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Playing as Olimar, I threw someone into the laser once.playing as MK, I uair juggle combo'd a snake into the claw once.
and playing as diddy, I shielded in anticipation for the claw to hit me, and then the opponent came up and grabbed me right before the claw hit, and I died.
Sounds like DDD's Dthrow to me; iirc, it's actually composed of two wind boxesI'm digging this new ruleset. I was not a fan of the older method for tie breaking and am glad to see that change. Stage striking becoming more significant is pretty interesting aswell, as is the inclusion of Yoshi's Island, Luigi's Mansion, Distant Planet, and Port Town into a "more legal than they were" counterpick status, rather than teetering on the edge like in the past. Speaking of which, Yoshi's Island didn't really get an explanation for the change-of-heart towards it, why was the stance changed from it being banned to a counterpick status? (I'm for it being a CP, just wondering why it became one after being, for the most part, banned)
Also, excuse me if this was already answered (I didn't look through all fourty pages), but what, exactly is meant by a "a throw with a wind attack"?
...So you're gonna compare it to a counterpick to justify it being a starter?Also playing as Olimar, I threw someone into the spikes on Picto once. (Ok, I'm lying - many times.)
That's just using the hazard
Oh, my B, didn't realize you were talking about it in a Starter sense. It certainly does have the most hazards out of any of the other starters. I think it could be bumped off by PS2...So you're gonna compare it to a counterpick to justify it being a starter?
You realize how ridiculous that sounds, right?
i would say, or you could just show the vid, but that would make you say, or you could just find it, so im just gonna say show the video pleaseThere was a freeze glitch that happened in a doubles match once where Diddy landed his side-b grab on MK off stage, and GaW used u-air just as Diddy jumped off MK, causing MK to be frozen. The vid should be fairly easy to find.
Well see it - oh wait, Chuee beat me to itLow ceiling, Sharking, lasers/claw, and a really gay MK glitch.
While PS2 has stalling on some transformations (mostly wind), changes physics of game
=/
Never heard of that, who knewhalberd also has a ddd infinite on the ship.
There's a drill rush glitch where MK can get inside the ship.gay MK glitch?
0m 35s^I actually remember a few weeks ago I think hearing about DDD being able to infinite on the ship in Halberd, but I've never actually seen it, or where specifically it needs to be done.
Can I see a video of it, just for curiosities sake?
<3 indeed. Much love for having the guide name in the post. xDI think Halberd is better than those two, although the flipside of Orpheon isn't that bad, especially when you consider it spends like 75% of its time there. <3 Raziek.
I'd certainly call Delfino more balanced - the mix of the areas balances it out imo. Frigate is a different story, but it's not a starter anyhowYeah, I could agree with PS2 over Halberd, but then I'd question whether Halberd is worse than Delfino or Frigate.
Really? Is this in your guide? I saw it, but didn't bother reading it since it was a Marth guide<3 indeed. Much love for having the guide name in the post. xD
But yeah, if anyone does any programming, Frigate Orpheon can more or less be simulated by a series of nested if -> then statements.
I've actually gotten absurdly good at predicting it WHILE I play.
Raziek said:Ok, so I decided to finally finish up looking at my notes to make a general outline of what to expect on this stage.
Firstly, I believe Frigate can be predicted largely by following a series of If -> Then statements.
The First major split comes at the 7:27-7:17 mark. In the majority of my trials, the stage has flipped at this point. If it does, it is HIGHLY likely that the majority of the time will be spent on Transition 2. If it does NOT flip at this point, my trials show that the stage will follow a pattern based around Transition 1.
The majority of what is going to happen revolves around a simple concept: If one thing happens, the other CANNOT happen for at least "x" amount of time.
Following the first flip to Phase 2, there is a 30-40 second gap before the next event.
After this buffer period passes, one of two thing will happen:
1) The Stage flips again.
2) The Lights go out.
If the lights go out, the prediction is simple. From the time the lights go out, they will be off for exactly 30 seconds. After this, we return to the former pattern of a 30-40 second gap, followed by the same If -> then.
If the stage FLIPS, the prediction gets a little hazier. The grand majority of my trials have shown the stage focusing primarily on one transition, based on whether or not it flips at 7:17. If it DOES flip, you get a type 2. What this means, it that if it flips BACK to phase 1, it becomes extremely likely that it will flip back to phase 2 after 25 seconds. It then resumes the 30 sec Gap -> If/Then pattern.
If it doesn't flip, you get a Type 1, and it does MORE OR LESS the same thing as type 2, just changing the transitions roles. It will usually spend a mere 25 second on Phase 2 if it DOES flip, then it will flip back to phase 1.
Predicting this stage is done simply by making educated guesses based on the timing and transition type, whether you have type 1 or 2. Between the If/Thens and reading the set time gaps, you can play here quite easily.
It is regrettable that the stage still seems to have some inherently random determinants, but by and large, it is quite easy to predict. Just be aware that every once in a while, it might screw you over.
I'll try to simplify it the best I can.is the turning on frigate random or are the flips on a timed schedule?
I realise it gives a crap ton of warning with the sounds and the zooming out of the camera, so its not of too much consequence but I was wondering.
lol I got ninjad hard
but can you break down that overly wordy explanation into something easier to take in?