Doctor X
Smash Lord
So, uhm... Hi. I'm a longtime smashboards lurker that's eager to contribute to the Project M community. I see Project M as one of the most exciting things in competitive gaming because while I love smash, I dislike Nintendo's ambivalence to the competitive community.
Lately I've been doing an lot of thinking about how our understanding of Melee and the characters in it developed mostly as trial and error. It was difficult to really assess which characters were "good" when we had relatively little understanding of what "good" actually was. In order to fully comprehend a character we were required not only to play that character a bunch, but also to wait for the metagame to develop the things that might change our views of the character. Strong edge play, when people finally figured it out, drastically changed our perception of characters like Falco and Captain Falcon, for example, and helped us to see more advantages in characters like Peach and Jigglypuff.
Project M gives us an opportunity to do something we've never done before. Now that we have a very well-established framework of what is "good" and what is "bad," we are presented with characters that are almost entirely unknown, and in order to aid the development process we must decide whether or not they are truly able to compete.
If we ever hope to have a definitive "final release" of Project M from the PMBR, though, the community cannot take the same trial-and-error approach. Surely we can't say, "Ok wait like two or three years, guys, then maybe someone will figure out whether or not Lucas is good." We need a more efficient approach or we'll be looking at Smash 5 being out and usable Wiis being long gone from Gamestops and Ebay by the time this thing is done.
So... I'd like to propose a more formalized way of evaluating characters that utilizes the knowledge that we've gained from Melee's long history. We'll call this approach a "top-down" evaluation because it involves using a number of surface-level assumptions to guide our efforts. Instead of working from the ground up-- assuming we know nothing at all and trying to piece together a picture of the character through pure trial-and-error, we take a quick look at the character and replace the immensely broad question of "Is this character good?" with a few more specific questions based on our knowledge of Melee, such as "Is their ability to control the match good enough to offset their bad recovery?" We then dedicate our time towards answering those simple questions, and based on those answers we will know whether or not a character is good. We don't need 5+ years of tournament results for proof; we know enough about Melee at this point to know that characters with a bad recovery need some reliable way of preventing the other guy from throwing them off the stage in order to remain competitive.
I'm going to start with Lucas since he's not only new, but he's also a lot of fun to play and has a few obvious and potentially fatal weaknesses. I'd hate to see this fun character wind up in the bottom tier of a final release, so I want to explore him a bunch while he still has the potential to be changed.
-
So, let's begin by taking our quick look at Lucas and finding out the best questions to ask. I feel like the best questions will always be those that identify strengths and weaknesses, so let's look at those. While we could list all kinds of both, let's try to keep it simple and broad, and only based on things that we know for certain. In fact, I'll only list one of each-- the single "defining" strength or weakness to start our thought process along.
Defining Strength:
-Lucas's smash attacks are very strong and come out rather quickly. With some technical skill you can combo into them for early kills, especially with his PK Offense Up active.
Defining Weakness:
-Lucas is very vulnerable when forced off the stage. Yes, he can recover from a surprising distance using his psi-magnet tricks and his rope snake out of an airdodge, but the rope snake is vulnerable to edgeguarding, particularly to moves that can reach below the stage like Marth's dtilt and Bowser's... like, everything. Similarly problematic, the PK-thunder 2 gives your opponent more than a full second to react to where you've chosen to initiate the up-B, so if you try to sweetspot with it you can expect to be edgehogged every single time.
So, placing these two items in the context of Melee... We can look at characters with similar strengths and weaknesses, and then based on our knowledge of those characters-- what allowed them to succeed in spite of this weakness, and what held them back in spite of this strength-- we can judge Lucas more effectively.
-
Since it's easier, I'll begin with Lucas's defining weakness. He's very vulnerable off-stage. We know of many characters like this in Melee. Some were great, others not so much.
Falco is rightly regarded as a very strong character in spite of this glaring weakness-- which was even worse in his case than it is for Lucas. Falco's quick fall speed combined with his short, single-hitbox up-B made him one of the most gimpable characters in the entire game. Even very high-level play would commonly see Falcos getting sent off the stage and destroyed at low percents, but still he was considered a top-tier character.
