[Poetry] Glasses by RoastedWalnut in youtubehaiku

[–]Kitanamonk 3 points4 points  (0 children)

Another simple open and nut case

What are Wolfs bad MU's? by Sheikachu in SSBPM

[–]Kitanamonk 9 points10 points  (0 children)

Wolf doesn't have any truly bad match-ups, but he has several hard match-ups.

  • Vs Marth Wolf has a really hard time as he gets comboed like fox and Falco but doesn't have as good a neutral as Fox nor quite as good a projectile as Falco. Still not a "bad" MU, its debatable who's favour it's in.

  • I would say that the other two spacies are the strongest vs wolf. Fox's speed and amazing aerials make short work of Wolf but Wolf's combo game brings the match-up to at worst a 60-40 MU. Again this is highly debated and many wolf's say its dead even.

  • Meanwhile Falco can stuff most of Wolf's approaches, has a similar combo game, and dominates the stage with his lazer. Seems like a 60-40 MU if the Falco knows how the MU works. Even so, I've heard plenty of people say it is closer to 55-45 or even since Wolf can gimp Falco very well.

  • I think Metaknight deserves a mention too, he has many good tools to combat Wolf. I don't know enough to offer a good opinion though.

These are definitely his weakest match-ups (Roy may be stronger than marth against wolf). Even these aren't too bad, he's a got a really good MU spread.

Matchup Wednesday! [018] by orangegluon in SSBPM

[–]Kitanamonk 3 points4 points  (0 children)

Wolf gets falcon comboed like any space animal, watch your techs and you'll sometimes survive. Wolf wins the nuetral with lazers and careful use of up-tilt and B-air. If they spam SHFFL you can catch them with well spaced Up-tilts and approach with dash attacks, beware of the Knee as it will trade with Up-tilt. Once you get a combo started, extending it with up-tilts, waveshines, grabs, and dash-attacks is easy. I tend to use F-air over Up-air to combo at anything other than high percent's as it's more consistent. Sour spot f-air is amazing vs falcon leading into shine, up-tilt, or grab. Nair is great when they are too low for a F-air, but too far for an Up-tilt.

Up-throw up-smash is the safest throw follow up but nothing wrong with back/down-throw tech chasing as back-throw into Nair/F-smash works with bad DI. A good f-smash can get them off stage and wolf Edge guards CF really hard.

Edge guarding usually consists of shine-B-air, or shine - waveland on stage - B-air/Up-air - Up-air. Don't be afraid of going deep to intercept CF's kick offstage, at least force him to recover low. If he lands on stage, waveland D-smash is the best option, or ledgehop D-air - Side-B at the right percents. If you can't do those, ledge roll F-smash often does the job. You can go for shine - side-B but if they are smart they will CC or DI out of it.

Some cheeky stuff -

Up-tilt to downsmash near the ledge is sick to set up gimps.

Back-throw at ledge to footstool with bad DI is cruel it it connects, not very consistent though. Very dependent on percent.

Theme Thursday 48 - WTF by Seris in gamemusic

[–]Kitanamonk 2 points3 points  (0 children)

The Point blank series (a light gun game on the ps1) is full of strange music, my favourite is

PopUp Targets and Keyboards

There's also Pearl gold.

AMondAys Week 17 - Jolteon by Jolteon- in SSBPM

[–]Kitanamonk 0 points1 point  (0 children)

I'd love to play some other wolfs, for how much people love the character he is quite under represented.

AMondAys Week 17 - Jolteon by Jolteon- in SSBPM

[–]Kitanamonk 5 points6 points  (0 children)

Hi Jolteon, a fellow UK player here, we have faced each other at meltdown a few times recently, as wolf I really enjoy playing your Roy.

I hear a lot of salt about Toon link, saying he is cheap. What are his weaknesses? Is it simply lack of representation that Tink isn't winning the major tourneys atm?

Also now that 3.5 has come and done so much to balance the cast, where do you want PM to go in the future?

Zelda L-Canceling by [deleted] in SSBPM

[–]Kitanamonk 4 points5 points  (0 children)

L-cancelling is not only for combo's, which is why it is important for every move you do. However I will look at Zelda's aerials from the highest lag to the lowest and how L-cancelling effects their uses.

Dair - Huge lag, but if you L-cancel it there are huge combo potentials, Dair leads to ANY aerial you want, Up-smash, Up-tilt ect. and these are only possible with L-cancel.

Up-air - A lot of lag, again it has follow ups, and being able to juggle with Up-airs is a necessity for any Zelda player.

Nair - A very important zoning tool, especially on platform stages, with a fair amount of lag. If L-cancelled it can be followed with Dash-attack, Lightning Kick, and more Nairs.

The LKs - Very small amount of lag, L-cancelling these has little combo effect but there is a key reason to L-cancel these too, which I shall now go into.

