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Yoshi ****s us, but I don't think it's THAT bad. Should switch with Sonic, IMO. But Yoshi is one of the projectile characters we can't copy to do anything about. Eggs are always a hassle, plus airspeed, plus general Yoshi things.Does Yoshi really have any other MUS lIke this that are that lopsided?
Beats tier lists.This "post your character's matchup spread"-thing is really getting out of hand.
You're telling me that Kirby only has two or three matchups in which he actually has a slight disadvantage or more? You do realise only top tiers have a matchup spread this good, right? Don't kid yourself.Matchup Chart
30:60:
35:65:None
40:60: (Possibly )
45:55 (Possibly)
50:50:(maybe, probably not)
55:45:(Most Likely)
60:40:
Notes:
*Never played aganist a Mii, those were just guesses
*Customs off, including miis. Mii Brawler and Palutena would be 40:60 customs on. Other matchups are better for Kirby though with customs so it's okay. IDK what Mii Gunner and Mii Swordfighter would be with all customs.
Plz stahp
I would move Fox to around 50:50 actually, and move Luigi down to 45:55 or 40:60; yes, Luigi can't kill out of his throws, but Fireballs still crap on us and he pretty much still wins any trade-off, along with being hard as **** to combo. Ike, I would also move down to 40:60; he has too many tools to take us on (Eruption, disjointed range, insane damage output and kill power).
Also not sure on the Lucairio matchup, either.
I think he's referring to the Mewtwo match-up as in how it's so much in Kirby's favor (60:40).
Plz stahp
I would move Fox to around 50:50 actually, and move Luigi down to 45:55 or 40:60; yes, Luigi can't kill out of his throws, but Fireballs still crap on us and he pretty much still wins any trade-off, along with being hard as **** to combo. Ike, I would also move down to 40:60; he has too many tools to take us on (Eruption, disjointed range, insane damage output and kill power).
Also not sure on the Lucairio matchup, either.
I think he's referring to the Mewtwo match-up as in how it's so much in Kirby's favor (60:40).
As said above, I forgot to mention Link, Marcina, Ike, and Roy may be 40:60.You're telling me that Kirby only has two or three matchups in which he actually has a slight disadvantage or more? You do realise only top tiers have a matchup spread this good, right? Don't kid yourself.
For starters, MK destroys Kirby, both in theory and in practice.
There wasn't much to analyze outside of "Kirby dies when meta knight lands DA"As said above, I forgot to mention Link, Marcina, Ike, and Roy may be 40:60.
Meta Knight I don't think is 40:60 or worse, although I was so sad with Abadango VS. Triple R I never anylsised it yet, will have to look into that.
Yea i'm gonna move himThere wasn't much to analyze outside of "Kirby dies when meta knight lands DA"
The matchup is awful
Wait, his list shows that Kirby has 20+ slightly disadvantageous or worse match-ups.You're telling me that Kirby only has two or three matchups in which he actually has a slight disadvantage or more? You do realise only top tiers have a matchup spread this good, right? Don't kid yourself.
For starters, MK destroys Kirby, both in theory and in practice.
I'm not saying Samus' dtilt is better than Falco's, but that Falco's doesn't outclass it because they work differently and are used for completely different purposes. Ike's dtilt is definitely closer, but still a different move. Due to the higher damage, if Samus' dtilt lag was reduced by say, 10 frames (from 31 to 21), it'd become unpunishable and would no doubt be one of the best if not the best dtilt in the game. Same thing if it killed but remained unsafe, and if it did both, it'd be approaching Brawl Snake's utilt levels of overpowered. Right now I think it still stands as a good dtilt, coming out on frame 6 with plenty of disjointed range and doing 12% with "only" medium cooldown. None of Samus' tilts are amazing but they're all good, and few characters have that (Falco is another one who does who I overlooked originally).Before anything, if anyone compares Falco's Dtilt to Samus's or anyone else, you're better off comparing Ike's or another similar Dtilt to Samus's. Why? Because Falco's Dtilt is absurd and always has been since Melee. Really wished they changed the animation since a thin *** tail should not be killing when stacked against a blessed two-handed sword and a freaking explosion from a highly advanced firearm. Another note is that Ike's Dtilt is much different in Smash 4 than in Brawl.
