• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

The Lucas Boards' MU Thread - Discussing: Sonic

HelpR

Smash Ace
Joined
Oct 18, 2008
Messages
585
Location
queens/NYC
against zelda? yeah prolly. with enough of a lead it'd be easy for lucas to hold it against zelda provided the lucas avoids all confrontation

against sheik? no way, but it'd be funny to try and outcamp a sheik. I fear needles.
 

HelpR

Smash Ace
Joined
Oct 18, 2008
Messages
585
Location
queens/NYC
pk fire goes through alot of things. i've had it go through diddy peanuts and peels (sometimes it actually deflected the peel, stopping it in place.
 

-Mars-

Smash Hero
Joined
Jul 26, 2007
Messages
6,515
Location
UTAH
You can't time out Sheik lmao. Oh and what is magnet pull plank? I'm fairly confident I could just drop the chain over the ledge to beat your futile planking attempts.
 

-Mars-

Smash Hero
Joined
Jul 26, 2007
Messages
6,515
Location
UTAH
Pretty flashy but I could see myself punishing each attempt with needles or chain and eating your second jump, I dunno I don't think you want to try this against Sheik.......I could be wrong though.
 

~Pink Fresh~

Smash Master
Joined
Jun 21, 2008
Messages
4,180
Location
Maryland
You can't time out Sheik lmao. Oh and what is magnet pull plank? I'm fairly confident I could just drop the chain over the ledge to beat your futile planking attempts.
Never said that.

I mentioned specifically Zelda. Sure you can switch anytime, but in low tier events, where this type of discussion becomes useful, then I can see Lucas timing out Zelda.

Also, Chuee trolling y'all looool.
 

Chuee

Smash Hero
Joined
Jul 20, 2008
Messages
6,002
Location
Kentucky
lol I was talking about Zelda.
That Magnet Pull thing you mentioned what wasn't I meant but it seems like it could work. Especially since Brinstar has that gooey **** in the middle that you can come up through.
Oh, and I can time Sheik out with mah Dsmash on the right/left platform on Brinstar with the gooey gone. **** 2 gud.
 

-dMT-

Smash Lord
Joined
Dec 6, 2005
Messages
1,076
Location
Brooklyn, NY
Oh, and I can time Sheik out with mah Dsmash on the right/left platform on Brinstar with the gooey gone. **** 2 gud.
Needles lol. Just takes aerial needles camping and suddenly dsmash spam on a distant platform becomes a bad thing to do for Lucas.

Any idea that involves camping Sheik with Lucas has about a 5% success rate, and that is only until the Sheik player figures a way around it.

As for the CP stages mentioned earlier, Norfair is NOT a bad Sheik stage. Lots of chain edge shenanigans and vanish tricks to be had there. Last thing you want is an even more unpredictable Sheik abusing invincibility frames on you. Meh it's banned most tournaments anyway so who cares lol.

Brinstar is your best bet as it'll work veeeery well versus both Sheik and Zelda, especially Zelda.

Any stage that will often force Zelda to recover on stage will be a rather large asset for Lucas.


EDIT: Oh and as for Needles vs PK Fire. Needles go through most projectiles in the game, due to it's transcendent hitbox. Essentially the PK Fire and needles will ignore each other and move on to their foe. However the difference in range is significant, and even when the Sheik is within PK Fire range, a full Needle storm does 18% fresh and the PK fire is thus a bad trade.

If needles aren't full, then perhaps attempting an aggressive pk fire camp may be more plausible, but I can imagine the Sheik player simply shielding the telegraphed projectile (PK FIIIYAAA!!) and simply charging needles bit by bit.

EDIT 2: Well apparently I overlooked a significant detail. A decent amount of needles do in fact get deflected by PK Fire.
 

lil cj

Smash Lord
Joined
Apr 29, 2008
Messages
1,328
Location
Los Angeles, CA
lol I was talking about Zelda.
That Magnet Pull thing you mentioned what wasn't I meant but it seems like it could work. Especially since Brinstar has that gooey **** in the middle that you can come up through.
Oh, and I can time Sheik out with mah Dsmash on the right/left platform on Brinstar with the gooey gone. **** 2 gud.
Did you mean jumping up from the ledge and magnet pull to the other ledge(above)?
If so I do this sometimes, only character that could possibly get to the other side before Lucas to ledge guard is Sonic
 

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
>.>

Anyway, I'm going to try to wrap this up ASAP unless someone wants to keep this discussion up longer.
 

