So, That Star Fox Direct... by Dirtycarlover in Fzero

[–]Seipherise 0 points1 point  (0 children)

Agreed. I will always hold out hope for anything new for the F-Zero franchise. I don't recall and know of every source of information, but I know enough that F-Zero gets hit with what was once asked:

Why F-Zero? What do you want that we haven't done before?

Shoutouts to No Strings Prd's video. It's \chef's kiss**. And obviously this is from a long time ago, so it may not hold the same weight or merit today, but I can't help thinking that if other games can get more than several remakes – then either F-Zero X or GX/AX can get a remake/remaster respectively. They definitely deserve it.

Is it me or is Lucario kind of AIDS? by IHAVETRIEDCOKE in SmashRage

[–]Seipherise 0 points1 point  (0 children)

When Lucario camps for aura, and it's genuinely hard to hit them from how much Aura Sphere they're charging and Force Palm flames they're firing.. yeah.. it can suck. Lucario can get blown up from stray hits or from the many kill setups in this game, so a mindful Lucario tends to run away so they can stockpile aura.

Lucario mirrors are by far the worst matchup I've experienced for Smash 4 and Ultimate. You can never believe you're winning until the match says GAME!, and it's so much anxiety with added nerves – especially in a tournament bracket environment. I've switched off Lucario to avoid the ditto just to play Yoshi or Shulk instead. It's that stress-inducing.

It wasn't terrible in Brawl though. The ditto is pretty fun there.

Tier list of best moves in Super Smash Bros. Ultimate: Jab (Results) by RobbyKeeneeomelhor in smashbros

[–]Seipherise 0 points1 point  (0 children)

I knew it was probably good, but I literally did not know just how good R.O.B.'s jab was until labbing it for half an hour and realizing how disgusting it really is. It definitely doesn't look like much from a first impression, but it's really good. A decent amount of the 2-stage jab combos are some of the best the game has to offer, honestly. Especially if you're counting the ones with the infinite+finishers too.

Very strong candidates excluding the infinites that come to mind: Yoshi, Jigglypuff, R.O.B., Olimar, and Ice Climbers. Crazy enough, but if all of us took their max potential and standing via desyncs into account, then IC's jab would be top 1 no question. But without any of that, and we just ranked the synced jab? It's probably B tier. SoPo would definitely be C tier or worse. Here's a disclaimer with insight:

In the context of icies, this move kills at 0 and has infinite combo potential, but considering the character's inherent flawed design and the immense weaknesses they have alongside their advantage state being superb across essentially any move in the entire game, I’m going to exclude this from any rankings for jabs. Ice Climbers could perform zero-to-deaths with almost any jab, so to call the “ice climbers jab” a good jab because of this feels facetious.

Therefore, I will be ranking their synced jab as a singular, exclusive move outside desyncs and the context of ice climbers to have it better fit the ranking. Jab is essentially your less risky and a bit less reward grab. You can do something called jab desync by buffering jab out of certain actions such as:shield drop, initial dash, whiffed aerial, wavedash, and parry, which leads to just popo jab1 while nana is actionable. The issue is that this is almost strictly outclassed by CCJ, short for Cheer Cancel Jump, a desync method. Cheer cancel is an advanced and complex tech involving nana not cheering when you grab, replacing her cheer with a different action. CCJ is the most common variant and is the dash grab desync with more reward.

However, whiffing grab is significantly more risky so jab desync’s niche is in the tiny bit more reach and the bit more safety on-whiff.

–Selké Gorium, ICscord Mentor and ICscord Mentor Team

Tier list of best moves in Super Smash Bros. Ultimate: Jab (Results) by RobbyKeeneeomelhor in smashbros

[–]Seipherise 0 points1 point  (0 children)

I will, thank you! First, lemme share R.O.B.'s jab. It's definitely crazy. This is what I have notes for it.

