InfinityCollision

u/InfinityCollision


r/SSBPM•

With all the focus on the Smashbox and how it works in Melee, I feel that other Smash games have largely been overlooked. This thread is intended to clarify the Smashbox's operation, highlight some aspects of its use that are unique to PM, and serve as a place where players can get answers (insofar as I'm able to provide them) about various aspects of the Box and its use in PM.

Background: I provided technical input on various Smash games, PM included, to the Hitbox team during the Box's development process. I designed several input profiles for them, including a configuration optimized for PM. It's possible that final builds will deviate slightly from these profiles, but the information he

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r/excel•

Looking for a way to achieve the following without macros, if possible:

I have user entered values 1,2,3..., lists a,b,c..., and cells with data validation that should allow combinations of these lists based on the user entered value. Ex: for value 1 I'd get lists a+d+e, for 2 b+d+f, for 3 c+e, etc. How would I set up the data validation to accomplish this?

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r/SSBPM•

This topic came up a couple times recently in the Mewtwo discord, so I figured this would be a good opportunity to consolidate all my info on the matter in a more public and lasting format.

One of Melee Mewtwo's most infamous weaknesses is his highly vulnerable tail. Its prominent hurtboxes constantly get in the way. Turning around will actually extend Mewtwo's hurtboxes in the direction he was originally facing, so players have to take great care to ensure they're facing their opponent whenever reasonably possible. It's not uncommon to see Mewtwo players dashdance through a mixture of dashing forward, wavedashing forward/back, moonwalking, and stickywalking.

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r/SSBPM•

(Note: I say Mewtwo, but these techniques are universal. The value of each option is somewhat different for Mewtwo than for most characters, hence the character-specific breakdown contained herein.)

I've talked in forums/Discord a few times about how I rarely use RAR on Mewtwo, so I'm going to break down why this is and what options Mewtwo players can utilize in situations where they might consider using RAR.

Mewtwo has the longest dash in the game at 19 frames. Given that his dash and run speed is subpar (1.4 units/frame), this is more harmful than helpful. It limits his ability to utilize run canceled normals such as his strong tilts, and it makes using a RAR a relatively lengthy commitm

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r/excel•

Trying to set up a number of dropdown lists with the parameters in the title. Minimum value for the list is obtained from one table, the maximum value is equal to the minimum + a value from another table.

Sample formulae for the min and max values:

=VLOOKUP($B11, INDIRECT($A11), MATCH(E$2, StatHeader, 0), 0)

=VLOOKUP($B11, INDIRECT($A11), MATCH(E$2, StatHeader, 0), 0)+if(not(iserror(match($B11,AugmentList,0))),VLOOKUP($B11,Augments,MATCH(E$2,AugmentHeader,0),0),0)

I'm not sure if this is default behavior, but if possible the list should also default to the minimum value prior to user selection and after any changes that would alter the range used.

Any and all help is greatly app

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Debating picking XCX up, haven't really looked into the game aside from some pre-release gameplay footage and listening to the OST once. In particular, I'm curious about some aspects I felt Xenoblade didn't execute as well as I might like and how XCX compares:

  • Battle mechanics: shallow, poor pacing, too many broken/heavily abuseable mechanics, stupidly steep scaling of level difference bonuses/penalties

  • Lack of character development and some questionable story writing with regards to certain characters' personalities/motives

  • Boring/repetitive sidequests

  • Inability to "do everything" without either massively overleveling or saving sidequest content until you're way past that part o

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r/SSBPM•

Info dump time again!

This is eventually going to become part of a more comprehensive resource on ledge options across the cast, but this specific post is focused on documenting "perfect" (horizontal) wavelands from the ledge. About half the cast can do them, and for a few characters they're a solid alternative to normal (angled) ledgedashes. Mewtwo for instance has a four frame window for horizontal ledgedash inputs, and due to some ECB quirks his actionable invulnerability is unusually consistent across that entire window. Given that he doesn't really lose anything compared to his normal ledgedash (both have the same maximum actionable intangibility), this is arguably a better option.

In

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r/RivalsOfAether•

Kragg can camp out Maypul and Forsburn by using his upb at the edge of a blast zone (preferably near one of the top corners). Neither character has any means of breaking the rock wall from onstage, so if Kragg has a stock lead he can force them to go offstage. This creates one of two potential situations:

  • The opponent attempts to challenge him directly, which is potentially a favorable gamble for him if he's at high percent.

  • They go for the wall and he can try to recover onstage before they can reestablish stage presence and reverse what should have been an unfavorable situation.

It's a low to moderate risk, high reward strategy in a situation where any character should be at a disadv

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r/SSBPM•

AKA what I did while listening to tonight's Salt Mines podcast. Wall'o'text warning.

So I've noted in the past that Mewtwo's wavelands are generally kind of bad relative to the quality of his wavedash. Tonight I set out to see just how bad they are relative to the rest of the cast.

I collected minimum airdodge duration data for every character in the game in four common situations: short hops, full hops, full hops onto a Battlefield side platform, and descending from the same platform. Fastfall scenarios were not tested due to potential variance by timing; Mewtwo for example spends 1-3 frames in airdodge when wavelanding after a fastfall off a platform depending on when you input the fastf

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