Myollnir
Smash Ace
are going to need more than bugfixes to be playable.
As a main myself, I find AI and belay glitches less frustrating than simply not being able to play the game against a good 60% of the cast.
Arguably the worst mobility in the game when combining every trait, outranged by (but with disjoints) on most attacks, pretty bad frame data, a projectile that can't be used in the neutral most of the time which means they are forced to approach, and I don't need to explain how they don't stand a chance with the aformentioned flaws (shall I mention that they have the worst dash attack in the game and one of the worst dash grabs, leaving them with no burst options?).
There is no fast, non-committal desync that can be used in the neutral (technically, there is, but it's too hard to do to be implemented in one's gameplay), so there's no way to quickly have Bliz + Ice Shot combo to instantly reflect back the icicle, which leaves them with 0 options against projectile characters (they have numerous -2 match-ups and even a couple -3 match-ups , which is insanely rare in Ultimate).
They will get almost every opening with Squall Hammer, which is really good but lacks range and will lose to everything ( jabs can even beat it when timed right), AND Popo gets sent to freefall if you're not on the ground when it gets interrupted.
It deals a good amount of damage but does not combo unless you DI poorly.
You can desync during the endlag (this is a 6F window, which is twice as big as most desyncs, making it very consistent). Combined with the low endlag of the move, you can get easy Nana Blizzards while Popo shields after SideB against clueless opponents. Good opponents will challenge the SideB or respect the low endlag and reset to neutral (which is advantageous for 90% of the cast).
SH landing N-air / B-air can start a great combo at low %, (not going to explain it here because I don't think anyone cares but you can die at 0% from getting hit by a landing N-air at a certain distance from the ledge, or take 60-70% otherwise) but good luck hitting that with the low range and disastrous aerial mobility.
Their last option in the neutral, and the best one, is to simply shield... They don't have any fast OoS option that would justify shielding that much, but they simply don't have the choice. Some characters have laggy throw animations so they can't grab you without getting punished, others will instant throw whichever climber they grabbed and murder Nana for free (usually characters with a tether). Some characters, you have to learn to parry the throw hitbox because it's too big.
If you hit their shield, they can start a desync, which is probably the most used desync, as it can lead to Nana using SideB by herself, which will beat most of the options they can chose after hitting a shield.
SH SideB OoS comes out frame 13 and is good to punish laggy stuff with pushback or retreating, rising aerials.
There are a lot of good stuff to do with this character, unfortunately they have probably the worst neutral in the game, only being able to keep up with the likes of in the neutral. That, plus they get murdered in disadvantage + the fact that it's probably the character that dies the earliest in the game with (it's VERY common to lose stocks at 30-50%, and losing Nana means the opponent should auto-win the stock, as SoPo can really only get a kill, but not rack up damage).
I will however mention that they are pretty good at getting out of the ledge (they have multiple desyncs when getting off the ledge immediatly, plus ledgejump SideB which is a very good option). SideB also carries when they have to land, making it not as awful as it should be for a character with this mobility. It's really a great move, they are just forced to overuse it in situations where it doesn't really shine, simply because it's their only option.
My opinion of them keep being worse and worse, I currently think only are worse characters than .
Match-up inexperience definitely helps (especially people running into the inevitable blizzard desync that comes out after SideB, as well as not knowing how to use their throws against the character, leading to punishes on successful grabs), but most characters can shut them down very easily without having to think much, projectiles are almost an instant win and disjoints are a pain to deal with, meaning you can't really abuse inexperience as the way to play against them is very easy if you're playing one of the many characters with a winning match-up against them.
They are by far the hardest character in the game, both to be effective with and to fully master, and there is currently no incentive to play them, I wouldn't recommand them to anyone. There are match-ups where you can legitimately lose to any player, regardless of skill difference.
As a main myself, I find AI and belay glitches less frustrating than simply not being able to play the game against a good 60% of the cast.
Arguably the worst mobility in the game when combining every trait, outranged by (but with disjoints) on most attacks, pretty bad frame data, a projectile that can't be used in the neutral most of the time which means they are forced to approach, and I don't need to explain how they don't stand a chance with the aformentioned flaws (shall I mention that they have the worst dash attack in the game and one of the worst dash grabs, leaving them with no burst options?).
There is no fast, non-committal desync that can be used in the neutral (technically, there is, but it's too hard to do to be implemented in one's gameplay), so there's no way to quickly have Bliz + Ice Shot combo to instantly reflect back the icicle, which leaves them with 0 options against projectile characters (they have numerous -2 match-ups and even a couple -3 match-ups , which is insanely rare in Ultimate).
They will get almost every opening with Squall Hammer, which is really good but lacks range and will lose to everything ( jabs can even beat it when timed right), AND Popo gets sent to freefall if you're not on the ground when it gets interrupted.
It deals a good amount of damage but does not combo unless you DI poorly.
You can desync during the endlag (this is a 6F window, which is twice as big as most desyncs, making it very consistent). Combined with the low endlag of the move, you can get easy Nana Blizzards while Popo shields after SideB against clueless opponents. Good opponents will challenge the SideB or respect the low endlag and reset to neutral (which is advantageous for 90% of the cast).
SH landing N-air / B-air can start a great combo at low %, (not going to explain it here because I don't think anyone cares but you can die at 0% from getting hit by a landing N-air at a certain distance from the ledge, or take 60-70% otherwise) but good luck hitting that with the low range and disastrous aerial mobility.
Their last option in the neutral, and the best one, is to simply shield... They don't have any fast OoS option that would justify shielding that much, but they simply don't have the choice. Some characters have laggy throw animations so they can't grab you without getting punished, others will instant throw whichever climber they grabbed and murder Nana for free (usually characters with a tether). Some characters, you have to learn to parry the throw hitbox because it's too big.
If you hit their shield, they can start a desync, which is probably the most used desync, as it can lead to Nana using SideB by herself, which will beat most of the options they can chose after hitting a shield.
SH SideB OoS comes out frame 13 and is good to punish laggy stuff with pushback or retreating, rising aerials.
There are a lot of good stuff to do with this character, unfortunately they have probably the worst neutral in the game, only being able to keep up with the likes of in the neutral. That, plus they get murdered in disadvantage + the fact that it's probably the character that dies the earliest in the game with (it's VERY common to lose stocks at 30-50%, and losing Nana means the opponent should auto-win the stock, as SoPo can really only get a kill, but not rack up damage).
I will however mention that they are pretty good at getting out of the ledge (they have multiple desyncs when getting off the ledge immediatly, plus ledgejump SideB which is a very good option). SideB also carries when they have to land, making it not as awful as it should be for a character with this mobility. It's really a great move, they are just forced to overuse it in situations where it doesn't really shine, simply because it's their only option.
My opinion of them keep being worse and worse, I currently think only are worse characters than .
Match-up inexperience definitely helps (especially people running into the inevitable blizzard desync that comes out after SideB, as well as not knowing how to use their throws against the character, leading to punishes on successful grabs), but most characters can shut them down very easily without having to think much, projectiles are almost an instant win and disjoints are a pain to deal with, meaning you can't really abuse inexperience as the way to play against them is very easy if you're playing one of the many characters with a winning match-up against them.
They are by far the hardest character in the game, both to be effective with and to fully master, and there is currently no incentive to play them, I wouldn't recommand them to anyone. There are match-ups where you can legitimately lose to any player, regardless of skill difference.
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