, you only need to go through jumpsquat for one frame before going into the up+B animation. If done perfectly, you should be able to go into jumpsquat the frame after shield stun ends and then up+B on the frame afterwards, which has invincibility starting on that frame. IIRC, Charizard's jumpsquat is 5 frames, but you do not need to wait through all 5 frames before you can up+B OoS. If done perfectly, all up+Bs OoS should take the same amount of time (otherwise Bowser, with his 8 (?) frame jump-squat, would have a terrible up+B OoS).Any character can do anything OoS but you have to get through jumpsquat to do it. That's how spacees shine OoS.
Shine comes out faster than jab, so I'm not sure how jabs can beat out a perfect up+B OoS if shines can lose to a perfect up+B OoS. Up+B has invincibility, so when you say that jabs "will beat upB out", that either means that the jab hitbox completely wins over the up+B hitbox (which can't be true since you later say that they'll clank) or you're getting jabbed during the jump-squat, which means that you didn't up+B perfectly OoS unless you're getting hit on the first frame of jump-squat. Could you clarify what you mean by "jabs will beat upB out"?That is true - Numbers and I have recently been hitting the lab with this one - but it won't work if Fox is already rapid-firing spaced CC jabs. The jabs will beat upB out. At best, they clank, but if a jab connects at mid %'s, you're getting usmashed.
Actually, I was replying to JOE's comment regarding downB OoS. I'm perfectly aware of how upB OoS works, but I'm pretty sure that downB's have to go through the entire jumpsquat. Shine OoS is still a fast option simply because it comes out on frame 1 after a 3 frame jumpsquat.For up+B's OoS, you only need to go through jumpsquat for one frame before going into the up+B animation. If done perfectly, you should be able to go into jumpsquat the frame after shield stun ends and then up+B on the frame afterwards, which has invincibility starting on that frame. IIRC, Charizard's jumpsquat is 5 frames, but you do not need to wait through all 5 frames before you can up+B OoS. If done perfectly, all up+Bs OoS should take the same amount of time (otherwise Bowser, with his 8 (?) frame jump-squat, would have a terrible up+B OoS).
This probably stems from the fact that humans aren't perfect, but whenever I personally see Zard try to upB OoS against a jabbing Fox, he gets hit or the moves clank. Also, does the hitbox of Zard's upB overlap perfectly with the invincibility? In any case, Numbers and I have tested this option out a lot more. Fox can always just always just stop jabbing and shield if he anticipates upB OoS, which leads to a heavy punish, and at low %'s, this move isn't even strong enough to be safe on-hit. At mid %'s, if Fox techs quickly, he can still fully punish this. Zard's upB OoS is good, but those are some major flaws.Shine comes out faster than jab, so I'm not sure how jabs can beat out a perfect up+B OoS if shines can lose to a perfect up+B OoS. Up+B has invincibility, so when you say that jabs "will beat upB out", that either means that the jab hitbox completely wins over the up+B hitbox (which can't be true since you later say that they'll clank) or you're getting jabbed during the jump-squat, which means that you didn't up+B perfectly OoS unless you're getting hit on the first frame of jump-squat. Could you clarify what you mean by "jabs will beat upB out"?
Prepare to have the Charizard MU changed!I feel that with "Love Jump" and the hitbox on UpB coming out before her hurtbox gives her enough to battle against Char. One jab leads to trouble for 100% of the cast IMO so saying one jab for her doesn't say much. The point to the traps with nair were the fact that they have hitlag when you hit them with nair, leaving you vulnerable. I've caught Zards many of times trying to take out fire just to get combo'd in the process. Zard's lack of offense out of shield vs Zelda is palpable too.
I would not make the "Best NA Zard" claim on anyone who does not travel, even if they take a set off of Rolex lol. Plenty of non-traveling PM players who dominate their character w/o recognition.