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I've been wanting to make this for frickin' forever. Okay, say you're in a crew battle, you know who our opponent is gonna be, though you have know idea what's a good counter for his player. Here's da place. Add what you think are good counters for all these characters. When adding, don't just say "Oh yea, it seems like this guy does well against this guy", try and say why. More than one person can say something about the same player. Technically, you could post counters for all of them, but only if you have good points. I will be updating this list as I get replies:
Bowser-MetaKnight. MK can completely dominate Bowser in the air, even more so than other characters. Bowsers slow movements and laggy attacks leave him open for MK to run in and knock him around. Even if MK's Fsmash is too slow to effectively KO Bowser, he can still have him off the ledge in a second. Metaknight's superior recovery allows him to edgeguard well, and still not fear being dragged down with Bowser. whereas on the flip side, Bowser's weak recovery is open to edgeguard easily.
Captain falcon-
DK-DDD. DK's power lies in his bair for is aerial game, and, well, Dedede can easily outrange his bair, and since DK is so huge, Dedede can easily grab him and finish him with a fsmash.Dedede can infinite grab DK if timed right, and if that doesn't happen he can still be chain grabbed to hell and back before he has to stop. Also DK doesn't have much in the air on Dedede, who won't let him back on the ledge after he is knocked off. Ending a chaingrab with a forward throw gets DK off, and Dedede can keep him off with either a Bair or Fair. DK's lesser recovery just flat out gets owned. DK can space pretty good with range on his smashes, but Dedede can always hold him at bay with a Ftilt or even a Dtilt.
Diddy-
DDD-Pit. Pit's projectiles make Dedede an easy target, because he can effectively sit back and rack up the damage with his arrows. Being a quick character, he can stay out of range of Dedede's grabs, and still control the battle. The air isn't the best postition for Pit against Dedede, so if the battle is on the ground, Dedede will have trouble dealing with those quick attacks. Pit's only problems is his own lightness, so he has to be careful around Dedede's potent smashes. And Dedede being a fairly heavy character may make him harder to KO, not to mention his awesome Up B.
Fox-Game and Watch: Fox's power lies in his aerial game, which Game & Watch completely trumps, mainly because his nair can keep Fox from approaching from both sides, and Fox has a very hard time comboing him because of his uair and aaa.
Falco-
Game and Watch-
Ganondorf-Metaknight. Metaknight is an easy counter for most heavy characters, so this one isn't much different from Bowser's. Ganondorf's real power resides in smashes and his down-B for some easy damage, only decent in the air, and a pretty good recovery makes him one of the better heavy weights. He can also space the opponent decently. But Metaknight can take advantage of the slow powerhouse and be in and out for damage. His Mach Tornado and over B is an easy way to rack up the percentage without taking any of his own. His superior recovery allows him to be hit heavily by Ganondorf at a mild percentage and not fear coming back. Also, Ganondorf cannot even hope to edgeguard MK, where MK can push him back off the ledge and still easily recover. Ice climbers-
Ike-
Jigglypuff-
Kirby-
Lucario--Sonic. Sonic may have trouble with Lucario's reach, but his speed will win it for him. He can use his down B to Uair combo to get damage, and other combos such as his Uthrow to Uair. Sonic can rack up damage pretty fast on Lucario, and Lucario's only hope is to use his faster tilts. Aura Sphere could be a problem because you can get KOed pretty easily if it connects at even a semi-high percentage. But, it moves slow so you can react quickly. If nothing else, a standing up B to a Dair gets you over it and back ready to fight. Sonic's running A is fast and long enough to hit Lucario over and over again, and leaves him open for an aerial. While Lucario's aerials are superior to Sonic, Sonic's speed on the ground will slowly but surely wear Lucario down.
Lucas-
Luigi-
Mario-
Marth-
Meta Knight-
Ness-
Olimar-
Peach-
Pikachu-
Pit-
Pokemon Trainer-
R.O.B.- Snake. Snake is a far range character, with his grenades, mines, missle laucher, and up+a. R.O.B. can't put much real damage without using his smashes/aerials, which he needs to get very close up for. A R.O.B. could just camp by using his beams and gyros, though Snake outcamps him by far.
Samus-Olimar. Olimar not only has Pikmin to absorb the blows of most of her projectiles, he also cannot easily be zair'd, and many of her attacks go above Olimar and miss him.
Snake-
Sonic-
Toon link-
Wario-
Wolf--Jigglypuff. You have to watch out for fsmash and the blaster, but if you can WoP him, you can consistantly get KOs at low %s thanks to his crap recovery.
Yoshi-
Zelda-
Fox. Fox has his neutral B which really prevents Zelda from camping him, especially on flat stages like Final Destination or Smashville. Zelda isn't much of a close in fighter, and Fox is. His speed makes a hit-and-run strategy work very well, and Din's Fire is easily dodged or shielded. Metaknight. Metaknights speed comboed with quick and rapid attacks makes him very hard to deal with. He can keep the battle aerial, and completely own Zelda there. Even on the ground, a running A to initiate battle is devestating, because he can combo out of that, and Zelda has to react fast with probably her neutral B. If Metaknight keeps the battle up close, Zelda will have troube. His Mach Tornado works great to put up easy percentage, because she has no real way to counter it.
This post has been edited by Winder: Sep 2 2008, 04:11 PM
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