Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Funny you say that. Pit and Pittwo would be interesting, since Kirb can SH arrow and chain more since he has more jumps. No sure if Pit or Dark Pit would be better in the matchup as a result... Either we give him Pit's arrows and he can gimp us much more effectively (don't think it helps Pit much since Kirby's almost free to gimp I swear) while we probably outcamp him because we have better movement, or we give him Dark Pit's arrows and now he outcamps us because Dark Pit's fullhop arrows are terrible.I think "literally" is stretching it...~ ;3
Nah but for reals.
Is there any matchup where copying neutral-b makes a big difference? I know Monado makes Shulk a bit more tolerable and needles can be fun with Sheik, but beyond party tricks, is there a matchup that's really salvaged by copy?
Maybe I'm overstating it, but Monado Arts are incredible on Kirby. They work for Shulk because he has rather mediocre stats that become crazy with the Arts. But Kirby already stands on his own, so everything becomes overturned. Speed makes approaching and punishes so much easier. Everything else is icing, really... But since you already mentioned that ability...I think "literally" is stretching it...~ ;3
Nah but for reals.
Is there any matchup where copying neutral-b makes a big difference? I know Monado makes Shulk a bit more tolerable and needles can be fun with Sheik, but beyond party tricks, is there a matchup that's really salvaged by copy?
I disagree with this. Unlike Mac or ZSS (or many other characters), ROB has better mobility than Ness. Ness has a pretty awful run speed (ranked 43rd based on Kuroganehammer) and his air speed is also lower than ROB's. This makes it much safer to ledge reset or to safely airdodge away if he chases after you with an aerial. Ness also doesn't have anything that outranges ROB's nair. Combined with the better mobility, this makes it much easier for ROB to position himself to land safely with nair.vs is similarly quite terrible for ROB because he cannot land at all. People love to point this out when discussing ZSS or Mac but they seem to forget it in this matchup.
I was about to say, the only tough matchups I see is Sheik, Sonic, Pikachu, and maybe Ryu?Djent
EDIT: Changed my mind on the Pits. Reviewed the spread and I really don't think they can have that many disadvantages.
Because Apex 2016's venue burnt down, and every single smasher except Esam died in it.In what reality is Luigi solo viable? He loses to like 6 top tiers. The **** are you guys on?
^I've played the Link side and Kirby is more annoying with arrows. Pretty much what you said, Link still wins in camping but Kirby suddenly gets a long range attack to throw out.**For Glory things incoming (since I haven't played a Link in tournament)**
I might get some flack for this, but I've even found arrows useful against Link/Toon Link. Why? Because if I can't get in on them, I can at least make them do *something* at a distance. Shield, spotdodge, change position... just something. And it's usually a saving grace in a matchup where my only other options are defensive. It doesn't mean I win the matchup, like, at all. But I get an extra option, and that helps.
Well it's so hard to pull off you might as well reward people who do manage to land it.Did you know that there are some intentionally super impractical things Sakurai put into the game? One of them is that an aerial warlock punch is waaaay stronger. And by aerial, I mean that Ganondorf's feet can't be touching the ground when it connects. Without springs or something crazy like a windbox assist it's next to impossible to even TRY to land.
Ah, the complete Ganondorf character philosophy.Well it's so hard to pull off you might as well reward people who do manage to land it.
>Ike in heavy advantagelet's try this for fun!
slight disadvantage
even
slight advantage
advantage
heavy advantage
Kirby 50:50? 0_0 I hate when sheiks say this, since its not true in the slightest. Oh hey we can duck under needles easy even MU lol NO it isntlet's try this for fun!
