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Pros and cons of every character in smash 4

Djmarcus44

Smash Journeyman
Joined
Sep 25, 2015
Messages
479
:4gaw:
Pros
- Great combo game with Down Throw.
- Has arguably the best set of aerials.
- Nearly every attack has notable disjoint.
- High damage output.
- Good airspeed.
- Up Smash a powerful anti-air attack.
- Good recovery.
- Has arguably the best offstage game of the roster.
- Most moves have lingering hitboxes.
- Has large windboxes on several of his moves.


Cons
- Has major killing issues, among the worst of the entire roster.
- Dies early due to really low weight and falling speed.
- Overall poor range despite his disjoints.
- Laughable grab range and terribe throws outside of Down Throw.
- Mediocre smashes outside of Up Smash.
- Situational to bad specials outside of Fire.
- Almost no safe options on shield.
- Bad aerial acceleration.
- Deceptively large amounts of lag, especially on startup.
- Bad projectile.



I'll do Yoshi and Duck Hunt later.

:162:
Can you explain to me why :4gaw: has some of the best aerials in the game? None of his aerials autocancel in a shorthop. In addition, his aerials that have low landing lag are lacking in range. While his aerials are good for combos and juggling, they are not very helpful to Game and Watch's substandard neutral, and this issue keeps his aerials from being among the best in the game.
 

Furret24

Smash Master
Joined
Feb 28, 2015
Messages
3,576
Can you explain to me why :4gaw: has some of the best aerials in the game? None of his aerials autocancel in a shorthop. In addition, his aerials that have low landing lag are lacking in range. While his aerials are good for combos and juggling, they are not very helpful to Game and Watch's substandard neutral, and this issue keeps his aerials from being among the best in the game.
Nair does great damage, has low lag (hits of frame 7 and only has 12 frames of landing lag), large range, and can combo into itself and be combo'd into at low percents.

Fair can combo itself, also does good damage, can kill off the side at higher percents when fresh, has large, disjointed range, and the weak hit can jab lock. It's landing lag is fairly low too.

Bair does good damage, can combo into itself and be combo'd into, and has a long lasting hitbox that makes it one of the best edge-guarding tools in the game.

Uair does great damage, has low landing lag, has a notoriously large windbox above it, and kills early. In fact, dthrow -> uair is a kill confirm at certain percents.

Dair has a powerful spike during at the beginning of it and is incredibly good for covering low recoveries safely with it's low aerial ending lag while also being a Stall-Then-Fall. While it's not the best option above the stage due to it's ridiculous landing lag (though still lower than any other Stall-Then-Fall dair), it's use offstage more than makes up for that.

While they don't have the best range (except uair's windbox), they all have a good amount of disjoint on them, especially fair and bair. They don't help his poor neutral much, but when he gets in, he hits really hard with them. And like you said, they are really good juggling tools and are what make his combos so good.

:162:
 

Djmarcus44

Smash Journeyman
Joined
Sep 25, 2015
Messages
479
Nair does great damage, has low lag (hits of frame 7 and only has 12 frames of landing lag), large range, and can combo into itself and be combo'd into at low percents.

Fair can combo itself, also does good damage, can kill off the side at higher percents when fresh, has large, disjointed range, and the weak hit can jab lock. It's landing lag is fairly low too.

Bair does good damage, can combo into itself and be combo'd into, and has a long lasting hitbox that makes it one of the best edge-guarding tools in the game.

Uair does great damage, has low landing lag, has a notoriously large windbox above it, and kills early. In fact, dthrow -> uair is a kill confirm at certain percents.

Dair has a powerful spike during at the beginning of it and is incredibly good for covering low recoveries safely with it's low aerial ending lag while also being a Stall-Then-Fall. While it's not the best option above the stage due to it's ridiculous landing lag (though still lower than any other Stall-Then-Fall dair), it's use offstage more than makes up for that.

While they don't have the best range (except uair's windbox), they all have a good amount of disjoint on them, especially fair and bair. They don't help his poor neutral much, but when he gets in, he hits really hard with them. And like you said, they are really good juggling tools and are what make his combos so good.