Why? Well, the PM devs already explained it fairly well-- Falco's lasers, shine, and general speed give him an immense amount of control over his opponent while he's on the stage. It's ok that Falco dies off-stage because a properly-played Falco is very difficult to even force off the stage in the first place.
Conversely, Ganondorf is not regarded as a very strong character, mostly as result of this glaring weakness. Ganondorf's recovery is telegraphed, can be beaten by most aerials, and cannot truly be sweetspotted because his head must peek up above the ledge before he can grab it. While I believe this third problem was removed from PM Ganondorf, it was fairly major in holding the charactetr back in Melee, and although Ganondorf still had a recovery that was arguably better than Falco's, he still wasn't considered viable in tournaments.
What was he missing? Well... Ganondorf had no ability to control his opponent. His play was very reactionary and involved responding to his opponent's actions rather than forcing any kind of confrontation. As a result, characters who wanted to force Ganondorf off of the edge had only to play near the edge. Unlike Falco who could spam lasers to force an approach, Ganon was powerless against this type of play and would often be forced off and killed with shine spikes, dtilts, needles, and so on.
A sort of midrange between these guys is Captain Falcon, who has the same recovery problems as Ganondorf , but was considered more viable. Why? Well... Falcon was very, very fast to approach. This helped him deal a little better with play near the edge because the guy near the edge could rarely know exactly when Falcon was coming in and often had very little time to react. Falcon may not have been able to choose where confrontation occurred, but he had a much better chance of winning that confrontation than Ganondorf did. This helped him quite a bit, but it still didn't put him in the top tier by any means.
All of this leaves us with two known ways to make up for Lucas's vulnerability off-stage:
-Control-- i.e. the ability to force confrontation at the place of your choosing.
-Approach-- i.e. the ability to win a confrontation at a place of your opponent's choosing. Falco had some of this too, btw, but let's not turn this too much into a Falco thread.
We know that "Control" is much better than "Approach" based on Falco's dominance in Melee's scene, but as we've noted, both of them do help somewhat. Both of them can make being forced off of the stage less likely, which means you might not have to get spiked out of your rope snake all day.
Now, let's put together a plan of action. Our goal is to answer the following question:
"Are Lucas's control and approach capabilities good enough to make up for his offstage vulnerabilities?"
If no, Lucas is bad, sad as that might be to say. Maybe the PMBR will help him with some updates.
If yes, he might be still be good, and we need more investigation.
How do we get ourselves an answer to this question? Well, let's play a bunch of matches where we ask our opponent to play near the edge as much as possible. Let's experiment specifically with throwing PK freezes in the style of Falco to see if we can force a confrontation. Let's try sudden approaches-- if we can find any-- that can surprise our opponent or in some way shut down his ability to force us off-stage. A lot of this may be stuff people are already doing, of course, as long-time Melee players have a sort of intuitive sense for this kind of thing. Let's focus however, instead of worrying about more ground-up, detail-driven things like matchups.
I'm happy to say I'll be making progress on this whether I want to or not, since my main practice partner is Overswarm, and standing around near the edge is basically his thing.
-
Our second bit of analysis comes from Lucas's "defining strength:" His kill moves and his ability to combo into those kill moves. This one will take a bit of a different approach. Instead of talking about characters that had this strength in general, we'll talk about a character that was a victim of this strength by most of Melee's cast, and how weaknesses in most of Melee's cast prevented this strength from being nearly as important as it might have otherwise been. We're of course talking about Fox.
Fox is probably the most well-known character in all of Melee. Nobody played any character with any degree of success without knowing the Fox matchup, not only because he was popular but also because how how dominant he could be if you didn't know exactly how to punish what few openings a well-played Fox will present.
Fox was widely considered to be the best character in the game, which is interesting because he's also one of the most combo-able characters in the game. Many lower-tier characters have the potential to kill Fox out of a single grab at various percents, in the same way that Lucas has the potential to kill many of PM's characters out of certain moves. However, Fox was still dominant. Fox still didn't generally lose to Mario, DK, or Mewtwo, despite their ability to kill Fox with crazy combos, and Fox still was considered a good pick against chaingrab and techchase monsters like Marth and Sheik.
