You forgot heysuess' s d3, that guy plays him too smart.DDD does needs buffs.
me and Fly are just smart.
D3 requires smart players with an unwavering patience game.
Most smashes don't have that.
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You forgot heysuess' s d3, that guy plays him too smart.DDD does needs buffs.
me and Fly are just smart.
So what you're saying is....Roy needs a tether.Seriously, Ness is the Marth to Lucas' Roy recovery-wise, except Lucas also has a tether.
Link doesn't need to move though, he can make you come to him with his various projectiles. The boomerang is a great close quarters poke, and he gets huge damage off it if it lands.Link doesn't have the movement not to say he isn't an awesome character, he is, but his poke game isn't the same. He is much more a get in and destroy character. Also his weight is really unfortunate for chain grabs. IDK I feel like his melee metagame was very little about MU(of course puff and shiek) and more about spacing (unless your M2K but whatever) Look at PP or PewPewU and you see a level movement level so much higher than the rest of the cast. He just doesn't let his opponents choice of character effect him.
Ivy, Mewtwo, Link, Ike, and to some extent Charizard challenge his range as well. And none of them takes a serious penalty if you're not just at that perfect sweetspot.Marth's range definitely does still stand out. There are characters that can out-range him now, like DDD, but only with certain moves from certain angles, and with not nearly as much speed.
Yes, he's not the worst because Roy exists, but he's still bad. Just grabbing the ledge works very well against him. Due to the limited horizontal range his recovery covers, if he's hit far sweetspotting the edge is his only chance of coming back, so just time the roll and he's done. He's also very easy to snipe with projectiles since he can't vary his recovery trajectory to any degree.His recovery is far from the worst. It's simple, yes, but tough for most characters to edgeguard in practice because of how much freedom he has to mix up the timing.
Uhh, I don't think you understood what this means. Marth has precisely two moves that kill at good percents - Tipper Fsmash and Tipper Dair. At ~60-80%, he has combos into both. However, if the opponent lives to like ~110%, these combos stop working because the opponent flies too far for them to connect. Both of these moves are hard to land raw, so at this point he becomes reliant on things like Tipper Bair, which is much harder to space correctly. It's not uncommon at all for opponents to live to 160%+ against Marth if they survive past 100%, and he tends to take a lot of damage trying to get that kill. And good Marth players are just as susceptible to this as anyone, watch Gimr play some matches and you'll see he has many stocks like this.And as for the "specific percents" thing, that's not really a valid argument. There's no reason that a competent player wouldn't be able to know what to do at what percent. Sub-optimal play is irrelevant to balance discussion.
Roy clearly needs something. Honestly, I'd contemplate giving him Ike's Quick Draw in exchange for Double Edge Dance. That would help cement his position as "halfway between Ike and Marth". He probably needs to be a little heavier too.So what you're saying is....Roy needs a tether.
Obviously also Wolf and Metaknight. Link and Mewtwo are so massively buffed they're basically newcomers too. I wouldn't fear Marth as any of those 4, or Fox or Ivy.Look at the strongest newcomers:
Wario, Snake, Ivysaur, Lucas, MK.
With the exception of maybe like Wario, I think he beats them all pretty solidly just by shutting down what they do with movement/sword/positioning and by juggling. This is extremely powerful. Reflex has only ever really lost two tournaments. Guess the character he lost to?
Also Gimr.The best Marth in the biz atm is Dr. PeePee. Are there really any others?
Not surprising IMO. Melee's metagame is basically just Fox. If you can fight Fox decently, you're viable. It doesn't matter if you can't deal with projectiles or disjoints because they're not a huge threat. Now they are, so some characters with previously unimportant holes in their gameplan are starting to get exposed.It seems pretty interesting that the characters that people feel need the most work in PM, I feel like would be pretty honestly balanced (like Samus/Luigi/Ganon level) in Melee.
This is objectively false.Some people have argued that Toon Link is not C tier, and maybe he's not, but the main problem with him is that he lacks any significant benefit over regular Link and has numerous minor drawbacks.
So name areas where you think Tink has a big advantage, because I'm really not seeing any. Everyone always says "no U, Tink is a good character", but they never really state what makes him good, at least not in any way that doesn't apply to Link just as much.This is objectively false.
