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Chibi-Robo 
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To much to read, I will come back to this.

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Sun Jun 26, 2016 3:11 pm
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Perfectly spaced Bair might be safe on shield in ideal conditions, of that I am uncertain. However, practically speaking, it's really easy to run up and shield in Chibi's face to get him to misspace an aerial and follow up by simply bopping him out of shield. RAR Bair is great and all, but many characters can threaten that same area with less setup required. Chibi's initial dash length is about as far as Donkey Kong is wide, which means that he needs, at the very least, a DK's worth of space to setup. That much stage real estate is a luxury for a character with Chibi's lackluster defensive options.

Now, I'm not saying that RAR Bair is bad, by no means. It's certainly alright, at least as far as Chibi stuff goes. However, I don't think it's quite the saving grace that you might be looking for. But hey, feel free to prove me wrong. :chibirobo:

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Sun Jun 26, 2016 4:30 pm
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So... I've been reading this thread and now I'm wondering, what is the extent of things that Chibi Robo can jump out of the air? Also, how do you do it in the the first place? Can you just go ahead and grab a Rasen Shuriken out of the air and toss it back and Naruto? Thanks! :blackmage:


Wed Jun 29, 2016 12:13 pm

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0_ZeroSuitUser_0 wrote:
:mario:

Fireball: when tossed on the ground this can lead to a grab follow up. Also good for approach.

:link:

Arrows: can be used to edge guard Link. They can also make for a good approach, but can usually be canceled out by Link's shield.

Bomb arrows: same as Link's standard arrows... Bombs are not pocket-able in case you're wondering.

Boomerang: this is a great tool. Chibi can essentially follow up anyway he wants due to the Boomerang bring opponents to him (grab, smash attack, etc). I personally think a grab would be the best option. However! This once again suffers from the fact that this projectile can be nullified by Link's shield.

You can probably also catch bombs, but I haven't had any luck doing so.

:samus:

Power missile: this makes for a great approach seeing how Chibi doesn't experience as much lag as Samus. It's also great for zoning and edge guarding.

Heat-seeking missile: great for mix-ups, can make result in combos, and great for approach. "Meh", edge guarding ability.

Charge-shot: this is awesome and makes for a great follow up after a jab reset. I tried comboing into with throws, but you can seemingly DI out it. It's also important to note that the shot doesn't go as far as Samus's and travels upward a bit.

Bombs: these are quite odd. They don't have many uses other than approach and Chibi can only pocket it after it explodes. Also, when these are throw they bounce a short distance across the ground.

:megaman:

Mega Buster: this move is similar to Samus charge shot. Great for jab resets, travels upward a bit, etc. However! You CAN combo into it with D-throw.

Buzz-Saw: great approach and can lead into combos.

Uair: no point in trying to collect these. When tossed they just freeze in the air.

Bricks: these are pretty useless due to the fact that when Chibi uses them they go pretty much nowhere. However! They still share the falling property of Mega Man's stand bricks. This means the can be used to hit opponents who try to recovery low.

Black hole and crash bomb are NOT pocket-able.

:fox:

Laser: don't even bother trying to pocket these. They literally have zero use. Not only that, but they travel upward and do so to a large degree.

:ness:

PK Thunder: don't bother trying to pocket this move. No matter what angle it's fired at it'll always get sent upward. You can't even style and send Ness upward with it.

PK Fire: just... No. I mean if you don't want to get hit with the move then pocketing it is a good way to avoid getting hit with it, but it literally disappears when tossed.

:pikachu:

Thunderbolt: just terrible. For some reason the bolt travels at an extremely awkward upward angle. Plus there's no real way to capitalize off the move.

Eh. I tried, but it seems as though Thunder can't be pocketed. Even if it is I don't recommend going for it. It's very difficult to pull off and the punishment is to harsh if you miss.

:peach:

Turnips: surprisingly Chibi can't pocket these.

:sheik:

Needles: Chibi can only grab needles if only one is thrown out at a time. If Shiek throws multiple needles out then Chibi's pocketing animation will be compromised. But there's no real point in going for these. As soon are a needle is thrown out it goes poof.

:sonic:

Spring: this can only be pocketed when Sonic uses spring in the air. It has some mediocre edge guarding ability and that's about it.

:zerosuitsamus:

Stun blast: can lead to various setups including an off-stage D-air. Also travels at a miner upward angle.

:bomberman:

Bombs: yep! You heard right! Chibi can pocket a bombs explosion. Once he does that then he'll have the bomb pocketed. The only problem is that your more likely to get punished then to get the bomb seeing how you have to be extremely quick and it requires for the Bomber Man player to blow up the bomb. Not only that, but the bombs travel a short distance. This can make for a great KO (power bombs) move as well as a great answer to a jab reset.

:zelda:

Din's Flare: you can only pocket this move when it explodes, but it's no really worth it. When tossed it comes out extremely slow and goes almost nowhere. Plus it has almost zero uses. You'd be better off just avoiding it.

