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Jorge Adrian Hernández The bumpers are mechanical until you push them in to a certain point. This was used for soft-shields(?) in melee, but has no use in smash 4. If you press them all the way they will send a digital signal, but because of the extra push and sort of bad indication, it makes it slightly harder to time. Digital buttons are simply a bit more responsive, especially if the you are doing something reaction based. Bumpers also make it hard to do fast consecutive inputs. I mean, have you tried doing mewtwo footstool -> double jump cancel combos with L or R as your jump button? It's hell! This is why Abadango jumps with Z.
jrnoobzero Currently Shield (L) and Jump (R), but i have looked at a lot of different combos and techs both universal and character specific and tried to create an optimal control scheme that will work well for every character. Still figuring out some details and I have an important tournament tomorrow so I need to stick with what I'm used to for a couple of more days. My new setup will probably have shield or grab (L) and special move (R) with an alternate shield button (B(?)) for when my thumb is not on "busy" to allow for easier techs and perfect shields. Jump will be on Z and maybe Y for easier short hop nairs without losing grip or using diagonal tilt stick. I will try to get used to Z + diagonal tilt stick nairs too, especially if it works with double-sticking. Also still trying to figure out if alt. smash has any effect on c-bouncing. Keep in mind, only the gamecube controller has the issue with mechanical buttons. So if you are using pro controller, you should be fine either way.
the meaning behind the shirt is that in donkey kong country 64 or something the sound that plays when you save is DK saying 'OKAY'. also it looks like one of those 'obey' branded shirts in the logo so i guess that's a joke too. i need that shirt!
People who say slow heavy characters can't fight fast characters, refer them to this video. I almost thought Sammy would bring it back. This was such a good tournament.
Hmmmm...More optimal I say, he's better at conditioning than Will. Similar to comparing Scatt and kameme, they're both godlike but one is more consistent than the other in my opinion.
That's a little too convoluted to argue, generally because consistency just shows a players average performance, but not their potential. Ally isn't as consistent as his Evo performance, but he's still #2 hands down...if you get what I'm saying. In the FGC transitive property doesn't work quite the same. Just because A > B and B > C doesn't mean A > C.
+ATARi the transitive property stuff you just mentioned doesn't apply to what i was saying. You made a comment implying that just because someone is more consistent(performs better consistently) does not mean that person is a better player. I don't find this statement true. For example, let's say Player A manages to get into top 8 in many tournaments, but not get a single tournament win, while let's say Player B wins a couple of tournaments, but doesn't manage to get top 8 in most. I'd say that Player A is the better player, because though Player B did take tournaments, he loses a lot more consistently in most tournaments so Player B's win ratio is still smaller. Again, potential is a whole different story and should not be used to assess a players skill in the present(because "potential" always implies the future) and it was not what i was talking about in the first place.
Hmmm, somewhat I suppose. It's a very difficult decision nonetheless. Again, Ally's best performance was Evo 2016, but he hasn't nearly gotten as many consistent results to solidly aim him at #2 without being on par with other players. As for player performances...I suppose in tourney results you can be superior, but as a player and skill...that has many other factors to be taken into account. Samsora goes to more events than SlayerZ, so does that mean he's light years ahead of SlayerZ? ...Nope...In fact, I still found SlayerZ MUCH harder to play vs than Samsora in our little encounter. But this is what I mean about nothing is consistent in FGC.
Idk much about the Pika/Dong MU, but I feel Esam should've went Samus this whole set based on weight alone. Esam gave DK rage, then died to DK's *as Esam would say* Smash4-factor at 33%! That's BANANAS!!! Samus would have given him longer stocks, racked up percent in advantage state with up-airs because Dong sucks at landing, and out-spaced him with projectiles and Zairs. Plus, Samus was on FIRE from eliminating Ally!...ugh, hope Esam considers it in the future.
Jeremy Jones I see this matchup played at a decently high level in my region because two of the best players around here are Captain L and Konga, and I honestly don't even know who wins the matchup. On one hand, DK can't land for shit and has one of the largest upthrow > thunder windows in the game. On the other, though, Pikachu gets outspaced by DK extremely easily; including by his grab, which is by far DK's scariest tool both for racking up damage and for killing. I could see it being even or 55:45 in either character's favor.
