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Tier List Speculation

Player -0

Smash Hero
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Jun 7, 2013
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Helsong's Carpeted Floor
I don't see MK Link being in Link's favor at allll. 5-5 at best.

Link has no answer to MK's dash dance. Their punish games are both really good on each other. I'd say that MK can convert better to close stocks but Link can hold advantageous positions better.

Also something something Falco isn't S Tier
 

Narelex

Smash Journeyman
Joined
Jan 6, 2012
Messages
367
Location
Calgary, Alberta
I don't see MK Link being in Link's favor at allll. 5-5 at best.

Link has no answer to MK's dash dance. Their punish games are both really good on each other. I'd say that MK can convert better to close stocks but Link can hold advantageous positions better.

Also something something Falco isn't S Tier
MK has a few issues with the barrage of projectiles Link can put out. He's also not reliant on bomb confirms the way tink is so he tends to fair better.

It's not awful 45/55 Link I would say. Had a little bit of a kneejerk reaction when I found out a character can chaingrab me for almost 100% into a kill. Did I mention di doesn't help at all?
 

Jonyc128

Smash Journeyman
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Coral Springs, FL
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Jonnyc64
He also does well at boxing MK out and CCing a lot of his Moves. Me and Umbreon had this discussion on skype. Its not just the chaingrab. By "counter" I mean a negative MU.

MK's MU's probably don't get worse then 40/60 max.
Well isn't that what makes a top tier character a top tier character? Having a favorable MU spread where at worst you'll see 45/55 and at best 65/35 or maybe higher
 

Doctor Aids

Smash Cadet
Joined
Jan 23, 2015
Messages
35
Location
Long Island
It's not just the chaingrab.
True. But I don't think you're missing anything you really need to beat Link. You've got a good punish game for after you win neutral, you both do so this isn't really that much of a factor in the MU. MK can apply alot of safe pressure that can give Link a super hard time. Link has trouble with characters that are fast, since they can keep applying pressure from many stage positions the second that Link commits to throwing a projectile. MK's speed and excellent dash dance make setting up projectile walls pretty hard for Link, since if he isn't super careful, he'll be eating a pretty nasty punish. What a character really needs to beat Link is good pressure and speed and I think MK has both of those things. Not saying that this MU is super bad for Link or anything since he has some pros in this MU but I have a hard time considering this MU any more than 50-50 for Link.
 

Narelex

Smash Journeyman
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Messages
367
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Calgary, Alberta
True. But I don't think you're missing anything you really need to beat Link. You've got a good punish game for after you win neutral, you both do so this isn't really that much of a factor in the MU. MK can apply alot of safe pressure that can give Link a super hard time. Link has trouble with characters that are fast, since they can keep applying pressure from many stage positions the second that Link commits to throwing a projectile. MK's speed and excellent dash dance make setting up projectile walls pretty hard for Link, since if he isn't super careful, he'll be eating a pretty nasty punish. What a character really needs to beat Link is good pressure and speed and I think MK has both of those things. Not saying that this MU is super bad for Link or anything since he has some pros in this MU but I have a hard time considering this MU any more than 50-50 for Link.
There is the human element of messing up. Lets say I mess up my DD over 52% near him and he grabs me. He's going to spend the next 30 seconds Dthrowing me until he up-bs me. That seems a little shallow for something to counter a good character.

I wouldn't disagree with this but I think people underestimate Link. He's a good character HoT wouldn't be doing as well as he is if he was bottom tier.
 

DMG

Smash Legend
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Waco
Slippi.gg
DMG#931
Character could be a high tier with a losing MU to MK, no surprises there b0ss
 

Narelex

Smash Journeyman
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Jan 6, 2012
Messages
367
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Calgary, Alberta
Character could be a high tier with a losing MU to MK, no surprises there b0ss
This could also be true. We have a distinct lack of data.

How many MK Mains are there even? How many Link mains? not exactly a big pool to gather results from.
 