:162:
They are certainly good, but there are a good number of characters with better aerials. Some examples are :4falcon:,:4mario:,:4luigi:,:4villager:,:4yoshi:,:4drmario:,:4corrin:,:4cloud:,:4sheik:,:4zss:,:4diddy:,:4ness:,:4jigglypuff:,:4metaknight:, and :4pikachu:.
 

Creepazoidzes

Smash Rookie
Joined
Sep 11, 2017
Messages
1
:4pacman:

This is what I've experienced as a Pac-Main. Note that some of these are just personal opinion. Some of these also have been said already.

Pros:
+ best ledge traps in the game
+ very agile
+ has numerous true combos (fair to nair, fair to fair, and a few others)
+ smash attacks can cancel some projectiles
+ neutral b is very versatile
+ no significant disadvantage over most matchups
+ side-b is a decent recovery option (while recovering low), has super armor, and the power pellet can be used to block most projectiles (amalga made a video about this: Pellet shielding. When the pellet falls you or your opponent can eat it for a 2% heal)
+ down throw has pretty good combo potential at low to medium percents (dash attack, fair to nair. Once your opponent reaches around 50% you might have to double jump to get the fair-nair after the dash attack)
+ has one of the best recoveries in the game (in terms of distance)
+ has a kill confirm at around 90-100%
+ trampoline is very good for traps; it lifts the opponent into the air so there's no way to avoid it

Cons:
- his grab is barf-inducing. The hitbox is smaller than the animation depicts and the startup lag and endlag are very long.
- pummel is slow
- forward throw is almost entirely useless (doesn't kill until around 300%, and that's at the very edge of the stage)
- up throw has very limited use as well
- trampoline is very predictable and relatively easy to gimp
- hydrant, trampoline and neutral b can be taken advantage of by opponent (hydrant can be launched, trampoline can be used by opponent (they get their doublejump back, too)and the fruit counts as items so they can be caught with a well-timed airdodge)
- no significant advantage over most matchups
- has a very different playstyle compared to most characters; takes a very long time to learn

Worst matchups:
Cloud, Sheik, Marth/Lucina, ZSS, Rosalina & Luma, Bayonetta, Fox, Greninja
The rest are pretty much even.
 

Mythzotick

Smash Journeyman
Joined
May 1, 2016
Messages
421
Location
Ohio
NNID
SKY1ice
3DS FC
2724-0959-8115
:4megaman:

Pros:
+ An oppressive mid range neutral game with lemons and metal blade that comes with a normal grab
+ Versatile projectile game that can cover multiple options
+ Frame 4 disjointed bair that can combo at early percents and has decent kill power
+ A giant disjointed uair that can do as much as 21% if all hits connects, can set up for bair or another uair, and can even kill early if the opponent jumps when caught in it
+ Frame 4 jumpsquat
+ Has multiple options to land easier than others; using his fast fall speed, non free fall up-b that lets you save your 2nd jump if you haven't used it yet, and b-reverse metal blades
+ Fantastic aerial mobility and among the best in the game; 1st in air friction, T-3rd in air acceleration, and T-14th in air speed
+ Noticeable grab game with a frame 6 grab that has decent range coupled up with a d-throw that combos at early percents and a b-throw with above average kill power for a kill throw
+ Note worthy match ups includes Diddy Kong, Cloud, and Sonic
+ Has an infinite off of a footstool>z-drop mb>footstool>fast fall>jab lock>z-drop mb>footstool>z-drop mb>footstool>fast fall>jab lock repeated until at kill percent; ending with either u-tilt or charged d-smash
+ Final Smash is 100% complete fan service and has a lot of references and attention to detail in his animations, moveset, etc.
+ Has 2 iconic nicknames in "The Blue Bomber" and "Super Fighting Robot"