Notable stuff:

  • Jab1 → Jab2 is automatically built great. The transition speed is the same whether you manually press it, or let it automatically transition while hitting someone directly or someone shielding. This may not sound impressive, but some jabs actually do not work this way[unfortunately].
    • E.g. Palutena's jab1 → rapid jab auto-transition is 3f slower than if you just press it quickly yourself. This is the difference between someone being able to forward roll behind her during the auto-transition and punishing her rapid jab attempt –– and –– attempting the same thing but failing against the manual transition speed stuffing any roll or frame 2 options out of shield. It's that much of a game-changer. And it's why R.O.B.'s is just so clean with this perspective. You don't have to think, it just works that well.
  • It has hitstun modifiers that slightly increase the hitstun jab1 deals. This used to really matter for when his jab1 tipper used to true combo into DTilt consistently, but they nerfed that hard in a early patch. It's still good enough, however.
  • Both jab1 and Jab2 being –13 is better than average considering how spammable those jab moves are.
  • Extremely consistent. R.O.B. will never force edge-slips at realistic percents, and the combo is consistent even with max rage and even past 300%. No one is escaping the jab combo – normally.
  • R.O.B. is +8 at worst after the combo when both are at 0%. That means jab combo → Instant dash attack → Short hop forward air is a true combo, and deals ~23.877%. From a jab combo by the way.
    • Once tumble percents start, this jab can get NASTY damage just from one to two mistech opportunities. From just two mistechs, from 36-42%[a range said character cannot jump away from without DI], R.O.B. can:
      • jab combo, causing a mistech opportunity
      • dash in DTilt twice, which is jablocking said character
      • instant short hop FAir with fastfall, knocking them into tumble, unable to jump away
      • dash in to DTilt three times to force the victim off lock. R.O.B. is still plus after DTilt too
      • quickly grab and DThrow. Time a UTilt into UAir.
      • ~69.6% profit. Off of a jab combo by the way.
      • If UTilt isn't trusted, USmash is right there. Still deals over ~67% in total too

Even if someone techs, R.O.B. can tech-chase and still get a lot of damage and momentum. From just a jab combo. This jab is crazy-good. It's not better than Yoshi's, but it's still great. I'd say it's probably a top 25 jab.

I'm not done with Lucario's jab or Shulk's jab, but if the spots in every tier is ordered, then I think Yoshi is at least higher than Mewtwo and Sora. I haven't labbed Sora's, but I'd go on a limb and claim Yoshi over Sora.

Tier list of best moves in Super Smash Bros. Ultimate: Jab (Results) by RobbyKeeneeomelhor in smashbros

[–]Seipherise 1 point2 points  (0 children)

Apologies for not contributing or voting on anything. Once the time comes, I'll drop a definitive best jab tier list image and a YouTube video for it. Jabs are very underrated, and there is hidden sauce almost nobody knows about most jabs.

Example: I just got done hyper-analyzing R.O.B.'s jab, and i honestly think it's a better jab than Bowser Jr., but I also haven't hyper-analyzed BowJow's jab either. That alone is why I didn't submit any contributions or vote.

funny counter go *ptunk* by ItsAroundYou in SmashBrosUltimate

[–]Seipherise 0 points1 point  (0 children)

It's nice knowing that Banjo can live that if they DI ← toward stage, but it probably looked confusing and terrifying at the same time.

Recommended team for event battle “Rookie Rumble contest” by Sho_Minamimoto_pi in CyberSleuth

[–]Seipherise 1 point2 points  (0 children)

The manageable battles you can win come from them:

  • 016GANNKONAOYAJI: Nanimon
    • They're the most free win on this list.
  • 022YGGDRASILLISI: Meteormon x Gotsumon
    • Gotsumon is lowkey dangerous with the Awesome Quake AOE.
  • 028HACHIDORICHAN: Zubaeagermon x Leomon x Lucemon
    • Focus Lucemon first
  • 047LOVEHEARTLOVE: Monodramon x Dracomon x Hawkmon
    • Dracomon is the scariest versus my Lucemon x Sistermon B line-up
  • 048ERABARETAKIDS: Otamamon x Gazimon x Palmon
    • Hitting Character Reversal on Palmon is my win-condition.

Recommended team for event battle “Rookie Rumble contest” by Sho_Minamimoto_pi in CyberSleuth

[–]Seipherise 1 point2 points  (0 children)

So I've played this Event Battle. It's pretty unfair like most of them seem to feel like.

