FreeGamer
Smash Ace
3.02 U-Tilt filled that role perfectly. So perfectly, that they decided it was too good. 
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Thanks for writing that up. I really appreciate it. I don't really value perfect play either, but putting it in perspective of an entire tournament... yeah it'd be really easy to lose a set over time.marth and falco have somewhat the same issues but are slightly different in execution, but its basically that they both lose the long game in the face of good counterplay. for a good example, i had a long talk with @Dakpo on thursday at the dfw weekly about how yeah falco is really good but to realize that you have to be flawless to a point that i consider ridiculous- if you make absolutely any mistakes with falco, youre basically going to lose in a way that is almost always more flexible for the opponent. and he was telling me how he does well with GAW, but that character illustrates the opposite, which is having a character that is way more forgiving of misplays, and takes good advantage of the opponents misplays in a way that doesnt require perfection. in theory, falco is way better than GAW, but we know that it doesnt play out like that in tournament. even our very best players make dozens of mistakes every match, and it only goes up from there. in a tournament format where your goal is to go X-1 or X-0, the best approach is to accept that both players will always make some number of mistakes and to account for them appropriately. therefore, in a real tournament setting, you could make a reasonable argument that GAW does better than falco from the margin falco loses from misplays over a tournament day. you'll suicide here or randomly slightly misplace a dair or something and get obliterated for it. and that my friends is exactly what an over-rated character looks like.
as a marth and sheik player, i get this all the time. @Lunchables will occasionally make fun of me saying i suck because "think of a character skype group where the players dont think marth/sheik beats their character", and he knows exactly why- everyone thinks they lose to my two characters because its all mid-level players doing free play. sure, marth are sheik are hilariously soul-crushing at mediocre levels of non-tournament gameplay to the point where i make it a point to tell other dev team members not to mimic sheiks ground game properties on other characters. but at top level they both have very real setbacks. lets stick to marth since you asked about it- marth's range is very good, but other characters can now match it unlike melee. his low growth moves mean he can combo well but has a hard time killing. better recoveries mean opponents live longer but marth retains his mediocre recovery and combo weight from melee. he doesnt really have any outs to the better projectiles introduced by the brawl characters like bananas or grenades. he cant really finish stocks on heavy characters like ddd or dk or yoshi or rob. an experienced opponent that understands marth can force him to fish for tip fair conversions which is just really bad in most cases. more variable combo weights make throw combos less reliable across the cast. relatively faster characters across the cast make it much harder to dashdance the opponent out of the game. marth is way more understood to play against than say ness or charizard. relatively larger stages in PM means he cant close out kills well. marth can hit the opponent and still get punished for not hitting the correct part of the move. now on one hand, thats just a list of stuff that marth has issues with but he can still compete (except vs ddd/dreamland, seriously **** playing those). but thats not the point, the point is that over a tournament day, you WILL lose margin on those things, and they will cost you wins, and you wont be able to go X-1 or X-0 forfeiting margin like that. its much better over a long tournament day to play a character like say diddy where you have multiple dynamic ways to solve your problems and can get more on free margin than by losing it. marths primary way of winning in PM is hoping he gets a lucky bracket against jank like luigi players and bad CPs than it is because hes a good character with no issues. in melee where the stages are small and he has double everyone elses range and upthrow is a OHKO against half of the relevant tournament sets, marth is absolutely hard top tier. in PM, hes merely pretty good, at best in the 11-15 range out of 41. i personally wouldnt recommend anyone learning the game to play either of these characters even though theres nothing really wrong with them. i encourage people to play characters like diddy or MK or ZSS where you're not necessarily out at the character select screen or from a handful of common mistakes over a full tournament day.
edit- kirby vs a really good fox is only fun if youre the fox or you like losing a lot as kirby, that MU is ****ing awful
Up-throw changes the Mewtwo Samus MU from like 55-45 to 65-35 lol. If he doesn't really need it, I definitely would like to see it take a hit. For the sake of balanced MUs of course.Nerfing uthrow wouldn't significantly alter his floaty matchups. It's the move you use when you've already ****ed up and let them live too long.
That could potentially get rid of Mewtwo's chain throws on fast fallers though, which is pretty important to him if I'm not mistaken.Up-throw changes the Mewtwo Samus MU from like 55-45 to 65-35 lol. If he doesn't really need it, I definitely would like to see it take a hit. For the sake of balanced MUs of course.
Which is why i specifically would like to see the growth lowered, it can definitely be adjusted to still get follow-ups on fast fallers and not kill super floaties at 100%.That could potentially get rid of Mewtwo's chain throws on fast fallers though, which is pretty important to him if I'm not mistaken.