I guess having some of the best mobility in the game and a 3f jumpsquat (literally twice as fast as Link's) are no longer huge advantages in a Melee engine? This equates to: much better OOS game, much better offense, keepaway, combos and much more. His bomb is also miles better since it allows you to hitconfirm from like half a stage away, other attributes would be having some of the safest aerials in the game (everything sans uair/dair has 7 frames of endlag) and a reliable launcher outside of grab (usmash).So name areas where you think Tink has a big advantage, because I'm really not seeing any.
Everyone is always just like "no U, Tink is a good character", but they never really state what makes him good, at least not in any way that doesn't apply to Link just as much.
I suppose I can justify the numerous minor drawbacks point if you want. It's really very simple. Link has more range on everything he does by virtue of having a bigger sword, he has more grab range, and he generally hits harder and lives longer.
Toon Link is Faster, and has better aerial combos. Comparing the two is almost silly. It reminds me of people saying Falco and Fox are clones, before they actually figure out what they're doing. Their moves are all very different. His bair has very useful combo potential, his up-b is extremely easy to set up from a grab and kills early, and his grab can be set up from a bomb or an arrow almost at will. Speaking of grabs, I think Toon's is better. He's not the worst character in the game as the CT list implies, and I think he's actually a lot better than most people think. But who knows this early?So name areas where you think Tink has a big advantage, because I'm really not seeing any. Everyone always says "no U, Tink is a good character", but they never really state what makes him good, at least not in any way that doesn't apply to Link just as much.
I suppose I can justify the numerous minor drawbacks point if you want. It's really very simple. Link has more range on everything he does by virtue of having a bigger sword, he has more grab range, and he generally hits harder and lives longer.
Tink has wall jump and is a little faster, but honestly Link doesn't need a ton of speed to be effective, and his recovery is already pretty solid, to the point that his increased weight is generally more valuable than the wall jump, which you can't even use on many stages.
I'll agree with faster jump and bomb. His mobility is good, but no better than spacies, Lucas, Peach, Mewtwo, Squirtle, Wario, etc. You're also underestimating many of Link's tools. For example, Tink Upsmash really isn't any better than Link UpSmash, because Link does have a very reliable launcher, the Boomerang. He can boomerang into his UpSmash, which launches just as well and hits harder (Utilt is also a viable launcher in some other situations, like after throw). All of Link's aerials are also quite good, generally having bigger, more disjointed hitboxes, and don't really pale to Tink at all.I guess having some of the best mobility in the game and a 3f jumpsquat (literally twice as fast as Link's) are no longer huge advantages in a Melee engine? This equates to: much better OOS game, much better offense, keepaway, combos and much more. His bomb is also miles better since it allows you to hitconfirm from like half a stage away, other attributes would be having some of the safest aerials in the game (everything sans uair/dair has 7 frames of endlag) and a reliable launcher outside of grab (usmash).
I think there's a good case to be made that he has the worst grab in the game (which is really important, as this means the opponents can shield against you much more safely). He's also clearly below average in weight.He is average at worst in a few areas and significantly above average/incredible in most (recovery, combos, KO potential, edge guarding, mobility etc.) with his only real drawback being his grab.
I see no way you can argue that TL's grab is anything other than garbage. It has no range and massive endlag, if you whiff that thing you're eating a huge punish every time. Any setup into grab will also tend to work for Link.Speaking of grabs, I think Toon's is better. He's not the worst character in the game as the CT list implies, and I think he's actually a lot better than most people think. But who knows this early?
I disagree. You said it yourself, if he has a setup into a grab, that's already a good thing. Tether grabs are usually bad either way, but they have their uses, and I think he has one of the better tethered grabs, like Lucas's. Keep in mind, those set ups into his grab from bombs and arrows probably wouldn't work, at least not as well, with a normal grab, and the fact that he has his tethered grab, is also why he has a mix up for recovery with his hookshot recovery.I'll agree with faster jump and bomb. However, you're underestimating many of Link's tools. For example, Tink Upsmash really isn't any better than Link UpSmash, because Link does have a very reliable launcher, the Boomerang. He can boomerang into his UpSmash, which launches just as well and hits harder (Utilt is also a viable launcher in some other situations, like after throw). I also disagree that Tink has very safe offense, because he has less range on his attacks. He has to get closer to his opponents, giving them a better chance to hit him. Big disjoints are the safest offense there is.