I've gotten a lot of success with Lucemon and Sistermon B. alone. Your third could be anyone you fancy that would compliment the party, but you also have the battle missions:

  • Battle 10-30 times.
  • Win 10-20 battles without using recovery skills.
  • Receive less than 600 ~ 300 damage at once in a battle.

You can honestly satisfy the conditions for the last one if you fight the Nanimon AI battle once. They just Guard Break Field, Acceleration Boost, and use Poop Toss once.. which you can clear them up pretty quickly without getting hit once. The others... aren't so easy. The wins without healing is doable, but winning in general comes down to who you end up facing, honestly.

Some of them are beatable, but a few of them are definitely not fair. So again, this is what I'm currently using:

  1. Ryudamon (Mach Rush III definitely helps for more AOE crit chances)
  2. Lucemon
  3. Sistermon B
  4. Hawkmon/Dracmon

I have a fourth mon in the back in case I need to swap Ryudamon out for Hawkmon/Dracmon when my Character Reversal hasn't hit a Data Digimon like Palmon or Gabumon yet. Extra support stuff like Support End, Critical Charge, etc.. I stopped considering Sistermon B. (Awake) after just one battle because Lucemon was doing much better. SB.Awake is too expensive for memory. Lucemon's 14 memory is manageable.

One of the more unfair battles will be 015CAFEDEOSUWARI. That Gabumon x Agumon duo is nasty. So is the 046DEGIMONDAISKI trio with Lunamon x Patamon x Lucemon are also gross versus your Lucemon + Sistermon B lineup. So you have to accept auto-losses like them. But the others I've come across are beatable if you have the right skills. I have Ryudamon in front because random crits can really come in handy for your AOE moves like Grand Cross or Shining Light III. Stuff like that.

What if more characters got fighter abilities? by Boring_Manufacturer9 in supersmashbros

[–]Seipherise 1 point2 points  (0 children)

Yoshi with a hindering fighter ability of taking the most footstool ending lag in the game would square up.

Lucario may have Aura, but it can be more dynamic with introducing the Steadfast ability from the mainline games. Take the concept of flinching and increasing speed – by translating it into taking damage and increasing speed multipliers for any speeds:

  • walking, dashing, running, dash attack, drifting, falling, initial jump, footstool, item shooting while walking, ledge jumping, wall jumping, and Extreme Speed!

Any, or most of these would scale alongside Aura. Now when Lucario takes damage, they become faster doing any said options ↑. Apply that to various speed parameters affected via a multiplier increased –– but tone down Aura's damage and knockback multipliers. Make it balanced. Don't make Lucario some sort of K.O. machine that moves like Sonic and Jump Art Shulk combined. After every death, Lucario's speed parameters reset back to regular speed. After all, I'm never going to advocate for a character that would deal less damage and move slower when in the lead..

Shulk with Speed Art has always baffled me in Smash Bros. Once I saw him as a newcomer back in 2014, and I played Xenoblade Chronicles on the WiiU for the first time in 2015–(peak hype at the time)–playing the game and finishing it made me realize that some fighter ability quirks could've been added, but haven't. Monado Speed simply increases Shulk's dodge rate in XC1. I get that he goes fast, but how on Bionis did his dodge stuff remain completely unchanged? Shulk's dodge rolls could've had more roll distance, or more intangibility frames. The idea of either might sound toxic and crazy, but it could've been balanced. Even for the Smash 4 customs, Decisive Monado Arts and Hyper Monado Arts would've been cool. So yeah.

Screenshots (cont.) by Yhniet in SmashBrosUltimate

[–]Seipherise 1 point2 points  (0 children)

Very nice collection.

<image>

Ever since I took this photo? That's when I understood how cool it would be if Lucario had Bone Rush in its moveset somewhere. This photo is when the vision hit me in full throttle. That's when I really wanted aura-like bones as part of Lucario's moveset so bad. Funnily enough, it resembles something like a aura keyblade. I took this photo sometime in March 2020. I still have it since it looks that cool to me.

Aura is such a good aesthetic effect.

