NachoOfCheese
Smash Ace
Shiny won the MATCH. It doesnt mean Lucario wins the MATCHUP.and people have been saying that lucario doesn't have a positive matchup vs sheik...
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Shiny won the MATCH. It doesnt mean Lucario wins the MATCHUP.and people have been saying that lucario doesn't have a positive matchup vs sheik...
Aganist ZeRo.Shiny won the MATCH. It doesnt mean Lucario wins the MATCHUP.
I could be wrong, but I believe Chris G started in Smash way back in the Brawl days before transitioning over to Marvel and SF IV.On another note, apparently Chris G plays Smash 4: http://www.twitch.tv/smashstudios. He's apparently a Yoshi main. Is this what you needed Sinister Slush?!
I mean that's fair, but how many matches has ZeRo dropped this tournament?You guys assume ZeRo is always playing his best. Do you guys always play your best? Do I? Hell no.
Besides, against Lucario you never know what's gonna happen.
Disappointment awaited.On another note, apparently Chris G plays Smash 4: http://www.twitch.tv/smashstudios. He's apparently a Yoshi main.Is this what you needed Sinister Slush?!
Edit: Never mind: He dead: http://bigegaming.challonge.com/sj9smash4d34. Lost to a DK player named Moosh in losers.
I actually wouldn't run EJP against Sheik because her edgeguard options are too strong and versatile to ignore, and she has no shortage of good hitboxes for contesting EJP recovery offstage even factoring Gust Cape stalling. EJP is better against like...ZSS who is extremely unlikely to punish most recoveries done correctly and baiting her with Gust Cape is more profitable for various reasons. Probably Fox too, though Fox does get better edgeguards with customs.Unless someone else gets super absurd, he definitely beats sheik. His MU vs Sheik is already decent, but there's no way he doesn't beat her now with kill confirms around 70% and fast fireball countering needles/short hop mix-ups like they do. Sheik has to approach a lot more and takes more damage/dies sooner as a result.
His overall versatility with a reflector, easy ledge challenge with default fireballs/general fast fireball potency, and scalding being almost as potent as needles in the "Well I felt like winning neutral all of a sudden" department... And EJP just taking stocks or free akin to ZSS makes me unable to see any default top tier beat him. Custom pikachu be damned, fast fireball beats custom jolt and mario kill combos pika super hard and early.
Even custom duck hunt who I think is top 10 would lose because default fireballs, and dair/nair ensure a relatively easy return to neutral by disabling zigzag. (Also kill combos DHD really easy)
Yea, sh nair > fast fireball > EJP is a thing. He can already SH Nair > jab > fsmash but it's less consistent.
He definitely beats mii brawler due to superior neutral and more consistently being a threat. (Brawler MIGHT kill you at 40%, mario MIGHT kill you at 60% and WILL kill you at 90-110%)
coughcoughnovillagercoughcoughI actually wouldn't run EJP against Sheik because her edgeguard options are too strong and versatile to ignore, and she has no shortage of good hitboxes for contesting EJP recovery offstage even factoring Gust Cape stalling. EJP is better against like...ZSS who is extremely unlikely to punish most recoveries done correctly and baiting her with Gust Cape is more profitable for various reasons. Probably Fox too, though Fox does get better edgeguards with customs.
Top 3 in customs in order I would argue is Mario, Fox, and Pikachu probs. Mario's only probably stupid matchup in customs is custom DK given DK's Up-B options are too good at edgeguarding and combo breaking against Mario, but he beats everyone else basically, maybe goes about even against Fox.
Yeah but who DOESNT struggle against Customs Kong?I actually wouldn't run EJP against Sheik because her edgeguard options are too strong and versatile to ignore, and she has no shortage of good hitboxes for contesting EJP recovery offstage even factoring Gust Cape stalling. EJP is better against like...ZSS who is extremely unlikely to punish most recoveries done correctly and baiting her with Gust Cape is more profitable for various reasons. Probably Fox too, though Fox does get better edgeguards with customs.
Top 3 in customs in order I would argue is Mario, Fox, and Pikachu probs. Mario's only probably stupid matchup in customs is custom DK given DK's Up-B options are too good at edgeguarding and combo breaking against Mario, but he beats everyone else basically, maybe goes about even against Fox.
