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Posts
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Everything posted by RicePigeon
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Gallade was never a "top dog". The highest tier Gallade was ever in was BL in Gen 4, all that means is that statistically he was UU, but was too good for the UU environment so he was banned from there. And even in Gen 4 OU, he's currently at a C-rank viability, which isn't too great (at least hes not D rank like Hawlucha is). so yeah, Gallade was never a "top dog"
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April useage statistics for OU are up Confirmed Rank Changes (based on past 3 months): UU -> OU UU -> OU OU -> UU BL -> UU Potential Rank Changes (subject to May useage stats): UU -> OU UU -> OU UU -> OU UU -> OU /OU -> UU OU -> UU OU -> UU OU -> BL (was previously banned from UU back in December)
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The Random Funny Pics, Gifs, and Memes Thread :D
RicePigeon replied to Reigizuo_78's topic in [ ART GALLERY ]
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Rumored,cancelled,dream,fake FTG screenshots (no MUGEN!)
RicePigeon replied to Werewood's topic in [ ART GALLERY ]
Dat Sanae redesign.... -
http://abcnews.go.com/Entertainment/wireStory/british-actor-bob-hoskins-dies-71-23528205 Yeah.. THAT Super Mario... Sucks though, RIP.
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Supers give back power on hit. Throw super has improper bindings all over the place. No damage dampening Throw and Suplex are able to hit both airborne opponents and opponents still in hitstun. Animation timings on his normals are wonky. For instance, 5y has 0 recovery frames while j.5y has only 1 startup frame. Hitboxes also seem to be wonky. For instance, he has lower body invincibility on his standing jab?
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Witch Leyline still counts as an attacking state during the recovery portion, which creates false positives against characters with Counterhit detection. You made 5z an overhead, but its only 7 frame startup, which is too fast for a grounded overhead. I dont get why 2y can hit OTG? Her grab can whiff against smaller crouching opponents
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Just found this while meddling with her j.2y close to the ground. Oh, and the effect is misaligned with the hitbox it seems: j.5y effect stays bound to her in the idle states if done close to the ground. Final Spark will cause opponent to try to block it, even though it's unblockable.
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And some additional stuff that was found: Meteoric Shower sometimes causes the combo counter to reset, even when the opponent hasn't gone back to an idle state yet. This is caused by the helpers destroying themselves too quickly Due to the velocity, 2y's pushback gets cancelled out.
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Inverse Battles Ahoy!
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A good ton of her normals have 0 recovery frames, which not only render them unpunishable, but also absurdly high frame advantages as well (+11 on hit for her 5y, for example), which lead to...Seems like only her j.5z and j.5c have 0 recovery now. Infinites. Tons of them, including, though certainly not limited to: 5x -> 5y 5x -> 5y -> 5c 5b (this one still exists, but is much harder to do now) 5c 5a -> 5y j.5b 5a -> 5b in corner causes 5b to whiff. It works now, but now it leaves them at +8 on block. While not an infinite, j.5z can lock an opponent in the corner indefinitely on hit, especially since it can cancel into itself. Speaking of j.5z, it can do up to 247 damage just by mashing the button, which is absurd for a normal. 133 now, but it still has that lockdown issue. j.5x can be spammed almost infinitely on an airborne opponent for up to 120ish damage. She seems to get power back way too quickly. Her 236a (Spinnin About), for example, gives her a total of 223 power on hit, 175 on block, and 130 on whiff. This leads to her easily spam her supers with impunity. 236y (Komachi Twirl) has only 1 frame of recovery, but shes completely invincible during said recovery. The move also has a ridiculous frame advantage of +15 on block. If you cancel anything into this, you pretty much have an infinite blockstring that whittles the opponent down with chip damage until KO or time over. In fact, the Komachi Twirl is an infinite blockstring by itself since it only has 5 frame startup. The invincibility and recovery frames issues have been resolved, but now its +8 on block, and still an infinite blockstring in the corner.
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Crunch has pretty much been a staple on Lucario since Gen 4 (only receiving competition from Ice Punch as a coverage move). Only exception is this gen, when you have crap like Aegislash running around, where Earthquake is the preferred option, and Fairies and Mega Venusaur (where Lucario wants Iron Tail because he can't learn Iron Head for some stupid fucking reason).
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Sucker Punch and Power-up Punch + Parental Bond say hi. If only it were that simple.
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Shitastic Theater proudly presents for your viewing (dis)pleasure: Plan 9 From Outer Space Bloodwaters of Dr. Z / "Zaat" Robot Monster Santa Claus Conquers the Martians Manos: the Hands of Fate Glen or Glenda The Wild World of Batwoman (MST3K Version)
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Yup.. fucken everywhere
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So looks like even Junichi Masuda is forced to admit that Mega Kangaskhan is fucking broken .. or in the very least, he has a lengthy discussion about it in the April issue of Famitsu, if I'm reading the translation right...
