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Chibi-Robo 
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Dust_the_1000 wrote:
Chibi Robo's plug is basically a part of its body, so is like Luffy's extended hurtboxes.

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Wed Mar 06, 2019 8:12 pm
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this is the best answer i could give


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Thu Mar 07, 2019 11:52 am
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uhh, no comments tho

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Thu Mar 07, 2019 7:08 pm
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Was experimenting with Chibi's SideB, thought i might aswell make a list of what i've noticed so far:
priorities: show
• Note: Make sure to start his SideB in the air, starting it on the ground allows it to be cancelled by a clank rather than out-prioritize, also the longer you stay in the air the better, since the brush on the ground reaches too low to cancel most attacks and projectiles
:mario: Cancels fireballs, UpB, DownB and usually SideB can be gimped (Mario can still flip Chibi with the cape, but would need perfect spacing for the cape to reach past the brush)
:luigi: Cancels fireballs, can gimp his SideB (Misfire included), DownB, and UpB
:peach: Destroys turnips, items (except bob-ombs and battering items) are pushed and/or dragged across the ground, which may or may not hit Chibi. Peach's SideB can be interrupted mid-air. UpB can be gimped from the sides, and hitting from above results in a trade
:bowser: Cancels fireballs, UpB can be easily gimped
:yoshi: Can interrupt his SideB, cancels eggs thrown in the air
:wario: His SideB can be interrupted at any distance he's bashing from, so long as Chibi steps into Wario (because Chibi moves one step at a time, so Wario can shoulder bash them between brushes). UpB gimp is somewhat awkward to punish with SideB due to its speed
:donkeykong: Due to having few (if not any at all) disjointed attacks, many of his moves can be interrupted, and you don't even need the brush for that stuff anyways. UpB gimping is awkward due to super armor on the initial frames, aside from that, nothing i've noticed so far.
:link: Cancels boomerang and uncharged arrows (but not bomb arrows), pushes thrown bombs and may cause them to explode on Chibi. UpB can be gimped, but often results in a trade instead
:zelda: Din's Fire (SideB) can hit the brush and be cancelled, if it hits both chibi and the brush, they only take the first hit but the explosion is cancelled, thus not receiving any knockback. Farore's Wind (UpB) can be intercepted without taking a hit (both before and after teleport)
:sheik: the needles can be cancelled, though their tiny hitbox makes it nearly pointless to defend with SideB. And due to how Sheik's SideB works, she can still hit Chibi behind the brush, but can still be interrupted if she's still in front of it
:captainfalcon: can gimp his UpB without being grabbed, easily interrupts SideB so long as Chibi is above him
:pikachu: Cancels thunderball and can interrupt SideB, UpB is extremely tough to gimp without trades or being the only one taking the hit
• [Pichu] Similar case to Pikachu, Curiously, his discharged UpB is somewhat easier to interfere
:jigglypuff: Can interrupt her full charge Rollout, though if done grounded may end up with Chibi taking the hit. Aside from that, there's not much else i've noticed to talk about
:kirby: Attempting to gimp Final Cutter (UpB) may result in a trade, the projectile created from it can also be cancelled, but its speed also makes it have a chance to make Chibi take a hit
:metaknight: The brush can knock him out of the infinite jab spam, same applies for his tornado. UpB can be gimped, though it may result in a trade
:bandanadee: Can cancel the charged beam, UpB can be gimped, but it may be difficult to aim it at his small hurtbox
:fox: :falco: UpB and SideB can be easily intercepted, but due to their falling speed, it's difficult to actually drag them away from the arena
:samus: Uncharged shot and homing missile (but not the one that goes straight forward) can be cancelled and UpB can be gimped... i guess that's all...
:zerosuitsamus: Due to her recovery being almost completely centered on tether recoveries, her DownB would be the only special that you could gimp with Chibi's brush
:ness: the brush can cancel Ness' PK Fire, both the bolt and the fire pillar, Chibi can also hit ness out of his PK Thunder 2