Why? Well... as neat as all this stuff you could do against Fox was, you had to actually hit Fox with an applicable move in order to do any of it. This was far easier said than done because of Fox's fast, high-priority aerials and frame-one down-B hitbox. In order to get his zero-to-death shenanigans to work, DK had to actually grab Fox, and unless Fox made an amateur mistake DK would rarely ever get this necessary grab to connect.
So, let's formulate this into another relatively simple question, assuming the rest of the cast is like our Fox. We can combo them to death if we land certain moves, but...
"Can Lucas reliably start these flashy combos without needing the opponent to make an amateur mistake?"
If no, Lucas's defining strength is null, and thus, Lucas is bad. Maybe they'll increase PSI-magnet's hitbox or something.
If yes, well... I think that at least puts him in high tier, assuming we don't have a "no" to the first "simple question" we noted above.
What's our plan of action? Well... Let's keep discovering those combos whenever we can, because they are neat and might potentially lead us to discover more "applicable moves" to be our combo-starters. However, let us not place too much emphasis on a combo if we require our opponent to play poorly in order to land the first hit.
For example, it is really neat that you can wavedash backwards out of a Psi-magnet for an upsmash kill, but if the PSI-magnet isn't any more "applicable" than a straight upsmash, then you may as well just used the upsmash and get the same result. All the PSI-magnet does in this case is add a few percents and help you with your super-cool-guy impression.
I'm not saying that the PSI-magnet isn't easier to land than a straight upsmash, but I hope you get the point-- If you can't reliably land a grounded PSI-magnet, then this simple combo is useless. Again, this is something that most people should already know, but let's focus on it. Identify Lucas's best combo-starters and experiment with them heavily, even if you may or may not have the combo down entirely yet. It won't win you any matches if you can't do the combos, but it will tell us a lot more about whether or not it's even worth practicing this crazy technical stuff that you may or may not every be applied in a high-stakes tournament match.
-
tl;dr: Lucas is a very flashy and fun character, full of new things to be discovered most likely, but let's not be diverted too much. Ness had his yo-yo glitch in Melee, probably the flashiest thing you could possibly do in that game, but did that make it something worth practicing? Not all. So let's answer these two simple questions:
-Are Lucas's control and approach capabilities good enough to make up for his offstage vulnerabilities?
-Can Lucas reliably start these flashy combos without needing the opponent to make an amateur mistake?
Lately I've been doing an lot of thinking about how our understanding of Melee and the characters in it developed mostly as trial and error. It was difficult to really assess which characters were "good" when we had relatively little understanding of what "good" actually was. In order to fully comprehend a character we were required not only to play that character a bunch, but also to wait for the metagame to develop the things that might change our views of the character. Strong edge play, when people finally figured it out, drastically changed our perception of characters like Falco and Captain Falcon, for example, and helped us to see more advantages in characters like Peach and Jigglypuff.
Project M gives us an opportunity to do something we've never done before. Now that we have a very well-established framework of what is "good" and what is "bad," we are presented with characters that are almost entirely unknown, and in order to aid the development process we must decide whether or not they are truly able to compete.
If we ever hope to have a definitive "final release" of Project M from the PMBR, though, the community cannot take the same trial-and-error approach. Surely we can't say, "Ok wait like two or three years, guys, then maybe someone will figure out whether or not Lucas is good." We need a more efficient approach or we'll be looking at Smash 5 being out and usable Wiis being long gone from Gamestops and Ebay by the time this thing is done.
So... I'd like to propose a more formalized way of evaluating characters that utilizes the knowledge that we've gained from Melee's long history. We'll call this approach a "top-down" evaluation because it involves using a number of surface-level assumptions to guide our efforts. Instead of working from the ground up-- assuming we know nothing at all and trying to piece together a picture of the character through pure trial-and-error, we take a quick look at the character and replace the immensely broad question of "Is this character good?" with a few more specific questions based on our knowledge of Melee, such as "Is their ability to control the match good enough to offset their bad recovery?" We then dedicate our time towards answering those simple questions, and based on those answers we will know whether or not a character is good. We don't need 5+ years of tournament results for proof; we know enough about Melee at this point to know that characters with a bad recovery need some reliable way of preventing the other guy from throwing them off the stage in order to remain competitive.