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Doctor Aids

Smash Cadet
Joined
Jan 23, 2015
Messages
35
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Long Island
I wouldn't disagree with this but I think people underestimate Link. He's a good character HoT wouldn't be doing as well as he is if he was bottom tier.
I played Link for a little while and I would agree. He's a solid mid tier, maybe higher but probably not. Losing to fast characters and pressure sorta sucks since that's something that alot of high tier characters have, which is why I don't think he could be high tier at this point.
 
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FreeGamer

Smash Ace
Joined
Dec 20, 2013
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584
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Dream Land
Aside from the obvious Boomerang and Z-Air crap, were the rest of the nerfs Link got in 3.5/3.6 really necessary? :x
 
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JesteRace

Smash Journeyman
Joined
Jun 29, 2013
Messages
435
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Eye-Oh-Wah
The nerf to his bombs sure as hell wasn't necessary. I don't think the rang needed to be nerfed a second time either, BUT I would be okay with it if I got 3.02 bombs back. Some of the 3.5 nerfs were fixed in 3.6 such as ftilt and bair, so that's nice. Ideally, i would want 3.5 rang and upsmash back, along with 3.02 dash attack and bombs. Maybe fix the active frames on nair all the Melee Link nerds are talking about too. And fix the f***ing grab already(Yes, it will continue to be brought up and beaten into the ground until it is fixed)

As for the MK matchup, I would say it's even at worst for Link. The difference between MK pressure and spacie pressure is that MK is much, much more susceptible to CC, which coupled with Link's projectile game, can make it quite difficult for MK to get something started. Blahblah chaingrab blahblah punish game. I think MK's edgeguards are rougher on Link than his pressure. I would just put it at even, but if anything, it's slightly in Link's favor. Definitely not a counter or anything that makes MK not top tier lol it more just helps Link's viability.
 

Narelex

Smash Journeyman
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Calgary, Alberta
The nerf to his bombs sure as hell wasn't necessary. I don't think the rang needed to be nerfed a second time either, BUT I would be okay with it if I got 3.02 bombs back. Some of the 3.5 nerfs were fixed in 3.6 such as ftilt and bair, so that's nice. Ideally, i would want 3.5 rang and upsmash back, along with 3.02 dash attack and bombs. Maybe fix the active frames on nair all the Melee Link nerds are talking about too. And fix the f***ing grab already(Yes, it will continue to be brought up and beaten into the ground until it is fixed)

As for the MK matchup, I would say it's even at worst for Link. The difference between MK pressure and spacie pressure is that MK is much, much more susceptible to CC, which coupled with Link's projectile game, can make it quite difficult for MK to get something started. Blahblah chaingrab blahblah punish game. I think MK's edgeguards are rougher on Link than his pressure. I would just put it at even, but if anything, it's slightly in Link's favor. Definitely not a counter or anything that makes MK not top tier lol it more just helps Link's viability.
I don't want Link nerfed in any capacity I just don't like the idea of Any character chaingrabbing for over 100% to a kill. Seems a little weird.

If anything I want slight link buffs to a few of his grounded normals. His jab is super slow its frame 6 IIRC.
 

DrinkingFood

Smash Hero
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May 5, 2012
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Beaumont, TX
@Umbreon how would RR stop players having to dual main and CP? You lose a set to the player(s) who have an adequate counter and your placing still results from character matchups. Meanwhile dual maining still works to help prevent that, and anyone who does dual main can still CP you and other single mains and lose no sets/almost none. So the game still kinda asks you to dual main or suffer from the matchup effect.
 

TheGravyTrain

Smash Ace
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Apr 5, 2014
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866
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Ferndale, WA
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Theboyingreen
I don't think the data is accurate, which might be my problem here.
I would argue that the data/opinion/judgements people make is just is inaccurate. I personally believe you can't have a tier list without strongly considering mu's (as character strengths determine mu's). I would also go as far as tier lists, at the end of the day, should be based entirely on mu's. Not necessarily strict numbers, but that is what determines how good you are. So even if you don't use a "flawed mu chart" (I personally think it does a decent job considering the limitations, nobody is saying its perfect), the data/opinions on the mu's that people are using is just as flawed. At least this data is a consensus rather than just an individuals (however smart) opinion of every mu in PM.
 

