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Post by Tsukikage on Mar 22, 2008 1:33:03 GMT -6
Kaz did those?!? D00D!!!
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Post by hitobannofokkusu on Mar 23, 2008 15:48:47 GMT -6
Yea I know! She even got the detail on Hito with the pink nose and the red diamond! XD *Snaps for Kaz*
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Post by Tsukikage on Mar 23, 2008 16:37:59 GMT -6
Very impressive... hmm... maybe get one for some of my wolfies...
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Post by hitobannofokkusu on Mar 23, 2008 18:11:24 GMT -6
lol
i highly recommend her. ^^
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Bounder
Junior Member
Thnx Khaza ^^
Posts: 62
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Post by Bounder on Mar 25, 2008 16:27:47 GMT -6
As do I, she's very good, done a couple for me as well. ^^
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Post by hitobannofokkusu on Mar 25, 2008 17:52:41 GMT -6
Yes.
It is my belief that she's making me another. I requested one for my healers. ^^;
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Post by Tsukikage on Apr 9, 2008 14:05:48 GMT -6
Okay, let me post something on-topic, ya? Cool, here goes.
Tsuki's Top 5 Brawlers (and why):
First, you'll need to know a little about how I categorize each character. The different types I use are: Chaser: somebody who may not do a lot of damage, but has decent launch and a high mobility and attack speed. Brawler: a character with fairly middle-ground mobility, attack speed, and launching power, and high attack. Smasher: a character with very high damage and launch and relatively low mobility. CC (Crowd Control): a character who can has an incredibly high attack rate, but generally low launch. Range: a character who does the maximum damage with ranged attacks. Duelist: a character better suited for targeting one enemy at a time than large groups.
Okay, now on with the show: 1. Wolf O'Donell Mobility: high air and special mobility, mid ground mobility. Power: Wolf is not incredibly damaging, but has a wide variety of launching attacks, most are 2-hit combos. CC: his spiral kick attack is a good CC, otherwise, not much. Type: Brawler
Wolf is strong enough and fast enough to hold his own, but his hit box is relatively small for most attacks, which means the timing of his attacks is key, especially when using mid-air attacks, where you have a much higher chance of over-shooting the target. Another downside is Wolf's dash, which moves diagonally, not horizontally, making it much easier to dodge; it's very powerful, but also very situational in it's effectiveness.
Oh, looks like I'm out of time for now... NEXT ISSUE: My #2 pick: Lucario! Stay tuned!
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Bounder
Junior Member
Thnx Khaza ^^
Posts: 62
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Post by Bounder on Apr 9, 2008 19:09:40 GMT -6
Cool. I always liked playing as Link on the first one. Here's me talking old school DX *wishes he had a Wii* Look forward to the next update. *stays tuned* ^^
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Post by Tsukikage on Apr 10, 2008 10:51:41 GMT -6
Okay, Smash-fans! Here's my #2 pic, Lucario!
2. Lucario Mobility: very smooth movements, as well as a large dodge movement and high jumps. He can stick to walls. Power: Lucario's Aura Bolt attack (charge B) gains power equal to his damage%, and he has good recovery, allowing him to last long enough to use it. His other moves gain dmg as well. CC: Lucario's Aura Fist (> B) is an extra grab, which doubles as a ranged attack. Type: Duelist
Lucario's best strategy is to be untouchable. He doesn't have a large selection of launching attacks, but by learning to use Double Team, dodges, and mid-air attacks, you can keep your opponent off-balance long enough to destroy them. Lucario must maintain control; if you don't control the playing feild, you're an easy target, which is why large groups are more difficult. When Lucario has control of the feild, he can build up his damage very carefully, without worrying about getting double-teamed. Lucario's fighting style is very deliberate; every move is in a specific direction for a specific purpose, which lends itself to 1-on-1, unlike Wario's unorthodox moves, which are unpredictable and often confusing. When using Lucario with mutliple enemies, focus on launching each opponent quickly before moving to the next, but keep an eye on everything, or you'll get hit in a way you didn't expect.
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Post by hitobannofokkusu on Apr 11, 2008 20:31:35 GMT -6
lol
OMG I feel so lost in this thread. I'm not much of a Smash Bros person, but I'm reading your character pics lol.
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Post by Tsukikage on Apr 11, 2008 22:06:17 GMT -6
Well thanks! I hope I'm being helpful (and on-topic ^_^).