:marth: SideB can be interrupted, and UpB is sorta awkward to punish due to how it reaches forward with disjointed range
:pit: the arrows can be cancelled (but again, due to their tiny hitbox, it's sorta pointless to defend), SideB can be interrupted, and passes right through DownB and hits him if he uses it for whatever reason, and UpB can be somewhat easily gimped (with proper reading) and have him dragged off the arena
:isaac: Due to his specials (except UpB) having transcedental priority, they can't be cancelled, Chibi's brush can however cancel Isaac's down tilt, and gimping his UpB with the brush is awkward
:chibirobo: trades. trades everywhere, also UpB is tough to gimp with the brush, just use the chibi blaster anyways
:gameandwatch: There's... not much to comment about him, his UpB is awkward to gimp with the brush not only because of its speed, but because of G&W's hitbox pretty much covering his entire body
:sonic: NeutralB can be interrupted if Chibi is at a slightly higher altitude. SideB can be interrupted in similar fashion to Fox/Falco's SideB, DownB can be interrupted in similar fashion to Yoshi's SideB, UpB is awkward to gimp with the brush due to its speed though
:tails: DownB's speed makes it a 50/50 on whether you interrupt the attack or get a trade, SideB has Tails leaping, and so you'd need to be at a higher altitude to interrupt his airlift, Chibi is still hit by Tails' robots, but passes through them (and possibly destroy) if he starts SideB grounded instead
:megaman: the brush can only cancel a single-charge NeutralB, but not uncharged, 2-charges or full charge. Additionally, the super armor on UpB makes it impossible to gimp Megaman in general. Oh yeah and his down-tilt can be interrupted, guess that's it
:pacman: Although his NeutralB items collide with Chibi's brush, they aren't pushed away nor destroyed. SideB can be interrupted, though it may end up in a trade instead, UpB is impractical to gimp because of how it works
:lloyd: Demon Fang (NeutralB) is easily cancelled with the brush, though its speed is enough to allow it to reach Chibi inbetween steps. Tempest (SideB) can be interrupted if chibi is brushing at about the same height he's leaping, which is still risky. Tiger Blade (UpB) is kinda awkward to gimp because of the movement, but he can still be sorta dragged off the arena. Rising Falcon (DownB) often results in a trade, in general it's not really worth it using the brush on this guy
:bomberman: (insert little mac recovery jokes here) UpB gimp
:blackmage: although his Meteors can be cancelled, the angle of which they're thrown makes it impractical to do so. SideB is a disjointed command-grab, and thus impossible to counterattack without some sort of lingering hitbox such as a slow projectile. UpB is still just as punishable with Chibi as it would be for any other character.
:sora: Flowmotion (SideB) can be easily intercepted, NeutralB is easily cancelled, DownB(Fire) gets out-ranged by the brush, DownB(Blizzard) can also be cancelled with a precise enough shorthop SideB, UpB is pretty much a reusable midair jump, so it's not particularly difficult to deal with
:goku: the Ki blasts can be interrupted with Chibi's shorthop SideB, Kaio-Ken SideB can easily be intercepted as well, nothing much else to say about this one
:luffy: NeutralB, SideB, and UpB can easily be interrupted, though it's risky to do so not only due to them being fast and able to hit Chibi inbetween steps, they're also command grabs. DownB has super armor when used and thus cannot be gimped right away
:naruto: (insert more little mac recovery jokes here) SideB and UpB (both naruto himself and shadow clone) can easily be cancelled/intercepted, DownB (both grounded and aerial) phases through Chibi's brush though
:ichigo: SideB can be intercepted in similar fashion to Fox/Falco, though it needs to be used on exactly where he's stopping at, NeutralB can easily be cancelled unless it's fully charged (which gives it transcendental priority), can gimp his UpB in similar fashion to Peach - hitting from the sides, while brushing from above results in a trade/taking the hit by yourself
:sandbag: SideB can be intercepted so long as Chibi is at about the same altitude as Sandbag, though due to its speed, it can catch Chibi inbetween brushes. Smash attacks can be interrupted with relative ease. In fact, every single one of his ground attacks can be cancelled with a short/full hop SideB, so long as Chibi gets to stay in the air, since his brush reaches too low when on the ground

