Editing Counter (matchup)
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*{{SSB4|Meta Knight}} hard counters {{SSB4|Rosalina}}, due to the ease at which his fast and high base knockback moves can eliminate [[Luma]], and his ladder combos being extremely effective against Rosalina. Her large size and floatiness make it very difficult, if not impossible, to escape them, and she gets KO'd by said combos at very early percents due to her light weight. Meta Knight can start these ladder combos just by landing his very fast and large range dash attack. | *{{SSB4|Meta Knight}} hard counters {{SSB4|Rosalina}}, due to the ease at which his fast and high base knockback moves can eliminate [[Luma]], and his ladder combos being extremely effective against Rosalina. Her large size and floatiness make it very difficult, if not impossible, to escape them, and she gets KO'd by said combos at very early percents due to her light weight. Meta Knight can start these ladder combos just by landing his very fast and large range dash attack. | ||
*{{SSB4|Zero Suit Samus}} is considered to hard counter all large heavyweight characters, due to their large size and weight making it very difficult for them to escape her very punishing juggles and ladder combos, and their size making it impossible for them to [[SDI]] out of [[Boost Kick]]. These attributes lead to them sustaining even more damage than usual when punished, while still getting KO'd at rather early percents, nullifying their main advantage of being able to live a lot longer and abuse [[rage]] to get early KOs. Additionally, most large heavyweights have poor neutral games, making them unable to exploit Zero Suit Samus's primary weakness of having a weaker neutral herself. | *{{SSB4|Zero Suit Samus}} is considered to hard counter all large heavyweight characters, due to their large size and weight making it very difficult for them to escape her very punishing juggles and ladder combos, and their size making it impossible for them to [[SDI]] out of [[Boost Kick]]. These attributes lead to them sustaining even more damage than usual when punished, while still getting KO'd at rather early percents, nullifying their main advantage of being able to live a lot longer and abuse [[rage]] to get early KOs. Additionally, most large heavyweights have poor neutral games, making them unable to exploit Zero Suit Samus's primary weakness of having a weaker neutral herself. | ||
==== ''[[Super Smash Bros. Ultimate]]'' ==== | ==== ''[[Super Smash Bros. Ultimate]]'' ==== | ||
*{{SSBU| | *While situational, {{SSBU|Hero}} after casting [[Bounce]], is easily able to approach and shut down characters such as {{SSBU|Mega Man}} and {{SSBU|Villager}} due to a large amount of their moveset being projectile based. | ||
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==Soft counters== | ==Soft counters== | ||
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===Examples of soft counters in the ''Super Smash Bros.'' games=== | ===Examples of soft counters in the ''Super Smash Bros.'' games=== | ||
*The majority of matchups in ''Super Smash Bros.'' are soft counters outside the examples said above. This is due to the | *The majority of matchups in ''Super Smash Bros.'' are soft counters outside the examples said above. This is due to the easiness of "zero to deaths" in the game. | ||
* | *Many high tier versus high tier matchups in ''Melee'' are soft counters. | ||
* | *In ''Brawl'', soft counters tend to change per stage. {{SSBB|King Dedede}} is usually said to soft counter Snake, but this may change on stages where Snake can more easily avoid chain throws or suffer less damage from them. | ||
* | *Most matchups are heavily disputed one way or another in ''Smash 4'' among higher tier characters, though some generally agreed upon soft counters include {{SSB4|Sonic}} beating {{SSB4|Mario}}, {{SSB4|Diddy Kong}} beating Zero Suit Samus, and Mario beating Diddy Kong. | ||
==See also== | ==See also== |