fozzy fosbourne
Smash Apprentice
- Joined
- Jan 1, 2019
- Messages
- 102
Charizard also has that sweet frame 6 upsmash
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Minor impression or just ruminating on PT.
Squirtle isn't really that good. Possibly a contentious statement.
I think many shy away from Charizards value because of pre-conceived notions about heavys. Charizard may miss Rocksmash but, obviously, he gains more then he loses by having his other friends as options. His OoS options are still good.
Not to say Squirtle doesn't have its advantageous, water gun is niche but certainly solid where it is relevant. His Air movement is strong overall which frankly just makes up for him being the most stubby of the three, but it is certainly nice against zoners. Squirtle also has low % combos which is the main draw.
What happens a lot of the time is "start with Squirtle for low combos, and then dump it for Ivy/Zard" because overall Squirtle doesn't hold as much weight.
There are reasons to swap to it even outside of water gun, Withdraw provides another landing option.
Ivysaur and Charizard are very strong in advantage, Ivysaur lacks OoS options, but Charizard is not lacking there at all.
Where am I going with this? In the end, I think Squirtle is going to be seen *less* and become even more situational as the meta develops. Switched to for the sake of Withdraw landing and his few specific MU advantages. Squirtle has faster tilts/aerials and air accel for being worse than Zard at everything else which may seem like "fast normals are great" but meh. Zards great ground speed, grab range, weight, recovery, OoS options, range, horizontal KO power/edgeguarding, etc. You can keep him in for low %'s but you are trading Ivys zoning and disjoints to hopefully land that 30 or 40% combo. It's not all that worth it given the damage Zaur and Ivy put out themselves is already high.
Even if I'm correct (im just practicing a lot of squirtle atm, and might feel better about him later) Im not encouraging neglecting squirtle, just that he is more niche than his current use may imply. Squirtle is more of a "secondary" within PT itself where Ivysaur and Zard are the "real" character. There's still times it will be easier to just keep squirtle in.
My current opinion is that Ivysaur is a worthwhile trade for Rock Smash, and squirtle is not .
Each pokemon basically represents an archetype (fast lw, hard hitting heavy, disjointed spacer) and I think squirtle is mediocre at his
Regarding Squirtle:Squirtle is just as Pichu, but lacks the sheer power and projectile spam, and even combos and gimps are less viable. Squirtle seems just like.. a smaller Ultimate / Brawl Sheik honestly. Without the Needles. Maybe Jigglypuff minus the floatiness and aerial combos is a better explanation? Anyway, he's kinda underwhelming for his archetype.
Ivysaur has been explored greatly, and I think currently, Ivysaur carries the other 2 Pokemon, but Charizard is huuuuugely underdeveloped, and that's a shame. Charizard is more than a 'last resort, **** it all, I'mma Flare Blitz till I get **** on' - character. And I haven't seen even one Pokemon Trainer main that starts out with Charizard, or uses him as much as Squirtle and Ivysaur.
Falco has low air speed at 0.977, but his air acceleration is high at 0.09 max additional and 0.01 base for a 0.1 total tying him with Mr. G&W, Ness, Pichu, and Pikachu. It's slightly higher than Fox's and Wolf's who have 0.08 max additional and 0.01 base for a 0.09 total.lack of horizontal air speed and acceleration
and struggles killing.
Uair already was nerfed as a kill move in 1.0.8 Smash 4 and became more of a combo and juggle tool with its lowered startup from frame 10 to frame 7. Ultimate just reduced its damage further from 1.0.8 dropping it down to 10%, its Brawl damage, to 9%. Part of its damage is made up by the 1v1, no items, multiplier of x1.2.Uair was nerfed as a kill move (but combos better)
Most Falco players ignore Blaster let alone Ftilt and Dtilt while being obsessed with Utilt and for good reason, though, and play him like a rushdown character. Good luck rushing down with a character whose run speed is 1.619, lower than Mario's and much lower than someone like Wii Fit Trainer who has a 1.866. Some of them also try to use Fair as a neutral tool.I can't help but feel he is upper-mid at best, he has the tools to almost be oppressive but is best played in a defensive manner
Falco's Blaster has low startup at frame 8 on the ground and frame 7 in the air. The problem is that its lasers have very low set knockback. Melee Blaster had the highest at 5 set knockback, Brawl down to 3, and Smash 4 and probably Ultimate at 2. Melee and Brawl Blaster made up for its low set knockback by being able to autocancel, so Falco could constantly put lasers in front of him.and his blaster isn't strong or fast enough to camp out most of the cast.
