D e l t a
That one guy who does the thing with a camera.
Now just try to get a hit on a Spacie as TL in neutralI've seen DVD get some ballin combos on spacies.
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Now just try to get a hit on a Spacie as TL in neutralI've seen DVD get some ballin combos on spacies.
to be fair all of your example characters are garbage vs spacies (both of them). i think ripple's assessment is spot on, fox and falco are both so strong against non-grab conversions that you pretty much need a throw designed to murder them to have a close MU (only exception i can think of offhand is zelda upsmash).Most combo throws are designed to be good in general, not with any particular victim in mind. It just so happens the fastest fallers in the game are the most subject to vertical combos.
Some throws are so “good" that they don't combo spacies. See: Ganon Dthrow, toon link upthrow, Falcon upthrow, etc
Same for ZSS. Her Dtilt, Utilt & Uthrow don't do anything to Spacies until they're over 50% or so.just came in to say that toon link has to build up damage to around and above 40% on true fast fallers to get any combos going. once he gets the damage, he has a lot of followups after uthrow.
Can we...can we unpack this a little bit?Squirtle is bad yo
YES YES YES YES SO MUCH THIS I WISH I HAD 50 UPVOTES TO GIVE. I am so sick and tired of people saying I should be able to zero to death fox whenever and that's why he's not OP, even though that's only true for a handful of characters (and not even then, really). It also is infuriating that what is supposed to be foxes greatest weakness means he invalidates my characters greatest strength. Combo character vs supposedly combo food character equals practically no combos. Oh well, at least zss can actually combo rob and samus pretty well, so we have that going for us which is nice.fox is literally the hardest character to combo if you don't have an up-throw DESIGNED to **** them up
Her dtilt and upthrow don't do anything until like 90% unless they DI in. Uptilt can link to fair or bair around like 70% and chains to itself or something like dash attack or grab depending on DI, and it will usually chain into itself once or twice unless they SDI around 50%.Same for ZSS. Her Dtilt, Utilt & Uthrow don't do anything to Spacies until they're over 50% or so.
There's already a few ZSS players and they mostly despise the MU. She was basically designed to lose the MU, similar to Falcon in Melee. Unlike Falcon, ZSS is lighter and can get gimped just as hard as Falcon. Her neutral is only slightly better than Falcon's in this MU, but she lacks hard hitting moves and the punish game that Falcon has. One knee or stomp -> combo followup can lead to death. For ZSS, she does not have such great punishes, or at least not to the level that Falcon does.ZSS is perfectly fine in her current iteration, imo. Her kit is designed in such a way that she loses the spacie matchup at first glance, but I think that her mobility and movement options raise her potential skill ceiling super duper high. Tbh, I'm a pretty lazy player and freestyle a ton of my matches, yet I manage to skate by just fine. If one of the ZSS mains put in the hard, hard work and did some 20GG stuff with ZSS and figured out optimal, frame-safe tech punishes on fast fallers at all %s as well as perfecting her insane offstage edge guarding game, then I can see her cracking into top 10. She's a little Falcon with a gun and an extra jump.
She bad, but she good.
ZSS is like the most anti-gimp character since vbrawl GAWZSS is lighter and can get gimped just as hard as Falcon.
I'd agree with the top 10 part if we replaced all of the fast fallers with other characters, but as it stands you just aren't going to beat players on your skill level who know the matchup if they are fast fallers. They will have their normal punish game on you, and you will have a really crap punish game on them. You have the tools to maneuver around them, but if you have to do that 70% of the time to go even in punish, you just aren't going to beat players as good as you. If there weren't fast fallers, her worst matchups would be like shiek and kirby (imo) and those are totally doable, albeit extremely annoying.ZSS is perfectly fine in her current iteration, imo. Her kit is designed in such a way that she loses the spacie matchup at first glance, but I think that her mobility and movement options raise her potential skill ceiling super duper high. Tbh, I'm a pretty lazy player and freestyle a ton of my matches, yet I manage to skate by just fine. If one of the ZSS mains put in the hard, hard work and did some 20GG stuff with ZSS and figured out optimal, frame-safe tech punishes on fast fallers at all %s as well as perfecting her insane offstage edge guarding game, then I can see her cracking into top 10. She's a little Falcon with a gun and an extra jump.
