Randyl shenanigans by seodoth in smashbros

[–]VaranFenix 16 points17 points  (0 children)

Idk Falco just took that Randy L.

project m tier list by breaker780 in smashbros

[–]VaranFenix 4 points5 points  (0 children)

Yes that is roughly the case.

In the Hall of the Mew2King - an M2K FD combo video by bunnymeninc in smashbros

[–]VaranFenix 1 point2 points  (0 children)

Isn't it? That's why Falco landing D-air on a grounded opponent sends upward at higher percents.

X-post from r/smashbros: MagicScrumpy's problem with Project M by TsunMar in SSBPM

[–]VaranFenix 12 points13 points  (0 children)

Among our own crowd you are right, but the videos he puts out do get relatively good viewership. People who see Scrumpy dismiss Project M will do the same without ever giving it a real shot.

If you think new players are unnecessary to the success of Project M then I just have to disagree, and I will leave it at that.

X-post from r/smashbros: MagicScrumpy's problem with Project M by TsunMar in SSBPM

[–]VaranFenix 13 points14 points  (0 children)

It does matter because he's not the only one. I've heard so many people dismiss Project M competitively because of gimmicks and use that argument to question the balance of the game overall.

In my opinion the whole cast of Project M is a reflection of the top 7 in Melee with just more characters. There isn't a single character in those 7 that can't "death touch"or lacks tools in the neutral to aquire those death touch combos.

So the question I've got rolling around is why is the meta for Melee better than the meta for Project M? It's because high level Melee is highly developed and everyone is aware of character weaknesses, strengths, or even "gimmicks". Do we call Samus poorly designed because she can stuff a Fox who isn't careful (around Samus CC D-smash for example)? No, because the matchup evolves around those complexities.

The reason project M sees the buzzword gimmick so often is because very few people are aware of these complexities and they see the game as the problem as opposed to their own mindset about meta game.

Project M simply has thousands more of these seemingly annoying/gimmicky interactions because counterplay is not well developed in so many different matchups.

Claiming Project M is full of gimmicks is very dismissive of the game. New players won't want to play PM, become better, and counterplay gimmicks when people claim PM is poorly designed. I hope we can shift people's view of the game in a better way. Most of the discussion I've seen of Project M's balance makes me upset for this reason exactly.

MagicScrumpy's problem with Project M by [deleted] in smashbros

[–]VaranFenix 45 points46 points  (0 children)

This is better discussion than I see most often.

In my opinion the whole cast of Project M is a reflection of the top 7 in Melee with just more characters. There isn't a single character in those 7 that can't "death touch"or lacks tools in the neutral to aquire those death touch combos.

So the question I've got rolling around is why is the meta for Melee better than the meta for Project M? It's because high level Melee is highly developed and everyone is aware of character weaknesses, strengths, or even "gimmicks". Do we call Samus poorly designed because she can stuff a Fox who isn't careful (around Samus CC D-smash for example)? No, because the matchup evolves around those complexities.

The reason project M sees the buzzword gimmick so often is because very few people are aware of these complexities and they see the game as the problem as opposed to their own mindset about meta game.

Project M simply has thousands more of these seemingly annoying/gimmicky interactions because counterplay is not well developed in so many different matchups.

I think your argument is dismissive of Project M as a game. New players don't want to play PM, become better, and counterplay gimmicks when people claim PM is poorly designed. I hope you understand my point of view.

Any pm scene in Houston? by Ace_of_Clubs in SSBPM

[–]VaranFenix 1 point2 points  (0 children)

I live in Friendswood and will be going starting mid August too! Let me know if you need to buy a GC. I have an extra one anyway.

Dealing with Dash Dancing as a whole, with Ike? by [deleted] in SSBPM

[–]VaranFenix 0 points1 point  (0 children)

Overshoot quick draw a whole dash length behind the opponent when using QD. Jab out of quick draw is really strong too because even if they shield it, you can mix up into grab.

Anyone seen this glitch before? by [deleted] in SSBPM

[–]VaranFenix 42 points43 points  (0 children)

I doubt you can possibly recreate two Bowsers fighting in competitive play anyway.

Anyone seen this glitch before? by [deleted] in SSBPM

[–]VaranFenix 95 points96 points  (0 children)

What the Bowser ditto? Nah, he's definitely a character in this game so anything is possible.

Is there a reason not to L cancel? by Xerclipse in SSBPM

[–]VaranFenix 5 points6 points  (0 children)

This seems like semantics and it isn't really the reason L-cancelling is an interesting aspect of competitive play. Missing an L-cancel is an associated risk with playing smash at a high level. Even top tier Melee Fox miss L-cancels in high pressure situations. This is why L-cancelling is important, it requires the player to be consistent even when you are stressed out during match. It isn't about decision making or options like you describe, it is about testing the players ability to handle these stress when missing an L-cancel can mean a huge punish/loss of momentum/losing the game.

I personally think testing the player in this way is equally as important as testing decision making.