Frame 15 is the bayonet hit of Wolf's Blaster. Frame 16 is when the bolt is fired.Fun fact: Falco's blaster fires frame 8 of 41 total (7 and 38 in the air) and Wolf's fires 15 of 49. Wolf's blast is bigger and has a bayonet to be fair. Wolf is the better character due to movement and reach overall but he's different enough from Falco to not be a better version.
I'd say it's more of Fox kind of was buffed a bit more than the rest of the characters and Wolf came back strong while Falco had a rough start in Smash 4 and has to deal with a history of having very powerful or blatantly broken moves back in Melee and Brawl that he will likely never get back and in spite of all the nerf demands to other characters, some people hypocritically ask for those broken stuff to return on Falco.And I think Falco has a really good air game and a decent combo game. Once he gets you in the air and offstage he has a good chance to KO. I just think he’s overshadowed by Wolf and Fox although he’s a completely different character. I don’t think he’s bad by any means though
Armando decided to main Snake in the beginning. Not sure why and I don't know if he played or competed in Brawl or PM. In doing so, it seemed like he didn't really play any of the other characters he did in Smash 4, namely Falco and Meta Knight which he was known for. Apparently he also played Cloud, Fox, and Sheik at some point that I don't remember according to his wiki page. At Genesis, he used Meta Knight to fight Tweek's Wario. I guess he didn't think Snake had a good matchup against Wario or his Snake wouldn't be able to keep up with Tweek, Wario, or Tweek's Wario.Mid-mid at best, probably low-mid. As far as I know, he still has most of his Smash 4 flaws, and his up-Smash hitbox is worse. Keitaro does not seem to have much faith in him, and I think AC (now Armando) dropped him? Actually, I looked it up and he posted this a few hours ago:
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It'll be interesting to see what he can do with Falco.
Wolf can't juggle people or really followup an aerial with another aerial like Falco or Captain Falcon, Mario, Pichu, Pikachu, and ZSS for that matter. Part of that is his jump height and another part is how his aerials work. Mainly Uair, though. Wolf can anti-air well, but none of his moves have invincibility like Falco's Up Smash where Falco can anti-air through moves like Link's Dair. Falco's jump makes his air game potent in the sense of how high and how quickly he can meet his opponent in the air and keep up with his opponent despite how high he might be launching his opponent while Wolf's air speed makes his air game potent in the sense of how fast he get to his opponent while moving in the air horizontally. Their edgeguarding is also different. Falco can catch opponents very high up and dip very low and suddenly rise high up with an aerial. Wolf on the other hand has better 2 frame moves because of their hitboxes and the moves he hits with are usually much stronger than Falco's.Tbh I don't see what Falco does that Wolf doesn't do but better. Wolf's blaster controls the pace of neutral better than Falco's lasers do. Wolf has the potent air game that Falco is supposed to have to compliment the ground control his blaster gives. Wolf has a potent ground game as well as a bonus that Falco doesn't really have. Both characters not necessarily being that fast on the ground but Wolf has the advantage of being much faster in the air than Falco does. Hell they both even have about the same subpar recovery options (Falco has an slight edge thanks to his double jump height).
I don't really see a purpose for Falco to exist when Wolf essentially does what Falco wants to do but better. Maybe someone with more Falco insight can elaborate more can shed more light on the difference in each other's gameplans because I don't really see it.
Neither do I, but here we are with everyone's back for Ultimate. Probably because he's a semi-clone and that they can reuse a bunch of Fox's assets for him, by why Wolf got cut for Smash 4, a recurring and notable antagonist of Star Fox and for Fox, instead of a Falco, a supporting character and ace pilot who can't show his skills in-game because he'd probably outperform Fox and the player making playing the game kind of pointless, I don't know. Then again, Falco keeps getting new animations and stuff with each game, so there's that. This dude has had three different Up Smashes animations. Granted, one of them was Fox's, but each new one is a different move and not just a better animated or slightly tweaked one.I don't really see a purpose for Falco to exist when Wolf essentially does what Falco wants to do but better. Maybe someone with more Falco insight can elaborate more can shed more light on the difference in each other's gameplans because I don't really see it.
