Lukingordex
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To really judge the MU against the Brawler, I'd suggest that some people link up friend codes with some mains from the Brawler Boards.no idea
True... If I find someone who's a Brawler main, I'll let you know.I would be happy to play against mii brawler mains online but unfortunately I only have a 3ds and playing on a 3ds sucks
i think this is the one thing we should really try to avoid.Happy for them to be discussed, but it's worth mentioning that being a better character overall =/= winning the MU. Olimar was an odd 25 spots above Ness in Brawl's tier list, but that MU was even.![]()
To be honest I never agreed with that MU being even in brawl in the first place, I personally think it's also a -1 there.Wait, you'd considera -1? That's very curious to me, seeing as how we went even with Olimar in Brawl. :o
In other words, I'm wondering what changed to make the MU a -1?
It sounds like you're having trouble with projectile characters in general. Against them, be sure to apply a patient approach when going after them, powershielding projectiles between dashes. Against Villager, your nair beats his slingshots. Don't give the Loid rocket too much respect; it doesn't have a hitbox until way after it's deployed. Turnips are hard to beat, but not hard to punish. And don't get roll happy against Villagers. I personally roll very rarely because I don't want to get bowling balled or tree'd. As long as you don't do those two things, you're under much less of a threat to those moves. And respect the tree. Don't try any funny **** with that move unless you wanna die at 2%. No spot dodging it, rolling around it, or batting it. Nair can be outrange, or at least have a positive trade with our own nair. Utilt should anti-air it too. And make sure you don't face Villager near the edge at high percents unless you want to get bthrown. When it comes to edgeguarding, just don't risk too much. He can cover his recovery with a projectile, and cover that projectile with another projectile. You're best off just letting him back to the ledge and reading his getup option. Villager is actually quite manageable once you figure out all his keepaway shenanigans.Mii Brawler: No idea
Villager: -1 (and probably my most boring MU lol)
ROB: 0
Pac-Man: No idea (have yet to face one)
Mega Man: -2
Peach: +1
Wario: No idea (haven't faced one that isn't a bike spammer -__-)
MK: +1
Greninja: +1
Lucario: +1
Pit: +1
Olimar: 0
I'll give a decent write-up on MUs where I have a fair amount of experience lol.
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Villager zones us out really well and I find practically everything about him stupid lol. His campy game is stupid (slingshots and Lloid), the power on his tree growing is stupid, his tree is stupid, the fact he has time to Pocket it if we reflect it is stupid, his OP recovery is super stupid, then the bowling ball and Pocket gimps are really stupid.
Ness can actually get around the Lloids so that we aren't forced in mid-air for him to slingshot us though; PK Fire is an option and we can bat it if we wanted. Also anytime you see him riding the Lloid, BAT the damn thing. If he doesn't react quick enough he'll either die from going into the blastzone or the Lloid explodes on him and will likely KO him lol.
Also, we really don't care what projectile of ours he Pockets as long as it's not a PK Thunder as we recover. Send out a PKT? That's really easy healing for us or we can bat it back for a KO move. PK Fire? Either heal or even if we get hit it's pretty easy to escape. He can't Pocket PK Flash either lol. I usually throw out PKT in neutral and they tend to Pocket it. Now I can either heal from it or they just take PKT damage, and choosing to hold onto it in fear of healing us means they can't Pocket gimp us.
In the air is a problem against Villager, since his aerials trade better than ours. He has a Frame 2 Nair (more silliness), and the slingshots and his turnips that pose an issue for us. Something I found interesting though, I DID reflect a close-up Fair at the very ledge that KO'd at about 70% in tourney friendlies (sadly no video lol). Might be worth noting! Not sure what I can say about the aerial game here, any of you Nesses mind helping?
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Mega Man is a pretty annoying MU. He conditions and zones us REALLY well, and so we're forced to approach, but he can disrupt our flow VERY easily. All his absorbable projectiles are usually not even worth trying to heal from, since he conditions us really well as I aforementioned. For instance, the Crash Bomb is set on us. Now, we could get away from him and try to heal from it (it explodes in about 3 seconds), but that's a measly 1% heal and he can fire a Metal Blade for us in the meantime. We could try to pass it to him, but again, more Metal Blades or we get hit by a Bair. Shielding it can get us grabbed, which adds to more frustration. Also, the Metal Blades can be SUPER confusing since he can throw them in any of the 8 cardinal directions, and one of the things I couldn't get around was that he would run from me but fire it backwards as he was running, or just right into the ground. Mega Man's aerials are no joke either due to their disjoints, and you'll find yourself taking lemons the moment you get close. I would also suggest to not be above Mega Man either since U-Smash and D-Smash are very deadly.