Cons:
- Lackluster cqc game
- Combo food due to the nature of being a heavy weight and a fast faller while also lacking a true combo breaker
- Doesn't have the means to throw out kill moves willy-nilly as most of his kill moves are either inconsistent at killing such as bair and u-smash as they don't always link properly or are really punishable if whiffed like u-tilt, f-smash, and d-smash
- Gets gimped easier than you think with an average at best recovery that's good vertically, but not so much horizontally and an faf at frame 41
- The infinite is very hard to land due to it being situational as your opponents can avoid you if you have the mb in your hand plus the infinite itself is hard to execute once you have them locked in the footstool combo due to tight windows and spacing
- A lot of underwhelming moves including f-smash, d-smash, dair, crash bomber, dash attack, pummel and stats wise fair though fair is better in practice than on paper thanks to Mega Man's ability to wiggle in the air so easily
- Awful match ups against Fox and Sheik
- No robot master moves in his default moveset from Mega Man 4, Mega Man 5, and Mega Man 10. Mega Man 9 as well if you don't count his final smash black hole bomb
- Doesn't have his Marvel vs Capcom taunt


As a fun little bonus...

:4ganondorf:

Pros:
+ Sparta Kick is broken
+ Has Dr. Doom's hard kick as his u-smash
+ Uair is broken
+ Can kill you as early as 0%
+ Bair...is also... broken
+ Has one of the best sets of taunts; including using his sword only for taunts
+ Has the best suicide move in the game in ganoncide
+ Grants whoever uses him the ability to read their opponent's minds
+ Is a monster in Home Run Contest
+ He's "The King of Disrespect" for a reason; pretty much everything that he does or doesn't do puts you on tilt


Cons:
- Doesn't have Dr. Doom's "FOOT FOOT DIVE"
- Is slower than a Rock...Man
 
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DillyDiamond

Smash Rookie
Joined
Nov 14, 2017
Messages
9
Donkey Kong:

+good frame data on tilts, aerials (except for fair) and smashes. So, dk has some pretty good frame data in general.
+good grab, dash grab has a bit of range and has one of the best back throws in the game, and cargo throw works wonders.
+Fair is a good edge guarding option.
+both side b and down b can break shields.
+DK has 4 SPIKE OPTIONS.
+dash attack is phenomenal for spacing and trying to set up spikes and kills with other aerials at higher percents.
+The Ding-Dong combo can kill at around 80%, while being able to kill at 40% on top of a platform.
-recovery is slow, exploitable, and goes up barely any way, despite the mashing option.
-easy to punish, lag on aerials if you land while performing, and dash attack can leave you open.
-Frame 4 air dodge.
+The spiciest Smash memes you'll see.
 

Eekum_bokum

Smash Cadet
Joined
Nov 13, 2017
Messages
29
Location
Long Island, NY
bayonetta
+extremely good
-insult to humanity and to the smash brothers meta because of how overpowered she is
This.

And I hate all those people that defend her as a character and go "learn the MU lol git gud" those people are the reason she'll never get nerfed and we're going to be stuck with an OP character until this game dies off.
 

Baby_Sneak

Smash Champion
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Messages
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Middletown, Ohio
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sneak_diss
This.

And I hate all those people that defend her as a character and go "learn the MU lol git gud" those people are the reason she'll never get nerfed and we're going to be stuck with an OP character until this game dies off.
just play her for a few weeks or so and see how that works (and tell me. optional tho).

and she can't be that bad when she ain't really doing much without Salem. others get strong results sure, but nobody makes the same hits as Salem, which shows the skill requirement.
 

Eekum_bokum

Smash Cadet
Joined
Nov 13, 2017
Messages
29
Location
Long Island, NY
just play her for a few weeks or so and see how that works (and tell me. optional tho).

and she can't be that bad when she ain't really doing much without Salem. others get strong results sure, but nobody makes the same hits as Salem, which shows the skill requirement.
Captain Zack, Mistake and Pink Fresh continue to get great results as well. She'd have better representation if she wasn't DLC and people were able to play with her from the release of the game. Bayo players that have won tournaments have admitted that they just mashed buttons the whole time. I don't understand how people can continue to defend this character.
 

Baby_Sneak

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sneak_diss
Captain Zack, Mistake and Pink Fresh continue to get great results as well. She'd have better representation if she wasn't DLC and people were able to play with her from the release of the game. Bayo players that have won tournaments have admitted that they just mashed buttons the whole time. I don't understand how people can continue to defend this character.
I'm sorry, who said they button mashed exactly? I find that highly improbable.