slight disadvantage
even
slight advantage
advantage
heavy advantage
If fastfallers give DHD trouble, then why is Sheik good? Just because DHD can kill?DHD is fine vs sheik. Prob his best top tier matchup. Definitely better than ness, or yoshi vs her. He wins neutral more vs her since all his projectiles effectively combat needles, and his damage output is higher across all percents. In other MUs his kill potential is much worse, but sheik being a larger, lighter fast faller actually has to deal with 50/50 death around 100 off dthrow, dair, or frisbee (which beats all but full charge needles)
Honestly the main characters barring dhd from viability are sonic and fast fallers right now. The new shield changes have actually helped him out a fair amount I'm discovering. (safe on shield kill set-ups and can use fair safely while advancing, letting me actually follow-up into edgeguards/grabs without the possibility of just getting shield grabbed, and a whole lot of not dying for falling short of perfection)
I know that people have hyped up ducking in the past, but that's a gross oversimplification of the reasons Kirby (theoretically) goes even with Sheik. Still a disadvantage for Kirby until proven otherwise (maybe a Mike Kirby vs Vinnie redux customs off can give us an idea), but still.Kirby 50:50? 0_0 I hate when sheiks say this, since its not true in the slightest. Oh hey we can duck under needles easy even MU lol NO it isnt
Marth, Lucina, and Shulk have no such trouble killing. Smash doesn't really change that much about Shulk, he already has the 23rd strongest (in terms of knockback) forward smash in the game without it. Also, Shield Breaker is a strong move regardless of charging. And if you manage to break a shield with it, that pretty much ends the stock right there. For Marth, he can kill very well using his tipping. I mean, Marth's tipped forward smash launches further than Ike's. Even a neutral aerial has high amounts of knockback at tip.As for your other points I can't really answer anything before you explain yourself, but there's nothing to suggest that Marth or Lucina, despite having some good tools, have more going for them than the ones above. Same for Shulk, whereas Bowser's up there because he not only has a decent neutral, but also two "kill throws" and good kill potential altogether. I think the lack of reliability killing is a major weakness in this game, and only characters who have a ton of other strengths can truly deal with it (even Yoshi and Pikachu struggle). The lack of grab reward is another major weakness a character can have, and Marth, Lucina and Shulk posses both of those weaknesses. Smash dthrow for Shulk isn't in my opinion enough, because Smash anything kills and activating it is usually a huge risk.
I'm sure Sheik is Meta Knight's worst machup.let's try this for fun!
slight disadvantage
even
slight advantage
advantage
heavy advantage
But that also means Jiggs, G&W, and Wii Fit have even MUs with Sheik too? Ducking helps, but the startup on needles is too fast to react to. you have to read a needle throw to avoid it.I know that people have hyped up ducking in the past, but that's a gross oversimplification of the reasons Kirby (theoretically) goes even with Sheik. Still a disadvantage for Kirby until proven otherwise (maybe a Mike Kirby vs Vinnie redux customs off can give us an idea), but still.
Pretty much. But also because she can't kill on reaction/punish like most fast fallers. DHD gets a looot of free damage but needs to take chances when killing, vs some characters that can spell death.If fastfallers give DHD trouble, then why is Sheik good? Just because DHD can kill?
How do you feel about Greninja, out of curiosity? DHD is one of the MUs I'm not too sure on, judging from this it sounds like Greninja would have the advantage.Pretty much. But also because she can't kill on reaction/punish like most fast fallers. DHD gets a looot of free damage but needs to take chances when killing, vs some characters that can spell death.
Fox and diddy are fast fallers but too small for dthrow set-ups to work as well.
Falcon is big and fast falling, but really heavy and kind of hard/scary to grab due to jab and his speed.
The general reason fast fallers are bad is because less time in the air = less time to set up, and duck hunt doesn't really have any combos that make you regret being a fast faller. In fact, dair sets up worse on fast fallers since I have to use usmash, which they can fall out of(and most can kill me when they do ). Uair on floaties/mids is much more reliable.
ZSS is actually probably doable too though for similar reasons, I'm not too familiar with the MU but I like how I can't be grabbed as a whiff punish for a lot of stuff. Can't really punish flip kick abuse though, that's annoying.
The best player in BC, my region is a DDD main...if that counts. He's insane. That's why I say he's bottom 10 myself.Can someone remind me as to why Dedede is considered anything but bottom 5?
Still not buying pacman in advantage. He should be in slight advantage.let's try this for fun!
slight disadvantage
even
slight advantage
advantage
heavy advantage
Just won grands from losers side of Nova Knockout vs F.O.E's greninja.How do you feel about Greninja, out of curiosity? DHD is one of the MUs I'm not too sure on, judging from this it sounds like Greninja would have the advantage.
