AuraMaudeGone
Smash Ace
Updated.
Kinda need some input for these chars:
Kinda need some input for these chars:
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I am calling BS. My main practice partner is a link and we have learned each other's characters in reverse so that we can play the matchup from each other's perspective.Link should almost never recover against Marth if he knows how to edgeguard, and once Marth has Link cornered he can probably net a kill.
Drop down bair harder. Grab ledge better. Zair is pretty ****ing slow. I have absolutely no issue destroying Link's recovery. Your own shortcomings do not dictate the facts of the MU. Don't ****ing come at me because you disagree with it. I only contributed to this **** because I was asked to not because I wanted to be attacked by a ****ing cesspool of salty randoms. **** off until you can approach disagreements in a civil manner. Until that point, I hold no obligation to be civil back or even recognize your argument.I am calling BS. My main practice partner is a link and we have learned each other's characters in reverse so that we can play the matchup from each other's perspective.
If you use Up B only to recover you are right. However, the chain is not nearly as easy for marth to cover. If he predicts it and holds ledge, you can use AGT bombs and up B to get back to the stage and if the doesn't grab edge, you can use the chain freely. It's called a mixup, and it is something that you can easily react to. That isn't even mentioning stalling your recovery with the bomb throw up B to try to recover high or using AGT>Airdodge
If you can't recover against marth, you need to watch some top level links. Watching players like Hero of Time. He has no issue recovering against marth.
Links that ONLY up B or ONLY chain are easy as hell to beat because there are counterplays to those things, but any link with a decent amount of awareness can tell "Oh, he is holding ledge. Better not tether" or "Oh, he is standing on stage at fsmash/dtilt/counter range, better not up B." If you can't do that, you need to work on the matchup because you are playing it wrong. Try playing as marth against a friend so that you can see exactly what he can and cannot do to your character.
BTW, I showed said friend your post about recovering and he laughed out loud.
I was being civil. You aren'tDrop down bair harder. Grab ledge better. Zair is pretty ****ing slow. I have absolutely no issue destroying Link's recovery. Your own shortcomings do not dictate the facts of the MU. Don't ****ing come at me because you disagree with it. I only contributed to this **** because I was asked to not because I wanted to be attacked by a ****ing cesspool of salty randoms. **** off until you can approach disagreements in a civil manner. Until that point, I hold no obligation to be civil back or even recognize your argument.
Definitely agree with +1. Have you guys even played a Ganon worth their salt?Ganondorf: I might be biased by playing a not-bad Ganon main, but I feel like this MU is only +1 Link, and that Link is even or loses on a few stages [notably Yoshi's]. Ganondorf's incredible waveland is fantastic for moving around platforms and avoiding projectiles, and Ganondorf can convert a ridiculous amount off of any move [except MAYBE jab if you don't shield and let him grab you], because he will push you back and make projectiles very unsafe. Link can land several blows in neutral and potentially be alright, but Ganon only needs a single touch [outside of MAYBE a non-CC'd jab] to gain an upper hand that he can often press into a stock. He can also chaingrab Link to 50% with platforms to save Link and higher without, and his gimps on Link can be quite devastating [yay tipman...]. It often seems that the battle comes down to throwing out projectiles when it's safe, and attempting to outspace each other with fair or nair whenever Ganon corners you. Cape is technically a reflector as well [and was buffed in 3.6 beta I believe], so he can reflect a boomerang and if you don't already have a bomb in hand, he can and will close the gap quickly.
This is only accurate for a Squirtle who doesn't use water gun and smart grounded bubble. Peach has no way to force Squirtle to approach because he can just water gun turnips out of the air then catch them, giving him access to his grounded glide toss (which covers the length of almost every stage). SHWG will also beat Dsmash because they arc over the hitboxes into Peach's hurtboxes. And if the Squirtle baits out a dsmash, they can punish with their own dsmash since it has enough disjoint to go through Peach's dsmash. As for nair, Squirtle just has to stick to the ground. Wavedash back >Bubble will shoot Peach away, she cant go high enough to avoid it without not being able to hit nair unless they try to drop down on the Squirtle (Which would be obvious, meaning Squirtle can just Wavedash away or contest it by charging up water gun).vs
65 : 35
Hard counter.
Squirtle approaches are pretty linear and he suffers a little bit of the Pikachu syndrome (stubby arms, no decent ground options, aerials get ****ed by CC DSmash), even worse when all his other unconventional options are covered by basic stuff.
Did he Withdraw ? DSmash, byebye armor and turtle.
Did he jump and did whatever ? Anti air Nair.
I disagree with you entirely.Both characters can kill one another if they get their hands on the other, but this MU is not a hard counter.
You've never played a squirtle that was even semi decent at the character thenI disagree with you entirely.
To be fair, those are few and far between since most Squirtles suck (myself included, we comin up)You've never played a squirtle that was even semi decent at the character then
That's because I floored all of the averages.I was skimming over the average values and the rounding seemed kinda off on a few
Long and short of it is that mario has a rough time because he has short stubby arms with have trouble getting in vs marth's sword. His combo, edgeguard, and projectile game are good against marth, but marth just straight up wins the neutral and combos/edgeguards mario about as well as mario combos him.What's the matchup like for marth vs Mario?
