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luigi can clank pikmin toss pmuch on reaction with jab
at least I think so
at least I think so
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Yes, he canluigi can clank pikmin toss pmuch on reaction with jab
at least I think so
also luigi's jab is godlikeYes, he can
I'm pretty confident that diddy beats luigi 60/40. its on diddy to mess up (like over extending a combo, getting grabbed, leaving a banana out) but outside of wavedrops luigi can't get in reliably (and wavedrops aren't that hard to deal with if you position yourself right relative to the platform). Idk, I think luigi is really good but Diddy just litterally has every tool he needs to stop luigi completely (read, bair, peanut/banana, dtilt, shielding)Wanted to post my opinion of Luigi's MUs thus far. I posted this in the luigi skype group and most of them agreed (except for Pit).
http://prntscr.com/9a1lsp
Luigi's percent is on the left, the opponent char percent on the right. So Luigi GnW, for instance is 45 Luigi, 55 GnW, meaning Luigi loses.
Generally, characters that have good air mobility, juggle tools, and/or disjoint do well against Luigi or go even vs him I feel (with the exception of Sonic and DDD, but the mu isn't so bad for those two either). I don't think any character gets hard-countered by Luigi ,and that every character is capable of beating him with smart plays and good decision making. Lucario, I think, has the hardest time vs Luigi, but I don't find it to be unwinnable by any means. And Luigi doesn't really get hard countered by anyone either. Marth, Toon Link, and Fox are close but even those characters are doable. (Thank you PM up air and recovery).
Feel free to agree/disagree. And I will respond if I'm not too lazy (I will be most likely).
if olimar still has the issue from brawl where he can't cover at 45 degree angles from himself, then luigi could easily just wavedrop in with an aerial, or the threat of doing so would enable him to platform camp for a good whileThat'd just reset to neutral though. And purples are weird. They can go through fireballs despite only doing like 10%, so I have no idea how they interact with things.
Not to mention that the pikmin would cause hitlag and make the down-b a bit more reactable (and punishable).
Idk, I just feel Olimar playing neutral forever would be hard to deal with for Luigi because he can just toss out pikmin and wall him out with f-smash, purple toss and retreating RAR Fair.
Or maybe we're all just bad, who knows.
talk to ivy mains, opponents character is even or wins regardless of MU>talk to luigi mains, ivy wins
>talk to ivy mains, matchup is even or luigi wins
¯\_(ツ)_/¯
The aerial has to be fairly disjointed like dair, because uptilt will eat up nair easy.if olimar still has the issue from brawl where he can't cover at 45 degree angles from himself, then luigi could easily just wavedrop in with an aerial, or the threat of doing so would enable him to platform camp for a good while
fsmash is relatively laggy, meaning luigi could wavdash > spotdodge > punish, which he could also due during the "off time" when olimar is waiting for the pikmin that he tossed to come back to him
also being able to jab/ftilt/dsmash tossed pikmin kills them, meaning that olimar has less options and if luigi keeps applying fireball pressure, he should be able to force a situation where olimar has to get punished for pulling more pikmin or deal with the endlag of any one of his neutral moves. theoretically, I think luigi can kind of run around olimar until he forces an opening, whereas olimar can't really do the same to luigi. olimar is going to seal off a section of the stage and call it his and give luigi the rest, but luigi can just kind of take potshots at olimar's wall until he sees an opening
of course I don't think this matchup is going to be played on this level for awhile yet but I think it's definitely in luigi's favor in neutral
I rarely use Brawl MUs in general to explain PM MUs. I make a few exceptions where the characters are relatively the same. Characters similar throughout the series such as Puff, DK, Samus, Yoshi, Kirby, Luigi, etc. Basically the 64 cast lolI always find it really intriguing when someone brings up a brawl matchup to explain a PM one. I suppose there's a good reason it doesn't happen often but brawl knowledge does help shine a light sometimes.
