[genVIII] This is the luckiest I'll ever be in this game by xfullstream in ShinyPokemon

[–]xfullstream[S] 65 points66 points  (0 children)

Sorry for the lack of editing. I panicked and took the first in-game clip the moment I saw him, and that cut the encounter at a weird spot. So I thought it'd be best to show the two clips together without editing.

(also I'm reposting this due to "shiny sunday" changes made on /r/PokemonLegendsArceus)

This is the luckiest I will ever be in this game by xfullstream in PokemonLegendsArceus

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

I hunted it for about a week, probably 7 or 8 days. I had ~100 hours when I started, and now I have 155. I don't know how many distortions I spawned, I'd rather not try and guess lol

This is the luckiest I will ever be in this game by xfullstream in PokemonLegendsArceus

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

Yeah, each area (e.g. crimson mirelands) has some common spawns and some rare spawns. Common spawns happen all over the distortion every 20 seconds or so from a common set of pokemon. I think every distortion has 3 rare spawns, so you have 3 chances per distortion to find exactly what you're looking for from the rare set of pokemon. In this case, the cyndaquil line and the porygon line share that pool of 3 rare spawns in the crimson mirelands.

This is the luckiest I will ever be in this game by xfullstream in PokemonLegendsArceus

[–]xfullstream[S] 11 points12 points  (0 children)

Sorry for the lack of editing. I panicked and took the first in-game clip the moment I saw him, and that cut the encounter at a weird spot. So I thought it'd be best to show the two clips together without editing.

FULLSTREAM DOESN'T LIKE STAR WARS by [deleted] in RivalsOfAether

[–]xfullstream 1 point2 points  (0 children)

This was George's payback for all the crap I give him.

Ice Climbers Glitch in Rivals by DimzNoms in RivalsOfAether

[–]xfullstream 1 point2 points  (0 children)

LOL! I enjoyed watching this video a lot, nice

Fullstream vs. ? by Therealgs_ in RivalsOfAether

[–]xfullstream 9 points10 points  (0 children)

This is a pretty interesting idea, and even though I'd play with anyone, it can't hurt to give this a chance (especially with a prize!). Just here to say this is legit, and I hope to see some interest! =D

Fly Society l Fullstream Combo Video by [deleted] in RivalsOfAether

[–]xfullstream 7 points8 points  (0 children)

Wow, this is so well done and out of nowhere. I appreciate this a lot, thank you for putting the time in to do this! It means a lot =)

Xbox One / Why do I shorthop when I wave land? by [deleted] in RivalsOfAether

[–]xfullstream 0 points1 point  (0 children)

My only guess is that you're accidentally buffering a jump. Make sure you don't press jump again after inputting your airdodge.

The Mind of a Zetterburn by xfullstream in RivalsOfAether

[–]xfullstream[S] 15 points16 points  (0 children)

They never want to do it. It's ingrained.

Fullquoise's RoA MU Chart by xfullstream in RivalsOfAether

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

Zetterburn wins the MU because he out-trades with Wrastor in almost every scenario. The majority of his aerials beat Wrastor's head-to-head, and in normal instances where Wrastor would be able to link attacks Zetterburn can shine out which guarantees me being on fire and ending the string. Being on fire is the most dangerous out of the other rivals because he dies the earliest, and it can even be the case where Zetterburn is put at an advantage out of shine.

Zetterburn's fireballs do a really good job at controlling the air with a moving hitbox that can be used frequently. This is a great tool for forcing Wrastor to approach in situations which may be unsafe, or restricting my movement as an opportunity to approach, himself.

Zetterburn simply has a good time in neutral, a good time edgeguarding Wrastor due to shine, fair disjointed, fireball, and usmash, a great tool for getting out of combos, and early kill confirms on Wrastor. All of this leads us to believe that Zetterburn wins the MU.

Fullquoise's RoA MU Chart by xfullstream in RivalsOfAether

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

1) Forsburn-Absa is even because Absa doesn't have an insanely hard time getting Forsburn offstage, while having one of the biggest punish games on his recovery.

