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Cyrus

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Posts posted by Cyrus

  1. What I meant, is that Metaknight also suffers from the disadvantages you just summed up. Nearly in the same degree even.

    His advantages (broken recovery, able to gimp well, no lag) just outweigh that.

    Eh, enough about him.

    Kirby is good. Not broken. Not too hard to learn. Still good. Beginner's first choice, but able to compete at high level play.

    Likely best Falco counter, too.

  2. Only thing that comes to mind is Charizard.

    Even that has very few support moves.

    Blaziken is kinda slow, not really fitted for your role, since you want it to kill.

    Charizard is who I'd choose.

    For your ice pokémon, how about snorunt or snover?

  3. Yet no one has yet mentioned tripping yet... The person who thought of tripping, and the people who LET it go through should be fired from their job.

    I don't know. They probably put it in because dashing was overpowered and walking was nearly obsolete, except you can do all ground attacks out of a walk and not out of a dash, but in melee you could do it anyway because you were able to cancel your dash with a crouch.

    I don't really mind it, you just have to be more careful with dashing, it has saved me more times than it killed me.

    That's because MetaKnight uses Whorenado to move, and no other character exists in Brawl, so it's not a problem

    old joke :(

    (btw tripping means bananas, bananas mean diddy kong, diddy kong means metaknight's worst matchup.)

  4. Give your general gravidus

    Also, falchion is a bit obsolete, but meh, works against manaketes and it heals hp, although not too much. (Actually, don't use it at all, Falchion is hardly better against manaketes than a max forged brave sword)

    If you have a free spot fill it with pure water. Also, You might not want to use Heros, berserker or horseman may be better.

    And one of your units needs a door/master key.

    Hauteclaire is also obsolete, replace it with pure water.

    It's an okay team, especially for a first team.

  5. Teching off the ledge sets you up for a bair or nair, or possibly even a dair, so there's not much you can do to avoid the DK stage spike. As for the downtrhow cargo, I find it funny you brought up Peach. If her Umbrella is placed properly, she'll hit DK into the Final D edge, and it's a bit tricky to time the tech with that one, so Peach will be taking DK down with her.

    Not if you tech...jump

  6. I should really try to make posts more brief.

    64 really is good. You gave us an example of Falcon being able to do crazy stuff out of an upsmash, but every character has one or two awesome gimmicks that set them apart from the rest, and IMO the balance between characters is much better than in the other two installments.

    Shielding is punished greatly because of the huge amount of shieldstun and shieldgrabbing is not overpowered.

    The Mario/Luigi thing is dissapointing, but other than those two the characters aren't too similar.

    Lag cancelling is an awesome thing too, it puts casuals apart from people who have more experience.

    I'll stop here.

    Actually, no

    Cyrus, I didn't actually read your post, but in skimming through it I decided it looked quite ignorant

    We should do some brawls once if you have Wi-fi

    Edit: not that wi-fi gives an accurate picture of someone's skill.

  7. DI and airdodging make that a really unreliable combo. It's better to carry them off the stage with fthrow and then throw them backwards against the ledge. It works as a stagespike on Final D, Smashville, and Battlefield, as well as quite a few counterpicks.

    Haha I think with 'noobz' he meant to use it against unexperienced players.

    By the way the cargo carry to stagespike is even easier to avoid with teching against the ledge. The throw off to down air can be dangerous to characters who have limited recovery. if you use the downthrow cargo , and the opponent airdodges (say, another donkey kong, link, ganondorf, peach, or anyone with horrible vertical (DID I SAY HORIZONTAL OOPS >.<) recovery), they will most likely die.

  8. Brave weapons are not just overpowered, they're broken. That strategy won't work and here's why.

    Umbra Card

    Enemy sends a scout to spot you

    Enemy charges you with brave weapons, utterly destroying all units without being countered (bows), being weakly countered (handaxes, javelins) or have no chance of surviving the attack (mages).

    You can still equip your units with silver weapons (or the brave weapons from the weekends you played to train your team) when you construct your team. Then switch to ranged weapons when you know where your opponent's units are.

    Silver weapons are in all ways inferior to braves, but that does not mean they aren't viable at all.

  9. Thanks for reading "and like 5 OU Pokemon." I'm well aware that Metagross, Scizor, Blissey, and Shedinja (and maybe a couple others) do moderately well in ubers because of how centralized it is, but that's 5 OU Pokemon versus the 50 normally viable OU Pokemon.

    You forgot Tyranitar, Exeggutor, Ludicolo, and several other chlorophyllers and swift swimmers

    A dominant strategy does not exclude every other strategy. Particularly in FEDS, where every melee unit can carry a brave weapon and every magic unit can carry/trade Swarm and forged Thoron. Furthermore, you're assuming that the opponent is strategically incompetent relative to the player, which is a biased assumption and reduces the validity of the argument.

