This week's discussion will be one of 12 aimed at completing MU discussions for the entire cast. Mains on both sides are encouraged to join in to breakdown and analyze these MU's. Please try to be both objective and descriptive with your thoughts. While figuring out who wins and by how much is important, the main focus should be on figuring out the best way to play the MU for both characters. At the end of the week, the MU ratios and a summary of the discussion will be available in the first post. Discuss!
The characters this week are all mid range specialists using projectiles along with their many disjoints to compliment there arsenals.
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The characters this week are all mid range specialists using projectiles along with their many disjoints to compliment there arsenals.
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The characters for this week are all short ranged brawlers with excellent frame data and devastating combos on us once they get in.
vs 55 - 45
Strategy
Summary
You win by living forever and using your range to safely poke at him and stuff any attempts to approach you. As long as you aren't sloppy, you shouldn't be getting caped or spiked offstage. If Mario isn't on point with his combos or struggles to land his smash attacks, he will struggle in this MU. Mario's combo ability, unique edge guard setups, and overall slippery nature allows him to always have the potential to mount a comeback or win out of nowhere. DK's disadvantage state and poor CQC also gives Mario plenty of openings to work with.
vs 60 - 40
Strategy (Same as Mario)
Tips (See Mario)
This MU is very similar to DK vs Mario. The main difference is that his lower speed/maneuverability makes him easier to zone, juggle, and gimp. However, he hits a lot harder and doesn't have much trouble getting KO's. Overall, it ends up being an easier fight than Mario, but not by too much.
vs 45 - 55
Strategy (Same as Mario)
Tips
DK vs Luigi is an awkward MU that requires a lot of patience. You don't really want to approach him while has some Fireballs going, but you also don't want to give him space to set them up. Once you get past the minefield of Fireballs you can start aggressively poking at him, but if you get too close his excellent CQC will overwhelm you as well. In the air you have way better mobility and he can't grab combo you, so the more time you spend fighting him in the air or offstage, the better off you will be. You really have to respect his Fireballs, dash grab, and Up B punishes or you will end up getting mauled by him.
vs 60 - 40
Strategy
Tips
Summary
This MU is easy to play the wrong way and get bodied. If you approach with short hops while he's grounded you will whiff a lot and get your Bairs powershielded more often than you'd like. It is also one of the few MU's where DK can dictate the pace of the match and doesn't have to approach. The key to winning is staying grounded while Kirby's grounded and meeting him in the air with Bair/Uair at opportune times. You are stronger, tougher, more mobile, and have better reach. If he manages to get in it gets pretty ugly for you, but as long you you properly take advantage of your mobility and reach you won't have too much trouble.
vs 40 - 60
Strategy
Tips
Summary
This MU is hard mostly due to how slippery Pikachu is. He's too short to effectively approach from the air and is very mobile. Quick Attack is also one of the harder recoveries to challenge directly. Pikachu's major weaknesses are lack of range and struggling to KO safely. It is best to stay mostly grounded and contest his aerials with tilts/Bair. Pivoting is also useful against his aerial approaches due to his low air speed. Landing in some good hits is pretty tricky, but as long as you use your pokes wisely and don't get gimped you have a good shot at winning.
vs 55 - 45
Strategy
- Jab, tilts, and Bair are all key moves in the MU
- Focus on zoning him with your superior range and outlasting him
- Don't stay still in neutral, slowly force him closer to the ledge
- Avoid getting too close to him or letting him get closer than your maximum grab range in general
- Just block or Jab his Fireballs if you don't have enough space or time to avoid them
- Edgeguard him with stage spike Bairs and threaten him with spaced Bairs to force preemptive air dodges
- Punish his ledge snaps from the stage with Dtilt/smash (Dair too with a good read)
- Use Up B to punish him when he messes up or misjudges a combo opportunity
- Don't waste your double jump during Utilt/Uair strings or air dodge low to the ground
- Be mindful of Mario's ability to land behind you when you block his aerials
- You can Up B out of Mario's multi-hitting Dair until he gets about 90% rage
- Up B is immune to FLUDD both on the ground and in the air (until you go into free fall)
- Be wary of Mario's ability to lean back with Fsmash, countering well spaced attacks with his strongest move
- His Dash Attack can stage spike you if you don't space your recovery properly
- Spaced Fsmash is pretty good and is safe on block
- Mario is slightly vulnerable to Uair juggling and can't beat DK's Uair while he's above DK
- Setup gimps with Cargo Dtoss offstage at high %'s or if you catch him w/o a jump
Summary
You win by living forever and using your range to safely poke at him and stuff any attempts to approach you. As long as you aren't sloppy, you shouldn't be getting caped or spiked offstage. If Mario isn't on point with his combos or struggles to land his smash attacks, he will struggle in this MU. Mario's combo ability, unique edge guard setups, and overall slippery nature allows him to always have the potential to mount a comeback or win out of nowhere. DK's disadvantage state and poor CQC also gives Mario plenty of openings to work with.
