B!squick
Smash Master
Probably because it clanks, right? The link I posted mentions that clanking attacks don't get stale and thus don't refresh your other moves.
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True, but I don't think there's any Mario player who can consistently do it, or even knows the timing for it for every character. For that reason, I don't think it should be mentioned.Now...
70-30 at best.
Basically Ray said it pretty well, but there's something else that nobody on this board seems to know about Mario. You probably haven't seen this technique in tournaments yet because the mario boards are still trying to get the timing right reliably (yes, a legitimately hard AT in brawl, who knew?), but it's extremely powerful in a number of match-ups.
I'm referring to cape teleport, you can read it for a full explanation, but I think my short explanation will suffice.
When you sweetspot the ledge, it can be used to remove your ledgegrab invincibility and freeze you in place.
This is enough to push recovering from "a lot of the time, you won't make it back" to "you'll never recover against mario unless you screws up royally". Unfortunately, below used to be the best angle to recover against mario, and now this totally covers it.
Yea, at the top of the metagame, this becomes an almost Snake-level match-up.
Only if they're "living projectiles", for example, IC's ice blocks. I honestly don't know if fireballs are living projectiles.
That's true, but he sets up the gimps VERY easily, and if he does need to outright kill, Usmash isn't half bad either, though it's nowhere near as good as Fsmash.Mario should NOT have an easy time killing you (gimping notwithstanding). His only solid kill move is fsmash... be more careful :\
I disagree, this is the metagame as it currently exists, our match-ups are supposed to be accurate, baring new discovery, and based on the top of the metagame.True, but I don't think there's any Mario player who can consistently do it, or even knows the timing for it for every character. For that reason, I don't think it should be mentioned.
Top of the metagame.I've played this matchup a million times on both ends, so srsly it's 60/40.
It's pretty lame if you go up against a Mario that doesn't make many mistakes, since he's got everything he needs to pretty much destroy in this matchup, but I mean it's not all that simple since even good players make spacing mistakes with fireballs.
I disagree, this is the metagame as it currently exists, our match-ups are supposed to be accurate, baring new discovery, and based on the top of the metagame.
The fact that there aren't any mario players AT the top of the metagame right now shouldn't change the fact this one discovery makes this match-up a lot harder for Ganon players, and really, we shouldn't be caught with our pants down when Mario players actually start using it properly (and believe me, they're working hard on it, thanks partially to a little prodding from moi).
At the top of the metagame, my opinion stands, 70-30.
Top of the metagame.
Unless it's Ganon-induced.
Chainchoking SHOULD be included, the thing is, we don't have the frame data to establish whether it actually works at normal speed. Basically, we need to the frame data for the get-up attacks and rolls.Hmmm... if they finally started practicing it, then I honestly think they should start making two different ratios for it. The reason is, at the moment, you won't see it happen. By the time the next discussion comes around, it may be the norm.
However, that's kind of like when chain-choking was discovered and it was thought to potentially be an infinite (though not for long if I remember correctly). It was disregarded in matchup discussions at the time since there was no Ganon who could consistently do it perfectly.
What I mean is that Mario matchups shouldn't be based on something no Mario can do, yet at the same time the AT should not be ignored. If it were, a lot of his matchups would look very differently.
That being said, if we take the cape teleport into account, I agree on 70-30. Otherwise, 60-40 sounds good. MAYBE 65-35 considering how easy it still is to gimp, but I'd need to seriously play this matchup to know for sure.
We're more dealing with it implicitly, if you want us to really explicitly explain the reasoning, challenge an assertion that you think is incorrect, and then we get into the direct mechanics of it.I think this will help you guys on proper match-up discussion procedure.
http://www.smashboards.com/showthread.php?t=236705
I don't think it's possible to wall-tech that. I need to double check with the wall-tech mechanics to be sure however.but at the top of the metagame wouldnt ganondorf just tech the stagespike every time????????
Mindgames really. The thing is rather then exploring what they do as a potential force, he simply ignores them, and mindgames do have an effect on match-ups. I'm not talking about "assuming you get f-smashed by Ike, MINDGAMES", I'm talking about, "let's talk about it in terms of probabilities and degree of mistakes"Like what? I have work soon and I don't have time to look, lol.
Not a bad point. After all, discussing Sonic without discussing mindgames, or at least the immense capacity they have for it, gives a wrong impression of the matchup.Mindgames really. The thing is rather then exploring what they do as a potential force, he simply ignores them, and mindgames do have an effect on match-ups. I'm not talking about "assuming you get f-smashed by Ike, MINDGAMES", I'm talking about, "let's talk about it in terms of probabilities and degree of mistakes"
The post I linked to explains it pretty in-depth, and the thread that post links to gives a full explanation of how to quantify it.
Not just Sonic, it factors into almost every match-up, but it's also very important for the ICs, and in the Snake vs. MK match-up, it's the reason why Snake doesn't just die on the ground (MK outranges all his safe moves on the ground with dtilt, but there's only a few pixels between it's range and dropped grenades). Realistically it factors into every match-up, but it's especially important for characters that can bait well or characters that can punish well.Not a bad point. After all, discussing Sonic without discussing mindgames, or at least the immense capacity they have for it, gives a wrong impression of the matchup.
