FullMoon
i'm just joking with you
Something that I was wondering, if you couldn't buffer ledge options and so ledge trumps became a more common sight, would that be better or worse for the game overall?
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@Blobface 's right. The principle I spoke of earlier, by whose virtue Ganon <can> succeed, is the same one governing trumps, and that's that there aren't any universally inclusive decisions which satisfy all possibilities. In other words, in the case of trumping, you're obliged to commit to something, lest you get trumped or, if you buffer, put yourself in a bad situation. Trumping itself may have "first order" issues in that which in order to be made useful, some secondary planning has to happen (baits, etc.), but the threat of trump itself is that which forces a commitment. Just planting that in your opponent's head gives you tremendous control of the ledge, especially as Ganon.I know I'm making a post featuring Ganon for the thirteen-millionth time, but I really do think this match shows off some really great usage of ledge trumping in Game 1.
1:12 Vermanubis trumps Kimidori and goes for a backwards Wizkick Spike. Had Kimidori not reacted fast enough, he would've died at 27%.
3:02 Vermanubis notices Kimidori buffering out of his trumps. Shortly afterward, he fakes out a trump and instead does a pivot F-tilt, killing Kimidori.
And this is Ganon too, the guy that commits to everything and can't cover multiple options well. I'd imagine faster characters would be able to use this even better. Ledge trumping isn't some all-powerful harbinger of doom, but to say it's purely opportunistic seems extreme.
Well, we've managed with edge-hogging up until now so how bad could it be?Something that I was wondering, if you couldn't buffer ledge options and so ledge trumps became a more common sight, would that be better or worse for the game overall?
He won't. He doesn't like Smash 4, he only would play Doubles. Straight from the man himself.Ontario doesn't travel, that's ths thing. Poke I think went to SSC and TBH5 but choked out of both of them, and that's it. Trust me when I say we are good, we just gotta hope Poke doesn't choke lol.
Also, our 3rd in the PR won a Canadian national, and doesn't have a wii u. V115 could be a real threat once he gets one. He is one of the top brawl players tho.
I meant to say this about a previous comment, but what you said about threatening with Ganondorf by just slowly advancing and creating an imposing figure reminds me a lot of how Ganondorf behaves in the final battle of Twilight Princess. He just slowly walks towards you ready to mess you up.@Blobface 's right. The principle I spoke of earlier, by whose virtue Ganon <can> succeed, is the same one governing trumps, and that's that there aren't any universally inclusive decisions which satisfy all possibilities. In other words, in the case of trumping, you're obliged to commit to something, lest you get trumped or, if you buffer, put yourself in a bad situation. Trumping itself may have "first order" issues in that which in order to be made useful, some secondary planning has to happen (baits, etc.), but the threat of trump itself is that which forces a commitment. Just planting that in your opponent's head gives you tremendous control of the ledge, especially as Ganon.
In essence, I don't think it's entirely accurate to say trumping's irrelevant. Anything which forces exclusive decision-making (which trumping does) is worth investing serious thought into. Any way you look at it, when you're on the ledge and someone's running towards you, thanks to trumping, you're gonna make a decision -- probably quickly -- and that decision can be manipulated and capitalized upon.
That's what I mean. If he would, he would be become a real threat.He won't. He doesn't like Smash 4, he only would play Doubles. Straight from the man himself.
Yes but then you need passports. If you don't already have one, that can take up to a year and isn't exactly free to get. It also adds extra travel time going back and forth across the busy border crossings, or driving out and around to less used ones.90% of you live within 100 miles of the U.S border. You can't be that spread out, you aren't North-South XD
A lot of Smash 4's Mewtwo's issues exist because the development team were so accurate to its Melee iteration.Jab is active 2 frames earlier and is actionable 4 frames earlier, yet forward tilt is active 4 frames later and actionable 6 frames later.
Up-tilt's over-the-top amount of hitboxes is because they were like that in Melee, they even had the same trajectories. Down throw has the same trajectory and knockback values, and while they both have too much ending lag to reliably combo non-fast fallers, Smash 4's down-throw still saw 3 frames added to it.Up-aerial is only active for 3 frames and has no reach in-front of him. Neutral-aerial and forward-aerial have very little range.