Frankly I'm not too sure how to get in, but you can get good damage once you get the ball rolling with PKF, Nair and grabs. Also it should be noted that his recovery does no damage, so we can take advantage of that.
(Again Nesses, please help me lol)
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Peach is a fun and a rather interesting MU. She loves her Turnips and her float game can cause some serious baits. Many Peaches get a Turnip in hand and then they proceed to come at you with Dairs to start combos. However, Peach has a weakness to horizontal pressure, and our Fair is just handy for that! She has little horizontal protection (Nair and Bair are short ranged), while her Fair is kind of slow (but don't trade Fairs!) and moves slowly herself. We can also weave in and out with our own Nair.
Like always, if you're above her, don't be. Her Uair hits twice and can KO decently, while Parasol is also an overlooked finisher. We also need to watch out for Turnip baits, so don't always airdodge if you see a turnip or her coming your way. A common thing I do as Peach (I do use her) is that I throw a Turnip upward then expect the airdodge and then cover it with the U-Smash. Also with edgeguarding, most Peaches tend to throw it up past the ledge or Z-Drop it, then jump again to Fair for a finisher. However, we can KO her way easier then she can KO us, since she's really light and usually when you Fair her you tend to knock her out of the float, AND tailwhipping works wonders against Peach. I tend to net the KO with Uairs or Bairs, but our famous B-Throw does just as well.
Some other quirks I should mention are that her Peach Bomber is a good tech chase tool and is usually safe on shield. Her grab range is kinda lame, but her B-Throw can KO at a decent % as well, and she can do D-Throw > U-Tilt/F-Tilt/Bair/Uair. And oddly, reflecting a turnip or catching one can kind of open up some strings for us, so it might be worth using an F-Smash from time to time. Speaking of that, if you see the Toad, F-Smash it; you hit her with it AND reflect the Spores. Finally, she can pull up a Bob-Omb or a Mr. Saturn; we can absorb the former now and the latter breaks shields, so don't shield if you see the Mr. Saturn lol.
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Yeah I got nothing else to say on the other MUs, but question for Olimar - what is the best way to get rid of Pikmin? I wish Nair would do again but it doesn't always do so and I don't like staling our Uair. Or is it the only practical choice?![]()
Perhaps this won't help as much as you'd like it to, but I recently found a player that pretty much ONLY plays Megaman. He's making a series of videos about how to counter annoying players, and Ness is in there. Seemed like you could find something useful in there, as this is a very good Megaman. (Warning though, he's fairly vulgar.)==
Mega Man is a pretty annoying MU. He conditions and zones us REALLY well, and so we're forced to approach, but he can disrupt our flow VERY easily. All his absorbable projectiles are usually not even worth trying to heal from, since he conditions us really well as I aforementioned. For instance, the Crash Bomb is set on us. Now, we could get away from him and try to heal from it (it explodes in about 3 seconds), but that's a measly 1% heal and he can fire a Metal Blade for us in the meantime. We could try to pass it to him, but again, more Metal Blades or we get hit by a Bair. Shielding it can get us grabbed, which adds to more frustration. Also, the Metal Blades can be SUPER confusing since he can throw them in any of the 8 cardinal directions, and one of the things I couldn't get around was that he would run from me but fire it backwards as he was running, or just right into the ground. Mega Man's aerials are no joke either due to their disjoints, and you'll find yourself taking lemons the moment you get close. I would also suggest to not be above Mega Man either since U-Smash and D-Smash are very deadly.
Frankly I'm not too sure how to get in, but you can get good damage once you get the ball rolling with PKF, Nair and grabs. Also it should be noted that his recovery does no damage, so we can take advantage of that.
(Again Nesses, please help me lol)
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Almost forgot about this subthread.Where is the proof that 90% Ness Agrees that Sonic is his worst MU. Either way, Shaky said Luigi/Rosa is his worst. and I said it, so some Ness don't agree with it. Don't put random percentages without proof. It pisses me off so ******* much.
PK Fire is a good Trade. Sure you may not take 40%, but you can take 15-20% with PK Fire in the combination of PK Thunder after he Up Bs out of it. Nair is generally safer, I agree, but good Sonic will start to predict that/already predict that. Yes Sonic can jump over PK Fire, but he won't get a 22% Spin Dash off of you.
