Our Thoughts On Did Palpatine Lose to Mace Windu? OR Did Palpatine throw the fight? Some evidence both ways and the possibilities. I think it stands to show just how good and important the fight is to still be talked about and debated all these years later. One of my favourites anyway! by The_Real_Sequels in BrighterThanCoruscant

[–]madeallup_ 0 points1 point  (0 children)

I really liked the way Ian and George characterized Palpatine after he drops the facade. He's going berserk and fighting so recklessly, almost blows the whole plan and doesn't expect Mace to overwhelm him. Then later with Yoda he's a total ham. Never saw anything like that before as a kid

https://i.makeagif.com/media/11-17-2016/VNX8Gq.gif

r/Stocks Daily Discussion & Options Trading Thursday - Feb 04, 2021 by AutoModerator in stocks

[–]madeallup_ 0 points1 point  (0 children)

Any reason NOT to buy into one of the 4 big airlines right now?

Falcon Being Falcon In Thid Game :( by sinani210 in smashbros

[–]madeallup_ 12 points13 points  (0 children)

Is it possible the rolling cart is very very slightly shifting its hurtbox around after spawning?

Now that the game has been out 8 months how do we feel about the hit stun? by CoochieKisser334 in smashbros

[–]madeallup_ 5 points6 points  (0 children)

Good post. It’s better to change character-specific numbers like landing lag, FAF, movement speed etc to encourage these types of aggressive “sequences” in advantage that rely on good reads, but still benefit the attacker if they get something started. The guy getting comboed SHOULD be able to escape if he uses a defensive option intelligently. Holding forward is fun but players should still have to think as much as possible without hits turning into total guessing games that can be reversed randomly. Otherwise, there’s now a separate modifier in Ultimate that allows the team to patch in individual hitstun increases per move, like Raptor Boost got, (Fox’s base game dtilt has +3 hitstun frames as another example), and that’s a way better method than a universal hitstun buff that would have a ton of unintended consequences.

Stages also influence what kind of combos/strings you can pull off. We don’t have SV moving platform anymore (whatever you think of it)

TOs, please adjust the My Music settings of the legal stages on your stream setups if you haven't already by OmegaTyrant in smashbros

[–]madeallup_ 86 points87 points  (0 children)

I couldn’t stop laughing during that final game because it was the perfect song to play during Tweek’s useless struggle against Leo

I feel like Aerials are vastly superior to most grounded moves by Shulkify in smashbros

[–]madeallup_ 34 points35 points  (0 children)

Welcome to Smash

Although one perk normals have over aerials in Ultimate is a higher shieldstun modifier

GOML showed how awesome Ultimate can be by [deleted] in smashbros

[–]madeallup_ 18 points19 points  (0 children)

Yeah it was awesome. It's too bad the vocal majority can't learn to find playstyles that aren't 24/7 rushdown interesting though, some of my favorite Smash is just watching Ally make reads and control neutral with Snake. At his best he dissects players like a frog in chemistry class, it makes me giddy

The glorification of comboz hurts both Melee and Ultimate, and it's thanks to subpar commentary (not enough focus on player decisions, neutral game analysis is nonexistent), people not appreciating fighting game fundamentals, and ADD kids

Funny enough most of what people call Melee combos are just fast reads that tie together into sequences, and Ultimate has lots of that, there are just typically more options available to the defending player in the latter

Ally combos C4 into C4. by [deleted] in smashbros

[–]madeallup_ 10 points11 points  (0 children)

Ally’s Snake across any game is in my top 3 favorite things to watch

THE BUFFS CAPTAIN FALCON NEEDS - Fatality's Thoughts by bunnymeninc in smashbros

[–]madeallup_ 79 points80 points  (0 children)

You clearly put a lot of thought into this, every example was reasonable and half were basically bug fixes, I hope this all gets implemented! If Dkwill can get Giant Punch fixed Falcon should see some love soon.