    I'm not assuming that the opponent is strategically worse than the player. How does how good the opponent is strategically prevent you from doing what I mentioned in my post?

    Except the opponent, with better resources, has the advantage, regardless of how your team can stand up to him.

    Yes, your opponent has an advantage. What I'm trying to point out, that you can make that advantage significantly smaller with inferior weapons.

  10. What "qualities?" Wifi has people playing. People have access to braves, maybe not to RNG abuse. People also have access to cheat devices. People will want the best. That's not something that you can argue. There's a reason why, for example, ubers play in Pokemon consists of all of the normally banned uber tier and like 5 OU Pokemon. No one will use the other 45 OU Pokemon because they want the best for the most viable team.

    The reason people will not be using those Pokemon is because those Pokemon would completely fail in the uber environment.

    Yet, Pokemon from the OU tier, even though as seen as inferior, can still counter Pokemon in uber battles.

    (Scizor, for example, counters a fair few popular uber pokémon)

    You can also compare this with FESD wi-fi.

    Braves are the better weapon, that has been made clear.

    Yet, you can weapons and strategies seen as 'less broken' to stand up to those brave weapons to an extent.

    I'm talking about ranged weapons, with your team based around the card Umbra.

    You will still be able to stand up to the brave weapons, while you may only have 1 or 2 brave weapons yourself (since there probably has at least passed 1 weekend during the construction of your team), even when you didn't want to wait a month to get all brave weapons.

  11. Brawl has more music, funnier stages (less neutrals, but whatever), much more 1 p content and a lot of other fun extra options such as replay, screenshot data and stage builder.

    The gameplay itself is different in many ways. Melee has much more hitstun, overall faster falling speed, a different airdodge that completely changes the game (wavedashing comes to mind, doing a smash out of a quick dash is really important).

    Brawl lost a lot of its hitstun, it still has some though, but for some reason that didn't prevent more chaingrabs coming in.

    Losing hitstun does mean momentum cancelling plays a big part, so you're not totally helpless after being hit by a strong attack, bar being able to DI (which makes less of a difference than momentum cancelling).

    Brawl is overall less balanced, because there are much more match-ups that are completely hopeless than in Melee (thanks, Dedede). Metaknight having a powerful down-smash that comes out on frame 5 also doesn't help.

    Melee probably takes a lot of more skill to play competitively, due to it being more quick-paced, combo's being more reliant on reading opponent's DI, and not auto-grabbing the ledges while going past them with a recovery move. (just my opinion, I think the latter was better left out anyway).

    Both are good games competitively, melee probably wins that slightly.

    Brawl has much more content, and wins that by far. Too bad for easily laggy online.

    I agree with the above poster that (in gameplay anyway) the N64 version is better than both.

    Everything in my post not based on facts is mostly opinion, feel free to argue.

    Oh ya, in response to this:

    (Snake is a bit of an exception, he takes some practice but he's not as hard as, oh... say... Melee Falco?).

    Snake is certainly one of the more easier characters to learn. Using grenades properly is nothing to practice. If you know how it works, you can do it.

    Doing sliding up smashes with Snake is really easy, after a week of practice you should be able to pull it of 90% of the time. This is much harder with a character like Sheik (or is it just me? It only works like 50% of the time for me with Sheik. Timing is ridiculous)

    Jab cancelling is also barely something to practice.

    Down-throw tech chasing is based on predicting by earlier movements what your opponent will be going to do.

    I think Snake is really easy to learn to use.

    The harder ones (imo) are Diddy Kong, Metaknight (yes, I'm serieus. Metaknight is the best character if learned to use properly, but doing so is very hard, because Metaknight being the most used character too means a lot of people have experience fighting him.), Ice Climbers (timing for the infinites is insane!!!), and Lucas (Properly recovering with him can be a pain (not talking about PKT, but about the thing that makes your double jump higher when using it simultanously with PKfire, or the thing that sends you horizontally if you use PSI Magnet after PKfire. You need to learn to use PKT from below the stage because it's easily gimped. And meteor smashing with his back air is kinda hard, you need to have used this a few times before you can use this most of the time against a (smart) player).

    Woops, went a bit off-topic there. Feel free to argue anyway.

  12. And no, it doesn't. Ranged units suffer from vision, too. Can't snipe what you can't see.

    Scouts. you let a unit run past, and then attack with your ranged unit.

    The opponent will see you go past but won't see where you stay, which is way they can't attack you next turn.

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