FreeGamer

Smash Ace
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Dream Land
The nerf to his bombs sure as hell wasn't necessary. I don't think the rang needed to be nerfed a second time either, BUT I would be okay with it if I got 3.02 bombs back. Some of the 3.5 nerfs were fixed in 3.6 such as ftilt and bair, so that's nice. Ideally, i would want 3.5 rang and upsmash back, along with 3.02 dash attack and bombs. Maybe fix the active frames on nair all the Melee Link nerds are talking about too. And fix the f***ing grab already(Yes, it will continue to be brought up and beaten into the ground until it is fixed)
U-Smash would have to be my biggest complaint. Unless the other character has a counter or a really good grab, I shouldn't be getting punished for landing a move on them.
 
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Tarul

Smash Cadet
Joined
Jan 31, 2015
Messages
64
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Austin, TX
something i've noticed in all of the smash games is the stigma and reluctance of counterpicking. there's nothing wrong with it, and in my opinion it is important to have a backup character to fall back on that is as developed as your main. especially if you play a character that has horrible matchups against popular characters. ivysaur is my favorite character in the game, but sometimes you have to realize that sometimes having too much pride in your character is not a good thing when you could be playing a better matchup.
I don't think that it's necessarily a stigma, but it's about the work involved to maintain a character. You have to practice 2 characters in the lab and at home, and then you have to make sure that both characters are warmed up in tournament. M2K complains all the time about how he never feels warmed-up, and while that is M2K, it seems to be a common feeling in the Smash community.

I think most people would rather risk a -2 matchup with a character they've warmed-up rather than have the possibility of flubbing +2 matchup with a fresh character.

And this doesn't even take into account the mindset change required. Falco and Marth (PPMD), for example, play veeeeery differently.

So, to sum it all off:
  1. You have to spend much more maintaining skill level for two characters pre-tourney
    • Conversely, you could spend that time getting really good at a bad matchup, as I doubt your opponent has practiced an easy matchup when there are 41 matchups in the game
  2. You need to warm-up both characters during tournament and make sure they stay warm
  3. You need to be able to instantly switch character mindsets when switching
Counter-picking characters isn't that easy =\
 

SunJester

Smash Ace
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Jan 31, 2013
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772
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North of the Wall
this is a false dilemna, there are certainly middle grounds where we don't have to remove everything unique in the game and can still help normalize matchups drastically lol. Nobody's expecting 50:50s across the board and nobody is saying we make every character the same flavor of [character archetypes] in order to do that, but giving characters better inherent stats that universally help them solve problems is much much better than having most characters rely on a single tool that hard counters some things and hard loses to others.
I strongly disagree with this logic. The only way to can make even close matchups is to homogenize each character. Sheik ****s on Bowser because of her grab game. How can you fix that? What change can you make to those two characters that aren't going to effect 39 other matchups? So we buff something on Bowser, nerf something on Sheik, okay, now Bowsers matchup with X character is broken as ****, and you have to do something about that. Or lets not nerf anyone and give everyone the tools to not have a strong losing matchup. Well maybe one of the characters moves are so strong on a certain fall speed that they still invalidate that character. But if that character touches them then its a touch of death and we basically have 3.0.

I think giving everyone similar weight, run speeds, fall speeds or other universal stats, really takes something away from the game.

I know I'm not explaining myself well, but I strongly believe you can't completely balance a cast of 41 characters, while having them all be considered competitively viable and no losing matchups. Someone can correct me if I'm wrong but have they ever achieved having a balanced cast of characters in Street Fighter Four? There's a game with insane, insane meta development, and I'm sure there are some strong losing matchups in that game. Honestly if the people behind SF can't do it.

I think its often on the side of players to overcome a bad matchup. I mean Amsa can work the Sheik vs Yoshi matchup in Melee, which I'm sure at a point was once considered something like 80-20. Sometimes we have to push the metagame further before we can say, "Give my character X to deal with X" cause it might already be there.

Armada didn't learn fox/Yink to cover peach's bad matchup. He learned fox because fox HAS no bad matchups.
You're right, Fox was a bad example. Armada did learn Yink to play against Puff though. He considers the Puff vs Peach matchup unwinnable.

