Hippieslayer
Smash Ace
I wonder if optimizing aegis will involve utilizing their swap more.
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It's either Sonix or Miya, who has beaten Acola in the last two tournaments they've been in.I certainly see a lot of the fruits of Sonix's matchup studying with the analysis above, and it's enough for me to believe Sonix when he makes the argument that he's probably the best player in the world at the Steve matchup.
Sparg0 not being brought up as one of the best, if not the best at the Steve MU is baffling to me, when he dominates acola each time they play and dominated Onin the last time they played.It's either Sonix or Miya, who has beaten Acola in the last two tournaments they've been in.
This brings up, does Steve have any bad MUs? On paper he should but I believe his damage output and kill power are so good that his worst MUs are probably still even.
It's hard to say for sure, but Cloud and Sonic seem like the most likely candidates.This brings up, does Steve have any bad MUs? On paper he should but I believe his damage output and kill power are so good that his worst MUs are probably still even.
Aaron? That's an ESAM video. When in the video does it mention Aaron picking Corrin up?Apparently Aaron thinks really highly of Corrin too (and he's potentially picking her up as a secondary or co-main for Diddy Kong).
I suppose the way I posted it was a bit confusing, hah.Aaron? That's an ESAM video. When in the video does it mention Aaron picking Corrin up?
But what do you actually mean when you say top 25/30? What does that mean to you? Everyone's tier list uses different criteria, so just saying that a character is top 30 doesn't really explain what you're thinking. Am curious how you view characters. Is it solo viability in current meta?and likely top 30 or maybe even top 25 (lately I've been thinking that top 25 sounds more and more plausible).
Marss might as well be practically retired at this point, and not having a player as good as Marss is a big deal. Also there's been a lot of times where ZSS's hitboxes (particularly on her kill moves like Up-B and forward air) do not work properly at all.After watching Shoe win Keep it Chill 5 with I have to ask, why doesn't ZSS get more use? She has all the traits of a top tier: great disadvantage state with flip kick, amazing mobility, great CQC frame data, long reach with whip, and an explosive kill game that can end opponents' stocks early. She probably has good MUs vs common characters like G&W. What's the deal? Does she just get overshadowed by even more explosive characters like Steve?
I am curious about something related to platforms. Is there a specific thing related to changes in Ultimate's mechanics that makes defensive platform usage the seemingly emerging strategy? Seems to me that a lot of the stuff players are utilizing with platforms today could be applied to earlier Smash games too, unless I am missing something?Ultimate balancewise seems fine. It's not the balance that's been the issue for me. It's the way people play now.
Throughout the early metas of Ultimate we talked about how bad it was for Samus to just charge her Charge Shot and hide under a platform instead of "actually playing the game" and how bad it was to just mash with Pokemon Trainer and that you should be reactively spacing in neutral instead, and so many other things similar to that vein of discourse.
As the meta evolves we see more and more that those things that we decried as degenerate and suboptimal? Yeah, those are actually the right way to play the game. Samus can just rely on Charge Shot alone, Steve can just block, Game and Watch can just mash n-air until he gets a hit, etc.
You have to have a keen eye for nuance to appreciate this game the way it's being played right now, and even then it can be tough. Even for me, the game can be challenging to watch at times, since the problems with the ruleset and stage layouts are apparent.
One of the biggest offenders for me is platforms.
In a platform fighter, platforms should enable movement options and aggression. They should let you pressure your opponent or mix them up. In early Ultimate, that was the case, and the top players who dominated were experts at transitioning to and from platforms creatively and also punishing creative platform transitions. Tweek ran a big part of the 2019 Ultimate meta with his platform-based gameplay. Hovering over a platform with a double jump and making it hard to guess whether you were going to land on the platform or drop through it was strong and fun as a core aspect of gameplay.
Today, the meta has evolved to the point where such mixups don't really work any more since everyone has defensive options tuned to handling them. Instead, platforms are almost universally defensive, across all matchups. Steve uses the platform as an additional block; Samus and Rosalina stand under it to dissuade aerial approaches; Cloud b-air walls at an angle such that whiff punishing him is impossible since he can just land on the platform at any time. And on and on.
Platforms are just one aspect of the game, but what happened to platforms is symptomatic of greater gameplay changes in the meta. Half the tournament sets that I watch revolve around positioning counterplay to a strong one-trick defensive tactic, and the vision beneath the many peeled-back layers of yomi is even more horrifying: most often, the answer to the one-trick is an even more defensive maneuver, like Blade Beaming Sonic's repeated spindashes until he's forced to run toward you so you can Cross Slash on reaction (with almost no penalty for whiffing the Cross Slash partly thanks to platforms).
