NotLiquid
Smash Lord
- Joined
- Jul 14, 2014
- Messages
- 1,347
Izaw makes a distinction between believing that while he largely thinks of the character as just bad/low tier, he finds the character's theoretical MU spread is the worst in the game, making a potentially legitimate argument for the worst. He also clarifies that "this is Ultimate, so being bad doesn't mean he can't win tournaments or tourney games".
On the surface, there's some decent arguments made in the video. I'm summarizing only a few of them so I recommend giving the video a watch. The big focus is obviously on the neutral game, which he describes as "non-existent", and the worst in the game. Steve's hitbox data is such that he can get outspaced by even short-ranged characters such as Mario, and whenever he does get spaced, Steve's best options at punishing are attacks like Dash Attack or a grab which don't really lead to any of his best options. Steve plays such a zero-sum game when it comes to mining that he doesn't really "win" neutral even when he starts to camp or have some semblance of stage control; in some cases even putting himself in disadvantage to recover lost resources, or gain buffs that largely don't make a large dent in his output. There's some actual counterplay points brought up against the Minecart shield trap, as well as DTilt (ESAM on stream a while ago claimed this move was one of the best in the game since it's plus on block, despite the fact that you can just jump out of it on shieldstun), and there's some arguments thrown against up Smash's potency as far as anti-airs is concerned (you can attack through its hitbox or fast-fall neutral air dodge for a hard punish).
Disadvantage is also brought up as a big weakness; Elytra having a hitbox at startup means he's susceptible to characters who edgeguard with off-stage counters, Anvil is decent but being a projectile means a lot of characters will be able to beat it out, Steve's weight being below average is also a pretty bad thing for his archetype, he lacks good ledge get-up options, and using blocks to break landings is a double edged sword that can easily backfire for him.
His advantage state is where Steve works at his best, but Izaw argues that his combo game is susceptible to proper SDI due to the specificity of his combo routes. His combo game isn't particularly flexible since as far as we know he can only really initiate combos from close-range. His corner pressure is also not great due to his mobility strats, meaning characters can just go over him pretty safely to reset into neutral.
It's certainly not a badly reasoned video. I think the sticking point really comes down to whether you value the logic of "at top level, what difference does it make that Steve has crazy good combo damage if he's not allowed to play neutral", or if you largely feel that even having devastating damage routes such as that means he can't be lower than mid-tier. The real salient point Izaw brings up is that Steve is inconsistent, which is not a good thing at top level play.
On the surface, there's some decent arguments made in the video. I'm summarizing only a few of them so I recommend giving the video a watch. The big focus is obviously on the neutral game, which he describes as "non-existent", and the worst in the game. Steve's hitbox data is such that he can get outspaced by even short-ranged characters such as Mario, and whenever he does get spaced, Steve's best options at punishing are attacks like Dash Attack or a grab which don't really lead to any of his best options. Steve plays such a zero-sum game when it comes to mining that he doesn't really "win" neutral even when he starts to camp or have some semblance of stage control; in some cases even putting himself in disadvantage to recover lost resources, or gain buffs that largely don't make a large dent in his output. There's some actual counterplay points brought up against the Minecart shield trap, as well as DTilt (ESAM on stream a while ago claimed this move was one of the best in the game since it's plus on block, despite the fact that you can just jump out of it on shieldstun), and there's some arguments thrown against up Smash's potency as far as anti-airs is concerned (you can attack through its hitbox or fast-fall neutral air dodge for a hard punish).
Disadvantage is also brought up as a big weakness; Elytra having a hitbox at startup means he's susceptible to characters who edgeguard with off-stage counters, Anvil is decent but being a projectile means a lot of characters will be able to beat it out, Steve's weight being below average is also a pretty bad thing for his archetype, he lacks good ledge get-up options, and using blocks to break landings is a double edged sword that can easily backfire for him.
His advantage state is where Steve works at his best, but Izaw argues that his combo game is susceptible to proper SDI due to the specificity of his combo routes. His combo game isn't particularly flexible since as far as we know he can only really initiate combos from close-range. His corner pressure is also not great due to his mobility strats, meaning characters can just go over him pretty safely to reset into neutral.
It's certainly not a badly reasoned video. I think the sticking point really comes down to whether you value the logic of "at top level, what difference does it make that Steve has crazy good combo damage if he's not allowed to play neutral", or if you largely feel that even having devastating damage routes such as that means he can't be lower than mid-tier. The real salient point Izaw brings up is that Steve is inconsistent, which is not a good thing at top level play.
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