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Falaflame

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Everything posted by Falaflame

  1. Marth is really really good. Lucina is actually not that far behind. They both sure have come a long way since Prepatch, where bottom tier was essentially called the "Fire Emblem TIer". To see False doing so well now with Marth makes me proud of that. I really feel like both characters can make a good run. Especially Marth. The thing I see from both characters are, they are purely fundamental and footsies-based. You can very easily tell a good Marth or Lucina from a bad one. Well, at least, I can. Oh man Mr. Game & Watch is coming up soon... I'm so hype. Just gotta wait through Megaman, Meta Knight, and Mewtwo.
  2. Luigi. I remember prepatch Luigi. It was a nightmare. His D-Throw combo'd into like, anything. And you couldn't SDI out of it. Or, if you did, it required some hefty 50/50s. It was one of those times where if you get KO'd off of a dthrow combo, there wasn't really much you can do about it. Prepatch Diddy was about the same, but a lot more annoying by a country mile. But less on prepatch and more on the Luigi now. I still do not like fighting Luigis, but I can tolerate them a lot more now than I did back then. It could also be due to the fact my main (G&W) can handle Luigi quite well, but yeah, I can imagine it to be frustrating for, say for instance, an Ike to try to approach Luigi. Jump over that wall of fire? Uaired for days. Try to shield the fireballs? Gitgrabbed. Take the fireball damage? Gitgrabbed. It's a lose-lose situation for Ike...
  3. I'm not bad with Lucario otherwise, but i really, really hate his recovery, especially when I have a decently high percentage on me. I either clank off the edge and die, or land on the stage and get punished brutally hard. But yeah he's alright other than that major gripe.
  4. Am I literally the only person on this planet that actually doesn't mind Link? I play Link myself just for giggles, but I don't really play him on a serious level. I do know that him having a tether is nice, and bombs do add to his recovery options not to mention bombs adding to mobility and combos is also kind of nice in general. his dash attack may very well be one of the strongest dash attacks in the entire game AND has enormous shield pressure. If you don't powershield that you're kind of SOL. My problem with Link, and the reason why I fail to commit to him, is his poor mobility in general. Sure Bombs may help a little bit, but I can't expect myself to have a bomb on me at all times. (Plus this means I'll be damaging myself and putting myself at Kill% sooner than I want to) Also a lot of his stronger moves having massive endlag doesn't help his case in the slightest. But he's fairly solid in this iteration, and has far deviated from the previous 3 smash games where he's pretty much a guaranteed low/bottom tier.
  5. Most of what I said in the other thread still applies. Poof has a completely one-dimensional playstyle and will more often than not be telegraphed. Also having no real setups and literally 0 KO confirms doesn't help in the slightest. Also dying to shield break is hilarious.
  6. The Number 1 thing I enjoy seeing Greninja do is all of the gimping he can do with Hydro Pump. It's unreliable as hell in Pokemon, but it's sure as hell a good move in Smash. Glad to see Greninja is very good in Smash. Poor guy needs something to do after he's been banned to Ubers in Smogon, and gets like 0 usage.
  7. Metaknight is BALANCED. That is a statement I never thought I'd hear myself say after seeing the gongshow that was Super Smash Bros brawl. Other than that, he's pretty good, if not, top-10 material. He's strong, very fast, can rack up damage pretty quickly, and at times, can KO at very early %s if caught off guard. His offstage and juggling game is also very top notch. However his neutral game and lack of forcing approaches with projectiles means MK Mains will have to micromanage very early on. But MK is still a very strong character, and honestly, I like the step they took on how to deal with balancing him going from Brawl to Sm4sh.
  8. 2D Man. I missed the last 2 characters, but I had nothing to say about em that everyone else didn't put forward.
  9. That's more charater-specific than class specific, I'd say, because Ross does well enough without the speed boosts, I would think in FE8. In FE7 on the other hand, I would agree. Even still, Assassin's bonuses are still worse because they require a one-in-a-lifetime item (the only time you get another one is lolCh30), AND they have lower defense and res promotion bonuses than Warriors while ALSO gaining no speed. Warriors, as well, gain access to +2 skill patching up their already shaky accuracy with axes while Assassins get fuck-all.
