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Ideal Character(s) For Team Battles

210stuna

Smash Lord
Joined
May 3, 2013
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The Lone Star State
We all know that the mindset and playstyle when playing 1 VS 1 is far different than when playing 2 VS 2

So I'd like to mention that I main C. Falcon, Marth and I am mastering Ness and Mario and Jiggs
This will hopefully inform viewers where I could potentially go to concerning team battles.

Until recently I've been trying to move from a solid 1 VS 1 player to team battles, but boy is this transition rough for me. Is it right to say that team battles are more about strong hitters with a 1 hit & run tactic rather than combo game? I tried incorperating my playstyle from 1 on 1's to the team battles, and yikes. It wasn't so great.

For those of you who competitively play 2 on 2 who is your main(s) and your teammate's as well?
What makes a good team? 2 strong characters, 2 fast and light characters, or 1 and 1 of each?

I plan on practicing with my partner tomorrow against CPU's instead of 1 on 1, and I'd like to know some tricks & tactics you guys use in team battles other than 1 player grabbing and pounding while the other follow ups with a smash attack.

Thank you.
 

HyperrCrow

Emotional Reality
Joined
Mar 1, 2013
Messages
1,422
Location
Boston, MA
I main ZSS, but I tend to stay away from her in team battles, the stun lasers pose a big risk to my partner quite often and not being able to use them a lot can hurt ZSS.
So I usually go for DK in teams and my partners vary a lot because in my school we randomize teams almost every game. All in all though, it depends more on the player. You can adapt characters from singles to doubles with a bit of practice. For the longest time everyone thought Falco was horrible for teams (still is in some ways). but PP made his Falco work because he had great control of him and knew when and when not to use his lasers. It's all about player chemistry and not the characters, that's how I see it.
 

Juushichi

sugoi ~ sugoi ~
Joined
Dec 8, 2009
Messages
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Location
Columbus, Ohio
Characters I think are great in teams and some dominant potential roles:
Peach (Any)
Sheik (Any)
Spacies* (Any)
Wario (Any)
Jigglypuff (support)
Bowser (punish/wall)
Ivysaur (support)
MK (any)

Good doubles partners:
Mario (Any)
Pit (Any)
Link (support/wall)
Ike (Offense/punish)
Pika (Offense/punish)
DDD (support/wall)
DK (Offense/Punish)
Zelda (Support/Punish)

Okay doubles partners:
Falcon (Offense/punish)
Snake (wall/support/punish)
Ganondorf (support/punish)
Game and Watch (support)
TL (support/wall)
Charizard (Offense)

Personal experience:
I played GnW/TL (both support characters, imo) with:
Peach [HankyPanky] got second to Sheik [Fizzle] and Bowser [Overswarm]
Sheik [Fizzle] won doubles over Zinoto [Mario] and Xatic [Falcon].
Pika [Shenanagans] got 4th.
Also played:
Ganondorf/Marth with Wario [Ori_Bro]
 

shadow0x0cloud

Smash Apprentice
Joined
Jul 12, 2013
Messages
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Long Island
Honestly imo, when you know your character. Like, really know them, any character can perform well in doubles. Just stick to your characters strengths while trying to avoid hurting your partner. Some characters like Jiggs or peach are only mentioned a lot bc their game plan doesn't change much between doubles and singles.
 

Paradoxium

Smash Master
Joined
Sep 7, 2012
Messages
3,019
Location
New Sand Fall
Pikachu! You can rescue allies with Up-air. He's fairly fast and has that Up-smash+Down-B combo. His recovery almost always takes him back to the stage. He's not the best 2v2 partner, but I think he's pretty good.
 