How often do you even see him using peach anymore?
IIRC he's gone Peach against Mango a few times over the summer. He'll also go Peach pre-top because (iirc) he believes his Peach to be more consistent than his Fox.

You know what's infinitely better than learning two characters and trading game for game against an opponent who also has two characters in a counterpick war each game? Learning one character that goes even with or beats both; that way you don't even have to drop a game, and you can focus more on one better character than less on two worse ones.
I agree counterpick wars aren't fun, but that's probably where the tier list will end up in PM, characters that overall have strong matchups. In your example you said "learning one character that....beats both" So if you're playing X character that beats my Y character, I'm gonna have to learn a character that goes even or beats your character, and so on and so forth.

Doesn't even necessarily have to be fox in PM, he's the easiest example, but basically PM will evolve into a melee-esque meta where the top players just play all characters that have 50:50s with each other and better against most of the rest of the cast, and anybody trying to rely on multiple characters is still going to drop every other game at least when they get counterpicked, and they are splitting focus.
Mango, M2K, Armada and PPMD all play multiple character that they frequently switch in sets depending on matchups/feelings/etc.


I'm probably way over my head in this, and I'm sure you know a lot more about the game than me, but I strongly feel you can't balance 41 characters and there 40 matchups without having some lopsided ones. Especially not in a game as janky as Smash.

Sorry if none of this makes sense, I sometimes have trouble communicating my thoughts on things.

edit: i also forgot to read the last few pages before I posted this, sorry if i'm running around in circles with this
 
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Rawkobo

Smash Ace
Joined
Feb 24, 2014
Messages
565
I would argue that the data/opinion/judgements people make is just is inaccurate. I personally believe you can't have a tier list without strongly considering mu's (as character strengths determine mu's). I would also go as far as tier lists, at the end of the day, should be based entirely on mu's. Not necessarily strict numbers, but that is what determines how good you are. So even if you don't use a "flawed mu chart" (I personally think it does a decent job considering the limitations, nobody is saying its perfect), the data/opinions on the mu's that people are using is just as flawed. At least this data is a consensus rather than just an individuals (however smart) opinion of every mu in PM.
Paragon is the first time, in my opinion, that all of the big players came together in a tournament setting, so seeding became difficult and pools were stacked to the brim.

The only reason I'm mentioning this is because Paragon gives a different image than the community matchup chart, which gives a different image from stuff being talked about here. Very few things are lining up, which raises the question of whether any of the data that isn't mutual amongst the three is valid. There's not really that much there in my personal opinion.
 

Nausicaa

Smash Lord
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Mar 7, 2013
Messages
1,485
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Here
Warning Received
Very few things are lining up.
Butt
But

Putt
Put



Which raises the question of whether any of the data that isn't mutual amongst the three is valid.
...
Put
Foot
...
Boot



There's not really that much there in my personal opinion.
Poot
Futt





Fut












Speculation of Tier Lists Thread WAAAAAY tl;dr

Language Smash is messed up...
Language Smash somehow works.
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
 

Mr.Pickle

Smash Lord
Joined
Apr 23, 2009
Messages
1,208
Location
on a reservation
The nerf to his bombs sure as hell wasn't necessary. I don't think the rang needed to be nerfed a second time either, BUT I would be okay with it if I got 3.02 bombs back. Some of the 3.5 nerfs were fixed in 3.6 such as ftilt and bair, so that's nice. Ideally, i would want 3.5 rang and upsmash back, along with 3.02 dash attack and bombs. Maybe fix the active frames on nair all the Melee Link nerds are talking about too. And fix the f***ing grab already(Yes, it will continue to be brought up and beaten into the ground until it is fixed)