I think there's a good case to be made that he has the worst grab in the game (which is really important, as this means the opponents can shield against you much more safely). He's also clearly below average in weight.
I see no way you can argue that TL's grab is anything other than garbage. It has no range and massive endlag, if you whiff that thing you're eating a huge punish every time. Any setup into grab will also tend to work for Link.
Also, I didn't put Tink dead bottom on my list. I just feel that Link is clearly better and Tink needs buffs so there's more of a tradeoff with him.
Yoshi's standing grab is also terrible, but at least his dash grab is pretty good.I disagree. You said it yourself, if he has a setup into a grab, that's already a good thing. Tether grabs are usually bad either way, but they have their uses, and I think he has one of the better tethered grabs, like Lucas's. Keep in mind, those set ups into his grab from bombs and arrows probably wouldn't work, at least not as well, with a normal grab, and the fact that he has his tethered grab, is also why he has a mix up for recovery with his hookshot recovery.
If you want to talk worst grab in the game, it's not Toon's; I'd say it's Yoshi's.
If this were the case, then Link's grab should also be doubled in range. But seriously, if they should improve Tink's recovery, it would have to be the ability to Tether as he uses the recovery move, which would give him better vertical range and much better horizontal range; that and increase the Hookshot's length when as a tether recovery. As well, Link should also receive the same buffs to his recoveries.Yoshi's standing grab is also terrible, but at least his dash grab is pretty good.
And no one is debating the usefulness of the tether recovery, or proposing giving him a normal grab. My main issue with Tink's grab is that it's so absurdly short-ranged. The buff I wanted for Tink was to make his grab range like double what it is now (to around the same length as Samus's or a little longer). The hookshot's range was never so totally pathetic in the games.
I feel that this would significantly bolster his throw game, and make him feel more distinct from Link. While regular Link would focus on safe pokes with boomerang and his disjoints, Tink would be more about pressure, throw setups, and combos.
Well, it's known very well that Link's grab is much better than Toon Link's due to its massive speed buff. Though still punishable, it's not as much punishable now. And I agree, the grabs of Pikachu and ZSS are rather awful in P:M.Please tell me how you are using boomerang>up-smash as a bread and butter launcher combo. Besides the fact that up-smash is SDI able and far more punishable on block, I don't see how this is linking if you got any boomerang hit other than a short hop forward point blank hit.
Don't say Tink has the worst grab in the game, its not too slow on start up, although it is very punishable. When grabs like Pikachu and ZSS still exist, tink is not the worst.
I don't really know if Tink is better than Link. At this point in time I'd say link is more developed and has more showings/larger playerbase as his skill floor is a lot lower. I think Tink is more flexible and has more potential ultimately. I feel that due to his mobility he has less polarizing matchups, its not just a stationary turret creating a wall that fatties can't get through, its a little gnat zipping around with speed/flexibility in his movement (AGTs) that makes a large number of the cast really jealous.
From point blank air Boomerang or Zair.Please tell me how you are using boomerang>up-smash as a bread and butter launcher combo. Besides the fact that up-smash is SDI able and far more punishable on block, I don't see how this is linking if you got any boomerang hit other than a short hop forward point blank hit.
At least ZSS's grab has range and stays active for a lot of frames, so you can't step dodge it.I wouldn't say Tink has the worst grab in the game, its not too slow on start up, although it is very punishable. When grabs like Pikachu and ZSS still exist, tink is not the worst.
Does anyone seriously believe him to be at the level of Fox / Ivy / Mewtwo / Wolf / Lucas / etc?please don't buff tink, he already is really good.
BBrawl had this (Link / Tink can Zair after UpB), but I feel this clashes with the design of PM to some extent by making their recovery too basic. PM seems to be more about recovery options than just making recoveries super strong. Tink can already gain a little air with Airdodge -> Zair, and he has AGTs and Bomb Jumps for the rest. I don't really think you can say Tink has any issue recovering from pretty much anywhere, and he's fairly hard to gimp.If this were the case, then Link's grab should also be doubled in range. But seriously, if they should improve Tink's recovery, it would have to be the ability to Tether as he uses the recovery move, which would give him better vertical range and much better horizontal range; that and increase the Hookshot's length when as a tether recovery. As well, Link should also receive the same buffs to his recoveries.
