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Sandbag 
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Joined: Wed Apr 13, 2016 5:06 pm
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snidbert64 wrote:
Getting kills with Up-B is so satisfying.

Yer darn tootin' it is :sandbag:

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Tue Aug 01, 2017 1:18 pm

Joined: Wed May 31, 2017 4:34 pm
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So I was labbing, and it turns out if you can land any aerial but dair and strong nair at 0 on FD against a spacie, you can get uthrow x3, dthrow-uair x2, dthrow, up-b for the kill. fair is a bit tougher to get the grab. stick to late nair, uair, and bair setups imo. still it's a nutty combo game


Tue Aug 01, 2017 2:36 pm
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Here's a combo that works (only?) when the victim is a zero: dthrow-> bair (sourspot hitting the victim forward) -> grab -> dthrow -> upB. Depending on your postion relative to the blast zone, this'll kill. And training mode seems to think it's true against Ichigo. I'm too lazy to lab this further though. :P

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Tue Aug 01, 2017 3:35 pm
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Joined: Wed Apr 13, 2016 5:06 pm
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Location: Bedoop!#7875
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Behold
the power of SDI
SDI Southwest
Angle Southeast
Slowly angle yerself along the bottom goin' from Southeast to West
Then just make your way on back

And they said using Up B at high percents is a dumb idea :sandbag:

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Tue Aug 01, 2017 10:15 pm
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Joined: Fri Dec 18, 2015 9:53 am
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Currently Playing: SSF2, Paladins, TF2, Skullgirls
Waifu: m'Lady Lyndis
Bedoop wrote:
SDI Southwest
Angle Southeast
Slowly angle yerself along the bottom goin' from Southeast to West


Sorry, I don't speak Cartographer/Navigator

On the note of Up-B, try using it when the opponent tries to Spike/Stage Spike you and watch them get Stage Spike/Die/Take a lot of Damage

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Wed Aug 02, 2017 2:51 am

Joined: Fri Aug 08, 2014 1:18 am
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Bedoop wrote:
[ Image ]
Behold
the power of DI
DI Downleft
Angle downright
Slowly angle yourrself along the bottom goin' from downright to left
Then just make your way on back

And they said using Up B at high percents is a dumb idea :sandbag:

thats not...I'ma just fix it.

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Wed Aug 02, 2017 2:15 pm
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Joined: Wed Apr 13, 2016 5:06 pm
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Location: Bedoop!#7875
Country: Canada (ca)
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Currently Playing: Rayman Origins
Waifu: CLEOD-BOT
hey listen it was the middle of the night, i had an entire bottle of schweppes and i was tired as s***
if i start speakin' shredded wheat, don't blame me

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Wed Aug 02, 2017 10:23 pm
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Joined: Mon Apr 03, 2017 9:53 pm
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I want to try and learn :sandbag: , but I have absolutely no idea how to use him.
Like, how do we run?
What are all his moves good for?
How do you recover with him?

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Thu Aug 03, 2017 3:33 pm
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Ravin_Raven wrote:
I want to try and learn :sandbag: , but I have absolutely no idea how to use him.

Hello I am here to help if you have any further questions please Private Message me your Discord and/or Twitter credentials
Quote:
Like, how do we run?

We don't run, we Soap
AKA holding Run Button + A/D and then mashing S at a reasonably-speedy-pace in order to keep cancelling them hops and effectively "Running"
We call it Soaping because it turns us into Soap and it's fun
Quote:
What are all his moves good for?

yay: show
Jab = Kill/get the hell off me
FTilt = Get the hell off me
UTilt = Combos
DTilt = The undisputed king at Multi-Man Smash, otherwise not his most useful tool in the batch, fun for just rolling around though + Gives you a bit of momentum when rolling off the stage, a little fast but not too speedy
Dash Attack = Kills off the top, are you ready for some football + Gives you a ton of momentum when going off the stage, go for the riskiest FAirs/DAirs and get some :luffy:s because it's some hype s***
USmash = Movement Momentum Trickery (Start to Dash left/right and then Up Smash, the momentum shall carry you)
FSmash = Kills horizontally
DSmash = Good at the Ledge
NAir = Just about everything
UAir = Combos for centuries
DAir = The earliest of meteor smash kills
FAir = Kills at the lates, Combos at the earlies, comes out faster than even the animation cares to show so it's super neat
BAir = Combos for centuries
Capsule Pull = Do it for Edgeguards or when the opponent is dead, pray for a kaboomer
Aerial Grab = You need it to survive + Fun at parties (Especially with Ichigo)
Sanddash = You need it to survive
Double Jump = Don't use it immediately when you get knocked off the cliff, save it for dear life until you can use it to shimmy onto the ledge that we can't grab, use Down B instead
Bob-Omb Sudoku = The best counter move in the game (Just don't miss), and for recovery purposes you need to get good at B-Reversing and Teching
Grab = Don't miss, it makes your hurtbox stretch too and it's an unpleasant experience getting Melee Yoshi'd
UThrow = Combo time
DThrow = DAir is his best friend, do you want a free 30% at any percent ranging from 0-80? Then DThrow is for you, if DThrow > DAir doesn't work anymore you can DThrow > NAir at literally any percent you feel like since NAir comes out the speediest of speedies for a nice and juicy % rackup
FThrow + BThrow = These two are best friends in the Kill Throw department, just 50/50 whichever one you feel like when your opponent is at High %'s and if they DI wrong they're gonna have a bad time, and if they DI right they'll still get sent a distance
Side Taunt = Useless
Crouch = Useful
Hop-Stop Walk/Run = Has it's uses
Soaping = Are you ready to be an unpredictable speedy little s***
Short Hops = Yes, Sandbags love Short Hops
Full Hops = If you're doing it to chase someone above you, use Down Special instead, it sends you higher, otherwise do whichever floats the boat
Rolling/Sidestepping = Risky, since the invincibility lasts all of a few frames, use with caution and well-timing, otherwise don't shield at all and just jump out of that situation

