Lovely
Smash Lord
- Joined
- Nov 12, 2007
- Messages
- 1,461
I wish more people would counter pick this stage so I can use this. It's not easy finding people that like's Pictochat. ._.
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I wish more people would counter pick this stage so I can use this. It's not easy finding people that like's Pictochat. ._.
You know we've had this conversation before.... like 3 times....☆ Wait... which part on Pirate Ship you can perform that trick? I know Pokemon Stadium but not Pirate Ship. )= ☆
QFT.Port Town Areo is as worthy of being an available counterpick as Jungle Japes, Luigi's Mansion, Rainbow Cruise, Green Greens, etc. Actually, it's probably a better stage for tournaments than those counterpicks I mentioned. That is to say, none of those stages should be seen in serious tournaments.
Rainbow Cruise? You think PTAD is better than RAINBOW CRUISE?!?Port Town Areo is as worthy of being an available counterpick as Jungle Japes, Luigi's Mansion, Rainbow Cruise, Green Greens, etc. Actually, it's probably a better stage for tournaments than those counterpicks I mentioned. That is to say, none of those stages should be seen in serious tournaments.
See, these are the arguements I hear a lot, and are, no offense, from people who don't know the stage very well. Every transformation has "safe zones" (Not = to staying airborne, but on the stage themselves). Granted, you can be thrown/spiked into the cars, but EVERY character can grab release you into the Klaptrap (Neither cars nor Klaptrap are 'random hazards' btw.), not to mention a bunch have throws/strings that can sling you into the Klaptrap's path.A difference between Port Town and Japes? Well... Japes doesn't FORCE you into a dangerous situation (the platform lowers, then cars appear for a while... You can get spiked into them at 30% and die), there are many ledges to assure opponents don't exploit that stage mechanism to gimp enemies (in Port Town, tether guys get pushed offstage and they're done for at many parts of the stage... In Japes, this isn't so), Japes' killing hazard isn't dangerous, unless the opponent decides on showing off some ledgehopping techniques or uses the water to go from a side to the other (which would fall under carelessness... in Port Town, even being careful will land you a death [trying to stay airborne while cars pass by, being sourspotted offstage, or forced a get-up when the stage is lowering...])...
I, myself, think that there's too many factors in the stage that make it cheap. It would make fastfallers and some tether characters HAVE to learn a secondary in order to survive being KO'd in a cheap way. Japes has its ways of evading cheapness, plus the high ceiling/close sides is a great stage option when against characters who mainly kill up.
First post in a 3-7 page debate on Japes vs PTAD
Kirby can do this too, but with different timing. Does anyone make use of this?One thing that I don't see alot of Marios do...Dair, Uair and Bair end fast enough when you SH them that you can actually fastfall them once they've finished (while still aerial from the shorthop) and they'll land laglessly as if you normally did your SHUair, SHDair, or SHBair...except you'll have much more time to react if they happen to shield your attack, if you land your attack and wish to followup, or need to space properly.
If you watch their vids closely (Boss and Famous), you can see them do this when they play each other.
The timing for the fastfall varies between aerials since you need to fastfall them the second that the attack ends for the lag to be cancelled.
Bair, you can fastfall nearly the instant it comes out. As you prolly know, Bair ends extremely fast.
Uair, you must wait until his left leg is perpendicular to the ground before you fastfall. Anytime earlier risks getting the lag from a premature fastfall...something a great deal more punishable.
Dair's timing is a little easier to follow. The attack ends the minute that his arms open up after the spin. This is pariticularly helpful if you want to mix up your shield pressure. I'll usually Dair a shield, and fastfall behind them where I'm close enough to grab them before they can react.
umm. i may or may not have seen the main point of that thing you just quoted but is it just saying you have time to fast fall after kirby's short hop aerials?Kirby can do this too, but with different timing. Does anyone make use of this?
Well, Bair is the obvious one for both chars (Fair as well for Kirby), and both can FF it during any point. It's more for the other aerials. For both char, Dair is the big one, and for both, you can laglessly FF a Dair and follow it into a grab, and it's not something I've seen done much. Uair follows the same principle.umm. i may or may not have seen the main point of that thing you just quoted but is it just saying you have time to fast fall after kirby's short hop aerials?
if so then yeah. i almost never attack a grounded opponent with my bair unless i can fast fall it. otherwise it leaves you wide open afterwards...
Yep, I do it all the time. Stringing reverse bairs into tilts or grabs (when you hit them with your face... obviously also works with normal bairs, but the timing is more precise), or uairs close to the ground into utilts or grabs, or the first two fair hits into tilts or grabs, and even dair>grab/ftilt instead of the oh so predictable fsmash.Well, Bair is the obvious one for both chars (Fair as well for Kirby), and both can FF it during any point. It's more for the other aerials. For both char, Dair is the big one, and for both, you can laglessly FF a Dair and follow it into a grab, and it's not something I've seen done much. Uair follows the same principle.
Np on that no offense part, but just for the record, I play friendlies even on the banned places... I've actually played in-tourney on Summit, because me and my opponent agreed to and I was about to win (beat his main, Pit, with Kirby, almost a 3-stock)... Lots of fun.See, these are the arguements I hear a lot, and are, no offense, from people who don't know the stage very well. Every transformation has "safe zones" (Not = to staying airborne, but on the stage themselves). Granted, you can be thrown/spiked into the cars, but EVERY character can grab release you into the Klaptrap (Neither cars nor Klaptrap are 'random hazards' btw.), not to mention a bunch have throws/strings that can sling you into the Klaptrap's path.