If Falco was as tall as Samus, the range difference would be neglible. It's actually a good thing it has shorter range than Samus and I believe Ike's Dtilt because it would be stupid if it didn't... And it's already a stupid freaking move. Falco's Dtilt is his safest normal at max range. After shield drop, Ftilt is -7 and jab 1 is -10 while Dtilt is -6 with the disjoint and middle hitbox and -5 close up. Dtilt is also Falco's safest on-hit move; at 0%, it's +2 with the disjoint, +3 in between, and +10 close up. Against Ftilt and jab , Ftilt is -11 and jab 1 is -4, jab 2 is -8, and rapid jab finisher is -3. Falco's next best on-hit normal would be dash attack - which is telegraphed because, hey, a slow runner should also have an average-speed dash attack while a fast runner, Fox, should have a fast dash attack that's twice as fast as Falco's - at +8 clean or +6 late and on-shield, it's -24 clean and -17 late. You're better off using Utilt and be +1 on-hit at 0% or -13 with the second hit on-shield.
Between Dtilt and Ftilt, Dtilt is Falco's ideal spacing tool that loses to aerials and any move that puts someone in the air like Link's Side Smash for obvious reasons along with being outranged. Given that it's a disjoint unlike... everything he has except for Fair *insert giggle and groan here*, Blaster, and Reflector, it is Falco's safest normal to throw out. The killing potential is more for a quick, safe punish up close while it being a launcher like Ike and Samus's Dtilt is what separates it from being a generic spacing tool and gives it more versatility. So, Dtilt's priority is spacing followed by launching/setting up and followed by killing.
Bringing up that it doesn't kill at 206% max range - also kills at 176% with the middle hitbox - also becomes moot when Ike and Samus's doesn't kill until 215% or later which becomes freaking ridiculous how a 12% move, explosion, doesn't kill and kills at the same percent as a freaking god-slaying sword sweeping for 8% compared to a goddamned pheasant's tail feathers at its weakest range... Falco's Dtilt having Roy Side Smash hitboxes is just a bonus and even if it didn't, it would still be a decent move for Falco if not still the best normal for Falco which is kind of sad when you think about it.
Falco and Ike's Dtilts one-up on Samus's purely in recovery when they shouldn't. They basically do the same damn thing except Falco's has 3 hitboxes and is the dumbest thing to exist next to lemmings, Samus can reach over the ledge and does the most damage at 12%, and Ike's is the obligatory sword sweep.
Samus really shouldn't take 30 frames to recover to Falco's (and Fox's) 17 and Ike's 19 if it kills at similar percents and does similar things. If anything, it should be the one killing at 136%-ish not Falco's. With the current design, it should take at least 24 or even 17 to recover if Falco's allowed to keep a Dtilt like that while Samus isn't. In a similar case, this should also not make Shulk's Dtilt 3 frames slower on startup while doing less damage 3% to 4% than Samus, same to 4% less than Falco, and just 1% more than Ike. Would go into knockback and angles, but I'm on mobile.
Edit: Shouldn't this topic be focused here: http://smashboards.com/threads/best-moves-of-each-type.384871/? We should also have a worst moves as a topic.
Updated versionMatchup Chart
30:60:
35:65:None
40:60: (Possibly )
45:55 (Possibly)
50:50:(maybe, probably not)
55:45:(Most Likely)
60:40:
Notes:
*Never played aganist a Mii, those were just guesses
*Customs off, including miis. Mii Brawler and Palutena would be 40:60 customs on. Other matchups are better for Kirby though with customs so it's okay. IDK what Mii Gunner and Mii Swordfighter would be with all customs.
Sonic runs rings around Kirby, and there's not much Kirby can do about it. Remember ESAM's video about Sonic? If you shield spindash, he ends up in the air, and you can attack him there, but... Kirby is so slow.Why Sonic?
40:60 is a clear advantage/disadvantage for a certain character. Doable, but you're gonna have to make some good reads to make up for that disadvantage.Updated version
Also, could anyone please tell me how bad 45:55and 40:60 technically are in word form? That may make certain matchups worse
Updated Mewtwo chart.I'll try my hand at making a Mewtwo matchup chart:
35:65:
40:60 (Have tools/stats that make it difficult for Mewtwo to play his game but can still be overcome):
45:55 (Either outneutrals but has trouble sealing the deal/very vulnerable when they fail or fundamentally even if not for Mewtwo's weight):
50:50:
55:45 (Fundamentally wins but strengths are not to be underestimated):
60:40:
Uncertain due to inexperience or pure theorycraft:
So basically Mewtwo, like most heavies isn't a character that really beats characters so much as he beats players, but unlike them he doesn't lose fundamentally so much, or at least not as bad.