His grab is also pretty bad and I don't think many people realize that yet.Regarding Squirtle:
As much praise as Ivysaur gets, he still has some notable flaws. Most notably, he can get out-sworded or out-zoned by sword and projectile users. Watch Leffen's matches vs. MKLeo and Yeti and you'll see Ivysaur struggle with these characters. He also gets combo'd as bad as Charizard at times, lacking any quick "get off" moves besides nair maybe.
I think people think it's fine mostly due to the range and massive reward you get off grab. You can get 2 Uairs if there's a platform for 50% or if they're at 70-90% Dthrow to upB straight up KOs. So although it's not the best, when you do get a grab you're gonna get at least one follow-up and at worst, good positioning under your opponent.His grab is also pretty bad and I don't think many people realize that yet.
I think that Mii Gunner is a pretty good character, but I don't think that I have a strong enough knowledge on other characters for tier placements. Despite the lack of recorded information on Gunner's placements on this site, Gunner has gotten some results in some monthly and regional tournaments. Eureka got 9th out of 119 at Spartan Pantheon Kick Off (some notable players include Zinoto, Smasher1001, and Ksev). Aemehr also got 9th out of 213 at MSM 171 in SoCal. Most Gunner players and reported tournament results tend to be on the Gunner discord (You can find the Gunner discord under https://smashcords.com/smash-5).I don't really hear anyone talk about the Miis anymore. had some brief discussion because of the discovery of his silly KO confirm, but that is it. is a big question mark, and I am not sure if the buffs in 2.0.0 will bring out of low tier (ZeRo thinks so, but he tends to underrate/overrate the effect of a balance change). What are your guys thoughts on the Miis?
Another character that is a big question mark is . Curious on your guys thoughts on him as well.
Outside of their excellent dash dancing and anti-approach abilities, Wolf and Falco play completely differently.Tbh I don't see what Falco does that Wolf doesn't do but better. Wolf's blaster controls the pace of neutral better than Falco's lasers do. Wolf has the potent air game that Falco is supposed to have to compliment the ground control his blaster gives. Wolf has a potent ground game as well as a bonus that Falco doesn't really have. Both characters not necessarily being that fast on the ground but Wolf has the advantage of being much faster in the air than Falco does. Hell they both even have about the same subpar recovery options (Falco has an slight edge thanks to his double jump height).
I don't really see a purpose for Falco to exist when Wolf essentially does what Falco wants to do but better. Maybe someone with more Falco insight can elaborate more can shed more light on the difference in each other's gameplans because I don't really see it.
No.Does Wolf's blaster bypass Link's Hylian Shield?
Any projectile that can be reflected will be blocked by the Hylian shield, even Samus' full charge shot.Does Wolf's blaster bypass Link's Hylian Shield?
I rag on rushdown with Falco and in general when players are doing it very badly by being very linear and predictable. Where's the empty hops and jumps, where are the dashes and walks, where are the Bairs and Uairs from pivot jumps? In other words, where's the **** that Smash 4 Falco was doing? That's also why I don't get your statement of, "If you try and play him like Smash 4 Falco, though, you'll see no success", because good Falco players had elusive movement where some used it aggressively to pressure their opponent while others hung back more and made it difficult to guess what they were up to. They were also keenly aware of and in control of what moves they wanted to put up. They didn't throw out a Uair from a pivot jump or hop because they could. They threw it out so they could keep their backs to their opponent to follow up with a Bair. I ain't seeing any of this **** and it is disappointing and infuriating seeing people mindlessly bumrush in with Falco.A lot of people putting the notion of rushdown Falco as some kind of joke are ignoring the general utility of Side-B as a burst option/whiff punish with its highly reduced FAF, the fact that his grabs are all Mario tier now in terms of startup, and the fact that his reward on hit when you properly optimize his strings is fairly stable at most %s including from grabs. Also the fact that his Frame 3 Nair has dragdown setups into standing grab against a large chunk of the cast + jab against those grab doesn't work on. He's very good in this game! If you try and play him like Smash 4 Falco though, you'll see no success. He's not perfect and he's the weakest of the spacies but I also think that he's still an excellent character.
