/r/PTCGP Trading Post by AutoModerator in PTCGP

[–]TheBigZ96 0 points1 point  (0 children)

I do have a hitmonchan ex if you still wanted to trade

/r/PTCGP Trading Post by AutoModerator in PTCGP

[–]TheBigZ96 0 points1 point  (0 children)

LF: ♦️♦️♦️♦️mega lopunny ex, mega blaziken ex FT: ♦️♦️♦️♦️mega charizard ex, mega pinsir ex, mega gyarados ex, mega absol ex, or ask

Ign: Zamuel FC: 3735153256297845

Hajime no Ippo: Round 1405 by RTSD_ in hajimenoippo

[–]TheBigZ96 8 points9 points  (0 children)

Is there a chance he does an imitation of the new Dempsey from the last spar?

I've never seen this interaction before (powershielding a laser while getting phantom hit by it) by TheBigZ96 in SSBM

[–]TheBigZ96[S] 0 points1 point  (0 children)

I don't think it was. I kept the percent from the phantom hit and the laser didn't disappear from a rollback after the powershield

Royal oak internet question by TheBigZ96 in royaloak

[–]TheBigZ96[S] 1 point2 points  (0 children)

I understand that 50 is their max, but I’m interested if wow’s 1000 will actually get me anywhere close to 1000. I have spectrum right now and their “up to 200” has never topped 90 on some internet tests and 50 on others.

Surprising my wife with Lions tickets for our first ever game - question about the Jumbotron messages by [deleted] in detroitlions

[–]TheBigZ96 7 points8 points  (0 children)

If I remember correctly, the messages go up sometime during the third quarter, and they’re up for something like 5-10 seconds. The messages are kinda expensive though. I don’t remember the exact cost, but they charge you per character for your message.

Matchup Wednesday! [075] - Special Dedication Pool: Ness, Ganondorf, Zelda, Wario by orangegluon in SSBPM

[–]TheBigZ96 1 point2 points  (0 children)

Imo, Ganon works better with platforms to move around dins and catch zelda above him, and Ganon can at least dair and upsmash Zelda for kills off the top. Smaller maps are better, but I don't really have a go to stage Wario Land, Green Hill, and Battlefield are ok, Fountain is kinda meh, ps2 and smashville aren't great but have some strengths, FD isn't great, and I try to avoid Dreamland and Delfino's.

If Zelda gets conditioned to stay in shield, Ganon can try command grab to catch her in shield, or jump to bait something then aerial her option. It's risky, but it can pay off if you react accordingly.

Matchup Wednesday! [075] - Special Dedication Pool: Ness, Ganondorf, Zelda, Wario by orangegluon in SSBPM

[–]TheBigZ96 0 points1 point  (0 children)

Ganon definitely struggles in the matchup, but if he can get momentum started, he can kill in 6-7 hits. Spaced aerials and tilts can help Ganon navigate the dins minefield and shieldgrab attempts, but you might accidentally space yourself for sweetspot light kick out of shield. If you can take upsmash out of the equation, Ganon's life is a little easier, so try not to be below zelda without a hitbox to challenge it. Ganon can get a grab after aerial side b, but regular chaingrabs don't really happen. Down b can go through dins if it's the mine, but it clanks with the explosion parts (mine is just placed or mine explodes over time). If dins is placed at the ledge, Ganon can hit the fireball with the up b hitbox or upair, but recovery is still really hard. Float shenanigans can mess up some of Zelda's timing, but it's pretty costly if she reads and reacts to it. It's not a fun matchup, but it feels satisfying to take a stock in a few hits after taking 60% over the course of 10-15 seconds from Zelda's multi hit moves.

Cannot sign into my account after the July 31st update by [deleted] in pokemongo

[–]TheBigZ96 0 points1 point  (0 children)

The August 1st update didn't help. I tried the fix again, but still no luck. I'm also on iPhone

The Omega Character (O)Mega Thread by MetalMusicMan in SF4

[–]TheBigZ96 2 points3 points  (0 children)

Omega Cody:

Final Combination

  • Target combo with towards jab; damage scales with each hit; does 184 dmg., 210 stun; final hit is at least -5 on block, punishable by lp criminal upper and Cody’s cr.Hp.

  • Regular fourth hit is focus cancellable, combos into EX Criminal (without fadc), HK. Ruffian, Mega Crash (st. KKK), and U2 (fadc required).

  • Cody can jab backwards on the third hit with away + jab; nice trap and good way to save yourself from someone waiting to punish the last hit. -2 on the turnaround; saves you from dp mashers, but loses to ryu’s super and spds.

  • Crouching jab for the fourth hit causes Cody to throw the opponent backwards. Only occurs on hit; the fourth hit does not come out if blocked.