Sonic still kills much later than Ness still. Sonic needs a Bair/FSmash/Up Smash/Uair Read around 90%-130%. All But FSmash are fairly punishable(Uair if you didn't fast fall is not punishable.)
And Honestly, I don't feel like i need to name the Sonic players that I fight. Because according to you, if I am not fighting StaticManny or 6WX, then my opinion is invalidated because I haven't fought "top players" If you said Sonic is your worst MU, how are you able to take games in tournaments against 6wx?
And Yes I have fought 6wx before if that answers your question. I still believe its 45:55(I said even earlier, but i changed my mind). And I am not fighting FG Sonic players as I do not go on For Glory.
Regardless, I know I can never convince you otherwise, but I was mainly giving advice on what to do in the MU and convincing it is not as bad as people say.
How do you usually get in on R.O.B? (Please don't take this as me being hostile! I don't want to start anything, I just want to know. >-<)+1; fun times vs rob if we get in, which is pretty easy to do, but rob does have a decent zoning game against us.
usually just powershield his projectiles, try to get in early and don't let up pressure. first match is a pretty good example of that; although the ness player definitely looks and is more experienced. https://www.youtube.com/watch?v=oCykwgX8EMoHow do you usually get in on R.O.B? (Please don't take this as me being hostile! I don't want to start anything, I just want to know. >-<)
Well, yeah, I got destroyed by a lot of Ness mains as R.O.B when they used PK Fire on me, but that's because I didn't pressure them enough with my own projectiles. Plus, R.O.B's Side-B is a reflector! I think R.O.B outranges Ness enough to the point PK Fire isn't too much of an issue if both players use their characters to their full potential.Also, ROB gets eaten alive by PKF. His large hitbox, slow aerials, and lack of free escape specials leads to him getting hit by bats out of PKF very often.
Thank you for pulling up a video! But, I'm still sketchy on it. Everyone has the potential to powershield R.O.B's projectiles. It's how a lot of Ganondorfs manage to get in on him. http://smashboards.com/threads/r-o-b-matchup-analysis-19-ganondorf.401811/usually just powershield his projectiles, try to get in early and don't let up pressure. first match is a pretty good example of that; although the ness player definitely looks and is more experienced. https://www.youtube.com/watch?v=oCykwgX8EMo
PK Fire is canceled out by gyro, too, though, and the same could be said for Ness; If the R.O.B can hit them with a gyro during their roll, or keep a Ness up in the air (R.O.B is wonderful for this) then he'll be kept out well.I'm not saying it's the end all be all in the matchup, but geez does it make a difference. One good roll read or one good catch on ROB's landing (and I know ROB players land with nair a lot) and ROB will be HURTING. I highly, highly disagree that it "doesn't make a difference." PKF into fsmash is like 35% damage right there, and it's more consistent on ROB than most characters.
True... But the Magnet is slow and R.O.B will conserve his lasers anyways. I think the best chance Ness has to get in is using his N-Air jussssst out of R.O.B's U-Air range. On the ground, I think the best option Ness has is probably his dash attack.Also, ROB can't constantly pressure full screen with lasers due to the magnet. So gyro is his best bet. It's true that Ness will have to work to get in through gyros and long range normals with good speed, but man once he's in, it's bad for ROB.
R.O.B does have a large hitbox, but I think his range and options make up for it. It may be easy to combo him, but you have to get in range, which R.O.B is specifically designed to not let you do. Also, by off-stage, do you mean below or above? Above, yes, that would be a huge pain for any R.O.B, whether they're trying to grab the ledge or not. But below, R.O.B's Up-B is too quick to be hit by PKT.Outside of that, ROB is just combo food, and Ness is such a good combo specialist. ROB has a really hard time getting out of Ness' combos. Off stage, ROB is also really easy to edgeguard with PKT due to his slow recovery and huge hitbox.
I was specifically referring to PKF here. If you read a roll or landing on ROB with a PKF, that is a huge amount of damage right there for NEss because of PKF. And honestly, the damage favor is skewed towards NEss here. If I get a roll read by a ROB player, I'm eating a dsmash, usmash, or potentially a dthrow into uair. None of those hurt nearly as much as PKF into bat.PK Fire is canceled out by gyro, too, though, and the same could be said for Ness; If the R.O.B can hit them with a gyro during their roll, or keep a Ness up in the air (R.O.B is wonderful for this) then he'll be kept out well.
