Orbitars provide signs of being more troublesome than welcome. Each time they fire a charged shot, there's two attacks to worry about. If only one of the attacks is cancelled, the other is still around to hit the opponent for damage. This is particularly troublesome with Eyetrack Orbitars, which abuses looping and has its idol description claim it lacks attack power (*HA!*); and Centurion Orbitars, which has stupid high attack power for its arrow shots.
In the table below, for Rapid Fire, the number of hits required to deal at least 15 Base Damage, the amount needed to destroy a standard charged Orbitars shot's portion with lesser Shot Cancel, is listed, and the divisor is the number of shots fired from the attack. The resulting quotient ca…Read more >
I wanted to make Grid Reading into its own page. But I do not know this Wikia's policy on such things, so don't be surprised if that red link stays as such, or it becomes unlinked in a future post. But whatever the case, I can at least make a blog post about this. Heck, it certainly does let me make less objective comment without worry about breaking any rules.
Regardless of what's going on with policy, this post is supposed to be about Grid Reading, and I can say with a straight face that it brings depth to the metagame. I will, by the way, assume the recommended banlist in my last post.
We have to define what Grid Reading even is before we can get started. What it is is deducing what the opponent has on their power grid by checking out wha…
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I talked about how Black Hole creates a good metagame, although I'm not sure I covered the details properly. I'd be up for leaving the details I miss to the comments, because hopefully that would happen.
However, in order for Black Hole to be useful, the user has to have a great deal of natural attack AND defense power on their side. The latter is ESPECIALLY important for two reasons: so that you don't get killed waiting for the opponent to become vulnerable to BH; and you don't get killed when you actually use BH. Super Armor consequently becomes important for that, and that brings up today's topic: why armor being useful is good for the metagame in and of itself.
I'm starting off again with a subject that needs to set the whole thing up. T…
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Kid Icarus Uprising manages an innovative idea in the form of the power system. What makes it cool from day one is that it proves to be a happy medium for knockback immunity. I could go into detail, but I'll just point out the big cool part about it: nobody is forced to have KB immunity, and anybody who chooses to not have it is effectively rewarded with more tools. As long as I don't end up flinching every time I get hit, I feel a lot better than I do about Super Smash Bros. and its unconditional flinching problems.
However, I actually got worried that the extra tools would end up being excessive, and my worries about that seemed justified for a time. Fortunately, the power system managed to address the very problems it brings up. Super Sp…Read more >