I'm going to start with Lucas since he's not only new, but he's also a lot of fun to play and has a few obvious and potentially fatal weaknesses. I'd hate to see this fun character wind up in the bottom tier of a final release, so I want to explore him a bunch while he still has the potential to be changed.
-
So, let's begin by taking our quick look at Lucas and finding out the best questions to ask. I feel like the best questions will always be those that identify strengths and weaknesses, so let's look at those. While we could list all kinds of both, let's try to keep it simple and broad, and only based on things that we know for certain. In fact, I'll only list one of each-- the single "defining" strength or weakness to start our thought process along.
Defining Strength:
-Lucas's smash attacks are very strong and come out rather quickly. With some technical skill you can combo into them for early kills, especially with his PK Offense Up active.
Defining Weakness:
-Lucas is very vulnerable when forced off the stage. Yes, he can recover from a surprising distance using his psi-magnet tricks and his rope snake out of an airdodge, but the rope snake is vulnerable to edgeguarding, particularly to moves that can reach below the stage like Marth's dtilt and Bowser's... like, everything. Similarly problematic, the PK-thunder 2 gives your opponent more than a full second to react to where you've chosen to initiate the up-B, so if you try to sweetspot with it you can expect to be edgehogged every single time.
So, placing these two items in the context of Melee... We can look at characters with similar strengths and weaknesses, and then based on our knowledge of those characters-- what allowed them to succeed in spite of this weakness, and what held them back in spite of this strength-- we can judge Lucas more effectively.
-
Since it's easier, I'll begin with Lucas's defining weakness. He's very vulnerable off-stage. We know of many characters like this in Melee. Some were great, others not so much.
Falco is rightly regarded as a very strong character in spite of this glaring weakness-- which was even worse in his case than it is for Lucas. Falco's quick fall speed combined with his short, single-hitbox up-B made him one of the most gimpable characters in the entire game. Even very high-level play would commonly see Falcos getting sent off the stage and destroyed at low percents, but still he was considered a top-tier character.
Why? Well, the PM devs already explained it fairly well-- Falco's lasers, shine, and general speed give him an immense amount of control over his opponent while he's on the stage. It's ok that Falco dies off-stage because a properly-played Falco is very difficult to even force off the stage in the first place.
Conversely, Ganondorf is not regarded as a very strong character, mostly as result of this glaring weakness. Ganondorf's recovery is telegraphed, can be beaten by most aerials, and cannot truly be sweetspotted because his head must peek up above the ledge before he can grab it. While I believe this third problem was removed from PM Ganondorf, it was fairly major in holding the charactetr back in Melee, and although Ganondorf still had a recovery that was arguably better than Falco's, he still wasn't considered viable in tournaments.
What was he missing? Well... Ganondorf had no ability to control his opponent. His play was very reactionary and involved responding to his opponent's actions rather than forcing any kind of confrontation. As a result, characters who wanted to force Ganondorf off of the edge had only to play near the edge. Unlike Falco who could spam lasers to force an approach, Ganon was powerless against this type of play and would often be forced off and killed with shine spikes, dtilts, needles, and so on.
A sort of midrange between these guys is Captain Falcon, who has the same recovery problems as Ganondorf , but was considered more viable. Why? Well... Falcon was very, very fast to approach. This helped him deal a little better with play near the edge because the guy near the edge could rarely know exactly when Falcon was coming in and often had very little time to react. Falcon may not have been able to choose where confrontation occurred, but he had a much better chance of winning that confrontation than Ganondorf did. This helped him quite a bit, but it still didn't put him in the top tier by any means.
All of this leaves us with two known ways to make up for Lucas's vulnerability off-stage:
-Control-- i.e. the ability to force confrontation at the place of your choosing.
-Approach-- i.e. the ability to win a confrontation at a place of your opponent's choosing. Falco had some of this too, btw, but let's not turn this too much into a Falco thread.
We know that "Control" is much better than "Approach" based on Falco's dominance in Melee's scene, but as we've noted, both of them do help somewhat. Both of them can make being forced off of the stage less likely, which means you might not have to get spiked out of your rope snake all day.
Now, let's put together a plan of action. Our goal is to answer the following question:
"Are Lucas's control and approach capabilities good enough to make up for his offstage vulnerabilities?"
If no, Lucas is bad, sad as that might be to say. Maybe the PMBR will help him with some updates.
