D e l t a
That one guy who does the thing with a camera.
Read the spoiler and my 2nd paragraph at the top.Why 65/35 for Olimar?
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Read the spoiler and my 2nd paragraph at the top.Why 65/35 for Olimar?
So I'd like to explain why I feel the way I do about a couple of characters that I had.(+3) 65/35 * *
(+2) 60/40
(+1) 55/45 * *
(0) 50/50
(-1) 45/55 *
(-2) 40/60
(-3) 35/65
Ness' CG doesn't last that long. If you DI any of his follow ups away, the combo ends. Also, fair as the "beginner" follow up is a weird thing to think. If they don't SDI fair out, it leads to more follow ups than anything else in Ness' kit. Out of fair you can, grab, dtilt, DJC nair, and even fsmash. Each of those, besides fsmash, has it's own unique tree of even more options.I find it funny that we train with 2 of the 3 best Ness players. Both of us agreeing on Ness v Lucas I'd say is confirmed 50/50 for now.
Also, Ness can CG Lucas easily. If you DI behind its super free followups (never DI this way), DI away = regrab until about 30%, then Tetra likes to use Upsmash or magnet, which you have to DI, SDI, ASDI away, otherwise you get popped straight up instead of away at a horizontal angle. Fair is also a decent followup, but I think of that as the beginner followup. It doesn't lead to much and barely tacks on 8-15%. Best DI from Dthrow is straight up / slightly away. Ness doesn't have great vertical followups / juggle options
I say about 30% bc Tetra doesn't always regrab and I'll DI out of the CG if she regrabs me DI'ing down and away.Ness' CG doesn't last that long. If you DI any of his follow ups away, the combo ends. Also, fair as the "beginner" follow up is a weird thing to think. If they don't SDI fair out, it leads to more follow ups than anything else in Ness' kit. Out of fair you can, grab, dtilt, DJC nair, and even fsmash. Each of those, besides fsmash, has it's own unique tree of even more options.
The best DI from down throw is down and away, not up and slightly away. If you DI up and slightly away, you're going to get uaired, which leads to a lot of damage. It sets up for more uairs, up tilts, footstool and dair tech chases.
It might not exactly be -3, but very brutal (maybe -2). I used to think it was easy until I faced a competent Sheik player who stuffed every approach I had, followed up grabs to ledge guards / death, and spaced around every single move I had. It's nowhere near unwinnable, but I switched off to play Fox/Falco and had a much easier time.What reasons do you have for the Shiek matchup being 65-35 Delta? I never thought that the matchup was that terrible.
You're thinking too much of comboing for damage instead of comboing for positioning. He can get two uairs and then mix in a dair/uair/footstool. From a footstool he can dair to force a missed tech. Which he can then jab reset into another dair into another dair/footstool/early dair to trick a tech input. Alternatively, after two uairs, he can soft nair into bair/dair/pk fire, plus you may end up off stage. Either way, you're putting yourself into a bad position.I say about 30% bc Tetra doesn't always regrab and I'll DI out of the CG if she regrabs me DI'ing down and away.
As for saying "beginner followup," I simply mean that if the opponent is cognisant of these followups, they will DI / SDI out accordingly. Not to say that Fair is a bad followup by any means. For example, Marth players still get followups from Fthrow such as chain grabs, Fsmash, Dtilt, etc. It's one of the first things you learn and can have multiple rewards if your opponent isn't on point.
DI down and away sets up for Fair & magnet more than anything. Ness' Uair only gets 1-2 successive hits due to his slower jump & fall speed. And if Lucas is above ~50%, they'll have to full hop / DJ Uair. By that time, Lucas can either counter attack & land, or double jump out of the combo. It's also possible to DI slightly forward from the first Uair then be able to escape the resulting followup.
Footstool followup seems interesting. If you can link me to a video where Ness gets a good followup off a footstool on Lucas from Dthrow I'd love to see that. The only potential followup I can think of would be DJC Dair / Nair or jab resetting them if they miss the tech from hitting the ground.
