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Jammy
BR Member
Joined: Tue Aug 12, 2014 4:08 am Posts: 888 Country:
Gender: Male
MGN Username: Jammy
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hi its me, apparently I have to do this
name: jammy
characters: main kirby, secondary marth and mario, low tier main is falcon
experience: I play melee at locals
started playing: about 2 years ago I think? idk
favourite stage: mirror chamber, platforms + small blastzones, and nobody else likes it so its a great cp
tiers: see slackroom tier list
one change: remove DK
items in comp: no
skype: yes
why u need me: add more diversity + competitive insight to BR, help further meta, good experience with the game, etc. etc.
_________________Youtube Twitch <insert giant anime gif here>
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Mon Jun 06, 2016 3:48 am |
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TSF.Strife
BR Member
Joined: Tue Jul 29, 2014 2:58 pm Posts: 1838 Location: Everywhere and Nowhere Country:
Gender: Male
MGN Username: CSWooly
Skype: CSWooly
Currently Playing: Fire Emblem Fates: Birthright, SSF2, SSB4, League of Legends.
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Neutral: Battlefield Final Destination Smashville Pokémon Stadium 3 Yoshi's Story
Counterpick: Dream Land 64 Tower of Salvation Sky Sanctuary Zone Castle Siege/Jungle Hijinx Mirror Chamber WarioWare Inc. 1) Give a ratio for the Captain Falcon/Zero Suit Samus matchup, and explain the reason for this, detailing neutral, punish and offstage and anything else you think is necessary. 2) Given that stagelist above, what one change would you make to that stagelist and why?
_________________Follow me on Twitter here.Youtube channel.
Click to expand thumbnailSSF2 Backroom Character Analyst and Labber Mains: :lucario:
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Mon Jun 06, 2016 8:28 am |
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Jammy
BR Member
Joined: Tue Aug 12, 2014 4:08 am Posts: 888 Country:
Gender: Male
MGN Username: Jammy
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1) 62-38 ZSS's favour
neutral: ZSS wants to use high priority + high range hitboxes in neutral to zone and corner falcon. falcon can't challenge these (except situationally) with his own moves, so he has to bait and punish instead. this is difficult, as ZSS's moves are all fairly low endlag and long range, making punishing with, for example dashdance grab or runup shield, difficult. unless the ZSS messes up their spacing, falcon finds it difficult to win neutral, as the ZSS can play very safe. falcon has a couple of situations that can be favourable, such as holding center stage and dashdance camping to wait for an opening, or using SH knee which will beat ZSS's standing sideB (idek how this works but it does)
punish: ZSS punishes revolve around getting falcon offstage and edgeguarding. fthrow chaingrab works really well here, which leads into dtilt, which in turn leads into fsmash at mid percents. this sets up a simple edgeguard in which ZSS can fsmash high recoveries and dsmash low recoveries. strong punishes, hard to mess up, but a persistent falcon may make it back if the ZSS messes up.
falcon has standard midweight punish game on ZSS. nair leads into uair, dtilt or grab. dthrow leads into knee/stomp on DI in, regrab/uair on DI away for low %. dtilt also leads into uair at low %. uair leads into knee to finish a combo. dthrow confirms into knee on any DI at mid-high %, as does dtilt. I think that falcon's punishes are much more inconsistent than ZSS's, as they're far less linear and require either great reactions to DI (very hard in online lag) or reads of DI.
edgeguarding: ZSS - as stated above. falcon's 'sweetspot' upB is caught by dsmash, any high recovery caught by fsmash. very simple and effective. falcon - should practically never get a punish on a recovering ZSS. frame 1 ledgesnap is very very difficult to edgeguard considering SSF2's ledges (no persistent invincibility). falcon has to guess when ZSS is going to tether and grab ledge, then wait and roll up on the second attempt to tether (ZSS can easily attempt to tether twice even if the first misses.).
overall: terrible for falcon since ZSS controls neutral fairly well, although it's contestable. ZSS punishes are far more consistent than falcon's, and can find easy 0-deaths. falcon can do the same, but far less consistently. edgeguarding is strongly in ZSS's favour - falcon can't really challenge her offstage.
2) remove WW from counterpick. stage is very strong for certain characters (DK, marth, lloyd, zelda, BBM, ichigo), making it an instant ban for many matchups. stage is also pretty laggy, and is rarely ever picked. the lower platforms are also a really janky height, can make certain characters land on them with just a shorthop. overall, it's banned instantly for certain matchups, and for others is pretty annoying/janky to play on, meaning it's almost never picked, and thus redundant.
_________________Youtube Twitch <insert giant anime gif here>
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Mon Jun 06, 2016 10:30 am |
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TSF.Strife
BR Member
Joined: Tue Jul 29, 2014 2:58 pm Posts: 1838 Location: Everywhere and Nowhere Country:
Gender: Male
MGN Username: CSWooly
Skype: CSWooly
Currently Playing: Fire Emblem Fates: Birthright, SSF2, SSB4, League of Legends.
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Thanks for applying.
You have been accepted into the BR.
_________________Follow me on Twitter here.Youtube channel.
Click to expand thumbnailSSF2 Backroom Character Analyst and Labber Mains: :lucario:
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Sun Jun 12, 2016 4:03 pm |
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Jammy
BR Member
Joined: Tue Aug 12, 2014 4:08 am Posts: 888 Country:
Gender: Male
MGN Username: Jammy
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LUL
_________________Youtube Twitch <insert giant anime gif here>
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Mon Jun 13, 2016 3:17 am |
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