just remember that this was all experimental, of course you can use chibi's other attacks that are certainly superior in one way or another against many of those things in the list, but a few mixups could probably confuse your opponent, right?

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Last edited by CraftGMC on Thu Mar 21, 2019 11:31 am, edited 1 time in total.



Fri Mar 15, 2019 4:03 am
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His side B is clearly useful with these priorities, although I played with chibi mains and I never saw they use the side B, is very useful for recovery.

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Fri Mar 15, 2019 8:04 am
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CraftGMC wrote:
Was experimenting with Chibi's SideB, thought i might aswell make a list of what i've noticed so far:
priorities: show
• Note: Make sure to start his SideB in the air, starting it on the ground allows it to be cancelled by a clank rather than out-prioritize, also the longer you stay in the air the better, since the brush on the ground reaches too low to cancel most attacks and projectiles
:mario: Cancels fireballs, UpB, DownB and usually SideB can be gimped (Mario can still flip Chibi with the cape, but would need perfect spacing for the cape to reach past the brush)
:luigi: Cancels fireballs, can gimp his SideB (Misfire included), DownB, and UpB
:peach: Destroys turnips, items (except bob-ombs and battering items) are pushed and/or dragged across the ground, which may or may not hit Chibi. Peach's SideB can be interrupted mid-air. UpB can be gimped from the sides, and hitting from above results in a trade
:bowser: Cancels fireballs, UpB can be easily gimped
:yoshi: Can interrupt his SideB, cancels eggs thrown in the air
:wario: His SideB can be interrupted at any distance he's bashing from, so long as Chibi steps into Wario (because Chibi moves one step at a time, so Wario can shoulder bash them between inbetween brushes). UpB gimp is somewhat awkward to punish with SideB due to its speed
:donkeykong: Due to having few (if not any at all) disjointed attacks, many of his moves can be interrupted, and you don't even need the brush for that stuff anyways. UpB gimping is awkward due to super armor on the initial frames, aside from that, nothing i've noticed so far.
:link: Cancels boomerang and uncharged arrows (but not bomb arrows), pushes thrown bombs and may cause them to explode on Chibi. UpB can be gimped, but often results in a trade instead
:zelda: Din's Fire (SideB) can hit the brush and be cancelled, if it hits both chibi and the brush, they only take the first hit but the explosion is cancelled, thus not receiving any knockback. Farore's Wind (UpB) can be intercepted without taking a hit (both before and after teleport)
:sheik: the needles can be cancelled, though their tiny hitbox makes it nearly pointless to defend with SideB. And due to how Sheik's SideB works, she can still hit Chibi behind the brush, but can still be interrupted if she's still in front of it
:captainfalcon: can gimp his UpB without being grabbed, easily interrupts SideB so long as Chibi is above him
:pikachu: Cancels thunderball and can interrupt SideB, UpB is extremely tough to gimp without trades or being the only one taking the hit
• [Pichu] Similar case to Pikachu, Curiously, his discharged UpB is somewhat easier to interfere
:jigglypuff: Can interrupt her full charge Rollout, though if done grounded may end up with Chibi taking the hit. Aside from that, there's not much else i've noticed to talk about
:kirby: Attempting to gimp Final Cutter (UpB) may result in a trade, the projectile created from it can also be cancelled, but its speed also makes it have a chance to make Chibi take a hit
:metaknight: The brush can knock him out of the infinite jab spam, same applies for his tornado. UpB can be gimped, though it may result in a trade
:bandanadee: Can cancel the charged beam, UpB can be gimped, but it may be difficult to aim it at his small hurtbox
:fox: :falco: UpB and SideB can be easily intercepted, but due to their falling speed, it's difficult to actually drag them away from the arena
:samus: Uncharged shot and homing missile (but not the one that goes straight forward) can be cancelled and UpB can be gimped... i guess that's all...
:zerosuitsamus: Due to her recovery being almost completely centered on tether recoveries, her DownB would be the only special that you could gimp with Chibi's brush
:ness: the brush can cancel Ness' PK Fire, both the bolt and the fire pillar, Chibi can also hit ness out of his PK Thunder 2