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Couldnt grab the screenshot in time, but the hitspark is about 10 pixels too high. No, her miasma sweep. Keep doing it as the opponent is falling, just as the opponent reaches Marisa's head height. Juggle system prevents it from being a true infinite, but being able to do four Shoryukens in the same juggle is a little wonky. j.5y already takes away juggle points, its j.5x that doesn't. Assuming that there is no helper-within-a-helper being created, Parentvaradd should work fine. Worst case scenario, you can always use a projectile controller as a flag. 421 isnt her Miasma sweep. From the command file, it seems like you kept the changestate for Yukari's old RDP special, but the state that it goes to (state 1400) is just a blank state that just sends Marisa back to her idle state, which can be used as pretty much a free cancel from any of her normals. Going strictly by her IaMP frame data: Block Hit CH Motion Damage Proration Startup Active Duration Adv Adv Adv Untech Cancel Type ------------------------------------------------------------------------------------------------------------ 623A 650 90% 12 61 -27 D D 50 13-? airC 623B 650 90% 9 66 -35 D D 50 9-12/ C And by the data of the 4th iteration of the move that its based off of: Block Super Meter Frames Move Name HL Damage Stun Gain Cancel Startup Active Recovery G.Adv H.Adv Notes Shoryuken (L) HL 100[70] 200[100] 30/40 su 3 14 14 + After landing 10 -17 - 1~2f Invincible, 3~4f unthrowable, 3~16f lower body invincibility, 4f~ airborne, knock down, [] refers to active frames 3~14f Shoryuken (M) HL 80*50 150*50 20/20*20 su*- 3 2*12 25 + After landing 18 -34 - 1~5f Invincible, 6~16f lower body invincibility, 5f~ airborne, knock down, [2nd hit] can juggle Shoryuken (H) HL 160[60] 200[50] 20/40[20] - 3 14 28 + After landing 18 -37 - 1~4f Invincible, 3~4f unthrowable, 5~16f lower body invincibility, 3f~ airborne, knock down, [] refers to active frames 3~14f
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yeah, no... 255/30/30/100/150/75 is fine. Hell, it doesnt even need Fairy type as long as it has Regenerator.
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Misaligned hitsparks on 2x, 2z, and j5x: 623x->623x->623x->623x = 219 damage in corner j.5z still has one of Yukari's voiceclips short hop -> j.5x -> j.5y -> repeat = 16 hits + 298 damage in corner. Juggle system prevents it from being an infinite, though but this shouldn't be possible. Grand Stardust X is a corner infinite, and has no form of damage dampening: 421x and 421y can be used to cancel any of Marisa's normals and go immediately to his idle state, allowing for various infinites (ie: 2y -> 421x -> repeat ad infinitum): Intro keeps playing the broom spin sound as long as the spellcard selection is on screen, even when shes playing her idle animation. Meteoric Shower gives back power on hit. DP+x and DP+y are +5 and +0 on block, respectively, which is way too safe for a shoryuken-type move.
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[Gen6] Pokemon XYORAS - Battle Video Thread
RicePigeon replied to DarkWolf13's topic in [ NINTENDO ]
Yeah Horn Drill needs to go... Same for Metronome w/ Metronome item (though a 6v6 Metronome battle Im always up for lol) -
Regenerator makes the most sense, plus would give it a huge niche over Chansey despite the lack of bulk, especially if paired with Slowbro, since not only does he cover Bliss's fighting weakness, but also forms a sturdy Regenerator core. 100 Base Sp.Atk is also useable, so she doesn't have to rely on Seismic Toss as her only form of damage, even if with no investment: 0 SpA Mega Blissey Ice Beam vs. 252 HP / 0 SpD Gliscor: 328-388 (92.6 - 109.6%) -- 56.3% chance to OHKO 0 SpA Mega Blissey Ice Beam vs. 4 HP / 0 SpD Landorus: 316-372 (98.7 - 116.2%) -- 87.5% chance to OHKO 0 SpA Mega Blissey Ice Beam vs. 4 HP / 0 SpD Multiscale Dragonite: 130-154 (40.1 - 47.5%) -- guaranteed 3HKO 0 SpA Mega Blissey Flamethrower vs. 252 HP / 252+ SpD Ferrothorn: 172-204 (48.8 - 57.9%) -- 95.3% chance to 2HKO 0 SpA Mega Blissey Flamethrower vs. 248 HP / 104 SpD Mega Scizor: 236-280 (68.8 - 81.6%) -- guaranteed 2HKO 0 SpA Mega Blissey Flamethrower vs. 0 HP / 0 SpD Bisharp: 174-206 (64.2 - 76%) -- guaranteed 2HKO 0 SpA Mega Blissey Thunderbolt vs. 4 HP / 0 SpD Talonflame: 176-208 (59 - 69.7%) -- guaranteed 2HKO
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Eviolite Chansey still has better bulk even with those stats :p Granted though, it becomes a better version of Goodra. Fairy type may have been the only thing that would have saved Blissey this gen. And I would have gone with Regenerator for MegaBliss.
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252 Atk Tough Claws Mega Charizard X Dragon Claw vs. 6 HP / 252+ Def Eviolite Chansey: 229-271 (35.6 - 42.2%) -- guaranteed 3HKO after Stealth Rock 252 Atk Tough Claws Mega Charizard X Dragon Claw vs. 252 HP / 252+ Def Blissey: 313-370 (43.8 - 51.8%) -- 71.9% chance to 2HKO after Stealth Rock and Leftovers recovery 16+ Atk Landorus-T Earthquake vs. 6 HP / 252+ Def Eviolite Chansey: 220-259 (34.2 - 40.3%) -- guaranteed 3HKO after Stealth Rock 16+ Atk Landorus-T Earthquake vs. 252 HP / 252+ Def Blissey: 300-354 (42 - 49.5%) -- 26.6% chance to 2HKO after Stealth Rock and Leftovers recovery You were saying? But yeah, Blissey is, unfortunately, the new Dusknoir this generation.