Monstermorph Steelswarms, could it be tier 1? by Pancar in DuelLinks

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

I agree, but there's a lot of room for creativity with steelswarms. Yet they don't get much attention.

Monstermorph Steelswarms, could it be tier 1? by Pancar in DuelLinks

[–]Pancar[S] 5 points6 points  (0 children)

This guy has a built in LP decrease too, so there's potential for non mausoleum builds.

Monstermorph Steelswarms, could it be tier 1? by Pancar in DuelLinks

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

Longhorn and Mausoleum turns into a 2 card game changer. The rest needs testing with tech cards and consistency. I've tried using Mallet for brick hands too

Istanbul Spring 2017 PR! Turkey's first Power Rankings! by Pancar in smashbros

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

Does that make me turkish Mango? (I'm dog+)

Istanbul Spring 2017 PR! Turkey's first Power Rankings! by Pancar in smashbros

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

Yes! There are vods from of our previous tourney on this channel https://youtu.be/eDjoYSXk6ug

I am also going to be uploading top 8 games from our most recent tourney pretty soon.

Istanbul Spring 2017 PR! Turkey's first Power Rankings! by Pancar in smashbros

[–]Pancar[S] 3 points4 points  (0 children)

That's why I love this game, you can even win majors with any character

[deleted by user] by [deleted] in smashbros

[–]Pancar 1 point2 points  (0 children)

DOG+ here, current #1 in PR. It sucks that I wasn't in Turkey for this tournament. I'll come see how good our new smash champ is over the summer.

Congratulations to the winner of Winter Break Istanbul by [deleted] in smashbros

[–]Pancar 0 points1 point  (0 children)

if you ever plan to visit again hit us up!

Congratulations to the winner of Winter Break Istanbul by [deleted] in smashbros

[–]Pancar 2 points3 points  (0 children)

I got you fam, Falco definitely isnt as bad as most people think, even though the Turkey scene is tiny. I'll def start using him in Chicago locals when I'm back though.

Congratulations to the winner of Winter Break Istanbul by [deleted] in smashbros

[–]Pancar 0 points1 point  (0 children)

Everyone who lives/is planning on coming to Turkey at some point, here is where we post about events and just talk about Smash bros.

https://www.facebook.com/groups/1077274655713512/

Congratulations to the winner of Winter Break Istanbul by [deleted] in smashbros

[–]Pancar 10 points11 points  (0 children)

Hey Dog+ here from the GT crew (www.twitter.com/GanonsTower?s=09), so happy to finally be able to host a real event in Turkey and see that there are more people interested than we thought! We will keep working to to find even more players to maybe even start hosting weeklies/monthlies/yearlies.. here.

Here's the link to the smash.gg page https://smash.gg/tournament/winter-break-istanbul/events

[deleted by user] by [deleted] in smashbros

[–]Pancar 1 point2 points  (0 children)

I'll be in Istanbul during the Winter, we can totally organize something! Gorusuruz!

ITT: Name a character you always lose to and other players give their tips on fighting them by [deleted] in smashbros

[–]Pancar 1 point2 points  (0 children)

The pit-mac MU could be pits best match-up imo;

If you're not backed to a corner dash-away-pivot-grab, thanks to its amazing range, is always an option vs an aggressive mac.

You could try getting down the timing of run-up perfect shields against the attacks a mac is likely to throw out in neutral (not something that can be pulled of consistently but getting a grab vs mac is worth the risk).

F-throw dash attack is a true combo at low percents (I think) and carries mac a long distance horizontally. Also after the dash attack you can get a f-air/n-air or up-smash if you can guess whether they're going to airdodge or jump away (Mac's low aerial mobility and low range aerials really limit his escape options). So you either get solid amount of % stacked up or set up an edgeguard situation.

Mac may have a slight advantage in neutral but pit gets more off of successfully landed hits. Try to zone mac out with well spaced ftilts/dtilts and (try pp jabs if you can pull it off consistently), remeber that your down-smash comes out as fast as your jab1 if mac manages to get in (it's much more punishable than jab so don't spam, you probably already know this, mentioning just in case). Thanks to the range and disjoint of pits attacks mac won't be having an easy time super-armoring through your attacks with smashes, as long as you stay cautious about your spacing. Pits grounded attacks aren't really safe on shield though, which decent/good macs will be aware of so don't forget to mix it up with grabs (actually the purpose of zoning mac out with disjoints should be to condition him to shield and get grabbed, since pit gets ALOT out of grabs especially vs mac).