PrincessAzula

Smash Apprentice
Joined
Jun 14, 2013
Messages
78
Location
Dallas, TX
Zelda has always been a solid doubles partner. I almost always use her and try to do a more supportive role and then land a few lightning kicks. :)
 

Crescent Monkey

Smash Apprentice
Joined
May 9, 2011
Messages
106
Location
Olney, MD
Falcon and Jiggs are both excellent teams characters. I can imagine Mario being quite solid too, so you have plenty of choices.
 

chaosscizzors

Smash Journeyman
Joined
Sep 23, 2007
Messages
211
Location
Michigan
I'd just like to reiterate the player chemistry thing. When two minds think as one you can pull off a lot of crazy stuff. Having a partner that knows when to stop a combo and shield the smash attack you're sending towards both of them is key imo (just an example). I'm not experienced enough to talk about specific character combonations so I won't say much there. But like I've saved my buddy a couple of times by reseting his kb with a falco laser just before reaching the blast zone. You should think about how your tools can be applied directly to your ally in a positive manner I guess. Falco can't spam lasers but a highly attentive partner could use it to save your life.

Yeah idk, just throwing out my two cents. I have no skillz.
 

210stuna

Smash Lord
Joined
May 3, 2013
Messages
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The Lone Star State
Double Lucario sounds really fun and dumb
I've never played a true 1 vs 1 against a Lucario player, but this guy who I was battling in doubles the other day only picks Lucario, and the combo game from him is ridiculous.

Is Lucario even a legit player to pick in tournaments?

Also thank you all for the great responses, I am still monitoring this thread and liking every bit of it. Keep it up!
 

MikeHaggarTHAKJB

Smash Master
Joined
Apr 12, 2008
Messages
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Göteborg, Sweden
considering how quickly lucario does damage (that can easily be converted to a team combo, forward b aerial throw into utilt or some **** or usmash nair to anything) he should be ideal for teams
considering how ****ing super silly his recovery is saving with him is safe aswell
 
D

Deleted member

Guest
teams is basically just remapping how stage control works. rather than going for macro stage control and then converting into micro interactions for a punishment games, teams is more about meso-level stage control for the immediate area surrounding your character. as with normal smash play though, unnecessarily jumping leads to more poor positions, so it's best to seek out characters that can rely on a decent ground game. finally, the lack of mobility means that the ability to trade favorably, have innate weight defenses, and have better simple punishments from minor conversions pay off much better than lengthy positioned conversions traditionally exclusive to singles. you can develop these ideas further by finding characters that aren't weak to staple defenses like crouching or shield camping, have hitboxes that stay out, etc but these are basically just minor subtopics of the prior traits.

based on the concept of meso stage control, ground game favoritism, and a preference for simple but powerful punishments, you can pretty easily pull out the following characters:

fox
jigglypuff
peach
sheik
wario
mario
zelda
snake

obviously fox jigglypuff sheik peach are the best teams characters from melee and those same attributes transfer quite nicely. however, you can see some new faces in there too courtesy of PM character design.

and from the lack of these characteristics, you can tell which characters are also likely to be poor in teams:

marth
squirtle
luigi
ness
metaknight
diddy

this is mostly speculation on my end since the cast is far more normalized than the prior smash games these principles were taken from. on the other hand, understanding the basic theory allows you to take basic shortcuts and play to strengths that may not be immediately evident and leads to lots of free wins.
 

#HBC | Joker

Space Marine
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and from the lack of these characteristics, you can tell which characters are also likely to be poor in teams:

marth
squirtle
luigi
ness
metaknight
diddy

this is mostly speculation on my end since the cast is far more normalized than the prior smash games these principles were taken from. on the other hand, understanding the basic theory allows you to take basic shortcuts and play to strengths that may not be immediately evident and leads to lots of free wins.
All of those characters, literally all of them, are amazing in teams. Most of them are actually significantly better in teams than in singles.

Marth has always been pretty solid in teams, just because he can swoop in and follow up really effectively with his ground speed and range. His throws also set up for teammates to follow up very well.

I still think squirtle is kind of balls, but I know he's not completely terrible. I doubt he's that great in teams though. He's probably the only one I agree with you about.

Luigi hits hard as ****, as a general rule. He can also get free KOs with upB off of his teammates grabs.

Ness can be healed by a lot of teammates. He also hits pretty hard, and his terrible recovery can be assisted by teammates.

Metaknight... he's amazing for teams in Brawl, but I'm not actually experienced with him in PM yet, but I dunno why he'd be bad.

