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Tamarsamar

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Everything posted by Tamarsamar

  1. Wait, since when did Lucina have a bow? Shouldn't she have a lance secondary instead (so basically Gradivus instead of Nidhogg)? Somebody at Nintendo clearly can't get enough of Lucina while having it in for Ike. "5" damage? Like . . . are they sure they didn't misplace a decimal or something?
  2. [spoiler=Regarding Subterranean Rose . . .]Next time you reach it, if you don't feel like you're up to it, you can skip the harder phases completely by simply not shooting Koishi. Unlike other Extra stages, SA Extra's final attack inexplicably lacks a timeout hell.
  3. Because super armor every smash attack clearly isn't drastic enough. Also this discussion is now about Little Mac apparently. The Two Falchions have been dissected pretty thoroughly. (One of my favorite things is when I don't even need to argue my own points.) I will say about their Forward Smashes, though: never discount the reverse tipper hitbox at the startup of Marth's.
  4. Lucina: the most pointless character slot in Smash, beating out even Dank Pit for the title. Her freaking theme is "You May Call Me Marth". And, at the end of the day, all she really is is a worse Marth. Sure, she has marginally better non-tip damage, but all Marth really needs is to land one good tipper for Lucina to fall behind. In short, why couldn't they just tie her to Marth's character slot? Like, if they can have Wireframe Mac . . . Marth: Dude is going to try to space you out; if you're a real spacing character (or, infamously enough, even Sheik), you can do that better than him. Otherwise, rush into his face as fast as possible, grab him whenever viable, and be sure to properly punish any baited Counters. One of the more fundamental characters in Smash since Melee (and I have personally secondaried him ever since), he is the Reversi of character movesets: easy to learn, hard to master. Unfortunately, while he was just slightly too good even in Brawl, they overcorrected on him heavily in Smash 4. How I see the Falchion matchup with my characters: Yoshi: You are so much faster it's not even funny. Sure, your non-command grab sucks, but after you get your first read against an attempted Counter, the match goes downhill in your favor. Eggs eggs eggs. Charizard: Flamethrower gives your opponent a bit of a hard time. Leverage your amazing grab game when they approach to your advantage. Similarly to Shulk, make sure you're safe from Counter before you commit to a slow power move, though there is a bit of leeway here since it doesn't hurt quite as much as Vision. Sliding Rock Smash can save you easily from a well-spaced Marth. Overall a fun matchup, as there is something inherently enjoyable about slaying a wanna-be slayer. Robin: Time to tip the scales! Arcfire can catch Marth before he gets to a position he wants to be in (which, of course, goes double for Lucina), and you can follow up any number of ways once you do so. Your grab range might suck, but so does his, and you actually have combos off of your throws, so it is definitely worth going for in this matchup. If playing against Lucina, you can hope for a satisfying "How can you protect your father if you can't even protect yourself?" victory screen. Mii Swordfighter: A common theme with a lot of your matchups is that you end up leaning a lot on your projectiles, and this one is no different, as Marth is actually dangerous you in a straight sword fight (Lucina, however, I'm not so sure). Those projectiles are actually very good at what they do here, though, and will be quite vexing for your opponent. Your Blade Counter also lasts longer than the original, so you have a bit of leeway in that department if your opponent gets overconfident from a near-miss. Barring a fortunate Blade Counter, the hardest part (at least against Marth) will be actually landing the KO, but when in doubt, just throw off of the stage. The matchup with Marth is perhaps roughly even here (particularly if he is able to land a good tipper or two). BONUS: Since I do still secondary Marth, I can give some insight regarding what to expect from a Custom Marth (and, by extension, Lucina, since they didn't even bother making her customs any different, either). 3123 (Dashing Assault, Dancing Blade, Crescent Slash, Iai Counter) is generally regarded as the best custom Marth set, and the only deviations you should ever see from that (given the appropriate custom moves are unlocked) are people who like messing with the other neutral specials (Shield Breaker and Storm Thrust), and people (like myself) who can't be bothered to adjust to an up special so wildly different from Dolphin Slash. Iai Counter is nuts, and should never not be used whenever it is possible to do so. That ridiculous speed, damage multiplier, and movement, all in one move? It's no Power Vision, but when you can use it multiple times in succession (especially against projectile spammers) it doesn't need to be!
