stingers
Smash Obsessed
I played against a Sonic main for the first time recently. Holy **** this character is awesome.
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Grabbing the fastest character who is invincible during half of his pressure is hard.I very strongly disagree. Sonic does not beat Marth. Marth just needs to get a grab, which is mad easy because of his godlike grab range. The only thing Sonic has over Marth is using his up-b spring to edgeguard. That's about it.
I like to spin spin spin.spin spin spin.
Hmmm, I always felt like Sheik's DJ was quite fast and threatening when combined with fast aerials. Telegraphed definitely was never the thing that came to mind when I thought of Sheik's DJ...Why? Double jumps are slow, telegraphed and put you into a terrible position. You have all the time in the world to hit her after she jumps, she's not like Puff where she can throw out an aerial and use her mobility to stay safe.
The difference is that DJ > RNC > bair (or RNC > DJ > bair) gives Sheik a further reaching, much longer lasting aerial to work with. She can use this to force her way onstage or try to outlast your ledge invincibility frames. It's also really good at preventing the opponent from getting to the ledge if it hasn't done so already. Totally different from DJ fair if you ask me, lolz.What will this do against ledge invincibility? That's like saying that you have the option to both up+b on stage and up+b on the edge vs the Marth killer. Like... technically you do, but both options will result in the same thing.
And that's EXACTLY why I'm rather concerned for him with this update. Him and Lucario. Won't this affect the way his combo chains work?
Well you'd think that, but I'm almost certain the PMBR is out to nerf Lucario now that there have been so many cries of "Foul!" over Lucario's features. That, combined with these changes due to the modified game mechanics, might cause Lucario to be completely different (and worse).Yes, it will, but it's critical for all the Melee vets to function the way they are meant to. Don't worry about it too much, because it's not like there's going to be a limited time for the new characters' combos to develop or anything. You'll have more than what you need to relearn the combos that change. I was figuring this is going to change Lucario a lot, too. But I don't doubt PMBR has taken appropriate measures to assure that Lucario is still working similarly.
He had way more weaknesses than that. His attacks were great on startup, but their cooldown left a bit to be desired (especially fsmash and dair). His range was great, but he had to perfect with his spacing because anything other than a tipper could be easily CC'd and punished (I abused this trait so much as Samus). He also has a horrible OoS game and is easily ledgeguarded if he's forced to upB. He was good but not extremely good.Lol at people saying Marth is bad. He was extremely good in Melee because his attacks had insane range and speed, also because of his fsmash and dair (which got nerfed in PAL). His only "weakness" was that he had no projectiles.
I don't know if anyone ever got back to you on this (and I'm not gonna check), but to answer your question: if Ike hits something with his QD attack, he can upB afterwards. I don't know about jumps, but I'd imagine that he couldn't. My friend went to great lengths to display this quirk about Ike's recovery. Ike can even hit other attacks with it and still recover. For instance, if Lucario shoots his AS at Ike and Ike QD attacks the AS, he can still upB afterwards. Good way to prevent projectile gimps, but I don't know if it will still be in 2.5. Don't know why they'd remove it, though...random stupid ike question
if ike is sent offstage with his jump, and he qd attacks whatever person, can he jump afterwards?
Oh HERE WE GO~ >>sonics kinda broken atm.
A Sonic that can't jump or cancel out of homing a attack is a pretty much crippled and useless Sonic due to how needless long it leaves him open from the air lag and from when he lands since the lag is rather long and HA's knockback isn't spectacular and leaves him about as open for attack as his Up-B does.lol come on. if I only said that it'd be different. I just detailed the one main issue I had with the guy
Originally, Project M was a "code name" when this game was first announced. The original name of this thread simply said "Project M is coming..." and contained some vague details. Here's an archive of the original post: http://web.archive.org/web/20100116111356/http://www.smashboards.com/showthread.php?t=260812 They never specifically said "this mod is aiming to be like Melee", but you were supposed to infer that yourself from the title and the details provided.I remember reading way earlier in the thread that the "M" in Project M actually doesn't stand for Melee. Would anyone be more willing to shed some light on it's true meaning at this point? Maybe something along the lines of "Meta"?
...That first line doesn't really make sense. When something stands for something, it also refers to it. You can't do one without the other.The M refers to Melee, but doesn't stand for it. Mostly because there's already a "Project Melee".
But the name probs won't change since that's what everyone is used to.