As for the MK matchup, I would say it's even at worst for Link. The difference between MK pressure and spacie pressure is that MK is much, much more susceptible to CC, which coupled with Link's projectile game, can make it quite difficult for MK to get something started. Blahblah chaingrab blahblah punish game. I think MK's edgeguards are rougher on Link than his pressure. I would just put it at even, but if anything, it's slightly in Link's favor. Definitely not a counter or anything that makes MK not top tier lol it more just helps Link's viability.
I really feel uneasy at the idea of anything brought back from 3.02, or revisions from previous builds, as they generally didn't target the right areas imo. Rang's start up speed was nerfed to decentralize it's reliance in the neutral, which was compensated with better movement speed. Thus, he ends up having a more well rounded interaction with his opponent, which I think is fair. I think it would be more important to adjust the release points of his boomerang, lowering it, so he can have better angles and deal with smaller opponents. Usmash and grab need to work, that's all that needs to be said, bombs could stand an adjustment, and there isn't a reasonable argument to not give link his melee nair (with a adjustment to the animation of course) besides, "I don't want link to be good". There are a couple other changes you could give him, like a one frame faster jab, 1% more on ftilt, and 2% more on the final hit of aerial up b. If you added those changes, link would be insta viable, and honestly they're fairly conservative.
 

JRad

Smash Apprentice
Joined
Feb 10, 2014
Messages
114
Location
Gainesville, Florida
I have no idea where we are in the conversation so I am not trying to beat a dead horse or get off topic here but I just read that some people thought kirby should have better copy abilities or a better grab range, neither of which are really the problem. Here are my suggestions:
1. Buff ftilt so that its a good shield pressure move, similar to how samus does jab/ftilt pressure.
2. Make kirby grab (prbably fthrow) yield a followup on every character at low-mid percent. Maybe an aerial if its a floatier char and a dash attack if they are FF.
3. Give kirby 1 more recovery option. Maybe let him airdodge or don't make him lose all the jumps after cutter..
 

Player -0

Smash Hero
Joined
Jun 7, 2013
Messages
5,125
Location
Helsong's Carpeted Floor
I'd like to say Kirby is good because his tools are awesome it's just the Marth, Fox, etc MU.

If one of his throws were a set up Throw it'd probably help a lot. Kirby has a lot of dumb stuff but CC and no follow-ups lol.
 

Narelex

Smash Journeyman
Joined
Jan 6, 2012
Messages
367
Location
Calgary, Alberta
I don't see how MK gets beaten by CC when he has grab into tech Chase. Link has less answers to CC than MK.

What's the consensus on the MK-Marth MU?
Me and Umbreon talked it out over skype. its slight MK edge from what we discussed.

45/55 for MK

Lot of bad players will say otherwise. They're wrong.
 

Rawkobo

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Me and Umbreon talked it out over skype. its slight MK edge from what we discussed.

45/55 for MK

Lot of bad players will say otherwise. They're wrong.
It's definitely about that close. MK's a faster Marth and could arguably walk all over him, juggling with u-air, but doesn't necessarily like getting hit in the face by Marth's sword either.
 

DrinkingFood

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I strongly disagree with this logic. The only way to can make even close matchups is to homogenize each character. Sheik ****s on Bowser because of her grab game. How can you fix that? What change can you make to those two characters that aren't going to effect 39 other matchups? So we buff something on Bowser, nerf something on Sheik, okay, now Bowsers matchup with X character is broken as ****, and you have to do something about that. Or lets not nerf anyone and give everyone the tools to not have a strong losing matchup. Well maybe one of the characters moves are so strong on a certain fall speed that they still invalidate that character. But if that character touches them then its a touch of death and we basically have 3.0.
again, this is a false dilemna. There's no reason to believe we have to choose between either of two extremes. You can buff weak characters in meaningful ways that don't take away from their "uniqueness" or w/e, you don't have to go making changes that make all the characters the same or that drastically affect every matchup. Usually when a character has a weakness, like lack movement speed, lack of attack speed, etc, it shows through in all their matchups, and you kill 40 birds with one stone by improving the tools that are important to every matchups. If you have middle of the road characters to deal with, rather than bad ones, that seems to be pretty commonly a result of heavy matchup polarization, and that's usually because the character has stupid tools that hard counter some characters by themselves and lose to other characters' tools. And dealing with it directly rather than trying to tip-toe around unnecessarily sacred degrees of "uniqueness" is better in every way except for players that are relying on abusing their stupid tools anyways. It's not as if you have to totally reduce that tool to garbage; does anyone consider fox's lasers no longer "unique" because they do less damage? Has he lost "uniqueness"? He was the only character that could tack on passive damage like that. And now his tool is worse... he's lost uniqueness? GnW used to be able to throw any number of bacons out with full knockback, now he can only have two out at a time. He used to be able to full hop triple bacon. Has he lost uniqueness? If ROB only had two airdashes, he would be able to "air dash dance" less, but he'd still be able to do it. Does he lose "uniqueness"? What are you defining as unique, exactly? You've got this weird idea that a character's uniqueness is some how proportional to the power of their unique tools, rather than simply tied to those tools existence.