And I already just said she gets strong results, but she wouldn't get as far without Salem. She NEEDS that man to play alongside with the top top players in the world. Zack is the other contender and he's inconsistent. Pink fresh, Lima, tyroy, mistake, and others are just some other really good players, that's it.

EDIT: PM me any further responses to avoid derailing the thread.
 
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Nathan Richardson

Smash Ace
Joined
Aug 30, 2016
Messages
796
Location
Warren MI.
NNID
Zeratrix
I'm going to add to the zard pros and cons.

Pros:
-Excellent plethora of kill moves
-Fly has super armor, making it great for countering edge guards
-Surprisingly fast walking and running speed for a heavyweight
-Flamethrower pins opponents down nicely and applies excellent shield pressure
-Tilts are fast and easy to use
-Excellent mid-range combat due to the range on his specials, tilts, and smashes
-Is one of the best characters to abuse the rage mechanic due to the KB on his moves
-Rock Smash has super armor, damages shields nicely, and the initial hit can kill

Cons:
-A lot of his moves are very high commitment, you're taking a risk on a lot of moves
-Flare Blitz is ridiculously easy to punish when used offensively
-For all the kill moves zard has he doesn't have any way to set-up those moves, you need to get a read to connect with them
-His moves stale easy because the lower commitment moves are used more often
-Awful traction, making shield punishing almost impossible
-Mediocre air mobility, a lot of strategies involve forcing zard to jump because his air mobility and landing are so poor
-Being a floaty heavyweight he isn't as bad of combo food as others but he's still combo food
-Has a hard time approaching anyone with good projectiles due to the aforementioned poor traction.
-His stats don't seem to match up or work properly in his kit, his kit seems to be a mismash of rush-down offensive moves combined with bait-and-counter moves combined with excellent ground speed but awful aerial mobility and traction making it difficult to tell how zard should be used
 

Crystanium

Smash Hero
Joined
Apr 28, 2008
Messages
5,921
Location
California
:4samus:
Pros
  • Best spacing tool in the game, which is z-air. Also the longest z-air.
  • Doesn't need to approach.
  • Good recovery.
  • 6-7th heaviest tied with Bowser Jr.
  • Fastest f-smash on par with characters like Pit.
  • Decent set of kill options. I can think of nine.
  • Decent aerials.

Cons
  • Poor offensive options in close combat.
  • Struggles against fast characters.
  • Floaty.
  • F-smash has poor FAF.
  • Aerials like f-air or d-air aren't always the best options against other aerial attacks, especially disjointed aerials.
 

NINTENDO Galaxy

Smash Ace
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Jan 29, 2016
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906
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Texas
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NINTEN_Galaxy
3DS FC
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SW 0903-5888-6097
Wow. 4 years and still no Lucas information here.

That hurts kind of. I'm glad that I recently been looking at other threads besides the 4br thread and treating it like it was the only part of this website.

I'll edit this post with my list of Lucas pros and cons.
Stay tuned.

Edit:

