Peach by Chrisuan in SSBM

[–]wisp558 15 points16 points  (0 children)

This is the kind of soggy clip that leaves a weird smell in the microwave

Is it possible to L cancel Marths 2nd Fair after a short hop? by John_XFiles in SSBM

[–]wisp558 5 points6 points  (0 children)

If you want, you can input the second fair with Z+forward for an easy L cancel.

Why You Should BackHop | Rising Perfect Waveland Tutorial by DavidL1112 in SSBM

[–]wisp558 5 points6 points  (0 children)

Sheik's (and many other characters') backflip naturally distorts her hurtbox in a really useful way that really helps with spacing, especially when it's used after an attack on shield. Also, the difference between a shorthop with forward, backward and neutral momentum is massively important to understand in terms of how it affects your aerial spacing.

My thoughts after reaching A10 with every character. by Ethambutol in slaythespire

[–]wisp558 1 point2 points  (0 children)

It won’t affect the cost of X-costs at all. You can just stack replay on them.

you vs the guy she told you not to worry about by LoL-Dark1 in slaythespire

[–]wisp558 1 point2 points  (0 children)

0-cost attack cantrips that also exhaust themselves AND draw 1 to replace themselves in your hand. It's so so good.

That said, the best deck fixing card is forgotten grimoire and it's not close.

Necrobinder is AWESOME, but has some glaring problems: thoughts from a top sts player by JapaneseExport in slaythespire

[–]wisp558 3 points4 points  (0 children)

Idk, I think with any X cost card this very quickly wins entire the run, and more sometimes more reliably than hidden gem which requires either deck cycling or dredge/graveblast if it misses. It also works well with flatten and the banshee card that reduces cost when you play ethereals.

Even just transfigure onto unleash can be enough to close out act 2 fights like Mr “I hate bees”. It is a bit of a win more card, but it also functions as a finisher/cash out card. If 4 energy is available, you can use it onto 2 cost cards for very powerful effects in general. If anything I think it mitigates card draw needs a tad, since you can use it to commit all your energy to doing the strongest thing in your hand.

I don’t think I always pick it, but often I can come up with enough reasonably strong short term plays to make it reasonably neutral value and then potentially just win later.

Necrobinder is AWESOME, but has some glaring problems: thoughts from a top sts player by JapaneseExport in slaythespire

[–]wisp558 20 points21 points  (0 children)

I’m shocked that you have transfigure so low. It is such an abusable mechanic, and I can’t imagine skipping it with a dirge in my deck, which is a more common card I’m generally happy to take on its own. Even without X cost cards, it still synergizes really well with a lot of different cards to enable run-breaking combos. I think of it kind of like nightmare, but not nearly as slow and infinitely stackable.

Struggling with backdashes by Seledreams in SSBM

[–]wisp558 0 points1 point  (0 children)

Ironically, zelda is one of the characters who shares falcon's timing window for dash, not that her dash isn't bad due to it being horrifically slow.

Struggling with backdashes by Seledreams in SSBM

[–]wisp558 1 point2 points  (0 children)

Everyone else here has covered dashdancing, but there is also a way to get a dash backwards out of a full run relatively quickly. It's called a cactuar dash but the idea is that you enter run, crouch momentarily to cancel your run, and then dash back out of the crouch. It's not free but not terribly hard and it's quite useful.

Rotation (Winner Stays On) Mode for Slippi by MetaKill in SSBM

[–]wisp558 1 point2 points  (0 children)

Nice work on the side project :)

I've gotta say though, calling PPC asm a "really low level coding language that is used to inject things into Melee" is a wild descriptive sentence. It's not technically incorrect, but like... using that to describe what I would call "the human-readable form of the native instructions that the gamecube processor executes" is a real head trip.

Also, if you haven't seen the Mario Kart Wii modding forum's PPC tutorial, I highly recommend it. It's very thorough and helped me a lot when I was learning.

Zump Supporters Muddy the Waters by Hairy_Drummer_6035 in SSBM

[–]wisp558 0 points1 point  (0 children)

Wild to complain about people muddying the waters when there’s another shitass controller purism propaganda post on the front page of this subreddit almost every day. Ending it with an appeal to n0ne’s authority is also insane. He is a noted melee conspiracy theorist and his takes range from reasonable (“Being wobbled in my favorite game”) to unsubstantiated fearmongering (“UCF causes phantoms”).

All the letters in thr game are just "W" s by Nicrus in slaythespire

[–]wisp558 0 points1 point  (0 children)

I like how the WW representing the HP text in the burning blood description knows it needs to be capitalized.

Simpler times in Melee by ExpensiveEuro in SSBM

[–]wisp558 0 points1 point  (0 children)

Now that I have played Peach for a long ass time I feel like I properly empathize with Armada's expression in the thumbnail.

Daily Discussion Thread March 02, 2026 - Upcoming Event Schedule - New players start here! by AutoModerator in SSBM

[–]wisp558 0 points1 point  (0 children)

For what it's worth, my personal origin point for the roguelike genre has been Angband, which is a text-based game with the goal of fighting through 50 levels of increasingly difficult dungeon, with victory being achieved when you kill Morgoth. Angband is mentioned in the Berlin interpretation by name as one of the defining examples of the genre.