Luigi's item game is actually pretty good though. Combined that with the fact that he can pick up peels better than most characters given how fast he is on the ground (granted only initial frames of wavedash can pick it up, but he can still get to it pretty quickly). Plus diddy can't really pull a banana out too reliably just because of how fast Luigi approaches on the ground. So diddy has to be a safe distance away to pull one and catch it. And yes, it can hard to approach, but Luigi can also catch a peanut or a banana that diddy throws at him and immediately glide toss (Luigi's is p good) and approach with a wd (nothing guaranteed out of the glide toss -> wd, but it still gives Luigi good stage positioning). Or he can wavedash in with shield and wavedash again out of shield to pick it up (since the banana will land near him if thrown at his shield in most situations) and then glide toss it backwards or forwards. Luigi can also down b and clank with both projectiles, as well (I believe he clanks with banana, but I'll have to test this). Although Luigi has to be ready for it and Diddy can just throw it during the 14 frame of wavedash lag that Luigi commits to. Diddy can also follow up after banana hits shield into a grab or aerial or something. Plus, diddy is able to juggle luigi pretty well because of his air mobility, and he can pop him up there with dtilts and back air.I'm pretty confident that diddy beats luigi 60/40. its on diddy to mess up (like over extending a combo, getting grabbed, leaving a banana out) but outside of wavedrops luigi can't get in reliably (and wavedrops aren't that hard to deal with if you position yourself right relative to the platform). Idk, I think luigi is really good but Diddy just litterally has every tool he needs to stop luigi completely (read, bair, peanut/banana, dtilt, shielding)
I also think you can be a top tier or S tier with an unwinnable MU, or a few bad MUs. Diddy/Samus might be that bad, and he has a few hard counters but he's undeniably top tier.
pikmin toss is literally olimars best move, it probably defines his neutral. it forces ppl to commit to jumps to hit the pikmin off that we can punish. we can play neutral in other ways, but you can waveland pikmin toss making it a really mobile projectile. also whistle bouncing. puppet smashing. pluck cancelling. fuuuuutuuuureOlimar's SideB is crummy and slow and he can only have 4 pikmin thrown at most. So in this case, jab can beat Oli's Pikmin toss on reaction
Chill with the condescending attitude
if i see u starting to shield pikmin i can sh throw wavedash in and grab u on reaction if u shield a purple. if u shield another pikmin i can bait your oos option, usually a wavedash tht gets covered by most grabs but purple and red.don't thrown pikmin go through shield
what lolOlimar's SideB is crummy and slow and he can only have 4 pikmin thrown at most. So in this case, jab can beat Oli's Pikmin toss on reaction
Chill with the condescending attitude
You ignore the part where Olimar has to jump. That's an extra 4 frame jumpsquat making frame perfect pikmin toss frame 14 if he throws on frame 5 when he's airborne. Not to mention the part where the actual pikmin has only begun to start traveling towards the opponent. 14+ frames for a projectile that can be hit through (excluding purple in some cases). This is very similar to Lucas' PKF in terms of distance traveled, and only 5 frames slower.what lol
the pikmin hitbox comes out on frame 9 (olimar's IASA is also very low, like 26 frames or something)
in fact I think that makes it one of the fastest projectiles
where in hell are you getting the idea it's slow
Lasers & other auto-cancel projectiles work. Bombs and grenades all are good at close range in the sense that you can't mindlessly approach someone with those in range.What projectiles actually do work when people are on top of you and pressuring you? The point of projectiles (most good ones anyways) are to poke at dash dance heavy or other styles where your character doesn't have as good of tools
Projectiles aren't an end all be all solution, but you are making it sound like PKF/Pikmin toss suck against anybody that knows anything. Maybe its just a style change you need to realize and its not the projectiles fault?