Why would we reflect any non-Key/Galaxian fruit? It's not worth it most of the time, just block or grab and hold on to it for as long as possible. Most of Palutena's best moves are her aerials anyways. It's not difficult to swat Pac away when he tries to approach (Even Reflect can stop him from approaching with aerials, which is kinda funny). We don't struggle to approach Pac and we don't really have to worry about being shieldgrabbed if we space F-air/B-air poorly and he blocks them. Palutena's a lot more mobile than Pac too so it's not hard to stay close to him and stop him from setting stuff up.Reflect is trivial in the matchup because we can pellet heal off of any reflected fruit that isn't key or galaxian. We can actually walk up and pellet heal off of the reflector itself. Hell, Apple, bell, and hydrants can fly over it. Counter is much more effective for dealing with our zoning, but even then, you still can't get in safely.
I don't see how being able to land F-air/B-air, DA and U-tilt is exclusive to the pacman matchup. Our frame data is much better than yours, we win in CQC, and our traps work just fine on her.
Not sure if you're saying that Palutena's Jab is her fastest ground attack but it sounds like it so just in case you are, Dash Attack's hitbox comes out frame 6. When contesting moves it technically beats things sooner than that because it's invincible starting on frame 4.At this point I realize Palutena's jab is f7 and not f8 the latter of which is how I remembered it. Not a huge difference though as it still means her fastest normal is no faster than her grab
D-tilt can lead to Jab Locks with Auto Reticle at lower %s if they miss the tech (works at higher %s on stages like BF). It sets up for a D-air if you hit someone with it while they're offstage or hanging on the ledge. It also outright kills Mario at the tip of the ledge somewhere around 115% with some Rage on SV. Not too scary killpower-wise but it's something, I suppose.Her dtilt is safer than I recalled, but it definitely doesn't set up into anything. Utilt and ftilt seem to have very little utility to me, anti-air and punish maybe?
According to AeroLink there are some very specific %s where D-throw>U-air is pretty much guaranteed or at least a 50/50 on most characters????????? Idk, I still doubt this is a thing but lately he's been landing it from time to time even against smaller characters despite the fact that most people who frequent Shockwave know what to do when Palutena D-throws them.It does work on a few characters, but the large majority can avoid it by DI'ing away and there's never any reason they shouldn't if they're at kill percents. The biggest reason it's so good with lightweight (in addition to the fact that it works on everyone) is that Palutena jumps so high while uairing them they die pretty much 30% earlier.
That's interesting (I don't even know who F.O.E is lol), I have very little experience with that MU myself but I often saw DHD mains saying that Greninja won but I was never too sure about that.Just won grands from losers side of Nova Knockout vs F.O.E's greninja.
I think it was bad pre-patch because my pressuring kit was incomplete. If I daired greninjas shield he could oos usmash, now I retain full frame advantage. And shuriken goes through my projectiles so not being able to efficiently pressure up close really hurt, I had to jump around a lot and try to set-up from the air. It was really awkward and scary just to establish a neutral. Now I could just approach.
He seemed to have a lot of trouble dealing with the shield pressure of dair and fair, Also duck hunt's natural damage output being higher and trick shot beating uair means if greninjas at higher percent than dhd it's risky trying to uair him high up.
My mario got bodied game 1, that MU feels really bad and the DHD MU felt really good. He did one set then after getting nearly jv3'd game 1 of set 2, he told me he never wants to do that mu again and pulled out some other chars lol
The dthrow set-ups don't work right on greninja at all and he gets out of delay shot frisbee at crucial combo percents a lot, his awkward hurtbox and slide definitely screws with my smashes too, but I edgeguard him really good and duck hunt's fair presents a similar issue that sheik's does for greninja, you don't really get to bait his air dodges due to it.