The Star Fox characters' Up Smashes out of shield are god tier. I don't know why other Falco players don't do this. Larry is the only player who uses out of shield Up Smash a lot and well with Falco. Some Falco players straight up don't even use Up Smash or Down Smash for that matter. I don't know if it's because he's reacting faster or is able to react in time to do Up Smash out of shield, people are overreacting to Up Smash's "nerfed"/changed hitboxes, or what. Anti-airing with Up Smash also doesn't really happen either. People either run away from punishable aerials or try some other option like Utilt can anti-air, but you need to hit first or else a trade or a lost against disjoint aerials will happen. Lunamado, a Japanese player, was the only one to do it a lot, but he mainly plays Bowser as far as I'm aware. Even if the safety of Falco's legs being invincible isn't enough to make them feel comfortable anti-airing with Up Smash, they can still meet an aerial with a shield and then Up Smash out of shield or possibly parry and then Up Smash. Oh look, we've come full circle to Up Smash out of shield.Once I started abusing USmash OoS my life changed as a Falco player.
One weird quirk they all seem to share is good anti-air tools. It's most pronounced with Ivysaur with it's Bullet Seed and Vine Whip, fair and uair with good disjointed vertical reach. But Charizard also has a solid utilt and of course the usmash of doom, Fly can sometimes work but not often sue to it's slowness and not so great hitboxes. Then there's Squirtle who's more subtle. Besides just using his air maneuverability to weave around other aerials and counterattack, Waterfall is an interesting option due to the water being placed in front of him giving noticeable disjoint that he's usually lacking, and if he ever manages to get directly under you his utilt will lead to his nastiest combos.Regarding Squirtle:
I think starting with Squirtle will always be ideal. You mentioned his strong air movement and this, in addition to his small size means you can escape early percent combos much easier than Ivysaur and/or Charizard. I think Squirtle does exactly what he was designed to do: rack up early percentage. Once you get a decent combo in there really isn't much reason to keep Squirtle in unless the match-up calls for it. For example, I will keep Squirtle in much longer against Simon/Richter because Squirtle can get in and rack in tons of damage. I agree that Water Gun is niche but the reward is super worth it and the utility of having a charged water gun as Charizard is only a plus. All in all, the success of PT depends on how well you use all 3 Pokemon. Usage is gonna vary between match-ups, opponents, and even games. So although Squirtle may seem lacking sometimes, I think his mobility, utility and solid combo game more than make up for it.
The reason why no one starts with Charizard or use him as much is because he's the worst of the three. Starting with Charizard means you get juggled with early combos (trust me I've tried). I agree that he's more than a last resort and in my opinion, does very well in advantage. He's even got some good match-ups against swordies. But he's best at high percents not only because he can KO more easily but because you don't get combo'd as easily. I'll gladly trade hits with Charizard because I know he'll last longer and KO faster than most opponents when we're both over 100%.
As much praise as Ivysaur gets, he still has some notable flaws. Most notably, he can get out-sworded or out-zoned by sword and projectile users. Watch Leffen's matches vs. MKLeo and Yeti and you'll see Ivysaur struggle with these characters. He also gets combo'd as bad as Charizard at times, lacking any quick "get off" moves besides nair maybe.
Fox's lasers don't really do anything aside from chip damage though. They're free chip damage sure, but since they don't make the opponent flinch they can't be used for zoning at all. If you try to camp with them you might get some free chip damage in sure, but you also give up valuable stage control.Falco players should force approaches more, Fox too. It's free chip damage. Everyone complains about how Wolf's blaster controls neutral; well what does Falco have, a Cuisinart?! I got at least 50% on Ridley from YL's arrows alone.
Fox's lasers don't really do anything aside from chip damage though. They're free chip damage sure, but since they don't make the opponent flinch they can't be used for zoning at all. If you try to camp with them you might get some free chip damage in sure, but you also give up valuable stage control.