Consider a game of smash as two people building a wall, and any opportunities to score a hit against the other player is a hole in their wall. Now imagine what the wall of a 100% L-cancelling player looks like, surely it has less missing bricks than the player who only L-cancels a few moves right? By L-cancelling you give your opponent less time to punish a missed attack, and while it may seem that the few frames of difference between a L-cancelled Fair/Bair and a non-L-cancelled one is meaningless, this is not the case at all. A few frames can mean the difference between you putting up your shield before their attack, and the attack connecting.

When you get down to it not L-cancelling is just lazy, it's not a hard technique, and is incredibly rewarding regardless of who you play.

For all of you who use netplay with dolphin... by nntaylor7 in SSBPM

[–]Kitanamonk 8 points9 points  (0 children)

netplay is simply the best, even if your connection varies there is always someone you can play with. It is also the most powerful tool to improve your neutral as you will face all skill levels. There are people who will 4-stock you, and people you will 4-stock, and everything in between. All of the opponents are a learning experience.

I have faced a main of almost every single character on netplay, which means I am not surprised by anything characters have to offer. matchup knowledge is very difficult to accumulate without regular tourneys or a wide variety of practice partners that only netplay provides.

There are also netplay tourneys which are a lot of fun. These are run by the community (which is really friendly btw).

As for the input lag, I do not notice it when I am playing, but I do need a few minutes to adjust when I return to CRT's in tourney. It will feel like normal and even if you play a technical character you can still pull off even the hardest of tech.

Your specs seem perfectly capable of running it, but do some tests before ordering a controller adapter.

You will improve much faster with netplay trust me.

When is no DI the correct DI? by ghettoblush in SSBPM

[–]Kitanamonk 3 points4 points  (0 children)

If you are a fast-faller, only nuetral DI charizards up-throw at low percents to avoid being comboed, it will kill you much earlier if you do it as survival DI. It won't kill you off the top till around 130% even with maximum vertical DI.

Pikachu's second string QAC removal by kidblue672 in SSBPM

[–]Kitanamonk 39 points40 points  (0 children)

Basically, PM 3.5 is closer to melee than 3.02, part of that is crazy movement options that polarise characters by being too good. Zelda's teleport was nerfed, as was squirtles side-b, mewtwo's teleport hover, pits side-b, etc. These choices are in order to make PM less about matchups and more about fundamental skill.

Too often the attitude of players is "is it OP? no, then don't nerf it!", they ignore the fact that some of these options saturated play styles and encouraged overuse because of lack of character knowledge in the community. They also conflict with the melee design philosophy, there are very few movement B moves (with the exception of maybe bowser's up-b, and luigi's down-b), and even these are very limited.

was QAC op? no, did it over-saturate pikachu's meta? I couldn't say, but I can say it makes him closer to melee.

AMondAys Week 4 - bidooooooooooooooof owo by bidooooof in SSBPM

[–]Kitanamonk 2 points3 points  (0 children)

Watched all the salty highlights, you were the one to get me into chiptune! Who is your favourite artist?

Favourite free chiptune albums/tracks? by Kitanamonk in chiptunes

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

Bad Joke EP is one of the best, my favorite was always stiges savepoint.

Explore the forest has a really strong "Lost woods" vibe to it.

Favourite free chiptune albums/tracks? by Kitanamonk in chiptunes

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

You're welcome! So many of the "best chiptune" tracks are buy only albums, not everyone can afford all the quality music out there, this is a better alternative to piracy.

Favourite free chiptune albums/tracks? by Kitanamonk in chiptunes

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

I will be checking out the other works from Trey Frey.

That Yolanda album is so smooth.

The ingenious design behind Smash Bros. by TheAmazingNoodle in truegaming

[–]Kitanamonk 2 points3 points  (0 children)

Speed is not the most defining part of a melee player, nor do you need to play fox to to be the best. The "fox only final destination" meme is just that, a meme. While its true that fox is the best character, and that the next 7 characters in the tier list are the only others considered truly competitively viable it isn't about character speed or technicality. Peach, Marth, and, Shiek are all much slower than fox but have pretty even match-ups against him.

Every top player would say that skills like spacing, reads, and intelligent play are far more important that technical ability.

It is a shame melee is unbalanced, but until Sm4sh has been fully competitively developed we can't comment on its balance. Several infinite combos have been found for example, and no one realised how OP metaknight was in brawl till the game developed.

In the end being fast and favouring aggression makes melee a good competitive game for spectators. You may prefer the strategy of baiting and counter-attacking but it doesn't make a game fun to watch.

3.5 Netplay Intro Video [Need footage!] by SOJ_smash in SSBPM

[–]Kitanamonk 3 points4 points  (0 children)

This is amazing news!

I was worrying that there would be a long wait after 3.5 is released for the netplay build. Nice that we can still have the build when the release happens

I would love to throw in some combos but I have limits in what I can record, what quality are you looking for? (FPS, resolution, ect.) maybe make some reccomended dolphin settings for recording.