When it comes to Marth's aerials, back air is on the weaker end compared to other back airs when it comes to killing, and nair kills even later (around 150% on Mario center stage). Forward air can't be considered a kill move when you need close to 200% to kill with it, but uair kills quite early (~130%). All these assume tippers, and you're not going to get them a lot of the time since spacing isn't only dependent on you, it's also dependent on your opponent, relating to fsmash and shield breaker as well. Dancing blade is a dysfunctional move with hits missing especially if you go for the vertical finish, and dolphin slash doesn't really kill either. If only they did. Lucina has it even worse, but while her fsmash lacks the tipper clutch factor it's better in many situations where you're presented with a punish chance that you'd miss if you took the time to space properly. Gimping is something that they can indeed do, but I feel like this is always the final crutch and doesn't really amount to any sort of reliable KO capability since it's heavily matchup and read dependent. What your argument made me realize though is that shield breaker is quite a good move when spaced, however I'm still anything but convinced Marth let alone Lucina doesn't have trouble killing (Lucina in particular because of aerials and Marth's SB tipper being so much stronger than Lucina's SB). You'll see Marth kill at 50% sometimes, but compare it to all the times he struggles until around 150%.Marth, Lucina, and Shulk have no such trouble killing. Smash doesn't really change that much about Shulk, he already has the 23rd strongest (in terms of knockback) forward smash in the game without it. Also, Shield Breaker is a strong move regardless of charging. And if you manage to break a shield with it, that pretty much ends the stock right there. For Marth, he can kill very well using his tipping. I mean, Marth's tipped forward smash launches further than Ike's. Even a neutral aerial has high amounts of knockback at tip.
Marcina is speedy, with good frame data. Many of their attacks come out at frame 5 or 6. This allows them to rushdown, and it leads to them having many positive matchups. Falchion, while it's not as long as Ragnell, still grants them a lot of range, notable in their forward aerial. Speaking of the forward aerial, it makes a great gimping tool that almost always lands. Marcina also possesses high jumps that let them recover nearly any time they land a gimp successfully. The sword swings reach both horizontally and vertically, making them tricky to avoid. Dancing Blade aids their recovery slightly, and is virtually a one attack combo difficult to beat if used offensively. Even if they aren't able to generate enough knockback to KO, they can simply gimp. This works on many characters.
Shulk has quite a bit of starting and ending lag, but Bowser has lag as well, and is just about as easy to punish as Shulk is. The truth is, Shulk is one of the most balanced characters in the game. His attacks aren't easy to avoid once they actually come out, and Shulk can successfully use them as long as he has a bit of spacing. All he needs to do is cover his opponent's landing with an uncharged forward smash at a somewhat high percentage, and that's the game.
Palutena's DA is frame 6 but you need to start a dash first meaning a minimum of 1 extra frame, so even that is a 7 frame option. I'll now take back what I said about her tilts, but I'd still call them below average overall.Not sure if you're saying that Palutena's Jab is her fastest ground attack but it sounds like it so just in case you are, Dash Attack's hitbox comes out frame 6. When contesting moves it technically beats things sooner than that because it's invincible starting on frame 4.
D-tilt can lead to Jab Locks with Auto Reticle at lower %s if they miss the tech (works at higher %s on stages like BF). It sets up for a D-air if you hit someone with it while they're offstage or hanging on the ledge. It also outright kills Mario at the tip of the ledge somewhere around 115% with some Rage on SV. Not too scary killpower-wise but it's something, I suppose.
As for U-tilt, it's actually really useful in quite a few situations after all the buffs to it. It's her fastest tilt by far and it becomes pretty strong with Rage. For reference, it starts killing mid-weights at 120% with 70% Rage on FD (basically a slightly weaker Mewtwo U-throw). You can (kinda?) true-combo into it from Jab around 100% without Rage on all but a few characters. Works earlier with Rage, of course. The move eats rolls, spotdodges, and ledge getup options because of how long it lasts. It's transcendent and it lowers her hurtbox so it beats things it wouldn't otherwise.
F-tilt is just sad and most of what it does, our other moves do waaay better, really. I guess it's notable for doing some decent shield damage???????
According to AeroLink there are some very specific %s where D-throw>U-air is pretty much guaranteed or at least a 50/50 on most characters????????? Idk, I still doubt this is a thing but lately he's been landing it from time to time even against smaller characters despite the fact that most people who frequent Shockwave know what to do when Palutena D-throws them.