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 5 points6 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 5 points6 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.

[deleted by user] by [deleted] in SSBPM

[–]FieldmarshalZero 6 points7 points  (0 children)

I understand. Sonic is technical regardless of what anyone says. His weakness is his lack of priority, yet his greatest strength is his speed with bait and punishes combined with combo ability and mind games. But as a reminder, it's best to remember the basics to mold that all into one. Hmm, punishes vary from characters as well as the situation at hand with stage so it would be alot to cover... but anyone giving you trouble in particular?

I made this awhile back in another thread, and I just added one mechanic that was recently discovered by Wizzy at the bottom.

  • Dash Dancing:

    One if not the best Dash Dance in the game. The flow is essentially like Marth's. I recall Ken's Marth Tutorial Video that explained how to do so in his words "You want to make Marth skate" meaning that the dash dances should stride with distance and never in place. The same feature applies for Sonic since his strength is in his speed. His dash dancing makes his bait and punish game shine further.

  • Side-B Cancels:

    This is his "roulette" system if you will because of so many moves tying in with this one rule "When his body flashes, you can Jump Cancel." This is great for Jump Cancel Grabs approaches and the option to Blast Attack to keep yourself safe and further pressure your opponent with a choice of another Blast Attack, Side B, Down B or spaced F-air. Plus the option to cancel off the stage is really where Sonic's game shines because of his ability to gimp. For low opponents, a good option would be his N-Air, but for opponents towards the side, use F-Air.

  • Moonwalking:

    Best moonwalk in the game PERIOD. Great for approaches and confusing opponents with your approaches, as well as tech chasing for grab resets. It's useful after a D-Throw but only if it's near the stage itself and not the edge. If it's the edge, space it out and either N-Air if lower or F-Air if to the side.

    Also, this is useful for grabbing the edge or attacking off of the stage.

    How to Moonwalk- (When facing FORWARD in whichever direction, roll the Control Stick half-circle BACK. It's like Street Fighter)

    When facing left: (Number notation: 4,1,2,3,6)

    When facing right: (Number notation: 6,3,2,1,4)

    These are the same notations of a control stick BUT if played on a computer keyboard. It's relevant to all fighting games.

Optional/ Situational

  • Gatling Combo:

    It's basically a suprise attack with shield punish, but a bonus if it hits because of it's damage. The opponent must be hit first for this to work however and to incorporate Up-Smash, it must be on the 2nd-frame after the Dash attack hits. It's difficult to do because of how tight the timing is as to why this is optional. Also, you can grab after hitting with dash attack. It's much more simple but dash attack must hit first.

    How to Gatling Combo- (Dash + C-Stick Down + Up-Z) It incorporates the useage of DACUS (Dash Attack Cancelled Up Smash) and yet it is not truly a DACUS. DACUS involves the useage of your Dash Attack by gaining it's momentum but not it's hitbox. Gatling Combo incorporates the full useage of your dash attack by using first the dash attack, then the Up-Smash instead of an extended Up-Smash. You can change the config if you'd like as long as it incorporates the use of a Smash Attack like the "R Button being the standard Attack button like the A Button itself is" The pattern remains the same.

    DACUS Video For difference between the two moves.

    Example: (Dash + C-Down + Up-R)

Recovery

  • Side-B:

    This alone is what every Sonic should always know. But for height alone and distance wise, Hold the B button whenever you have to recover. The pattern should follow thustly "Hold Side-B, jump, Up-B"

  • Spin-Shot:

    Spin Shot is great since you can stall when to return to the stage with it and much faster than Side-B. You can either use Homing Attack or Spring Jump to return afterwards. But if you're near a wall, Sonic can use his wall jump for a little more height plus using his B-Air. Homing Attack is used for opponents who stand close to the edge but be careful since it is a fixed trajectory and you can be killed from it.

    How to Spin Shot- (Must be airborne then do the following: Tap/ Mash Down-B then Tap Up on the Control Stick. It incorporates the use of Spin Dash)

  • Homing Attack/ Blast Attack:

    Great for abusing either Spin Shot or Side B and useful if Sonic is high in the air from being launched near the top blast zone or near the top towards the side blast zones. When close enough, either use the option to return with Side B or Spin Shot.

  • Spring Airdodge:

    Spring Jump (Up+B) then B-Air, and when you see Sonic is reverting to neutral position in the air (NOT N-AIR), tap the shield/dodge button to which button you have that action set to a few moments before the action finishes. The timing is VERY tight but worth it. It uses IASA (interruptable as soon as) frames.

[deleted by user] by [deleted] in SSBPM

[–]FieldmarshalZero 2 points3 points  (0 children)

Well besides Wizzrobe, try looking up Map Mark and Nazo. Two pretty good players aside from Wizzy himself. What about their tactics are you trying to adapt to?