:marth: SideB can be interrupted, and UpB is sorta awkward to punish due to how it reaches forward with disjointed range
:pit: the arrows can be cancelled (but again, due to their tiny hitbox, it's sorta pointless to defend), SideB can be interrupted, and passes right through DownB and hits him if he uses it for whatever reason, and UpB can be somewhat easily gimped (with proper reading) and have him dragged off the arena
:isaac: Due to his specials (except UpB) having transcedental priority, they can't be cancelled, Chibi's brush can however cancel Isaac's down tilt, and gimping his UpB with the brush is awkward
:chibirobo: trades. trades everywhere, also UpB is tough to gimp with the brush, just use the chibi blaster anyways
:gameandwatch: There's... not much to comment about him, his UpB is awkward to gimp with the brush not only because of its speed, but because of G&W's hitbox pretty much covering his entire body
:sonic: NeutralB can be interrupted if Chibi is at a slightly higher altitude. SideB can be interrupted in similar fashion to Fox/Falco's SideB, DownB can be interrupted in similar fashion to Yoshi's SideB, UpB is awkward to gimp with the brush due to its speed though
:tails: DownB's speed makes it a 50/50 on whether you interrupt the attack or get a trade, SideB has Tails leaping, and so you'd need to be at a higher altitude to interrupt his airlift, Chibi is still hit by Tails' robots, but passes through them (and possibly destroy) if he starts SideB grounded instead
:megaman: the brush can only cancel a single-charge NeutralB, but not uncharged, 2-charges or full charge. Additionally, the super armor on UpB makes it impossible to gimp Megaman in general. Oh yeah and his down-tilt can be interrupted, guess that's it
:pacman: Although his NeutralB items collide with Chibi's brush, they aren't pushed away nor destroyed. SideB can be interrupted, though it may end up in a trade instead, UpB is impractical to gimp because of how it works
:lloyd: Demon Fang (NeutralB) is easily cancelled with the brush, though its speed is enough to allow it to reach Chibi inbetween steps. Tempest (SideB) can be interrupted if chibi is brushing at about the same height he's leaping, which is still risky. Tiger Blade (UpB) is kinda awkward to gimp because of the movement, but he can still be sorta dragged off the arena. Rising Falcon (DownB) often results in a trade, in general it's not really worth it using the brush on this guy
:bomberman: (insert little mac recovery jokes here) UpB gimp
:blackmage: although his Meteors can be cancelled, the angle of which they're thrown makes it impractical to do so. SideB is a disjointed command-grab, and thus impossible to counterattack without some sort of lingering hitbox such as a slow projectile. UpB is still just as punishable with Chibi as it would be for any other character.
:sora: Flowmotion (SideB) can be easily intercepted, NeutralB is easily cancelled, DownB(Fire) gets out-ranged by the brush, DownB(Blizzard) can also be cancelled with a precise enough shorthop SideB, UpB is pretty much a reusable midair jump, so it's not particularly difficult to deal with
:goku: the Ki blasts can be interrupted with Chibi's shorthop SideB, Kaio-Ken SideB can easily be intercepted as well, nothing much else to say about this one
:luffy: NeutralB, SideB, and UpB can easily be interrupted, though it's risky to do so not only due to them being fast and able to hit Chibi inbetween steps, they're also command grabs. DownB has super armor when used and thus cannot be gimped right away
:naruto: (insert more little mac recovery jokes here) SideB and UpB (both naruto himself and shadow clone) can easily be cancelled/intercepted, DownB (both grounded and aerial) phases through Chibi's brush though
:ichigo: SideB can be intercepted in similar fashion to Fox/Falco, though it needs to be used on exactly where he's stopping at, NeutralB can easily be cancelled unless it's fully charged (which gives it transcendental priority), can gimp his UpB in similar fashion to Peach - hitting from the sides, while brushing from above results in a trade/taking the hit by yourself
:sandbag: SideB can be intercepted so long as Chibi is at about the same altitude as Sandbag, though due to its speed, it can catch Chibi inbetween brushes. Smash attacks can be interrupted with relative ease. In fact, every single one of his ground attacks can be cancelled with a short/full hop SideB, so long as Chibi gets to stay in the air, since his brush reaches too low when on the ground