I think giving everyone similar weight, run speeds, fall speeds or other universal stats, really takes something away from the game.
How?
Also, I never said this was the goal or the plan or w/e. But you have characters who fall behind seriously in these areas, and the way they try to make up for it are inevitably polarizing to their matchup spread of toxic for the enjoyability of the gameplay.

I know I'm not explaining myself well, but I strongly believe you can't completely balance a cast of 41 characters, while having them all be considered competitively viable and no losing matchups. Someone can correct me if I'm wrong but have they ever achieved having a balanced cast of characters in Street Fighter Four? There's a game with insane, insane meta development, and I'm sure there are some strong losing matchups in that game. Honestly if the people behind SF can't do it.
But we can get much much closer than we are.

I think its often on the side of players to overcome a bad matchup. I mean Amsa can work the Sheik vs Yoshi matchup in Melee, which I'm sure at a point was once considered something like 80-20. Sometimes we have to push the metagame further before we can say, "Give my character X to deal with X" cause it might already be there.
The only reason it's "on the side of the players to overcome bad matchups" is because bad matchups exist. Nobody designs a competitive game so that one player gets advantages over another because character select screen. And bad matchups aren't going to stop existing. But the definition will change from 90-10, 80-20, 70-30, to like, 60-40, 55-45. If for some reason drastic meta changes happen, well we still play a changeable game. But the argument "Well, on rare occasion in the past, a good player has shown that ultra ****ty matchups might actually only be fairly ****ty!" does not invalidate the need to adjust characters for matchups now that appear to be terrible.


I agree counterpick wars aren't fun, but that's probably where the tier list will end up in PM, characters that overall have strong matchups. In your example you said "learning one character that....beats both" So if you're playing X character that beats my Y character, I'm gonna have to learn a character that goes even or beats your character, and so on and so forth.
you didn't actually understand what I said. "Learning one charcter that beats both" is referring to learning a character without bad matchups. The CP war doesn't go on forever if one player ends it by picking [character with all 50/50s or better]. When that starts happening, and it will happen because the player who starts it benefits and loses nothing, then the meta evolves into top tiers only. That's what happened with melee and it will happen with PM. Because in PM, we're not at a state of "Well, every character has the same amount of 70:30s and 60:40s as they do 40:60s and 30:70s, so we'll just leave it as-is and leave everything to CPing". We're at a point of some characters having no crippling or relevant bad matchups at all, some characters being polarized like stated in quotes above, and some characters having nearly no relevant good matchups at all.

Nobody is saying or expecting that we just homogenize characters until there are no uneven matchups. Nobody is saying or expecting that we just homogenize characters until there are no uneven matchups. I am only saying we should trend slightly in the direction. It's not black and white. Think of it as a scale. Just because there's no defined cut-off point yet doesn't mean there's an actual slippery slope.
 
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SunJester

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Fair enough @ DrinkingFood DrinkingFood . If i can interpret what you're saying is buffing characters, and taking away polarizing things from characters is the way to have more even matchups. Which is something I wholeheartedly agree with. For some reason I interpreted your ideas as "we need to take away all unique aspects of characters for the sake of balance" Which would be a really weird thing for a ROB player to say lmao. I dont know why I figured your views were extreme, I guess I'm in a crappy mood today.

I think there does need to be an acceptance that no matter how much balancing happens, when the "gold" release happens, solo maining a character is gonna be a risky proposition. When faced with so many matchups there's always the threat of bracket luck that might threaten to knock you out before you should be. I really think dual-maining is the way of the future, not saying its good or not tho. Maybe I'm not being optimistic enough for the future.



