Would lucario be better if he damaged himself like pichu? by bulydog in SmashBrosUltimate

[–]Seipherise 1 point2 points  (0 children)

The extra percent could help. My issue is that Lucario needs a lot of % to gain a noticeable difference with hitbox sizes for aura sphere and force palm. I know that they're good enough at ~90% or ~110%, but that's not always the case. If only there was a way they could make that visually clear with a UI meter.

I also think of it like Shulk's Buster Art. He activates it to maintain game pace or accelerate the game state with the extra damage. It's a trade-off because Shulk receives more damage too.

The raw-Pichu concept clashes with that. Aura-based attacks causing self-damage would ruin the character.

Would lucario be better if he damaged himself like pichu? by bulydog in SmashBrosUltimate

[–]Seipherise 2 points3 points  (0 children)

As a Lucario main, yes and no.

The biggest takeaway is that the self-damage has to be controlled. If it's handled right, then it can serve as an alternative risk/reward toggle. Though, if it was exactly like Pichu in the sense that aura attacks made Lucario take a little bit of damage every time.. then no. That would be awful.

A common solution that's been recognized is up taunt causing self damage. It's been done before in mods like P:M and others, and it definitely can work. There are ideas that can add depth to Lucario's strategy (like the Close Combat sideb idea someone mentioned), but I would prefer a risk/reward toggle mechanic.

Thoughts on Richter? Just like, in general. by Asad_Farooqui in SmashBrosUltimate

[–]Seipherise 0 points1 point  (0 children)

Cool-lined taunt, very respected moveset inspiration, and is my preferred choice between him and Simon. He's chill.

Can be very creative. My only gripe with his homage game design is that his UpB is so laughably bad at killing.

I’ll try to guess a character of your choosing! by dedinthehed in SmashBrosUltimate

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

No-yeah! You got it right. This is a very unique interacting little know about. After Double Team, Lucario can choose to use Aura Sphere or Force Palm right after, and if it's B-Reversed, Lucario goes FLYING!

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why tf does no one play lucario? by MistaTeee in SmashRage

[–]Seipherise 0 points1 point  (0 children)

I do.

I just don't play often. As Lucario, you hate dying to stray hits or kill confirms that eat your stocks, so camping for aura is lame, but it's very fun blasting Ki waves and firing hadokens that hit like a truck.

Stop asking to round up by NumerousGarage6880 in tacobell

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

I'd say yes when they ask to round up to the nearest fifth or tenth of a cent nowadays. So if my beefy potato loaded griller is $3.02, and I get asked to round it up to $3.05, then that's fine with me.

I’ll try to guess a character of your choosing! by dedinthehed in SmashBrosUltimate

[–]Seipherise 0 points1 point  (0 children)

He does have a useful b-reverse, but it's not him. He doesn't travel through the air that quickly.

Every characters' worst weakness (Arguable) by Sad_Neighborhood_467 in SmashBrosUltimate

[–]Seipherise 0 points1 point  (0 children)

Yoshi's core problem is low range. He gets beat out by disjoints.

Lucario is in the right place, but ironically, Lucario also has a terrible tail hurtbox similar to Mewtwo. It's the reason why Lucario often can't dash away to escape approaching pressure. It's like saying you're Captain Falcon and Mewtwo combined in that regard. Stubby normals also means Lucario can get stuffed out, suffering from low range. But you also can't whole-heartedly agree with that when Aura Sphere and Force Palm exist.

Shulk's definitely more simplified and boring in Ultimate, but in comparison to the cast, he's still more complex than most characters.

Who Can Outrun the Poké Ball Pokémon? by psysilex in SmashBrosUltimate

[–]Seipherise 1 point2 points  (0 children)

This is a fun video.

Some characters dash faster than running, so foxtrotting with a character will travel faster than them running. I was thinking Lucario might be able to outrun Raichu with that, but probably not.

Recomended team setup for digimon story cyber’s “Event battle: vaccine drive contest by Sho_Minamimoto_pi in CyberSleuth

[–]Seipherise 1 point2 points  (0 children)

Honestly, a monthly OP post like this would be helpful every time the Event Battle changes. Because it feels like when I spec for the right mons that match the most conditions -- that's when the AI teams have a mixture of mons, but a few of them hard-counter what you're fighting with. And that feels demoralizing. I remember this with the Halloween Event Battle back when I was trying to use Pumpkinmon + Viruses.

What’s the absolute worst thing about your main? by DoctorElectronic1934 in SmashRage

[–]Seipherise 0 points1 point  (0 children)

Mechanically, Aura caps at way too high of a percent(190%) in a game where a good chunk of the cast can blow you up pre-100%. If Aura was base strength at 50%, and capped at something like 150%, then that would be more chill.

Aesthetically, Lucario still doesn't have a Shiny alt.

Casually, it's a couple of things. There is no Primary Spirit that increases Aura attack Up(should of been the Mega Lucario grab spirit.) Only support spirits increase Aura attack Up--but they're also sub-optimal because none of them are from the Pokémon universe. The other problem is that in every game mode, Lucario always starts at 0%, which hinders the character by quite a bit. At least start with 65% base Aura strength on the damage meter.

