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Topics - madman3
1
« on: April 03, 2016, 10:55:04 AM »
DSL 2.1 Standard HW Combat Arena with hazards OFF The usual "no BFE ect" stuff
Hosted by RedAce.
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« on: March 27, 2015, 04:05:34 PM »
Hi guys, I've figured that it'd be fun to do some guides on how to use various characters to a high-professional level across various Smash games (mostly Melee, PM and Smash4, I'll probably have some for 64 in future). These assume that you understand typical advanced techs (wavedashing, l-cancelling, jump cancel grabbing, moves out of shield) and the uses of things like dash dancing, although if there are specific advantages for any of those features for a character I'll go over them. I also don't want to have to explain what individual moves are in the guide, so if you're wondering about how particular moves function, ask in the comments. Starting with Smash 4, here's a guide for Jigglypuff. Summary: Jigglypuff is a character which thrives off an aggressive but considered approach. Puff's very fast aerial speed and quick aerial acceleration allows it to attack at the very edge of a person's shield and then fade out with another aerial, or another jump, evading grabs from shield. Additionally, Puff has very good edgeguarding and tech covering options, allowing her to get big punishes, often leading to a rest or string of aerials. Puff's strong versus taller characters, ones that rely heavily on grabs (Ness, Falcon, Mario), and against characters with slow recoveries (Olimar, Villager, Wario); comparatively, it's bad versus characters with faster aerials and greater mobility, especially Sheik, as well as ones with very strong projectile games (Toon Link, ROB). Approach: Whilst not very fast on the ground, it's one of Jigglypuff's better spots for approaching. From the ground Puff can do nair out of shield very quickly to punish moves thrown out against a shield stop (IE-running forward towards an opponent and shielding near them), and if the opponent attempts to retreat from your approach your can do a RAR'd back air, which is highly safe on hit with lots of hit stun. If you get this setup, you can pretty easily follow up: if they DI in, at low percents they'll land on the ground, which you can cover with an up tilt, from which you can do up airs, and from that potentially a rest (although this does not true combo). If they DI out, Puff can cover it with another back air, or running grab (best at lower percents)/dash attack (better at mid percents).
Puff's ground game is assisted by her crouch, which can avoid a lot of grabs. Therefore, you can shield stop and read a dash grab from an opponent, crouch, then punish with an aerial like nair, a forward smash, or, best of all, a rest. You can also use it to avoid high projectiles like lasers, peanuts, Link and Pit's arrows, and Villager's slingshot.
Puff's aerial approach is solid, but you need to pick your spots and be very careful how you land. Puff's aerials do not have that much shield stun, except for back air which is hard to land with. Also, if you are jumping low to the ground, it's very easy to be hit with dash attacks, aerials and so on, without having rolls, shield or long ranging aerials to cover yourself. It's therefore advisable to stay around a height comparable to Fox's full jump, where it's impractical for an opponent to hit you with any aerials or projectiles as you have a lot of reaction time and space to avoid it. From there, you can fall just in front of an opponent's shield with fair or nair, which are both very quick and not too easy to punish. Additionally, at 40%, a weak hit from either will setup a tech chase. Tech Chasing Puff has a very strong tech chasing game on the merit of its fast aerial speed and decent reach. Additionally, it has very strong punishes from a tech chase, like back air or rest. A tech chase is best started as mentioned in the approach section, with a nair or fair. Additionally, an F-tilt out of shield or dash attack should setup a tech chase quickly. A good idea is to jump just above where they land and hit the ground, then immediately react to a roll option with an aerial from whichever direction you have facing them (IE - if they tech away, hit them with a fair. If they tech in, hit them with a back air), until they are nearing the edge. Try to force them towards it in neutral. Once they're at the ledge, they are more likely to tech in place and spot dodge, or tech in, towards centre stage.