vs 60 - 40
Strategy (Same as Mario)
Tips (See Mario)
- Be careful offstage vs Doc Tornado because it KO's very early, especially with rage
- Doc can cape us from above more easily than Mario since his doesn't float
- His Up B OoS is a very potent option that also KO's, but has no invincibility
- Doc's SH Bair is vicious and a fairly safe spacing tool
- Doc Tornado is massively unsafe on block and is punishable with practically anything you want
This MU is very similar to DK vs Mario. The main difference is that his lower speed/maneuverability makes him easier to zone, juggle, and gimp. However, he hits a lot harder and doesn't have much trouble getting KO's. Overall, it ends up being an easier fight than Mario, but not by too much.
vs 45 - 55
Strategy (Same as Mario)
Tips
- Never clank with his Fireballs except with Jab
- Taking the hit vs his Fireballs is okay since it has minimal hitstun and won't lead into anything
- Luigi's low traction makes more of your moves safe on block
- Respect his Up B's KO power and never land on the stage with Up B
- His recovery is very exploitable if they can't do the jumpless Cyclone
- Use your superior mobility to run away from him if you have the lead (much more effective with platforms)
- His poor air speed makes his landings more susceptible to pivot grabs
- Juggle him and edgeguard him as aggressively as possible
DK vs Luigi is an awkward MU that requires a lot of patience. You don't really want to approach him while has some Fireballs going, but you also don't want to give him space to set them up. Once you get past the minefield of Fireballs you can start aggressively poking at him, but if you get too close his excellent CQC will overwhelm you as well. In the air you have way better mobility and he can't grab combo you, so the more time you spend fighting him in the air or offstage, the better off you will be. You really have to respect his Fireballs, dash grab, and Up B punishes or you will end up getting mauled by him.
vs 60 - 40
Strategy
- Use your superior mobility and range to safely zone and bully Kirby
- Try not to approach with short hops if he stays grounded
- Don't let him get close or he will overwhelm you
- Edgeguard him with stage spike Bairs and threaten him with spaced Bairs to force preemptive air dodges
- Punish his ledge snaps from the stage with Dtilt/smash (Dair too with a good read)
Tips
- Your grab won't whiff against Kirby while he is crouching or landing
- Utilt beats Kirby's Dair cleanly
- Fully charged Punches and 9 Punches will knock him out of his Down B
- Avoid his Dair offstage at all costs
- Uair KO's particularly early in this MU and is easiier to hit with against slow floaties like Kirby
- Pivot grabs and work well against approaches
- Don't mash against Kirbycides. You'll break out too low to recover anyway or with a wrong move and die for free while Kirby recovers
Summary
This MU is easy to play the wrong way and get bodied. If you approach with short hops while he's grounded you will whiff a lot and get your Bairs powershielded more often than you'd like. It is also one of the few MU's where DK can dictate the pace of the match and doesn't have to approach. The key to winning is staying grounded while Kirby's grounded and meeting him in the air with Bair/Uair at opportune times. You are stronger, tougher, more mobile, and have better reach. If he manages to get in it gets pretty ugly for you, but as long you you properly take advantage of your mobility and reach you won't have too much trouble.
vs 40 - 60
Strategy
- Stay grounded unless Pikachu is airborne
- Block, Jab, or Bair Tjolts if you can't safely avoid them
- Abuse your range advantage to keep Pikachu out
- It is probably a lot easier to punish his ledge options and ledge snaps than to aggresively edgeguard him
- When edgeguarding, bait him while aiming for where you think he will Quick Attack to rather than where he is
Tips
- Don't let him drag you downwards with his Bair offstage
- His Uthrow to Thunder requires a DI based read to combo, so mix up your DI
- If you don't throw out anything too unsafe Pikachu has to commit to KO you
- Pikachu's Up B stretches his hurtbox which can be exploited by DK's large hitboxes
- Pivot grabs and pivoting in general are useful to help space against his aerials
- Grabs won't whiff against his landing animations
- Try not to take Pikachu to Lylat or BF type stages since he can spam and cancel his Up B on the platforms
Summary
This MU is hard mostly due to how slippery Pikachu is. He's too short to effectively approach from the air and is very mobile. Quick Attack is also one of the harder recoveries to challenge directly. Pikachu's major weaknesses are lack of range and struggling to KO safely. It is best to stay mostly grounded and contest his aerials with tilts/Bair. Pivoting is also useful against his aerial approaches due to his low air speed. Landing in some good hits is pretty tricky, but as long as you use your pokes wisely and don't get gimped you have a good shot at winning.
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