She bad, but she good.
Neutral better than falcon's what? How do you figure that? ZSS has more platform tricks and tricky mobility, but falcon is faster and has that nair. All of his approaches are safer than zss too. If you are thinking of blaster, it does nothing in this matchup other than say "pls nair me I've been bad." Also, falcon's side-b is another key helper in the matchup. If zss had just one vertical trajectory move to tech chase with, it'd be so much more fun and make her fast faller matchups more fair. I mean, damn, I'd rather be against 70-30 matchups against every character than be forced to play against fast fallers as her current self, especially since fox/falco/falcon are three of the most popular characters.There's already a few ZSS players and they mostly despise the MU. She was basically designed to lose the MU, similar to Falcon in Melee. Unlike Falcon, ZSS is lighter and can get gimped just as hard as Falcon. Her neutral is only slightly better than Falcon's in this MU, but she lacks hard hitting moves and the punish game that Falcon has. One knee or stomp -> combo followup can lead to death. For ZSS, she does not have such great punishes, or at least not to the level that Falcon does.
Her recovery is really dumb right now. There are a few characters like MK and Marth who get absolutely free punishes on zss recovery (marth gets either fsmash or bair on reaction so fade back isn't an option). There are some others who can throw out a lingering hitbox so that she can't reel in and kill her no matter what there (kirby comes to mind) and all the other characters can do absolutely nothing but hope zss messes up her fade back option (which, granted, is really easy to do).ZSS is like the most anti-gimp character since vbrawl GAW
also "slightly better neutral than CF" is ridiculously good. CF shuts down huge chunks of the cast with DD/CC grab already.
Woah woah. Giving her kill moves would not make her fox. She'd still need a bs throw, shine, linger hitbox kill/combo moves that are really safe on shield etc. etc.Don't go saying ZSS needs good kill moves. She's a god at moving around the stage, punishing any kind of commitment, poking, and converting big off minor stagger situations. It makes sense that she kills late, given her punishments can extend pretty long (well, on most not-FFers). ZSS with good kill moves would be fox.
EDIT: and if you think her recovery is bad or easily gimped just because tether nerfs, lmao you don't understand the important of short-distance recovery options. Sure, if she's sent far out at a low angle, she's forced to tether after she down-bs then tether jumps out of it. Most characters won't even get anything at that point, ZSS gets a tether hop, which can still lead to a ground tech/onstage situation depending on the character. And if she's up close, she's got down-b, dive kick, both of which cancel into a double jump, which she can extend with tether jumps, she has good wall jumps and can wall jump out of down-b after down-bing back to the wall out of a wall jump, using both of those to place aerials near the edge to convince people not to edgehog her tether. She even has a much bigger range for tethering than most tether characters- up-b tethers really high, side-b tethers from afar. And down-b ****ing refreshes when hit. Why
The point was not that she'd be identical to fox. She does in fact have tools fox doesn't have, so it's not like she she's a worse fox in every way; rather they're both extremely mobile characters with tools for a lot of situations, and no crippling weaknesses (except ZSS straight being unable to effectively punish 4 members of the cast), they don't need moves to kill directly out of neutral on top of that. But fox does anyway. IMO that'd be the best way to fix fox, is to weaken his moves/tools that kill directly out of his god tier neutral (even upsmash which is still very strong). I think it's okay to have a character that should be expected to win neutral more than twice as often as their opponent, so long as they actually HAVE to do that to secure a kill. Fox usually doesn't, yet if it comes to that he can do it anyways. Other characters like Sheik can fairly consistently end stocks with one success in neutral, but their neutral isn't exactly winning awards.Woah woah. Giving her kill moves would not make her fox. She'd still need a bs throw, shine, linger hitbox kill/combo moves that are really safe on shield etc. etc.
However, I agree completely. Her kill options should be subpar. I have absolutely no issues with fsmash or dsmash, however meh they may be. Zss should have the dichotomy of really dinky, but fast and versatile moves and then some really good hitboxes tied to high start up/lag.
