Jay-kun
Smash Journeyman
need know how to shield out of dash
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Well with all due respect, it seems that anyone with range scares you.Fox is easily in Fox's favour. Due to our floatiness, Fox's jab can basically combo into anything Fox wants. If he gets greedy you may get a nair in but I haven't had much luck tbh.
I would say Sheik is even. Yeah she may be forced to approach and everything but it's not like her approach options aren't insane and her combo ability isn't amazing. Fruit is great but you need to be careful how you aim it for it to eat needles. Orange does a great job, but bouncier fruit like cherry, don't do as good a job.
I would also like to suggest moving Diddy somewhere else. I've had nothing but bad experience against good Diddys and many others in the Skype group suggest that Diddy is indeed a bad MU for us. His primary kill move, UAir, kills off the top which is exactly what we are weak to. Sure we may have shenanigans to annoy Diddy players but fundamentally they have a stronger game than us.
The Links should probably be moved elsewhere too. Their range can make approaching really unsafe for Pac (which is exactly what we will be doing because their projectile is much stronger than our own) and they both have a lot of power on their normals to boot. This is not an easy MU at all.
I also suggest moving Samus to even at least. A lot of her moves are insanely quick on start up so if her aim is on point, she can outrange and outspeed Pac quite easily. She kills pretty easily too.
ZSS is not clearly in our advantage. She is so fast she can easily disrupt a lot of our stuff. Most of the guys in the skype group hate this MU for a reason. It's not in our advantage at all.
Ness is even minimum imo. He gets amazing combos from down throw and kills early from Bthrow. His grab is also low commitment with a good projectile for forcing it. I know PP can do work in this MU apparently but if the Ness is playing smart then it may not be something you can do on reaction.
I'm not so sure about characters like Shulk (dat range), Oli (people in the skype group hate him), the Pits (it's always seemed like hard work to me) and the heavies (these guys can really make our lives hell much like we can to them so I would say all heavies are even) but I either haven't got enough experience with them or I am in two minds about how they are for us.
One last thing, you put Falco twice in disadvantage and Duck Hunt Duo in disadvantage and even .
He loses to all out of shield options we have and when we force him into the air...ggI'm gonna go ahead and say LM is disadvantageous for us - even at best. You can put a trampoline, but he's never forced to approach. And if he grabs fruit, we're done for. LM is absolutely dominant in neutral, and with our crappy grab, we can't punish him that well.
:oYou just run and then shield man. Don't stop dashing or you will go through your skid animation, which you don't want.
Pac has very little in the way of range out side of his projectiles which bot the Links cancel out. Low range and a forced approach? That's pretty goddamn high commitment. What kind of commitment is a solidly ranged character making? Basically none at all. They can throw out hitboxes and they're fundamentally safe.Well with all due respect, it seems that anyone with range scares you.
Shulk and both of the link's range is trivial when they all suffer from a terrible anti-juggle game. They also have a lot less mobility in the air where we can force them with trampoline, and go aggro. Both of the link's projectiles are less versatile, and even though they may clash with ours, they all suck in mid range (too much start up) where ours are best.
also, having the advantage doesn't mean "easy matchup"
Shulk suffers when we get too close even more so than the links(and has no way of dealing with fruit)
So the big picture is, range != win nuetral. We have all the tools to get in and wayy better frame data. Shulk and the links are at a disadvantage.
Also, I think you may rely a little too much in your own experience. You and others way have lost to diddy, but that doesn't necessarily mean he's a bad matchup. Our tools do eons more than just annoy him. Hydrant stops uair juggles. Trampoline removes a grounded banana from play. Fruit eat bananas and make it hell for diddy to approach. The trampoline lessens the threat of a grab. Our frame data matches his. Every tool we have counters a threat he has. Diddy may be a better character overall, but he still loses to us because we have everything to stop him.
Diddy is at a big disadvantage. I may even say 40:60 in our favor.
