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He never fought against Sharp.Do you know if Gabriel went ROB or Ryu against Sharp?
Awesome, thanks for the detailed reply!He never fought against Sharp.
He beat MkLeo in winner's finals 3-2 with .
In grand finals set 1, Leo beat Gabriel 3-1.
In set 2, Leo beat Gabriel 3-0.
Epic_Gabriel set wins with Ryu came from pools.
I'm not sure if we are really agreeing - I singled out Palu as the common matchup ROB loses that isn't as volatile. A large part of this is that he can't edgeguard Palutena to nearly the degree he can everyone else.I agree with DJ3DS
Palu's generally consider rob as only a +1 mu because of his insane boxing game and extreme advantage state it's not a mu set in stone. Especially the nerf hit the mu hard for palu because her most consistent Killoptions vs rob got gutted. Rob is really heavy so it can take palu quite some time now to ko him if the rob knows what he does which just means he has more time to get into advantage. (also that dair spike that lasts7 frames vs a easy to 2 frame recovery. Yes at some point palu will be forced to recover low)
Not saying it's even or she loses but rob has multiple things going for him that keep it really volatile.
If Palu ends up in a spot where she doesn't have her double jump offstage, the down air spike from ROB is really free since Palu doesn't have much in the way of mixups especially if she has to recover lowI'm not sure if we are really agreeing - I singled out Palu as the common matchup ROB loses that isn't as volatile. A large part of this is that he can't edgeguard Palutena to nearly the degree he can everyone else.
Take your example of Down Air - ROBs down air isn't particularly fast (nor should it be, this isn't a complaint) which means you aren't going to be spiking Palutenas teleport on reaction. When a ROB player does this it is a read, and (whilst safe) a more difficult one given Palutenas ability to mix up timing and/or go for edge cancels.
Compare this to Fox; whose horizontal recovery options are stuffed by Gyro and deleted completely by Arm Rotor, and whose Up B can be spiked on reaction - a good Fox has to mix up their up b timing with weird angles to avoid a good Rob spiking them.
That's not to say ROB can't occasionally blow Palutena up, but it's significantly harder to do to Palutena than to other characters. I think +1 Palu is probably fair; a lot of lower level ROBs (including myself there) would argue that it's worse but we are too prone to shielding and do not whiff punish enough which is incredibly dangerous against Palu with the lack of OOS options we have
Palutena reappears from Up B on Frame 33. Including Jump Squat, ROBs Down Air has 23 frames of startup. That gives you 10 frames to react to Palutena warping and she has some degree of freedom on when to do it. That isn't reactable. Spiking teleport is a read and it isn't free though the duration of ROBs spike does make it a little more lenient than others.If Palu ends up in a spot where she doesn't have her double jump offstage, the down air spike from ROB is really free since Palu doesn't have much in the way of mixups especially if she has to recover low
Kirby's ground speed is actually about average. It is his air speed that is so slow about the character.
- They don't seem to be very fast, it was pretty obvious when was onscreen that they didn't seem to be moving much faster than him.
It was Final Smash meter at very low percents. This is not really an accurate way to tell her weight.
- Kirby's final smash dealt very little knockback to them, so maybe they are a heavyweight? Not too sure on this one but maybe.
The thing is that while Sakurai address that she has issues with opponents jumping, the tools demonstrated in the presentation shows somewhat otherwise, with her frame 8 up smash, her frame 7/8 nair with long reach and disjoint, retreating tilts, and a very long grab range (albeit this tool is most likely going to be used for whiff punishing like SSB4 Link's grab) shows that she does have some ways to deal with opponents jumping.- Sakurai noted that she lacks ways to deal with people jumping, this is a BIG problem since many top tiers have fantastic jump ins and a ton of safe moves while likely being faster than Min-Min. Obviously I think she's going to lose to , , and most notably due to these changes.
The Frame 8 Up-Smash looks promising. But outside of that even having retreating tilts doesn't look too great vs these kinds of characters since most of them can tomahawk and bait out those kinds of options or just use a fullhop then wait for Min-Min to either get A: Stuck in Shield or B: Runaway to attempt to use a runback Tilt then they can just beat out Min Min's grounded spacing and space around her Up-Smash usually. A frame 8ish Neutral-Air isn't actually that great for Air to Airs if she isn't accompanied by any other particularly fast Air to Airs so its a case of running back and outspacing most character's aerials when a lot of the characters I listed below have good failsafe conditions for when their aerial pressure stops working.Kirby's ground speed is actually about average. It is his air speed that is so slow about the character.
It was Final Smash meter at very low percents. This is not really an accurate way to tell her weight.
The thing is that while Sakurai address that she has issues with opponents jumping, the tools demonstrated in the presentation shows somewhat otherwise, with her frame 8 up smash, her frame 7/8 nair with long reach and disjoint, retreating tilts, and a very long grab range (albeit this tool is most likely going to be used for whiff punishing like SSB4 Link's grab) shows that she does have some ways to deal with opponents jumping.