Wolf's blaster doesn't just give him free damage, it also reduces his opponents ability to approach as well, creating more openings for a punish or counter offense. Fox's blaster doesn't really shut any sort of approach option down.
Yeah but it can force approaches so they don’t take chip damage along with his reflector. The damage adds up so eventually you have to approach FoxFox's lasers don't really do anything aside from chip damage though. They're free chip damage sure, but since they don't make the opponent flinch they can't be used for zoning at all. If you try to camp with them you might get some free chip damage in sure, but you also give up valuable stage control.
Wolf's blaster doesn't just give him free damage, it also reduces his opponents ability to approach as well, creating more openings for a punish or counter offense. Fox's blaster doesn't really shut any sort of approach option down.
If you give up stage control you're not camping smart. But if Fox and the opponent are both in neutral on say FD, Fox can rushdown and fight where he can get hit or spam a few lasers and make the opponent commit to an action. Too easily Foxes give up strait free damage because frankly his rushdown is incredible. There's power in forcing an opponent to act. You get shield damage, maybe make them jump or at least commit to a dash, which isn't as committal in this game but still.Fox's lasers don't really do anything aside from chip damage though. They're free chip damage sure, but since they don't make the opponent flinch they can't be used for zoning at all. If you try to camp with them you might get some free chip damage in sure, but you also give up valuable stage control.
Wolf's blaster doesn't just give him free damage, it also reduces his opponents ability to approach as well, creating more openings for a punish or counter offense. Fox's blaster doesn't really shut any sort of approach option down.
While I'm not sure I'd call it zoning, Fox lasers do still force the opponent to come close enough to make them unsafe. They make a statement to characters that might otherwise want to sit at the far end of the stage and do whatever.Fox's lasers don't really do anything aside from chip damage though. They're free chip damage sure, but since they don't make the opponent flinch they can't be used for zoning at all. If you try to camp with them you might get some free chip damage in sure, but you also give up valuable stage control.
Wolf's blaster doesn't just give him free damage, it also reduces his opponents ability to approach as well, creating more openings for a punish or counter offense. Fox's blaster doesn't really shut any sort of approach option down.
Although his laser's aren't transcendent, the longer range, ability to interrupt, and fast startup means Falco can play a strong counter-camp/anti-approach game.Falco players should force approaches more, Fox too. It's free chip damage. Everyone complains about how Wolf's blaster controls neutral; well what does Falco have, a Cuisinart?! I got at least 50% on Ridley from YL's arrows alone.
Fox doesn't need to shut down an approach option. Forcing an approach is more than good enough for the guy that can eat most characters alive once they get in his burst range. If he can discourage zoning attempts with blaster, then the burden to zone break is reduced.Fox's lasers don't really do anything aside from chip damage though. They're free chip damage sure, but since they don't make the opponent flinch they can't be used for zoning at all. If you try to camp with them you might get some free chip damage in sure, but you also give up valuable stage control.
Wolf's blaster doesn't just give him free damage, it also reduces his opponents ability to approach as well, creating more openings for a punish or counter offense. Fox's blaster doesn't really shut any sort of approach option down.
Iunno, this is good but Falco in 4 didnt make use of Nair in neutral the way this one does, nor Side-B proper. Smash 4 Falco also can't really dash dance and Falco's is quite good, with very high initial dash. In addition Falco's grabs here are like, totally redesigned and just....way better all around. I see your point though and don't disagree, but I think he has much more flexible options compared to 4 Falco which I think is my overall point.I rag on rushdown with Falco and in general when players are doing it very badly by being very linear and predictable. Where's the empty hops and jumps, where are the dashes and walks, where are the Bairs and Uairs from pivot jumps? In other words, where's the **** that Smash 4 Falco was doing? That's also why I don't get your statement of, "If you try and play him like Smash 4 Falco, though, you'll see no success", because good Falco players had elusive movement where some used it aggressively to pressure their opponent while others hung back more and made it difficult to guess what they were up to. They were also keenly aware of and in control of what moves they wanted to put up. They didn't throw out a Uair from a pivot jump or hop because they could. They threw it out so they could keep their backs to their opponent to follow up with a Bair. I ain't seeing any of this **** and it is disappointing and infuriating seeing people mindlessly bumrush in with Falco.
