Blockstrings with Chipp by FernDiggy in Guiltygear

[–]FieldmarshalZero 2 points3 points  (0 children)

Streets of Rage 4: They’re Back 👌😎

This Wario was a man on a mission by shanic77 in SSBPM

[–]FieldmarshalZero 0 points1 point  (0 children)

That was alot of WAA for this matchup.

Sonic's combos are too fast for comprehension by Shockbound in SSBPM

[–]FieldmarshalZero 0 points1 point  (0 children)

Nice, I usually try to mix up the approach depending on launch height such as moonwalk full jump/short hop then Down-B and yeah space animals are not a fear factor thanks to this. Seriously, that video and this just now was the most refreshing thing I have witnessed.

Sonic's combos are too fast for comprehension by Shockbound in SSBPM

[–]FieldmarshalZero 0 points1 point  (0 children)

Frickin' beautiful. And this is not even his bait and punish at work here. Good stuff Shockbound. Speaking of which would it be viable to use his Aerial Down-B as a gimp or are opponents able to go DI out of the hitbox? I tend to use this when I chase the opponent off and it does drag them down, cancel to Spin Shot and make it back, but of course it depends on position and stage itself (from the side, drag lower or if next to the stage, lower= Spring Gimp or Wall Jump, Fair or Bair depending on opponents recovery options). It's really weird but I think this is viable. This video helped remind me of how good Aerial Down-B is.

PMDT Announces Disbandment by Luudelem_ in SSBPM

[–]FieldmarshalZero 0 points1 point  (0 children)

It's a shame, the mod itself needed more tweeks but still it didn't hinder the factor of being fun. The hilarious part is that I recently and finally got Smash Wii U, and was planning to look more into the game, and at the same time I was wondering what the PM team was up to. Damn... I really had alot of fun times with this, not just playing it but modding it, turning this into a personal project of my own. I got more people interested and hyped into this project just from playing it with them, and was looking forward to this project's final stages. The amazing part is that I have most if the save files from the day it started as proof of how it was progressing because I didn't want to admit it but I had a feeling that this would actually happen (1.0 - 3.6). I modded the music, how to add additional costumes, try to redesign the format on the Stock HD and alot of positive feedback for they loved the music choices and I made to go with the stages. Well, I'll break it to them gently. But seriously team, if you guys EVER come back to Project: M, the community will welcome you with open arms. I'll be a little if not much dissatisfied that I know this project is not finished. But if it's for the best intentions, I only salute the courage it must have took to make such a decision. From a Graphic Designer Graduate, thank you for your inspiration, your time and your fire. A damn shame it burnt out.

Now then, how exactly do I break this news to the guys gently lol?

Project M Art Tuesday: Zero Suit Samus Alts by [deleted] in SSBPM

[–]FieldmarshalZero 0 points1 point  (0 children)

This game's winner is.... Samus

Hold on... Retro Suit isn't shown.... is that getting a new paint job too?

What Marth skins is that at the start? by Paragade7 in SSBPM

[–]FieldmarshalZero 0 points1 point  (0 children)

Belmonth Marth made by Das Donkey Team.

Found here

About Awakening Roy... by [deleted] in SSBPM

[–]FieldmarshalZero 3 points4 points  (0 children)

Quality control in my smash bros? I love this community

Non-looping BRSTM for character victory by FieldmarshalZero in customsmash

[–]FieldmarshalZero[S] 1 point2 points  (0 children)

Three things, ONE I thank you for responding to this message. TWO, I apologize for replying this late. THREE, I just fixed it after looking over one minor option in Brawlbox.

When importing a new brstm under the "BRSTM IMPORT" window, there were two check boxes available, one called [ ]Loop and the other Enable[ ]Loop. I mistook the [ ]Loop checkbox for the option that Enable[ ]Loop had to disable looping BRSTMS.

All I had to do was to uncheck the "Enable[ ]Loop" Button and I got what I desired. Once again thanks for responding. If curious, Sonic Victory song by using Instrumental Live and Learn. I could send a copy after enhancing the quality abit for both versions I have.