Grab for fairly certain, possibly jab and Disable. It's also difficult to hit a grounded Kirby with a rising nair.And wait, can we crouch under something Mewtwo has?
What if Kirby's ftilt beats spindash?Sonic runs rings around Kirby, and there's not much Kirby can do about it. Remember ESAM's video about Sonic? If you shield spindash, he ends up in the air, and you can attack him there, but... Kirby is so slow.
That and Sonic's standard hit n' run game does wonders against a character that can't really punish him for anything. We can stuff spindash with jab, but that's only if he comes right at the jab.
Every time I will make a paragraph it's to reply to a different paragraph.You got some data incorrect again; Marth's F-Tilt and U-Tilt are frame 37 and D-Tilt is 24 in terms of ending lag. Bit of miscalculations, but it's relevant, trust me.
Anyways, I'm just going to say that I npominate Link's tilts for among the best. Why?
F-Tilt: 13% damage, long range, arcs over Link's body, not laggy, has great reach and is one of the stronger F-Tilts in the game. It also provides a good gimping and edge-guarding option due to its wonderful range. Hits on frames 15-19 and ends frame 38.
U-Tilt: 9% damage, long range, arcs over Link's body, not laggy, can combo into itself or U-Smash and can KO very well. Hits on frames 8-12 and ends on frame 36.
D-Tilt: 11% damage, decent range, good shield poking capabilities due to its speed, great combo capabilities and meteors opponents who recover high. Hits on frames 11-12 and ends on frame 29.
Now going back to Marth's and Link's frame data comparison, they aren't much different in terms of their frame data, though there are some discrepancies. However, the real thing to look at in comparing them is not only their frame data, but what they can actually do with their tilts and how their tilts work. Link has two overhead anti-air tilts while Marth has only one overhead and one anti-air, but Link deals more damage overall, but Marth's is faster.
The thing is, is that the only significant difference is D-Tilt, as Marth's ends on frame 24 and Link's on 29, which is only 5 frames. People think to reason that Link's attacks are sluggish, when his tilts are almost on par with Marth's tilts in speed. Sure, there are some differences, but it's unbelievable that people really think Link's a sluggish attacker. In fact, pull up Kuroganehammer and compare the two.
The reason Link has "sluggish" attacks is because his attacks linger like no one's business. His D-Air starts on frame 14 and ends its hitboxes on frame 64; that's 50 frames, almost an entire second, of raw, pure hitbox. His U-Air starts on frame 11 and ends on 40, which is 29 frames of lingering hitboxes. His N-Air starts on frame 7 and ends on 31, that's 24 frames. I'm talking hitboxes here, and that's deceptively long in terms of hitboxes.
Heck, there are some attacks Link has that end faster and are less punishable than Marth's. D-Smash, N-Air, B-Air are examples of Link being less punishable.
Honestly, saying Link has "sluggish" attacks isn't something you should apply to him in this game. In previous games, yes he has sluggish attacks, but in this game, you got to acknowledge that Link's got better attacks than the previous game in terms of speed and power. Link's not too far from Marth's attack speed, and is definitely not too far from Ike's.
Also, going to say this now...
Little Mac's U-Tilt is pure garbage with its terrible reach and combo capabilities. I mean, what the heck are you supposed to follow up after that attack? I can possibly see a Rising Uppercut follow up or U-Air > U-Smash string somehow but those aren't likely possibilities.
Link is even with Marth but has a Big Advantage against Lucina. Wow man, good stuff.Here's my MU Chart for
Biggest Advantage (80:20 to 70:30)
Big Advantage (65:35)
Advantage (60:40 to 55:45)
Even (50:50)
Slight Disadvantage (45:55)
Disadvantage (40:60)
The way I see it, Link can hold his own if you know how to use him right. The reason I put Pac-Man in his advantage zone is because last night, I had quite a lot of matches with a few astonishingly amazing (tournament level) Pac-Man players on, believe it or not, For Glory. They really did a number on all my characters except Link, I couldn't even win with Ganondorf, but I managed to win with Link when I went 30% serious. Hydrants, Trampoline shenanigans, Fruit picking, combos, they had a great amount of that, but I still won using Link.
As for Link and Sheik being even, we have to remember that Sheik isn't the only character who has combo capabilities. Link does too, and I've even fought a Sheik player online (on With Friends), and he did the same thing to me with every character but Link. But I still struggled with Link, he struggled with Sheik, and it came to my conclusion that they would be more over a tie than anything else. I even went to a couple tournaments to fight against good Sheik players and found that Link can hold his own against her.
