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Originally Posted by The_the
Don't some of his moves go past shields ( that's what I meant to say originally) like Marth's fair or GW's bair?
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I don't have experience with Marth's fair shield-poking. When something shield-pokes it's because the opponent's shield is too small or the attack hits in a spot not protected by the shield. G&W's bair does that because it his a lot of time and wears down shields easily, shield pokes can be avoided by angling the shield or not holding your shield against multiple attacks.
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They're not grossly strong, but considering his range and speed, I consider them strong. He can rack up damage with the most ease in the game, making his attack strength that less important. Plus, he has the best pressure offense in the game as well, making attack strength less important for that reason.
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Speed of racking up damage isn't directly related to how good it is, the efficiency is what matters. Besides Shiek, Yoshi, Olimar, Diddy, Bowser and Game and Watch might do it faster anyway. Wario, Game and Watch, DK, Diddy and Marth have better pressure games because they can be more consistent and evasive in more circumstances due to either speed or how well they damage shields.
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Realistically, MK can rack up damage and kill someone at 120% faster than, say, Snake can do the same to the same character and kill him at 100--if they're playing their usual ways ( MK pressuring; Snake dash attacking, 'nades, and trying to mindgame into tilts/ jabs.), I think.
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Speed is a really vague thing to go into because efficiency would be most more accurate. Snake can survive a shuttle loop at 150 because it's easy to DI to the corners. Take Mario's back throw as an example, if you DI up from that attack, you live a whole lot longer. MK also dies really easy off the top, where most kills for all characters take place, because it can't be DI'd as well. Also, Snake can KO MK at 80% with his up tilt. Snake also can base a lot of his game off of countering MK among other things.
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Very true, but not that important, considering he can continuously spam those moves until they HAVE to use their shield, wearing it down. Upsmash is typically a move I would almost never use for any reason. Also, his upsmash comes out three times, making it more likely to land than most others' fsmash.
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They don't have to spam it to make someone use their shield, people use their shield the first time an attack is used. Keep in mind that Wario's down smash is bad because it lasts so long. Even though it does come out three times, it can still be spot dodged.
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Quite frankly, when I know can land moves with ease, not being able to kill with that move means squat, considering I will likely be landing move-after-move-after-move, while everyone else has to play strong defense and mindgame into a single succesfully landed hit in most cases.
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MK can only land moves one after another on the ground due to DI. Even his down tilt, which has a good frame advantage and arguably his best poke, you can perfect shield and punish, without even perfect shielding it can be escaped with a small amount of hits if you get caught by the initial hit. Also, a lack of kill moves is a bad thing. Kill moves can be used to rack up damage, so it's a very bad thing.
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What DI problem does his Fair have that someone like Marth's doesn't? Are you basing it off you can't combo with it exclusively? It's basically his neutral with a slightly smaller hitbox overall but with more hitbox range in the direction chosen.
After they're hit, people can DI out of it? In most cases Marth is dealing with the same crap.
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Multi-hit moves put you in hit-lag, during hitlag you can use smash DI to escape moves that are multi-hit, and even if you don't escape you can use normal DI to keep him from following up due to MK's terrible air speed. Marth doesn't have any of those problems.
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Mach Tornado is a broken move. I'm sorry. The only reason it isn't obvious is because people find it unethical to abuse it more than they already do. If you don't dodge and then DI right, you won't be able to use your shield to defend against it for more than one full cycle. After that, it could wear down your shield to the point of going past what's left and leaving you stuck in it without the ability to DI out of it until after taking 14-18 damage or so. If you don't DI properly again, you would then very likely take close to maximum damage because you can't spot dodge it without getting hit after those frames wear off, and your shield has already been worn down from the previous tornadoes.
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Broken would mean that if you don't use MK and spam Mach Tornado you will lose, which is false. Mach Tornado has 29 frames of ending lag from a normal finish and 35 frames of ending lag from a botched landing, in addition to whatever amount of helpless frames he gained falling from the sky, from what I remember. Also, MK's do not have any problem spamming that move, but note that the famous MK players don't spam it and they place the best. M2K also doesn't ever lose MK dittos, if you need to have a variable isolated.