  5. We had red ink in the Autobots vs. Decepticons Splatfest. It was just a different shade of red than crimson (closer to a maroon or burgundy). Not that difficult.
  6. Friends: fought for. Interesting bit on the FE4 figures! I wonder if we will ever see a 3DS Genealogy, complete with a happy medium between the original mechanics and the modern, Fates-era mechanics with all unintended incest being eradicated completely (though given IS's current track record, that seems uncertain). I'd buy it.
  7. As something of an aficionado of Fire-type Pokémon, their similarities are as much a strength as a weakness. If you are looking for defensive tactics in the Fire-type, you are quite simply doing it wrong. (Might I recommend something like Ferrothorn instead to cover your more common weaknesses?) Fire is the type of all rushdown, all the time! True, our commonly-associated status effect Burn inflicts an offensive debuff, and it is in fact possible to throw your opponent off with a Chandelure in a supporting/Hazer role (because who does that?) using Will-O-Wisp to inflict the effect reliably (the next most reliable move being Inferno, with 100% proc rate but 50 Acc, and after that the almighty Sacred Fire, exclusive to Jhoto's legendary Fire-types) . . . but generally speaking the main draw to Burn is that the afflicted Pokémon (particularly if a physical attacker) becomes substantially easier to out-race, which is perhaps notable against most Flying-types with access to Roost, for example.
  8. You know, I did vote for Isaac (largely because Golden Sun was legit and the Move Psynergy Assist Trophy from Brawl was . . . not a flattering representation) I literally cannot fathom how somebody can be so sad as to look at the roster of a 56-character game and be yet unsatisfied. Heck, two of those character slots were completely unnecessary by any stretch of the imagination! If anything, I'd rather the DLC characters we have be given a free set of custom moves. And even regarding Isaac, even the magic swordsman archetype he would fall under already has (bi-gendered!) representation. So most of what he'd bring would be a new game to advertise.
  9. Stevia extract is currently my sweetener of choice, personally.
  10. TBH I'm surprised that the Decepticons managed to reach the amount of popularity that they did. I was expecting something much closer to a 66-34 split at least. As cool as the Autobot shirts were, though, it may have been that very red color that ended up doing us in. Congratulations Marie and the Decepticons!
  11. I: Matoya's Cave III: Eternal Wind IV: Battle with the Four Fiends/Melody of Lute (tie) X: Geez, it's been forever, and there's no shortage of good tracks to choose from. I'd have to say the main battle theme, but To Zanarkand comes close. XI: Much more recent, but far too many tracks to choose from. I'd have to break it down by expansion. Base game: Ronfaure Rise of the Zilart: Rabao Chains of Promathia: The whole OST here is freaking platinum, but special mention goes to Currents of Time. Treasures of Aht Urhgan: Ululations from Beyond/Ragnarok (depending on how you count it, but the two are close) Wings of the Goddess: Griffons Never freaking Die Misc. (all add-ons): Echoes of Creation The Black Mages: The Black Mages: Dancing Mad The Skies Above: The FFVIII tracks so much it isn't funny Darkness and Starlight: Of course, Distant Worlds
  12. How can you restart an RPG, especially one like Pokémon, so completely and nonchalantly like that? I would not care how lost I was, I would never forgive myself for all that lost time if I did! I would just look up a guide on the internet or something.
  13. IIRC, this question was previously answered in the affirmative.
  14. >stat is made objectively worse >is considered more valuable because of it I don't even know any more.
  15. For whatever it's worth, Luck was arguably the most powerful stat in Awakening on account of the 1 Luck = 1 Critical Avoid, on top of the other things it did. Skill was second-best unless you had max Hit% (admittedly easy to take for granted with a lot of weapons, particularly with Awakening's Pair Up), after which Speed was second. All things considered, I do not reckon that either stat's respective nerfs are all that uncalled for. "How this game handles criticals" is somewhat misleading. The whole triple-damage property critical hits always had in FE always made them effectively lethal most of the time anyway, which makes the names of weapons like "Killing Edge" appropriate in the first place. Giving those weapons quadruple-damage crits, as already mentioned, is effectively overkill . . . especially in a game like Fates, where nobody really has all that much HP. That, I think, is the crux of the issue right there: not that critical hits are any more powerful than they should be, but that a stiff breeze can knock a lot of characters over.