Okay, #3
3. Pokemon Trainer Mobility: -Squirtle: High all-around mobility -Ivysaur: mid areal mobility, high ground mobility -Charizard: slow air mobility, mid ground mobility Power: -Squirtle: low launch, mid dmg -Ivysaur: mid launch, high dmg -Charizard: high launch, high dmg CC: -Squirtle: a few midair moves, otherwise no real CC -Ivysaur: Bullet Seed is an excellent CC, one of the best, in fact. Also, holding down A is a good CC. -Charizard: Flamethrower, as well as a few other flame attacks, provide minimul CC Type: -Squirtle: Chaser -Ivysaur: Brawler -Charizard: Smasher
As you can see, Pokemon trainer has a wide range of abilities at his disposal. In a large area, Squirtle may be prefered over Charizard, or visa versa for dealing a fatal blow. The cycle of Pokemon is Squirtle>Ivysaur>Charizard, you may start as one or another, but Squirtle will always switch to Ivysaur, and Charizard will tag out for Squirtle. You can even pick which one you send out first at the character select screen. The biggest problem is choosing a Pokemon type, because as anyone who's played the games knows: they have a weak element. I'll break it down for you: -Squirtle is a Water-type Pokemon, who will take increased dmg/launch from energy attacks like Samus's laser, or any of Pikachu's attacks. -Ivysaur is Plant/Pioson type, and will take increased dmg/launch from fire, so watch out for: +Mario and Luigi's fireballs +Charizard in general +Samus's flamethrower +Cpt. Falcon +Red Pikmin from Olimar +Spicy Curry +Bob-ombs, gooey bombs, motion sensor bombs, smart bombs... +Snake +Cracker Launcher +Fire flowers +Metroid-themed stages +Ike's fire attacks +Link/Toon Link's Bombs +Zelda's Din's Fire attack +Bowser's flame breath +A couple of Game&Watch's attacks... The list goes on a little while longer, but this gives you an idea of how careful Ivysaur has to be. Thankfully, fire-based dmg is a small percentage of most characters' arsenals (with the exception of Charizard and Cpt. Falcon), and the added dmg/launch isn't significant at lower dmg%. -Charizard is a Fire/Flying type, but since Flying is his secondary type, he doesn't have to watch out for Pikachu as much. Now, you may be wondering "Who uses water attacks?!? srsly!" but keep in mind that ice is also "Super Effective", so the only two real threats are Squirtle and Ice Climbers, since Mario's F.L.U.D.D. does no dmg at all.
I try and avoid using Charizard, because he has the worst recovery skills of the three. If you need to worry about getting knocked around, stick to Squirtle, especially on large maps; he's small, and has great recovery, as well as the ability to hide in his shell (be careful with this move, as you'll act just like a koopa shell, so they can bounce on your head and stun you!), which makes you almost invincible, for all intents and purposes. I'd highly recommend Ivysaur, because he has the best balance of dmg/attack rate, even though it's easy to use fire dmg. He's easily the most versatile of the group, and has better-than-average recovery with his Vine Whip attack, which practically targets a ledge for you and hooks you to it. Charizard's gliding and Fly attack are good, but far too slow to be of much use. A good strategy is to start with Ivysaur to do some dmg, switch to Squirtle (which requires 2 switches) when you have taken some dmg or when your opponent gains control of the feild (to throw them off with the extra speed), then go to Charizard for a final blow. This works for a few reasons: 1. Ivysaur can do the most overall dmg in the shortest amount of time 2. You can't be hurt while changing Pokemon (but they can hit you immediately after, so be quick on your feet!) 3. Squirtle's speed and Withdraw attacks make him hard to hit 4. Charizard's Rock Smash attack can 1-shot almost anyone above about 50-60% dmg (depending on the stage, placement of walls, moving parts, position of characters, etc.)
That's all for now! I'll let you guys pour over this for a while -- there's a lot of info there (hopefully useful info).
My #4 pick is Olimar, so that should be interesting ^_~
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Post by hitobannofokkusu on Apr 11, 2008 23:18:02 GMT -6
Holy crap Tsuki! I think you have more knowledge of all things smash bros than my brother!
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Post by Tsukikage on Apr 28, 2008 20:59:30 GMT -6
Okay, gang, it's finally Olimar time!
4. Captain Olimar Mobility: Olimar is really fast on the ground, which is usually overlooked by many players, as his more effective attacks are mostly midair. His jumping ability is quite good, but more vertical going up, and horizontal going down. Power: Pikmin -Red: low launch, mid dmg, mid range -Blue: mid launch, mid dmg, mid range -Yellow: mid launch, high dmg, short range -White: low launch, high dmg, long range -Purple: high launch, mid dmg, short range -Olimar: mid-high dmg, high launch. Olimar's attack strength on his very few non-Pikmin-based attacks is quite good, but has an insanely short range, making most of them fairly impractical against long-reaching characters. CC: Olimar really doesn't have any effective CC whatsoever. His best is his Pikmin, which slows the enemy, though this effect is negligible because the Pikmin are easily removed, and the movement speed reduction is only noticeable with about 3 Pikmin on one enemy. His cartwheel could is another decent CC, because it's launch power is pretty awesome. Type: Control
Olimar is not a versatile character, but is capable of tangling with multiple foes if you can control the feild. Throwing Pikmin, then using a cartwheel ( >>A ) is an effective combo, especially if the cartwheel is timed to hit right after they knock off the Pikmin. An opponent will usually stop and flail around to remove the Pikmin's damage-over-time effect, so that gives you the chance to hit or run, and boy can he run! Avoid jumping unless you run out of road, because the little guy covers a lot more ground on foot. With his Pikmin chain, he's got pretty nice recovery, but people tend to punt him like a football, so it sorta evens out. You really have to keep the opponent from reaching you, otherwise you will most likely 'splode. The cartwheel technique mentioned above is an excellent way of doing that, because Oli is short, making him harder to hit before he launches you with a cartwheel, though swordies like Marth or rapid attackers like Capt. Falcon will inevitably slash-spam or rapid-punch you so you can't touch them. If that happens, get in the air and slam a Pikmin down into their faces. All in all, the idea is to keep the enemy in recovery or defense mode, so they don't get a chance to send you flying, but don't go full assault, or you will probably screw it up with those tiny arms of his.
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Post by hitobannofokkusu on Apr 29, 2008 17:59:24 GMT -6
lol
Tiny arms....hee hee
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