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I don't. This MU is completely in Lucas' favor, 110: -10, Lucas.I now hate MK on brinstar.
LOL... rPSI and I have been trying to say for the longest that Lucas should not be taking mk to Brinstar.I now hate MK on brinstar.
My exact reaction to his post.LOL... rPSI and I have been trying to say for the longest that Lucas should not be taking mk to Brinstar.
Well i was gonna stay at a Day's Inn for $50 a night from Thurs-Sat but that's crazy expensive. Do u have housing available or know where i can stay for cheaper?Nasty where are you housing @?
10/10, would watch again.First off, congrats to FAE for getting 3rd at his recent tourney, and secondly, the **** he did in that crew battle was so sexy. Here's a link to the vid to see what he did:
http://www.youtube.com/watch?v=Gpt3ezOQWVY
You see FAE, i thought the Dtilt will always force a get-up.. but it doesn't. TRUST ME. For whatever the reason, the game likes to laugh at you when you go for an Usmash sometimes and allows the person to roll out of the way EVEN AFTER THE DTILT LOCK. I spoke to Ninja Link about this and basically it's just safer to Fsmash them, especially if it's a character w/ terrible side recover, like the spacies or DeDeDe for example.It was a forced getup and the Usmash was timed accordingly. The dtilt lock will always create a forced getup unless something like terrain interferes. Go in practice mode and dtilt lock a fox and match that flopping animation with the one in the vid. If it wasn't a Dtilt lock he'd just slightly slide across the stage and not have bounced, allowing him to roll, getup attack, or whatever he wanted.
C'mon people. I really want Queen Killjoy to win.Because Queen Killjoy is into weird clothing, she needs help in winning some more of that, I assume. So basically, first you "like" this page:
http://www.facebook.com/photo.php?p...x_album#!/pages/Tragic-Beautiful/120526887377
After that you "like" this picture:
http://www.facebook.com/photo.php?pid=4868098&id=120526887377&ref=fbx_album
I bet we all get something special if she wins.
Would you say the Dtilt lock in the vid was a true Dtilt lock?
Pretty much what he said. I do have one thing to add though. While you are "Dtilt locking" them, they can't roll out of it iirc. They can only roll out of it if you stop dtilting them... therefore, as soon as you are dtilting them, i'd suggest keep it going till kill % bc at that point they think they are dead and they just let go of their controller. lol.. then finish w/ a quick Fsmash before they have time to react.No that D-tilt lock in the vid was not a true d-tilt lock.
I also plan on making a thread about the mechanics of jab locks based on the data that has been decrypted from Fighter.pac. I'm pretty much the god of everything you want to know about the mechanics of jab locks.
Action0x4D
@14CB4
DownWaitD, DownWaitU, DownWaitD,
-----------|START|--------------------------
Float Variable Set - IC-Basic[3179], RA-Float[9],
If - IC-Basic[20003] = 134.00x
Change Subaction - DownWaitD
Else
If - Requirement=Bit is Set, RA-Bit[25],
Change Subaction - DownWaitU
Else
Change Subaction - DownWaitD
End If
End If
Subroutine - Offset=@14B8C,
----------------------------|END|-----------
Action0x54
@15294
DownDamageU3, DownDamageD3, DownDamageU, DownDamageD,
-----------|START|--------------------------
If - Requirement=Not Bit is Set, RA-Bit[28],
Change Action(Status) - StatusID=0x2715, ID=0x49, Requirement=In Air,
End If
Change Action(Status) - StatusID=0x2712, ID=0x49, Requirement=Animation End,
Additional Requirement - Requirement=In Air,
Change Action(Status) - StatusID=0x271E, ID=0x51, Requirement=On Ground,
Additional Requirement - Requirement=Animation End,
Additional Requirement - Requirement=Not Bit is Set, Variable=LA-Bit[24],
Additional Requirement - RA-Float[9] <= 0.00x
Change Action(Status) - StatusID=0x271D, ID=0x4E, Requirement=On Ground,
Additional Requirement - Requirement=Animation End,
Subroutine - Offset=@147AC,
Concurrent Infinite Loop - 0x9, @150FC,
If - Requirement=Bit is Set, RA-Bit[27],
If - Requirement=Bit is Set, RA-Bit[25],
Change Subaction - DownDamageU3
Else
Change Subaction - DownDamageD3
End If
Else
If - Requirement=Bit is Set, RA-Bit[25],
Change Subaction - DownDamageU
Else
Change Subaction - DownDamageD
End If
End If
Set Loop - Iterations=0xFFFFFFFF,
If - Requirement=On Ground,
Edge Sticky - 0x1,
If - Requirement=Bit is Set, RA-Bit[29],
Set Air/Ground - 0x6,
End If
!Motion-02! 04020100 - In Air,
Else
Edge Sticky - 0x5,
If - Requirement=Bit is Set, RA-Bit[29],
Set Air/Ground - 0xA,
End If
!Motion-02! 04020100 - On Ground,
End If
Loop Rest
Bit Variable Set - RA-Bit[29],
Execute Loop
----------------------------|END|-----------
Action0x58
@15594
DownBoundU, DownBoundD,
-----------|START|--------------------------
Change Action - ID=0xE, Requirement=Not Hit Stage, Variable=0x8,
Change Action - ID=0x59, Requirement=Animation End,
Additional Requirement - Requirement=On Ground,
If - Requirement=Unknown(0x2715),
Bit Variable Set - RA-Bit[25],
Else
Bit Variable Clear - RA-Bit[25],
End If
If - Requirement=Bit is Set, RA-Bit[25],
Change Subaction - DownBoundU
Else
Change Subaction - DownBoundD
End If
----------------------------|END|-----------