I understand exactly what this means. If your combos into fsmash don't work past 80%, do them at 80%. If you hit them with other things instead and take them past the point where your followups work, that's on you. It's got nothing to do with the character being bad. btw I love GiMR but he's nothing to write home about as a player.Uhh, I don't think you understood what this means.
It's obviously not that simple. Depending on the flow of the match, you may not have the opportunity for that near-edge grab at 80% or land that perfect Fair for the ken combo.I understand exactly what this means. If your combos into fsmash don't work past 80%, do them at 80%. If you hit them with other things instead and take them past the point where your followups work, that's on you.
So you think ahead and combo into it. Use your head. And really against 90% of the cast it does not matter that they know you're fishing for a grab since you're ****ing Marth.Also, if your gameplan is so totally one-dimensional that you literally stop attacking with anything else except those specific combo starters once the opponent is in kill range, you'll be easy to read and your offense will not work. This is super common in real matches, one character will be in the kill range on a specific move, and their opponent will just go for that one move exclusively, but it will never work because it's obvious that that's what they're going for. The key to effective offense is variety, so your opponent has to be watching out for all of your options.
I sort of disagree with parts of this. Marth can keep up with many new characters, however he doesn't hold monopolies on massive range + grab anymore and his flaws inevitably will be easier for new/buffed characters to take advantage of. The game has new characters that can also run around at his speed, or throw out massive attacks, or huge grab range. His weight + floatiness is easier to capitalize on, as the general combo game for characters expands beyond beating up FF's. His recovery is OK, but certainly unimpressive and he will have to be careful vs the expanded edgeguarding capabilities introduced. So on and so forth.Marth is still crazy and has some of the best mobility in the game. Basically matches or beats neutral options of every new character in the game and juggles them all for ever. Look at the strongest newcomers:
Wario, Snake, Ivysaur, Lucas, MK.
With the exception of maybe like Wario, I think he beats them all pretty solidly just by shutting down what they do with movement/sword/positioning and by juggling. This is extremely powerful. Reflex has only ever really lost two tournaments. Guess the character he lost to?
The best Marth in the biz atm is Dr. PeePee. Are there really any others? Sethlon now plays Roy and is the best of that character. M2K is obviously amazing but is mainly a Fox player. Still, he made Marth - Roy look like it was still at least 6-4, lmao.
It seems pretty interesting that the characters that people feel need the most work in PM, I feel like would be pretty honestly balanced (like Samus/Luigi/Ganon level) in Melee.
It doesn't really matter how strong a tool is, it can still be played around if people know it's coming. You can play around Fox UpSmash too, what makes it such a killer is that he has loads of other things he could go for as well.So you think ahead and combo into it. Use your head. And really against 90% of the cast it does not matter that they know you're fishing for a grab since you're ****ing Marth.
You should watch smashing grounds. Almost all of our great Melee to PM players have strong Marths.I sort of disagree with parts of this. Marth can keep up with many new characters, however he doesn't hold monopolies on massive range + grab anymore and his flaws inevitably will be easier for new/buffed characters to take advantage of. The game has new characters that can also run around at his speed, or throw out massive attacks, or huge grab range. His weight + floatiness is easier to capitalize on, as the general combo game for characters expands beyond beating up FF's. His recovery is OK, but certainly unimpressive and he will have to be careful vs the expanded edgeguarding capabilities introduced. So on and so forth.
I'd agree with all of those characters, including Wario. He's not the controversial choice in that lineup: MK probably is. I'm actually somewhat surprised to find someone else that thinks Marth beats MK. I seem to be a big outlier when it comes to how other Marth's are doing vs MK and their thoughts on the MU, so I don't entirely trust my judgment on that.
IDK who hardcore plays Marth in PM. He's probably one of the Melee vets I see the least on streams or in vids.