Lucas -

Pros:
  • Has the tools to force approaches from full-screen.
  • Can easily rack up damage due to the above method if the opponent is reckless in their approach and does not catch on.
  • PKT1 and PKT2 are multi-hits. So if players are only familiar with fighting Ness, their edgeguarding attempts may fail to work due to the different properties of the moves.
  • Since the moves are multi-hits, players may have trpuble or will need to adjust their stage tech timings if they are caught under the stage with the moves.
  • PKT2 does not stop nor is the distance shortened when Lucas collides with opponents? This can mess up edge-guarding as in the point described above.
  • PKT2 is a very long recovery, he can recover from basically the bottom blast zone if he angles his recovery right.
  • Has a tether grab.
  • Has a tether grab that can be used for a quicker recovery than PKT2
  • The tether recovery can also be used as a recovery mix-up or stalling tool along with the use of PSI Magnet.
  • Has the ability to tether trump opponents into a true b-air confirm.
  • Has the option to tether above the ledge, cancel it, and use a fair on stage while recovering.
  • Has a frame 2 Jab 1 that can be used to punish opponents who approach him.
  • The Jab can also be used to give Lucas space if opponents are pressuring him if he decides to finish the jab combo.
  • His Jab 1 is large enough to hit opponents behind him.
  • His up-tilt has hitboxes next to him that can pull opponents into the main hit.
  • Up-tilt is also a kill move.
  • Up-tilt can be used as a anti-air.
  • His down tilt is frequently used to transition into a grab. At different percents and depending on the hitbox, the confirm can be true.
  • It is usually a mix-up that baits opponents into shield, air-dodge, or inputting an aerial that is unable to come out due to how low to the ground they are (puts them in endlag).
  • His down tilt can also be used to lock opponents.
  • His f-tilt is fast and has low endlag. So it can be repeatedly to attempt a 2-frame punish.
  • Notably, his f-tilt, up-tilt, f-air, b-air, and d-air all have intangible disjoints that can be used to punish attacks (actually all of his of his tilts and aerials have disjoints but I listed the common ones that are used).
  • His up smash is invincible on frames 1-4.
  • Has the option to tether cancel his recovery and use the invincibility of his up smash to punish edge-guards.
  • His up smash has intangibility on his head from frames 15-29 (15 frames).
  • His up smash has hitboxes next to him that can scoop opponents into the next hit.
  • Has a strong punish game off of down throw. that can utilize b-air, n-air, d-air or footstools into a d-air lock.
  • His punish game can take an opponent's stock if his opponent and the stqge allow it.
  • If it fails he can deal a minimum of 40% damage.
  • Down throw can lead into a true kill confirm within the right percent ranges.
  • Once opponents are out of kill percent is when up throw begins to take stocks.
  • Down Smash is an easy to use tool for edge-guarding.
  • PK Freeze deals a lot of shield-stun.
  • PK Freeze has very low endlag (think Meta Knight's F-smash).
  • PK Freeze can cause untechable stage-spikes which usually takes the stock. An opponent can only recover if they have their double jump or their recovery special.
  • PSI Magnet is a heal. Has double the healing than Ness.
  • PSI Magnet can be used to stall your recovery or a match to great lengths.
  • PSI Magnet, when b-reversed or wavebounced, can be used to fake approaches or avoid attacks.
  • PSI Magnet can be canceled with a backwards roll, spotdodge, or a jump. The jump can be canceled into an up smash.

Cons:
  • Has blind spots on his aerials.
  • Is pretty bad at approaching his opponents.
  • Tether recovery can be easily interuppted if the opponent is quick enough.
  • PKT2 has a lot of endlag. Opponents have enough time to charge a smash attack.
  • Down tilt is used as Lucas's go-to grab setup so opponents who are aware of it can punish.
  • Ban Final Destination.
  • Has a tether grab which means his grab can be easier to punish than both sonce tether grabs usually have longer endlag as a result of their range buff.
 
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Skeeter Mania

Smash Ace
Joined
Oct 23, 2015
Messages
959
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Highland Heights, KY
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Ampharos2935
I'm sorry, who said they button mashed exactly? I find that highly improbable.

And I already just said she gets strong results, but she wouldn't get as far without Salem. She NEEDS that man to play alongside with the top top players in the world. Zack is the other contender and he's inconsistent. Pink fresh, Lima, tyroy, mistake, and others are just some other really good players, that's it.

EDIT: PM me any further responses to avoid derailing the thread.
Gee, it's not like this same logic can be applied to some other characters around (:4diddy::4fox:).
 

link2702

Smash Champion
Joined
May 10, 2008
Messages
2,778
This.

And I hate all those people that defend her as a character and go "learn the MU lol git gud" those people are the reason she'll never get nerfed and we're going to be stuck with an OP character until this game dies off.
Bayonetta isn’t remotely as ridiculous as brawl metaknight. Also her cookie cutter combos off the top can actually be di’d out of pretty consistently by di’ing upwards and preparing to air dodge.That might seem suicidal, but I can’t count how many times I’ve thrown the average bayo off who thought they could easily finish my ganon with the upair at the end of the chain only to witness me breaking out at that last moment, occasionally even turning the table with a surprise nair if her damage was high enough or even down special if I catch her with the non spiking hitbox.