The worst matchup in my experience is Ness v. Ike. All of Ness' approaches excluding PK Fire get swatted away by Ike's aerials easily, and PKFire's pretty easy to avoid. The only way he can win is to land a Bthrow, Fsmash, or PKFlash on Ike. His Yoyo might be able to gimp Ike, but I haven't tested that.Discussing the specifics of match-ups right now is pretty pointless, seeing everything is subject to change. This knockback stacking update in-it-of-itself will change certain match-ups.
The only time atm that a match-up should be discussed is if its like a blatently obvious 80-20 90-10 match-up. Cause if this is happenening its obvious a character is lacking something. Which even then I don't think on smashmods we even concluded what was the worst match-up in the game was(there was a thread there for that q?).
Stingers, you play Charizard right? Well congrats on being one of the like 3-4 characters that are worse than Sonic and can't do ****.what do you do vs HA? Im admittedly lacking in exp.
When something stands for something, it also refers to it, yes. But something referring to something else does not mean it stands for it. All cows are mammals but not all mammals are cos. same principle. You can have one without the other if that one is just a reference. If you have a reference, does it stand for exactly what it's referring to? Nope. The problem here is not my choice of words, it's your understanding....That first line doesn't really make sense. When something stands for something, it also refers to it. You can't do one without the other.
Jab...what do you do vs HA? Im admittedly lacking in exp.
Oh god, I remember spending an hour and a half playing Zard with your Sonic (and even longer against Leelue's) while I learned this lesson...Stingers, you play Charizard right? Well congrats on being one of the like 3-4 characters that are worse than Sonic and can't do ****.
It's actually not that bad when you become accostum with the Match-Up.Marth bodies snake so hard
Ahhh, the top two placers used rivalry chars! "Can't let you do that, Starfox!" "So long-y Bowsa!"So today I hosted a Project: M tournament at Washington's monthly Gameclucks tournament, here are the results:
Project M 1v1
$3 entry fee
21 entrants
1. Silentwolf
2. Gimpyfish
Don't sleep on Pit! Marth already has a weakness against projectiles and Pit has some of the best around. Marth's floatiness makes combos off of arrow hit confirms easier too. Marth is also really easy to gimp with arrows. Also, I don't think too many people realize the usefulness of Pit's Mirror Shield when used correctly. A move that turns around the opponent if they attack it right after it comes out is an invaluable tool for reads and punishing telegraphed actions. This shield is especially applicable in the Marth MU because of his slower than average cooldown on a lot of his attacks. I believe Pit's mirror doesn't suffer from the pushback and shieldstun that a regular shield would take from an attack when it's reflecting (could someone confirm this for me?), so Pit could easily forego the disadvantages of shielding an attack while taking full advantage of Marth's cooldown. The super armor it provides on startup helps, too. Oh, and the shield also helps for edgeguarding too. If Marth is recovering and he upB's a bit high, the mirror will turn him around and, well, kill him. If Marth is close to the stage and you predict he's gonna DJ fair or try to sideB you away, Mirror Shield and now he's facing away and has to bair or use a special to turn around. Pit can take advantage of this to dtilt him or send him further offstage.Pit (Marth probably wins)
Lucario (Same as Ike)
There's not a single Brawl character I can honestly say for sure beats Marth.
I believe Marth beats DK too, but I just wanted to point that DK now has a larger grab range than Marth as well as a more comparable DD game, thanks to his new-found DA option out of it, the larger grab range, and the improved aerials.On the Melee side:
DK (DUH Marth wins)
Link (Marth wins)
His other MU's are relatively the same. Only 2-3 that come to mind that may have really shifted would be Peach Ganon Shiek. Peach Ganon got a bit harder, Shiek maybe roughly the same or a bit easier.
DDD for Top Tier? Man, you must really love this character... This is quite a bit different from the popular opinion that DDD's kinda bad.DDD is blatantly high tier, if not top.
That's the thing. Those particular matchup strategies rely on maintaining a "wall" of hitboxes to keep the less-favored character at bay. If they can't get around the hitboxes, then their only option is to try to overwhelm the hitboxes, and since they can't do that either, they're kinda stuck. At least, that's the gist of what I'm gathering regarding that particular type of matchup. I don't have any experience in the matter, so I could be talking out my *** for all I know.Again.
Why are you running into hitboxes, when you know even trading isn't likely to favor you?