Samus loses the projectile game and neutral. I can't fathom how she can possibly cause us trouble. Olimar's Pikmin either latch onto the fruit and we are free to rush in, or the fruit grinds the pikmin. The pits lose hard due to worse frame data and nothing in their arsenal threatens us (slow reflector, arrows are underwhelming for gimping because of our awesome recovery (pit) or pressure because the hydrant meatsheilds it (dark pit)
And I still believe that sheik is in our favor, because it's harder for her to combo us if she can't get in smoothly (fruit, trampoline, hydrant)
He loses to all out of shield options we have and when we force him into the air...gg
We can juggle him for ever with uair and apple, and gimp him at 0% with the Orange.
Ok. I can feel the hostility. I didn't mean to cause your frustration, but I hope we can continue without strife. I don't like upsetting people. It gets to me.Pac has very little in the way of range out side of his projectiles which bot the Links cancel out. Low range and a forced approach? That's pretty goddamn high commitment. What kind of commitment is a solidly ranged character making? Basically none at all. They can throw out hitboxes and they're fundamentally safe.
Like I said, I'm not sure about Shulk, I just imagine his range would be problematic because he can just counter our fruit.
Hydrant doesn't stop up air juggles. You know what hitstun is? You know what clashing hit boxes are? Both of those things make relying on hydrants silly to save us against Diddy Kong. He is also miles ahead of us in terms of mobility, range, mixups and power. I cannot fathom how this is good for us. When a character is this fundamentally good, you have to bring a lot more to the table than Pac is offering. You can't rely on fruit and trampoline to stop diddy approaching. One is powershieldable and the other takes time to set up and puts us in special fall. Relying on trampoline to take banana away is cool and all but Diddy can just carry it around with him, not to mention yet again that trampoline isn't risk free to set up, especially against a mobilie character like Diddy.
Go and find a good one and play them. Then you'll know. I don't understand how two projectiles cancelling each other out means we win projectile game and nor do I understand why a character with Samus' range and frame data wins neutral as you say but there you go.
You're kinda relying on the Olimar missing us here. What if he doesn't? What then?
The Pit's everything has like no endlag. Punishing them for anything is hard and their solid range makes it tough to get in. Yes I mentioned range again, I still maintain Pac's lack of range is gonna hurt him much more than many of his other weaknesses.
I can't argue the point with you any further with Sheik. It's no walk in the park like you are seeming to say it is but she really doesn't have much trouble getting in given that all her moves start combos.
First things first, my apologies. I had no intention of projecting hostility, angst or frustration in my previous post. I share your feelings on upsetting people getting to you and so I am sorry that you felt that was the case. I just want to make sure you understand, I'm not upset and didn't want an argument.Ok. I can feel the hostility. I didn't mean to cause your frustration, but I hope we can continue without strife. I don't like upsetting people. It gets to me.
Now we may disagree, but I really don't want to have a bloody argument. You seem pretty upset.
We cool man, we cool.I hope we can still be cool.
In my experience, we are still in hitstun when he reaches us for an up air. That is until he reaches rage percents when his down throw starts going super high. As such, it's not always an option and merely a situational thing. With clashign hitboxes I meant hydrant with up air. Fruit and bananas I haven't really tried to use like that as often I can't react quick to Diddy's run speed.Now, what I meant by hydrant stops uair juggles is that if we are in the air high above a diddy, we can wait out the aerial approach, and drop one if he goes for the uair. I understand that we can't do this in the middle of his combo
Our aerial mobility is better than his, and all of our fruits above Apple eat his banana (I wasn't talking about the ones that clash)
I heard you say before that our mobility is a weakness...when really it's a strength. We have really good aerial mobility. Otherwise, I agree. I just feel that our tools can help us survive in the matchup, but he probably isn't disadvantaged against us.