Diddy has bananas. That's free setups for his teammates, from a distance.
 
D

Deleted member

Guest
i admit to having a limited knowledge about those characters, but "goodness" is relative and compared to the likes of fox and peach, i'll need a little bit more convincing. at the very least, i speak with authority when i say that marth is worthless garbage in teams.
 

#HBC | Joker

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Marth... is really good in teams though. Like, you're wrong. What makes him bad? If you're a good teams player, Marth is really solid. I mean, if you're hitting your teammate all the time or whatever, that's because you're dumb and terrible. There's absolutely nothing about a teams environment that makes him any worse than he is in singles. By the way, he's awesome in singles.
 

TreK

Is "that guy"
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France
Lucas-rio is best team.
My main's Ivy, and he/she's pretty good, so I don't need a doubles second.
 

Juushichi

sugoi ~ sugoi ~
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Messages
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Columbus, Ohio
I dunno, I've never really thought that Marth was a particularly good partner in teams.

There are people that make him work (Bob$, PPU are probably the ones I am the most aware of), but through playing him myself for a long time... it seems like it's more difficult for him to control space properly. He needs a bit of a wide berth for his dashdance game to work, which is basically the meat and potatoes of a Marth game... his ability to handle himself in iso situations (this is him being isolated) is not very good, which ties into his problems with setup into accurate, but dedicated swings. His ability to confirm kills is also rather on the low end of the spectrum, which would hinder his ability to support his teammate if they can't. This is not to mention how utterly long it takes for him to get back when he's knocked offstage.

It just seems like he requires too many resources and too much focus to be truly "good" in teams. I think he's adequate in teams, but when I look for potential teammates... a Marth player is usually not what I'm going to look for. Adequate is not what I want. I want something good or great. I'm going to look for Fox, Sheik, Peach... someone who does not necessarily take a lot of resources or space to make work, can fly all over the map and both support and confirm kills for me.
 

Jolteon

I'm sharpening my knife, kupo.
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England
There's a lot of factors that take away from how Marth works in doubles. His damage output is relatively low and he relies on set-ups like tech chase traps, juggle traps and long-winded edge guards to mitigate that. Those factors of gameplay are totally different when you have another opponent who can interrupt you in a situation where you would otherwise have complete and total control. On top of that he has to work harder for team combos since he relies on grabs and juggles so much and he is also pretty poor at playing tennis, having a laggy bair means that bair x1000000 team combos don't work for example.

Then there's his neutral game, which is largely an offensive use of dding and dtilts and having 4 people on stage instead of 2 changes that completely. He's poor at controlling stationary space unlike other really strong supports (e.g. peach/puff/sheik) and he's no fox when it comes to launching an offensive against two people.
 
D

Deleted member

Guest
Marth... is really good in teams though. Like, you're wrong. What makes him bad? If you're a good teams player, Marth is really solid. I mean, if you're hitting your teammate all the time or whatever, that's because you're dumb and terrible. There's absolutely nothing about a teams environment that makes him any worse than he is in singles. By the way, he's awesome in singles.

Marth is garbage in teams. I'll post a private conversation between myself and Sethlon, as it hits all of the points I can make here while offering everyone else a rare look at how I do private coaching. Just keep in mind that the context is different.

"sethlon- i think i could make you substantially better at teams with less than a week's worth of effort. let me know if you're interested."


I'm here, coach. Teach me how to win!
you're a lot like me in that we play similar characters (melee roy, PM marth) and that those characters basically hardcore suck at teams in both of those games. however, you've made it pretty clear that you intend to stick to marth for teams, so i'd rather help you overcome that obstacle. you're also a much smarter player than your peers, game effort aside. you can just watch people play and tell these things after a while.