You want to know what's really degenerate about the below image?
View attachment 381561
It's not that sparg0 is camping Blade Beam. It's that he's standing under a platform. The only way to approach him here is vulnerable to Cross Slash.
Sometimes this game is hard to like, but in the end I still hold out since we have some really fun things still like Skyjay making breathtaking reads with Incineroar or SHADIC tactically whiff-punishing with Corrin pin in neutral. It's a lot better than it was in S4, so I suppose I can't complain too much. The game is definitely pretty degenerate, though, there's no denying that.
It's mostly an Ultimate-exclusive thing. Jumpsquat being universally 3 frames means that you always have access to ambiguous platform pressure on demand, so an opponent approaching from over a platform isn't threatening. Landing lag is also low, so attacks are generally extremely safe on whiff and on shield; you can afford to hitbox-wall under the platform without much risk.I am curious about something related to platforms. Is there a specific thing related to changes in Ultimate's mechanics that makes defensive platform usage the seemingly emerging strategy? Seems to me that a lot of the stuff players are utilizing with platforms today could be applied to earlier Smash games too, unless I am missing something?
SHADIC looked fairly dominant, I have high hopes for that player (and Neo). Granted, he didn't have to deal with Sheik, Snake, or Sephiroth, but Neo and SHADIC have been able to overcome their bad MUs in the past.Outside of Watch the Throne there was a big superregional that happened this weekend called Santa Paws
1. SHADIC
It's been a while, but here's the character data update for July-December at Lumirank events! Next week will be the last week before scores reset. Apologies this took so long - it will be weekly again next season thanks to automation. pic.twitter.com/i8BrTKmfFT
— Barnard's Loop (@LoopBarnard) December 12, 2023
You know what's funny?View attachment 381392Screenshot from an Mkleo interview translated on reddit.
It seems like Leo kind of gets it, even if he doesn't seem to accept it fully as the gold standard of play. I'll be honest, it was difficult for me too to accept this over the years too. It's so different from any past smash game, and it feels kind of bad to do, almost as if you're playing like a scrub. For veteran players of the series, it's jarring. In the past like in Melee or smash 4, if you missed a move? You probably died for it.
But that is no longer the case: the meta is mashing. Spacing and midrange reaction in neutral are not the meta right now. The game we play is one where hitting more buttons per minute is better, even if you press the wrong buttons sometimes, as long as you are ready to react to any hit that you do get. If you do want to play patiently (anti-mash), you have to play someone like Sonic who can react from across the stage.
There are a few players like Gluto who still play the game the "old way," but the way you should be playing this game is hitting buttons.
Well we know your stance on Ultimate's mashiness what do you think of Rage lol.View attachment 381392Screenshot from an Mkleo interview translated on reddit.
It seems like Leo kind of gets it, even if he doesn't seem to accept it fully as the gold standard of play. I'll be honest, it was difficult for me too to accept this over the years too. It's so different from any past smash game, and it feels kind of bad to do, almost as if you're playing like a scrub. For veteran players of the series, it's jarring. In the past like in Melee or smash 4, if you missed a move? You probably died for it.
But that is no longer the case: the meta is mashing. Spacing and midrange reaction in neutral are not the meta right now. The game we play is one where hitting more buttons per minute is better, even if you press the wrong buttons sometimes, as long as you are ready to react to any hit that you do get. If you do want to play patiently (anti-mash), you have to play someone like Sonic who can react from across the stage.
There are a few players like Gluto who still play the game the "old way," but the way you should be playing this game is hitting buttons.
Good mechanic in moderation. The point of smash is to take a stock, not win percent. There should be a penalty for letting your opponent live to ridiculous percents.Well we know your stance on Ultimate's mashiness what do you think of Rage lol.
I have a lot of respect for Melee, but there is a reason I don't play or talk about Melee for sure. Lowkey agree.You know what's funny?
As an old man that played traditional fighters too, Melee always felt like free neutral to me. You throw out a crazy button and if you whiff l-cancel covers you. Neutral always felt scrubbier in Smash games. It's just that in Melee you can be killed if you play too recklessly.
There is a reason why Melee was called Marvel Jr. though. Massive low commitment hitboxes at breakneck speeds that lead to a death combo in nuetral.
Smash games have ALWAYS been this way but what hurts ultimate is the input delay. So you can't play "true" footsies and reactively play for space. The game won't let you.