True most fastfallers are kinda screwed in that situation, and some of her trickier combos from like fair are near impossible for me to escape, but for floaty characters or characters with average fall speeds, they shouldn’t have much trouble with her basic kill combos off the top screen.

Really it’s just her stupidly broken counter that makes her such a nightmare.

But again even then, she’s not anything close to how stupid op metaknight in brawl was. If nothing else at least bayonetta requires some training and decent hardwork to be good at, compared to brawl metaknight where you really just had to learn how to mash the **** out of dsmash, Mach tornado, and learn to be willing to chase folks off stage with fair dair and nair to gimp their recovery.

I don’t feel that bayonetta(except maybe her broken counter, but I’m still conflicted on that)or any of the other high tiers deserve any more nerfs. What needs to happen is everyone below needs some sort of buff. Characters like ganon, Zelda, jigglypuff, etc, suffer from issues that are universally bad for them in all matchups. Nerfing the top tiers more aren’t going to really benefit these characters.

In the end though you can forget about any new patches for Wii U or 3ds. Pretty clear they’re focusing on smash switch. Whether a port, or something new entirely, Wiiu/3ds is over, what the current game is, is it’s final version, less some extreme game breaking bug is discovered.
 

Baby_Sneak

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Middletown, Ohio
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sneak_diss
Put Diddy in Bayo's place, replace Salem with ZeRo, and then replace CaptainZack, Lima, and Pink Fresh with MVD, Zinoto and Edge, and the analogy would still work.
Does this work against my claim, or is it just a “as a matter of fact” kinda thing, where you can add onto it?
 

VeryUncreative

Smash Cadet
Joined
Sep 18, 2016
Messages
25
Location
The Great White North
:4lucina: Info is a bit incorrect.

She has exactly the same range as Marth, only being a teensy bit shorter, which is a plus and minus at the same time. Additionally, they are exactly the same weight. I would also put consistent kills as a plus.

A lot of the plus and minusses under Marth can also go under her.
 

Sonallvegqu

Smash Cadet
Joined
Oct 9, 2007
Messages
32
Pros:
+ good zoning ability
+ good combo potential
+ Pocketing projectiles deals x1.9 damage back to your foes and can be enough to break shields, depending on the match-up
+ camping is very strong

+ nair, great for combo breaking+comboing
+ Has 3 sex kicks attacks: nair, uair & dair
+ one of the best recoveries in the game
+ very tricky and has a lot of traps
+ can ko at very early percents
+ Pretty heavy for how small of a character he/she is
+ Frame 3 jabbing is great for shield pressures
+ 2nd hit jab can lead into follow ups like any aerials or axe
+ Lloid Rocket braking stops all momentum, prevents him/her from getting KO'ed
+ Lloid Rocket's initial frames can absorb or nullify opponents projectiles, but not always guaranteed
+ Can survive for a long time up to or around 160%
+ Has an advantage against large or tall characters due to Villager's short hop f-airs/b-airs
+ Dthrow can leads into follow ups, depending on your opponent's percentage and your rage meter
+ Bthrow can KO around 160% or earlier, if you have any rage
+ Can f-air or b-air strings, depending on opponent's percentage and weight class

+ dair is disjointed and spikes
+ Uair can juggle or KO early, depend on the number of turnips, if luck permits.
+ Utilt or Dair can punish your opponent's rolls
+ Pivot Grabs has a bigger range and less end lag than a Standard grab or Dash grab
+ Pivot Smashes can score kills early, if you can get the read right
+ Pocket lockdown 5 specific specials: R.O.B.'s Gyro, Wario's Bike, Bowser's Jr's MechaKoopa, WFT's Header's soccer ball, Diddy's Banana Peel. Can pull out and re-Pocket item to reset the timer for another 30 seconds.