In my experience, fruit aren't something to rely on due to how slowly some of them go away if you miss and the fact they are catchable. They are an amazing tool but aren't the pillar of amazingness some make them out to be. They have flaws that are exploitable. Our lack of range is especially important in matchups where fruit are cancelled out by the other sides projectiles.Losing our safest mid range option is pretty rough for us, especially against disjoint characters like Link.It just seems like you underestimate our character. We may lack range, but more than make up for it with all 8 of our fruit. Every time we discuss a matchup, you talk about our disadvantage and opponent's advantages first. Maybe it's just my optimistic nature, but it just feels like you downplay our strengths.
Awesome. And thanks man, I like to maintain peace between everyone I meet.First things first, my apologies. I had no intention of projecting hostility, angst or frustration in my previous post. I share your feelings on upsetting people getting to you and so I am sorry that you felt that was the case. I just want to make sure you understand, I'm not upset and didn't want an argument.
We cool man, we cool.
In my experience, we are still in hitstun when he reaches us for an up air. That is until he reaches rage percents when his down throw starts going super high. As such, it's not always an option and merely a situational thing. With clashign hitboxes I meant hydrant with up air. Fruit and bananas I haven't really tried to use like that as often I can't react quick to Diddy's run speed.
Our ground mobility is still pretty poor and our floatiness does hinder some of our mobility. But yeah, his air speed is fairly solid.
In my experience, fruit aren't something to rely on due to how slowly some of them go away if you miss and the fact they are catchable. They are an amazing tool but aren't the pillar of amazingness some make them out to be. They have flaws that are exploitable. Our lack of range is especially important in matchups where fruit are cancelled out by the other sides projectiles.Losing our safest mid range option is pretty rough for us, especially against disjoint characters like Link.
I'm a pessimistic guy at the end of the day and you are clearly and optimist. Discussions between the two of us, although volatile, will probably hammer out more than two pessimists or two optimists. Having a variety of mindsets is key to a good discussion.
Once again @ Nu~ , I am sorry for any ill-feeling I may have caused you. I wasn't (and still am not) upset or angry.
Don't say I didn't warn you about Samus. I honestly don't understand why more people don't play her to be honest. She's really annoying to play against. RE: Heavies, not sure how we go against them tbh. I would say most of them are close to even because of how powerful they are and how hard it is for us to kill them. I am still yet to have much game time against an Olimar so I dunno how it is, I just remember it being painful the few times I have seen one.I would like to discuss the heavies (who I think we destroy since they have major trouble getting in on us), samus (I just saw her frame data...wow. But our PP still stops all her missles and charge shot. Same with the melon and above fruit.), and olimar(he just doesn't have a good answer to fruit, and he needs to be close to fight. He's more of a brawler in this game)
He has superior disjointed range, so you'll probably want to camp him. Which you should be able to do, just have to avoid the gordos he'll throw your way. Pressure with your fruits and use the hydrant, and take advantage of the opportunity get in real close range where your quicker moves will win out. I think Pacman probably has the edge in the matchup, but you have to have superior spacing or it will be easy to lose.Hey everyone. Anyone have some tips to share against Dedede? I feel he's a very annoying character to fight against.
The PP? If so, then yes.Could you also block gordos with pellets?
That sounds nice and all in theory, but behind all of those arts is a character with among the most startup and end lag in the game. And none of his arts fix this. Yes, a good shulk can be very good, but they still struggle from our projectiles in mid range and get complete bodied when we get close up. Shulk has a major problem of being juggle prone. Yes, a good shulk spaces well and all of that, but even with good doacing, it is very hard for him to approach you safely.I think you're being a bit too optimistic. I think a lot of those matchups you put as good for us are a little closer to even. I disagree with you entirely on Shulk; that's a character that at a whim can become the fastest, most powerful, or heaviest character in the game. Not to mention that huge range. He can rack your damage up to 80%ish and kill you with one hit, then become the heaviest character in the game to start getting damage before you get the KO. There's not a lot of good Shulks, but the ones that use those advantages are very difficult to beat. I think it's closer to even, maybe even an advantage for Shulk. You also list Dr. Mario twice, you must really not have a lot of respect for him lol.