If yes, he might be still be good, and we need more investigation.
How do we get ourselves an answer to this question? Well, let's play a bunch of matches where we ask our opponent to play near the edge as much as possible. Let's experiment specifically with throwing PK freezes in the style of Falco to see if we can force a confrontation. Let's try sudden approaches-- if we can find any-- that can surprise our opponent or in some way shut down his ability to force us off-stage. A lot of this may be stuff people are already doing, of course, as long-time Melee players have a sort of intuitive sense for this kind of thing. Let's focus however, instead of worrying about more ground-up, detail-driven things like matchups.
I'm happy to say I'll be making progress on this whether I want to or not, since my main practice partner is Overswarm, and standing around near the edge is basically his thing.
-
Our second bit of analysis comes from Lucas's "defining strength:" His kill moves and his ability to combo into those kill moves. This one will take a bit of a different approach. Instead of talking about characters that had this strength in general, we'll talk about a character that was a victim of this strength by most of Melee's cast, and how weaknesses in most of Melee's cast prevented this strength from being nearly as important as it might have otherwise been. We're of course talking about Fox.
Fox is probably the most well-known character in all of Melee. Nobody played any character with any degree of success without knowing the Fox matchup, not only because he was popular but also because how how dominant he could be if you didn't know exactly how to punish what few openings a well-played Fox will present.
Fox was widely considered to be the best character in the game, which is interesting because he's also one of the most combo-able characters in the game. Many lower-tier characters have the potential to kill Fox out of a single grab at various percents, in the same way that Lucas has the potential to kill many of PM's characters out of certain moves. However, Fox was still dominant. Fox still didn't generally lose to Mario, DK, or Mewtwo, despite their ability to kill Fox with crazy combos, and Fox still was considered a good pick against chaingrab and techchase monsters like Marth and Sheik.
Why? Well... as neat as all this stuff you could do against Fox was, you had to actually hit Fox with an applicable move in order to do any of it. This was far easier said than done because of Fox's fast, high-priority aerials and frame-one down-B hitbox. In order to get his zero-to-death shenanigans to work, DK had to actually grab Fox, and unless Fox made an amateur mistake DK would rarely ever get this necessary grab to connect.
So, let's formulate this into another relatively simple question, assuming the rest of the cast is like our Fox. We can combo them to death if we land certain moves, but...
"Can Lucas reliably start these flashy combos without needing the opponent to make an amateur mistake?"
If no, Lucas's defining strength is null, and thus, Lucas is bad. Maybe they'll increase PSI-magnet's hitbox or something.
If yes, well... I think that at least puts him in high tier, assuming we don't have a "no" to the first "simple question" we noted above.
What's our plan of action? Well... Let's keep discovering those combos whenever we can, because they are neat and might potentially lead us to discover more "applicable moves" to be our combo-starters. However, let us not place too much emphasis on a combo if we require our opponent to play poorly in order to land the first hit.
For example, it is really neat that you can wavedash backwards out of a Psi-magnet for an upsmash kill, but if the PSI-magnet isn't any more "applicable" than a straight upsmash, then you may as well just used the upsmash and get the same result. All the PSI-magnet does in this case is add a few percents and help you with your super-cool-guy impression.
I'm not saying that the PSI-magnet isn't easier to land than a straight upsmash, but I hope you get the point-- If you can't reliably land a grounded PSI-magnet, then this simple combo is useless. Again, this is something that most people should already know, but let's focus on it. Identify Lucas's best combo-starters and experiment with them heavily, even if you may or may not have the combo down entirely yet. It won't win you any matches if you can't do the combos, but it will tell us a lot more about whether or not it's even worth practicing this crazy technical stuff that you may or may not every be applied in a high-stakes tournament match.
-
tl;dr: Lucas is a very flashy and fun character, full of new things to be discovered most likely, but let's not be diverted too much. Ness had his yo-yo glitch in Melee, probably the flashiest thing you could possibly do in that game, but did that make it something worth practicing? Not all. So let's answer these two simple questions:
-Are Lucas's control and approach capabilities good enough to make up for his offstage vulnerabilities?
-Can Lucas reliably start these flashy combos without needing the opponent to make an amateur mistake?