Also if we're looking to change some bracket luck, is there any consideration to All-Star mode? Not forcing someone to play 4 different characters, but giving the option to do so if they wish. Maybe thats too extreme, but I'm not sure if you could re-write the double elimination bracket considering how ingrained it is into the smash + FGC community.
 

Narelex

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Fair enough @ DrinkingFood DrinkingFood . If i can interpret what you're saying is buffing characters, and taking away polarizing things from characters is the way to have more even matchups. Which is something I wholeheartedly agree with. For some reason I interpreted your ideas as "we need to take away all unique aspects of characters for the sake of balance" Which would be a really weird thing for a ROB player to say lmao. I dont know why I figured your views were extreme, I guess I'm in a crappy mood today.

I think there does need to be an acceptance that no matter how much balancing happens, when the "gold" release happens, solo maining a character is gonna be a risky proposition. When faced with so many matchups there's always the threat of bracket luck that might threaten to knock you out before you should be. I really think dual-maining is the way of the future, not saying its good or not tho. Maybe I'm not being optimistic enough for the future.



Also if we're looking to change some bracket luck, is there any consideration to All-Star mode? Not forcing someone to play 4 different characters, but giving the option to do so if they wish. Maybe thats too extreme, but I'm not sure if you could re-write the double elimination bracket considering how ingrained it is into the smash + FGC community.
Allstar mode doesn't change the fact you need to have another character at the same level as your main.

The future of PM is likely either Dual Main or play a char that doesn't have too many bad MU's.
 

AuraMaudeGone

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Also if we're looking to change some bracket luck, is there any consideration to All-Star mode? Not forcing someone to play 4 different characters, but giving the option to do so if they wish. Maybe thats too extreme, but I'm not sure if you could re-write the double elimination bracket considering how ingrained it is into the smash + FGC community.
We KoF now?
Regarding creating a tier list from the MU chart: Even though I did it, I'll admit it's way too early to draw conclusions from it yet. It does hint at some things people are currently feeling though.
 

Thane of Blue Flames

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I don't see how MK gets beaten by CC when he has grab into tech Chase. Link has less answers to CC than MK.

What's the consensus on the MK-Marth MU?
Quoting my analysis from a different thread

More balanced than cornflakes.

Needs more sodium.

---

In one regard we have good balance: Each character does have *strengths*. I don't really get a Melee-Ganon level of feeling helpless from any character, which is good.

On the flipside, I finally understand what Armada said all those versions ago about the punish game in PM being crap. No one besides maybe Fox mains fully understands how to optimally press the advantage against every possible opponent off a grab, off a hit, off positional advantage. [And Fox mains only sort of get this dubious honor because Fox punishes tend to play out the same way, because of his movement, lasers, shine and vertical KO-centric finishers, while other characters have more precarious setups or need to have a good read and/or edgeguard thrown in when closing stock.]

This makes thinking about the game a lot harder. You *want* to say MK beats Marth ... He's made of recovery moves! Marth's recovery is so linear and MK has all these tools to get back to stage, plus Bair, Nair, Dair ... an offstage Marth v/s MK should be a dead Marth. MK has good ground speed, DD, pokes ... range is a slight issue but with good spacing MK should be going toe-to-toe with Marth on footsies and absolutely murdering him, boxing him into corners, putting him offstage where there's no hope of returning.

But then you watch something like Lunchables v/s Strong Bad and you see just how much Marth gets off a Uthrow. Just how hard it is for MK to escape Marth's juggles without giving up hella stage control. Just how badly Marth intercepts MK's recovery options and how Marth really only needs Bair and sidesmash to make MK's job getting back on stage an actual hell. How MK and Marth's grab range matter more than their sword range, especially when Marth's Uthrow starts a juggle that can completely eviscerate Meta Knight, while MK has a really hard time starting his own juggles on Marth. Which means MK is forced to tech chase Marth more, make more guesses, risk resetting to neutral more ... a neutral where he doesn't have a strict advantage and Uthrow -> Juggle -> Ken is a scary reality.

