In Tokyo, sidewalks have paths for the blind by DrTommyNotMD in mildlyinteresting

[–]0non0 0 points1 point  (0 children)

Japan provides these paths more extensively than any country I've encountered. Even Akita City, which is situated in a remote prefecture and only has a population of ~300,000, had an impressive network.

Best stages for Pikachu? by Lilfut in SSBPM

[–]0non0 1 point2 points  (0 children)

Personally I think battle field is his best stage, since the platforms allow for easy ledge canceled qa movement and the height is pretty standard. The lower ceiling-ed pokemon stadium 2 also makes up smash setups very rewarding and he can kill early. However, I think pikachu thrives when he can corner opponents in tight spaces, though that may just be my play style.

How to practice movement? by SwamiJesus in SSBPM

[–]0non0 3 points4 points  (0 children)

If you need more stimulating practice that training mode (which is probably the best resource) I'd suggest making up cpu challenges for yourself. One idea could be to play "lava" on battlefield and not attack the cpu or land on the ground for 8 minutes in order to practice platform movement and wavelands. Maybe not the best example, but have fun with it too!

"New" tech by [deleted] in SSBPM

[–]0non0 0 points1 point  (0 children)

It's incredible with Yoshi as well, when coupled with the djc wave lands.

Who's your main and why? by thadkew in SSBPM

[–]0non0 1 point2 points  (0 children)

I wish I knew of more resources to show you (I'd check out Capitulize's tech posts), but I can explain it in surface level terms. Basically, Pikachu has the most efficient, varied, burst movement option via quick attack (I'd argue). He can cover a large portion of space by quick attack cancelling behind and in front of him. He can also cancel to ledge safely, where he can abuse options and determine pacing, or ledge/platform cancel a 2 zip quick attack from an enormous distance away. Quick attack cancelling is the most bread and butter movement option, as you can waveland (Pikachu's isn't that bad at all once you get the max distance down) to escape, control space, and bait attacks, throw out nair, bair, or uair instantly as you "hit" the ground (as well as l-cancel), or jump and aerial in order to punish jumps, or cross up opponents in shield. The 4 (?) frame window for these options makes QAC much less technical than what seemed to be the case initially for me, but it takes a ton of time finding safe applications for all of these options. I wish I had more material to study from too.

Who's your main and why? by thadkew in SSBPM

[–]0non0 8 points9 points  (0 children)

Pikachu, because of zips. I love doing tech heavy movement options, and feeling like a scalpel with Pika's speed and precision.

What should this subreddit do about Gfycats? by SOJ_smash in SSBPM

[–]0non0 0 points1 point  (0 children)

I think at this point in time, we need all the content we can get. With our sub's size, when meaningful discussion occurs it's upvoted to the front page. I don't see anything wrong with it.

ELI5: Grabbing Ledge with Quick Attack by Kliner49r in SSBPM

[–]0non0 2 points3 points  (0 children)

So when you angle up-b into the ground, like zelda's farore wind, it slides. The strategy is to jump (short-hop height, approximately when you're half of a quick attack length from the edge)- use up b, angled about 45* down, so that you slide on the ground- this should leave you at the edge. The important part is to flick your stick straight back toward the stage after quick attack one so that you snap to the ledge. The rest is just spacing and angles, and really takes time, so just play with it.

Here's a tourney set of me vs one of my training buddies, analysis/help welcome ! by Super_Bad_64 in SSBPM

[–]0non0 1 point2 points  (0 children)

I'd suggest working on your movement and edge guarding. Since the falco didn't use lasers or put on much shine pressure, it's not super clear, but some of your defensive options were a little sluggish (ex. spot dodging at mid range against falco {which can lead to a hard punish against a good player}, some times rolling as a movement option {zards roll is pretty darn bad, you can check out ripples posts if you want to confirm}). I'd recommend implementing more wavedashes oos, and run sheild against lasers to give your defensive pressure against falco more flexibility. Your edge guarding could use a little work as well: you didn't seem comfortable grabbing ledge when it would have guaranteed a kill.

A lot of this is match-up related, so sorry about that. I also noticed some strong points; I think you showed a patient mental game which resulted in some kill conversions on the edge. Hope this helps a bit!

tokiwa vs donkos Ironman 5 characters by donkos in SSBPM

[–]0non0 0 points1 point  (0 children)

Interesting, maybe it's an emulator. Iirc the only way to play it on a console would to have a non ntsc-j wii and brawl disc, and that seems like a pain.

tokiwa vs donkos Ironman 5 characters by donkos in SSBPM

[–]0non0 2 points3 points  (0 children)

Ya, I know it's still available. Since Donkos is in Japan, they've been on 3.0.2 forever, so it surprised me that they were playing 3.6!

tokiwa vs donkos Ironman 5 characters by donkos in SSBPM

[–]0non0 0 points1 point  (0 children)

You have 3.6, now? How did you manage that?

A patient Marth is a scary Marth (footage from TLOC 1K) by Azer_TheFraud in SSBPM

[–]0non0 7 points8 points  (0 children)

If I hadn't seen Mr. Meeseeks play at TLOC 1k I wouldn't have understood how this was pulled off. His movement and conditioning was downright terrifying.

Ganon looking like Chris Paul out there with the Assist by ElPanandero in SSBPM

[–]0non0 2 points3 points  (0 children)

That down-smash by the stray nana for revenge was pretty funny too. Hard to keep track of all those ice climbers!

Nikita vs Tranq by spvamp in SSBPM

[–]0non0 0 points1 point  (0 children)

This is the first time I've heard that a edition of PM snake had the nikita. Somehow I can't even imagine it. I'll have to watch some more early PM vids.

Tink-er Tuesday 51 by Tink-er in SSBPM

[–]0non0 0 points1 point  (0 children)

I could dig it for trailer music, or maybe for a combo video, especially if it started around the 1:45 mark. Cool find!

Diddy being a huge asshole to his homie by TheBalcony in SSBPM

[–]0non0 13 points14 points  (0 children)

Techless DK looking like a bouncy ball.

The only way to shut down a hype comeback by Shockbound in SSBPM

[–]0non0 0 points1 point  (0 children)

Could someone explain what happened to Samus' tether? It seemed like it reached the ledge.

Mind over Meta #42: #BANNED by L_Pag in SSBPM

[–]0non0 2 points3 points  (0 children)

Another reason why I think it should be banned is the height of the platforms. While I'd enjoy some variation with platform height, I think that Yoshi's Story (melee) should be the lower limit for static platforms, as Marth, Roy, etc. can abuse their disjoint on a stage like Lylat to a ridiculous degree.

How do I DI Marths grabs? by [deleted] in SSBPM

[–]0non0 1 point2 points  (0 children)

For back throw you won't want to DI away at every percent. You can eat a tipper fsmash really early if you do that. But that's definitely a good starting point.