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
Can we give me a few days break. I've got to get all of the Frame data crap and write up Zelda and Sheik. . .
 

Yink

The Robo-PSIentist
Joined
Oct 6, 2009
Messages
7,419
Location
Osaka, Japan
NNID
SSBYink
rPSI, are you even going to take that from this PUNK?!

Oh and:



LOOK. AN ADVANTAGE!
 

lil cj

Smash Lord
Joined
Apr 29, 2008
Messages
1,328
Location
Los Angeles, CA
Ok ZSS is good, really good.
I use her as a secondary
Heres what I know:
Her aerial game is powerful and she has range vertically and horizontally.
She's not as easy to gimp as most people think and she has some impressive combos.
But she doesnt beat us that bad, she cant camp with paralyzer cause we can magnet it and if we can see it coming we also eliminate the use of her famous dsmash with magnet.
Her aerial game is better than ours though. Her upair is her best move and best aerial in the game, ZSS players use it ALOT. It can also beat our dair and everyone's else's if spaced right.
She also outranges us with her plasma whip, but it has a blind spot at the part closet to Zamus. As for approaching, if she does approach it will be with dash attack most likely and she can use jab,utilt,ftilt, and dtilt after it. Nair is safe approach for us against her, but not dair, she can use upsmash and up b against us and even better uair. She's light so we can kill her easily, but she can live a little bit longer if she use her down b to momentum cancel. When trying to recover watch out for her dsmash, ZSS players will usually try to use dsmash right as your trying to get back to the ledge which could lead to a down b spike, so when you can recovery above the stage with magnet pull, if your below the stage zap jump. At close range we win, our jab and ftilt is faster than any move she has except maybe her jab. Imo she not really good at close range combat,but watch for her spotdodge to utilt. Her grab is as slow and laggy as ours so dont worry about getting grabbed unless she paralyzes you first. She will usually use down throw, which is her best and follow up with aerials. At high percentages watch out for dsmash because when she paralyzes you she will use a KO move (bair,fair,plasma whip,and down b) and there nothing you can do, you will lose a stock. I think thats everything, I know its alot lol.
This matchup imo is 55-45 in ZSS' favor.
 

~Pink Fresh~

Smash Master
Joined
Jun 21, 2008
Messages
4,180
Location
Maryland
hmmmm. we lose.

Her jab kills us.

jab1 -> roll back actually works as a gtfo tactic -_-

Oddly enough, I've never lost a set to a ZSS, though he's my crewmate. D:

Now to nitpick @ CJ.

Her side B doesn't have more range than PK fire

Holy crap, there is no way her Uair is the best aerial in the game.

If they predict nair then her dsmash beats it.

Our dair clanks with her Up B.

We don't really "win" up close, it's pretty even tbh.
 

NickRiddle

#negativeNick
Joined
Jan 3, 2006
Messages
9,912
Location
Florida
If timed right, ZSS can jump over PK Fire and hit you with our >B.

Our Uair beats every aerial you guys have if spaced right.

If we go out to edge-guard you, we're probably going to die.

D-smashing your Rope-Snake is pretty funny, and if we get that, it's basically your stock, so
don't be predictable.

Our ground game consists of tilts, mostly d-tilt and u-tilt.

D-tilt outranges most of your moves, and it's fast, so try to get a little in our face.

U-tilt is fast, but has a lot of after-lag. Try to bait it and punish us for doing it.

You can DI our jab down, and shield the third jab. From that, you probably get a free f-
smash.

Also, running u-smash to punish our whiffed grabs.

Not the best write-up. Galeon can fill in what he notices, as he plays me a lot.

60-40 ZSS
 
Top Bottom