Mario doesn't have to approach. He can use fireballs to force marth to approach. However, marth has plenty of tools to accomplish this. His wavedash is super long allowing him to shield fireballs and WD OOS to approach. He can swat away fireballs with a SHFF Fair, and his movement in general is really good for baiting out mario to do something.But why is Mario approaching?
Because he fears getting dtilted to death?
Now I know nothing, but it feels like the CC-dash or whatever Dakpo made a video out of could be a huge game changer in the MU.
counter argument from X0dus (just for context sake of my next post):idk if itd be easy to make an opinion of every MU for roy so soon, especially since the 3.6 changes (from the beta and the full release) have effected MU's it may be too soon to say other then a hand full of MUs.
Edit: ok maybe i do have a fair amount of opinions about these MU's hahaha
however i would say that i strongly disagree with charizard being -2 because i think roy destroys charizard. id say DK should be the worst MU on the roy chart for roy i feel.
I think jigglypuff would be even since roy's reverse UpB kills jiggly at 0% if jiggly doesnt DI really well or is on a low ceiling/platform.
Im very curious how link is -2 for roy. link and roy go pretty even or slightly in roy's favor in my experience because roy has much better mobility and combos link really well and should be able to mitigate link's projectiles easily considering that none of them are very fast. Link also doesnt have the moveset to safely poke roy with his sword while roy can easily bait out upB OoS from link or just pressure his shield from a safe distance. As soon as roy gets link in the air its really easy to keep link from landing and take a stock in the process whereas link does not have the same ability to juggle roy forever due to roy's sideB stalls and link's laggy uair.
snake i feel should be in roy's favor. roy combos snake so easily that its kinda gross. snake's grenades are easy to deal with and avoid, roy's sword allows him to win any priority game and snake's recover is really easy for any character with disjoint to beat. If snake tries to sweetspot the ledge its pretty obvious ahead of time so roy can simply grab ledge and drop off and dj with the invincibility to smack him with bair or fair until he cant make it back and if snake recovers high then roy just frame traps him with an uair and then juggles him forever. snake on the other hand doesnt have very safe options to pressure roy and has to rely on punishing roy if roy has somewhat poor spacing.
ganon i feel is slightly in roy's favor because ganon doesnt have great ways of dealing with lots of close range pressure whereas in comparison marth tries to keep others at a distance which works to help ganon in that MU but roy can get in and also juggles ganon more easily then marth does. Roy's dtilt also does amazing work in this MU since ganon only has dair which can be interrupted by flurries of uairs. marth's dtilt on the other hand doesnt give him nearly as much reward against ganon. roy's ftilt also has more range then any of marth's moves so roy can poke at ganon from father away.
my counter argument to the charizard/jiggs MUs:I have a lot of Charizard experience and Charizard is really bad for Roy. Roy combo's charizard really well at low, mid, and to a certain extent, high percents but he also struggles to kill him if it isn't on a small stage. You have to either get a read or tech chase into a kill (And he is heavy so your throws are a little slower to act out of). He has huge range and because you rely on the hilt, he can easily space you out and your best option is f-tilt, but its hard to get much off of it from the tip. Charizard also combos the hell out of you and it is hard to get him off of you. His down tilt also makes it very easy to edgeguard you. He is also very strong and does a lot of damage, has multiple jumps, a glide, and a pretty decent up-b. You have to really outplay him to win.
And I've played a lot of Jigglypuff/Roy recently, this is not fun at all. In my opinion, Roys revolves around how well he combos his opponent, can he combo them at high or kill percents, and how well he converts that combo into a kill or kill move. He can't combo Jigglypuff, he struggles to kill her, and he can't combo her into a kill. She has no problem comboing him, she has no problem killing him, and she can combo him into a kill move. You can't challenge her in the air, its hard to approach her, and your only option is to space her out with up-tilt and f-tilt and camp the hell out of her. Yes, you can kill her with up-b, no, that doesn't make the match up any better because that only works if she misses a rest.
Im really sorry that this is so long and im not trying to call anyone out by posting all this here id just like other people's opinions and figured that itd be helpful to provide all info on whats been discussed from the roy boards on my personal disagreements in the community chart thus far (since id like to know why others have post certain MUs as being what they are on the chart). If anyone else from the roy boards has different disagreements with the charts i'll let them post on this thread themselves. again im willing to hear any opinions but i will point out things that i disagree with and why and hopefully everyone does the same for my points.Im fairly inclined to believe you on jiggs being bad for roy but i wouldnt say that its that bad. jiggs does have a better aerial game but i disagree about being able to challenge her in the air, roy has a sword and thats going to beat any of her aerials unless roy is trying to get a meaty hilt attack. not to say that roy has a better air game then jiggs but if roy picks his moments carefully he should be able to swat her without trading. characters like jiggs and luigi i feel are MUs where roy does in fact have to switch to a more slow paced tipper game where roy is just trying to tack on bits of damage here and there rather then trying to push in in a MU that doesnt allow for it. once they are at a high enough percent roy has to be patient and try to find safe kill options with ftilt and other large range moves and since jiggs is the lightest character in the game it'll kill at a somewhat more reasonable percent then it would against the rest of the cast. though marth would do this much better and should probably be used instead for jiggs (which even if the roy player doesnt play marth they should be able to handle this MU better considering the similar moveset and better MU vs jiggs).