+ great offstage options
+ great edge guarding options
+ upsmash scoops and is also disjointed
+ can always have a rocket on the field
+ dtilt+utilt KO
+ back throw KOs
+ ftilt has a great hitbox+pivot options
+ sour dair can combo into ftilts
+ Pocketed Tree = Instant KO or Shield Break, can guarantee a KO combo after dthrow a foe with between 10-30% without rage





Cons:
- slow dash speed
- Axe has more end lag
- Balloon Trip has a limited amount of time, similiar to R.O.B.'s Up-B, can be pressured off-stage
- Has trouble against almost all of DLC characters
- Villager is vulnerable very briefly after summoning a Lloid Rocket

- weak grab because of startup AND ending lag, it's punishable and also can be spot dodged on reaction, it requires a read to land, the reward is way lower than the risk unless u get a backthrow KO.
- hard to punish with fsmash and dsmash due to small hitboxes
- reflectors are strong against him due to most of his moves counting as projectiles
- because of villager's weak grab and the buff to counters in wiiU, counters are especially strong vs villager because you know he's probably throwing out a hitbox, especially vs his B+B nair
- fast dash speed characters are an issue because these characters can dash past the rocket before it becomes active and can punish rocket trap setups
- jab has low damage
- all tilts have startup lag, especially dtilt
- despite the slight extra damage, bair is pretty much a wasted button if u think about it
 
Last edited:

WiFi

Smash Journeyman
Joined
Jan 3, 2018
Messages
348
Location
In the Abyss.
:4mewtwo:
Pros:
Best Damage racking in the game.
Godlike F-Air
Godlike D-Tilt
Great Nair that leads into anything.
Teleporting recovery.
Fast running and air speeds.
Godlike Air Dodge, easily spammable.
Unlike other floaties, doesn't get destroyed by Meta Knight.
Easy to Pick up, hard to master.
Jab-1 leads into anything.
Shadow Ball=Camping is easy
Semi-Swordman hitboxes
Out reaches a lot of characters.
All throws except for D-throw deal 10+ percent.
D-throw combos into everything.
Has 1 reflectors, helps recovery.
Top-Tier
2 kill throws, U-Throw and B-Throw.
Combos for days.
Beats Mario and Luigi.
Goes even with a lot of relevant characters.
Doesn't get destroyed by Bayonetta.
Bodies low tiers.
Eats combo-food characters for breakfast.
Hurtbox doesn't cover entire character.
Easy to B-reverse with
Lot's of depth.

Cons:
Loses to Cloud and Sheik.
2nd lightest in the game, expect to die at 80-90%.
Meh, CCQ.
Weird double jump mechanics makes it hard to land.
Trouble on the ledge.
No rage benefits, dies too early.
Average frame-data.
Tall+Light= Easy to kill.
Doesn't enjoy playing characters who can get in close or some swordies.
Some attacks have small hitboxes.
Nair has low priority.
Can be stressful to play at high percent.
Has weird matchups that are quite volatile.
Diddy is annoying, but doable.
Even matchups seem like hard matchups due to Mewtwo normally bodying weaker character.

And that's about it. I don't want to rip on Fox though, so I'm not making a Fox list.
 
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NINTENDO Galaxy

Smash Ace
Joined
Jan 29, 2016
Messages
906
Location
Texas
NNID
NINTEN_Galaxy
3DS FC
2836-0624-6177
Switch FC
SW 0903-5888-6097
WiFi WiFi

Disable is not a reflector. I checked Kurogane Hammer and just asked the Mewtwo Discord.
 

WiFi

Smash Journeyman
Joined
Jan 3, 2018
Messages
348
Location
In the Abyss.
Yeah, I was too lazy to remove it. Want me to fix it?

Edit: Where's the Mewtwo Discord?
 
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NINTENDO Galaxy

Smash Ace
Joined
Jan 29, 2016
Messages
906
Location
Texas
NNID
NINTEN_Galaxy
3DS FC
2836-0624-6177
Switch FC
SW 0903-5888-6097
Yes please, the less misinformation the better.
 

JustCallMeJon

Smash Lord
Joined
Dec 5, 2017
Messages
1,072
Location
Editing posts after posting posts...
3DS FC
3067-7373-5050
Switch FC
SW 4274 8573 0226
Never saw this until recently so I will post my pros and cons for Fox and Ness.