Considering the way samus has skewed matchups against a few other characters, (donkey Kong country) I don't see the problem with a few skewed matchups in the opposite direction for samus. In terms of balance this is the best mewtwo has ever been by far. Characters are meant to have good thingsUp-throw changes the Mewtwo Samus MU from like 55-45 to 65-35 lol. If he doesn't really need it, I definitely would like to see it take a hit. For the sake of balanced MUs of course.
That could potentially get rid of Mewtwo's chain throws on fast fallers though, which is pretty important to him if I'm not mistaken.
MewTwo doesn't actually get chainthrows on fast fallersWhich is why i specifically would like to see the growth lowered, it can definitely be adjusted to still get follow-ups on fast fallers and not kill super floaties at 100%.
im going to fair you in your darkest nightmaresdouble post
no, not my nightmaresim going to fair you in your darkest nightmares
Donkey Kong actually does alright against Samus, it's probably close to even either side. She definitely beats Diddy but it's not like it's by an unwinnable margin. I think if we're aiming for ideal balance targeted nerfs like this are the way to go, and no it doesn't mean taking away all good things; if something is fun or interesting enough most of the time I don't want to just rip it away because it hurts one character. I just thought it'd be interesting to evaluate how a change like this would affect his other matchups.Considering the way samus has skewed matchups against a few other characters, (donkey Kong country) I don't see the problem with a few skewed matchups in the opposite direction for samus. In terms of balance this is the best mewtwo has ever been by far. Characters are meant to have good things
I like how you threw that in at the end.For the sake of balanced MUs of course.
Yeah but that doesn't help ME. I don't think it's a huge problem, Mewtwo is actually one of my favorite MUs to play it just sucks to have guaranteed death at 100% attached to those grab-boxes.I like how you threw that in at the end.
Let me restate myself more clearly: Mewtwo has enough ways to set up kills and edgeguards at comparable or earlier percents to make uthrow's kill potential less of a concern than it might be on another character. Samus' high weight exaggerates the value of uthrow, but generally speaking an uthrow kill is a sort of admission that you played that stock suboptimally. Changes to uthrow do not significantly alter his matchup ratios against floaties, they just further shift attention towards those alternative options. I'm speaking from both theory and experience here, having experimented with various uthrow tweaks in the past.
I also don't think his matchups against floaties are generally that polarizing, and definitely don't buy the Mewtwo-Samus matchup being anywhere near 65:35. I've long considered it closer to 55:45, and last I heard Frozen held a similar opinion. There are a few bad ones (Jiggs, Icies, Kirby, Ivy), but the common thread that jumps out to me here is four bottom half floaties with polarized and often somewhat dysfunctional kits. Improvements to their designs would naturally improve their matchups against Mewtwo, while uthrow nerfs would have very little impact.
tl;dr uthrow is fine, more focus on giving other characters fully functional & cohesive movesets
You could say that for a lot of people that started Smash with PM.welcome to Project M!
IMO, Kill throws killing off the top are bad design at it's finest.Yeah but that doesn't help ME. I don't think it's a huge problem, Mewtwo is actually one of my favorite MUs to play it just sucks to have guaranteed death at 100% attached to those grab-boxes.
Action changes can occur during hitlag. All that happened here is that yoshi was in massive hitlag from the misfire and then input a nair during the hitlag. There's no armor on any of his aerials.http://giant.gfycat.com/SelfishDefinitiveLabradorretriever.webm
http://prntscr.com/8qbn5t
PMDT you got some 'splaining to do. Why does yoshi's nair have double jump armor.
double post because **** you umbreon
don't make it sound like it makes sense, because it doesn'tAction changes can occur during hitlag. All that happened here is that yoshi was in massive hitlag from the misfire and then input a nair during the hitlag. There's no armor on any of his aerials.
I thought polarizing match ups were bad? isnt that like, why bowser was "toxic"?@Jamble I think Toon Link is great: not only does he have completely polarizing matchups against some characters (i.e. Peach) but he is also a good character to fall back on if you need to change pace in the middle of a set or feel out what your opponent is doing since he can drag games out for so long. Not that you can't feel out what your opponent is doing with a different character, but sometimes it's good to be able to analyze what they're trying to do and force options out of them. That being said, he also has some really bad matchups that hold him back (i.e. Falcon, Spacies, MK is bad although I think it's a little exaggerated how badly Toon Link loses).
nimigoha I can't really think of Marth being below top 5 either personally. I can see someone making a case for it, but I think he has the tools (movement, grabs, disjoint, edgeguards) to win most matchups. Kills can be hard, but they're not that hard to find.
