nickthename
Smash Apprentice
We have those flashcarts, no reason why should have to use VC, even when we run out of cartridges.
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Are you sure my agenda isn't to push the original N64 hardware? I've got plenty of them to sell.https://www.youtube.com/watch?v=2c93mDy0HFU&feature=youtu.be&t=320
People still compete on Donkey Kong world records on the original cabinets/arcade boards. People still enter pinball tournaments to compete on pinball machines older than video games themselves. Take your awful logic elsewhere in a terrible attempt to push your ****ty "muh HDTV, muh gamecube controller, muh Wii/Wii U" agenda somewhere else.
Don't think that there's been a mod with more chars, but the Chileans have a mod with character alterations, different skins for maps and other stuff. It's pretty coolSo this might be a dumb question so apologies in advance, but are there any mods that add characters to the game? Is that at all possible?
Felipe and Danny_SSB on this forum has made most of those videosDon't think that there's been a mod with more chars, but the Chileans have a mod with character alterations, different skins for maps and other stuff. It's pretty cool
im not sure about down b. but im pretty sure you can use a dair as an opponent is about to hit the ground while in hitstun and they will pop back up in the air as if they were on the ground. It's a pretty small window but im pretty sure it cannot be tech'd and is a true combo. I think i've even tried it in training mode and the combo meter doesn't reset, it's been awhile tho so i cant remember for sure. this works with any character with a spike dair btw. i do it with ness pretty often.I'm not sure how to phrase this, buuut
when DK uses downB to techchase (after a stomp or something), can the attack hit the opponent as theyre coming down before theyre given the opportunity to even tech? Is it always better to time it to coincide with the tech and cover multiple options, or is it possible to "catch" them before it? I'm not talking about a missed tech btw. I guess I'm asking whether the Down B can intercept the opponent from landing in the first place, or does the landing override whatever the attack is doing to give them the option to tech or not tech?
not sure if that makes sense, but im asking because sometimes it seems like you can stomp an opponent that's supposed to be landing and you successfully get the bounce-off as if they had been standing up all along... or maybe they do go into the regular standing/landing animation before the stomp hits but it happens too quick to tell (???)
help
No, you are invincible immediately when you tech and DK's down-b can only hit grounded opponents.I'm not sure how to phrase this, buuut
when DK uses downB to techchase (after a stomp or something), can the attack hit the opponent as theyre coming down before theyre given the opportunity to even tech? Is it always better to time it to coincide with the tech and cover multiple options, or is it possible to "catch" them before it? I'm not talking about a missed tech btw. I guess I'm asking whether the Down B can intercept the opponent from landing in the first place, or does the landing override whatever the attack is doing to give them the option to tech or not tech?
not sure if that makes sense, but im asking because sometimes it seems like you can stomp an opponent that's supposed to be landing and you successfully get the bounce-off as if they had been standing up all along... or maybe they do go into the regular standing/landing animation before the stomp hits but it happens too quick to tell (???)
help
This is not a true combo because teching will avoid it. It's a known "error' of the Training Mode combo meter.im not sure about down b. but im pretty sure you can use a dair as an opponent is about to hit the ground while in hitstun and they will pop back up in the air as if they were on the ground. It's a pretty small window but im pretty sure it cannot be tech'd and is a true combo. I think i've even tried it in training mode and the combo meter doesn't reset, it's been awhile tho so i cant remember for sure. this works with any character with a spike dair btw. i do it with ness pretty often.
try to spend less time shielding/rolling and more time in the air. since you know how to z cancel you can take advantage of this and really barrage your roommate with aerials. if you are good with short hops take advantage of this as well. if you cant short hop it is super important to get this down consistently. The more time you spend in the air the harder it will be for your roommate to get grabs.I am getting back into 64, and I'm loving it. Definitely a breath of fresh air from the other games in the series. I use Mario (occasionally Pikachu), and my roommate uses Ness and Kirby. My roommate is pretty good, he reacts very quickly to situations and is pretty solid fundamentally. He doesn't know about Z-canceling I don't think but he techs pretty much everything so he's at least aware of things like that.
He beats me because obviously he's played longer, but I think I wouldn't have as much trouble if not for one thing: grabs. No matter what I do, I always get grabbed. I know he's coming to grab me, so I attack, but I still get grabbed. I've learned that shielding in 64 is not a good option compared to the other games (at least from my perspective). Other than playing keepaway, is there a good way to deter him from going for the grab every time?
i think it's just a good way to get near the edge and setup for an edgegaurd without accidently running off. There could be more to it than that but that's always what i've thought of itWhy do I often see Isai rolling into the ledge when setting up for an edgeguard?
He does it all the time, and I don't see the thought process. Is it just him messing around, or is there a reason?
Mario and Pika are characters that have grabs as extremely important parts of their games. Kirby's grab is very poor, except sometimes as a finisher against light characters like Jiggs. As pika against Ness and Kirby, if you play for grabs and your opponent plays for grabs, you'll do better than your opponent, even if they get the grab slightly more than you do. Mario can do Dair to grab, and he can also often get grabs out of hitting the opponent with fireballs. Pika can get grabs off of his fair, and pretty easily in neutral as well, thanks to his fast movement and small body.I am getting back into 64, and I'm loving it. Definitely a breath of fresh air from the other games in the series. I use Mario (occasionally Pikachu), and my roommate uses Ness and Kirby. My roommate is pretty good, he reacts very quickly to situations and is pretty solid fundamentally. He doesn't know about Z-canceling I don't think but he techs pretty much everything so he's at least aware of things like that.
