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Kid Icarus Uprising

Life

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How much is that in stars? (Given that a +1 mod is roughly a star.) And kiting doesn't bother me in this game. I explained that already, didn't I?

I tried Halo Club, but I think bows do what it does better than it does. If I hit them with a Halo Club DCS, I could have hit them with my Sagittarius FDCS instead, which does over 300 damage with full energy charge and has excellent homing and range (granted, I have mods that boost those that I don't have on a Halo Club, but still).
 

Master Knight DH

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Weaken effectively doubles the damage the victim takes when they're hit under it.

How much is that in stars? (Given that a +1 mod is roughly a star.) And kiting doesn't bother me in this game. I explained that already, didn't I?

I tried Halo Club, but I think bows do what it does better than it does. If I hit them with a Halo Club DCS, I could have hit them with my Sagittarius FDCS instead, which does over 300 damage with full energy charge and has excellent homing and range (granted, I have mods that boost those that I don't have on a Halo Club, but still).
Let's see:
*Each half-star increases damage by about 1/7
*+x Mods increase that by 23/80 for the move
*Capped Energy Charge multiplies damage done by 9/5

So this would be the formula for guessing damage:
Base damage (for the weapon) * (7+S)/7 * (80+23M)/80 * E
S = Half-Stars
M = Mod Value (Negative Mods seem to be cut in half)
E = Energy Charge modifier, upwards of 9/5

Currently not up for handling a math chart right now, sadly.

Halo has a good backshot for dealing with melee rushes, though you'd want to aim up when using it to make sure it isn't lost immediately upon use. Also, the standing shot is still fast and still has Slip Shot. It works best with generally defensive play, though, no questions asked.

I'm recommending the following mods for making a dueling Halo Club:
*Melee Stars - lowest priority. Still take any you can get, since Reflect Barrier shouldn't punish you so harshly, Halo's power problems work FOR it in that case. Don't bother with melee stars, Halo's melee is awful.
*Shot DEF - provides a safety net against anybody who can outcombat you in range combat, and works as an anti-counter to Reflect Barrier. You want to avoid unnecessary melee combat except against anybody who already has completely awful melee.
*Health - this is for the times when you get stuck in melee combat. Not as strong as equal Overall DEF values, but still sufficient since you aren't susceptible to kiting.
*Running Speed - you can use this for better self-positioning. This means dealing with range barrages more easily, cornering wielders of weapons like Flintlocks, and delaying distance closure by claw users.
 

DunnoBro

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Unless you're going to be using health, defense, evasion, or other types of direct defense, in-peril attack boost -4 is probably one of the best universal mod. Removes 21 value and even when active (which is rare without mods to help keep you alive) it doesn't remove that much attack. (Only about 1.2 stars)
 

Master Knight DH

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First encounter with a Libra Armor user online, and I actually win against him. His name was Diego, and I recall seeing him frequently enough. If you're wondering, I was using one of my Ore Clubs, 4.5/3 Stars and OD+5. Oh, and Evasion +2. I was still able to shake him off well enough to defeat him, as a result of catching on, since I could narrow down Energy Charge's aura to two powers and I also saw the Aries aura. Soon afterwards, I became the angel as a result of having had too little health to survive another skirmish and got a Halo Club. Diego managed to skirmish me with the combination again, and lost again, I've been making use of the Halo Club lately. And if you're wondering, I expect the result would have been the same at least if I was using my Skyscraper, because I would have had higher net attack power to work with (albeit with defense).

There's a reason I don't find Aries broken: you can actually, you know, ATTACK the person using it (granted they won't be KBed, but it just means to avoid leaving yourself open unless you can take on the user's net attack power), and Aries doesn't even give either an attack boost or a speed boost on its own (the former would be to butcher you the moment you're hit, the latter would be to stop you from trying to get away unless you have a BLATANT speed advantage), so you're not forced into readable behavior. Also, Aries is iffy at best on a Stone Wall weapon, as it's typical to run out of powers, which you don't want because you can easily become a punching bag, and nobody wants that, except your opponent(s). Expending spaces on unneeded boosts is a good way to waste defense. Not to mention Aries isn't even foolproof for stopping statuses. Nothing like being turned into an Eggplant by a nearby claw user when I have Aries active. >_>

By the way, don't assume this, and don't even rely on this even if my suspicions are right, but I suspect that when a Libra Sponge user loses defense when they're hit. Yep, Glass Cannon status. However, I have no proof that they take more damage, and I'm not sure they do, but it's worth investigating. Just remember that if you do, make sure you use either melee, or static power projectiles like the Earthmaul Club's shots.
 