i'd like you to read or re-read my section on teams from this thread first:

http://smashboards.com/threads/drastic-improvement.311129/

the way marth is typically played, he can be very aggressive wit use of DD grab, converting with very simple generic things like upthrow, and even if you don't really have a combo with it you can just wait and let the positional advantage do the work for you. marth basically forfeits all of that in teams because DD is diminished when you have to account for 3 other players rather than 1. like i was telling dr pp at his dorm 2 weeks ago, what it means to have stage position fundamentally changes for teams because you can lose the ability to hold positional advantage once you get it as opposed to singles where you can just hold it for the entire stock until KO. since it changes, we have to redefine what stage position looks like in teams in such a way that you can still make the best use of it- position abuse is still the best strategy in teams, it's just not as powerful as it is in singles. marth's DD in teams is also diminished because DD abuse is just a weaker tactic in PM overall, most of the characters were given something to not lose to it outright. additionally, unlike melee, marth doesn't necessarily win every air exchange unchallenged, so putting your opponents above you don't always mean you "have them". thus, stage control for teams because much less about controlling the stage and much more about only controlling the immediate area around you. this forces you to play to tighter, more restricted play to minimize you giving your opponents more room to take advantage of your actions.

it gets worse from here actually. going back to that article, marth can fill the role of either the aggressor or the bait, depending on your teammate because he sucks at both roles. in your particular case from this last tournament you were with a GAW, so i personally would have kept you outside while doing a 2 vs 1 against GAW, although if you had been with a character with more weight or other built-in defensive properties like say peach, you would have been the ideal 2 vs 1 target. this is because marth's aggression in teams is basically non-existent; it's really hard for him to get in without his movement game to do it. additionally, the way PM marth is built for weaker juggles, weaker DD, less reliable grab set-ups, marth players are encouraged to use fair/dtilt a LOT to fill in for a better conversion. there's nothing particularly wrong with dtilt, but heavy fair use in teams gets you into a lot of trouble because you get into 1 of 2 situations every time:

1. you're "outside of the fray" and you're putting out moves to have some impact on the game, usually fair/dtilt/fsmash. this is bad because you can be walled out into the conservative player position, where your opponents simply block your attacks and continue to 2 vs 1 your teammate. fair spam basically does nothing here.
2. you're inside the fray but marth's moves are too slow to effectively control 2 people, putting you into the aggressor position. because as soon as you do sh fair, you can expect to be hit for it by the player you didn't swing at. this is really bad for marth in particular because his terrible combo weight and slow swings means that you're more likely to get punished more heavily than most characters.

of course, you are still expected to use teamwork yourself, and marth kinda sucks at it. by "teamwork" i mean simple combos, being able to save your teammate, putting yourself in positions to be saved when you need it, breaking up 2 vs 1s against your teammate. however, marth does have one good thing for team strats, which is the ability to attack through your opponent's shield. his longer range and lower shield stun make that a win/win for you and your teammate.

finally, marth is bad in teams because you lose his fun extensive 60% combos. that's not all bad news though, because he can still kill very early with simple 2-3 hit combos that end in dair/fsmash kills.

marth also changes in teams because you generally don't want to shield with marth/roy in singles. if you're doing it right, you end up using shield mechanics a ton, but generally you want to use movement prior to either player making a conversion rather than blocking because their shield options suck.

i want you to change how you approach teams to fit this understanding of how marth as a character plays out in teams by making the following changes to your play:

1. jump a LOT less. hardly ever if you can help it. stick to tight play that operates within your immediate surroundings so you can't over-extend into the opponents. if it helps, force yourself to walk instead of run in your matches until you get a feel for this.

2. break up 2 vs 1s on your teammate with downthrow to separate the match back into a neutral state (2 1 vs 1s basically). if the match is still in a state of 2 vs 2, you're actually the preferred character to be on the inside and to have your teammate hold back while you play out the poking game. this is fine for you because the poke game of fair/dtilt/fsmash is very low risk with marth's range.

3. tell your teammate that you need to be able to fsmash through their shield sometimes and to expect it and possibly practice it prior to the event.

4. unlike singles, shield MORE and move LESS. this is completely counter-intuitive for experienced marth/roy players but it's still the best choice. be willing to just block and wait out bad situations sometimes without necessarily having an OOS option.