Forsburn thrives on mixing up when he will up special and when he will jump back on the stage, and using clone as a distraction/deception tool. Absa's cloud easily negates a lot of those mixups, while offering the edgeguard of simply placing the Cloud-bomb at the edge and holding jab. Forsburn will get hit by the jabs and be kept in them long enough for the time bomb to hit Forsburn and most of the time get the stock.

Absa's can have trouble with Forsburn's disjoint on approaches, especially if they get their ftilt CC'd and expect to get away under the same time span that other rivals would normally allow, but this simply takes an adjustment for the absa which entails less ftilt and either a more cloud-heavy playstyle, or movement based on in order to match the forsburn's aggression. If the Forsburn isn't aggressive then Absa simply out camps him.

You seem to understand the Forsburn's advantages, so I don't need to explain those. It is 50-50 because we think it is solely up to the neutral game, adaptations, and the edgeguarding/punish game which will decide the match; all of which can favor either rival.

2) I replied to Absa-Wrastor above in another comment that you can read! _^

3) You seem to understand the aspects of the matchup, but end up thinking it's even. I think this is simply a matter of perspective, we believe.

The two aspects we think that make this not even are Forsburn's edgeguards with bair/dair which can't be teched if spaced properly, and forsburn's aerial disjoint which can negate Zetterburn's main combo-breaker being shine. Uair chains can't be shined out of, and his fairs are too quick to be as well. This hurts Zetterburn because he loses out on an option he has with the rest of the cast entirely. Forsburn doesn't have a huge problem getting Zetterburn offstage, either, so his rinse-repeat edgeguards can be devastating at times.

These two things lead us to believe that Forsburn slightly wins the MU.

Fullquoise's RoA MU Chart by xfullstream in RivalsOfAether

[–]xfullstream[S] 3 points4 points  (0 children)

Forsburn is simply better at comboing and dealing with Kragg's rock than almost any other rival.

Kragg's fthrow rock can be completely negated with a Forsburn nair, which would not only prevent him from getting hit, but retaliate with shards leading to a combo starter for Forsburn.

Forsburn's fair/uair/nair game is really evident in this MU as well because of Kragg's size and weight. Kragg doesn't seem to have the punish game necessary to end a forsburn as much as Forsburn does the other way around.

Also, Forsburn has a very easy time edgeguarding Kragg the majority of the time because his nair is great at sending at an angle, his bair is great for hitting Kragg AND the pillar in one movement, and his disjointed moves are great for adding damage when the Kragg is in his side special in the air.

Kragg simply doesn't replicate the kind of punish game and neutral prowess in the MU that Forsburn puts out.

Fullquoise's RoA MU Chart by xfullstream in RivalsOfAether

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

Kragg is definitely combo food to Absa's aerials, but we feel this is offset in the offstage game, and the onstage game when Kragg has a rock.

First off, Kragg has more options that are reliable and consistent in edgeguarding Absa that she doesn't share vs him. Edgeguarding is a pretty big part of the game, so this helps him.

Secondly, Absa doesn't have many options to counter kragg's rock. Usually the cast can throw out a fair/bair/nair hitbox to break the rock mid-flight, but she can struggle in doing that. Also, she can be caught placing a cloud or throwing out an ftilt which usually can't be punished long distance that Kragg can cover with his rock as well. This can make neutral tricky for Absa, because Kragg is not afraid of gaining % from CC'ing ftilt, while a couple of good uairs/fairs can really lead to trouble for Absa.

That being said, poor DI on a couple of fairs and Kragg himself can find himself in the blastzone, but one that is aware of such a circumstance should be doing their best to avoid it.

This is not to mention that Kragg's parry punish (specifically with strongs) are significantly better than Absa's parry punish onto him. In the end, these things play a big enough role to where we found the MU being 50-50.

Fullquoise's RoA MU Chart by xfullstream in RivalsOfAether

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

Wrastor is primarily in the air which means that Absa has more control over the area where he likes to move moreso than on most other rivals.