Look, being optimistic is one thing, but this is outright denial. Are you saying Pac-Man is a top tier character?Ehhhh
I strongly disagree with diddy, lucario, everyone in disadvantage, and all the heavies in even
Denial? Ok. Please don't force your opinion onto me.Look, being optimistic is one thing, but this is outright denial. Are you saying Pac-Man is a top tier character?
I feel Mario is 55:45, Mario's favor. (Disadvantage). His frame data is straight up absurd. But more importantly, his short height stops a number of PacMan's aerial approaches. Mario is too short for "rising Fairs". PacMan's aerial approaches against Mario's short height often leave PacMan inside of Mario's (admittingly small) grab range. If that wasn't enough, Mario's USmash, UTilt, and Up-B all have invincibility and serve as very good anti-air options.I will do my one then. See which one people agree with more
Advantage 60:40 or above
Advantage 55:45
Even
Disadvantage 55:45
Disadvantage 60:40 or more
Will answer any and all questions pertaining to this list.
The Shiek matchup is slightly against us. Diddy... I dunno. I need to play more Diddy honestly, so I'm punting on my opinion.Could we please settle this sheik and diddy argument once and for all?
We used to all believe that the Shiek matchup favored us, but I don't see what happened, and our diddy matchup opinions are all over the place.
The Lucario I know plays me too often. He catches all of my fruit and is well aware of the traps. I have to beat him on solid grounds, which means not getting hit about 3 times whenever he's above 100%.Also, I'm actually starting to feel that lucario isn't that bad. Seriously, try fromundaman's bell traps. I kill opponents so much earlier now (just make sure to mix it up)
Does he know about the item toss bell upwards-> hydrant water-> fsmash->bell connect -> fsmash trap?The Shiek matchup is slightly against us. Diddy... I dunno. I need to play more Diddy honestly, so I'm punting on my opinion.
The Lucario I know plays me too often. He catches all of my fruit and is well aware of the traps. I have to beat him on solid grounds, which means not getting hit about 3 times whenever he's above 100%.
It takes 3 strikes to get KOed from a high-power Lucario. Two strikes is often enough to break a shield at high percentages. And before you say "Smash Attacks", our attacks are so slow that my friend often does a reaction down-b against them. And... Lucario's counter KOs at like 70%.
Heck, Lucario's everything KOs at 70% to 80% in practice. We can't gimp Lucario early and our Smash attacks are too slow outside of a terrible roll from my opponent. 4-frame reversal is one of the fastest and strongest reversals in the game, and can be used against Hydrant Gushes or other timed events.
Partially charged aura spheres launch hydrant in one strike at high percent. (Yes, they do 13%+ damage. Those micro-spheres are very painful). Stronger aura spheres serve as the perfect edge-guarding tool against us. Lucario can follow us off-stage as deep as we want, because his Up-B has about as good recovery as our side-B and up-b put together.
I really don't see how the Lucario matchup could be anything better than 60:40 Lucario's favor. We have an edge in the Neutral game vs Lucario, but not enough to negate Lucario's "three strikes, you're out" damage / KO advantage.
Probably not.Does he know about the item toss bell upwards-> hydrant water-> fsmash->bell connect -> fsmash trap?
Have you tried Side B power pellet to absorb the spheres? It can stop the lucario main from pressuring you constantly with them.Probably not.
But the Lucario player is smart enough to not give me a free hydrant. One partially-charged aura sphere or Two micro-ones is all he needs to do to launch the hydrant before the setup is complete.