just remember that this was all experimental, of course you can use chibi's other attacks that are certainly superior in one way or another against many of those things in the list, but a few mixups could probably confuse your opponent, right?

Definitely right on that! Also, nice detail on the Kirby priority. I've never seen Chibi Robo's Side-B cancel out the projectile of Kirby's Up-B, though, so I'll definitely have to try that out.

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Fri Mar 15, 2019 1:41 pm
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Basically if a projectile or attack is fast enough to hit Chibi through SideB, just use it just right as it's going to hit you, since holding it down has the hitbox come and go with chibi taking a step at a time, while you can sort of guarantee the hitbox to show up at a certain moment by simply tapping the special input

Also, like shown in the first part of the list: Try starting his SideB mid-air, starting it on the ground allows it to be cancelled with a clank and apparently even stretches his hurtbox when it's out-prioritized

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Fri Mar 15, 2019 5:49 pm
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I tried some of these priorites, but chibi is vulnerable to receive damage such as pit and wario side B.

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Sat Mar 16, 2019 8:22 am
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Yes, it was pointed out in the list - if wario (or Pit) moves towards Chibi before he takes another step forward, he can get hit before the attack's hitbox reappears, so it's better if you properly time his SideB

Plus, it's better if you're at a slightly higher altitude than what you're trying to out-prioritize, since the brush reaches quite low

And to (over)compensate for there being made more posts, now it's turn for Chibi's DownB to have a list nobody asked for yet everyone needed

Fun fact: despite as all buggy as Chibi's pick-up can be with the projectiles not spawning, you have to (only once, and you don't have to do it again for the rest of the match unless you want to avoid as much self-harm as possible) pocket the projectile while falling, for some reason, though some cases still persist with the "not spawning" issue, in this case, you need to have successfully pocketed a different projectile, and then it acts somewhat more "normal" (as in, projectile not immediately despawning after using it) for the rest of the match

Another one: Chibi's DownB gives him a few invincibility frames even without actually picking something, though it's not as long as his dodge