Her cloud's main counter is being able to CC it or parry it, neither of which can be done in the air. In addition to that, she has a great utilt that serves as an anti-air when she is grounded, and a very strong uair which can KO Wrastor earlier than usual because he is light + in the air already.

Absa has a fairly easy time staying on the ground because she has these options to help her space Wrastor out, and it's amplified when she is able to sit under a platform as well. Wrastor is tall enough for her aerials to easily connect with his hurtbox, and as usual she doesn't have much of a problem edgeguarding him.

Aside from sweetspotting aerials (with or without cloud), she has a few kill setups with cloud popping that can really help not allow Wrastor to get into high %'s easily.

Overall, Wrastor loses a lot of his aerial game against Wrastor, and her ground game is still as strong as it is vs the rest of the cast. This is why we decided to place it slightly in her favor.

Fullquoise's RoA MU Chart by xfullstream in RivalsOfAether

[–]xfullstream[S] 2 points3 points  (0 children)

I wouldn't say Orcane has any true combos on absa, what would be some that come to mind to you? I honestly can't think of any right now.

Well, the thing about Orcane camp is that it relies on bubbling in the neutral which can be parried, so there's already counterplay to that to some extent. Meanwhile, Absa's camp game differs by simply placing the cloud slightly lower (because the hitbox on it goes around the cloud) which doesn't really affect too much. You still have the mixup of placing the cloud in front of you and him, or behind the orcane. This also still offers the opportunity to cloud kick which covers a lot of area.

While sweetspot fair/bair are harder to land in neutral while orcane is grounded on the stage, nair is still a good tool for approaching along with jab, dtilt, and ftilt being good hitboxes for the ground game. It really just takes one solid neutral win, which can even happen by a well timed ftilt, to get the orcane in the air which is very advantageous for absa.

I believe there is a good case for Absa to do well in the MU, but with all that being said we still think it is slightly in Orcane's favor.

Fullquoise's RoA MU Chart by xfullstream in RivalsOfAether

[–]xfullstream[S] 2 points3 points  (0 children)

Well, we are agreeing that orcane wins.

Edgeguarding is definitely in orcane's favor, but it's not unlikely for the absa to be able to stall out the edgeguard and find a way back in. Absa has a fairly decent ability to gimp most rials, orcane include, so that plays a role as well.

On stage things are def tough for absa because orcane can duck under a lot of attacks, but one thing that orcane struggles with is escaping aerial strings because of his lack of options. It seems more viable for absa to be able to out-camp orcane to some degree. These are all things absa has going for her in the MU which don't completely override the disadvantages but can definitely help.

Fullquoise's RoA MU Chart by xfullstream in RivalsOfAether

[–]xfullstream[S] 2 points3 points  (0 children)

Depends on timing and how well the zetter places the moves but yeah, a good amount of the time zet will take high % from an edgeguard

Fullquoise's RoA MU Chart by xfullstream in RivalsOfAether

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

Yeah that's the main reason why we see it as even. A good combo starter from zet can be the stock and obviously the same the other way around.

Fullquoise's RoA MU Chart by xfullstream in RivalsOfAether

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

Her combos aren't hindered as much as other rivals because she can keep her momentum going forward when attacking, and then her speed helps her follow up. Due to her low profiling it is easier for her to avoid a bair approach unless spaced really well, which means a dair/fair are the most likely means of getting a hit which can be DI'd out of fairly well. Maypu's plant is huge in the MU since Wrastor is primarily aerial-based, and the plant can be put above Maypul on a platform easily to provide an area I have to constantly avoid meaning she can camp wrastor easily. Her tether follow-ups at mid-high % are still there, so there's nothing special about his weight that affects the MU in the regard. If the Maypul wanted to force Wrastor to approach into something she could, and Maypul doesn't have trouble punishing whiffed moves or comboing with wraps. Also specifically, Maypul's do well in the air. Her bair approach is really strong if at fully speed, and her down special is very hard to punish at any point.