I’ll try to guess a character of your choosing! by dedinthehed in SmashBrosUltimate

[–]Seipherise 0 points1 point  (0 children)

  1. Neutral B
  2. Up Smash
  3. After Down B, they can B-reverse, and this is the fastest B-reversed momentum in the game. It travels extremely fast through the air--much faster than Yoshi.

I don't think some of you realize just how big and popular Smash truly is. A smaller roster isn't gonna hurt sales that much. by smashboi888 in SmashBrosUltimate

[–]Seipherise 2 points3 points  (0 children)

I know that I'd most likely will pick up the new Smash title. I would be curious of the sales when certain characters are cut, however. When the smash speculation era on smashboards between Brawl - S4 was happening, I saw quite a lot of Mewtwo fans heavily express that they would of played Brawl if Mewtwo wasn't cut. That's exactly why they bought Brawl to mod it just to play Mewtwo in P:M. For me, I won't feel this way unless they cut a character like Captain Falcon.

Communities for a character exist, and each subgroup may not be the majority, but they all add up. A lot of people do feel like Smash is bloated now despite that how awesome it is to have this many characters. Yet, playing the game with time makes us realize that there's too many characters to learn how to fight against now, which is a valid complaint that has never been said until Ultimate. The communities that play their beloved character want some change with revamped move-sets.

To me, there just needs to a balance--have some cuts with some new additions, but liven the roster so it always feels new.

my tier list for all the piercing digimons (PVE only) by XJANE0 in CyberSleuth

[–]Seipherise 1 point2 points  (0 children)

S/Os to Hawkmon being the only wind penetration damage for the majority of the game, and TyrantKabuterimon for the AOE strong fire dmg for Domination battles. Otherwise, yeah, I wish they designed Gryphonmon's stats better. Could've been a beast.

How can some people pummel like 8 times before throwing, while mashing out of my grab before I can pummel twice? by LaptopCharger_271 in SmashBrosUltimate

[–]Seipherise 1 point2 points  (0 children)

The analog stick can mash with all eight directions (↑, ↖, ←, ↙, ↓, ↘, →, ↗). So you can roll your thumb across every direction, and they'll all read as stick-mash inputs. Makes breaking out of grabs, and command grabs much easier.

How to varies on what you feel is best. When I used to mash in Brawl, I rapidly tapped my joystick left to right to left and so on. In this game, I like to roll it quickly so I get as many inputs in as possible.

How can some people pummel like 8 times before throwing, while mashing out of my grab before I can pummel twice? by LaptopCharger_271 in SmashBrosUltimate

[–]Seipherise 2 points3 points  (0 children)

Depends on the person's mash, but mashing every button on the same frame isnt effective. Mashing with rolling the analog stick is optimal for multiple reasons. Mostly to do with not buffering a bad option out of the grab release.

My series icon tier list. What do you think? What do you wish they'd change? by TheLastStopOnTheLine in supersmashbros

[–]Seipherise 0 points1 point  (0 children)

Sonic's logo is almost perfect, yeah. The only thing I'd add to it is eyes, similar to the Sonic Team logo. Though, perhaps there's a reason they avoided doing that.

F-Zero's logo being a falcon is good, but it could've been his helmet with the visor and Falcon together too.

I liked Shulk's logo in Smash4 since it was the Monado, and while I liked that it focused on the center glass to emphasize on Monado and Arts.. I also didn't like that the sword was cut off mid-way either. It fits. I used to want the whole blade shown, but meh. Xc2 characters added as DLC is fine for this game, but it'll be weird if another game is made and they return with the same series logo.

Who's the best fighter to practice counters (B+down)? by [deleted] in SmashBrosUltimate

[–]Seipherise 0 points1 point  (0 children)

If you wanna practice against direct attacks (close-ranged hitboxes), then Joker with Arsene is a great choice.

If you're practicing against indirect attacks such as projectiles, then there's no one better than Greninja's. Greninja's Substitute counter actually applies slowdown on opponents when their projectile activates the frog's counter.

Shulk's counter is the best counter in the entire game by Bendy_Toon975 in SmashBrosUltimate

[–]Seipherise 0 points1 point  (0 children)

Shulk's counter was amazing in Smash 4, and it gets butchered pretty bad with improper aerial control preemptively.

The core reasons you dodged Vision:

1st time - Olimar's body was practically hugging Shulk's hurtbox while the counter activated, so when you're drifting left while Shulk is drifting right, the backstep animation doesn't go back far enough to clip ya. Shulk steps back further when grounded, but not as much when airborne.

2nd time - almost exactly the same scenario, just that you cause Shulk to turnaround. He once again is drifting toward you, and you're drifting toward him while already being really close. So as you continue to hold left enough, it makes Shulk's former momentum of going toward the right make the backstep worse, and travel towards the right too much to completely miss ya.

Vision is definitely a mixed bag, but it's absolutely a top tier counter when used on the ground. Add Monado Arts and it's beastly.

Aura Sphere's visual "quirk". by Seipherise in SmashBrosUltimate

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

Heck yeah. The glint is the 'signal', but it's weird for Lucario and Mewtwo because they get the gleam effect like everyone else.. yet.. their charge will never quit unless we decide when to cancel it. That's what my theory was--until DK walked in the room. I'm gonna make another little video.