In my opinion, mid gap 4 wide is the strongest start possible. If players could do it every time, I don't see why they wouldn't. It's overpowered, easy to use, and you have nothing to lose if you are good at it. The only reason why I don't 4-wide is simply because I can't. I'd like to put in some time to learn it, but I'll do that after HDO3. It's the only opening attack that needs a strategy to counter it. Every other opening results in a fairly balanced opening stage regardless of if you choose to B2B tetris, B2B TSD, or B2B TST. Hell, you can even f*** up badly while the opponent spams tetris's and TSD's and it's still fairly balanced due to how the line add mechanics work. However vs a 4 wide combo'er, if you mess up your own opening... you're dead. That's that. Game over.
Rutubo is the best mid gap 4-wide combo'er hands down and he wins way more matches against me than he would without his ability to 12-15 combo every game. Everyone can say that they have their own viable way to counter this strategy, but in reality all you're saying is that you're fast enough to survive it to bring it to mid-game. Even Blink will easily die if he makes one MD. Sure, if he is able to send line after line after line at 55+ LPM, he can survive a 4-wide opening, but the only real
counter is to 4-wide back.
It's an overpowered opening that seamlessly transitions you to mid game without any handicap... it's broken. I need to learn how to do it.
Another thing I noticed people are saying is whether it "works" or if it doesn't "work". It's funny because what they're really saying is whether it'll instant KO the opponent... or if it doesn't instant KO the person
. See what I did there? If it doesn't instant-KO, it's still a superior opening in the grand scheme of things. It just means that when it doesn't give you an instant win, you're at the same spot everyone else is at mid game that doesn't 4-wide except that you had a greatly increased chance to take the match at the beginning. How is this not completely broken?