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Everything posted by Manta
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That's like saying Monopoly is family friendly. Also causes wanton murder.
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You only have to look at how badly the computer cheats in Nintendo's other games to see where the emphasis lies in the game's design.
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Was with you until the last three words. I chose Tager because he was the most fun.
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Was just thinking that there's no need to use the cross uder to put them into the corner, you actually want to use it to put yourself into the corner so you can then collider them back into the corner. Tager plays leapfrog, who knew? Also: http://www.youtube.com/watch?v=Fm6qgeNDS_E&feature=player_detailpage#t=268s Sledge enables this weird bit of okzeime. Would presumably hit quick techs and forward rolls too.
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Was just thinking what you could do with it: From Tager in the corner: 2C FC > (Bsledge), 5C, MTW, 5B > 5C > 6C > j.2C, 5B > 5C > MTW, 5B > 4D And that doesn't even require magnetism. From the opponent near the corner: 2C FC > (Bsledge), 5C > AC, (j.C) j.B > 5C > MTW, 5B > 5C > 6C > j.2C > 5B > 5C > MTW > 5B > 4D Also no Magnetism. There was the other question I asked earlier about getting Sledge to connect after a 2C fatal.
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All backdashes are invulnerable on the first frame, except hakumen's since it doesn't go invulnerable at all.
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I was reading the brawl ruleset when I made my post btw, the very idea of banning, and indeed policing, techniques from play goes completely against my ethos of "Do anything within the game to win" . But to be honest, everything I've seen of the tourney scene in smash still strikes me of Nintendo fanboys trying to make a legitimate game out of something they want to, rather than picking a game because it was designed for it from the ground up. I can accept that Melee might have been good through accident, just as MvC2 was.
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Yeah, but platforming, direction and a complete absence of any kind of high/low shenanigans make it totally different. To this day I fail to understand why anyone would play smash seriously. If you honestly have to disable most of the game's content for tournament rules and then forbid certain tricks altogether, then it's clearly not made for it. BB, along with most other 2 player fighters, have default rules which are the same as tournament rules, because that's the point.
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Weird question; Is there any mileage in cancelling a 2C fatal into a 236B whiff in order to switch sides for an optimal combo? Is that even possible?
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Bonza, that's exactly what I need. Seems like Sledge does no additional damage.
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You can probably get more if you gold burst, but that's that. Anyway, any answers to what I asked last page?
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That's still in the territory of "Fucking shit up".
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5A > 3C fling would seem the most reliable way to do things, might actually lead into good damage, since 2D is the best starter in the game by numbers, J.D too. There's probably an even bigger damage combo than the 7.2k we've seen so far that starts from a a late 2D CH.
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How are these games even comparable?
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Few more things: Can anyone help me calculate the P2 and P1 for Terra break and also the damage/p1/p2 for the charged Sledgehammer? Just tell me some numbers before and after these hit in a short combo (Telling me what the combo was) and I should be able to work it out.
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Welcome to the Tagerbro forums then. You're just in time for the vengeance we now have for being the underdog for so long.
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Any luck on nailing down the 720 cancel's existence?
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Don't separate them. Tager's heat gain is such that in some cases, MTW is always possible anyway. Also, you've listed a combo that starts 2B > 5C, is that possible now?
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Is that the image that was designed for the top of the guide that AXIS was going on about?
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Also seeing some RCs going off in combos now because tager's damage and magnetism is actually worth it. There's a few 4D RCs mentioned in the Japanese combo lists, but I've also seen in videos: 236A (air hit) > 236A RC 2C 623C... and 236A (air hit) > 236A RC 236B, 5C...
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Mmm, my edit didn't come through, what I meant to say was about adding a section about burst-proof combos like 360B, 3C > 236236B, 22D and 623C, (623C), 6B > 236236B
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No offence meant, but I find your style of writing rather difficult to read. Which parts of that post were parts of the combo guide and which were just editor's comments?
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If you're right in the corner then surely you can do: 6B Fatal > 5D > 236A > 236A, 5C > 6C > j.2C, 3C > (623C), j.2C, 5B > 5C > 236236B > 22D Requires 3 heat at start of combo (lol). +2 Net gain. Due to the starter, you can't get more than one 5C > 6C in there, and even when you do, the SMP kills any damage after that point, even if the heat gain is still great. Combo isn't the most damaging, it instead assumes you want to keep them in the corner.
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Heh, I was wondering about Bsledge in combos now, that seems to have answered much of what was about to ask. Can you only follow Bsledge with 5A now on a grounded hit? Also, I was thinking with a 6B fatal near-ish to the corner: 6B > 236B > 236A > 5C > 6C > j.2C, 5B > 4D 6B > 236B > 236A > 5C > 6C > j.2C, 3C > (623C), j.2C, 4D 6B > 236B > 236A > 5C > 6C > j.2C, 3C > (623C), j.2C, 5B > 5C > 236236B
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Bgadget no longer works, but instead we're seeing a load more 3C > 22D