....MINDGAMES DON'T AFFECT MATCHUPS WHATSOEVER. THEY ARE CALLED MIND GAMES BECAUSE THEY INVOLVE MINDS, CHARACTERS DON'T HAVE MINDS, THEY JUST REGISTER YOUR INPUTS, THUS, THE PLAYER HAS MINDGAMES, THE CHARACTER HAS NOT, AND THAT IS WHY THEY DO NOT MATTER TO MATCHUPS.
Baiting at least involves some of the mechanics of Brawl, as certain characters with deceptive move ranges or fast speeds allow easier baiting, but mindgames are worth ****.
Standing still, in place, is a mindgame, does that involve anything character specific? No.
I will start killing people if they try to mention mindgames in matchup discussions where I have the power to do something about it.
Mix-up potential refers to attack patterns, so it's somewhat tighter then mindgames potential, but it's the same sort of concept I'm trying to get across. As I told Emblem Lord, defensive options, or even doing nothing can be an option, and one that wins in certain situations.That is a much better word. Mindgaming is tricking someone into something, has nothing to do with character strengths. Also, better than mix-up potential is versatility or, "options" lol.
Successful mind-game play makes you win exchanges or come out on top in situations where your opponent didn't make a mistake. Mind-games, errors, mistakes and such aren't factors when discussing match-ups. They're up to the player and not the character. Plus the very term "mindgames" shouldn't be defined since it's so subjective.
BTW good stuff boards, on a COMPLETE match-up chart! It's the only one I've seen in SWF.
Why do I keep thinking of The Match Game everytime I see that?Alright, it's about time to move on. I'll need the ratios from the 10 panelists.
35 : 65Alright, it's about time to move on. I'll need the ratios from the 10 panelists.
Link's Advantages
* Projectiles destroy the slow, large Ganondorf.
* Zair spacing is very easy against Ganondorf.
* Ganondorf is extremely easy to Jab Lock or GBAL.
* Link's DI enables him to survive even Ganondorf's KO Power at percents others would usually die to.
* Ganondorf cannot deal with Link's Jab Cancel's. He has nothing to break them with.
* Ganondorf is very easy to gimp for Link. Arrows and Gale Boomerang destroy Ganon offstage.
Ganondorf's Advantages
* Incredible KO Power.
* Can appear very quick with the use of buffering.
* Reverse Uair Offstage gimps Link at any %.
* Powerful Dair Spike.
Yet another match-up we can win. Oh dear. I just don't know what to do with myself. Link has a very good advantage over Ganondorf. Link has the option of completely shutting Ganondorf down with his camping game. Ganondorf has no reliable way of getting around Link's projectiles and Ganondorf's slow speed and small jumps make it that much harder for Ganondorf to do anything about Link's projectiles. Link's Jab Cancel's ruin Ganondorf, he has no reliable combo breaker against them. You can decide how you want to finish a Jab Cancel against Ganondorf, it's probably going to work. Ganondorf has some neat tech-chases out of his Flame Choke and has a guarnteed Flame Choke>Jab agsint Link. This will probably be the more used method to rack up damage on you. Ganondorf offstage is pretty easy to gimp. Gale Boomerang stops any attempt Ganon might have of trying to get you back onstage and it stops his Flame Choke Suicude attempts also. Arrows wreck Ganondort offstage. An arrow will stop all momentum Ganon had moving back toward the stage and force him into using his terrible second jump or recovery which at this point is very very easy to edgehog. Offstage Zair can also produce similar effects. The only thing Ganon can do to Link offstage is reverse Uair but we've already established that Link's Gale Boomerang can stop his offstage attempts on you. Regardless Reverse Uair is a thread, watch out for Ganondorf's Dair spike to. Link's DI gives him the ability to survive even against Ganondorf's tremendous KO power. Most characters would die at around the late 90%'s or early 100%'s where as Link can survive up to around 110% with proper DI and Momentum Canceling.
Where should I stage CP Ganondorf?
Final Destination. You can camp Ganondorf so hard here he won't be able to do much at all. Battlefield may give Ganondorf a little help, but it's still a stage where you can beat him on. Norfair is always an option as is Halberd.
Link's projectiles are more of a pain for Ganondorf than anyone else. Since Ganon's like the slowest, and largest character, Link's not gonna have his usual " oh how do I land a projectile" problem.Projectiles do not destroy the slow, large Ganondorf. Not Link's, anyway. Bombs are as good as they normally are, while arrows are as useless as they normally are, and Boomerang can be power shielded but is not spammable.
EDIT: They can both gimp each other pretty bad, alright? So let's just say whoever goes off stage first is *****.
Oh and Kalm, if ICs aren't 100:0 then I can't see Sheik at 95:5.
lol! This.Ganondorf can gimp Link by looking at him
Link could gimp, and you're wrong about Ganon getting Link off stage faster.I had no idea Link could gimp. O.o Unless it just involves tossing stuff over the ledge... I mean, it's more likely that Ganon would be getting Link off stage than vice versa, so...
Can't you just DI the Nair up? Or better yet, recover low?I don't really feel like arguing, but Link IS able to gimp. Run off-stage > NAir > DJ NAir. Please don't involve what didn't happen in your matches,Twilight.
You could, but it doesn't stop you from getting gimped.Can't you just DI the Nair up? Or better yet, recover low?
I don't really feel like arguing either, though.