I'm supposed to be sleeping, but man, stuck to this game. Can't stop until i beat this one boss!Ahhhhhh, didn't even think of endlag.
Thank you very much, but I can't help but wonder when you sleep. ^^;
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I'm supposed to be sleeping, but man, stuck to this game. Can't stop until i beat this one boss!Ahhhhhh, didn't even think of endlag.
Thank you very much, but I can't help but wonder when you sleep. ^^;
I was writing some detailed matchup overviews before, but ended at about the 5th character on tier list V5. When the BBR started the MU Chart project and decided we were going to do the same thing, I realized I didn't have my computer with me and only have a phone to use. So, once I get my computer, you can expect me to get to writing the MU analysis for the remaining characters. All I can tell you is for you to be patient (like I have been with this damn company! Seriously, it's been over a freakin' MONTH! I'm gonna call them monday ASAP during their first business hours, geez).I still have sooo much trouble with Ness...this won't be enough, anyone else has a link to a more err...detailed matchup overview?
dont let anyone tell you this is an easy matchup it's hard as ****. this is from someone who's met up with FOW in bracket twice in the last two months and primarily practice with vicegrip since moving to santa barbara.I still have sooo much trouble with Ness...this won't be enough, anyone else has a link to a more err...detailed matchup overview?
I was playing around as Kirby and went against a Lucas player and when I copied PK Freeze I didn't find it that useful. I found the startup lag for the crystal just to ascend before I could move it enough for him to punish me pretty hard.I was thinking up something before, how viable is it to copy Lucas' power (PK Freeze)? I'm not sure how dual-stick mechanics change how fast you can escape ice, but would it be possible to follow up a successful freeze with a heavy-hitting move w/ startup lag? Maybe a Hammer or Up/Forward smash.
Being a Samus main I totally agree with this message.the risk reward of going for inhale is not in your favor vs ness. its like going for a grab as samus. if you land it tight you do a little bit of dmg but if you **** up and miss you get ***** for it
Vicegrip is a totally awesome guy, you're so lucky to get to hang out with him so much. -^_^-this is from someone who's met up with FOW in bracket twice in the last two months and primarily practice with vicegrip since moving to santa barbara.
From my experiences, it's a pretty close-to-even MU.Hooray for reactivating threads.
I was gong over the offcial Matchup chart, and I decided I would bring up some issues that I personally see, in hopes to start some type of constructive discussion.
First off...after fighting 3-4 different Diddys in this area, I firmly believe the matchup is solidly in Diddy's favor. I have no idea how they decided to make it 0/0. I know Kirby has the ability to gimp him well offstage due to Diddy's recovery, but...have fun trying to get him offstage =/. Any thoughts?
The only problem with Wario is his farts. Even when fully charged, it's still a surprise kill anywhere, on the ground, in the air, on- or off-stage, at that moment when you make a mistake and he's at a close-enough distance to punish you (which he, thanks to his fast aerial mobility, has a few ways of getting you to make mistakes).Second, I noticed the Wario matchup is +1 in his favor. I'd like to argue that it's a pretty even matchup. Our u-tilt pretty much stops any aerial approach he decides to do, and he has just about the same range as us, if not less (thanks to our disjointed feet). I haven't fought many Warios, or any great ones for that matter, but I can't visualize any glaring problems with the match.
That would require a grab though, right?I wouldn't say Kirby has no reliable kill move on Wario. An air grab release to U-smash or up angled F-smash can seal the stock. Although, a smart Wario can force a ground release... Unless I'm doing something wrong. But yeah +1 Wario's favor because of his fart.
While he's playing the MU however it is that the Wario main wants to play it, he's charging up a kill move that can be used anywhere, including to trade hits or to beat out our attacks. It's so menacing that once we know Wario has a fart strong enough to kill us, we have to change the way we play to avoid Wario from setting up for a fart with dair, or avoid making any mistakes for fear of dying from a punishment; we play like if the MU was in our disadvantage, like how we play against Snake while we're at 110%+, or against Fox at 90%, or against G&W at 80%+, or against ICs at 0% (etc), extremely careful to avoid a quick unwanted stock loss, as is with any of our disadvantaged MUs. His fart's kill power is no joke, one that is almost fully charged can kill us at ~40-50%. That's us playing it safe on the ground or in the air while trying to maintain an advantage, both on- and off-stage.Well damn, is one move enough to put it in his favor? I mean it's just a matter or dodging it, which isn't impossible. Plus, its only a threat periodically, its gotta charge. If it was a constant fear then I would say okay.
I dunno how to convince you about Diddy, though. All I can talk about is along the lines of "what I've done against Diddies has worked so far, but I haven't played against the top Diddies yet". The MU rating just ended up being mutual agreement between both sides' majority.I guess all that makes sense. I mean i can definitely see why/how its a +1 for him, i just want it to be proven to me. How my mind works i guess lol.
Now all i need is some Diddy closure.
My thoughts exactly. Apparently it's not true at all, though.Kirby vs Diddy...
+1 to Diddy. At the least.
(i.e. Diddy's going to have the advantage, even more so depending on how skilled the Kirby is with banana's and the match-up in general)
I don't see how a Diddy can do "much more to Kirby, than a Kirby can to Diddy". It's not an easy MU for Diddy if Kirby knows how to play it thanks to his multiple jumps and fast tilts. Glide tossing doesn't give Diddy an advantage, all it really does is move Diddy while throwing items. We already know the insides and outs to glide tossing and how far Diddy can go, so coupled with our multiple jumps and options when looking to land, we can outmaneuver his item game, and pressure him into thinking we're trying to try an offensive approach by feinting landings outside of his maximum range (footsies, burst spacing, or whatever it is SWF is calling it these days).I think its a +1 because coupled with Diddy having faster movement speed on the ground and air, along with actually having a reliable glide toss, a Diddy can do much more to a Kirby than a Kirby can to Diddy, given his moveset, and assuming they have equal item control skills.