Link primarily has an advantage on characters with somewhat bad or predictable projectiles or characters who need to rush him down to do anything. He beats Mega Man because he actually shuts down Mega Man's projectiles and has to make Mega Man respect the bomb, he beats every super heavy except for DK because of their size and weight, and he can kill characters like Doc, Kirby, Mewtwo, Lucario and Puff extremely, extremely early.
D3 is Link's best MU, because D3 is an extremely slow, extremely heavy and extremely sluggish attacker who's only projectile is literally beaten by Link's. D3 is combo food against Link, and has only one option to get out of combos, and that's N-Air. If D3 gets a grab on Link, he can get something going, if he can hit Link with D-Smash, he can KO Link well. But that's IF he can, because D3 is notorious for being the slowest character in overall stats (by this, I mean D3 is the slowest character in dexterity, which is his mobility, aerial mobility and attack speeds all combined; he's not the slowest runner, but if you combine all his stats, he is the slowest). Link on the other hand can just wail on him like no one's business, and I believe this is a solid 80:20 or 70:30 win for him. Link's got the speed, mobility, grab range and most importantly, range and size, all of which are better, compared to D3.
Also, Link doesn't have a projectile that is just shot back at him.
That's surprising... couldn't ROB just throw lazers and gyros to keep the Kirb at bay?I might as well join in on "post your main's matchup spread"
47.5-52.5:
Is that the only Kirby vs Metaknight match we have at high level play to use?You're telling me that Kirby only has two or three matchups in which he actually has a slight disadvantage or more? You do realise only top tiers have a matchup spread this good, right? Don't kid yourself.
For starters, MK destroys Kirby, both in theory and in practice.
To justify, Lucina has worse range and power than Marth does, despite the same speed of their attacks. Range and power do matter, and so does KB. Doesn't Lucina have slightly altered KB due to her attacks being balanced through the entire blade?Link is even with Marth but has a Big Advantage against Lucina. Wow man, good stuff.
No way Link has 80:20 matchups, that is absurd.Here's my MU Chart for
Biggest Advantage (80:20 to 70:30)
Big Advantage (65:35)
Advantage (60:40 to 55:45)
Even (50:50)
Slight Disadvantage (45:55)
Disadvantage (40:60)
The way I see it, Link can hold his own if you know how to use him right. The reason I put Pac-Man in his advantage zone is because last night, I had quite a lot of matches with a few astonishingly amazing (tournament level) Pac-Man players on, believe it or not, For Glory. They really did a number on all my characters except Link, I couldn't even win with Ganondorf, but I managed to win with Link when I went 30% serious. Hydrants, Trampoline shenanigans, Fruit picking, combos, they had a great amount of that, but I still won using Link.
As for Link and Sheik being even, we have to remember that Sheik isn't the only character who has combo capabilities. Link does too, and I've even fought a Sheik player online (on With Friends), and he did the same thing to me with every character but Link. But I still struggled with Link, he struggled with Sheik, and it came to my conclusion that they would be more over a tie than anything else. I even went to a couple tournaments to fight against good Sheik players and found that Link can hold his own against her.
Link primarily has an advantage on characters with somewhat bad or predictable projectiles or characters who need to rush him down to do anything. He beats Mega Man because he actually shuts down Mega Man's projectiles and has to make Mega Man respect the bomb, he beats every super heavy except for DK because of their size and weight, and he can kill characters like Doc, Kirby, Mewtwo, Lucario and Puff extremely, extremely early.
D3 is Link's best MU, because D3 is an extremely slow, extremely heavy and extremely sluggish attacker who's only projectile is literally beaten by Link's. D3 is combo food against Link, and has only one option to get out of combos, and that's N-Air. If D3 gets a grab on Link, he can get something going, if he can hit Link with D-Smash, he can KO Link well. But that's IF he can, because D3 is notorious for being the slowest character in overall stats (by this, I mean D3 is the slowest character in dexterity, which is his mobility, aerial mobility and attack speeds all combined; he's not the slowest runner, but if you combine all his stats, he is the slowest). Link on the other hand can just wail on him like no one's business, and I believe this is a solid 80:20 or 70:30 win for him. Link's got the speed, mobility, grab range and most importantly, range and size, all of which are better, compared to D3.