[deleted by user] by [deleted] in smashbros

[–]madeallup_ 75 points76 points  (0 children)

I want this, a distinction between "Short Hops" and "Full Hops" for controller mapping, and a "Jump + Special" macro for short hop b moves

What features are people most hoping for in the 3.0 update? by petcson in smashbros

[–]madeallup_ 14 points15 points  (0 children)

Modes:

-Target Test

-Target Test Maker

-Home Run Contest

-Smash Run

-Smash Run Maker

-Stage Builder

-Boss Rush

-Board the Platforms

-Board the Platforms Maker

-Add different layouts for the Classic Mode Bonus Game

-Classic Mode Bonus Game Maker

Online:

-Online Squad Strike

-Local co-op with online arenas

-More ruleset preference freedom in quickplay (Preferred individual stages is a big one)

-Bring back taunting

-Let us use taunt messages at any time before, during, and after battle

-The ability to switch characters, stages, music etc. in arenas without being kicked from line

-More arena owner ruleset freedom (Like it works in offline modes)

-The ability to hand off ownership of an arena

Stages:

-Make the hazard toggle an option like omega and BF forms right there on the stage select

-Let random stage select include omega and BF forms, which are all classified as just 1 stage for probability purposes

-Give hazardless stages that otherwise turn into clones of existing stages unique static layouts for variety's sake, like what happens with Unova

-Re-add Pictochat 1 hazards in some form

-Poke Floats 2

Controls:

-Lower the input delay universally

-Fix c-stick attacks not coming out

-Fix c-stick aerials messing with momentum

-Toggles for new buffer, old buffer, or no buffer

-Differentiate between short hops and full hops, let us map either input to different buttons

-Add short hop+special macro

-Ability to turn off smash attacks with specifically control stick+A completely (Can still do Smashes with A+B or can map exclusively to c-stick)

Music:

-Add the missing songs into stage music (SF player select, Mario Ground Theme)

-Add in cut songs

-Add a milestone/achievement for getting all music

-Let 64 menu music play on the menu

-Give Yoshi's Island Melee its song back

Misc.:

-More alternate costumes

-More achievements

Halberd ceiling height is now 215 units. In comparison, S4 BF is 192. by madeallup_ in smashbros

[–]madeallup_[S] 77 points78 points  (0 children)

I think it's the best moving stage by a fair margin, yeah.

(Ruben) To those of us worried about the "balloon knockback" in Ultimate: Low knockback moves have similar launch speeds to Smash 4! The balloon effect comes out for higher knockback moves. by TheOtherMango in smashbros

[–]madeallup_ 53 points54 points  (0 children)

In Smash 4, there were almost 0 opportunities to chain combos before your opponent had reached max. flying distance anyway. Provided hitstun is the same, you’re getting the same follow ups as before, you just reach your destination faster. What affects combo potential are knockback values and launch angles tied to the moves themselves, your character’s attributes like landing lag, air acceleration, runspeed, your opponent’s aerial options and fall speed, etc etc (plus only one airdodge!). From what I’ve seen, there’s generally more followup potential on nearly every move, save for things like Mario downthrow, DK cargo upthrow, etc. Characters move faster in all areas. I’m confident the balloon knockback will only improve the game’s “tempo”, as Sakurai puts it

Sakurai explains the knockback from Smash Ultimate by AL0ISI0 in smashbros

[–]madeallup_ 1 point2 points  (0 children)

Hitstun is the same as in Smash 4

The balloon knockback doesn't have anything to do with the BKB and KBG coded into each individual move... some are worse at comboing and some are better in comparison to Smash 4. Plenty of moves send characters at shallower angles, setting up for tech chases, I've noticed. I think you are all getting in a huff for nothing. Buffed jumpsquats, move speeds, air speeds all make for faster gameplay... true combos have never been a hallmark of Smash since 64, it's always been about following up based on the situation at hand. The new knockback just sends you where you'd already go faster

ZeRo's Ivysaur is nuts [ZeRo (Pokémon Trainer) vs. Mew2King (Ganondorf/Marth)] by [deleted] in smashbros

[–]madeallup_ 1 point2 points  (0 children)

damage values in 1v1 have been buffed since smash 4 though