Hm, I actually never really thought about theory crafting combos like that.You're thinking too much of comboing for damage instead of comboing for positioning.
That's what I mean. I'm still working on my conveyance online .-. At high % Ness can't followup at certain heights from a Uair. At low % you would just hold down and away then hit the ground n escape. Although I could see the Fsmash part being a problem. This situation seems similar to the Marth conundrum: combo DI Fair, get hit by Fsmash. Survival DI Fair, keep getting combo'd.And FTR, you can't DI slightly forward to escape uair because it's a guaranteed tipper fsmash. You have to SDI uair up so you can jump out and even that doesn't work at low-mid percentages.
Not sure the exclusive areas you struggle in, so a description or video would help clarify your specific problemshow does everyone feel about the meta knight MU. i cant seem to beat any meta knight i play. thanks!
Gonna lab this later the week which of his moves go thru PKF. I could've sworn PKF got beat by Nair/Dair... I also found out that Zelda's kicks beat Fair and go straight through it, similar to Marth's Fair.MK's sword is transcendent, so none of his sword attacks will clank with anything, including projectiles. The only way MK is going to deal with projectiles is by using dash attack, power shield, or movement/staying in the air.
Bad computer = no netplay sadly. I'm also at college half the year so I can't exactly go anywhere to play smashThis match up was hard in 3.0 I heard, and with fox barely touched and Lucas's nerfs being some of the harshest, it seems that not much would change other than it is even harder for Lucas. I can play some netplay with you, my fox isn't terrible and you could experiment if you want. I bet you have a better player locally which would be better but just putting it out there.
It's honestly 50/50 IMO. One of those MUs where there is less character jank and more reliance on player skill. Both combo heavy characters and it's insanely fun. Every Lucas v Ness will play differently.This may have been discussed earlier in this thread, but how is the Lucas Ness match up? Also what should you do you do in that match up?
Adding on to all that, it's a high speed game of cat and mouse. Both sides want to bait out SideB's and punish. Fair is a good approach, but can be punished when spammed like a Fox Nair in neutral. Grab game leads to massive % especially if your DI isn't on point. The main advantage is that Lucas has Dair -> Upsmash and Uthrow to guarantee kills whereas Ness has to search for a backthrow at high % that depends on stage position or a grounded Dair -> Bair/Uair for guaranteed kills. Lucas' combo game is slightly better and he can control flow better than Ness. Ness can bob and weave in Lucas' zone safer than Lucas can impede Ness' space.Ya Boy GP said:So I'd like to explain why I feel the way I do about a couple of characters that I had.
Ness: So this is by far my best and most experienced matchup. My training partner is Boiko (top ness player) and we play this matchup all the time. Lucas has an easier time in the neutral game due to his much better mobility, ability to put out hitboxes faster, and has good CC options out of approaches such as fair. The punish game is surprisingly in our favor because Ness can't really combo you too hard unless he reads platform techs. Out of dthrow you just DI away and then sdi the djc fair he does away and he can't get a followup. Lucas has freestyle combos that don't rely on stage or platform layout, and has almost guaranteed dthrow usmash at mid-high percents (only DI that doesn't work is slight DI behind). The recovery game is difficult for both characters. Ness can cover your tether with magnet -> dair, and has a similar way of dealing with how you deal with Ness' up-b, either you let them get ledge for free or hard read an angle to the ledge, or cover an onstage angle with usmash or bair or whatever you like. If either characters are below the stage after double jumping, they should be dead 10/10 times. Lucas slightly beats or goes even with Ness in every aspect of the matchup, but it's enough for Lucas to have a noticable winning MU on Ness.
...maybe against ASDI down? Dair or frame perfect Mag->Dair is about the best I can see beating a true CC. Remember, crouch cancelling is when the opponent is actually crouching. Anything else is a result of ASDI down.PS I think Lucas is one of the hardest characters the CC in the game, with one combo. Mag Upair. I'm sure you have known about this.
Since I'm bored and want to gauge some more discussion out of you guys, I think I'll post my own mini MU chart for Lucas too.