They've kept Mewtwo so close to Melee yet gave him some extreme nerfs to his weight which is just very interesting to me. The loss of a damaging charging Shadow Ball is one decision I really don't understand, though.
Oh yeah, and his back-aerial was fine. Why'd they "upair-ify" his back-aerial for Smash 4?
Mii Gunner has several kill setups with charge blast that are not used very often in competitive play. I am currently working on writing a mii gunner true combo and follow up thread. I am almost finished with default Gunner's combos (outside of Gunner's jab follow ups, including jab to charge blast), but I don't have the skill in footstool combos to come up with anything for Gunner. I have seen what you can do with Gunner, and I think you are one of the best Gunners in the world, but some of the follow ups in my post could help you improve. I would appreciate if you can read my post, and reply with some combos of your own.With charge shot, Gunner may have a lot better time admittedly. I don't think 1111 has better kill power. It probably has worse since you don't have bomb drop or missile, or even cannon uppercut if you feel like it. This is from my experience playing against Gunners and as Gunner vs. Ike. Maybe a charge shot spec is a lot closer to even if the gunner is defensive.
That is not what's actually happening. Like any character, When Marth Fsmashes and during his Fsmash end lag, his body is moved forward. This is what allowed M2's Dsmash to reach.Dsmash is transcendent and outranges Marth fsmash. I've seen it!
I think that would be really bad honestly. Not only would it be annoying like edge hogging was but it would be much less dynamic. The edge stuff is so dynamic with the buffered option system. Like when Nairo goes to tether ledge trump ZeRo and they both do a ledge jump at almost the same time and because their characters have broken mobility one ledge jump already puts your mid-stage, mid-height. Nairo Uairs, ZeRo dies (TBH5).Something that I was wondering, if you couldn't buffer ledge options and so ledge trumps became a more common sight, would that be better or worse for the game overall?
Brink of viable? You do not understand this character very well.
Coming from a meta knight main I know his exact weaknesses, MK is at the brink of viable but his glaring weaknesses are his priority and how light he is.
Too many times ive died to ZSS not from her Up-B but a single Up-air around 80-100 depending on the stage, but around 110-120 you might as well give up.
Range isn't an issue for MK
So... through the eyes of players that don't play MK... why is he or why isn't he so high? Im really curious
Let's check that.Just a few General questions I have for this list (no particular order)
Heavy, Good projectiles, awesome range, great recovery, but sub par combo ability
*cough* *cough*
*cough**cough*
They all do the same thing, pick your flavor.
I agree, but at the same time disagree.Brink of viable? You do not understand this character very well.
Meta Knight's only main weaknesses are that the crux of gameplay is based off of dash attack interactions, and that if a player actively knows to DI dash attack and can do so on reaction then the rest of his follow ups become inconsistent or impossible.
Meta Knight is a top 10 character right now.I agree, but at the same time disagree.
Most of MKs go to options are to punish or trump a dash attack or grab, then follow up.
Normally im using
Nair, Neutral B, DThrow, DTilt etc...
you can DI the dash attack sure, but i rarely get conversions off of it in the first place.
glad you pointed that out though.
also when you said "Brink of viable"? You do not understand this character very well.
what did you mean? and where would you put MK in terms of viability.
like I said this is all my opinion and im curious.
The nerfs to weight came because a) everything that isn't a combo or setup tool has drastically increased knockback, b) he has amazing recovery and c) his shadow ball is now the strongest projectile in normal circumstance.Many of Mewtwo's frame data adjustments appear to be standardization based on range. Similar to how Donkey Kong had his forward tilt IASA brought closer to other heavyweights or how R.O.B's forward tilt had its range cut back significantly.
A lot of Smash 4's Mewtwo's issues exist because the development team were so accurate to its Melee iteration.
Up-tilt's over-the-top amount of hitboxes is because they were like that in Melee, they even had the same trajectories. Down throw has the same trajectory and knockback values, and while they both have too much ending lag to reliably combo non-fast fallers, Smash 4's down-throw still saw 3 frames added to it.