So glad buff/nerf culture is gone. I bet if patches were still being made, this conversation would easily be onto how to buff side b for Lucas, a long time ago.
he has a ton of quick gtfo moves, first of all. fair, utilt which has intangibility on his head, yellow fsmash and usmash if you read a jump in, oos nair, and purple side b are all quick moves that are disjointed from olimar (except utilt but thats intangible) that can stop pressure. they arent amazing, and most of them require you to read which way they jump in, but they work really well if you read correctly. the rest of what youre saying is all a matter of positioning, olimar players need to throw pikmin in places where they won't get punished for it and put themselves in a position to punish if the opponent does hit the pikmin off. the hitlag adding more active frames is only adding like, 3 frames max, to the hitbox, and gives the olimar player more time to react, anyway.The thing about Olimar is that he can't use quick GTFO moves like other characters can. Yeah you can throw pikmin at people and hooray it stuck them while you're moving back, but low commitment / low hitlag moves and the pikmin are off and suddenly you need to pluck while the opponent is closing in fast. Or what people should be doing, is abusing the extra hitlag frames, attacking through the pikmin, and having enough active frames to carry over into hitting Olimar, despite his WD back shenanigans.
https://www.youtube.com/watch?v=_TaH5rmmRFI this is 3.0 footage, but this is one of the best examples of an olimar player using side b correctly. rip ssIf you can show me a good player that knows the above and abuses Olimar's poor defensive options when cornered, yet still gets countered by any of the tech you mentioned, I will happily change my mind on the fact that pikmin throw is a projectile rivaled by that of PKF or turnips in the sense that it primarily works on players who don't understand priority or know the proper response to projectiles.
that still doesnt change the frame data of the move, you can still use olimar's side b on the ground, it still has the same godly frame data, you just cant wavedash out of it. which is fine most of the time unless the opponent is dash dancing mid range against you or youre in a situation where you can get punished, and if you jump and side b there then you cant be punished for throwing a pikmin anyway, unless its falcon.You ignore the part where Olimar has to jump. That's an extra 4 frame jumpsquat making frame perfect pikmin toss frame 14 if he throws on frame 5 when he's airborne. Not to mention the part where the actual pikmin has only begun to start traveling towards the opponent. 14+ frames for a projectile that can be hit through (excluding purple in some cases). This is very similar to Lucas' PKF in terms of distance traveled, and only 5 frames slower.
But you don't have to jump. That's part of the thing. Pikmin toss is one of the quickest projectiles both in start-up and endlag- by the time he could be punished for a pikmin throw in place, he can act. And if you do jump? It's still one of the quickest lol.You ignore the part where Olimar has to jump. That's an extra 4 frame jumpsquat making frame perfect pikmin toss frame 14 if he throws on frame 5 when he's airborne. Not to mention the part where the actual pikmin has only begun to start traveling towards the opponent. 14+ frames for a projectile that can be hit through (excluding purple in some cases). This is very similar to Lucas' PKF in terms of distance traveled, and only 5 frames slower.
Trust me, I know that it feels like our projectiles are very fast and at times they can appear that way. I too like to use sideb for baits into shield and jumping, but not everyone will be conditioned to fight this way. Frame data doesn't lie and it reveals that both our projectiles are slow in that sense
have you tried killing with yellowsBut you don't have to jump. That's part of the thing. Pikmin toss is one of the quickest projectiles both in start-up and endlag- by the time he could be punished for a pikmin throw in place, he can act. And if you do jump? It's still one of the quickest lol.
And if you do jump, that doesn't add extra reaction time lol. The jump could just be the beginning of a wavedash, or an aerial approach, or a retreat to a platform, or any number of things. The jump isn't the relevant in terms of commitment, and yet with it you gain tons of horizontal control over one of the quickest projectiles in the game.
