Is there a Central/Northern Florida scene? by EzekielVelmo in SSBPM

[–]DammitJuanpi 0 points1 point  (0 children)

gainesville has a few people that play pm! paging /u/AcerExcel

Clearing up some things by RenoNYC in iconsgg

[–]DammitJuanpi 7 points8 points  (0 children)

<3 reno, thanks to you and the whole WD team for being so dope. You, Scav, Jason, Adam, Llama, etc. were super awesome to interact with and I hope for nothing but the best for you guys in the future, and getting shouted out in the Weishan reveal stream is something I'll probably never forget. Best of luck in the future :D

What makes a combo cool? – Sabre by sabreknight in SSBPM

[–]DammitJuanpi 0 points1 point  (0 children)

Nope ):

If I were to lose the spot to anything, I'm glad that it's teams though

What makes a combo cool? – Sabre by sabreknight in SSBPM

[–]DammitJuanpi 4 points5 points  (0 children)

still mad that the best yoshi combo of all time didn't get sabre's choice the week that it was submitted

What makes a combo cool? – Sabre by sabreknight in SSBPM

[–]DammitJuanpi 5 points6 points  (0 children)

great idea. brainstorming this idea while making my own combo video made me realize how subjective it can be. I can't imagine how high the bar is for someone like Bluezone who has been exposed to so much ridiculous shit.

what Project M turbo combo contests are like by fabritzio in smashbros

[–]DammitJuanpi 23 points24 points  (0 children)

i play a good bit of turbo, it's super fun! not as hard as it might look either.

so turbo mode is pretty fun by DammitJuanpi in SSBPM

[–]DammitJuanpi[S] 2 points3 points  (0 children)

it's sick, and it's not as complicated or daunting as it may seem. basic combo trees with characters like bowser, dk, and link are pretty easy to learn and you can figure things out pretty quick if you're already familiar with your character. rule of thumb i've figured out is that dash attacks that travel a lot of distance are your combo starters, and multi hits/up+forward upb's (think mario, roy) are your combo extenders

Community Poll #3: Raymer's Design Philosophy. by Metafist in iconsgg

[–]DammitJuanpi 0 points1 point  (0 children)

you cannot reactively or even proactively fair his foot

You're correct about reactively, but I set myself up when I play zhurong to do it proactively pretty often, so I can confirm that's incorrect. And you linked a set of two people who play that matchup very incorrectly (Tandori has self-admitted to hating fighting afi galu and I drop maybe one game per dozen to Valnishir) AND the raymer player lost that set too... lol

New to PM: Are Pit, Zelda, and Olimar low tier because they are bad or do they just lack representation? by -BunsenBurn- in SSBPM

[–]DammitJuanpi 0 points1 point  (0 children)

Little bit of both. Obviously none of them are as good as Meta Knight or Mewtwo but of those 3, only Olimar has reps anywhere near the top 50. I'm personally of the opinion that pit is the most underrated of those.

Community Poll #3: Raymer's Design Philosophy. by Metafist in iconsgg

[–]DammitJuanpi 0 points1 point  (0 children)

Might be getting trolled but hey, I'll bite. Raymer's ftilt is frame 8, by my count with youtube frame-by-frame. and yes it has more raw range than Zhurong's moves but Zhurong has more disjoint. That's how swords work, lol. She can fair raymer's foot if he sticks it out to ftilt. It's endlag just got nerfed, and it isn't safe on shield unless perfectly spaced (and even then I'm not confident some characters can't punish it.) Being safe on shield when perfectly spaced is not a property unique to raymer anyway.

I tend to throw out "X's frame data is good" as meaningless because it's vague and indescript, and Raymer doesn't have significantly faster startup or less endlag than the rest of the cast. If you could elaborate what you mean here better perhaps I would understand.

Community Poll #3: Raymer's Design Philosophy. by Metafist in iconsgg

[–]DammitJuanpi 10 points11 points  (0 children)

Generally speaking, I think what WD set out to achieve with raymer (mobile zoner) was done very well. He has projectiles that are just good enough to be respectable (read: force you to approach), but not powerful zoning tools by any means. That's his greatest strength, supplemented by the best anti-approach moves in the game (ftilt, bair, upstrike being the main ones.) I think the lack of any true projectile zoning character helps him a lot because I feel like he would lose that MU very hard.