  16. The best character in the game version 1.1.0. I'm not sure what can be said about her that hasn't been said so far? If you deal with Luma (which some characters can do fairly easily), the fight becomes much easier, but then the problem becomes that Luma can independently respawn, so what a lot of Rosalina players will do is run away until they have Luma again and tear through any possible approach you might commit to after. Good Rosalinas will space you out with her aerials in the interim. Respect the Luma, though. Its moves have some truly massive fixed knockback, and as if that weren't enough, it has a lethal jab infinite on top of that. Just . . . don't even bother going after Rosalina herself when there's a Luma around. It is never worth it, no matter how far within your KO range she is. How I see the RosaLuma matchup with my characters, apart from the universal sense of foreboding: Yoshi: One of the extremely few characters in the game actually better than Yoshi, you should take this matchup seriously. If Luma is at the edge, a simple dash attack can get rid of it with minimal risk; that being said do not become predictable with your dash attacks as you can be intercepted with proper spacing. Yoshi's amazing neutral-air could also separate the duo in a pinch, as could a properly spaced Egg Throw if Rosalina doesn't respond with Gravitational Pull. No matter what, never use attacks with a down-input in the air; they are already situational at best, and Rosalina's tools disallow any situation where they would actually be useful. Gravitational Pull makes long-range Egg Throws pretty useless when Luma is gone, so you have to pursue her when the situation arises; don't be afraid to actually throw out a grab for once if you anticipate the player hiding in their shield forever (normally the default strategy against Yoshi, but I do not think Rosalina alone can punish a missed grab that effectively). Remember that your up-air is a pretty silly KO move as well, and in general make it a priority to stay below her at all costs (even if you should be off stage, your midair jump can super armor through her down-air anyway). This is an aggravating fight, but stay patient, always take out Luma, and you can take it. Charizard: Mind your spacing, and your weight will put you at an advantage; otherwise, welcome to combo city. Flamethrower and forward-air are good approach options as always, and use the sliding Rock Smash technique to supplement your spacing as needed, Luma or no. Jabs and potentially down-or-forward-tilt should be good moves to get rid of Luma as well. The biggest factor that puts this matchup in RosaLuma's favor is that the Luma police will prevent you from taking advantage of your usually amazing grab game, and thus it is that much harder to make safe neutral approaches that aren't any of the moves listed above. As with Yoshi, make it a priority to stay below them; up-tilt can punish a poorly-spaced aerial approach pretty hard, though you will have to shield attempts at forward-or-back-air. Just be on top of your game and punish get-ups/rolls and unsafe landings with Flare Blitz as always and you could get it--they are far more likely to underestimate you than you are to underestimate them. Robin: One of the few characters in the game that can out-camp Robin, pray your opponent is not a good player, because this is otherwise a borderline impossible matchup. Not only can Rosalina out-camp you with Luma shenanigans and Gravitational Pull, she also has substantially more mobility than you, basically making it impossible to capitalize should you get rid of Luma (which is actually not that hard to do in and of itself), barring some hard reads. Rosalina and Luma win the long game and Robin loses the short game. Not fun times. Mii Swordfighter: Your projectiles and down-specials are actually pretty valuable anti-Luma moves, especially Gale Strike which launches Luma way up into the air even if Rosalina shields it. I personally recommend capitalizing with Chakram, if only so you don't let yourself get caught above Rosalina. Mind your spacing, be patient, poke the Luma at every opportunity. Your aerials are quicker from the side, but can be out-spaced all the same. Your recovery sucks so it is a bit difficult to capitalize whenever you get her knocked off-stage, but your down-air does have a meteor hitbox if you can time and predict her recovery correctly. Much like Charizard, the matchup is hard (and you do miss out on the super armor and sheer power in exchange for your smaller, more agile frame), but not impossible.
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