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Libra Armor is just a method for bad players to be able to kill. There's no point to it if you're weapon is strong on it's own.
 

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Two weird things happened when I played online yesterday:

First somehow both me (angel) and the other team's angel managed to kill ourselves at the exact same time. Though it didn't end up in a tie match (I may have killed them a split second before their shot hit and killed me). lol

Second, somehow I was hit as an angel at full health and fell off the main stage (not into a pit) which an invisible wall usually blocks. Camera angle certainly got weird. Glitch?
 

RespawningJesus

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Libra Armor is just a method for bad players to be able to kill. There's no point to it if you're weapon is strong on it's own.
Not even. Having a good wrap doesn't mean a thing if you can't use it right. All in all, it is up to the player's skill level.

:phone:
 

DunnoBro

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Aries armor and libra take up almost, if not all of of your power board.
A player with a weapon already able to kill, will have more potential than one who needs to use powers to kill.

And no, both your skill AND your weapon determine how good they'll do. You can't beat a player of similar skill with a vastly inferior weapon/power set.
 

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**** Just fought the hardest team you may ever fight online.

The entire team had +3 on both range and homing as well as 6 Stars on ranged attacks. They all also used Quick Charge, Homing Boost, and Libra Sponge (and I also think Slip Shot). You couldn't even touch them, and their attacks were instant KOs.

One had Eyetrack, one had Angel Bow, and the other had Burst Blade.

The match was over in less than a minute. My team was killed a total of 9-10 times with no total kills.

EDIT: Wait, it was Energy Charge, not Libra Sponge. lol
 

Master Knight DH

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**** Just fought the hardest team you may ever fight online.

The entire team had +3 on both range and homing as well as 6 Stars on ranged attacks. They all also used Quick Charge, Homing Boost, and Libra Sponge (and I also think Slip Shot). You couldn't even touch them, and their attacks were instant KOs.

One had Eyetrack, one had Angel Bow, and the other had Burst Blade.

The match was over in less than a minute. My team was killed a total of 9-10 times with no total kills.
Those sorts of teams? They're beyond annoying in general. The game developers clearly didn't think of how to guard against that sort of nonsense better. Just tone UP anti-melee and tone DOWN the ability to range camp. It's aggravating when I get range 2HKed by every single opponent while using a top notch defense weapon to begin with. I FREAKING BECOME FREE TEAM LIFE GAUGE DAMAGE WHILE USING A WEAPON DESIGNED TO STOP THAT! WHAT THE LINK?!?!?

Thanks for killing the point of defensive power, game programmers. Thank you very much.
 

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I hate going into against a team of uber japanese kids with ******* from the states. I've never been against people i couldn't win again, but i just can't STAND carrying a team. Especially when the only time i die, i turn into the god damned angel.
 

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I hate going into against a team of uber japanese kids with ******* from the states. I've never been against people i couldn't win again, but i just can't STAND carrying a team. Especially when the only time i die, i turn into the god damned angel.
Ironically the team I mentioned in my last post was all Japanese kids.

Still, pretty much this. That's not to say I don't have my own bad matches ocationally.


So I'm curious, what powers do you guys typically run?

I usually use Warp 4, Mega Laser 3, Black Hole 1, Land Mine 2, and Random 1.
 

Master Knight DH

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I hate going into against a team of uber japanese kids with ******* from the states. I've never been against people i couldn't win again, but i just can't STAND carrying a team. Especially when the only time i die, i turn into the god damned angel.
Which brings about another annoyance: why is the only viable angel strategy to RUN AWAY? Oh right: because all the kids and n00bs online will go for the uber boost weapons and care NOTHING about Value. The game doesn't do nearly enough to reward using a low Value weapon, and it gets to the point where when I use a lower Value weapon, I need to have sufficient mods to do ANYTHING useful, and then my SINGLE DEATH turns me into the angel anyway.