Also, Link doesn't have a projectile that is just shot back at him.
In most cases she has the same MUs as Marth.To justify, Lucina has worse range and power than Marth does, despite the same speed of their attacks. Range and power do matter, and so does KB. Doesn't Lucina have slightly altered KB due to her attacks being balanced through the entire blade?
She has better KO capabilities, but she has worse combo capabilities since that's the case. Tipper Marth wouldn't combo as reliably as non tipper Marth, and going between that makes it to where Lucina won't combo as reliably as non-tipper Marth. But she does have good KO properties.In most cases she has the same MUs as Marth.
There's not really a range difference. Yes, generally speaking, Lucina's KB values are in between Marth's tipper and non tipper KB values.
D3 is probably the closest Link has to an 80:20 MU. D3 is someone that should NEVER go against Link due to the sheer things Link can do to him. Link has basically everything that D3 doesn't have, but on the flip side, D3 can do some combos and damage to Link, but it'd take a bad Link player to not try to get out of the attacks or even dodge D3, because again, the latter is very, very slow.No way Link has 80:20 matchups, that is absurd.
Also you talk as if Link's projectiles neutralize Mega Man's game when I believe it to be quite the opposite.
I have always known 40:60 to mean "slightly disadvantageous", it's meant that since Brawl (which is when I got into Smash). To me, 45:55 means the opponent has a couple of things which are kind of annoying but nothing which skews the matchup; it's basically even. In the phrase "more or less even", 45:55 is "less" and 55:45 is "more".Wait, his list shows that Kirby has 20+ slightly disadvantageous or worse match-ups.
What's the standards for a top tier match-up, spread, exactly?
This "post your character's matchup spread"-thing is REALLY getting out of hand.Big Advantage (65:35)
It does. But still.What if Kirby's ftilt beats spindash?
Pretty much how I define it. My interpretation has always been that 55:45 is a slight advantage, but otherwise even, just that one side has a few options that make it easier for them; 60:40 is a significant advantage, but very winnable even for the disadvantaged side; 70:30 is a very significant advantage, very difficult for the disadvantaged side; 80:20 and beyond is virtually unwinnable.I have always known 40:60 to mean "slightly disadvantageous", it's meant that since Brawl (which is when I got into Smash). To me, 45:55 means the opponent has a couple of things which are kind of annoying but nothing which skews the matchup; it's basically even. In the phrase "more or less even", 45:55 is "less" and 55:45 is "more".
Top tiers have up to a couple of disadvantageous matchups, a fair few even ones and beat a majority of the cast.
It's community-voted rather than based on results and matchups.Sooo guys. I actually wanted to discuss something. Why can't you trust Eventhubs Tier List? It's actually an explanation for a friend of mine that blindly trusts Smash 4 Eventhubs list and he doesn't even have the game anymore. Soo I would like you to explain in a good post:
Why does Eventhubs Tier List Smash 4 list suck ***?
Wario in bottom tier and Pac-Man in low tierSooo guys. I actually wanted to discuss something. Why can't you trust Eventhubs Tier List? It's actually an explanation for a friend of mine that blindly trusts Smash 4 Eventhubs list and he doesn't even have the game anymore. Soo I would like you to explain in a good post:
Why does Eventhubs Tier List Smash 4 list suck ***?
Here's my MU Chart for (And yes, the characters ARE in order)
Advantage (60:40 to 55:45)
Even(50:50)
Evidence said:FG and online with friends
I will assert to you that Link doesn't have anything near an 80:20 in general as Nobie said, particularly against Dedede.Here's my MU Chart for
Biggest Advantage (80:20 to 70:30)
Big Advantage (65:35)
Advantage (60:40 to 55:45)
Even (50:50)
Slight Disadvantage (45:55)
Disadvantage (40:60)
The way I see it, Link can hold his own if you know how to use him right. The reason I put Pac-Man in his advantage zone is because last night, I had quite a lot of matches with a few astonishingly amazing (tournament level) Pac-Man players on, believe it or not, For Glory. They really did a number on all my characters except Link, I couldn't even win with Ganondorf, but I managed to win with Link when I went 30% serious. Hydrants, Trampoline shenanigans, Fruit picking, combos, they had a great amount of that, but I still won using Link.
As for Link and Sheik being even, we have to remember that Sheik isn't the only character who has combo capabilities. Link does too, and I've even fought a Sheik player online (on With Friends), and he did the same thing to me with every character but Link. But I still struggled with Link, he struggled with Sheik, and it came to my conclusion that they would be more over a tie than anything else. I even went to a couple tournaments to fight against good Sheik players and found that Link can hold his own against her.