The move is also punishable after only one cycle, leaving your shield the time to recover from it and also gets punished on command due to it's long duration that you don't have to have any sort of chance to say that you couldn't punish it correctly because it was unexpected. For instance, an MK tornado is a DK down smash. Also, DK's shield is the worst in the game (not including OOS options, sorry Yoshi.) As DK I can fully shield that move by angling it. Even if you get caught in it, you can DI out and punish sometimes, Fox and Sonic pop right out, for instance. It also won't do that much damage if you DI. I used Mach Tornado on a Snake CPU and he only took 15% actually. I remember only taking like 9%.
In other words, the shield is fine, even as DK, if worst comes to worst you can run away to recharge your shield. It goes to full from zero in 12 seconds or maybe that was Bowser's fire breath, I can't remember.
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I'm not that well-studied of drill rush, so this is probably my most naive comment here, but drill rush seems to have almost infinite priority and, if you land the attack, you can almost immediately do it again for major knockback. I have to study this move more, though.
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It doesn't, it can be broken by Bowser's dtilt, you can actually edgeguard with it, lol. Also, Drill Rush has so much lag, the only way it doesn't have enough lag for a half-charged Ike forward smash is if it sweet-spots the ledge. You can actually get hit by that move, DI out and then Ike forward smash him. Drill Rush is like useless for anything but recovery.
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I couldn't agree that his fsmash is bad. I just tested it and you can do it three times within a second if you start the timing when the hitboxes appear; almost three within a second from the start of the first attack. Also, it has more knockback than a non-tipper Marth fsmash while doing the same amount of damage: If you watch it, MK swings in such a way that for most of the duration of the hitbox it would connect at an angle sending the opponent slightly downwards with more velocity than Marth's fsmash at pretty much any distance away. It's not a useless move at all, just not as useful in ways people ASSUME it should be useful in.
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MK's forward smash comes out in 24 frames and Marth's comes out in 11. Try tippering Marth's fsmash, if it didn't have a bad non-tipper it would be broken. Marth's also has more range. So MK's forward smash is actually slower than Donkey Kong's and doesn't have any shield stun. (Admittedly DK's fsmash uncharged has hilariously only 2 frames of shield stun, but it increases at a much faster rate than other characters.) Meta's shield stun is just bad. Another fact is that Marth has a tipper hit box behind him.
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Uptilt is bad? He can juggle most opponents for a free 22 damage or so? It's not gross like Shiek or Mario's, but any move that can juggle is not a bad move.
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Bad range, bad speed and it juggles poorly, I'm actually pretty confident it could be escaped after one hit more easily than every other juggle.
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His jab is bad, too? I would agree that it's a little risky to use because of it's pre-determined long duration, but you can't dodge around it and have to shield roll in order to avoid getting hit at all.
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You can just shield it until it pushes you away, it's super easy to DI, comes out slow, has lots of lag, chains to nothing, does very bad damage and you can actually shield while you are caught in it.
Voted worst jab in the game in this thread.
The Worst "___" Thread - All is Brawl forums
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I can't remember his Bair right now.
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I was playing against MK and I moved a significant amount during hit lag, seemed more so than with his fair so I think I could get out if I used smash DI.
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It is wrong, but is actually in my favor. MK's damage output with Fsmash is the same as Marth's when not sweet spotted. And, again, the knockback is stronger than Marth's non-tipped. So, essentially, his Fsmash is way quicker, does equal damage, and has more knockback than a character who is heavier than he is.
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I explained this and MK's forward smash is actually way slower.
Edit: Actually all the lag from Drill Rush I was thinking of was from when it's finished in the air, drilling into the ground does not have that much lag, but it's still bad. Another thing I got wrong is that snake's up tilt does not kill MK at 80% although I'm not sure how much later it kills.