:blackmage:

Fully charged f-smash: great for approach and edge guarding. When tossed it starts in the air for some reason.

Meteor: can be used for edge guarding, but travels a short distance. Also goes slightly into the air and then descends. I would say it could be used for approaching, but it's honestly to slow for that.

:tails:

N-spec: get lead into combos and various setups. Doesn't go as far Tail's normal n-spec. It also travels at a miner upward angle.

:yoshi:

Eggs: not worth it. They don't really lead into anything and travel a short distance.

:lloyd:

Demon Fang: "Meh", approach ability, but that's about it. It also travels a shorter distance than Lloyd's.

:sora:

Strike Raid: if Chibi pockets this then Sora will be left open for a bit. When Chibi tosses Sora's keyblade back at him it travels completely upward and gets little horizontal distance. If this connects then it can lead into combos and various other setups including an off-stage Dair.

Thunder: pocketing this can be used to avoid this when Sora players try to edge guard you, but other than that it has no real uses. Not only that, but when Chibi tosses it out it's directly above him. I mean if the Sora player jumps directly above you then I guess it can be used, but ehh...

:ichigo:

N-spec: can be used to approach, setups (U-air), and leads into combos. Travels at upward angle.

:kirby:

Final Cutter: there's really no need to pocket the slash left by this move. As soon as you toss it out it goes bye, bye.

:naruto:

Clone spam toss: travel a short distance when tossed back, but can still lead into setups and combos.

Side-B into Down-B grounded: no point in attempting to pocket this. Once tossed it disappears. If you don't want to get hit? Fine, but you can still be punished afterwards, so...

Down-B air: these have no practical use. They have some decent edge guarding ability, but when tossed back they go pretty much nowhere. You have to stand right near the ledge and even then this only covers opponents coming from below.

Uncharged Rasengan: you can't really pocket this outside off FFA's and doubles. The Naruto player has to hit someone with it first. If you been hit then your chances of DIing out are little to none depending on the size. If you do pocket it then it can be used to edge guard and approach. It travels at a miner upward angle.

Rasengan: this move essentially requires you to be right on top of your opponent if you wan it to hit. This is due to it traveling at an upward angle at such a high degree. I guess you can still use it to hit opponents trying to recover high or that are in the air. Also good for avoiding getting hit by the move assuming you don't get caught in the stun box.

:goku:

Kamehameha: pretty much gets the same benefits as Goku. A great tool for edge guarding and great for KOing opponents.

Ki blast: don't bother. When tossed these go pretty nowhere. Not only that, but you'll get hit by the second ki blast anyway.

GG. I'm done until beta... For the most part.

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Wed Jun 29, 2016 1:27 pm
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Thanks Masks! And yeah, I can't wait for the Beta to be released... I hope it will be soon. ;P


Wed Jun 29, 2016 2:17 pm
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Sorry for the wait.

I would probably give Chibi some more hitstun on his up tilt. The thing is, his up tilt has short range and has some end lag while having little hitstun. Adding more hitstun will make it better for combos while not being spammable like other up tilts.

I would give Chibi more hitstun on his fair to help him with some combos, which can lead to many options.

I would probably have F smash send characters at a semi-spike angle so it be better for edge guarding while also keep the weak knockback.

I would say make back throw stronger so it can be a reliable kill move, it only kills like at over 160% for some light characters and over 200% for most characters. It will kill earlier if its due to bad D.I.

Chibi blaster IMO would be better if it did a little more damage or did more hitstun because opponents will sometimes just take more and more hits, just to get you.

I mostly use Chibi for certain MUs, mostly against floaties ( :jigglypuff: , :kirby: , :peach: , :zelda: , :samus: ) and below average fallers ( :blackmage: , :metaknight: , :ness: , :sora: ). I also use him against :mario:, :sonic: and :pikachu: with some success, mostly against Sonic.

This is something I summed up about Chibi when comparing him to his fellow high fallers.

Chibi's combo game is average or even below average at best when compared to other characters, due to his attacks not flowing well into each other. He is also a high faller (the lightest of all the high fallers), which makes him susceptible to combos and chain grabs. He also lacks what other high fallers posses, great combo ability ( :donkeykong: :wario: and :goku: ), a great projectile game ( :megaman: and :link: ), long disjointed range ( :link: and :ichigo: ) and great mobility ( :goku: and :donkeykong: ).

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Wed Jun 29, 2016 2:44 pm
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Three more things:
1) Megaman's Fsmash is pocketable, but doesn't have any hitbox when used (though it moves forward with the upwards angle)
2) Naruto's upB can be pocketed (around the same spot that you could reflect it with your shield). Using it functions the same way as Naruto (drops straight down if used in air and stuns the same).
3) Ness' PK Thunder can be controlled by you, and you can actually hit yourself with it! It's not easy since your gravity doesn't change and you can still move around. You don't experience PK Thunder 2 (just a small boost in the direction you hit yourself with), but some other weird stuff do happen:
- If you use almost any move, Chibi will angle himself in an award direction (the angle matters on the angle you hit yourself in I think). All moves will return to normal when he uses any attack, special (excluding upB), grabs onto a ledge, or is attacked.
- If you use any move in the air, Chibi will hover during his animation.
- If you use sideB, Chibi will move exactly horizontal.
- If you use downB on the ground (if you hit yourself in the right angle), it acts the same way Ness does if he hits himself with PK Thunder directly downward on the ground.