Pocket interactions: show
:mario: full hop pick-up his Fireball if it's on the ground, it'll allow it to get pocketed without destroying it from self-harm, after that you can pick-up normally without worrying about the projectile despawn. DownB also grants a quick immunity to his Cape
:luigi: Similar case to Mario - make one successful pick-up and you don't have to worry about despawning projectiles
:bowser: Like the rest of bugged despawning projectiles, try pocketing it while falling (a full hop DownB is just enough to do that) and it for some reason won't do the despawn thing for the rest of the game
:yoshi: Eggs are pocketed without danger of self-harm and thus no despawn bug, they're however always thrown with uncharged force and so are lacking in range
:link: Arrows are pocketed with no problem (unless they're pointing downwards, which would be really situational) and are always thrown with the same speed as if they were fully charged, plus the angle of which they're thrown makes it have longer range than Link can actually shoot, Same applies for bomb arrows, though their larger hitbox makes self-harm happen much more often. Boomerangs can be pocketed with no problems when it's being thrown, can't be pocketed when it's on the way back though
:zelda: Din's Fire (SideB) can be pocketed, ignoring damage and explosion, but it can't be thrown back (in fact, chibi doesn't even use his "throwing" animation, it's like he never picked anything up in the first place)
:sheik: A single needle can be pocketed, but it despawns as soon as it's thrown no matter what, though the invincibility frames of a successful pick-up takes long enough to phase through a full charge needle storm. her UpB explosion can actually be picked up, and even used for an instant AoE attack with somewhat good knockback, possibly one of the best pockets
:pikachu: Inconsistent on whether or not the thunderball is pocketed or simply cancelled, but thankfully no self-harm, acts identical to Pichu's when thrown, the thunder bolt can't be pocketed though
• [Pichu] Thunderball causes self-harm when pocketed, somewhat bugged, but can be fixed for the entire match by pocketing it while falling mid-air. Discharged thunderball still acts like a normal one
:bandanadee: charged NeutralB can be safely pocketed and thrown, but it has slightly less range. Same applies for his spear throw, the properties are kept but it has much less range
:fox: :falco: Their blaster shots can be pocketed safely, but the angle of which they're thrown and the fact they're unaffected by gravity makes it extremely situational for them to actually have an use
:samus: the stronger missile can be pocketed safely without self-harm, and are shot in a straight line without being angled upwards, keeping its usefulness, the homing missile, depending on its angle, may cause self-harming and when used it'll plummet to the ground unless the opponent is in its homing range. Self harm from a charge shot is unavoidable, and unless you've successfully pocketed and thrown a missile earlier in the match, it'll despawn on your hand once thrown (but the hitbox still shows for that one frame), do NOT pickup uncharged shots if you're intending to soon pocket a fully charged one, if you did that, make sure to pocket and throw a missile beforehand, otherwise the pocketed full charge becomes an uncharged one. bomb explosions can be pocketed but not released, pretty much like with Zelda's SideB
:zerosuitsamus: Pocketing her stun blast causes self-harm, it also despawns when used - doing the full-hop pick-up (or simply catching it mid-air) allowed me to pocket it without self-harm and use it, after that it allowed me to pick up and release it without that annoying bug, anyways, the angle that it's thrown and lack of range makes it have very few uses, probably only actually useful as a Down/Up throw followup
:ness: PK Flash can't be pocketed. PK Fire, both the bolt and the fire pillar however can, the fire pillar is more useful as it ends up being "placed down" sideways, giving it a wider range, and the bolt barely has range, and even when landing, it does not spawn a fire pillar. PK Thunder can also be applied with the "jump pickup" to avoid self-harm, even keeping the thunder ball rather than just the tail after you've done it at least once, it can also be controlled with your controls, though it looks more like a really slow Palutena Bow instead.. Oh, and make sure not to aim it at yourself, things can get craaazy for a few seconds...
:pit: Now ain't that an interesting one - once pocketed, you may receive a bit of self-harm, but now you're a remote voodoo doll (or uh... robot) of Pit, releasing the arrow will cause Pit to instantly take minor damage and flinch no matter where is he in the entire arena, making it an absolutely broken one-use surprise gimp, definitely another one of the best pockets - I can just imagine all the crazy gimps you could attempt with this
BY THE WAY, IF THERE'S A THIRD OR FOURTH PLAYER, EVERYONE ELSE ALSO FLINCHES INSTANTLY, WHAT THE HECK!