In this situation it's harder to get a big punish from reaction, but you can read them. For example, if they tech in, you can cover it with a nair or fair so they're sent towards the ledge. This will cause them to likely avoid that option the second time, so you can punish a tech in place with a bair (if they spot dodge repeatedly, attempt to read it and possibly rest them out of it). If you see the opponent habitually roll or tech in from the ledge, you can get an easy rest. Getting kills/edgeguards: Puff's best kill option is basically always back air. Utilizing it for punishes is simple - move in with the bair so as the hitbox comes out it'll barely hit the opponent, then immediately move away from them as you land. This'll make it quite safe on shield and on hit. If you get the hit, you can try to follow up with another bair, which will often send the opponent off stage. If your opponent recovers high, wait around where they might land and try to punish with a dash attack if they airdodge and punish a short ranging, laggy aerial that they land with with a rest. If they recover at ledge height or slightly above, try to get them with spaced bairs, covering airdodges towards the stage with nairs if they occur. Bair will almost always kill an opponent around 100% if they're offstage, so it's the most reliable outright kill option in the middle of an edgeguard. If they go low, you can fast fall with a nair, which has loads of priority and decent hitstun, so will kill a slower, more vertical recovery, like a spacies', Falcon, Diddy, ZSS, Bowser, DK, Mario, Doc, Duck Hunt, Wii Fit Trainer, ect. If the opponent has a slow moving but strong and far reaching recovery, like Olimar, Villager, Pit, Rosalina, Peach, or another Puff, you can attempt to follow up again with a mid-air turnaround back air, which will almost always kill above 90% if they're a decent way off stage.
On stage, Puff can also kill with a few other moves. As mentioned prior, you can read a tech with a rest, but you can also cover a predictable roll with forward smash, bair, or up smash. An extremely important option is rest out of shield - if an opponent hits your shield and is within rest range, you can hit with it for a free kill on almost any character at around 60%. Versus characters with very fast aerials this is a very bad option, so don't do it versus Sheik!
Puff doesn't have any real combos, but can cover most move whiffs and airdodges with another aerial, so a cool setup is to up-tilt someone, up air, wait for an airdodge, and then punish with rest, ending the opponents life in the most brutally disrespectful fashion possible. It's also reallllllly cool unlike basically anything else in the game.
Coming from the ledge: Puff Isn't bad from the ledge, with fair and bair both covering a move onto stage. Also, you can up air an opponent waiting at the edge of the stage, and then move onstage, or combo another up air into rest as seen in the prior section Overall, Puff is an aggressive character with great option coverage and strong moves, but can be walled out or overwhelmed by fast, projectile heavy characters. If you want to use Puff, keep someone like ROB or Falcon as a counterpick, as they can deal with projectile characters and fast characters respectively. Feedback, questions and technical suggestions welcome.
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« on: March 15, 2015, 01:32:15 PM »
Since I managed to produce some killer bots already to diminish Marty's spirit, I was preparing to showcase them, but I ended up having the screenshots not work properly, just ending up as black rectangles.
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« on: March 15, 2015, 11:09:41 AM »
Sup scrubs, been a while since I built anything so I wanna come back in and beat you all, but sadly fate seems to want you to remain un-disgraced, as the old DSL2.1 Rar I've got doesn't extract properly and neither do new ones I've downloaded (Unexpected Archive End errors). Any ideas? I dunno if a pack with 123AI or NarAI would work better.
And no, I don't especially want to play DSL 3, before a newer member asks. I'd rather get back to stuff I'm familiar with first and get that free title of best DSL 2.1 builder (let's face it, Nary is pretty free these days, too much flash, dunno about anyone else lol).