Basically, the answer to your questions is "**** knows". If you take the generally-agreed upon top 20 in the game, I think we have something amazing balance wise. But who can really say?
 

JOE!

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I think he was talking about ledgehop flamethrower as a ledge option for Zard.
FT has 18 frames start-up and nearly 30 end lag. Unless you use the Flying version where you can hop->float to ledge that is not viable.
 

Searing_Sorrow

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Me and Umbreon talked it out over skype. its slight MK edge from what we discussed.

45/55 for MK

Lot of bad players will say otherwise. They're wrong.
Not agreeing or disagreeing personally, just wanting to play devil's advocate for debate purposes and put the things link has going for him out there, since there appears to be some bias for MK in the matchup, and i think the defense for why he wins can do better than cause Umbreon said so.

Anyway, just saying 45:55 doesn't display enough of a picture of the matchup and in the end is just an arbitrary number. Let's look at the common 3 neutrals, smashville , battlefield, and ps2. Skipping battlefield since the layout is very much in MK favor, and allows him to negate many of the weaknesses he would have in the matchup. So that leaves only ps2 and smashville as the two available stages. Smashville's layout has always been a good stage for link, then combine that with MK master of not clanking, and getting in to an effective threat range becomes a chore.


Unlike sheik, where needles alone can force link into less ideal options, or marth that could walk link to the edge of the stage, MK has poor answers to projectiles, and won't find too many ways in on flat stages that won't be telegraphed. Link doesn't have to spam projectiles to rack damage on mk, he just needs to place them strategically to limit the amount of effective options mk has, and make sure the engages are on his terms.


Ps2 design is made in a similar fashion, that is flat and forces generally linear approaches. This is being generous of describing the matchup, as good links use their full arsenal to approach and retreat with well placed microspacing, and can generally keep mk's shield fairly low before he even gets in to the range where he has an advantage or can initiate an engage.

While mk may be a better character, the tourney stage format plays a factor in the matchup, just like any other grey area matchup in the 45:55 - 55:45 range and should be taken into consideration. Not to mention I didn't bother noting the chaingrab, or the soon fix of said character's grab to effect the matchup. Your thoughts on how it plays out are greatly appreciated.

*edit irrelevant post since mk vs marth was what was being discussed. Whoops
 
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Player -0

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The 45-55 was for the Marth-MK MU.

I'm confused on how Marth is seen as "easier" than Link. I feel like Link's projectiles for limiting options are being vastly overrated.

Speaking of the Skype discussions can those be copy pasted over for reference?

Edit - Let me be Nausicaa. Why can Marth walk down Link but not MK?
 
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FreeGamer

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I'd like to say Kirby is good because his tools are awesome it's just the Marth, Fox, etc MU.

If one of his throws were a set up Throw it'd probably help a lot. Kirby has a lot of dumb stuff but CC and no follow-ups lol.
The problem lies more within his mobility than his throws. :p
 

robosteven

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what even are MK's bad matchups

I'm told Puff does some **** to him but I don't believe that's a good matchup for Puff
 

tasteless gentleman

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I like numbers yes I do, I like numbers how bout you.

I used matchup data from the WIP matchup chart to get this tier list. This chart gathered data from most of the various matchup threads and top players in order to estimate character matchups.

I made an equation that combines character's average matchup, how likely a character is to get counterpicked, and strength of their negative matchups, and spits out an approximate "score".

View attachment 72747

Notes:
- Tier cutoffs are mostly arbitrary. The ones that aren't are S tier, which consists of characters strong enough to mostly negate the effects of being counterpicked, and F tier, which is reserved for Bowser who's "score" was about twice as bad as the next character up, DK.

- Most of this is reflective of character's pre-3.6 states.

- There are still gaps in the data, with some characters being affected by this more than others. Notably Pit, Peach, Yoshi, and Squirtle were missing a lot and the equation seemed to skew their "score" upwards.

This was mostly for fun but the results seem to be a semi valid representation of the state of the character list. What do you guys think?
So you mathematically proved bowser sucks? I hate this game sometimes for how bad my main is apparently.

What would make him mathematically more successful?
 
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