She has very very low disjoint on her neutral tools. Nair has VERY little forward range, so you basically have to cross up shields with it in nuetral, and it's short range also means it loses harder to cc. Since it doesn't send into tumble until mid %s, it loses even harder to cc. Falcon nair, on the other hand, has disjoint (for some reason....) with crazy range and good coverage while linking into stuff like grab and not being nearly as punishable with cc thanks to the long range. Also, falcon upair comes out only very slightly later than zss upair, and covers much more space. (also, zss up-b oos is awful. It's basically the width of rest lol. They have to be inside you for it to hit)As for why ZSS' neutral seems better than Falcon, yes she has blaster, but that's not my main point. Her disjoint and faster ranged attacks do really well to get tons of pokes at the opponent. Her specials are all good at setting up for normals. Her normals are mostly chip damage such as jab, Ftilt, and all her aerials at low %. The main part of neutral is all about little pokes in addition to vying for stage control so that you can set up for a punish, ledge guard or kill move.
Almost all of ZSS' moves are based around light pokes and jabs at the enemy. Her moveset is basically designed to wall out opponents and tech chase. With her crawling ability that Falcon lacks, she can duck against certain attacks that normally would hit Falcon / other cast members. Her UpB OoS is also a quick GTFO me move and if the opponent tries approaching from above, she has all of her "up" attacks including UpB, Uair, etc that can anti-air approaches way faster than Falcon.
I'm not saying she's the best or worst in any case. I personally feel that her main downside is the lack of ability to secure kills in the fashion that other characters have in addition to what was mentioned above about not being able to combo fast fallers with ease. Most characters have a quick smash attack or really good aerial kill moves (Mario Dsmash, Lucas most attacks, Luigi aerials, Falcon Knee, ROB Nair, Jiggs rest, etc).
Forcing approaches is all his lasers ever did anyway. Now they do less damage, sure, but how often is that actually relevant? Most characters cannot survive a shine spike unless they still have a jump, and large stages are great for fox too as they giv ehim more room to dash dance and laser camp and it gives him more room to connect stuff like shine to upsmash. Even still, the stage pool isn't that much larger than melee on most stage lists. Most stage lists don't run dreamland AND distant planet AND norfair AND skyworld AND (etc. etc. etc.) Mine only runs dreamland and norfair for big stages.Fox feels super balanced to me in PM with lasers not doing nearly as much as Melee except still forcing an approach. Shine will always be shine, but recoveries are so good in PM that most chars can survive at least 1 shine spike. The stages are also much larger allowing for you to escape being shined all the way across stage then getting shine spiked / forced at the ledge (unless you have low traction like Lucas, Luigi, IC's, etc).
Do you mean that it cancels when it hits instead of you having to jump out of it but there's no way to jump out of it if it misses? If so that would make shines a huge commitment and super punishable on wiff which I guess is the point. Also if we change fox's shine what do we do about falco and wolf. Do their shines play by the old rules or do we adapt them to the new rules because fox?Since we're on Fox talk, I had the random idea last night of making Shine more like 64's in that it cancels on land rather than jump. Fox still has shield pressure with the other stuff we know Fox for, but will rely more on mixups between landing shine, jab, grab, grounded shine, or another jump shine, and he loses the ability to wavedash out of shine so it's hard to follow up or retreat. Shine spikes would be slightly riskier as well
Edit: also RIP multishines
instant Edit2: Oh wait never mind it's still possible, maybe even easier
I'm talking about the ability to cancel shine in the air by landing while it's active, but no way of cancelling it otherwise just like in Smash 64. I don't know if changing how it works for the other spacies is necessary, just because their "root" character is different doesn't mean they have to beDo you mean that it cancels when it hits instead of you having to jump out of it but there's no way to jump out of it if it misses? If so that would make shines a huge commitment and super punishable on wiff which I guess is the point. Also if we change fox's shine what do we do about falco and wolf. Do their shines play by the old rules or do we adapt them to the new rules because fox?
so we keep fox and nerf the rest of the cast around him, and that's better? wat?I honestly think fox has been nerfed as much as necessary, maybe give him pal recovery and that's it. We want the root character to stay the same, and honestly he's fine as is, just a bit annoying. He is no longer that unbeatable character from melee, more like a final boss we all must beat now. of course characters like ZSS that have no tools for him should be revisited.