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« on: July 30, 2014, 04:54:19 PM »
I've recently wondered whether it would be worth composing a rough tier list of which bot types are most effective in each style (stock, DSL standard, IRL). As such I've come up with a basic one for DSL, if that helps. First thing listed in each grouping is the best of that group, with the stuff behind it descending unless a slash is used. DSL StandardDSL Standard HW Top tier - Popups, SnS, TRFBDs, Disc VS (IE Cash Cow) High Tier - Shell Spinners, Crawlers, Jugglers, SnSnS, Face Spinners Upper Mid tier - Gutripping VS, HS, Hammer VS, Hammers, Rammers, Whammers Lower Mid Tier - Drums, Sawbots, Undercutter HS, Pushers Low tier - Flying Guillotines, Pokers, Flippers, Side Hammers
DSL Standard MW: Top tier - Popups, SnS, TRFBDs, Crawlers High tier - Jugglers, Disk VS, Shell Spinners, Rammers, Gutripping VS, SnSnS Upper Mid Tier - Face Spinners, HS, Hammer VS, Whammers Low Mid Tier - Sawbots, Pushers, Undercutter HS, Flying Guillotines Low Tier - Flippers, Side Hammers
DSL Standard LW: Top Tier - Popups, SnS, Shell Spinners, VS High Tier - Crawlers, Jugglers, HS, Rammers, Gutripping HS Upper Mid Tier - Pushers, Undercutter HS, Flippers Lower Mid Tier - Sawbots, Whammers, Hammers, TRFBDs Low tier - Side Hammers
IRL:Top Tier - Drums, Disc VS, HS High Tier - Rammers, Hammers, Shell Spinners Mid Tier - Flippers (Open Arena) Low Tier - Side Hammers, Flippers (enclosed arena)
Stock:Top Tier: HS Popup SnS (Trinity, SnSnS, flail, etc) Downward poker
High tier: Rammer Juggler
RAD spam HS
Upper Mid Tier: Hammer Poker Wedge VS Nonwedged VS
Lower Mid Tier: Wammer Flipper (OOTA arena) Side hammer FS
Low tier (aka "oh s*** what are you doing"-tier) Flail HS Sawbot Flipper (enclosed arena) Triple, quadruple hybrids, most "experimental" bots, etc
Banned tier: Crawler
Feel free to contest any of these, I haven't put any thorough testing into this but from my experience the overall success of robots goes sort of in this order. If anyone has ideas for Stock or a more detailed IRL listing (not that it matters outside of Drums being OP) that would be neat.
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« on: December 29, 2013, 03:45:37 PM »
Recently tried this mod for Brawl. Pretty nuts, makes the game a whole lot more competitive with higher hitstun and tech skills, and also a lot more character balance. I mean, Bowser is now top tier, go figure. Here's the link to the site. http://projectmgame.com/en/I currently main Roy, Falco, Ganon and Sheik (Sheik is probably my best).
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« on: June 06, 2013, 04:28:36 AM »
DSL 2.1 Standard Realistic Rule Combat Arena w/ hazards OFF HW Usual building rules (no AAM, BFE, ect.)
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« on: May 30, 2013, 07:30:51 AM »
In production since 2011, and it's finally playing.  The juggernaut in the flesh. Gloss finish (Nitrocellulose), Alder body.  Pickups are Seymour Duncan SH6s, bridge is a Gotoh Zinc Tune-o-matic.  Neck comes off a Jackson Dinky MG of some sort. Maple with Rosewood fingerboard.  24 frets.  Bolt on neck, tried doing an angled section in front of the join to improve upper fret access, works reasonably well.  Grover tuners, as you can see. Overall it's pretty killer. Here's an out of tune demo through a bad amp sim XD. Tonally it's pretty damn trebly, but that makes it good for thrashy stuff like Exodus, and the attack is tight as  .
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« on: April 08, 2013, 07:07:55 AM »
BREAK OUT THE CHAMPAGNE, MORTALS!
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« on: February 12, 2013, 11:51:55 AM »
I've been trying to post a song I've been working on, but for some reason when the upload finishes I suddenly go to the start new topic screen. Is there a reason for this?
