GimR
GimR, Co-Founder of VGBootCamp
For your "Releasing the catch" Section you NEED to add using the bucket After releasing your shield. This is the smartest time to use it. Someone attacks you, you shield it, release the shield, then bucket.
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I don't have personal experience, but I believe if the opponent tech rolled behind you, you would miss.I've never missed dthrow to oil panic, afaik the oil panic comes out too fast to be avoided. Has anyone gotten out of dthrow-oil panic?
I do have tournament experience with bucket spam in teams when I was teamed with a Lucario player. It was brutally effective because when the other team knows you have a bucket ready, that immediately puts you on the defensive. Also, my teammate and I realized that if he had someone in a grab and I used my oil panic, depending on what controller slot he was using, would hit him instead of the opponent. So for anyone that may want to know, to be able to hit the opponent and not your partner when you use oil panic, I was in the 3rd controller slot and he was in the 4th controller slot. Didn't have any problems after that.For connecting with the bucket, iirc, the hitbox on bucket lasts a lot longer than any character's air-dodge, which means that if you can roughly match DI with an airborne opponent (the hitbox and priority are huge), they can't really avoid it.
Does anyone have any real world experience on playing doubles with the bucket? With most doubles partners it seems impractical, but a G&W paired with a Fox could fill that bucket pretty **** fast for a high priority, high reliability bucket spam.
lol I do this all the time. And zelda is pretty good in brawl too so its not like your getting a crappy partner.ive done GW+Zelda in teams it owns. zelda just fires her dins fire at your enemies, disregarding the fact that your there and you bucket it as much as possible. You get hit sometimes, but usually so does the person she's aiming for. its also pretty easy for her to throw you a dins fire to bucket when she's free.
wow pika is actually a really good idea. He's fast and hits hard and combined with g&w they are probably pretty unstoppable. Toon link is actually really good too because his projectiles can keep opponents away and g&w can rush in and IDK me and my friend just work well together I guess.I personally prefer Pikachu. His projectiles are quick, and just as powerful as Zelda's.
But Zelda isnt a bad teammate at all.
And the controller port = Big win.
Expect an update soon.
Possibly two new sections if I get around to it.
and of course some revisions and maybe some pictures :D
There was a thread devoted to this, but with explosions. I didn't think it worked with the bucket, good stuff.Also, my teammate and I realized that if he had someone in a grab and I used my oil panic, depending on what controller slot he was using, would hit him instead of the opponent. So for anyone that may want to know, to be able to hit the opponent and not your partner when you use oil panic, I was in the 3rd controller slot and he was in the 4th controller slot. Didn't have any problems after that.
Grab-release -> Panic is already in the guide, :/.yeah they can DI behind you after the dthrow... what about grab-release to oil panic though?
How exactly? I'm almost 100% sure that manhole no longer flips people vertically, but horizontally, and for the most part out of range for an oil panic combo.I'm pretty sure I've done manhole->oil panic a few times before.
well, in training mode it completely negates stale moves so it might be weaker in normal play......just a thoughtWell...
maybe against the wall?
Otherwise I'm unsure of how you managed that one.
And can someone look into stale moves for me?
In training mode, it does 42 damage with Mario's fireballs. It can do more if the fireballs are unstalled in normal play. What I think is that the training room damage is right, but if its the first time you use a move, aka its not on the stale move queue at all, then its actually STRONGER than normal.
But yeah, I would like someone else's input on this.
I'll test stale moves if you wan't me to, then give you a chart of what the damage ratios are.Well...
maybe against the wall?
Otherwise I'm unsure of how you managed that one.
And can someone look into stale moves for me?
In training mode, it does 42 damage with Mario's fireballs. It can do more if the fireballs are unstalled in normal play. What I think is that the training room damage is right, but if its the first time you use a move, aka its not on the stale move queue at all, then its actually STRONGER than normal.
But yeah, I would like someone else's input on this.
So your saying in training mode, there is no staling moves?well, in training mode it completely negates stale moves so it might be weaker in normal play......just a thought
yesI'll test stale moves if you wan't me to, then give you a chart of what the damage ratios are.
How many times does an attack have to hit in order for it to become "stale".
So your saying in training mode, there is no staling moves?
Yeah, training room's moves do not stale. Ever. From this, we get the basic attack power of a move. Though, as I've said, Oil Panic can actually do MORE than the basic damage, leading me to think that a move is stronger on maybe the first hit before being added to the stale attack queue. Basic damage is probably achieved after the move has been put on a single time to the queue.well, in training mode it completely negates stale moves so it might be weaker in normal play......just a thought
Alrighty, thank you, I didn't know that, .