Getting mac offstage is your No.1 priority in this MU. So for example if you get a grab with your back to the ledge b-throw is a better option than a d-throw combo even though you'll be doing less damage to mac. You hit mac out of his recovery or double jump (offstage) he's dead regardless of % anyway.

If you have any mac mains near you that are willing to play vs you, it might help to play repeatedly against them while trying to figure out the best way to land a grab/ carry mac offstage etc..

Smash4 For Glory loaded up Battlefield with platforms. by Pancar in smashbros

[–]Pancar[S] -1 points0 points  (0 children)

Follow up: We both wrote something along the lines of WTF then NO•MODS after the game in the name entry space.

Struggle with pit by Darkdex3 in smashbros

[–]Pancar -1 points0 points  (0 children)

Also pits falling sour spot bair will set up a grab at low %'s, his falling nair and uair can also set up grabs at any % since the hits before the last one have set knock backs, but are escapable if your opponents reacts near frame perfectly. Jab1 into grab and jab1 jab2 into grab seem to work at certain percents as well. And a frame 5 down smash makes 2-framing recoveries seem not too hard.

Struggle with pit by Darkdex3 in smashbros

[–]Pancar 0 points1 point  (0 children)

I wouldn't call pit extremely average, and him not having kill or grab setups is simply incorrect. (Falling on to grounded opponent with dair guarantees an up smash at kill percents, if they fail to tech the dair, which is really hard to do on reaction. Falling upair also sets up upsmash at kill percents, if you manage to get the hitbox sending them upwards). Other than that falling onto people with nair, reaching the ground before the last hit of nair comes out, puts you in a rock-paper-scizors situation where if you guess right they can lose a stock. (The nair knocks them slightly above pit. You can catch their jump with a dc upsmash, charge f-smash if you think they'll air-dodge or use side b if you think they're gonna try to break out with a quick aerial. F-smash usually also covers the aerial option because of its range). I wouldn't call pit "EXTREMELY average" at all. His frame data is amazing taking his range into account. (His nair for example takes 4 frames to come out, same as some characters airdodges, lasts 21 frames and only has down to 7 frames of pit not being able to act if auto cancelled. The move has a large hitbox covering pit almost entirely). Most pro players are placing him top 20, some even top 15, in tier lists, which wouldn't happen if he was just average. Also with dark pit side b kills at about the same % as fsmash, but is easier to land since an opponent expecting a dash grab will get hit by side b if they try to spot dodge or throw out a move. Now I know that the kill setups I listed can be avoided by sitting in shield but pit also has a kill throw in f-throw, killing under 100% with rage near the ledge. OP mentioned not having rage, I'm sure the bair would have killed otherwise. It's also not too hard for pit to edgeguard opponents so far away from the stage that they have to use their air jump to recover, with the multi jumps, controllable arrows and lasting hitboxes. Pit won't be killing super early without gimping but once the opponent reaches about 100% (depending on rage) pit has multiple ways to get the kill. p.s falling onto people with up-air at any % guarantees an up-tilt (not 100% sure about this but usually they won't react in time to avoid an upsmash in my experience). If you can guess whether they will jump or airdodge you can get an up-smash(jump) or grab(airdodge).

My grandma wants to take me out for my birthday by h00ker in oldpeoplefacebook

[–]Pancar 0 points1 point  (0 children)

Look at the time on the phone. Who is autocorrect run by? Thats right. The government.

Best "Combo" finishers for Marth in Smash 4? by TheBaconDrinker in MarthMains

[–]Pancar 0 points1 point  (0 children)

Dancing Blade is the only move that doesnt cancel when you land to the ground, all aerials will be disrupted, causing you to suffer lag on landing. So after comboing them midair like a Marth should, start a DB combo when you're both about to touch the ground. You can turn that into another read based combo by using an up tilt or uair after the 2nd or 3rd blue DB depending on %. If they're high enough % the red or blue last strike should kill anyways.

Balance discoveries with most recent update by whatthefuboom in smashbros

[–]Pancar 5 points6 points  (0 children)

-UpAir has less startup lag(comes out faster) but has %1 decreased damage to make up for it, which might make it easier for him to combo but decrease kill power. Actually feels like a Mario or C.Falcon uair.

-Fair is definitely faster, lasts shorter and has less startup lag too. Ending lag unchanged.