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How do you feel about that Jman vs Amsah match, where Amsah cba to get laser camped 24/7 while in the lead and decides to shino stall? (Mainly playing devil's advocate, I am totally with you. People should get off the stupid ledge when their opponent gives them room, and % is even.)Interaction, as a standard, occurs onstage. The offstage position counts as a secondary. It doesn't matter what the characters are. Jigglypuff could be the one on stage and Falco off, and it would still be Falco's responsibility to come on stage, as he is the one causing the lack of interaction, especially if the on-stage character is giving the off-stage character the space to do so.
this guy right hereYoshi wins vs Jiggs in PAL btw
(evenish in NTSC)
eggs **** planking and yoshis planking is by far the best one in the game lol
puffs sucks
Its funny b/c there is so little yoshi info this could very well be trueYoshi wins vs Jiggs in PAL btw
(evenish in NTSC)
eggs **** planking and yoshis planking is by far the best one in the game lol
puffs sucks
His weight is greater (not by too much, but in practice this is really helpful).What is different about Yoshi in PAL?
If I'm not mistaken, the added weight really helps his double jump cancel counter as well, making it harder for an opponent to break through and making it a more useful technique for Yoshi.His weight is greater (not by too much, but in practice this is really helpful).
All this stuff is true and I don't particularly disagree with any of this. Our disagreement seems to come from just exactly how much value we put on the different aspects. Some things one of us considers important the other seems to consider inconsequential. *shrug*Part 1, at times Falco can be worse. For example, if both Marth and Falco go low, different things happen. If they're closeish to the edge, Marth gets a better airdodge recovery than Falco. If they're farther away, Marth gets side B mixups(sometimes effective for some characters) and Falco has to up-B, which is usually death. If they are at edge height then Marth still gets edgeguard and Falco gets side B and up-B, but side B is the only real concern here again usually because up-B can be reacted to. Side B is really tough to beat here so I'll definitely give that to Falco. If they are both high up, Falco could try to platform cancel, up-B and control his angle, or do side B tricks. Marth can just fall lol. Marth's side B is actually a kinda neat visual trick here. Depending on how far out he is, he can just mix up how many side Bs he does, and exactly where he does them. With the first side B especially, the one that grants more height, he can avoid lots of spaced jumping attacks into him. If people learn to respect this option, then Marth can just fall and attack(if they're waiting for side B/recovery) or airdodge(if they wait and then try to beat the attack) or counter(if they try to intercept the high side B, kinda rare but solid option situationally). This is all without DJs, which make Falco a little better close by the edge due to Dair but Marth's Fair is big so he can still swat people away with less worry about lag and dying if he calls a move wrong. Falco is kinda **** farther out with a DJ though because of how many heights he can side B at.
Point is, I could see Falco being below Marth on this list or tied with him.....or at least close to him on this type of thing.
Part 2, yeah I suppose I can agree besides maybe Puff. Unless I'm mistaken, Puff can just jump and Bair(and sometimes Pound I guess) and maybe eventually try to go over people. That takes like 3 of puff's 5 jumps to really get over people though, and hitting her away after those leaves her with her two worst jumps, which is bad for her. Puff's panic when this stuff happens lol I feel like she's not edgeguarded well enough tbh. I guess she could be better than Marth at this area but I feel like it's close/in Marth's favor here honestly. I don't think Sheik's stuff is too much better than Marth's because of CC(whereas Marth can avoid CC to some extent by delaying Fair tippers or doing Fair tippers then regrabbing the edge) but yeah I agree her's is better.
Absolutely, 100% DISAGREE with him lacking kill potential. If Marth knocks someone in the air at high percent, then he can outrange/bait and beat their aerial options from below easily and either kill with Uair(smaller stages), Utilt(any stage), or start knocking them off with Bair(any stage). Grabs throw the opponent up into this situation or offstage. Marth is amazing in all of these situations, and only needs one successful read following these situations which are easy for him to exploit to get a kill. Side B to Utilt still kills, Ftilt tippers can kill and catch lots of people on SHs(especially Sheik I've found), and of course you have Fsmash kills and Dsmash tippers can kill as well(also shield stab).
And pivot tipper Fsmash should be something every good Marth can do. If they can't, then they gotta get with the times, a recurring Marth main problem I feel. Personally I can get pivots about 75% of the time when I really want to, and this is without practice. I'm hoping to raise that number as I get better with Marth and actually start using his pivots lol.
Marth's shield is still good, and he does get the nice chance he could grab and kill someone(more likely than you think). Peach tries to jab to grab, Falco and Fox have holes in their pressure, and Sheik can do a move to grab or jab as well(which is a CC grab in this case obviously). Heck, Marth has a better practical OOS game vs Puff and maybe Peach I'd say(due to his long range and disjoint that can "trade" with a floaty move as well as looong WD OOS into any of his big ground moves/grabs that make floating/running back after pressure much less likely or hard to pressure off of if Marth moves backward). Yeah he lacks some of the nice stuff and I don't deny that, but his nice shield still allows for great use of shield DI(still underused, admittedly by myself too) as well as the ability to wait longer for an opening without worry about getting ***** by shield stabs so often.