They've kept Mewtwo so close to Melee yet gave him some extreme nerfs to his weight which is just very interesting to me. The loss of a damaging charging Shadow Ball is one decision I really don't understand, though.
I get that and i agree, but i probably should have explained further.Let's check that.
Heavy?
: Not really
: Yes
Good Projectiles?
: Yes, Galaxian comboes, Bell stuns and Hydrant plows through Hoo Ha-esque things (except BEEP-BOP)
: Cannonball's atrocious, if that's what you mean. MechaKoopa is good but not comparable to the projectile game of Pac and I presume Mega as well
Awesome Range?
: In Projectiles, not in normals
: Powerful disjpints, yes.
Great Recovery
: Between Power Pellets and all Trampoline Jumps (though he's easy to hit while Trampolining) Pac-Man has an above average recovery
: Same, Koopa Kart is great, Up B great too but easy to hit.
No combo
: Yeah, no comboes apart from Nair to Fair
: His biggest strenght is his amazing combo-ability.
All in all, Pac and Bowser Jr aren't really comparable.
Iiinteresting. I don't think this MU is in Pika's favor, though it could be even, maybe disadvantaged. It's an interesting one where one of Pika's biggest strengths can potentially be nullified (hey, you want to avoid my follow-ups? Too bad, this is guaranteed!). MK also doesn't care too much about sh fair and his ground game matches up vs. Pika's fairly well.Mr R went all MK at a national in Germany. Both singles and doubles.
For the Pikachu thing Esam has recently been struggling against a MK from Clemson(think he's called Sect), always going game 5. Tyrant also took Esam to game 3 at EVO but customs, not sure if MK truly beats Pikachu.
Its not my preferred choice that's all, I normally go for Dtilt to Dthrow then the UpAirs come in.Meta Knight is a top 10 character right now.
If you are not getting conversions from dash attack then you need to improve.
I've been learning MK as of late and from what I've seen (from top Metaknights,not mine) his biggest weakness is that his neutral is generally relegated to the Mid-Range and dash options and if the Opponent has the ability to control that area throughly MK is neutered and can't use his awesome advantage state as easily. You're just sort of forced to... Wait.I agree, but at the same time disagree.
Most of MKs go to options are to punish or trump a dash attack or grab, then follow up.
Normally im using
Nair, Neutral B, DThrow, DTilt etc...
you can DI the dash attack sure, but i rarely get conversions off of it in the first place.
glad you pointed that out though.
also when you said "Brink of viable"? You do not understand this character very well.
what did you mean? and where would you put MK in terms of viability.
like I said this is all my opinion and im curious.
9-12 to me is at "that brink of Viable" but like you said, "and if the Opponent has the ability to control that area throughly MK is neutered and can't use his awesome advantage state as easily. You're just sort of forced to... Wait."I've been learning MK as of late and from what I've seen his biggest weakness is that his neutral is generally relegated to the Mid-Range and dash options and if the Opponent has the ability to control that area throughly MK is neutered and can't use his awesome advantage state as easily. You're just sort of forced to... Wait.
His advantage state is too good to be "At the brink of Viable." And his disadvantage state is also decent enough, it's just held back by such a hollow method of approaching.
A Metaknight is only as good as his ability to stretch advantage (specifically conversions off of Out of Dash options) and that's why Leo and Abadango (in particular) seem so scary with him.
I have him at the 9-12 spots depending on what's going on in the world.
grab is frame 7 (maybe one frame slower than average), Nosferatu is frame 16 (on par with ZSS/Samus grab)Out of curiosity, how much slower is Robin's Nosferatu than his grab? I never see Nosferatu these days, and I'm not sure why.
Esam vs Tyrant was off stream sadly, but yea he had customs while Tyrant was using default. Pika doesn't win but its hard to talk about this MU there's no footage of it being played at high/top level. I would say Nakat but he's never played a good MK in general, a problem alot of US players have because good MKs are rare. Socal is the best region in terms of MK rep.Iiinteresting. I don't think this MU is in Pika's favor, though it could be even, maybe disadvantaged. It's an interesting one where one of Pika's biggest strengths can potentially be nullified (hey, you want to avoid my follow-ups? Too bad, this is guaranteed!). MK also doesn't care too much about sh fair and his ground game matches up vs. Pika's fairly well.