:4fox:
Pros:
+ One of the most powerful and versatile up airs in the game. Can be frame buffered and is a fantastic juggling tool. Combos opponents into oblivion. Apply shield pressure against opponents who were above the platform.
+ His dash attack is one of the best. It deals vertical knockback and it has fast start up, leading into aerial combos and juggles.
+ Foward aerials has several set-ups and if Fox lands while doing the move, he can jab lock the opponent with low-angled forward til, and can extend the combo after the opponent are forced into their neutral get-up. His fair can lead opponents offstage and fastall, which can lead into a footstool and kill extremely early.
+ His Up tilt is a fantastic tool because of its powerful vortex. If the person airdodges Fox's aerials, the person will get juggled and frame trapped by Fox's uptilt.
* His up Smash is one of the strongest up smash in the game. With minimal start-up and powerful knockback.
+ His back aerial has low start-up and is a great semi-spike. An effective edgeguard tool.
+ He is a fast character overall. He has a fast run speed, fast walk speed, and has fast frame data.

Cons:
- His throws are mediocre. Any of them are not very useful except d throw.
- He is one of the lightess characters in the game.
- He is combo food
- He has a linear recovery


:4ness:
Pros:
+ One of the most powerful and versatille up airs in the game. Can be juggled into massive percentage and can effective when reading opponents.
+ His dash attack is long. It can be used to catch landings pretty well and can lead up to combos.
+ His down smash is quick and racks damage. It can easily 2 frame opponents offstage by its multi-hit semi-spike hitboxes.
+ His aerials are very potent as they can be used to kill, combo, pressure, and wall people out. They are disjointed as well.
+ His throws are powerful. His up throw can lead to PK Thunder juggles, foward throw can push opponents far away by it's extremely high based knockback, even killing them a 0% on Smashville near platform. Down throw can lead up to almost every aerials in his arsenal. Back throw is among the strongest of throws, kills opponents very early.
+ PK Thunder is a good juggling tool, good edgeguarding tool, and great for trapping opponents into PKT2.
+ PSI Magnent can stall Ness and helps him avoid vertical attacks effectively.
+ His Forward Smash is among the best reflectors in the game (Outside of items and customs).
+ He has great aerial mobility as his air acceleration is extremely high, meaning that he can drift.
+ His airdodge is some of the best. It can boost Ness DJ by 25% when frame buffered his DJ and Airdodge.

Cons:
- He has mediocre ground game since his tilts and smash attacks are short in range and has considerable amount of start up.
- He has below average mobility outside of his air game as his run speed is below average.
- He is floaty, can get juggled despite having high air acceleration and drift.
- His down air is situational as it has poor start up and end lag. Can be used as an auto-cancel move though.
- His recovery is some of the most exploitable. His recovery is a projectile and it force Ness into a sitting duck. This means that he can be counter, reflected, absorbed, and snuffed.
 
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Skeeter Mania

Smash Ace
Joined
Oct 23, 2015
Messages
959
Location
Highland Heights, KY
NNID
Ampharos2935
+ One of the most powerful and versatile up airs in the game. Can be frame buffered and is a fantastic juggling tool. Combos opponents into oblivion.
Not to mention 16% and a potent kill move. It also makes for a strong shield pressure tool on triplats (what you may call Battlefield or Dream Land).
 

CHOMPY

Sinbad: King of Sindria
Joined
Dec 13, 2007
Messages
1,320
Location
Chicago Illinois
NNID
Chompy621
Cons

:4pit:

-Horrible air speed
-You need to constantly win neutral 9/10 times to have any success with Pit.
-Relies on rage to get the KOs
-No kill confirm
-Weak kill throw
-No hitbox on up B
-Usmash doesn't hit shorties when they are on the ground
-Usmash sometimes fails to link up all of the multi hitboxes, especially when you do a sliding usmash.
-Aerials are sluggish
-Arrows deal little percent
-Bad meteor spike
-Guardian Orbitars have bad ending lag
-Side B is punishable
-Lylat laughs at his face when you try to recover and you bump your head underneath.
 

Nathan Richardson

Smash Ace
Joined
Aug 30, 2016
Messages
796
Location
Warren MI.
NNID
Zeratrix
You forgot to add to zard's weak points that if flare blitz is blocked than zard can be jab locked and is one of the only characters who is susceptible to this with flare blitz.
 
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