Ya Boy GP
Smash Apprentice
I think Pit is a great counterpick character because he wins most floaty matchups (according to Gallo)
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If that's true, he doesn't win those matchups by much. He doesn't have many overbearing options that totally decimate any characters or character archetypes - he's very honest in that sense. There's way better floaty-slayers out there, if we're talking about counterpicking.I think Pit is a great counterpick character because he wins most floaty matchups (according to Gallo)
i think its the total opposite, sheik and rob are doing the same things a lot of the time but it happens to work out that rob does it better to sheik better than the opposite. rob generally wins the ground game, has a better crouch, and surprisingly similar throw combos on each other. rob also has a surprisingly fantastic dashdance vs sheik because you have to respect that his asdi and ground options out of it are really good if you challenge it where normal DD based characters rarely have 90+ weight (except CF and sheik slaughters him anyway lol). rob also edge guards sheik better than the opposite (might be the only char in the game that does this) and will usually end up winning the war of attrition that he can also force you to play.I feel like Sheik might have an advantageous MU against ROB
Great follow ups from grabs, easy edge guards
On the flipside, ROB also has great follow-ups on her and can keep her in the air forever
Haven't really put much more thought into it than that
as far as i can tell sheik cant actually force squirtle to play smash bros, you just kinda throw out lingering ranged hitboxes (bair) and pray that the squirtle sucks. sonic is generally the same way but sonic is kept in check with slow dash accel and limited conversion tools and a reasonable size. i acknowledge i could stand to learn more about the MU but right now it feels pretty degenerate imoDo you have any insights on Sheik Squirtle @Umbreon
I think it would be interesting to hear what you have to say.
I definitely wouldn't call the Rob Squirtle MU terrible for Robrobs only terrible matchups are gw snake and squirtle aka the cancer squad. squirtle is iffy because on the ground he just crushes rob, low profiling everything, edgeguarding easily, and getting around cc is a joke from him with water gun camping/bubble (the latter he can't even shield a lot of the time), but i could see squirtle having a tough time dealing with boost nair. rob has a ton of matchups that may be a little bad like d3 bowser mewtwo wario falcon etc but theyre close enough to even that it isn't worth worrying about since you generally will only lose if you get outplayed. mk and wolf might also beat him but its hard to tell with fastfallers since robs punish game on them is generally really strong
tl;dr rob needs buffs
Weve been over this rob is the worst in the game its so obvious his name is only one letter away from roy
I've been trying to tell everyone thissheik vs wolf is the same as a lot of chars vs wolf, and by that i mean he has falco tools except it doesnt matter if he hits you high on shield and he runs faster and wavelanding laser is safer and dash attack/fsmash/dacus in neutral means you have to respect his space more and his recovery is better and at 50% he can throw and have a guaranteed projectile knee that kills your family. wolf is ****ing amazing and blatantly top tier.
Wasn't talking about dthrow as a mixup, only as an option to set up grounded tech chases in the desired directionDrinkingFood his Uthrow releases on frame 19 (including hitlag, which I'm 99% sure they can still DI before the last frame of) and Bthrow is weight dependent, anywhere from 15 to 26, just in case you wanted to compare it more to Sheik's mixup.
Dthrow is 30, which means you're only catching bad DI on really hard mixups that your opponent has committed to and isn't changing his DI halfway through the throw, so like never.
Exactly.so i main mario and my second is marth, i should let them don't ASAP right?
Friends don't let friends don't.so i main mario and my second is marth, i should let them don't ASAP right?
i am serious! they are so fun and they didn't ask me to hurt my finger to get some nice and deadly combo!Exactly.
nah trust me you want the current version. brawls version doesnt provide nearly as much coverage.i am serious! they are so fun and they didn't ask me to hurt my finger to get some nice and deadly combo!
i have always tought that Marth brawl's Neutral-B should have been kept. (the horizontale strike)
melée's one is so simillar to his Fsmash. charging feature isn't that useful, Fsmash is chargeable too and the breaking guard effect could have been set on Fsmash.
On the other side , a "non free fall effect" could have added so performing it in the air could help his horizontale recovery
Why is wolf below those 3? He's a ****ing boss.Well, this is the Tier List Speculation thread so I might as well chime in my tier list
1st through 3rd are all interchangable imo, I think and could all have arguments made to be 1st, 2nd, or 3rd in PM. Yeah, I'm admitting Fox is arguably not the best in 3.6.
Tier 1:
1-3: //
4:
PMDT could have fix it!nah trust me you want the current version. brawls version doesnt provide nearly as much coverage.
you said everythingWhy is wolf below those 3? He's a ****ing boss.
Harder to use than MK and diddy, but just as good.
Fox is broken
ehhhhh... this is PM, not brawl minus. just because something is cool and works in brawl minus doesnt mean it should be in PM. marth in PM has no problem covering space quickly in front of him, and he has no trouble linking hits together in combos. everything in the brawl minus version doesnt really add to his kit, but instead would make marths approach game just kinda busted.. not to mention that he really shouldnt have a better recovery, which someone already mentioned.PMDT could have fix it!
You didn't see what Brawl- 4.0 dev did with that guardbreaker!
https://www.youtube.com/watch?v=PeIBLSRfnNg
you said everything
i totally AGREE with you.ehhhhh... this is PM, not brawl minus. just because something is cool and works in brawl minus doesnt mean it should be in PM. marth in PM has no problem covering space quickly in front of him, and he has no trouble linking hits together in combos. everything in the brawl minus version doesnt really add to his kit, but instead would make marths approach game just kinda busted.. not to mention that he really shouldnt have a better recovery, which someone already mentioned.
not denying that its cool, but it just doesnt fit in PM. the current version offers an attack that has insane coverage in front, above, and even below him to cover sweetspot attempts. overall, its good for edge guarding mainly, and thats important for a character that has trouble securing kills.