IIRC customs helped ESAM and not Tyrant in their EVO match (I think ESAM landed a twave lock at some point). And I'm going to have to look up Sect now.
Also, we only get four uses before a 40 second cooldown. It's only really useful as a mixup to punish staying in shield or when your percents is significantly higher than your opponent's. (Some people just use it up to get the book, though)Out of curiosity, how much slower is Robin's Nosferatu than his grab? I never see Nosferatu these days, and I'm not sure why.
I didn't skim over the Mega Man-part, I'm just not really well-versed in Mega Man's playstyle and abilities and I didn't want to spread false info.I get that and i agree, but i probably should have explained further.
Their main game is making your opponent deal with a large amount of projectiles and then punishing.
what you skimmed over was that i was comparing Mega to pac and BJ, not BJ to Pac.
So lets try it again
Heavy?
: Yep
: Nope
Good Projectiles?
: Yes
Great Recovery
: All are good, but easily gimpable
No Combos
: Kinda
: DThrow to dash attack (i guess? is it true idk)
: Good combo ability
This is all just my opinion.
grab is frame 7 (maybe one frame slower than average), Nosferatu is frame 16 (on par with ZSS/Samus grab)
I see; thanks!Also, we only get four uses before a 40 second cooldown. It's only really useful as a mixup to punish staying in shield or when your percents is significantly higher than your opponent's. (Some people just use it up to get the book, though)
"This is all just my opinion."I didn't skim over the Mega Man-part, I'm just not really well-versed in Mega Man's playstyle and abilities and I didn't want to spread false info.
Anyway, comparing those three is like comparing Zero Suit Samus and Mario because they're both fast with a projectile.
Why can't more people be like you?I didn't skim over the Mega Man-part, I'm just not really well-versed in Mega Man's playstyle and abilities and I didn't want to spread false info.
Exactly how are you landing up air chains from down throw on an opponent that DI's the down throw?Its not my preferred choice that's all, I normally go for Dtilt to Dthrow then the UpAirs come in.
His Dash attack is hard to punish but I prefer the angle of DThrow to start the chain
I use dash attack normally to punish rolls or punish charged smash attacks, but then you might as well use tornado since it does I believe 18-20% with all of the hits.
but that's how i personally play Meta
Best projectiles are very likely to be Sheik's needles (Or Kirby with Sheik needles). Self healing is just a neat bonus and is pretty unremarkable despite what everyone who doesn't main this character will tell you. Throws are ok, frame data is also ok. You probably meant hitboxes here since I don't know how often the Ryu meta focuses on hurtbox alteration, also no very sure how "extremely precise" his hitboxes are they seem pretty normal in comparison.
/
Best projectiles in the game, Kills REALLY early, Self healing, Can camp for days, but has fantastic throws and frame data.
limits are that their hurt boxes are extremely precise and is hard to learn (just copied and pasted that last sentence from the Ryu panel, but it still works)
Wii Fit mains, if you exist...
Please go to tournaments, do you like need a ride or something? I can buy you a bus pass idk...
Wario Chomp - Frame 8When one says Nosferatu is just a 16f grab, it sounds pretty bad. But as a command grab, it's both air usable and b-reversible. And compared to other command grabs, the only quicker ones to start are Force Palm and Flying Slam (grounded; aerial is a frame slower).
Also, a little-known fun fact: it has a minor amount of i-frames (15-17f?) to simulate grab armor!
Yeah... Just wanted a few opinions of it in a vacuum. The -6 (actually -5) move from the other day would be Pit's Nair.In case people haven't figured it out yet since it's LancerStaff , it's Pit's fair.
How do you define viable, if I might be so bold as to ask? What I extrapolate from this is that only the Top 10, by definition, can be considered viable. In a roster of over 50 characters, that is a very bold statement indeed.9-12 to me is at "that brink of Viable"