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youre thinking frame data, im thinking applied gameplay. zss has an actual ground game and can challenge tech chases with jank like slow stand > uptilt and hope you punt. CF just gets his ass plowed.ZSS has some of the worst techs in the game. right on Par with Pit's which is bottom 5
as much as everyone hates falcon (which i started in like 2008) he still has reasonable holes. as much as speed makes certain characters, you also want to consider applicable speed in real gameplay, and flexibility pays. sonic has **** accel and tons of negative disjoint, CF has almost no ground game outside of DD/CC grab, wolf is insane because he has to be careful a lot of the time because hes gimp practice, fox typically dies if he ever gets legitimately caught, zss has a dog **** combo weight, sheik has hella mediocre approaches, diddy is reliant on projectile setups akin to falco which can get shut down pretty hard once you know what to look for. yes raw speed is difficult to play around but at least maybe you can leverage... something? except vs MK his **** is just insane with no downside.
if you youre just casually reading this thread and want to know what to look for, basically look for a char without negative attributes in neutral over the punish game so you can neutral harder. for example, cf has no ground game and zss has (imo) a worse combo weight- between the two, having no ground game is worse because zss having the worse combo weight might never come up if you play careful enough but CF having to jump a lot will always be relevant. similarly, from the list above, i would recommend fox wolf mk zss over sheik diddy cf sonic because playing neutral harder mostly solves them for the prior category but not the latter ones. diddy might be an exception because finding someone that knows how to shut down item/DD aggression basically doesnt exist (yet).
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