But that's not the only problem, oh no. The problem is that the angel FREAKING HAS TO RUN AWAY! Everybody will naturally gang up on him, and guess what? HE CAN BARELY FEND OFF ONE PERSON, LET ALONE THREE! Fixing that wouldn't erase the problem yet, because teammates' deaths do not deal any noticeable damage to the angel unless they die 9001 times. So teammates end up being used as meatshields, rather than them being valid protection targets. Yeah, I see no problem.

Addendum:

So I'm curious, what powers do you guys typically run?

I usually use Warp 4, Mega Laser 3, Black Hole 1, Land Mine 2, and Random 1.
*Cannons: Heavenly Light 1, Quick Charge 2, Super Armor 1, Lightweight 1, Counter 1, Health Recovery 1, Effect Recovery 1
*Clubs: Reflect Barrier 1, Quick Charge 1, Super Armor 1, Lightweight 1, Counter 1, Health Recovery 2, Effect Recovery 1

Yeah, not much of a difference, but cannons, I'm wanting to avoid frequent damage.
 

DunnoBro

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The game rewards low values a lot with longer matches.

You can kill a 300+ enemy just three times, and they'll need to kill you 7 or more times if you're under 230 to even the points out.

It's more drastic in LvD imo though, I talked about this with some other players and 1500 instead of 900 really rewards players for going under certain values.

But yea, I don't see having to hide as the angel as being a problem. Though I do wish the weapon they use was a bit less randomized... Like having 10 seconds to choose between one of the original three sacred treasures. This gives your teammates some time to recover, and you to think.

The wings which give you a speed boost, the bow to do decent damage, and the shield to increase health/defense and negate some attacks.
Currently LvD is kind of win-more. If your angel comes out first, you're not only at a disadvantage because theirs isn't, but you have one less able-bodied player.
 

Master Knight DH

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The problem with bothering to use lower Value weapons is that you lose precious power needed to provide necessary support. It's particularly bad if you're already good at survival, because you're dying so little that your Value does virtually nothing to hurt, you might as well just go with the stronger options.

And yes, I would agree with higher TLG values. 900 is just plain stupidly low. Sadly, randoms have the TLG set to that.

The angel needs to be able to fend off mob tactics and protect teammates. It would prevent shallow behavior from working as well, PLAYING DEAD. It's not like attacking the angel would be useless, because you still get closer to winning by damaging him. It's just that now angel would have more decisions to balance around.
 

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Ran into more people online with + 3 range and homing. Combine it with Ship Shot and Energy Charge you can camp all day. :p

Did see some good uses of Reflect Barrier, just staying next to it and running back and forth between each side is an amazing defence. Only real way to counter it I found was to run a Mega Laser.

@Angel Tactics: Pretty much the best power for an angel would be warp. Being able to escape mobs and escape lag and most traps while being able to protect teammates is a real big use for it.

Just got tempura attack, only one more power to go. :bee:
 

Life

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First, I was wondering if this thread counted as a clan for the purposes of the gamefaqs tournament. We pretty much act like it, LOL.

Second, I go aggro as the angel. Why? Because most of my powersets run Warp. If there's a problem, I have up to five get-out-of-jail-free cards stockpiled. Just have to make sure to pick off individuals guerrilla-style, not rush headlong into the entire enemy team.

Third, I still love my Flintlock.

Fourth, on the subject of low-value weapons, does anyone happen to know off the top of their head what the minimum melee star level is for Upperdash Arm (or whatever weapon has the best melee dash attack, samurai maybe?) with +4 MDA to OHKO? I'm just theorycarusing at this point (because no way to I have the patience to fuse for it), but 3.5M/+4MDA/+4stamina/+4runningspeed/-2DCS works out to 198 value on the weapon calculator. Drop a couple points off the extra stat of your choice (probably stamina) and boom, OHKO weapon at low value. 4M/+4MDA/-2DCS is 149 value!
 

RespawningJesus

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Man, all if this Kid Icarus talk is making me want to go play it again.

:phone:
 

DunnoBro

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This thread/community can appeal for a spot. But you'll need some sort of vote, but preferably tournament to decide who will rep.

Edit: Upper dash can ohko super low. I think 5 stars, maybe 5.5. But i know it goes quite a bit over it at 6. However, it's really freaking hard to hit with the sweetspot, and the sourspot does way less damage.

I'd just make a samurai blade, or taurus arm. Samurai blade has a ******** AoE. I can force a dash attack with the flick trick, and kill someone behind me as the animation is ending.
 

