anas abou
Smash Journeyman
lately many top players have disscussed solo viability in characters or rather the lack of it, many have even claimed that the metagame is heading towards a new so called "counterpick meta" where the usage of multiple main characters (sometimes secondaries or even pocket characters) is the solution to difficult matchups that are commonly seen in bracket, but does this line of thought hold true ?
it's no secret that solo maining the great majority of characters is a challenging feat at a high level, but what makes a character solo viable ??
1- how well can it deal with defensive play/options : this is a big (very complicated) one, as matchups with characters that like to sit in shield or play evasivly, in the case of shielding having a rewarding grab can condition the opponent away from shielding although a good grab game is not always required to do this as characters like andachieve this by having good pressuring and safe on shield moves, while evasive play can be simply shut down if the characters has right kit whith mostly good speed and frame data.
2- recovery : this one is really simple, a character with a short()/exploitable() recovery can be simply shut down by characters with a better recovery or better edgeguarding tools, making offstage play heavily one sided.
3- neutral vs punish game and kill power (risk/reward) : characters that can win neutral very often but don't get to punish as hard at later percents and have limited kill power like and WILL suffer from bad matchups against heavies and due to the rage mechanic, while the opposite is true for characters with good punish games like usually have shortcomings in neutral (laggy grab in this case) and will be countered by characters with good neutral, so a good balance of the two is important to insure a great matchup spread.
4- having a projectile/charge : this one deserves it's own placement, having an option like a projectile or a charge mean you can control the pace of the match by forcing approaches (you can't just jump around playing footsies if is charching limit or if is camping) and it's very detrimental to certain matchups.
keep in mind that a character can still be really good while having several bad matchups making him less solo viable, and a wharacter can be very solo viable while not being particularly great (like for example) a character can also have good matchups while not fullfilling some of these criteria if he has a great redeeming quality, also some matchups/characters are gimmicky and do not adhere to these criteria.
can someone make a good tldr i suck at doing those.
it's no secret that solo maining the great majority of characters is a challenging feat at a high level, but what makes a character solo viable ??
1- how well can it deal with defensive play/options : this is a big (very complicated) one, as matchups with characters that like to sit in shield or play evasivly, in the case of shielding having a rewarding grab can condition the opponent away from shielding although a good grab game is not always required to do this as characters like andachieve this by having good pressuring and safe on shield moves, while evasive play can be simply shut down if the characters has right kit whith mostly good speed and frame data.
2- recovery : this one is really simple, a character with a short()/exploitable() recovery can be simply shut down by characters with a better recovery or better edgeguarding tools, making offstage play heavily one sided.
3- neutral vs punish game and kill power (risk/reward) : characters that can win neutral very often but don't get to punish as hard at later percents and have limited kill power like and WILL suffer from bad matchups against heavies and due to the rage mechanic, while the opposite is true for characters with good punish games like usually have shortcomings in neutral (laggy grab in this case) and will be countered by characters with good neutral, so a good balance of the two is important to insure a great matchup spread.
4- having a projectile/charge : this one deserves it's own placement, having an option like a projectile or a charge mean you can control the pace of the match by forcing approaches (you can't just jump around playing footsies if is charching limit or if is camping) and it's very detrimental to certain matchups.
keep in mind that a character can still be really good while having several bad matchups making him less solo viable, and a wharacter can be very solo viable while not being particularly great (like for example) a character can also have good matchups while not fullfilling some of these criteria if he has a great redeeming quality, also some matchups/characters are gimmicky and do not adhere to these criteria.
can someone make a good tldr i suck at doing those.
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