charizard does combo the hell out of roy but charizard's neutral game is not even close to as good as roy's. roy should be DD camping until charizard attempts to throw out a commitment which roy can then get his combo game going. charizard on the other hand doesnt have a very good DD because his dash is short which doesnt allow him to avoid very much unless his spacing is incredible or his opponents spacing isnt great. I dont think that roy struggles to kill charizard all that much because there are a few pretty easy combos that end in an fsmash that work much more easily against heavy characters at higher percents (uair and dair are the most prominent and straight forward). I also disagree about gettting little off of tipper ftilt, charizard's techs arent very fast and roy has great tech coverage with moves like nair and dtilt. roy can use this to pretty easily box charizard in a corner where roy's tech coverage becomes even more dangerous. I also dont think that charizard's is difficult to edgeguard. his upB is pretty easy to ledgehog and if he tries to recover high then roy just has to uair him since charizard doesnt have enough range on his dair or enough speed in his nair to cover below him. if charizard tries to recover with a glide just above the ground then a well spaced ftilt will beat anything he can do. as far as relying on the hilt goes, i feel this is the wrong way to think about it. using tippers allows roy to punish from a safe distance and setup his opponent to be at a disadvantage on stage space. this allows roy to commit even less while his opponent has to commit even more to get back space. as long as roy keeps poking them towards the ledge they will eventually have to commit to something that allows roy to connect those meaty hilt attacks without needing to endanger himself with an overly aggressive attack. I think that this strategy works particularly well against charizard who doesnt have a whole lot of fast moves with low end lag. even charizard's jab is a little bit on the slow side though it does cover a large distance. charizard also doesnt have any way to deal with tipper ftilt or dtilt on shield because his shield grab doesnt reach and neither does upB OoS and charizard's wavedash is pretty short which allows roy to attack shield with tipper dtilt and keep charizard at a disadvantage if he wavedashes out without having to commit to more then DDing. charizard on the other hand also has safe pokes on shield but charizard cant keep you in shield after throwing an attack out (like tipper dtilt/ftilt) without roy having plenty of time to wavedash out. I agree that charizard can edgeguard roy pretty well though idk if charizard can keep roy from sweetspotting the ledge with dtilt, though i imagine that charizard might be able to use the ending hitbox of nair to catch roy out of his upB for a kill while only taking a couple points of damage. but again i think roy can pretty easily edgeguard charizard as well by just waiting for charizard to setup the spacing of either glide or upB which can be ledgehogged or if charizard glides/uses multiple jumps to recover high then roy just uairs into combos.
My input on squirtle's matchups, Diddy no better than 1, DK 1, Falco 2, Fox -1, Ganon -1, Lucario -1, Marth 0, Roy -2, Snake 1, Zelda -1
EDIT: @Vulvasaur can you confirm whether or not you meant to give Squirtle a disadvantageous MU vs. Zelda in your post on the first page? You described it as bad for Zelda, but gave Squirtle a -1 score.Zelda gets pretty messed up in neutral. She can't use Din's fire nearly as effectively as in other matchups because of squirtle's speed and maneuverability she has a hard time comboing squirtle and struggles to edge guard. Her downB is her best option in against squirtle.
Good catch. Corrected and adjusted.EDIT: @Vulvasaur can you confirm whether or not you meant to give Squirtle a disadvantageous MU vs. Zelda in your post on the first page? You described it as bad for Zelda, but gave Squirtle a -1 score.
@ AuraMaudeGone questioning the Zelda-Squirtle MU ratio. How is it only -1 for Zelda? Looking through the thread, the scores it has received are -2 (myself), -1* (Vulvasaur), and -3 (Vitriform). Zelda boards is almost unanimous in agreement (from past discussions) that this MU is -3 (I'm an outlier). Not sure what the Squirtle boards are saying, but I doubt it's enough (+4) to offset this thread's -2 average score .___.
*Actually +1...?
Got it, and fixed.The Jiggs/G&W matchup is even on one half of your chart and "?" on the other.
If you are in the middle of updating and just haven't changed it yet, my mistake.
Semms to me like the jiggs G&W matchup is completly one sided in favor of game and watch. Hbox got destroyed by mr.lzGot it, and fixed.
Looking forward to the performances @ Paragon.
How's MK feel Phresh?Damn nobody here truly knows Ice Climbers because not many people play them at such a high level, such as myself and @Sharkz.
Think i've made a name for myself well enough to discuss MU's:
Well, just wanted to surface all MU's i feel that's hard for IC's. I honestly think they do fairly well with the rest of the cast. IMO they're definately top 15 in the game, but they need to be credited higher in tournies (which I been doing so far!) and understood a bit more to many that think they're not so good without infinites.
IMO I think its 60:40 IC's favor or 50:50How's MK feel Phresh?