GP&B
Ike 'n' Ike
Wait wait, moar.
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Thanks, what's your Youtube account (and you don't let other people use it right?). I'll grant you access. Maybe rename the video to what it shows "Mango vs Armada/Shiz Pt1", put in the description time stamps to skip him going longly AFK or playing League ( 0:01- 0:59 , 2:30- 3:50 [these then become clickable for people]; otherwise if like a third of the video is League you can use the Youtube editor "Enhance?" and then trim the video and "Save As" and make the previous video private and renamed to NOT USED* and so on; and then add them all to one single playlist in some kind of order. You can even use the "Remix'er" or something to combine them (it works to make up to 2hour videos I think).I really appreciate it; thank you. I can totally take notes/possibly even edit them for you, that'd be no problem.
Also one more question; how do you know so much about Super Smash Brother? I barely know much about the game but I want to start reading up on Melee a lot; I hope to be as knowledgeable as you are with PM, especially since I want to start commentating.
I can remember every post, and someday when this thread goes into the Wiafu apocalypse I will quote posts from old to stay sane.Posted while sick at 1am
How the **** do I english
@ SpiderMad to retain grip while springless you can just remove the plastic column from the inside of the shoulder button of an unused controller, and place it inside the shoulder button you use to push it to full exension without a spring, allowing to click at nearly full extension.
Also wtf that quote is from ages ago goddamn
Weeb?Why are you putting a "D" in front of weebs?
Invisible ceiling glitch, was common with Roy/Luigi and a few others.Playing Roy vs Bowser in Melee, hit Bowser with counter off his dtilt at pretty high percent, like 160, he flew off but surprisingly bounced against the top of the screen and went down at a serious angle
The **** just happened
I knew it happened with like... Mario, but not at the top of the stage. Melee is weird.Invisible ceiling glitch, was common with Roy/Luigi and a few others.
ya this happened to me like three hours agoIt has to do with getting hit soon after hitting a shield or intangible/invincible thing.
marth/Roy counters do it often. Luigis get it a lot too when people hit their wd smashes OoS (fox upsmash OoS on a luigi wd upsmash is like guarenteed to cause it or something)
Shown a few times in this videoya this happened to me like three hours ago
Actually, you could do both...If you went and read books/watched relevant news/did some research instead of just wondering about the possibilities.Mad imagine how successful we could be if we could trade smash knowledge for equal amounts of understanding in a different field?
Because.*GFYCat stuff*testing....why does it make it huge?
Why are you putting a "D" in front of weebs?
That Guy With The Glasses. Any forums that are at all associated with his stuff.Man the IMDb forums are worse than YouTube
Yeesh
Super echo chamber at its finest.Shown a few times in this video
https://www.youtube.com/watch?v=RyBYSSsuWUo#t=52
Fite me irl m8Yeah, pm sucks, should train on rolling in smash 4
I suppose not even all of this was planned by Sakurai, but he knew a few key things which were really important and he is probably good with probabilistic complexity estimation (weird word), too. He knew that if he would create a lot of variables where the characters differ, the game's complexity would increase rapidly and the metagame's little details which make the game so good would then form by itself. You can also see in the game that he tried to five a few characters unique disadvantages designed in an obious and direct form, rather than a weakness against a certain strategy (Samus' roll, Yoshi's not existing jump OoS, Bowser's long jumpsquat, Pichu, ...) and those weren't so successful and got patched out in PM. So I don't think Sakurai intended everything and some stuff didn't work well, but bringing in so many details made it.One thing you can gain from being adequate on game knowledge and utilization is think for yourself why and what mechanics are probably good or not, and why Sakurai may have made them. And have an appreciation for how well Melee was designed. If the hitstun/shieldstun formula was different you'd screw things up, if tech rolls were any faster or slower you'd screw things up (in regards to human reaction time), if Brawl landing detection was in Melee you'd kill a bunch of depth and stuff, and so on. Why did Sakurai restrict AD through IASA? Why did he add L-cancelling? Why was Up-smash/Up-b and grab allowed to cancel Jumpsquat? Why can we Dash dance? Find out what forbidden DI is (Can't SDI downwards otherwise you'd cancel hitstun out many attacks by touching the ground), come to your conclusions on mashing to break out of grabs, realize that every stage in Melee he messed with something to not let us center towards one perfect stage (Yoshi's shyguys, sloped edges, randall; Dreamland wind; Battlefield weird ledges and no wall to ride up; PS2 transforming; FoD moving platforms; FD no platforms). Buy component cables (if your CRT accepts them like mine does) and look at how much more amazing Melee/PM looks. Stare at Bowser on Raging Rapids and admire how good it all looks, then walk slow or fast at different speeds with your analog stick and observe his well animated walk animation and sound effect vary. Realize that what way you were facing when you landed from being hit determines different get-up attack animations, realize that being over 100% has different roll/attack ledge animations, realize that every character has variable attributes for their fall speed, fast fall speed, air weaving, top air speed, dash speed, run acceleration, top run speed, walk speed, weight, jumpsquat, landing lag, shield size, ledge grab box size, spot dodge, shield and tech rolls and tech in place, item throw speeds, and even things like shield drop timings for Zelda being lower than normal, Link being able to act after a ledge grab sooner than normal, Peach and Zelda being able to FFall their air dodge. Their hurtboxes and collision points differ, their jump heights differ for SH FH and DJ, their wavedash lengths differ from their traction variable, their crouch heights differ, only some can WJ, only some can grab the ledge with their up-b backwards and spacies can only turn theirs around if they ride up a wall/ledge, their grab lengths and speed differ. Realize that IASA and Autocancel on moves is used to make animations allow gameplay to be fast, fluid, and realistic. Realize that this game has percentages, and has DI/SDI, and Double Stick DI with the C-stick, and shield size health decay and knockback(from your traction and the KB of the attack), and light shielding and shield angling (both being variable from your stick being analog and your shoulder trigger being analog to allow dozens of light shield sizes and in how far the shield is pushed outward beyond its directional angle), and shield DI/SDI, a half dozen tech options including wall teching, a half dozen ledge options, falling normal or fast falling, charging a smash attack, aiming certain f-tilts/f-smashes either slightly upward or downward, four different throws all being different for each character as well as the option to pummel, moves having things such as invincibility vs intangibility on any specific limb's hurtbox or armor types and transcendent priority and the ability to halt gravity or generate windboxes and be ledge cancelled, hitboxes having base knockback and knockback growth and DMG and angle, formulas for whether moves clank or not based on it being an aerial attack and its damage, aiming marth's up-b slightly more forward, over a hundred firefox/firebird angles, air dodging having a hundred different angles as well as length. Realize some moves can be meteor cancelled, be grateful this game runs at 60fps.
noplease guess, ill luv u 5ever
also, someone asked me to explain mew2king in a sentence, was i right
http://bit.ly/13B5YNk
It's moments like this I BibleThump because SOJ won't let me make a ****post or circlejerk tag.