He beats me because obviously he's played longer, but I think I wouldn't have as much trouble if not for one thing: grabs. No matter what I do, I always get grabbed. I know he's coming to grab me, so I attack, but I still get grabbed. I've learned that shielding in 64 is not a good option compared to the other games (at least from my perspective). Other than playing keepaway, is there a good way to deter him from going for the grab every time?
Yeah there is that, but maybe that isn't giving Isai enough credit.i think it's just a good way to get near the edge and setup for an edgegaurd without accidently running off. There could be more to it than that but that's always what i've thought of it
Dude it's a video gameYeah there is that, but maybe that isn't giving Isai enough credit.
Here is my hypothesis, Isai perceives the game in terms of the smallest pixels, and by rolling into the ledge, he is standardizing his edgeguarding flowchart so that he will know exactly at what point to react against every recovery and in making sure he is at that exact point, he is cutting down his margin of error. Is it crazy to think that he might think this way?
I've seen Jousuke play a "20 moves in the future" type of neutral game where he takes these seemingly imperceptibly small positioning advantages in the neutral game, and slowly forces them into a "deadly trap". Seeing stuff like this, I feel like I need to question the purpose every little movement that these top players make.
You ledge cancel by landing on the ledge, thats it. So it all depends on you aiming and hitting that ledge. Sometimes it means you extend the upb, sometimes it doesn't. From any position on the map, you have a distance from any ledge by D=sqrt((Lx-Px)^2 + (Ly-Py)^2). Pika can achieve distances based on the 2 vectors of his upb where X=P1*cos(A1) + P2*cos(A2) and Y=P1*sin(A1) + P2*sin(A2). Distance pika travels in upb is determined by B=sqrt((X-Px)^2 + (Y-Py)^2)How do I consistently ledge cancel when recovering with pikachus upb? Is it based on the characters position on the screen when recovering, the angle that you upb to it from, do I let the joystick go back to neutral for the extended upb or is it more consistent with just a normal upb? Any input would be valuable.
i totally agree and was actually was already thinking that exact same idea but i didn't know how to put it in words. well doneYeah there is that, but maybe that isn't giving Isai enough credit.
Here is my hypothesis, Isai perceives the game in terms of the smallest pixels, and by rolling into the ledge, he is standardizing his edgeguarding flowchart so that he will know exactly at what point to react against every recovery and in making sure he is at that exact point, he is cutting down his margin of error. Is it crazy to think that he might think this way?
I've seen Jousuke play a "20 moves in the future" type of neutral game where he takes these seemingly imperceptibly small positioning advantages in the neutral game, and slowly forces them into a "deadly trap". Seeing stuff like this, I feel like I need to question the purpose every little movement that these top players make.
nerdYou ledge cancel by landing on the ledge, thats it. So it all depends on you aiming and hitting that ledge. Sometimes it means you extend the upb, sometimes it doesn't. From any position on the map, you have a distance from any ledge by D=sqrt((Lx-Px)^2 + (Ly-Py)^2). Pika can achieve distances based on the 2 vectors of his upb where X=P1*cos(A1) + P2*cos(A2) and Y=P1*sin(A1) + P2*sin(A2). Distance pika travels in upb is determined by B=sqrt((X-Px)^2 + (Y-Py)^2)
Lx=X coordinate of ledge
Ly=Y coordinate of ledge
Px=X coordinate of pika
Py=Y coordinate of pika
P1=Magnitude of first pika upb
A1=Direction of first pika upb
P2=Magnitude of second pika upb
A2=Direction of second pika upb
Pika can ledge cancel any ledge where D<=B
The consistency at which you ledge cancel is the consistency you have of making D=B and Px2=Lx and Py2=Ly.
we get it You know basic vector addition. Probably not a very helpful answer thoYou ledge cancel by landing on the ledge, thats it. So it all depends on you aiming and hitting that ledge. Sometimes it means you extend the upb, sometimes it doesn't. From any position on the map, you have a distance from any ledge by D=sqrt((Lx-Px)^2 + (Ly-Py)^2). Pika can achieve distances based on the 2 vectors of his upb where X=P1*cos(A1) + P2*cos(A2) and Y=P1*sin(A1) + P2*sin(A2). Distance pika travels in upb is determined by B=sqrt((X-Px)^2 + (Y-Py)^2)
Lx=X coordinate of ledge
Ly=Y coordinate of ledge
Px=X coordinate of pika
Py=Y coordinate of pika
P1=Magnitude of first pika upb
A1=Direction of first pika upb
P2=Magnitude of second pika upb
A2=Direction of second pika upb
Pika can ledge cancel any ledge where D<=B
The consistency at which you ledge cancel is the consistency you have of making D=B and Px2=Lx and Py2=Ly.
i'm still trying to get this down consistently and it is very difficult but i might have some insight. basically i think it's about memorizing certain positions on the stage or in the air and knowing a basic input that can get you to the ledge from that exact coordinate. for instance you may memorize that if you are at x position, you can up b perfectly diagonal and then perfectly horizontal to get a ledge cancel. You can memorize numerous positions on the map and know the correct input for each position. I recommend only memorizing positions where 2 (or 1) of the 8 basic directions will give you a ledge cancel because the 8 directions are the easiest to consistently perform on an n64 controller.How do I consistently ledge cancel when recovering with pikachus upb? Is it based on the characters position on the screen when recovering, the angle that you upb to it from, do I let the joystick go back to neutral for the extended upb or is it more consistent with just a normal upb? Any input would be valuable.
September 20thwhen's Kanto 2015?
This had been done. Tech an z cancel. Doesn't help that much because they're still as predictable.When are you guys gonna make it so that cpus can tech every time. I need to practice my techchasr set ups
What do you mean? So they tech on the same direction every time?This had been done. Tech an z cancel. Doesn't help that much because they're still as predictable.