And why isn't Falco top 5? No one's ever answered this and I don't care if I get torn apart for saying this right now but his neutral + punish is just sublime. I mean, his combos work in basically every matchup and lasers are still amazing for spacing, zoning, forcing opponents to approach, and getting hit confirms. Yeah, they can be power shielded, but even with this counterplay to lasers is tough. He has some close to even matchups like Samus, Marth, and Kirby (with many more) but I don't see him losing any.
But the heavies dont have more survivability, they just get comboed longer then slammed at their higher % by something that should not work (but does because of their size) then get edgegaurded because all the heavies have bad recoveries.Honestly if every character had marthritis, heavies might actually be good
long survivability is kinda, ya'know, the point of being a heavyweight
except against 90% of the cast it doesn't really work
MewTwo doesn't actually get chainthrows on fast fallers
I think he can get like one regrab on falco/maybe wolf/falcon
but MewTwo's uthrow combos on spacies rely on uthrow->aerial->regrab
reducing the growth just make these regrab combos longer. If you adjusted just the KBG value without fixing the BKB (Both factor into knockback at 0) he might actually gain longer chaingrabs on those characters.
EDIT: just double checked, he can't actually chainthrow anybody unless they don't jump out for w/e reason
DDD....all the heavies have bad recoveries.
rob...DDD....
Zard's recovery isn't to shabby either. However, what hurts is the same thing that hurts onstage: they are so big that any stray whatever will hit more often than miss and disrupt recovery.DDD....
I thought polarizing match ups were bad? isnt that like, why bowser was "toxic"?
I hate how small floaty characters can live longer just because they fly away when they get hit by a weird weak stray hit and then reset the neutral.Zard's recovery isn't to shabby either. However, what hurts is the same thing that hurts onstage: they are so big that any stray whatever will hit more often than miss and disrupt recovery.
It's funny how backwards it seems to be. Outside of a stray hit / rest punish, Jiggs often is sturdier than Bowser when it comes to actually killing her due to an innate ability to escape juggles and gimps.
Not completely, but this makes me wonder what you define as a "good" recovery in that context. The fact that Deeds and Wario have recovery mixups (DDD with Waddledashing, Wario with Waft) changes the way you have to approach them offstage. Zard doesn't have to be linear with glide and his up-B has a deceptively good ledgegrab box unless you know the character/impulsively grab ledge, in which case, good for you.I hate how small floaty characters can live longer just because they fly away when they get hit by a weird weak stray hit and then reset the neutral.
I chose my words wrong, i mean to say fatties, I thought heavies and fatties were probably the same class, i was wrong and thats my bad.
DDD only has that weird auto glide toss to save him, outside of that you can see his recovery from a mile away and pick out 5 ways to disrupt it.
Wario is only good if he has waft ready, and even then he has to burn it before hes at the ledge, otherwise hes an easy edge guard also.
Charizard has straight recoveries, if hes gliding, you know where he is gonna be and how to intercept and if hes trying to sweetspot you can easily time a ledge grab like any average level player.
Am I the only person that thinks all these recoveries are bad?
Hi, sorry but I don't remember playing you. What's your tag and main?...I have played decent Metaknights including Jelly...
I know it's an old post, but I like the reference to the Smash Documentary there. Clever use, really applicable too.Puff's aerial mobility and his strong, disjointed, quick, aerial hitboxes have to be effective and relevant in a non trivial amount of MUs. I understand if this wasn't enough in 3.02 where quite a few characters were powerful enough to keep up (and maybe be advantageous?) vs Fox. I wouldn't be surprised if he goes even with or soft/hard counters random characters in this patch. Lucario is another character that seems to have a tough time vs him.
Also @Narelex I've recently become a believer in MK, I was just unaware of IDC at the time. I still think he has "weaknesses" but it's really more things that separate a broken character from a really good character. I do think IDC allows him to bypass one of his "weaknesses" of needing to sacrifice his range and jump into someone's threat zone (via grab, and non tipper dtilt) to break someone's neutral and effectively convert. Similar start up as Marth/Roy fsmash (so you can't exactly react to it), similar kill power to the knee, longer reach than Ganon ftilt, and can be done literally any time during MK's amazing DD if you use pivots. I'll need to revise my thoughts on the Marth-Metaknight MU a little bit. I have played decent Metaknights including Jelly and didn't have any reason to believe MK beats Marth, but the risk of getting sniped out of my DD at the slightest mistake or a read in my movement is pretty scary, and the counterplay (preemptively: shielding, throwing out a hitbox, or roll/spotdodge, at least that's all I can think of atm) are not too safe to do in neutral vs MK. Esp cuz if you miss, MK could just use IDC to punish endlag :x It has atrocious end lag but the start up, range, and sheer power more than make up for it I think, esp vs non projectile characters.
To me, an S tier is someone who you can read like a book but still get paper cuts.