The Lucario player knows Hydrant is dangerous, and can often launch it with aura-spheres before I've had ample time to set things up. At least, at the percentages where Bell -> Bouncing Hydrant would actually finish him off (130%+, well into Lucario's Aura)
RE: Mario, I don't have much XP against Mario but your points are valid and make sense to me.*Snip*
Umm, okay. I think we've been through everyone in disadvantage to death and you still haven't given me any solid counterarguments to the likes of ZSS, Fox and Sonic. And to be honest some of the ones in even could probably go to disadvantage and some of the ones in advantage could probably move to even. This is a best case scenario imo.Ehhhh
I strongly disagree with diddy, lucario, everyone in disadvantage, and all the heavies in even
I don't know of any good Charizards, so I can't speak about that matchup. But I'm inclined to think we're even vs Bowser, but 55:45 against Gannondorf.Heavies are in even for the same reason Lucario is a 60:40. Three reads and any of them can kill you. The only thing is, 'Zard, Ganon and Bowser don't have to wait till they're nearly dead for them to be able to do that. They also live. I still remember taking a Charizard to 240%. On the plus side though, their large frames and high endlag moves means that it is more possible for us to get something going more easily than Lucario but these are not 60:40 matchups for us or better.
I'm seriously gonna have to try that. It never occurred to me to use that hitbox as a shield against that attack.Bouncing fish is countered by charging fruit! Of all things!
Oh...now I see how crazy I must have sounded lol. By disadvantage, I meant 55:45 (sorry ^^; )RE: Mario, I don't have much XP against Mario but your points are valid and make sense to me.
RE: Zelda, I actually have said this before in the skype group and people disagreed with me. I agree that she isn't a walk in the park and her MU against Pac is actually quite good.
RE: Ness, I have played one of Australia's best players and she secondaries Ness. Gonna say it feels utterly brutal at times just how much shield pressure Ness can exert with PK fire. I'd say it's 60:40. It's not horrible, but it's hard work for us especially with all the kill options we have and all the ones we lack. Of course, like any MU with Ness, gimping is always a solid strat but getting him off stage in the first place does take some work.
Umm, okay. I think we've been through everyone in disadvantage to death and you still haven't given me any solid counterarguments to the likes of ZSS, Fox and Sonic. And to be honest some of the ones in even could probably go to disadvantage and some of the ones in advantage could probably move to even. This is a best case scenario imo.
Heavies are in even for the same reason Lucario is a 60:40. Three reads and any of them can kill you. The only thing is, 'Zard, Ganon and Bowser don't have to wait till they're nearly dead for them to be able to do that. They also live. I still remember taking a Charizard to 240%. On the plus side though, their large frames and high endlag moves means that it is more possible for us to get something going more easily than Lucario but these are not 60:40 matchups for us or better.
I'm still going with Diddy is 60:40 and Sheik is 55:45 in their advantage. You're gonna have to do a real good job convincing me otherwise because honestly you are the only person I have seen argue that Diddy is in our favour.
Well from fighting BSP's Mario, I would try stay in mid range for most of the match. His cape makes it hard for us to try and camp him, and you don't want to get close enough for him to grab you. In mid range, his cape isn't fast enough to reflect fruit and you can follow up on impact depending on the trajectory that the fruit smacks him. But watch out, Mario is very mobile in the air and on the ground. Don't try to approach him with short hop fairs because he can punish with nairs and uairs.One of my friends plays a very aggressive Mario. How would my fellow Pac-mains deal with such a character?
Mario, while very quick, has very predictable options. Dash attack, Grab, SH nair. Sometimes those options are preceded by a fireball. Other times they may try to mixup with a Dair or Forward air. Out of all of these, none really beat OOS Nair. His Jab combo is very similar to Pac-man's. Almost frame for frame and hit boxes. Offstage, PAc-man, is able to very easily gimp Mario because of his predictable recovery options. Since it sounds like you have an issue with pressure from this particular Mario. If he is hyper aggressive try to use trampoline when he closes in or Hydrant to throw off his timing. Outside of Nair, his options off a bounce are weak at best and Mario is only really able to smash to break hydrant quickly, leaving for punish opportunities with fruit or dash attacks. What does he do to try to get in?One of my friends plays a very aggressive Mario. How would my fellow Pac-mains deal with such a character?