Linkshot

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Manual Melee Dash. I use that with Upperdash Arm on Wifi because if you do it preemptively, you prevent any clashing (the server won't update their melee strike on your end!) and the latency makes you sweetspot it anyway.
 

Life

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If you run forward, and flick the opposite direction and attack simultaneously, you do a dash attack even if there isn't a target.

Also, Y U NO HAVE DAMAGE CALCULATOR KID ICARUS -_-

I'll see if I have any of these weapons to play around with. I know I have a six-star Taurus already (that I don't use on Wifi because it's filled with excess value), and some weak Samurai Blades...
 

DunnoBro

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Because there's different damage at different ranges, however there is a way to determine damage at certain stars/mods.
 

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Just fought an interesting Japanese player. They just loved to spam Interference, so it was rather suprising to see just how power dependant I was (with the weapon I was using), it was especially annoying not being able to warp while I was an angel.

Also tried out a 6 Star Melee Brawler Claws, can't say I really like the attack style of having to get in close. But it was worth a try I guess.
 

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Probably sounding like a noob here, but I finally got all the weapons unlocked.

Getting the Centurion Orbitars is so annoying, especially since Chapter 19 is the longest in the game. >_>
 

Tearbear

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well my fc is 3DS FC: 3265-5397-1005 if anyone is interested let me know if u add me so i can add u
 

DunnoBro

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Interference is a ******** good power for how much space it takes up... Very good for melee/faster players to just drop in a pivotal area while they look for snipers.

I remember trying to use it in every power set i could make. It's especially annoying on 2-level stages and you activate it on the lower stage. The AoE is crazy. I wish it made like a dome of effect for it, so it'd be easier to avoid/tell when people are in it but eh.
 

Life

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Not a huge interference fan simply because someone is killing you while you're setting it up. It's good for pinning down a staff sniper though.

Tearbear: I'm 0087 2401 6361. Will add.

Could a mod update the OP? A lot of us aren't in it.
 

Master Knight DH

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Interference is thankfully a stationary defense, so I can decide when I'd want to be in its range. And it does NOTHING to stop already active buffs, so it's reliant on other things for stopping me from just punching through. Sometimes, all it is good for is stopping me from seeing "Defeated" and sometimes I can still get out fast enough to see it.

On a side note, I was thinking about Daedalus remarking about Flintlock being effective sticking with a good clubbie. Here's something to add: staves may want to consider their own targeting. Typically, I myself go for being able to match the best player, so attacking the weaker players and keeping them off my back would be helpful. If I'm guaranteed to be overwhelmed by mob tactics anyway, try to determine who is the Glass Cannon or the Frail Sniper, and nail them. As long as I can deal with players individually, I shouldn't need to worry about wasting too many powers at once.

Oh yeah. FC: 5026-4532-8476
 

Life

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^Kinda depends on the staff though (and its range). My Flintlock deals over 500 damage at max range (222 is at about 32m), which OHKOs (nearly?) everything in the game AFAIK--at that point, I could pick whatever target I want. All a Stone Wall has to do for the Glass Cannon is be a distraction--so what happens if they take a point-blank nuke to the face? Glass Cannons only work if they hit first, which is much easier to do from behind. Although you still might be right--tank versus tank should last long enough for the sniper to take a couple more potshots before someone takes serious damage.

I saw the tank as more of a bodyguard figure for the sniper though, with the third teammate acting as a focus of sorts to draw the battle to him (a status-based Viridi Claw or Phosphora Bow would do well) and draw out potential targets for the sniper. The sniper effectively is "with" both the other teammates, so nobody's really being caught alone. Not an invincible comp, just a basic strategy.

Might as well add you while I'm here.

vvv And you.
 

Master Knight DH

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System Update 4.2.0-9 was released. I looked on Wikipedia to check out if any patching was done, and it turns out that removal of the Maka Wuhu glitch wasn't reported there.

I hope they did something like prevent somebody under Playing Dead from attacking without losing the PD status. That nonsense goes against the very theme of PD, unless you want to explain how it takes TEN SECONDS to figure out that the person ISN'T FREAKING DEAD.
 

Tearbear

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rate my new meteor bow

value is 277

4 1/2 range
shot range +3
speed +4
standing cont +4
effect duration +4
od -3

goes well with playing dead :3
 
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