More like, every other character needs to "git gud" in their own way. Did I interpret that right?so we keep fox and nerf the rest of the cast around him, and that's better? wat?
lol wutBasically, yeah. Olimar's getting a jetpack so he'll probably be silly soon, we'll see what happens with Ivy.
Not sure it's salt.Toon Link is sad.
Seriously though, lose the salt.
I straight-up think Sheik is one of the hardest top-contenders to play in Melee when it comes to end-game. Harder than spacies or Marth or Peach or Falcon or Jiggs ever could be (not harder than Pika though)How can you call ike and TLink braindead when Sheik is in the game?
No, actually a jet pack. I guess you haven't seen the 3.6 trailer, go watch it it's coollol wut
You mean just a buff to recovery because it's busted... not an actual jet-pack I'll assume.
The rest of the post is about other stuff, but this is the chunk about it that I've seen quoted a lot around like everywhere in PM/Melee sections.Try not to think of it in terms of tangible tools they have. Like intuitive data-bases of experience, or previous tried and tested executions of play, or even knowledge of how to deal with something.
What's more important than that 'stuff' is the developed ability to see, adjust, and apply, whatever needs to be done to deal with 'stuff' the opponent sees/adjusts/applies in return/initially.
The awareness of how to develop knowledge on-the-fly far outmatches the knowledge itself.
Both good and great players will have habits, solid habits. Habits that you can't break by out-speeding them or out-maneuvering them. This is a given.
Both good and great players will break things, complete go off-base and find the kinks in the system that allow them to have the edge on opponents.
The habit that makes a difference is where, then? If both players can play with such a foundation that you can't crack it, and have catapults and archers in their fortress with ice arrows and weird crap nobody has seen before, what makes the difference?
It's not the habits in terms of actions and game-play execution decisions that makes the difference, it's the habit of constantly evolving in those areas. Constantly re-fortifying as the match flows, constantly looking for quirky things, nuances in the opponents play as well as their own. This isn't just a well-toned style of play through experience and brain-power, this is a state of awareness, a conscious action, an awareness of the experience at hand.
Edit: You can't be in a constant state of adaptation if you're not constantly in the moment, present, and aware. Remember, mind matters most.
THAT is the defining trait between good and great. NOT the tricks or solid base in terms of game-play and available knowledge/resources, but the frame of mind where this development is the center of attention above all else.
Hope that clears it up a bit more, but yeah, you basically got it.
Roy's easier to not fudge up, sorta. Like if Roy's overall potential were 8.5/10, Sethlon and Lunchables could probably use him at 7.5 or higher. Where as Marth might be able to be 9/10 potential, but most Marth players can only manage a 6.5 or 7.What important matchups does Roy win over Marth at this time? Is it pretty much just the spacies but that's so important that Roy gets to be top tier because he can handle them better? Or is his matchup spread just superior all around?
I feel like Roy seems really good compared to Marth but I'm hoping it's just because Marth is harder to play. As time goes on I'd like to see Marth and Roy having very different playstyles yet pretty similar viability in an ideal balance world at least.
Roy does good against Marth as compared to the Marth ditto. Other than that, I don't think Roy truly does better against chars that Marth does.What important matchups does Roy win over Marth at this time? Is it pretty much just the spacies but that's so important that Roy gets to be top tier because he can handle them better? Or is his matchup spread just superior all around?
I feel like Roy seems really good compared to Marth but I'm hoping it's just because Marth is harder to play. As time goes on I'd like to see Marth and Roy having very different playstyles yet pretty similar viability in an ideal balance world at least.
pretty much thisRoy's easier to not fudge up, sorta. Like if Roy's overall potential were 8.5/10, Sethlon and Lunchables could probably use him at 7.5 or higher. Where as Marth might be able to be 9/10 potential, but most Marth players can only manage a 6.5 or 7.
I dunno if I consider it Marth being harder to play (since Marth has quite a few great tools that other chars would love to have, and does not suffer from ungodly struggles in MU's overall), but Roy is pretty forgiving on a practical level.
I meant the characters that can't handle him should receive the appropriate buffsso we keep fox and nerf the rest of the cast around him, and that's better? wat?
Did you not play 3.02?I meant the characters that can't handle him should receive the appropriate buffs
1 I did not, 2() from what I've seen that version was absurd.Did you not play 3.02?