Link primarily has an advantage on characters with somewhat bad or predictable projectiles or characters who need to rush him down to do anything. He beats Mega Man because he actually shuts down Mega Man's projectiles and has to make Mega Man respect the bomb, he beats every super heavy except for DK because of their size and weight, and he can kill characters like Doc, Kirby, Mewtwo, Lucario and Puff extremely, extremely early.
D3 is Link's best MU, because D3 is an extremely slow, extremely heavy and extremely sluggish attacker who's only projectile is literally beaten by Link's. D3 is combo food against Link, and has only one option to get out of combos, and that's N-Air. If D3 gets a grab on Link, he can get something going, if he can hit Link with D-Smash, he can KO Link well. But that's IF he can, because D3 is notorious for being the slowest character in overall stats (by this, I mean D3 is the slowest character in dexterity, which is his mobility, aerial mobility and attack speeds all combined; he's not the slowest runner, but if you combine all his stats, he is the slowest). Link on the other hand can just wail on him like no one's business, and I believe this is a solid 80:20 or 70:30 win for him. Link's got the speed, mobility, grab range and most importantly, range and size, all of which are better, compared to D3.
Also, Link doesn't have a projectile that is just shot back at him.
To be fair, we accept Sheik as a -2 whilst you didn't do the same for Rosalina. And I guess it just seems unlikely for a character like Pac-Man, who DOES have top level representation (Abadango) but NOT top level results, to have such a good MU spread. Some problem MUs that could be disadvantageous were noted and there were maybe a few too many advantages too.So pacman can't lose to only three characters, but greninja can...
When they are both around the same place on the tier list...
Wut
Well, all you needed to do was ask for their positions changed~This "post your character's matchup spread"-thing is REALLY getting out of hand.
You actually don't know how good these players actually were. If you play For Glory early in the morning, you will find some phenomenal players that make you scratch your head as to why they don't appear in the day. Among these was a person known as Mr. Casual, and he was just one of the best Pac-Mans I've ever played (professional tournament level is what I can label him).Good ol' Larry is back.
I agree with your post, more people are finally coming around to the idea that Greninja is a good character,To be fair, we accept Sheik as a -2 whilst you didn't do the same for Rosalina. And I guess it just seems unlikely for a character like Pac-Man, who DOES have top level representation (Abadango) but NOT top level results, to have such a good MU spread. Some problem MUs that could be disadvantageous were noted and there were maybe a few too many advantages too.
On Greninja, I think he has 4 to 6 losing MUs (Sheik, Sonic, Fox and Wario, possibly Toon Link and Lucario) but that's still not a lot for a supposed low high tier. So how can his spread be so good?
Recently in this thread, Mario, Peach, Pac-Man and now Yoshi players have suggested they lose to varying degrees. Ryu, Pit and Ike have been listed as even. Not so recently, I know plenty of Luigi and MK mains think they lose.
We've just had ZSS mains visit our MU thread (see this page) saying they think Greninja beats ZSS. This is NOT pro-Greninja bias; I actually argued against it. For those of you waving pitchforks at me I strongly suggest you read our discussion but the tl;dr is that it plays out a bit like the Sheik MU except Greninja is heavier, kills more easily and can Shadow Sneak out of Boost Kick.
Little pieces of information from other players build toward the same conclusion; Greninja is pretty damn good now. He suffers more from a lack of representation than anything else. You can see his MU spread and think "no way, that must be too good" but when you try to name another character he loses to, it gets tricky. Many high/top tier mains have said that Greninja goes even with or beats their character.
So I think people can accept a good MU spread for Greninja because people are starting to accept that this character is genuinely very good now.
Don't make generalizations like this. Knockback = hitstun so you can't say one character combos better than the other. Only that one character has stuff that combos sooner and later while the other has stuff in between. Also KO capabilities is one of the major reasons for Marth's dominance so you can't say the opposite.She has better KO capabilities, but she has worse combo capabilities since that's the case. Tipper Marth wouldn't combo as reliably as non tipper Marth, and going between that makes it to where Lucina won't combo as reliably as non-tipper Marth. But she does have good KO properties.
But I do know there are range differences between Marth and Lucina, as their Falchions aren't the same length (that and their bodies aren't the same height; Lucina's a bit shorter framed, but it's not as noticeable in gameplay).