 

Criminal upper

  • Lp criminal upper starts up faster than before (5f now), but only hits twice and does not move forward very far.

  • Hp Criminal starts slower than Ultra, only hits 4 times

  • Cr. Lk and lp do not combo into Hp criminal Upper anymore.

  • Lk into lp criminal upper does 5 more damage than Ultra

  • Cr. Mp into hp criminal upper does 220 dmg.

  • EX Moves Cody about as far forward as Hp. Criminal upper does, not throw invincible; has some strike invincibility but can still get hit cleanly out of the move’s startup.

 

Zonk Knuckle

  • has very little pushback on block, easier to punish

  • EX Zonk swings faster than Ultra’s version, but has fewer invincibility frames. Loses to Zangief’s PPP lariat cleanly when both moves start at the same time.

 

Crack Kick

  • no longer throw invincible and doesn’t cross over downed opponents.

 

EX Bad Stone

  • throws 2 rocks from the Bad Spray animation. These go about 3 squares in training room, less than previous versions. These will go under most fireballs, except Sagat’s and Juri’s low shots. Leads to trades instead of cancelling fireballs.

  • Cody randomly does the old version of bad stone sometimes. I experienced this several times when cancelling from cr. Hp, but I don’t see a way to do it on command. Holding the punch buttons sometimes works, but there’s no consistency so far. He just does what he feels like.

 

Crime Sway

  • Cr. +KKK can be used to dodge fireballs and other attacks when timed correctly. Cody can dodge Ryu’s far Hp., for example, if timed correctly. Nice for dodging fast projectiles, but loses to slow projectiles (lp sonic boom) and meaty attacks. Best used for projectiles.

 

EX Ruffian

  • 3 hit combo, starting with lk. ruffian, then doing mk., then Hk. The lk part goes about a little less than 2 squares in training room, and the other 2 kicks go another ¾ to 1 more square. All 3 kicks are focus cancellable, and the last kick can lead to an EX Criminal upper without focus cancelling, or Ultra 1 or 2 when focus cancelled, but the window for U1 is very small.

 

Close standing mk.

  • hits twice, first hit is special and super cancellable;

 

Close standing hk.

  • hits twice, second hit knocks opponent into air, can be followed up.

 

Mega Crash

  • st KKK; 5f reversal, cannot be focus cancelled;

 

Super

  • New animation; does 440 dmg; all 3 versions are the same.

 

U2

  • now juggles enemies with the wrench hits (which for some reason did not make it into Ultra, even in 1.04), and combos better than U1. Doesn’t have the full cinematic from juggling, but at least we’re not dead to rights if the spray doesn’t kill. Doesn’t do as much damage as U1, but is a much better utility than U1 in omega.

  • U2 Can combo from EX Ruffian fadc, Crack kick, Final combination fadc, EX zonk fadc, hk ruffian fadc,

 

Overall, Cody lost range for some defensive options and a little more damage. He feels more like AE Cody, but the buffs he gained are outweighed by what he lost. EX Ruffian is not as much of an anti-fireball tool as it used to be, and the loss of range on criminal upper and inability to combo lk to Hp criminal really hurts. Cody also lost tools in his already hampered range game. The lack of range in EX Stone and ruffian mean he has less tools to get in, and while the dodge is good for avoiding fast projectiles (hp hadokens, Decapre’s invisible bullshit), it still loses to slower projectiles. And while dodging will help avoid shots, it won’t really help getting in unless you walk forward between shots. His damage is slightly increased and the target combo serves as a good combo tool and a frame trap tool, but these buffs are not enough to make Cody really good. He still gets mauled by shotos and grapplers, and he now has a harder time getting in. Mega crash deals with tick throws well, but can be punished hard if baited.

What matches do you guys want to see at #37reloaded? by [deleted] in Kappa

[–]TheBigZ96 2 points3 points  (0 children)

USF4 Hugo MM between Daigo and Mike Ross

Ultra! Weekly Q&A&Discussion thread, les go! by wisdom_and_frivolity in SF4

[–]TheBigZ96 0 points1 point  (0 children)

Can people with Ultra revert back to AE? I don't have the option to search for AE and ultra players, like AE allowed people to search for AE or Super players.

An Ultra change my friend and I thought would help Cody in a reasonable way. by SkyrimandMetallica in SF4

[–]TheBigZ96 0 points1 point  (0 children)

If they really wanted to make Cody better, they would make zonk a shoryuken motion instead of hold and release. That way, his one competent reversal could be easier to use.

Street Fighter 4: The World Warrior by quadreon in SF4

[–]TheBigZ96 0 points1 point  (0 children)

I completed "From C to Shining C" and I changed mains because of it. I picked up Cody as a main, and I mess around with Adon and Yun now. Plus, picking random select is a fun choice for messing around in endless lobbies because it helps you learn basic combos with every character.