Pretty sure Link does not give a **** about DK. Last I checked, he wins neutral and has so many ways to safely punish Custom Up-B even on platform stages, and I'm pretty sure he actually can edgeguard DK reasonably too.Yeah but who DOESNT struggle against Customs Kong?
All the characters I mentioned I'm pretty sure beat Villager convincingly.coughcoughnovillagercoughcough
inb4 custom villager is only EBT/TC camping
Someone who uses their shields?Yeah but who DOESNT struggle against Customs Kong?
And he was looking so strong... Well, I didn't see how he did against Moosh, but he was a patient Yoshi. Probably comes from his experience with other fighting games, but he made use of his time, safe options, and played neutral very well with Yoshi. Good player in a sense of he plays the basic fighting game of controlling space, dealing with the states of gameplay, and such well, but when it came to playing as Yoshi or playing Smash, I feel like he was missing some stuff. I don't know if he's comfortable with ledge trumps or if understands situations where air dodging can be punished by Yoshi's Fair - pretty much anything can punish air dodges, but he did retreating Nairs when his opponent air dodged.Disappointment awaited.
wait you're defining the top 3 in customs as who are the best in the customs metagame?Pretty sure Link does not give a **** about DK. Last I checked, he wins neutral and has so many ways to safely punish Custom Up-B even on platform stages, and I'm pretty sure he actually can edgeguard DK reasonably too.
All the characters I mentioned I'm pretty sure beat Villager convincingly.
The three I mentioned are better than her in customs.wait you're defining the top 3 in customs as who are the best in the customs metagame?
Where's sheik?
Uhhhhh your L and R buttons? On the ground or the air, either works.How is a free recovery, a braindead edgeguarding tool, and an autocanceling combo breaker overrated? Also, what is this magical "counter" I hear about?
****. He knows.Someone who uses their shields?
Yea fast fireball and shocking cape are why I think mario beats sheik. You can beat her in the consistency game which is all she has, using EJP brings the possibility of you killing her super early but also allows her to do the same to you. Like I said most of his customs are match-up specific sidegrades. You don't always use fast fireball, shocking/gust cape, ejp, or any specific fludds.I actually wouldn't run EJP against Sheik because her edgeguard options are too strong and versatile to ignore, and she has no shortage of good hitboxes for contesting EJP recovery offstage even factoring Gust Cape stalling. EJP is better against like...ZSS who is extremely unlikely to punish most recoveries done correctly and baiting her with Gust Cape is more profitable for various reasons. Probably Fox too, though Fox does get better edgeguards with customs.
Top 3 in customs in order I would argue is Mario, Fox, and Pikachu probs. Mario's only probably stupid matchup in customs is custom DK given DK's Up-B options are too good at edgeguarding and combo breaking against Mario, but he beats everyone else basically, maybe goes about even against Fox.
There are matchups you'd want to run default, though. Mario's one of them. That move is beyond frustrating in that MU since it turns mario's low % strings against him.lol at wind kong not being as good as default up-b.
It's miles ahead of the default move. The safety and edgeguarding and combo breaking potential is ridiculous. You can't really use the regular one much in neutral because you can't auto-cancel it, and you have far less mobility.
Regular DK does better than custom DK because the custom DK results were all pre-ding dong, and DK's current grab reward is far more potent of an attribute than wind kong was, custom DK now is likely super ridiculous now.
Just because the move has counterplay doesn't mean it's bad, and an essentially auto-pick in every matchup.
The thing about shields vs Kong Cyclone is that you're not going to shield in the air, and there is no reason to throw the move out if your opponent is grounded in the neutral. No one is claiming that the move is so good that you can just whip it out at any point in the match and come out on top, and it doesn't need to be. It's a great move for making landing extremely tough for your opponent, the only downside being that it's unreliable and some characters just get away from it or break out with an attack.Uhhhhh your L and R buttons? On the ground or the air, either works.
Understanding that he has to land on a platform and can't really duke you out in terms of which one he's aiming for?
Any aerial with a half decent speed particularly if its multhitting? It only has 2 hits after all, and the first one barely does anything to you.