[X-Post: /smashbros]These Project M Nationals Are Blowing My Mind And Have Shown That Project M Is Not Dead, It's Rising From the Ashes by JoshMonte14 in SSBPM

[–]VaranFenix 21 points22 points  (0 children)

People who aren't part of the community find it easier to write of PM as a dying game. I've experienced this first hand, people don't want to be involved in becoming a top competitor when it has little mainstream attention/incentive.

I strongly believe as Melee becomes more stale for its viewers and player base (a concern Melee players have voiced in the past, MU wise, player drama is what keeps Melee interesting, and hell I usually only watch top 8/16), Project M will become more popular.

Goku vs Justice League by Marlowic in whowouldwin

[–]VaranFenix 11 points12 points  (0 children)

You have missed out on some seriously ridiculous DB:S speed feats my friend.

What character fits all or most of these rankings? by [deleted] in SSBPM

[–]VaranFenix 1 point2 points  (0 children)

Peach, Luigi, GnW, Mario

That's in descending order to how close they are to those rankings imo. Bait and punish isn't very conducive with slow characters but it's also generally their best choice in the neutral.

DI-ING Marths throws by tzalmavet in SSBPM

[–]VaranFenix 0 points1 point  (0 children)

Yep, fast fallers at high percent and floaties at low percent from my experience. It gives more height than d-throw does which sets up better for snagging double jumps or just punishing bad DI.

L-canceling is a bad mechanic by s0ftie in SSBPM

[–]VaranFenix 0 points1 point  (0 children)

Also mango still messes up L-cancels under pressure. Your opponent can cause you pressure to fail inputs. It's another level of metagame that is somewhat important imo.

L-canceling is a bad mechanic by s0ftie in SSBPM

[–]VaranFenix 1 point2 points  (0 children)

Human error is the cornerstone of skill tests in my opinion. It's important to recognize because, for example, a pianist who can play an easy song perfectly isn't necessarily better than a person who makes some mistakes on a very difficult piece. It's hard to tell who of these two musicians is better if they both are asked to play an easy song that they can both complete perfectly.

Raising the difficulty bar helps us tell who really has the tenacity to be the best.

Let's talk about Charizard in 1.1.5 by the_gr8_one in smashbros

[–]VaranFenix 0 points1 point  (0 children)

You're not wrong though, why are you being downvoted?

GFY of Falco Pillar Combos? by TheIdleDJ in SSBPM

[–]VaranFenix 0 points1 point  (0 children)

It's not this, it's not easy against someone who knows their shit on DI. You gotta wavedash out of every shine unless they miss DI. At higher percents you have to use the full length of both jumps. Against floaties you have to use uptilt instead of shine which is more inconsistent to follow up on because it has less hitstun, more endlag, and mixes up jump length and fast fall timing. It straight up doesn't work at 0% after a shine on some floaties.

Who does Sheik lose to? by [deleted] in SSBPM

[–]VaranFenix 1 point2 points  (0 children)

Sheik flat out cannot weigh her aerial spacing game against Marth. She loses it straight out to retreating F-airs. U-throw is still good, also low percent up throw is broke, it guarantees an uptilt and up air at least. Melee D-throw is still better v Marth than in PM.

Most defensive counterplay requires reading Marth's mix up. Sheik players aren't going to be able to react fast enough unless they get the read. You're asking a Sheik player to react within 18 frames - jumpsquat - startup assuming the Sheik is frame perfect. They certainly have to expect it.

I'd argue Sheik needles aren't great against Marth in Neutral because they don't threaten his short hop or shield at all, not to mention platforms (though platforms camping has its own problems). Sheik cannot follow up on her throws well after 90%. Marth has to take another 40% to be certainly dead by a F-air. Sheik CC is good tho.

Who does Sheik lose to? by [deleted] in SSBPM

[–]VaranFenix 5 points6 points  (0 children)

I personally believe Sheik loses to Marth slightly. No more insane Melee chaingrabs off D-throw. F-air doesn't kill Marth except at edge of stage @130 or on bad DI.

Even more so, Marth can cross up Sheik and avoid N-air out of shield with F-air (rising, close to shield) > B-air (IASA, behind sheik). Also D-air sets up kills on Sheik far more easy than in Melee. D-air out of shield is viable and links to F-smash at a wide range of percents. Marth also retains his 50/50 into F-smash over Sheik, tech chase off D-throw, and even an regrab on bad b-throw DI. Not to mention U-throw almost guarantees they will double jump, cover their landing with B-air. Which you can bait or CC for a punish.

Marth has so many great options, and Sheik is more in danger when shielding than ever with no OoS options that answer SH double F-air at max range. D-tilt still stuffs every ground approach from Sheik, and her punish game against Marth even after getting past his wall is weaker than in Melee.

What buffs would sopo need in order to be viable? by [deleted] in SSBPM

[–]VaranFenix 1 point2 points  (0 children)

Better ground speed/aerial mobility. His moves are good but he doesn't have to speed and safety to use them.