I played my roommate's Marth among a number of other good Marth players. While it's an uphill battle for sure, Lucas has an insane punish game on Marth and many things that don't warrant anything less than -1 IMO. It's all about picking the right options perfectly and having good spacing or else you eat a sword to the face. I've grown to enjoy the MU to an extent.- No one beats Lucas that badly to get into -3, imo. If someone WERE to be put there, I'd probably go with Marth. I think that he's is possibly Lucas' worst MU in the game. Some people in this thread think it's Sheik, and they could be right, I'm not completely sure, myself. Giving her the throw mixups back is obviously not good for us, and she already bodies every recovery option Lucas has.
It's as bad as we say. Lucas can still combo Jiggs, Dthrow works until death % like I mentioned in my post, and getting a grab is easier than you'd think in this MU (still difficult but possible). The best puff I've vsed was m2k's at Shuffle and I did everything to his Puff that I theory crafted. It's a battle of patience and not getting caught by random Bairs.- I have no idea if Puff is actually as good of a MU as some of you guys are saying, but I just threw her into the +2 section because I don't really have anything to go off of other than she can die at like 50% vs Lucas. However, what about all the other things? Lucas's throws and grabs in this MU seem like they'd be practically irrelevant. Dthrow probably stops being a combo setup on Jiggs pretty early, and we probably don't get to grab her much at all considering how she's often airborne. How do we get kill setups on this character if she's always a certain level above us? Don't her aerials beat out most of ours? I just don't know about this MU, guys. There also aren't any actual good puffs in PM other than Hbox, and I've never seen him play this MU.
It's a really simple MU if you can avoid missiles. I've played our local Samus player a number of times and I have a little experience playing against Skigh (2nd best Melee Samus in MI). Lucas doesn't kill Samus as easy due to her weight, but her fall speed results in Uthrow still killing pretty low. She's also easy to juggle and trap her landings. Samus has few tools to deal with PKF and must resort to shielding and WD OoS for the most part, else she gets combo'd hard. Use PKF to rack on some extra damage or PKT1 if Samus is very far offstage. Aim the tail just above her head so that her bomb jump sends her into the tail. Don't contest Samus at the ledge much since her ledge hop Fair is really good and UpB has some awkward hitboxes.- I put Samus at -1 because Esam kicked my *** once upon a time LOL. In all seriousness though, I don't know all that much about this matchup, but I don't like playing it. Throw combos are harder, She's weird to completely edgeguard (as in, hit her away from stage and actually kill her), and her crawl makes trying to hit that small hurtbox when we have a bunch of small hitboxes feel super awkward.
Little fighting experience, but I know a ton about the character. He sucks compared to Brawl where I mained him, so I have yet to find this MU difficult as a result since Lucas can abuse all of Olimar's weaknesses. I studied the character and his changes to PM and found everything was nerfed, save for Uair becoming a single hit rather than a multi-hit move. Although PKF will damage pikmin and can kill them, Lucas' Nair is godlike vs pikmin. Olimar's weight & fall speed make him susceptible to getting combo'd to death way easier than most of the cast.- No personal experience with the Olimar MU since 3.0, but Neon's always said that this MU was worse than most of us probably think, and I can see why. Pikmin make PKF irrelevant, and I'm assuming Olimar still has great combos out of his throws, similar to 3.0?
Updated after some thought.- There's no way that Peach is actually +3.
Agreed. Jampion played very well against me at Shuffle since he trained with you a bit. I try to be unbiased when I talk about Lucas v Pika since the only two pikachu players I've fought are very well versed in the matchup. It doesn't help that Anther is also our #1 PR.- Pikachu is either an evenish matchup or slightly in Pikachu's favor. Camping more like Falcon and Marth works a lot more than camping like an actual Lucas in this MU (which would be the typical throw out PKF in neutral, which Pika destroys you for doing). Both characters have pretty bad range on their normals, so you don't have to worry too much about getting outspaced. Pikachu definitely has Lucas beat off stage and near the ledge though.
Same.As I continue my quest to git gud, I'm sure that my opinion on a few of these matchups will change, but I think this is good enough for now.