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Tough to answer because a lot of people are still getting hit by things in tournaments that I think shouldn't hit them which indicates a little bit of match up inexperience, few players, fewer matches to analyze, etc, best I can do is mention a few traits and examples against popular characters. I find it hard to talk about characters outside of MUs, as that is how my brain is wired, but I'll try to be as general as possible.Another character that is a big question mark is . Curious on your guys thoughts on him as well.
Well, to be fair, there are five characters Fox can't force to approach with laser spam, as they have perfect answers to it. Fox, Wolf, and Mii Gunner (with Echo Reflector) can hold their Reflectors indefinitely to bounce Fox's lasers back at him, while Ness, Lucas, and Mii Gunner (with Absorbing Vortex) can absorb the lasers to heal themselves. (All other reflectors have finite active duration for each use, and Oil Panic gets put away after the bucket fills up, meaning that some lasers will slip through, though against some characters, Fox may still end up doing more damage to himself than the opponent if he mindlessly spams his lasers.)Yeah but it can force approaches so they don’t take chip damage along with his reflector. The damage adds up so eventually you have to approach Fox
Yeah but Fox’s reflector when used correctly can hold back Mii Gunner, G&W, etc...he doesn’t have to spam lasers to make characters to come to him. If he stays patient he can force an approach from those charactersWell, to be fair, there are five characters Fox can't force to approach with laser spam, as they have perfect answers to it. Fox, Wolf, and Mii Gunner (with Echo Reflector) can hold their Reflectors indefinitely to bounce Fox's lasers back at him, while Ness, Lucas, and Mii Gunner (with Absorbing Vortex) can absorb the lasers to heal themselves. (All other reflectors have finite active duration for each use, and Oil Panic gets put away after the bucket fills up, meaning that some lasers will slip through, though against some characters, Fox may still end up doing more damage to himself than the opponent if he mindlessly spams his lasers.)
Link can also slowly approach without being hit thanks to his shield.Well, to be fair, there are five characters Fox can't force to approach with laser spam, as they have perfect answers to it. Fox, Wolf, and Mii Gunner (with Echo Reflector) can hold their Reflectors indefinitely to bounce Fox's lasers back at him, while Ness, Lucas, and Mii Gunner (with Absorbing Vortex) can absorb the lasers to heal themselves. (All other reflectors have finite active duration for each use, and Oil Panic gets put away after the bucket fills up, meaning that some lasers will slip through, though against some characters, Fox may still end up doing more damage to himself than the opponent if he mindlessly spams his lasers.)
Falco's lasers are transcendent. They've been like this since Melee.Although his laser's aren't transcendent, the longer range, ability to interrupt, and fast startup means Falco can play a strong counter-camp/anti-approach game.
And although it's not anywhere near well-popularized yet, as it's a little more technically demanding, Falco can SH RAR to "autocancel" it. Retreating SH RAR blaster is pretty gross to limit aerial threats and approaches, or countercamp jump projectile usage.
I'm.... dumb. I have no idea why I said that. I literally typed that five minutes after practicing SH RAR lasers on a ROB and I was watching my laser ... be... transcendent.Falco's lasers are transcendent. They've been like this since Melee.
Abadango is apparently going Meta Knight+Inkling at the moment. MK is partly to cover matchups against smaller characters that can't get Boo-Yah'd as easily, but he also at one point tweeted that MK is "the main of my soul." So Aba definitely sees at least some promise in the character, but it also looks like MK is a comfort choice, whose style of play lines up well with him.Another big question mark is . Curious on your guys thoughts on him as well.