I think Marth beats Falco. Not entirely sure of it due to lack of experience, but it feels so true in theory and when I play some of the other Falcos I have played. My main point is that Marth is one of the best characters at shutting down Falco's laser game with his long reach and counter, as well as how he can powershield/take lasers to do moves and further disrupt Falco's laser game. Once Marth has that conditioning, he can just outrange Falco straight up. Gimping and CG'ing/death comboing Falco is nice too. The current stage list further makes Marth great vs Falco(and everyone really) because DL can be banned/played fine on and PS is perfectly playable(transformations can be camped out). Marth beats Falco for sure(imo) on YS, BF, FoD, and FD. If CPs are on Marth gets a ban anyway, but RC is doable imo because Marth may not get CGs but he does get easier kills because there are no edges for Falco to save himself with.
No comment on Fox. I really like that matchup though lol.
I do agree with the struggle with Falcon(very very doable though), but I'm not so sure about vs ICs. Doc I know Marth solidly beats, and Ganon....Marth wins but I dunno by how much. Either way, winning a matchup is winning one and I don't believe that Marth should be punished in terms of tiers for winning a matchup by less than another character. I'd say Marth should only be punished tier-wise if he goes even of loses where someone else wins(like Marth losing to Sheik whereas Fox or someone else beats her).
I think Puff vs Doc is worse for Puff than any of Marth's mid tier matchups. It almost looks like Puff may lose to Doc, but I don't really feel that way about any of Marth's mid tier matchups. Marth could lose to Falcon but I don't know much about that and Falcon is high tier anyway.
I'd write more about what I think about Marth's stuff outside of these points, but I want people to actually read this post lol.
Oh, and no I have no new Marth vids. =(
that is the reason why the weight gain goes a long way in practice.If I'm not mistaken, the added weight really helps his double jump cancel counter as well, making it harder for an opponent to break through and making it a more useful technique for Yoshi.
What players are you considering to be "top" level? As in, name a few players that mark the minimum of the class we're talking about here?@JPOBS: Guess I should've written more so you could've disagreed. =p
While I may not exactly disagree with your matchup point, I would like to bring up a thought I sometimes toy around with. At top level, matchups can be exacerbated because every player is abusing the matchups as hard as possible. A 55-45 matchup, while mostly winnable by anyone up until the top, rarely sees victory for the losing character(though it can still be won with a lot of work). A 60-40 is nearly unwinnable at top level and should basically never be lost. A 65-35 is already a counter and pointless to play at top level then.
People often argue about player skill being more important than matchup at top level, but is this necessarily the case when the top players may simply be exploiting their character abilities and exposing their opponent characters' weaknesses harder than anyone else?
@Niko: We've been through this one before recently iirc. I don't know what new material I can offer on the subject, but I hope to show you eventually what I mean.
actually, it stops his DJ starting from 0%. Try it in training mode.that is the reason why the weight gain goes a long way in practice.
Fun fact: Falco can "shine spike" Yoshi out of his dj starting around 70% (iirc). Fox never can :D
edit: to clarify yoshi won't be hit downwards or anything, but his dj will be stopped, which basically is the same story, since he can't do anything useful to recover afterwards
Interesting point. How do explain players like Hax, Wobbles, or KirbyKaze winning matchups that are apparently really bad. Is it a) the matchups aren't as bad we thought, or b) the players they are against aren't playing the matchups properly? I speak of Hax beating Sheiks, Wobbles beating Peaches, and KK beating Hbox.While I may not exactly disagree with your matchup point, I would like to bring up a thought I sometimes toy around with. At top level, matchups can be exacerbated because every player is abusing the matchups as hard as possible. A 55-45 matchup, while mostly winnable by anyone up until the top, rarely sees victory for the losing character(though it can still be won with a lot of work). A 60-40 is nearly unwinnable at top level and should basically never be lost. A 65-35 is already a counter and pointless to play at top level then.
Interesting point. How do explain players like Hax, Wobbles, or KirbyKaze winning matchups that are apparently really bad. Is it a) the matchups aren't as bad we thought, or b) the players they are against aren't playing the matchups properly? I speak of Hax beating Sheiks, Wobbles beating Peaches, and KK beating Hbox.
yeah Dr. Peepee doesn't know anything
also you were thinking of the Peach player DoH
Wow really? Well now I finally have a way to stop my friend from playing Yoshi lol.actually, it stops his DJ starting from 0%. Try it in training mode.
I always forget when playing against him that he's among the top 5 heaviest characters in the game. His speed and weight combination is really deceptive and annoying. Good thing his moveset isn't that great.Good luck getting Yoshi's fat *** off stage at 0%.