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  1. #81
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  2. #82
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    Whose that Pokemon?!

    The most popular guesses are Swampert & Heracross.

  3. #83
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    Braixen, Mewtwo, and Garchomp added
    Spoiler: show

  4. #84
    Ridill
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    HAHAHAHA CHANDELURE!

    Say what? Unown and Probopass are obviously next in line now.

  5. #85
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  6. #86
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  7. #87
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  8. #88
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    Compatible with all available Amiibo
    http://www.nintendo.com/amiibo/games...urnament-wii-u

  9. #89
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    English Version Gameplay


  10. #90
    I trusted Zet and this is what happened
    Eleven owes me $40 bucks

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  11. #91
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  12. #92
    EL - Airship Pirate
    Airship Captain of the House of Weave

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    My body is ready!

  13. #93
    I trusted Zet and this is what happened
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  14. #94
    I trusted Zet and this is what happened
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  15. #95
    RNGesus
    Sweaty Dick Punching Enthusiast

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    Just came in the mail. Pretty fun so far. Lotta gimmicks to take in during the fights.

  16. #96
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    Played this game a bunch today. Lots of fun in casual play, but I have no idea how anyone is ever supposed to be consistently good at it.

    Most things aren't punishable on block and you have no advantage on knockdowns, so feels like 100% of the buttons you press are RPS guesses. Only characters that seem to be able to pull any kind of reliable offense (as in you're not guessing literally every button you press) are the zoning types

  17. #97
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    Quote Originally Posted by Kaelan? View Post
    you have no advantage on knockdowns, so feels like 100% of the buttons you press are RPS guesses.
    You get like a decade to set up whatever you want on knockdowns? As far as I can tell block attacks are the only wakeup option that are active first frame; grabs have startup and attacking through a meaty grab with anything but airborne moves seems to just tech the throw without attacking. Unless I'm missing something, meaty charged block attack seems to have no actual counters other than invincible moves/assists, and most seem decent enough on block.

    The game still feels a bit too heavy on the RPS and burst mode having light armor is super stupid, but knockdowns are real strong. You just gotta go with your safest option until either you win because they're mashing or they respect you enough to block on wakeup.

  18. #98
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    Quote Originally Posted by Thulius View Post
    You get like a decade to set up whatever you want on knockdowns?
    I'm not talking about time, I'm talking about the situation. Even if the grab is meaty, mashing attack still techs it even if the attack has no time to come out. You don't hit, but you still avoid the grab and force another neutral RPS situation. Wakeup counter straight-up beats meaty regular buttons, as if you didn't have a knockdown at all.

    I hadn't tried full-charge meaty counter yet, at least that does seem to work. Maybe no advantage is overstating it, but it's still odd to me that meaty charge counter works, but meaty normals/throws don't really.

  19. #99
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    Having 2/3 options return you to neutral instead of getting punished if you guess wrong is a pretty solid advantage, I think. Normals are risky but typically get the most damage on hit and the strongest pressure on block so it makes sense to me.

  20. #100
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    http://www.dualshockers.com/2016/03/...en-tournament/

    Shadow MewTwo has an infinite loop block-stun.