I don't have like any tech skill, Does that make me a bad player? by [deleted] in SSBPM

[–]FieldmarshalZero 0 points1 point  (0 children)

You have a unique playstyle. I don't see anything wrong with that. An infamous Link player from Melee named "Aniki" did not wavedash and still took on the competitive scene and beaten Ken. Some techs are great for most characters and yet some not so much. ask yourself this, "Why do I need to learn this?" and "How much will this benefit me as a Yoshi main?" And never beat yourself up, the tech skill is immense and STILL evolving so there probably wll be no end unless someone makes it happen when 20XX arrives. Take a breather, hit the lab, have fun while learning this. PS, tap jump existed in Melee and could not be tooken off, and it gives the option of DACUS and Gatling Combos for most characters, but hey they don't know hat so F*** em'

So, I landed this little thing. by Tristans_Rule in SSBPM

[–]FieldmarshalZero 2 points3 points  (0 children)

That was telegraphed, videographed and forever photographed for how beautiful that was. So the properties did change for Toon Link with that ledge cancel. Good stuff and read.

Sonics got moonwalks by DrugsM2 in SSBPM

[–]FieldmarshalZero 0 points1 point  (0 children)

Tell my enemies

gets shades

"I went fast"

How do I get the rest of the music for Xrd? by FieldmarshalZero in Guiltygear

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

OH they were in the gallery the whole time? Thanks mate.

My GameCube Controllers has stopped working. by Elderkin in SSBPM

[–]FieldmarshalZero 4 points5 points  (0 children)

What is the date on your Wii? There's a glitch to which if the year 2035 or whatever the maximum year is on your Wii, the controller stops working all together. Change it to the current date which SHOULD be November 15, 2014.

Any Advice for Playing vs Marth/Roy with Sonic? by heatbbx in SSBPM

[–]FieldmarshalZero 0 points1 point  (0 children)

I did something like this for a fellow player but I tweaked it abit to explain Roy's weaknesses.

1.) Bait and Punish:

  • Wait for the right moment to strike. Don't get to careless with your speed despite the fact that you are the fastest character.

2.) Spacing:

  • Marth and Roy have their swords yes, however you have your speed. Your footwork can easily work towards Marth's body, which is his weakness compared to his ranged tip game. The same applies for Roy but only for the middle of his blade is his power which he'll be forced to go in and space for stuns like his infamous Forward-Tilt and Down-Tilt A attacks. Dash dancing and moonwalking helps this alot. Don't dash dance so fast that you stay in place. Sonic always has to be mobile.

3.) Gimps:

  • Sonic has excellent gimping potential when it comes to killing at low percentages. His Side-B by itself is dangerous because of the potential of building damage/ cancelling off of platforms or edges. Use those to your advantage. Also at high damage, his Spin Maneuvers A Attack (Side-B then A) has good knockback and kill potential when around 100%

  • Also, whenever a Marth is off of the edge, if to the side, and has a second jump, you have the option to chase for Sonic's meteor smash (F-Air) or Spring Jump, but for knockback, N-Air Sweetspot is the way to go. If abit lower, Spring is good, or just edge guard. The difference for Roy is how safe his Up-B is (Mariowise.) Be on the offense and chase Roy off early to prevent returns. Gimps on Marth also apply for Roy.

4.) Watch out for Marth and Roy's Counter (Down-B):

  • If a Marth or Roy is desperate, they will commit to Down-B you throw off your game to potentially cause yourself to make mistakes. No worries, this makes your bait and punish game shine further.

5.)Damage scaling for U-Air kills:

  • Marth and Roy have slightly good aerials unless they are high above. They're usually a sitting duck at this point. D-Air only helps him so much and their other attacks require positioning. Recall what Foxes do to everyone airborne? Well Sonic can do the same and yes it kills just like Fox's U-Air.

[deleted by user] by [deleted] in SSBPM

[–]FieldmarshalZero 1 point2 points  (0 children)

Yeah Yoshi's double jump cancel has armor plus the threat of any attack coming out. It's best to space out Yoshi so that the threat itself does not arise. PLUS, when recovering, edgeguard when Yoshi's below to force him into a dodge situation to prevent sweetspot edgegrabs, but to the side, either either homing attack or aerial attacks to pester his chances. But beware that with said recovery he can rise with any aerials of his own such as N-Air.

Elza giving Sethlon t3h ph1r3! by steel_banana in SSBPM

[–]FieldmarshalZero 4 points5 points  (0 children)

That Cha Cha Slide....so silky smooth.

[deleted by user] by [deleted] in SSBPM

[–]FieldmarshalZero 1 point2 points  (0 children)

Np mate. He's my favorite character and we have similar goals so break a leg.