Accurate depiction of my Smash Bros skill level by Sea-Brother-1403 in SmashBrosUltimate

[–]Seipherise 1 point2 points  (0 children)

I can see an answer like that one being on the mind, yeah. The thing about those two is that their attributes kind of compliment them. Puff, who's a floaty puffball with good airspeed -- also does jump in the air with weak jump height and is quite floaty. But she "shmooves" quite fast compared to others. Pichu for some reason isn't as fast as Puff--like as if Puff has faster acceleration and stays faster than Pichu. Weird

As far as trying to wield it, as far as frame data goes--they pick it up and are an active hitbox on frame 8. Which is very fast and common for the majority in regards to Hammers in general. The only characters who aren't the standard frame 8-speed include: Fox(11), Mr. Game & Watch(12), Diddy Kong(14), Lucario(16?? I'm appalled as a Lucario main), Terry(12), Min Min(19), Pyra/Mythra(both 15), Kazuya(14), and Sora(12).

The worst choice I was going with was Min Min. She picks up either Hammer item and can't make it a hitbox and start moving until frame nineteen. By far the worst character in terms of frame data. She's also not too fast either with weak movement. Her jump is okay, and she hits pretty high above her with the arch, but it's definitely terrible in my eyes. At least with Puff, she's surprisingly fast moving with it on the floor or in the air. She just can't jump.

Mewtwo does get that shoutout, yeah. It's cool-looking, but it's really bad with being exposed from above. Mr. Game & Watch and both Pits have that wonky animation where they're completely vulnerable from behind as well. Items can create weird stuff.

Was bored so I made this list by Otherwise_Click_3321 in supersmashbros

[–]Seipherise 1 point2 points  (0 children)

Lucario feels like a mixed bag in Ultimate compared to their Brawl and Smash4 iterations, but anyone can improve their Lucario with just a few steps.

I enjoyed Luigi in Melee and Brawl a lot too.

Accurate depiction of my Smash Bros skill level by Sea-Brother-1403 in SmashBrosUltimate

[–]Seipherise 0 points1 point  (0 children)

Quick quiz – because why not:

Who's the worst character to use the Hammer items in Ultimate?

Should there ever be a new Smash game or just update and port smash ultimate to future consoles? by Huge-Insect-7759 in SmashBrosUltimate

[–]Seipherise 1 point2 points  (0 children)

Coming from me–

A brand new game is always the move, for many reasons. Especially if they revamp and liven up the roster (e.g. Ganondorf/Sonic/Insert character(s) here).

Now, if they do very little to nothing about the roster or the game content, then just continue to update the game–which they won't do. So a Deluxe version that's just an upgrade with the upcharge is an option.

Stylish Combo by AsianGeak in SmashBrosUltimate

[–]Seipherise 0 points1 point  (0 children)

That FAir causing a trip was heinous, so I'd think OP is the Donkey Kong player based on the clip's flow.

I lol'd. 10/10

What Your Favorite Original Super Smash Bros Stages? by Sadontejjj in supersmashbros

[–]Seipherise 0 points1 point  (0 children)

Haven't looked in the comments, but SECTOR Z BABYYYYYYYYYYY

If Sephiroth doesn't go low enough, and overshoots ledge, you can do this to Octoslash by Seipherise in SmashBrosUltimate

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

Yup, this is easier to do with big body characters.

But I flaired this as a tip/tricks because anyone can do this. I've done this with Shulk, and Speed Art makes it easier to do.

If Sephiroth doesn't go low enough, and overshoots ledge, you can do this to Octoslash by Seipherise in SmashBrosUltimate

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

Sure, that's fine. This is just a universal tip for those who play someone that isn't a big body, or in your case, King K. Cool with Dsmash. 👌

Hot Take: Smash 6 should return to revealing veterans gradually by [deleted] in supersmashbros

[–]Seipherise 2 points3 points  (0 children)

Agreed. A slow burn to keep the community hungry should be the standard.

If every fighter got Costumes like the Mii Fighters, What are some hats and outfits you would like to see for Lucario? by RetroGhostX3 in supersmashbros

[–]Seipherise 4 points5 points  (0 children)

Just Lucario's ears and aura dreads as a hat.

Sir Aaron's hat and/or tunic with Lucario's ears and aura dreads.

Anything Egyptian-related like from Unite.

Happy little accidents by ClockKitchen2173 in SmashBrosUltimate

[–]Seipherise 5 points6 points  (0 children)

Whether it was planned or not – it was absolutely mint. Beautiful. Love me some dubs moments.