It is far from top class tools to deal with them, but it is shown that she does have some ways to deal with them.
Yeah, I don't seen any of them outside of doing too good here.Also, geez heavies can't catch a break.
Another roadblock for them that nimble characters can get around...
MIN MIN FRAME DATA THAT I COULD TELL
— ESAM (@imESAM) June 22, 2020
Dragon jab 14-24
Dragon Smash 16-28 laser on 38
charged dragon smash - 17-29 laser on 39
Ramram Jab 14-29/30
if already jabbing, 11-25
Ramram Smash 16-33 f8 charge release
megawatt Jab 16-37
Megawatt Smash 18-39 f8 charge release
1/2
The footage is at 60 frames, yes.For those counting frames, was the presentation playing back at 60 frames?
If not, I’d just wait until the character drops before looking at frames.
R.I.PSNIP
heavy mains watching the Min Min reveal pic.twitter.com/hlcjHiFbNv
— Tylor (@theSirToasty) June 22, 2020
Question is how her arms will interact with Gordos. I can imagine that it will be super rought for DD since he's slow in the air, meaning he can't get away from the bending ring arm fast enough and he's super big and Gordos are usually reflected when hit. I assume she will keep him out completely.Looks better then Belmont at first glance, but that statement is true for 95% of the cast so not much said there. Still less reasons to play Belmont...
Will likely suffer horribly vs shotos who get in with aerials and do 60+ in one conversion.
Probably cannot deal with with Samus and other high damage projectiles with arm attacks, but let's see how clanks work out in practice. Up-smash as a reflector is not that useful since it can't be used in the air.
I think actually she may struggle with Banjo, DDD and other characters that can hover at height and rain projectiles downwards. I feel there's a blind angle there just looking at the few interactions we have.
OOS game is fairly bad. Dive kick looks Belmont terrible, but hard to tell.
In all likelihood a counterpick, niche character with some fun stuff and will require considerable skill to get good at. Not a top tier threat, or a threat to most of high tier, but lets see!
Honestly she's not going to struggle vs DDD, in fact it'll be the opposite. The thing is eventhough DDD can jump camp to avoid her blindspots. Since he's so slow in the air she's going to likely spend most of her time doing fadeback tilts and using her ability to maneuver while throwing out moves. Mix this with her being able to consistently circle camp D3 and just Up-Smash OoS spam vs any sort of pressure and we get a pretty bad mu for the penguin. D3 only wins like what? Two matchups? I don't think she makes a good case of being his third or being an even mu either.Looks better then Belmont at first glance, but that statement is true for 95% of the cast so not much said there. Still less reasons to play Belmont...
Will likely suffer horribly vs shotos who get in with aerials and do 60+ in one conversion.
Probably cannot deal with with Samus and other high damage projectiles with arm attacks, but let's see how clanks work out in practice. Up-smash as a reflector is not that useful since it can't be used in the air.
I think actually she may struggle with Banjo, DDD and other characters that can hover at height and rain projectiles downwards. I feel there's a blind angle there just looking at the few interactions we have.
OOS game is fairly bad. Dive kick looks Belmont terrible, but hard to tell.
In all likelihood a counterpick, niche character with some fun stuff and will require considerable skill to get good at. Not a top tier threat, or a threat to most of high tier, but lets see!
Also, geez heavies can't catch a break.
Another roadblock for them that nimble characters can get around...
Well, yeah. She's a long-ranged zoner. Those kinds of characters do well against heavies by default. This isn't anything new.R.I.P
heavy mains watching the Min Min reveal pic.twitter.com/hlcjHiFbNv
— Tylor (@theSirToasty) June 22, 2020
I think Charizard's down special is going to be really, really good in this match up.Hrmm what are the thoughts onvs. min min? I mean by itself ignoring the other pokemon? Being a character that thrives on bait and punish but hates long range combatants and is anchored to the ground I think it's slightly losing.
Speaking of throws, we don’t really know what her throws look like outside of f-throw (I believe), since Sakruai really didn’t showcase them outside of just demonstrating Dragon Arm.I think the possibility of Min Min lacking something like a kill throw or combo throw is entirely secondary to the fact she very much seems like Cloud in this regard.
jab kick frame 4 (minimum of 5 cuz hold?)
— ESAM (@imESAM) June 22, 2020
utilt 5-16
dtilt 10
Dash attack: 7
Usmash: 9-18
Dsmash: 8
grab: 17-23
nair dragon 10-20ish??
nair ramram 8-18
nair megawatt 14-26ish
uair: 7-15
dair 14-15
ground upb? iframe on 10
air upb: hit on 12
tether to ledge starts frame 7
2/3