Any command grab?
Both Default and Kong Cyclone are good vs Mario's combos, but I'd give the nod to default PRIMARILY because of the gimp potential offstage. It reliably beats Mario's Up-Bs and given Mario doesn't go very far on default, that can kill him. This is a matchup where Mario probably could consider Super Jump, in all honesty.There are matchups you'd want to run default, though. Mario's one of them. That move is beyond frustrating in that MU since it turns mario's low % strings against him.
I think the point is very few customs are "Straight upgrades" The default essentially has to be useless like skull bash.
Even dropkick has little point vs sonic or fox. Those characters are too grounded and too much more mobile for dropkick to help, but they're also always trying to get your landing which default gives another option. (Also vs sonic dropkick really doesn't help in gimp situation since his bthrow turns ganon around )
Yoshi has one of the best disadvantaged states in the game. It's barely a disadvantage, he's almost impossible to combo for many characters, because of his combination of high weight (so low hitstun on many combo moves), floatiness (hard to combo in general because goes too high) and 3 frame nair. Seriously, yoshi can nair out of mario's dair until mid %s, and tonnes of moves aren't safe on hit for ages. And even when he can't nair out of stuff, double jump gives him super armor on frame 1 I believe, so anything that isn't a frame tight combo doesn't work. You see esam thunder out of stuff like sheik f-tilt > grab, yoshi can double jump out of stuff like that until far higher %s, and against far more moves (lots of rapid jabs never work vs him). He's only lacking a monkey flip or bouncing fish (though down-b is super threatening and demands a lot of respect, though extremely easy to punish), but all his other attributes are top tier for escaping anything. I struggle to think of any characters besides a few other top tiers who care less about being hit or being in a disadvantaged situation.Disadvantage? Floatiness, double jump armor, air speed, and a great nair combo breaker are wonderful. But being so floaty with a very dedicated double jump makes his landings very suspect. Also no sweetspotting the ledge makes him one of the easier characters to ledge guard, though it often won't result in a gimp.
I've been wondering about this if everybody talks about zss's frame 16 grab being reactable then how is yoshi's frame 21 command grab going to work.He has a b-reverse command grab for anyone trying to catch his landing.
Because in a high pressure environment all you know is Yoshi is doing something and you might not realize what it is until it's too late (and you're already shielding on reaction to that something).I've been wondering about this if everybody talks about zss's frame 16 grab being reactable then how is yoshi's frame 21 command grab going to work.
Because Yoshi has excellent wavebounce to let him dash outta the spot immediately instead of crouching there with a pistol in your front for about 1.5 seconds.I've been wondering about this if everybody talks about zss's frame 16 grab being reactable then how is yoshi's frame 21 command grab going to work.
Yoshi's air speed is the fastest in the game at 1.28 followed by Jigglypuff at 1.269 and Roy at something above 1.21 which is Wario's air speed. Fun fact: if Yoshi kept his Brawl air speed, he'd be even faster at 1.316 which is slower than Jigglypuff's Melee air speed of 1.35. Also, Wario's air speed was slightly nerfed from Brawl to Smash 4; it used to be 1.222 tied with Wolf's. Sheik went from being the slower air moving characters to one of the faster moving ones; Brawl Sheik had an air speed of 0.846 while Smash 4 Sheik's air speed is 1.1 tied with Captain Falcon, Duck Hunt, and Mega Man. Speaking of the Capt., he took a hit from Brawl's 1.18 to Smash 4's 1.11 which is just 0.01 slower than his Melee air speed. There's also Bowser whose Melee air speed was bad at 0.8, good in Brawl at 1.034 tied with ZSS, and now average at 0.98 in Smash 4. Now, how all of this translates to air control, I have no idea. For example, Ike's air speed is good, but he's stuck in that direction and Little Mac's air speed is actually average, but he has like no air control - if I remember correctly, he's at the bottom.And yea, his air speed is top tier, I think the best or second best in the game, and he has a b-reverse command grab for anyone trying to catch his landing. If he's off-stage, he can throw eggs to cover anyone waiting near the ledge and get back basically for free, plus there's the risk of just getting fair'd if you try and go out to challenge him.