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« on: December 20, 2012, 12:28:27 PM »
 Goddamn I love this game, I tried it again after about 8 years and it still kicks ass. Couldn't find it because they removed it from the Lego website (yeah thats how old I was) but it's been put on other sites. To put things in perspective, this game runs on Shockwave :P http://jayisgames.com/games/junkbot/
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« on: December 08, 2012, 03:44:26 PM »
IT'S TIME FOR THE MOST INTENSE BATTLE OF ALL TIMEokay not quite DSL HW Combat Arena Standard Realistic No BFE, Hax mode, ect.
And that's it. It's time for the most grueling battle this century. I've already asked Conraaa about hosting and he agreed so all should be good. I've also already got my bot built, did it earlier today.
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« on: August 17, 2012, 10:36:19 AM »
I think I may have already made one of these threads but I couldn't find it. Basically, these are pretty much the only animated films which I actually like. They've all got a lot of charm to them and have decent characters. You all probably know Spirited Away, which is their most successful film. Personal favorites are Porco Rosso, Princess Mononoke, and Howl's Moving Castle.
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« on: August 17, 2012, 07:51:44 AM »
Since we have a hall of shame we might as well have a hall of fame. In this case we won't induct people or artists, unless we end up having a lot of similar opinions. Instead, just state people or bands which fit whichever categories you feel like answering. If you can't answer a category, just skip it. Best Band/artisy: Best Album: Best Song: Best Guitarist: Best Drummer: Best Bassist: Best Vocalist: Best Keyboardist: Best DJ: Best Musical Performance In A Song (like what song impressed you most in terms of how well the instruments were played): Best Debut Album: Most Influential: Most Catchy: Most Br00tal: Most Progressive: Best Live Band: any other categories will be accepted if appropriate Best Band: Death Best Album: Yes - Close To The Edge Best Song: Cryptopsy - Phobophile Best Guitarist: Pat 'O Brien - Cannibal Corpse/Nevermore Best Drummer: Hannes Grossmann - Obscura, Blotted Science Best Bassist: Steve DiGorgio - Death, Sadus, Testament, Quo Vadis Best Vocalist: Saxon - Biff Byford Best Keyboardist: ? Best Musical Performance In A Song (like what song impressed you most in terms of how well the instruments were played): Abaraxas Of Filth - Cephalic Carnage Best Debut Album: Demilich - Nespithe Most Influential: Judas Priest - Sad Wings Of Destiny Most Catchy: Saxon - Wheels Of Steel Most Br00tal: Defeated Sanity - Psalms Of The Moribund Most Progressive: Cynic - Focus Best Live Band: Iron Maiden
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« on: June 12, 2012, 02:21:43 PM »
Found this in the 8th Generation thread.  I'm also being hit by adds in the image uploader. The site it's advertising is this:
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« on: May 13, 2012, 10:27:58 AM »
Hey, just completed tracking this unpleasant thing, and here it is for you guys. I advise you not to download this if you do not like death metal or grind, but for those who do, enjoy, comment on my crappy playing, whatever.
Download is attached to this post.
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« on: April 22, 2012, 09:18:22 AM »
Hey, I've been dealing with this literally for over 2 years now. I've downloaded new copies of RA2 and I still do not get music when I play the game, even with the music volume in game turned up. In addition, around the first few days I owned this game I had music in game. This problem just baffles me completely.
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« on: April 05, 2012, 04:22:22 PM »
I think most of us are familiar with Marshall as a firm (if not, go listen to any given rock record made between 1970 and 1985 and there's a strong chance you'll be listening to a Marshall amp), but Jim Marshall died at the age of 88 today.
Discuss.
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« on: February 07, 2012, 11:46:21 AM »
Anyone here played either of these games? They hold a close to legendary position in Western RPG circles (if I told you the original KOTOR has a review score greater than Skyrim's on Metacritic and for the user score system on Gamespot you might get an impression of how good it is).
EDIT: I'm not talking about Star Wars: The Old Republic here, in case you didn't know, I'm talking about its single-player predecessors.
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