  10. Not gonna deny that they became a lot more useful in later games, but in FE7 and especially FE8, I don't see them being any more useful than the other classes you get access to. You do have a point. A lot of enemies in FE7 have really low AS for w/e reason (even swordmasters can be DA'd by any of the 3) and enemies with high enough defense not to be ORKO'd by two regular crits are few and far between. It just feels odd, though, how some of the characters aren't actually built to be assassins (Especially Legault), or require multiple supports to become an effective one (Matthew). They're also the same way in FE8, but worse in the fact that you don't even get the benefit to buff their crit rates with Thor's Ire. (Well, I guess you could glitch the game and turn enemies into stone. I guess that's something?) Though FE8 has a character that has the stats AND support bonuses to make full extensive use of the class, and has, well, Wo Dao, another problem is, the enemies are even weaker in that game than they were in FE7. So, RIP in pepperoni. Edit: Not to mention enemies have an actual luck stat in FE8.
  11. I honestly feel Assassins are a rather underwhelming class. They have the lowest class caps in the game. Lethality in whole is underwhelming due to the fact it only activates half the crits you activate. As well, you don't get any assassins until far too late into the game. And, as a kick to the shin, none of the characters you get makes full maximizing use of the class and skills. -Matthew has the best affinity and support selections, but has the worst skill out of the 3 assassins by far, which hampers consistently pulling off Lethality. -Jaffar is probably the only possibility of capping skill, but lacks the affinity and support selections to pull it off on a consistent basis. -Legault's skill is rather middling even with HM Boosts, and also lacks the affinity and support selections to also pull it off effectively. And even still, Here are the best case scenarios. Legault: A+B Support, Killing Edge, 24 skill (HM Average), Thor's Ire Buff, S-Rank -> 69 crit against 0 luck enemies -> 34% Lethality Matthew A+B Support, Killing Edge, 19 skill (Average), Thor's Ire Buff, S-Rank -> 79 crit against 0 luck enemies -> 39% Lethality Jaffar A+B Support, Killing Edge, 28 skill (Average), Thor's Ire Buff, S-Rank -> 71 crit against 0 luck enemies -> 35% Lethality Best case scenarios are all sitting in the mid-to-high 30's, and I'm really only on the fence of whether or not thats a chance to take in a live-fire spot, especially sine they are all situational. Am I honestly better off going with something like a silver sword or brave sword (or Regal Blade if I get access to one), and hope for a regular crit under the same circumstances? Or better yet, go with a unit with much higher strength caps and better weapon selection and have them take care of the foe? Either way, I think that illustrates the point I'm trying to make. Assassins are rather underpowered. If there's a way to make them better, what would be the ideal solution? Higher caps? (like 23-24 str/22 defenses) Higher lethality rate? (75% instead of 50%?) Put in characters with more fitting affinities, supports, and stats to back it up? Just some random thoughts I came up with while bored.
  12. Well, I suppose I tried as much as I could. Sorry I couldn't have been more of a help. ^^; Hope you find something that could work!
  13. Mostly gameplay. The controls and mechanics were very stiff, and as well, in DS's case, the levels itself weren't much better. (in fact, both games had VERY questionable level design) The games didn't even feel very inspiring. In fact, a better way of putting it is, the DS game in particular wasn't as bad as New Island. Rather, it felt like it was trying to be like the SNES game, but didn't quite hit the mark at all. Plus it didn't help that the GBA port had VERY AWFUL sounds. I mean, the GBA didn't have a bad sound chip per se (Super Mario Advance versions of SMB2, 3, and World sounded just fine), but it was completely incompatible with Yoshi's Island, a game with very memorable tunes.
  14. https://forums.dolphin-emu.org/Thread-can-you-add-gecko-codes Depending on your dolphin version, this thread might have your answer. If not, you can also check this video. If downloading the codes straight from Dolphin doesnt have the code you want, you can always check the Edit Config button on the lower-left of that very window shown in the video. And then proceed to insert whichever codes you want on your own. Hope this helps! ^^; Probably the other person who posted. Sorry about him. I'm kind of new here, but I'm pretty sure 99% of SF doesn't treat anyone in need of help like that.
  15. Well, if you load Radiant Dawn using your wii, and you have Homebrew Channel on it, then that's the first step indeed. What you want to do is store your cheats into the .GCT file using Ocarina Code Manager, and then put it in the /codes/ folder in the root directory of your SD Card used for your Wii. Then make sure you have Gecko OS/Neogamma installed on your Homebrew Channel, and then boot up said app. Then load the cheat codes, and then boot up your Radiant Dawn disk. That's at least how you do it using the Wii. If you're using Dolphin, I don't know. I have no Dolphin experience sadly, but I'm sure there's a guide for loading the .GCT codes on Dolphin somewhere. Sorry if I couldn't have been more of a help. ^^;
  16. Those are Gecko OS codes. That's probably why. Do you happen to have a way to get Gecko OS codes to work on the game? (such as HBC apps like Gecko OS, NeoGamma, etc) Make sure to have a .gct file, too. Those are usually created by Ocarina Code Manager. .gct files are where your codes get stored.