That Ike is throwing nairs out without any deliberate thought. Half of them weren't even going to hit the enemy if they stood still. Watch Leo's nairs, every single one is on the opponents head. The fox player wasn't punishing nair as much as he was punishing bad play, he could do the same thing if the Ike player was using peach fair, lucina nair or any other safe on block move, without proper thought into when to use the attack.Some Ike Nair counterplay worth exploring
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He's a great character. I may have overestimated him like everyone else did but I dont see him actually being lower than bottom of high tier. But I can also see why people don't wanna use him at higher levels. He takes forever to kill even the lightest of characters and gets killed far too easily.'s in a precarious position in the meta. He's a very technical character who's well rounded but at the same time doesn't "player counterpick" very well, like SSB4 DK and Bowser. He's good enough to win with hard work yet outclassed by characters who have an easier time winning like Inkling and Wolf. There's not a good reason to play him other than dedicated preference. Top players probably won't pick him up when they can use someone better. I fear he'll fade into obscurity as the barely high tier who shows up in top 8s occasionally and never breaks outs.
So when exactly should you walk over run? Only when you can abuse it on slower characters, or to approach or space?Also, Falco players need to walk more. When you can walk as fast or even faster than some characters' runs, you should abuse that.
's in a precarious position in the meta. He's a very technical character who's well rounded but at the same time doesn't "player counterpick" very well, like SSB4 DK and Bowser. He's good enough to win with hard work yet outclassed by characters who have an easier time winning like Inkling and Wolf. There's not a good reason to play him other than dedicated preference. Top players probably won't pick him up when they can use someone better. I fear he'll fade into obscurity as the barely high tier who shows up in top 8s occasionally and never breaks outs.
I always feel weird putting by himself because fact of the matter is, he's not. He's a part of 1 whole character. Anytime he may have trouble with an MU, you can always switch to or right? He has the advantage of being able to be something else at will. You could say Bowser or DK is the better super heavy than Charizard but then Charizard could switch to one of the little guys and maybe take Bowser or DK out, you know? I think the fact that Charizard doesnt HAVE to be Charizard if things aren't going his way is a huge advantage. That goes for all three of the pokemon for that matter.I think that people initially thought poorly of him because of his tools changing from Sm4sh (namely side b cancel with shield). However, he’s still the fastest character by a significant margin in a game where speed matters a ton. He’s able to pressure the opponent and bait/punish easily by virtue of his speed alone. Because of his speed, his effective zone of influence is incredibly high. He doesn’t have to be close to whiff punish. I think results back up the fact that he’s solidly a high tier.
On that note, there’s been a common theme of “x character doesn’t have y tool from smash 4, so they’ve fallen off” from some people. I think people are coming around to seeing that this isn’t the case for many characters. is not as good as he was, but he still is a solid character. He has a grab grab game, but I think his falling a bit are more a result of the prevalence of sword characters than changes from the previous game. We’ve already seen that are great in spite of their throw game getting nerfed from last game. isn’t as free as he was last game, but he still has the same tools as last game, just toned down from transcendent to excellent. The only characters that seem to have fallen off significantly are (though I wonder if will see a big rise eventually - his toolkit is still so good that it’s hard to see him staying where he is). is way worse, and throws pebbles at opponents in a game rife with kill confirmsand strong kill moves. She’s flat out outclassed.
As for the big boys, I think are clearly the best. is clearly the worst. I think is better than people thing, but still not “good” per se. To be played most effectively, he needs to abuse his amazing ground speed. He has no auto cancel fair like he used to, but his ground too,s are what he should mainly be using anyway. Plus, his aerials serve their purpose when he’s in advantage stage, and his advantage state is pretty darn good. He has great oos options as well. Plus, he has the best escape from disadvantage in the game, which is a benefit he has over other heavies. As part of he isn’t just the guy you switch to out of ivy kill confirm range or when you’re at high percent. He is more versatile than that.
I don’t think this character is bottom three. They have buffed cannon, good combos off of up throw, interesting mechakoopa shenanigans, good poke in dtilt, decent escape option with dtilt, fair and Bair are really good (if a bit slow), clown kart does heavy shield damage and functions as an approach option or a mixup, up air is stupid good. Basically, they aren’t great, but the sum of their parts is clearly a step above where their tools are both a) not good and b) not very cohesive. I think he’s solidly low mid tier, but heavily underrepresented.
BUT MUH POTENTIAL:
Last game these characters were always the characters with incredible potential according to many, but this never came close to being met. This game, I feel they have the tools needed to reach that potential.