5. when you do block, try to WD OOS away from bad situations more often. you're not usually looking for a conversion opportunity out of shield in teams, you generally just want to avoid getting into a clusterfuck that makes things worse. don't take the risk, it's not worth it. just wait. basically stop doing dair oos completely. even if you have it, just don't do it. choose to not do it.

6. same goes for the edge. don't go for ledge jump aerials when your opponent is on the stage and waiting for you. just look for a way to get back onto the stage so you can reset to neutral. so like let's say from this tournament that GAW is not losing to wario (either beating him or just in neutral, just not losing) and DK is on the stage waiting for you to come up from the edge, you're free to just waste DK's time by ledge jumping over and over to refresh invincibility. or when you get up, you can like fall 2nd jump WD to the lip and stay as close to the edge as possible and not project marth into the ready and waiting opponent. marth's ledge jump is also the right height where you can probably just fall, 2nd jump to the lip, and buffer a roll dodge or a shield and try to react. just don't come up with an aerial or WD directly into the opponent basically. you're not looking for a conversion from a poor position, just reset back to neutral and play it out from there.

7. dumb down marth's combo game to simple combos. this will basically end up being a hilarious amount of things like fthrow > fsmash as fast as you can and just hope the opponent DIs bad, fair > dair kill, fair > fsmash, etc. keep your combo game to match the idea of incremental gain over time and just do simple and solid things that work that also don't expose you to risk.

8. actually try to avoid extensive juggles. this should be an easier concept for you because you're used to melee roy where the horizontal game somewhat prevents them. if you pop the opponent up high with something, you can use that as an opportunity to make yourself the wall character and 2 vs 1 the other teammate that you didn't pop up.

9. literally remove nair and dash attack from your game play. dash attack is strictly worse in teams than dtilt because of the lack of IASA nair is a non-reactive aerial that encourages you to jump in a format where jumping a lot is really bad for marth. even if you have no idea why, just don't use them. you will do strictly better.

10. don't dair unless it's a kill move, or unless you get the super rare situation where you're guaranteed to have it for whatever reason like landing lag and there's 0% chance that you'll be interrupted. even then, you should probably just go for a dair > dair kill lol. but yeah coming down on an opponents shield is bad, bad, bad. recognize that coming down from the air onto an opponent is automatically a bad position and just air dodge away or something instead.

if you've noticed, almost all of these in some way encourage you to AVOID engaging the opponent. this is because it is so very easy to get into a bad position. if you cut down on running into moves, cut down on crappy OOS options, cut down on engaging the opponent in a bad position, etc. you'll eliminate most of marth's major issues in teams.

read all of this and keep in touch with me for a while while you actively practice these things. we can get more specific once you understand why you're playing to these things. it will feel restrictive at first and you'll feel like you're not doing anything a lot of the time, but i promise that your win rate will increase a good amount from the changes.
edit: frankly i think marth is pretty overrated in singles too.
 

AbstractLogic

Smash Journeyman
Joined
Jan 11, 2013
Messages
338
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College Station
Sonic is ridiculous is doubles because it's useless trying to get stage control when his spindashes are free to control the stage and harder to punish.

Metaknight seems solid with his great ground speed and his great edge guarding along with a team combo friendly Nair.

Diddy is awesome in doubles due to his ability to control the ground and give your partner more setups. It's even better if your partner has item game.
 

Juushichi

sugoi ~ sugoi ~
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Aaaaaaaaaaa.

Goddamn it, Umbreon. You basically described (and expanded) on everything I thought Marth was in teams in a much better way than I could/did.

As usual, your insight on things is very helpful and interesting.
 
D

Deleted member

Guest
i mean, you can say any characters haze X Y and Z attributes that are useful in teams but that's hardly synonymous with those characters actually being good at the format.
 

Vashimus

Smash Master
Joined
Jan 1, 2013
Messages
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Newark, NJ
Aaaaaaaaaaa.

Goddamn it, Umbreon. You basically described (and expanded) on everything I thought Marth was in teams in a much better way than I could/did.

As usual, your insight on things is very helpful and interesting.
Umbreon's posts are almost as godlike as Strong Bad's. Now if only he capitalized.
 
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