:isaac: Although he can't pocket the vine whip, his invulnerability frames can allow him to quickly avoid getting strangled. Although Gaia (DownB) can be picked up, you only release a magic circle that does nothing other than follow your directional inputs and then despawn after some time, good news is that you don't receive self-damage, thus it's safe to pocket gaia in a defensive method. Psynergy hand (SideB) can be pocketed and used safely without receiving damage, you can't control its movement nor actions, however its infinite range and the angle it's thrown can make it sort of an anti-air projectile (given enough distance). Pocketing the UpB psynergy hand allows you to summon it once to give Isaac a good slap on the face with somewhat wonky hitboxes. Down-Tilt can surprisingly be pocketed, allowing you to use this monstrosity MID-AIR for a possible vertical KO if you are precise enough. same applies for his Up-Tilt, though it's much, much weaker, and Forward-Tilt is pocketed but can't be used - thus merely cancelling the move
:chibirobo: pocketing Chibi Blaster is pointless as you already have it, and it can still cause damage if it's angled downwards, Also it immediately despawns when thrown no matter what you do. nothing else that i've noticed
:gameandwatch: although pocketing the Chef projectiles is pretty much useless in the offensive (it just plummets straight down somewhat slowly), the invincibility frames of a successful pocket can allow you to phase through the rest of the projectile shower with precise enough movement. nothing else to point out about this guy though
:sonic: in the very situational case where sonic does an aerial UpB close enough that you can pocket it, the spring can be stored for the same gimping purposes as any Sonic main would think of, but knowing Chibi's playstyle, this most likely won't be needed at all aside from a possible escape from being juggled
:tails: the blaster has the same thing of "despawn in pocket", so make sure to catch it mid-air (or do a full-hop pickup if on the ground), it maintains its shield-breaking properties, and is thrown at a sliightly upward angle. nothing much to say about this one either
:megaman: Up-Air can be pocketed for a stationary tornado attack, DownB can be cancelled by picking it up (and if you grab the water drop instead of the pillars, you can use it, but it'll only spawn 1 pillar when landing), Forward Smash can be pocketed for a VERY close range potential kill move. SideB can't be picked up unfortunately. although you can pocket his boomerang jabs, they're pretty useless though
:pacman: Although Pick-Up doesn't directly pick his items, it does give invincibility frames, which grants you more error room on attempting to grab his thrown fruits
:lloyd: demon fang is sorta useless, yes i tried pocketing his forward smash to see if anything happens and nope, nothing
:bomberman: Chibi can pocket (but not use) Bomberman's bomb explosions, but that would require an insane reading skill under most circumstances
:blackmage: his Meteor can be picked up (but you might need to jump + pickup to avoid the despawn glitch if it's your first pocket target), Chibi throws it at a 45 degree angle, and it will swing in an arc (kinda like Simon's axe, just a bit lower vertical range and more horizontal.. oh my god i can't wait to pocket and priority-test all those new characters' moves), exploding after hitting someone or the ground like it usually does, for some reason if you manage to pickup a full charge meteor first (or pick one up without self-harming, by double jump + pickup and then fastfall), every subsequent meteor you pickup (until you change what to pocket) will be expanded to the full charge size, but won't have boosted damage or knockback. Full charge FSmash can be pocketed, making it a quite fearsome attack he could just release in an instant, other smash attacks can't be pocketed though. up-air can be pocketed more on the defensive side to give yourself some invincibility frames and escape Black Mage's juggling, not useful on the offensive at all
:sora: picking up the thrown keyblade is not vital, the short range doesn't help much either, but on the other hand, its throwing angle allows it to quickly trap Sora while mid-air and be in the perfect range for a shorthop UAir. DownB (Blizzard) can be pocketed mostly for the invincibility frames, but you can still use it to freeze Sora if you need it for some reason, DownB (Thunder) can be pocketed, though not nearly as powerful as his UAir, it certainly has much more range, only thing is that it's can be difficult to aim
:goku: the Ki blasts can be pocketed, but they're useless for chibi as they have poor range, damage, and knockback, Kamehameha can be pocketed, but not released... nothing much to say about him, again
:naruto: Once again, use the jump + pickup (if on the ground) on a thrown shadow clone to permanently prevent pocket despawn bug, they behave in the same way that Naruto throws them, only less range for his SideB (along with self harm when picked), DownB is cancelled rather than pocketed (Aerial DownB is pocketed successfully), UpB's shadow clone can be safely picked up and used for later as a punish/gimping tool, Rasenshuriken can be picked up too, though when thrown they're at a slight upward angle, so it's not the best at long range (though it could make a bit of an anti-air projectile thanks to its infinite range)
:ichigo: NeutralB (any charge) can be safely picked up, throwing it gives a similar result to Pit's pocketing, but with slightly more knockback and the projectile itself doesn't despawn on use, pocketing the full charge projectile will grant any subsequent NeutralB pockets the same properties, giving them transcedental priority + multihit, the upward angle they're thrown also uses more of the projectile's potential as it pushes them up along with it