Tether characters, like I said, are instantly killed once pushed off from the stage at various points due to them not having the ability to cover much horizontal distance without the tethers (goes for ZSS too, sadly). The damaging floor is there, sure, but what happens when tethers use their 2nd jumps and are left with the options to airdodge to their deaths, or get hit by edgeguards and fly farther away/die due to having racked up too much % trying to recover? In JJ, tethers don't die because of these things, and the rushing water is barely ever exploited due to people knowing that they should stay away from the left side of the stage's water currents... Yeah, ZSS is HORRIBLE in JJ due to her losing her awesome sideB (she grapples everywhere, even when not intending to... This would be a very good CP for us Kirbyes against her, since she also kills a lot off the top), but it's just 1 character, versus all the disadvantaged characters in PTAD in the tether recovery sense.As for the Tether arguement, yes and no. The only characters that can't recover on this stage are Olimar and Ivysaur (well and Link + Ganon, but that's more character flaw than anything), which does not make it bannable. After all, those same arguements can be made on JJ, since tether characters, when they grab the edge, automatically swing into the water unless they were high enough to have time to snap to the edge before swinging down, and this affects ZSS as well as the afore-mentioned two. HOWEVER, PTAD, unlike JJ, does not kill these characters, but rather damages them and gives them another chance to recover thanks to the floor.
OK, i see. I honestly dont use short hop dair that much but i could see how it is more useful when fastfalled.Well, Bair is the obvious one for both chars (Fair as well for Kirby), and both can FF it during any point. It's more for the other aerials. For both char, Dair is the big one, and for both, you can laglessly FF a Dair and follow it into a grab, and it's not something I've seen done much. Uair follows the same principle.
So, from what I can tell, it's better for us to get the small landing lag (which is 10 fames or less) than to wait for our moves to AC (except dair, we should AC this, and I always do).Brawl hacking get!
PSA sez all of kirbys aerials have ac frames:
Nair: AC at 56, end at 73
Fair: AC at 41, end at 44
Bair: AC at 28, end at 41
Uair: AC at 22, end at 40
Dair: AC at 48, end at 55
Nice...Brawl hacking get!
PSA sez all of kirbys aerials have ac frames:
Nair: AC at 56, end at 73
Fair: AC at 41, end at 44
Bair: AC at 28, end at 41
Uair: AC at 22, end at 40
Dair: AC at 48, end at 55
edited so it's readable lozlszlkszujslul
Yup, that's what I meant.You're talking about autocanceling right? I don't think I understood what it meant fully until recently. I thought it just meant some characters have no lag if you short hop and aerial, like if Kirby does a SH fair, uair, or bair, because the aerial ends right before you touch the ground.
However, I was playing Fox recently, and I noticed that if you fastfall a Bair into the ground in one way, there is very little lag, but if you fastfall a Bair into the ground at a different point, there is absolutely none.
I don't know the exact timing of Kirby's aerials, if there is any. :/
I just know that most of his aerials have very little lag when landing anyway, or in the case of Dair, if it hits the opponent, you can dashgrab or forward tilt them.
So...autocancel frames on his aerials? If I've been sucking with Kirby because I can't autocancel a Bair then this will help me so much -_-
Hehe, I've done a tourny match on Big Blue before for the same reason. Ended it by inhale>walk on tracks XDNp on that no offense part, but just for the record, I play friendlies even on the banned places... I've actually played in-tourney on Summit, because me and my opponent agreed to and I was about to win (beat his main, Pit, with Kirby, almost a 3-stock)... Lots of fun.
While this is entirely true, there are more opportunities for easy 1 hit KOs on Japes than on PTAD (The Klaptrap is on the stage about 5 seconds out of every 10, right?), and, with the exception of a couple things some chars can do on certain PTAD transformations, it is generally easier for EVERY character to get you into a Klaprtap.The thing about the klaptrap is that when it appears, it's there for a very small period of time... Cars are there for a little over 3 seconds, and during that timeframe, your opponent might get you off of the platform and push you down onto their paths (or zone you into a forced landing, resulting in death). And dontcha worry, I know cars aren't random hazards, I know the timing quite well from experience.
Oli does too depending on how many Pikmin he has (though that number is usually low due to them dying when they touch the water), and I believe Link does (But this stage naturally screws him over anyway too.).Only character to swing itself into the rushing water in Japes is Ivysaur, since all others' tethers remain the same length as when they were used: Ivysaur's tether, even when grappled as close as possible, stretches the whole way. Of course, this can be fixed by mashing the A button and returning on-stage while Ivy's doing his swinging stuff.
Yes, Wario on Brinstar is annoying, but I actually mean that a fair number of characters, if the player pays attention to the timer/Klaptrap, and knows the stage, can circle camp like you could on Summit, Hyrule Temple, etc.Circle camping, you say? Well... Keep an eye on characters who would camp. If you get taken there by a Falco for example, it's no different than stage advantages gained by other characters when they take you to their best stages (like Wario and Brinstar... Now THAT'S camping).
the 'end' is referring to when the aerial ends if you dont land cancel it. The ac window goes from the 'ac' frame to the 'end' frameNice...
*has no idea how he's going to use this since he can't count frames IRL*
do you happen to have the frame data showing how long each aerial lasts, so I know what this autocancel frame is in relation to the whole thing?