  17. Sadly, I couldn't even find that, either. Maybe "Unlock Extras" might have something? Unlock All Extras [g6flavor] 004277C3 000000FF That's about the only thing I can come up with.
  18. I don't know about "Add X Character" code, but I just searched through Gecko OS codes (scrolling down individually), and I didn't find any code about cheating permadeath. Don't know about AR codes, however.
  19. Hey, welcome to SF! I'm kind of new myself (well not really, but that's a long story), and I also like Path of Radiance. Though, it's not the first FE game I've played. (That honor goes to Binding Blade)Though I must say, you selected a wonderful game to begin playing the franchise on. The best FEs to start with IMO are Genealogy of the Holy War, Blazing Sword, and Path of Radiance. My personal Top 3. Have fun, and if you need anyone to talk to, feel free to PM me or hit me up on Skype. I'm always willing to make new friends and talk. xD
  20. I actually don't have a source on-hand, as I got this from people in my discord group on multiple occasions. But if there is, it's probably under a Nintendo Life article, as that's where most of my friends usually get their info from. (Plus it helps having a personal insider within said group) I can probably find it somewhere in my discord group, ask my friends for a source article, or barring all of that, a simple google search should help me find something.
  21. Samus already has 5 votes. RIP. I'll toss 2D Man's name in the hat, too. Not like it'll make any difference, unfortunately. But hey, I can get a participation ribbon, right?
  22. This isn't the final patch. Sakurai himself told the press that he isn't going to stop updating Sm4sh until he feels that it's a completely balanced game. And so far, indications have told us that he hasn't said anything about Sm4sh being complete yet. Also, another reason why this may not be the final patch is unforseen bugs and imbalances that may come with Bayonetta and Corrin themselves. Or other unforseen things, such as Pacman's springboard glitch returning for a 3rd time, as an example. So, no, this isn't the end, yet. Also, ZSS, Sheik, and Rosalina could use some Diddy Kong treatment, too.
  23. Because I was away because of massive amounts of work, I missed the Mewtwo discussion. That being said, I'll talk about both Mewtwo and Jigglypuff. Mewtwo: By far and away, the biggest benefitter of the .13 patch. Mewtwo's general mobility buffs alone lifted him from a perennial low-to-bottom tier character to possibly a B tier class if enough results weigh in favor, not even taking into consideration his generally faster attack movement and reduced landing lag on many of his moves. That being said, Mewtwo's biggest weakness is that he's a lightweight character. And while that normally isn't necessarily a bad thing, I also take into consideration the fact he's floaty af and he has the jankiest hurtboxes I've ever seen in my entire life. (He's lighter than a 2D character, yet he has the hurtbox of Bowser. Logic?) He also doesn't exactly have any true setups from grabs, which can come to haunt him later on in a match. Overall, Mewtwo is still a farcry from being a top tier threat, but at least he can finally come out of the .13 patch feeling relieved that he is no longer a bottom-feeder, as he is now more viable than he ever was in Nintendo Smash history. (Don't know how good he was in Project M yet, since I don't play it, and I barely watched any of it.) Jigglypuff: Poofs is great to use. Of course, not in a competitive scene, but in a sense to piss your friends off. Her aerial acrobatics have always been her game, and if you haven't grasped how to fight good poofs, you can often find yourself getting 2-0'd a lot. That being said, Poofs also generally have a rather one-dimensional playstyle. Once you learn how to play against one poofs, you may as well have learned to play against them all. Since she doesn't exactly have a good ground game because of her rather poor mobility on the ground, she will most likely take to the air more often then not, and this predictable playstyle can often spell her demise against players who's good at fighting in the air, or with characters who have a good anti-air game. As well, her best KOing move, Rest, is still a farcry from what it used to be, and as such, it's needed to rack up a larger amount of damage than you used to in the past, which will doubly screw her because she cant take too many hits herself. Overall, I don't really consider her a serious character competitively, but casually, I just have fun playing her and pissing my friends off.
  24. That definitely wouild've, at the very least, looked cool, and I'd certainly be curious what kind of properties they would have used for it.
  25. but the rest of the list is pretty lame i gotta admit. i personally hated smash tour. But yeah 2 spin dashes kinda feel redundant. makes me wonder what else they could've used for a 4th move, though.
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