Quote:
How do you recover with him?

It's a long story. :sandbag:
Down B sent Upwards is your best friend, you can use it every time you get hit (Like a normal Up B) including by your Up B
Side B is great for horizontal distance and shimmying onto the ledge
You need to hold onto your Double Jump
Only Up B if you absolutely have to (AKA already used Down B usage and need to re-fill it) and stay close to walls, unless you're way offstage (And below it by a little bit) in which case (If you're facing the stage, B-Reverse it) angle yourself towards the stage so you don't risk missing the ledge and having to Up B more than once)
And Capsule Pull will make you scream whenever you accidentally hit it and fall to your death

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Thu Aug 03, 2017 7:57 pm
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Joined: Thu Jun 15, 2017 5:16 pm
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Bedoop wrote:
Down B sent Upwards is your best friend, you can use it every time you get hit (Like a normal Up B) including by your Up B


Still a crime that this is so. I don't know what kind of thought process lead to the decision to make it this way to do that for a recovery option, no offense to the devs. People say it adds "skill" when it's really just a nuisance and something unneeded IMO. :sandbag: Like c'mon now, I've seen someone compare it technique to :mario: :luigi: 's down special, when the difference is that you just mash the button, not try as best as you can to switch directions fast enough. It's just an unnecessary motion to add. You don't press down, then go up to shoot out air with :luffy: 's down special.

Sorry for that mini-rant, just grinds my gears a lot for no good reason. :chibirobo:

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Main Man: :sora:
Side Chick: :sandbag:
Hoping for: [jojo reference]


Sat Aug 05, 2017 1:54 am
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Joined: Wed Apr 13, 2016 5:06 pm
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Jobin wrote:
Still a crime that this is so. I don't know what kind of thought process lead to the decision to make it this way to do that for a recovery option, no offense to the devs. People say it adds "skill" when it's really just a nuisance and something unneeded IMO. :sandbag: Like c'mon now, I've seen someone compare it technique to :mario: :luigi: 's down special, when the difference is that you just mash the button, not try as best as you can to switch directions fast enough. It's just an unnecessary motion to add. You don't press down, then go up to shoot out air with :luffy: 's down special.

Sorry for that mini-rant, just grinds my gears a lot for no good reason. :chibirobo:

An open letter to Super Smash Flash 2 developers;
Switch Capsule Pull's and Sanddash's activation inputs, PLEASE

~Very concerned Sandbags

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Sat Aug 05, 2017 2:41 am
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neutral specials can't have directional inputs that are that important, it feels super weird. plus, as an overall rule of thumb, it also feels weird to have neutral specials that influence your momentum in such a dramatic way. also, going off of sakurai's theology, neutral specials are supposed to be the iconic special for the character - something extremely 'them'. this move slot holds CF's Falcon Punch, Wario's Chomp, Sonic's homing attack, Goku's Kamehameha, Kirby's inhale... and Sandbag's flash-white-what-does-this-do-oh-it's-a-little-hop?

overall, having to let go of all of your directional inputs, press neutral special, then press a direction is really jarring and easy to mess up. plus, on top of that, then people would try to angle it down which we intended to not be an option.

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Sat Aug 05, 2017 9:32 am
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Well, it feels annoying as someone who actually plays as Sandbag to lose because whenever one inputs your character's MAIN RECOVERY MOVE, one fastfalls unless one presses the special button at the exact same time as the down button, then if you don't press up fast enough it doesn't even help you. Maybe at least increase the window for the player to press up in time to actually recover? Also, there is precedent for "neutral special, then a direction" inputs in Smash games. Reverse Falcon/Warlock Punch, anyone?

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Sat Aug 05, 2017 9:43 am
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Think of "Kirby", then let's talk kirby

but this isn't the kirby thread

so... kirby?

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For Fun:
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Hopefuls:
Lyn(FE); Ike(FE); Zero(MM); Andy(AW); Gilgamesh(FF)

tmanex2013 made the wonderful lyn sprite I used for Image


Sat Aug 05, 2017 10:12 am
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snidbert64 wrote:
Also, there is precedent for "neutral special, then a direction" inputs in Smash games. Reverse Falcon/Warlock Punch, anyone?

That doesn't radically change your momentum it just turns you around tho

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Sat Aug 05, 2017 10:18 am
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