Conviction
Human Nature
@DMG&Niddo: Okay thanks. I just wanted to know the other side of the debate so I know what to base and collect the data on.
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I remember watching that.When I think sonic and norfair, I think of speed timing out that mk at MLG columbus......
How ?Ike would be legit broken on Onett. No thanks.
Yeah, you can't really do **** if someone agrees to use the unity rule set just to get featured and then they switch the rules last minute. The creation of yellow and red cards for TOsFoorball =/= Smash
Since G2 didn't really enforce the DQ rule, then didn't they not REALLY use the unity ruleset? So +1 national for the resistance movement
Ike has no need to recoverHow ?
How ?
Bthrow (hits wall) > bthrow > dash attack
No one has to recover lolIke has no need to recover
Ike has hax reach
Ike has wall locks
Ike can bthrow > dash attack on walk offs
Bthrow (hits wall) > bthrow > dash attack
Ike doesn't have to to recover
And whatever else San will have to say
0-death? How much percent does he deal with each throw?Ike can shark the bottom really easily with uair or fair.
He can 0death any character on the walls with bthrow or fthrow. Even if they get grabbed from the center, he can bthrow to walking grab anyways, or bthrow to ftilt or something due to the wall.
The stage is really small, so they would die very early. The car isn't much of an issue if they get to kill percents quickly enough. The platforms are very small, so Ike would get easy followups from an edgeslip due to the shieldpush of the aerials.
Other characters' wall gimmicks are much more avoidable/only 1 direction. The car affects those characters much more.
Walkoffs don't matter much when there's a wall on one side, and he can bthrow to dash attack you on the other side.
Also, throws combo to kill moves off wall bounce after CG percents.
Helped me get 9th at Apex.I really think most of this is works on paper that you are telling me San, how often would said things happen in a match?
Considering Ike has one of the easiest followups to grab in the game, pretty often. Nair combos to grab at lower percents. Jab to grab at pretty much any % SDI dependent.
By tech/wall jump, you mean his kill move, right?
The fthrow CG ends around 130ish on the lighter characters if it's fully stale. Heavier characters are until 170-180ish. I am estimating since sweetspot utilt kills much earlier.
I just need to utilt when I think you're not prepared to tech, and even then, now you're at 150%+
Bouncing off the wall really won't save you.
Stage size does matter since it makes the car as positive interrupt more useless, and gives you less options for surviving.
*facepalm*@SAN coneria is banned because of the blast zones mainly. Everybody's uptilt can kill at 60% on that stage. Then don't forget that huge wall on the stage. That stage is saying "DDD love me".
There you go San.Also to add on to what I was saying earlier.
Maybe you can use the platforms connected to main building as a frame trap when they fall and become inactive for a little. This includes GIMR's metagame minute tactic, where you hit an opponent while they are shielding and they fall off the platform and go into a tumble animation where they can not input anything but slight DI.
So when right before the platforms go inactive you put your opponent in shield stun, the platforms go inactive and then you have successfully put your opponent into that tumble animation. (All ending lag from moves disappear when you slide off a platform. So in this case instead of sliding, the platforms just go inactive.) So for example I'll use Fox's Usmash. The platforms are about to go inactive, my opponent is shielding, I Usmash them putting them into hitstun. They hit the tumble animation and my Usmash has been cancelled. I can proceed to punish my opponent with any aerial.
This stage also puts more depth into the game where I kind of did it, see where I Nair'd him into the building then he failed to tech and then Shine'd him back into to building. The stage's buildings put into a new sense to the tech chase. Forcing your opponent to bounce off the wall, they will either: Fail the tech, tech the building, or wall jump tech the building. I felt that was cool because it was like tech chase only from an off wall perspective.
I believe this stage will be a strong/good CP for characters that excel in vertical kills, such as Snake, Fox, King DDD, etc. and will probably be a wise choice to ban if you rely on horizontal kills. Diddy, Mario, Falco, etc.
What do you mean by static walls? I am saying that because of the blastzone and the stage elements such as the wall and the laser spot makes it that characters such as DDD and ike will become the backbone of this stage. I know the point of a CP is to allow for advantages and disadvantages but Corneria has to many advantages/ disadvantages for some characters. Also the laser is random and I have seen people die because of this.@Hichez
Are you saying small blastzones are bannable for a stage?
Also, Onett has multiple static walls, and Corneria only has one. I guess you can say the camping spot on Corneria is better/the main reason.
What?Overswarm, I just watched your Onett discussion video. That DDD was terrible. At 2:00, U-tilt after that wall infinite would have killed you like at 130% but instead he decided to continue chain grabbing you for some reason.
This is from grabbing the moment the car signal appears?I got 63% from a bthrow to fthrow string before the truck hit and gave 30% to achieve 93%.
When I tried it again, at the end, I bthrow into the car, then fullhop fair for 111%.
Is the laser actually random? It seems like it's always a timer to me, and if you pass by it after it charges up it always shoots.What do you mean by static walls? I am saying that because of the blastzone and the stage elements such as the wall and the laser spot makes it that characters such as DDD and ike will become the backbone of this stage. I know the point of a CP is to allow for advantages and disadvantages but Corneria has to many advantages/ disadvantages for some characters. Also the laser is random and I have seen people die because of this.
Is it possible to DI away after being hit by the car? Or Airdodge (probably will lead to a frametrap though)I got 63% from a bthrow to fthrow string before the truck hit and gave 30% to achieve 93%.
When I tried it again, at the end, I bthrow into the car, then fullhop fair for 111%.