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Crazycolorz5

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Everything posted by Crazycolorz5

  1. Lol this thread though. Not that I mind, but is there a reason you haven't considered using PMs? Other than the fact that the PM system here is clunky. Which is to say it's bad.
  2. Katakiti though. But anyway, Roy's okay but not high tier.
  3. Maybe a bit later, and that's with rage. Many of my numbers are probably skewed because I know them for Rosalina, lol. Palutena's best matchup.... probably Villager. You can keep her out pretty indefinitely thanks to the windbox on reflect. The only thing is is that if VIllager does get in, it's hard to get her off of you. Personally, I just use Palutena against Zelda and Puff, since Rosa covers most other MUs. I did counterpick Palutena on a villager this past weekly though. Palutena's worst matchup is Fox, because non of your jab->something combos works since he can fall and shield on most of them. It's just awful. I just asked a friend and they said that they think Palu's best MUs are Vilalger or DK. (I can see DK since dthrow uair is guaranteed for a loooong time)
  4. Also I figure it's better to contribute late rather than never for Olimar, since he is my 3rd character. Olimar's fsmash is really hard to approach through, but keep in mind that 1) it's not very strong at the tip, 2) he can't do it for a short time after throwing all the pikmin, and 3) he gets wrecked by reflectors on the pikmin. Thus his best kill options are a point blank red (or purple) smash, red or purple backair, or a blue uthrow (kills at about 140 with rage). Most of his attacks also have item priority (namely his aerials), so they'll get beated out my any hitbox. His upB is very mobile when he has no pikmin, and he can do an aerial out of it. Now, tricks you shouldn't fall for: 1) His dsmash catches the 2 frame. Don't get hit by it, idiot. 2) landing nair -> usmash works only if you aren't ready to do something out of it. Floaties should air dodge, fast fallers should fall and shield (I think). I just know that it doesn't work but can catch many people. His game plan, if you're fighting a good enough Olimar and one that isn't just spamming sideB/fsmash, is: > Keep your pikmin management/next to pluck to try to keep one white or purple on you at a time. > When you have a white, try to either use a throw combo to get it on the opponent or just get it on them somehow. Once that happens, pressure them and if they try to get it off, punish it with a combo. > When you have a purple, use the increased power of having a purple sideB to take stage control and pressure them from a safe distance. Use a read to get a kill early with a purple smash. > If you can rack up enough damage with your white and purple sideB, but can't seal a kill, blue uthrow should be an option in mind, but don't fish for it. I've seen most Olimars land with nair after upBing. Olimar's weaknesses are getting juddled/edgeguarded, due to his lack of a hitbox on his UpB, and his lack of priority on his aerials, and his floaty-ish fall speed. He doesn't really have options to cover people right below him other than ff nair.
  5. Palutena's strength comes from mixing up at the right times. Her grounded frame data is garbage, so her neutral mostly consists of spacing bairs and fairs. Her jab is good in that it's very disjointed and leads to, on most characters, a standing grab, on some characters, a dash grab, on most characters, a dash attack, and on all characters at high %s, a nair. She relies on mixups and 50/50 tricks to kill. Most notably: dthrow -> uair is a 50/50 for a small range just before/to after 100% on most characters. It's guaranteed at kill %s on Rob/other large characters. At higher %s, just jump out and be ready to react to a dj uair. jab -> uair/some smash 50/50s at high %'s. If you just out she can follow with a uair, if you ad into the ground, she can smash that. If you do nothing, at high enough %s, she can smash that. dthriw-> rar bair is real and will kill towards the side of the stage. Though, she can't reach you if you get thrown right at the edge. Other than that, her kill options are bair - starts killing at about 140 from a bit past midstage nair - kills at around 130 if you DI it up, kills at 110ish offstage if you get flung outwards. DI it in and stage tech it for max survivability DA - kills around 130-135ish with rage. uthrow - kills around 145 with rage. You don't need me to tell you to respect the bair, but don't not-punish it. Force them to mess up their spacing and capitalize on it. Autoreticle is surprisingly safe on blocks/as long as the projectiles come out. However, if you spot dodge the targeting, that's a free punish. Reflect is also safer than it seems, because of the windbox. It makes the villager matchup very good for Palutena as villager striggles to get past it. Counter is f10 and unsafe on hit until about 40% You beat Palutena by messing up her spacing, being wary of tomahawk grabs, and not letting her kill you until 140% Her weaknesses are that she has trouble getting out of juggles (warp canceling is her best tool) and she doesn't have any counter breakers, especially if you're in front of her (no bair). Oh yeah, also no hitbox on warp so if she's expended her double jump so she can't dj uair, throw out a hitbox and 2frame that teleport. edit: stuff I forgot: jab -> utilt is guaranteed if you're spaced too close to her. utilt in general is good for reading normal getup, and it kills (125-130ish with rage). utilt is actually pretty good. She bends down SUPER low so it's a good anti-air dtilt isn't awful and is kinda hard to punish. ftilt is awful and if it's used, it's probably a misinput
  6. That's odd; I didn't touch the disassembly section... I'll look into it I guess.
  7. im actually elise irl fite me
  8. Some of the outline colors, and palettes in general are a bit off in the mugs. Some look FE7 style, and some FE8.
  9. Why not Fates GBA?
  10. Okay, I'm on it. Edit: I've fixed the issue. It seems to be something Nintenlord never rewrote when he rewrote a large section of the parser. Basically, I think it means that the code isn't known in the RAWs. So we actually should investigate this. Edit2: I found some commented out lines in the Text RAWs file. #Same as TEXTSHOW TEXTSHOW2, 0x1B21, 4, -game:FE8 -indexMode:8 Text ID, 2, 2 So I uncommented those lines. I don't know why they were commented. In any case, I've fixed the underlying issue if there were any other unknown codes.
  11. Just use fate's weapon triangle.
  12. Oh, cool, FE8 is the future. In a few months you'll have a wide variety of tools to help with some of the things you want; Namely, higher stats for support for 3rd tier classes. Base convos should be just a pipe dream, though.
  13. What about just making your palette in Usenti?
  14. Well, in that case, the answer is probably no.
  15. Something something Save/Suspend Expansion hack for FE8, installed with EA, something something tech demo.
  16. https://www.dropbox.com/s/fxpd982v3qsrngv/Portrait%20Mouth%20Eyes%20Format.png?dl=0 Line up the upper left corners of the mouth and eye frames with the correct X and Y coordinates. Those are the ones you use in the macro for EA, if you're installing that way. #define setMugEntry(mugEntry, mugLocation, mouthX, mouthY, eyeX, eyeY) "PUSH; ORG PortraitTable+mugEntry*0x1C; POIN mugLocation; POIN mugLocation+0x1624; POIN mugLocation+0x1604; POIN mugLocation+0x1004; WORD 0x00000000; BYTE mouthX mouthY eyeX eyeY; WORD 0x01; POP"
  17. Bumping to say I've updated to V1.0 (ParseFile) and V0.2 (ParseFolder) for compatibility with EA and #incext.
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