That's about where I had him. "Marth is not top tier anymore" is not the same as "Marth is trash".Yeah pretty much, Marth will always be high tier B+ or higher no matter what just because of his arch type
Obviously detailed matchups are hard to do at this point in time, but I suspect he's got a number of 55 - 45s vs some of the super solid characters. I would definitely look at Fox, Mewtwo, Wolf, and Lucas right off the bat.So with all this "marth is outclassed by new characters" talk, what MUs does marth outright lose in this game, iyo?
Shiek, DDD, Charizard? Are there more?
Toon Link is more mobile than literally everyone on that list except for Wolf and Fox. >_> He's one of the fastest overall characters in the game and Link is one of the slowest, calling him "a little faster" is like saying that Captain Falcon is "a little faster" than Ganondorf. Not sure what Peach/Mewtwo are doing in particular on that list either.I'll agree with faster jump and bomb. His mobility is good, but no better than spacies, Lucas, Peach, Mewtwo, Squirtle, Wario, etc. You're also underestimating many of Link's tools. For example, Tink Upsmash really isn't any better than Link UpSmash, because Link does have a very reliable launcher, the Boomerang. He can boomerang into his UpSmash, which launches just as well and hits harder (Utilt is also a viable launcher in some other situations, like after throw). All of Link's aerials are also quite good, generally having bigger, more disjointed hitboxes, and don't really pale to Tink at all.
I also disagree that Tink has very safe offense, because he has less range on his attacks. He has to get closer to his opponents, giving them a better chance to hit him. Big disjoints are the safest offense there is.
Easily the most agreeable list I have seen in this topic in awhile. Though I do believe that Ness belongs in the "Needs Some Work Tier"; specifically, his ground game needs a bit of touching up on. As for Zelda, I think that she is a really solid character. Definitely not the best, though enough to be in the "Let Them Develop Tier". Her attacks are surprisingly quick and usually have lingering hitboxes, making her a rather effective defensive wall on the ground; and the killing potential of her aerials would be ridiculous were it not for the fact of how slow she is.Alphabetical tier list of PMBR development attention needs. Damn I cannot say that eloquently.
Really Good Tier
These are the best characters in the game. We should wait and watch the metagame develop. Keep a close eye, though... some might be too good.
Fine / Let Them Develop Tier
These characters are fine where they are, they're not the best (yet?), we should wait and watch the metagame develop.
Not Sure Tier
I don't know if these characters are fine or if they need some work. It could go #eitherway
Needs Some Work Tier
These characters don't seem good enough yet, they should receive some more attention.
Zelda Tier
Zelda is weird. I'm in that group that thinks she doesn't play enough like a Smash character and should be re-tooled. But whatever.
Again, they aren't in order of best to worst within the tiers, just alphabetical.
well...there's a lot of not knowing the matchup v. knowing the matchup. KDJ and even Wolf understand Marth much better than Sora understands Link or Zelda. We'll have to give Smashing Grounds time for the melee folks to be on even footing in a way to the PM people. At the very least, I can confidently say Sora, Dark Cloud, AOI, and KDJ all have solid Marths.Are any of our Marths on the same level as KDJ's Zelda or Wolf's Link though?
dk's mostly fine, he's kind of underwhelming at high level play but there's nothing inherently wrong with that. i don't expect many changes to him."Some mobility touch-ups may not be a bad idea but Zelda is very solidly in the same boat as Ike, DK and friends."
This sentence was distinct from my point on Zelda's edgeguarding ability. I was saying I think she's one of the balanced, 'don't need any more touch-ups' characters. Unless you think DK isn't one of those characters and still needs some major re-tooling (in which case I know better than to disagree with you, especially since it concerns a character that I don't ponder much) I see no need to amend my statement. I suppose it was worded confusingly. Hm.
this sounds like it's about marthI understand exactly what this means. If your combos into fsmash don't work past 80%, do them at 80%. If you hit them with other things instead and take them past the point where your followups work, that's on you. It's got nothing to do with the character being bad. btw I love GiMR but he's nothing to write home about as a player.
Eli's proven you can play him at a high level and compete really well. At Apex, he sort of choked against gah-faced-killah Mew2king. That was moreso Eli playing poorly (i'm sure he'd agree) than the character getting countered badly or anything.dk's mostly fine, he's kind of underwhelming at high level play but there's nothing inherently wrong with that. i don't expect many changes to him.