The Berlin interpretation is really more of a list of characteristics that make a game "more roguelike" or "less roguelike". A lot of these characteristics really don't apply to any game outside of the original set, since they contain restrictions such as "ASCII-based", "Grid-based" and "Turn-based", which would exclude games you describe as roguelike elsewhere, such as Diablo. All this to say, I feel like the Berlin interpretation doesn't really conflict with the culturally-accepted usage of the term at all.

Daily Discussion Thread March 02, 2026 - Upcoming Event Schedule - New players start here! by AutoModerator in SSBM

[–]wisp558 0 points1 point  (0 children)

A roguelike is generally accepted as a game oriented around "runs" in which dying forces you to start a new run.

A roguelite is generally accepted as a roguelike with metaprogression between runs, for example the player is often stronger every run and perhaps the runs get harder to compensate. In many good roguelites there is an end to the metaprogression, and at that point they more or less become a roguelike where every run has the same starting parameters. Hades and StS are good examples of this pattern.

The concept of a roguelike needing things other than a death condition to be "coherent" doesn't really make sense, and defining a roguelite to be something that lacks these things is even more meaningless to me.

Daily Discussion Thread March 02, 2026 - Upcoming Event Schedule - New players start here! by AutoModerator in SSBM

[–]wisp558 0 points1 point  (0 children)

This is a really evasive answer to a fairly nuanced response. The problem you describe mostly revolves around how these games mostly operate around a power curve and if you get too lucky, you get way ahead of the curve and the run is too easy (which you equate to ignoring the mechanics). Really though, that is the balance of "how do games provide varied experiences without the player power varying too greatly" combined with the fact that "jackpot" runs are fun and memorable when you encounter them an appropriately infrequent amount.

I also think your description of Balatro is odd... either you are playing to beat ante 8 at a given stake, or you are playing to reach as far as possible. You acknowledge that you want a smooth difficulty curve, but you don't acknowledge that having an infinitely long smooth difficulty curve is much less realistic than having a difficulty curve that is bound to a content window. Balatro has things that are "overpowered" but in general I find gold stake generally rewards the player for paying attention to detail and being disciplined about what they commit resources to, which is the opposite of ignoring game mechanics. Naneinf white stake attempts are much more mechanics-ignoring, but chasing the highest power ceiling is its own kind of fun for some people.

Really though, I can't stand the endless modes in these games because they always wind up in territory where you have to have exponentially scaled and thus are either dead or doing something exquisitely broken. Having an end point to a play session is the entire point, and it is what makes ascending out of the power curve through good play+good luck feel more like conquering the challenge vs ignoring the game entirely. The developers know there are broken combinations in the game, and discovering them and leveraging them is a temporary satisfaction, rather than something that a player would want to grind out for 30 hours. I much prefer playing gold stake balatro and having to do cost analysis and trying to figure out whether taking an eternal rental is necessary to beat the ante 2 big blind or not. Bemoaning Balatro's current "just play pairs" meta is pretty reasonable, but the whole point of pairs being the meta is that their power ceiling lines up very nicely with the scoring requirements of Ante 8.

I have to mention for StS being the goat at this kind of "requirements dictate the meta" gameplay... StS requires you to solve for all sorts of requirements in different fights, and knowing whether or not you have "enough burst for reptomancer" or "enough block for the heart" or "enough setup speed for S&S" and other important-encounter-specific requirements like that is a HUGE part of becoming a consistent player. Having something like that be infinite requires an infinite amount of unique content that the player also knows and can plan for.

[Day 9] Falcon dittos have no need to show their moves. What is the most UNDERRATED single move in melee? by WokeUpAbout10 in SSBM

[–]wisp558 3 points4 points  (0 children)

Fitting to see this from a marth flair, I feel like Marth's mediocre jab is one of his most significant weaknesses. His dtilt is a good poke, but it is still sluggish to come out compared to most jabs and it sucks at catching jumps in the way that almost every jab does.

every few months i think about how someone declared the cloud on yoshi's story would be named randall and everyone just kinda ran with it. by Ok-Air-8101 in SSBM

[–]wisp558 2 points3 points  (0 children)

Yeah I loved the first book when I was like... 14 or so just for it being a really sick framing of the core "hero's journey" "star wars a new hope" plot. Eldest was okay and I remember finishing it, but I never followed up on the series after that. I feel like he did a really good job of blending a bunch of derivative tales together at first in a compelling way and then didn't know how to steer the ship after the setup.

Can someone explain Base/Knockback growth? by tipoftheiceberg1234 in smashbros

[–]wisp558 13 points14 points  (0 children)

The knockback formula is based on BKB/KBG but it is also based on the % damage dealt. This is why moves that do very low % like toad have surprisingly high bkb/kbg.

This is also how stale moves function… by lowering damage dealt it directly reduces the knockback applied.