@WinnarSmash

Ryan

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Why do most smash tournaments use old big box tv's instead of fancy big thin plasma tv's?

Most, if not all flat screen tv's (LCD, plasma, etc) create input lag when you try to play gamecube and wii's on them. It's just a matter of frames, but in a game as precise and punishing as Melee it can make a huge difference. I don't know what exactly causes the input lag, but I've heard it has to do with the post processing modern tv's have to do to scale your 480i native resolution console to display properly on an hd tv. Crt's (the box tv's) are built for that 480i resolution, so there is no input lag.

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The problem is that smash 4 looks amazing but i don't have money for an wii u xc

xFioramaster10010’s Profile PhotoxFioramaster18
Yeah I am right there with you... Luckily a friend/neighbor has a wii u, so I'm thinking we're about to become really really good friends haha. POSSIBLY THE BEST

I'm thinking about becoming a smasher. Should i buy a gamecube and melee from my friend or save money for sm4sh?

xFioramaster10010’s Profile PhotoxFioramaster18
That is a really tough question. If you're tight on money and can get the gcn + Melee cheap then I'd say go for that. You really can't go wrong with Melee, it's definitely stood the test of time. I honestly think Smash 4 will be a blast though and I would be surprised if Melee isn't released on VC sooner or later. Talk it over with your friend, but I think the real question is how much money are you looking to spend.

Hey Winnarly, what do you think of Cactuar's alternative melee ruleset he posted a couple of years ago (2 stocks, 3 minutes)? http://smashboards.com/threads/requesting-feedback-a-potential-alternate-rule-set.317222/

I remember trying this out with some friends and the big problem we had was that almost all matches turned into fox vs fox, since no one wanted to play on any of the crazy counterpick stages as not-fox. It also felt more random and like it had a lot more down time because we barely got to play before moving onto the next game.
Overall it was a neat idea and we had fun exploring it, but ultimately Melee has survived for so long using the 4 stock, neutral stages only ruleset so why change that?

Im working on it! And also i heard the 20xx hack pack guys are working on it too.

Nice! Any chance I can get a sneak peak? Or maybe help out?

Dude, Mushroom Kingdon 2 -_-

Oh, ok. I could talk for a long time about this stage, it's one of the most creative stages in Melee imo. Really small but very functional in a way most stages (even neutral stages) are not. Even without the walk off problem the stage is a bit too goofy for it to work competitively, but maybe with a few tweaks it could work? Get rid of the falling logs, possibly make the pits wider or even change them so the walls aren't completely vertical, maybe some other stuff. Now I want to mess around with making this a pm stage...

If you could make anyone in the world fall in love, which two people would you put together?

Hungrybox and Mango, obviously.

why is pokemon stadium still considered a competitive pick?

It's better than a lot of stages in terms of playability and neutrality. For doubles it has the added benefit of allowing 5 neutrals (important for stage striking). For singles the complaints about the stage transformations can mostly be ignored by just waiting until the transformations pass. Personally I don't mind the stage. It's good for Marth and Falcon in certain match ups and there aren't a lot of horizontal stages in competitive play.
Could probably be summarized by saying there hasn't been a compelling enough argument to ban it.

So is Sheik's D-throw still the best option on Marth even if they DI away? or would a B-throw or something lead to more?

In Melee on NTSC (American and Japanese versions), yes sheik's dthrow is almost always the best throw vs Marth. Back throw off the stage is an ok option, but otherwise sheik gets a fairly guaranteed follow up on Marth at almost all percents. He can escape by mixing up a tech chase on a platform, but even that is fairly easy for sheik to cover.

Does Sheik have a chaingrab on Marth? I've heard she does but I can't find anything to support that claim.

At low percents yes, and unless Marth DI's away then at mid percents as well. Even if he DI's away after 30'ish she can still get either the ftilt, dash attack, or fair (or a combination of the three). A bit rusty on the actual numbers, but that should be about right.

For stage striking, I understand RPS and 1-2-1, but if there are 6 legal stages then won't there be 2 left over?

Only 5 stages are considered neutral for singles, Pokemon stadium is a counter pick. It's only an available pick after the first game.

And what about edgeguarding vs Sheik as Marth? With this i mean, how do i punish her laggy recovery on to the stage as Marth effectively?

Unless you can catch her off stage with a bair or something before she can up b you will most likely only be able to force her to recover onto the stage. By this I mean you refresh your invincibility so that she can't hit you off the ledge with her up b and she can't go to the ledge because you're holding it. After that if you're below 100% you can stand up, grab sheik, and do it again. Sheik's recovery is very difficult to edgeguard as Marth. Watch pewpewu, tai, full metal, ib, or any other Marth main to see how they approach that edgeguard. Actually you should watch a few to see how they all handle that situation.

Lol jk how good do you think Marth is at edguarding, also what can i do to cover shorten side b's?

Marth is one of the best edgeguarders in the game (assuming you mean Melee). His huge, disjointed hitboxes can cover many options at once, and many of them have fast enough recovery that he can throw out another even if he misses the first. He is able to systematically cover almost every option of every character's recovery in nearly unmissable ways. Just watch M2K's Marth play any time in the last 7 years or so and you'll see what I mean.
As for covering shortened side b's, it depends on how high in the air they go for the side b. I like to stand sort of close to the edge to cover all side b heights with either a jab, fair, or down tilt so this isn't even a problem. If they recover high above you then react with an fsmash, fair, ftilt, grab, pretty much anything. If they try to sweetspot below, dtilt. If they go lower than that and have no jump then follow them down and fair or side b or up b reverse. If they have a jump and go lower things get a little tricky, but dtilt is a good and safe option. Even if they grab the ledge they're going to have troubles getting back to the stage.

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