Samus DEFINITELY does better against DK than Pikachu. Pikachu can edgeguard DK but that's about it. Pika's bad range really hurts him here, as he's constantly having to function in DK's grab range. Pika being so small helps get around bair in neutral, but I'd still just go Samus and camp. DK can't deal with projectiles.
Those are pretty much my exact thoughts on the MU. I just didn't assert that Samus or Pika was better in the MU since I personally don't have much experience with any of the 3 characters in question. Samus just appears to be better based on the basic game-plan of each character. DK wants to get in an grab, space his limbs. Pika has to be close-up to reach opponents, then tries to get edge guards. Samus spaces projectiles and forces the opponent into situations with them....so when looking at in layman's terms, lol, Samus just looked good to me. Glad to get some confirmation!
I agree. I secondary DK for some matchups but Samus definitely beats him. It's definitely not as terrible as, say, Toon Link or ZSS, but it can be very difficult to get in or escape pressure against Samus (especially without platforms).
Hikaru seems cool and I to want to see a heavy character top tier in tournaments and all but not so much with that silly ding dong combo thats ez asf to pull off. Luckily Hikaru does some other stuff
japanese players are really good. I wish they could attend tourneys more often. I love they use so many characters over there and still manage to beat the top players of the west
How long are commentators going to say things like "that LOOKED true" about Pikachu's up-throw to down-B combo. It IS true, as ESAM has been telling people for years.
Ugh esam needs to learn his matchups. You're gonna get killed at 60 by literally anything by such a strong/heavy char. Should've stuck with samus for this one
Roman 3MP1R3 Pika/DK isn't free at all. DK has disadvantages, but he also outranges the shit out of Pikachu and can kill him off of grabs ridiculously early. Most DK mains agree that it's +1 for Pikachu at best, which is definitely winnable if DK is playing well or is more familiar with the matchup. I honestly think it might be even.
DK's range advantage isn't terribly helpful when considering the superior spacing utility of Pikachu's fair. Pikachu also happens to be one of the three characters of this game that can genuinely play not to get grabbed; or at least to wait out Ding Dong percents. In theory, Pika wins the MU 70-30 at least because Pika needs to win the neutral but once: 40-50% combo, juggle offstage, keep DK there forever. ESAM's edge guarding is the best in the game, but DK is a character you ledge trap, at least with characters that can prevent him from landing (and can therefore noncommitally cover jump). But of course, as with all of Pika's MUs, it's all so easy on paper. In practice, you drop a juggle, somehow get grabbed at 60%, and die.
I mean, any matchup sounds really hard on paper if the other person's strategy is just "never get punished" and they're actually good at doing that. DK struggles hardest against characters who can zone and juggle him easily (especially characters whose juggle moves can also kill). Toon Link is considered his hardest matchup because he's good at zoning and his weight/fall speed make him the hardest character to kill with ding dong; it's a true combo at kill percents for like a 4% range iirc. Add in the fact that DK has to account for his own rage and that Toon Link can use bombs to put himself out of ding dong range and you've got one of the few characters that utterly invalidates DK's best tool. And even that matchup is "only" 65:35 or 70:30 at worst.
KJ Corp yeah, idk what you call a step brother that you arent step brothers with anynore because of a divorce, but ive actually lived with and had to help deal with a retarded brother... He just had a stuttering problem, and for whatever reason couldnt count.. He was about 8 i believe.
DK up throw to up air combo should be nerfed. This tournament really says it all. Hikaru only killed with that single move, with only like a couple exceptions out of the 100+ stocks he's taken at this tournament.
TheLavaCrafter well if you were to buff anything you would have to take away his up throw up air combo, or else he'd be completely broken, you can't have a heavy character that racks up damage quickly and can kill off of a throw at 60.
actually its just when a chubby/stocky bald guy does it, seen many a skinny kid with bald hair and skinny jeans that werent skin heads that worked out fine.