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Black Mage 
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Joined: Thu Mar 12, 2015 8:36 pm
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yeah dude same

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Sun Oct 18, 2015 8:08 pm
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Joined: Tue Oct 27, 2015 7:14 pm
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Currently Playing: Melee,SSF2,Sonic 3
Any other useful techs out there for BLM? About to hit the lab and learn the dsmash meteor trick


Thu Nov 26, 2015 10:27 pm
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Beta is finally coming ;-; (≧ω≦)
I take it back, beta is a 1.0.2 is trash


Thu Nov 26, 2015 11:23 pm
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MaskofTruth wrote:
https://gfycat.com/CooperativeWeirdBighornedsheep

Watching VODS of myself I know i've definitely pulled this off. AFAIK isnt getting the charge started in the air okay as long as you start the input before the apex of your jump? And then when the meteor flies away its when you start charging after the apex of your jump. Corect me if im wrong


Fri Nov 27, 2015 12:12 am
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That little bit happens in 2 stages;
Stage 1) jump and perform a Meteor, before you land on the ground press attack at least once.
Stage 2) start another Meteor, this one is guaranteed to either fly off, or instantly cancel(low chance) Ie; no attack at all

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Beta is finally coming ;-; (≧ω≦)
I take it back, beta is a 1.0.2 is trash


Fri Nov 27, 2015 10:39 am
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Joined: Tue Jul 01, 2014 7:32 pm
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as if meteor zoning wasn't as frustrating already D:

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Fri Nov 27, 2015 10:24 pm
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I feel like everyone I main is a counterpick for bm. -_- I could shrek someone one game, but then they switch to bm and destroy me. I've only beaten a bm once in my life ever.

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Sat Nov 28, 2015 1:25 pm
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Okay so after spending some time I figured it out. You can run and charge the meteor but once you land you cant input anything else or the meteor will fly off. The meteor will also fly off if youre in the middle of fast fall while attempting this. IMO aerial meteor zone is better in probably about 7/10 times, but this can definitely be used as a defensive option to cover yourself with hitboxes and get a bait or retreat and zone with it. Heres one of the video examples I have. I have better ones in mid match I just have to compile them together. he is this for now.

http://www.twitch.tv/tehlamp/c/7038845

Edit: Be sure to watch til the end. The beginning starts off kinda slow and I get it down toward the end. The whole thing is worth a watch


Sun Nov 29, 2015 5:34 am
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Nice find. I've kinda been waiting till somebody will explain this, because I've been doing it for a while now. But I never understood how it worked lol

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Sun Nov 29, 2015 10:36 am
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Joined: Tue Oct 27, 2015 7:14 pm
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Yeah I had also been doing it for some time without thinking about it. It wasnt until I read through this thread and realized no one really knew how to replicate it exactly that I decided to spend a few min in training to figure it out for sure. I really want to push the BLM meta and this definitely helps.


Sun Nov 29, 2015 5:56 pm
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Whoops, forgot to post that before my dissapearance but anyway. Thanks TehLamp.

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Fri Dec 11, 2015 4:42 pm
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I just don't want the devs to Replace Black mage's current symbol with Cleod's "FF"s from Smash 4

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Wed Dec 16, 2015 7:42 pm
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BM Changelist:

I'll skip the moves that I saw in Beta to be changed since who knows what will happen with them.

Overall:
-Added invincibility in the moves that should have them (Get-up attack and such)
- 100% ledge attack now has a hitbox at the end of it (So it's not entirely useless)

Neutral Special (Stop) :
-Stop's duration lasts half of the time on shield, or the time enough to make the uncharged version confirms on it untrue.
-Fix the hitbox of the move so the charge affects the entirety of the hitbox instead of the first half.

Up Special (Warp) :
-Moves with no KB making the warp dissapear bug removed.

Down Special (Meteor) :
-All the weird interactions removed. This one is not as important but the move needs some polish.

Up Smash (Fire) :
-KB Increased
Charged Version (Firaga) :
-Increased damage.
-Increased KB so it's not worse than non-fully charged USmash.

Forward Smash (Thunder) :
-KB Increased
-Duration decreased so it doesn't last forever on the ledge (Although this is mostly due to crappy ledges)

Down Smash (Blizzard) :
-KB of the move decreased (So you can actually combo with it)
-Duration of the blizzard (hitbox) increased.
-Duration of the freeze itself increased.
Charged Version (Blizzara) :
-Weird KB changed to a normal one (So you can actually do something after it).
-Now reflectable (I would love to say no to this one but I suppose that would be unfair).

Forward Tilt (Staff) :
-Hitbox duration decreased.

Most of what I want to the character to become more legit and stuff, I left out UAir and SideB since those move got changed in Beta.

Any thoughts?

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Wed Dec 23, 2015 5:20 pm
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I think the problem with dsmash is just that freezing is screwed up, so I would consider that as more something that should be changed globally. I'd probably also buff the slide from fair.

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Wed Dec 23, 2015 7:33 pm
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TheCodeSamurai wrote:
I think the problem with dsmash is just that freezing is screwed up, so I would consider that as more something that should be changed globally. I'd probably also buff the slide from fair.


Yeah freezing mechanics are just odd, but the point of the move becoming actually usable (specially with a lingering hitbox) is still there.

About FAir... I think I like the aerial version as it is, but on the other side, having a better wavedash with it would definitely help for BM's mobility echoes, so I would overall enjoy it.

Eh, I would leave at just giving it better wavedash mechanics since the move in the air is already good enough..

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Wed Dec 23, 2015 10:27 pm
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