Pi
Smash Hero
@kage
There is no way of knowing a matchup in the current metagame 100%
in any given matchup at most you can pit one characters options vs. the others
if character A has more options than character B, character A in all probability has a better chance of winning, due to having more options to work with.
But then you factor in matchup knowledge (which yea, let's assume it's even amongst two players), choice of approaches, choice of counters, choice of defensive options, etc. etc. etc.
and the options that character A has that character B doesn't have may not even come into play, at all.
to put that into an example;
Let's say there is a counter and a punish to SHFFL Fair
But SHFFL Fair is a counter to x approach
If Fair is used to counter x then there is not chance to counter it, but if Fair is baited, then it can be countered.
And that's assuming you tried to counter x with Fair, instead of not risking the bait.
If all Pichu has is Nair, and every thing else he throws out is **** and totally counterable, but Nair works in x situation, then all the pichu can/needs to do is look for x to occur, and Nair.
Now you can say then player B can just not x, but when you pit offense vs. defense, it's a guessing game. The pichu doesn't have to approach, or nair, if it's not safe. Neither does his opponent have to give up options, that is, if he doesn't mind not attacking first.
In that instance, you can argue why doesn't he just spam safe aerials.
Well in that case, seeing as how you've chosen to go air borne, your trajectory is predictable and punishable. Even if you double jump. Staying grounded offers the most versatile spacing, but the attacks are generally more laggy.
It's fine to rank one characters moveset against anothers, but that is not an accurate representation of how the characters moveset gets put to use.
There is no way of knowing a matchup in the current metagame 100%
in any given matchup at most you can pit one characters options vs. the others
if character A has more options than character B, character A in all probability has a better chance of winning, due to having more options to work with.
But then you factor in matchup knowledge (which yea, let's assume it's even amongst two players), choice of approaches, choice of counters, choice of defensive options, etc. etc. etc.
and the options that character A has that character B doesn't have may not even come into play, at all.
to put that into an example;
Let's say there is a counter and a punish to SHFFL Fair
But SHFFL Fair is a counter to x approach
If Fair is used to counter x then there is not chance to counter it, but if Fair is baited, then it can be countered.
And that's assuming you tried to counter x with Fair, instead of not risking the bait.
If all Pichu has is Nair, and every thing else he throws out is **** and totally counterable, but Nair works in x situation, then all the pichu can/needs to do is look for x to occur, and Nair.
Now you can say then player B can just not x, but when you pit offense vs. defense, it's a guessing game. The pichu doesn't have to approach, or nair, if it's not safe. Neither does his opponent have to give up options, that is, if he doesn't mind not attacking first.
In that instance, you can argue why doesn't he just spam safe aerials.
Well in that case, seeing as how you've chosen to go air borne, your trajectory is predictable and punishable. Even if you double jump. Staying grounded offers the most versatile spacing, but the attacks are generally more laggy.
It's fine to rank one characters moveset against anothers, but that is not an accurate representation of how the characters moveset gets put to use.