I can't seem to pocked Goku's Kamehameha though...

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Thu Jun 30, 2016 11:50 am
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ByeOrDie wrote:
Three more things:
1) Megaman's Fsmash is pocketable, but doesn't have any hitbox when used (though it moves forward with the upwards angle)
2) Naruto's upB can be pocketed (around the same spot that you could reflect it with your shield). Using it functions the same way as Naruto (drops straight down if used in air and stuns the same).
3) Ness' PK Thunder can be controlled by you, and you can actually hit yourself with it! It's not easy since your gravity doesn't change and you can still move around. You don't experience PK Thunder 2 (just a small boost in the direction you hit yourself with), but some other weird stuff do happen:
- If you use almost any move, Chibi will angle himself in an award direction (the angle matters on the angle you hit yourself in I think). All moves will return to normal when he uses any attack, special (excluding upB), grabs onto a ledge, or is attacked.
- If you use any move in the air, Chibi will hover during his animation.
- If you use sideB, Chibi will move exactly horizontal.
- If you use downB on the ground (if you hit yourself in the right angle), it acts the same way Ness does if he hits himself with PK Thunder directly downward on the ground.

I can't seem to pocked Goku's Kamehameha though...

Some of the stuff you said is just isn't worth mentioning.

We know some of these bugs already.

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Thu Jun 30, 2016 12:18 pm
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Picking up a Kamehameha is a 1 Frame input iirc, and its super risky because, well, Kamehameha. But it definetly is one hell of a threat as long as you have it stored.


Going back on what I said earlier, UTilt is actually as fast as DTilt. Ironically, I find the former to be more useful to sneak that Uair/Bair in than its counterpart.

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Thu Jun 30, 2016 12:22 pm
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Lord doughnut wrote:
Some of the stuff you said is just isn't worth mentioning.


I found it informative. No reason to demean his post you know.

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Thu Jun 30, 2016 2:33 pm
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Fed2Ex wrote:
Lord doughnut wrote:
Some of the stuff you said is just isn't worth mentioning.


I found it informative. No reason to demean his post you know.

I didn't demean his post. You know stalking isn't good you know, I know you love me hunny, but can you tone it down a bit.

I said some of the stuff he said isn't worth mentioning. About some of the stuff that can be pocketed, I did find the glitch where he absorbs Ness' PK fire interesting.

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Thu Jun 30, 2016 4:56 pm
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TSF|Skailler wrote:
Picking up a Kamehameha is a 1 Frame input iirc

I can't seem to do it at point-blank range, but ^ I can now get that anywhere past a roll-dodge away. If you're barely past the end of it, then it doesn't even need the Frame 1. Also, if I pocket the first two stages, it doesn't even have any hitbox...

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Thu Jun 30, 2016 5:56 pm
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ByeOrDie wrote:
TSF|Skailler wrote:
Picking up a Kamehameha is a 1 Frame input iirc

I can't seem to do it at point-blank range, but ^ I can now get that anywhere past a roll-dodge away. If you're barely past the end of it, then it doesn't even need the Frame 1. Also, if I pocket the first two stages, it doesn't even have any hitbox...

This also happens when reflecting, Fox can't reflect MM's Mega buster at point blank range or else he will get hit by the blast for some reason.

Yeah just wait a few feet and let the beam come to you.

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Thu Jun 30, 2016 6:48 pm
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Lord doughnut wrote:
ByeOrDie wrote:
TSF|Skailler wrote:
Picking up a Kamehameha is a 1 Frame input iirc

I can't seem to do it at point-blank range, but ^ I can now get that anywhere past a roll-dodge away. If you're barely past the end of it, then it doesn't even need the Frame 1. Also, if I pocket the first two stages, it doesn't even have any hitbox...

This also happens when reflecting, Fox can't reflect MM's Mega buster at point blank range or else he will get hit by the blast for some reason.

Yeah just wait a few feet and let the beam come to you.

I believe shine only reflects projectiles that spawn outside of his shine box. Point blank projectiles still win over shine

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Thu Jun 30, 2016 9:49 pm
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coming in with the most unnecessary bump of all time

So, Down Smash has transcendent priority. I dont recall what over moves have that (Nayrus Love, Giant Punch and a few others I think), but I just wanted to throw that in and see what people can do with this. I admit I dont really know how transcendent moves work with each other, but dont they cancel each other out or something like that? That could be quite useful to get a DSmash clank -> Turnaround Bair -> YO WTF kill in, albeit highly situational.

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Thu Sep 29, 2016 12:20 pm
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