Magnet really isn't that slow. I find it quite easy to absorb ROB lasers due to their long startup time. Without the laser, ROB essentially only has 1 projectile to keep Ness away at full screen.True... But the Magnet is slow and R.O.B will conserve his lasers anyways. I think the best chance Ness has to get in is using his N-Air jussssst out of R.O.B's U-Air range. On the ground, I think the best option Ness has is probably his dash attack.
Ness has enough mobility to get in on ROB IMO. He's not the toughest keepaway character to get in on. His normals actually give me more trouble due to their range, but even those can be beaten with fairs and nairs.R.O.B does have a large hitbox, but I think his range and options make up for it. It may be easy to combo him, but you have to get in range, which R.O.B is specifically designed to not let you do. Also, by off-stage, do you mean below or above? Above, yes, that would be a huge pain for any R.O.B, whether they're trying to grab the ledge or not. But below, R.O.B's Up-B is too quick to be hit by PKT.
I don't think anyone has a specific advantage in this MU, in my opinion, it's tough for both sides. R.O.B has trouble because Ness can potentially combo him into oblivion, but R.O.B is designed to protect against that in the first place.
Isn't it is Side-B (Force Palm) that can be absorbed? I'm pretty sure his Smashes can't be absorbed. o.o+1; down b to absorb aura sphere(or even fsmash if u feeling real), killing super early, but its still lucario and can kill us at like 30 percent which makes it a +1 mu.
Besides PKF, though, how many options against R.O.B are there on the ground? Dash attack is the only other one I can think of. Yes, PKF > F-Smash does do more damage, but it's one of the few options Ness has on the ground against R.O.B. (Unless maybe you batted his gyro with F-Smash.)I was specifically referring to PKF here. If you read a roll or landing on ROB with a PKF, that is a huge amount of damage right there for NEss because of PKF. And honestly, the damage favor is skewed towards NEss here. If I get a roll read by a ROB player, I'm eating a dsmash, usmash, or potentially a dthrow into uair. None of those hurt nearly as much as PKF into bat.
PKF being cancelled by gyro is hardly what I'd call an advantage. That might even help Ness out since it activates the PKF pillar.
That doesn't mean that R.O.B doesn't have his laser, it just means he needs to use it sparingly. If you use PKT, he could hit a Ness with it, for instance, when he's off-stage. Or could potentially hit a Ness when he's using PKF... If we're assuming each character is played to their maximum potential, then a R.O.B would be more clever with their projectiles, like the one in Brandon's video was.Magnet really isn't that slow. I find it quite easy to absorb ROB lasers due to their long startup time. Without the laser, ROB essentially only has 1 projectile to keep Ness away at full screen.
R.O.B has about the same aerial range as Ness, except his N-Air. Yes, I know I keep mentioning it, but it's so good at keeping people out! His F-Air can also combo into itself at fair percentages, too, coming out quicker than Ness's. They both have about the same range, but R.O.B's best kill moves are all targeted against aerial players. If Ness is above R.O.B, assuming that he doesn't airdodge, the R.O.B can rack up damage on them very safely.Ness has enough mobility to get in on ROB IMO. He's not the toughest keepaway character to get in on. His normals actually give me more trouble due to their range, but even those can be beaten with fairs and nairs.
Well, it isn't enough to make too much of a difference while below stage, I don't think. That, and Ness has the potential to be hit by a gyro or laser as the R.O.B recovers. Even above, while it has the potential to be annoying while R.O.B is trying to land, he could still just go to the sides of the stage and land, most likely. Meanwhile, if Ness is trying to recover with his double jump, R.O.B's D-Air is wonderful for spiking, either of his projectiles could harass Ness... I think R.O.B has the edge in terms of harassment.I mean both. I've pestered ROB off stage many times with PKT. His UpB isn't actually that hard to hit with PKT, especially in comparison to the other quick Up B moves out there that I can STILL hit with PKT (like Mario's UpB and Dolphin Slash). The best thing he can do is try to attack the PKT and break it with uairs used in between UpB pumps, but even then you can just swing PKT around to his side.
I think the characters just even each other out too well for it to be anything but even, or slightly in either's favor. Ness can approach from the air, where R.O.B really only has one attack to keep him out if he's not above, and both characters get juggled above each other; Off-stage, R.O.B can hurt Ness much more, with his projectiles and generously ranged spike; And while I think R.O.B has an edge on the ground, because of his projectiles and variety of options, Ness can absorb the laser and punish R.O.B with PKF if timed correctly. I just don't see the edge either character has on this fight.Ness easily has this on at LEAST +1 IMO.