This might be one of the most extreme examples of character bias i've ever seen lol. Next you are going to tell me olimar can't kill well or some ****
Why are you using yellow/white for killing in the first place? Oli can have kill throws, smashes and aerials provided you have the right pikmin at the time.have you tried killing with yellows
killing with yellows is a *****
It was pretty obviously a joke manWhy are you using yellow/white for killing in the first place? Oli can have kill throws, smashes and aerials provided you have the right pikmin at the time.
But regarding pikmin toss talk, you'd always use it at a distance where you'd not get nair'd for tossing. I guess low commitment moves could work, but most of those tend to cover only a limb or something and not always help getting pikmin off (**** shines).
Btw, if a pikmin does die (after the opponent committed to killing it as well, mind you), Olimar needs a whopping 11 frames to get another one. Pretty sure I mentioned that above. Is getting 11 frames of time hard to get?
Like, campy Oli is far from the best one, but it can definitely work everything considered, given smart play.
**** 4 am posts.
I feel like this survey can be reduced to two pages - the first page (who you are, skill level) and the character matchup page. The rest of it was hard to answer without an example/knowing if someone would actually read it.It may or may not result in the advancement of us figuring out how good characters are considering the inherent bias, but it acts at the very least as a starting point and another element to consider for our eventual tier list. It can be a good way to figure out matchups at the very least.
http://smashboards.com/threads/return-of-the-pm-character-survey.379058/page-2#post-20543935
It takes no longer than 15 minutes. It doesn't feel long at all at the very least.
I'd be inclined to agree... I remember when this survey originally started last year the data of each individual character was being fed back to the community with powerpoint presentations... it was really ambitious and life happens so Choice Scarf didn't end up completing his work, but to be fair it was a lot of work. Being a self-survey, it will be filled with bias and subjectivity, but those kinds of things can be looked past intelligently and rationally, which is why that information is there in the first place. It also adds some flavour, I find.I feel like this survey can be reduced to two pages - the first page (who you are, skill level) and the character matchup page. The rest of it was hard to answer without an example/knowing if someone would actually read it.
Also, questions like "how bad is your character's approach options?" aren't that productive unless we have some sort of standard. Like, who is considered to have the most "average" approach?
Hey! Welcome to the community. Diddy and Marth are both solid choices. I personally would suggest you try MK. He is extremely good and has a lot of what you're looking for. He is super fast and has one of the best punishgames, he combos well, techchases extremely well, and edgeguards really well too. With his speed and sword he can really pressure his opponent into making bad decisions if that's your thing, and it sounds like it may be. MK can also just use his oppressively good dash dance to bait and punish. He can also employ a mix of these styles.Hi Guys. I am looking into getting into PM and I'm wondering what the best character for me is.
I like offensive lockdown alot so I am looking at Diddy
I also loved melee marth so maybe PM marth may be the same so I am looking at him
I also love heavy edgeguards
I like characters who are fast as well and can do like zero to deaths as well
Yeah but I play MK in Smash 4 so idk if i want to play him as well even though he is the perfect character for me! Thanks for your suggestion I think I will try out both Diddy and MK and see who's best for me.Hey! Welcome to the community. Diddy and Marth are both solid choices. I personally would suggest you try MK. He is extremely good and has a lot of what you're looking for. He is super fast and has one of the best punishgames, he combos well, techchases extremely well, and edgeguards really well too. With his speed and sword he can really pressure his opponent into making bad decisions if that's your thing, and it sounds like it may be. MK can also just use his oppressively good dash dance to bait and punish. He can also employ a mix of these styles.
Wolf has a lot of the stuff you're looking for. His offensive pressure is outstanding, his laser is awesome for passively controling interactions, and his combo/juggle game is immaculate. He's just really frickin' hard, but I think it's well worth the effort, cause he is really fun.Hi Guys. I am looking into getting into PM and I'm wondering what the best character for me is.
I like offensive lockdown alot so I am looking at Diddy
I also loved melee marth so maybe PM marth may be the same so I am looking at him
I also love heavy edgeguards
I like characters who are fast as well and can do like zero to deaths as well