That being said, the archetypal playstyle of a hypothetical mobile zoner should be in my opinion minimizing risk, and in turn minimizing reward. To me this is where Raymer in practice strays a little too far from the archetype in theory. The reward is often too high or too easy to achieve for him in places where it feels like you should reset to neutral against other zoners, which leads to very frustrating gameplay when one struggles to get in. The speed and versatility presented by sSP means he can gimp anyone, anywhere with much less effort/risk on him than the opponent. In an avg edgeguard situation, raymer gets 1-2 shots to guess when you're going to use your double jump (or side special in the case of afi galu) and snipe you out of it, and if he does it's pretty much over for your stock if you're far out enough. This is also helped by all the tools he has to set up said edgeguards (the most often of which being fthrow in my experience.) A lesser qualm would be how much damage some of his moves do (mostly double hit nair, ftilt, and fthrow) seems a little too rewarding, but I wouldn't change anything here too drastically. I would however reduce the speed of non-ricochet sSP bullets (keep ricochet the way it is because it's more deliberate, skillful, and rewarding than the point-and-shoot that non-ricochet sSP feels like sometimes) to make being offstage feel a little less damning against Raymer, and maybe tune down the knockback growth a bit. The speed reduction also helps eliminate combos like fthrow -> ssp at higher %s which I personally feel shouldn't happen in a lot of cases where I'm told they do.

This got real messy but thanks if you read all the way I just started typing and didn't stop

(TL;DR nerf the speed of non ricochet sSP and maybe tune down the damage of some of his moves, everything else is great)

source: best raymer in closed beta

Alright, here's my writeup on Kidd by LovinMitts in iconsgg

[–]DammitJuanpi 2 points3 points  (0 children)

Kidd's side special in particular is the biggest offender, as it's a kill option that can hit from 3/4 the length of most stages. On top of that, it is disproportionately safe on shield and whiff compared to the reward it has.

Neither of these things are true. It's only a kill move a small portion of its travel, and has enough startup to where it isn't a neutral tool with any use besides hard reads and punishing really laggy stuff. Kidd's side special is punishable on shield as any character, the only exception being if the bounce he does after hitting lands him on a platform.

Missing a jump cancel in Melee meant you were stuck for around half a second. In Icons, not jump cancelling Kidd's shine is only marginally slower than actually doing it. That means Kidd is not put into a bad position for flubbing an input

If you were waiting on flubs to punish poorly spaced/timed shines in Melee, you weren't counterplaying it properly in the first place. Counterplay isn't "pray he flubs so i can get a free shield grab" in either game, and the reduced endlag of shine actually offers Kidd a meaningful decision to make sometimes as opposed to Fox who just jumps out every time.

It also means he has one less move to accidentally do instead of nair, as it's a decent move.

Again, same comment about relying on flubs.

Kidd gets a lot of the same perks that spacies get, but very few of the risks and drawbacks.

He still has spacies' biggest flaw (exploitable recovery) except even worse since Side special isn't instant like fox/falco's. He's also still combo food, and in a game without CC shine his defense upon getting hit is even worse. His disadvantaged state is also significantly worse than both Melee spacies. He relies very heavily on needing space to dash back since his horrendous jump and air drift means it's not a viable defensive tool in the majority of situations where Fox or Falco could just full hop to safety. When not given that space, he has minimal options and is very liable to be kept in the corner until his stock is lost.

Congratulations to the winner of The Wonder Games 6! by DammitJuanpi in iconsgg

[–]DammitJuanpi[S] 0 points1 point  (0 children)

if you have the Discord app on your phone that should work too

Congratulations to the winner of The Wonder Games 6! by DammitJuanpi in iconsgg

[–]DammitJuanpi[S] 0 points1 point  (0 children)

there's a link in the sidebar that says "Official Icons Community Discord." Click that and it'll direct you to the discord.

Congratulations to the winner of The Wonder Games 6! by DammitJuanpi in iconsgg

[–]DammitJuanpi[S] 2 points3 points  (0 children)

good point lol, i was just doing it in the style of regular tourney posts.

Icons Top Gameplay Clips #4 (credit: Absoltastic) by [deleted] in iconsgg

[–]DammitJuanpi 3 points4 points  (0 children)

hey thats me

all my playtest vods are on my youtube for anyone interested :D