a few gifs for context or proof: show
"jump + pickup" thing
Image

Black Mage's meteor
Image

broken pit pocket hitbox (i'd really love to see how does hitboxes show up in this situation)
Image

Isaac UpB psynergy hand
Image


and yes this took me way longer than i expected, it was still daytime when i started typing this - basically when you guys replied and i saw it a few minutes later, it's freaking night right now

edit: Quite a few of those things could certainly go to the bug report thread i believe, but oh geez i need to give myself a break

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Last edited by CraftGMC on Thu Mar 21, 2019 11:41 am, edited 3 times in total.



Sat Mar 16, 2019 5:29 pm
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This is actually a really good list. Good job on compiling this.

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Sat Mar 16, 2019 5:35 pm
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thanks for pointing it out craft. always annoyed me how glitchy chibi is.

but as we all know, that's probably not getting fixed (maybe it is idk).

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Sat Mar 16, 2019 5:41 pm
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I know I have already made a thread about a dumb idea I had for Chibi-Robo, but I thought it'd be appropriate to post it on it's character thread.
OG thread: https://forums.mcleodgaming.com/viewtop ... 17&t=47169


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Mon Mar 18, 2019 2:08 pm
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bagrielmarmanjo wrote:
that's probably not getting fixed (maybe it is idk).

I think the only thing necessary to fix the buggy self-harm thing is to extend his pocketing animation's invincibility frames (or speed up the animation itself rather than extend his invincibility)
Now for the buggy projectile behavior?... yeah that's probably gonna stay for a good while

Akabonba wrote:
I know I have already made a thread about a dumb idea I had for Chibi-Robo, but I thought it'd be appropriate to post it on it's character thread.
OG thread: https://forums.mcleodgaming.com/viewtop ... 17&t=47169

insert "limit break" joke here
YouTube Video:

anyways, this reminded me about what i read about Chibi-Robo's moveset origins, specifically his Chibi-Blaster:
"The main drawback of the weapon is that every shot fired drains some of his battery power, so it must be used with caution to avoid losing all of his power."
So make it so his rapid fire can't be infinitely spammed, and when there's no charge, he'll only fire a single shot (or just make it create dust clouds like with the emptied ray gun), and yep, i'm definitely gonna agree with this thing of "battery-powering" Chibi's attacks

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Mon Mar 18, 2019 3:28 pm
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Don't foret that Inkling in SSBU has these priorites (the ink takes more damage).
And it'll help us with chibi's battery-powering options.
So, taking Inkling's concept, Chibi robo should've a solid playstyle, with a charging options (probably same as Inkling).

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Tue Mar 19, 2019 6:43 am
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CraftGMC wrote:
I noticed a thing about Chibi's forward smash - he can still take a hit at the plug when it hasn't yet gone in maximum range, so it isn't quite all that much of a disjointed move
gif: show
[ Image ]


Oh for f*** sake not again I thought we were past this by now :yoshi:

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Thu Mar 21, 2019 10:28 am
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