- Green Koopa Troopas walk off cliffs. Red Koopa Troopas are the ones that turn around! -Bowser in Bowser's Minions
File:Come On!.JPG | Warning! This user is a sysop and therefore has control of t3h ph1re! |
Omega Tyrant | |
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Character info | |
Brawl mains | Snake, King Dedede |
Other Brawl characters | Wolf, Lucario |
Personal and other info | |
Real name | Michael Oliver |
Birth date | |
Location | New York |
Miscellaneous info | |
Skill | Highly Competent |
I am a dedicated smasher from Schenectady, New York who has been playing Super Smash Bros. since I received Melee as a Christmas present about six years ago. It took a couple of years before I really got into it. But once I did, Melee was the game I played the most on the GCN, by far (more then 50% of my playtime on the GCN was on Melee). I was just one of the millions who anticipated Brawl's release. I preorder it and bought it the day it came out, despite not owning a Wii yet. I would have to wait 2 months before I could obtain a Wii and play Brawl. Like many others who played Melee dedicatedly, I noticed the physics differences immediately. Initially, I didn't like the physics changes and the loss of L-cancelling, but I would adapt to Brawl very quickly. Now, I prefer Brawl over Melee. I am very knowledgeable on both games as I have tested various aspects of the game such as how early every character's f-smash kills, every character's endurance, and even how well every character can momentum cancel. I discovered various things not mentioned on this wiki such as Fox's dair in Melee was actually a spike and not a meteor smash, albiet a very weak one and how exactly priority works. My other gaming passion is the Pokémon series which are the only other games I had played as much as Super Smash Bros. I have spent over 2000 hours combined on my SSBB and Diamond files. For my smasherbeta image, I have a picture my favorite pokémon, Tyranitar, that was drawn for me by a close friend. For my avatar, I have my favorite eeveelution, Espeon, who is my fifth favorite pokémon.
About Me
Learn more about me from my Userboxes.
Feats
I have spent countless hours on SSBM and SSBB 1P modes and have accomplish many feats.
- In Melee, I cleared Classic and Crazy Hand on Normal with every character without continuing.
- In Melee, I cleared Adventure and Giga Bowser on Normal with every character w/o continuing.
- In Melee, I cleared Classic on Very Hard and Crazy Hand with Ganondorf w/o continuing.
- In Melee, I cleared Adventure on Very Hard with Ganondorf w/o continuing (I didn't beat fast enough to fight Giga Bowser, however).
- In Melee, I made it to the G&Ws in All Star on Very Hard with Ganondorf w/o continuing (they ended up killing me but I still managed to clear it).
- In Melee, I survived 15 Minute-Melee with every character.
- In Melee, I cleared Event 51 with every character and beaten it w/o stock loss with 17 characters (Dr.Mario, Bowser, Peach, Yoshi, C.Falcon, Ganondorf, Falco, Fox, Ness, Kirby, Samus, Link, Pikachu, Jigglypuff, Mewtwo, Marth, and Roy).
- In Melee using Ganondorf, I cleared Event 50 in 30 seconds and cleared Event 51 in 1m 04 sec.
- In Melee, I collected every trophy except Olimar's (I never owned or knew someone who owned Pikmin).
- In Brawl, I cleared Classic on Hard and Crazy Hand with every character w/o continuing.
- In Brawl, I cleared Classic on Intense and Crazy Hand with Fox w/o continuing (I did this despite Fox being a secondary character).
- In Brawl, I cleared Classic on Intense w/o continuing with 14 characters (Bowser, Ganondorf, Kirby, Meta Knight, King Dedede, Fox, Falco, Wolf, Pikachu, Lucario, Marth, Ike, Mr.G&W, and Snake).
- In Brawl, I cleared All Star on Hard with every character w/o continuing.
- In Brawl, I cleared All Star on Intense w/o continuing with King Dedede and Snake.
- In Brawl, I cleared the Subspace Emissary with 100% on Intense, both from starting from the beginning and from replaying all the levels on Intense (the main difference is that you can pick any character you unlock on the replay-throughs but there is no way to restore any lost lives)
- In Brawl, I defeated Tabuu on Intense w/o taking damage and w/o using stickers with Diddy Kong, Lucario, and Marth. I also defeated the Duon on Intense w/o taking damage and w/o using stickers with Fox, Wolf, and Lucario.
- In Brawl, I cleared Boss Battles on Intense with every character. I also cleared it on Intense w/o using any heart containers. I have accomplished this with Marth, Fox, Wolf, Lucario, and Captain Falcon.
- In Cruel Brawl, I obtained at least 1 KO with every character and obtained 41 KOs with Pit and Meta Knight.
- In Brawl, I have collected every CD, trophy, and sticker. Note that I do not considered this to be that impressive and I'm simply listing it because other users have (the same applies for collecting the Melee trophies).
Character Information
In Melee, I tested every character to see who was my best. Needless to say, my favorite character, Ganondorf, was by far my best character. My second best and other primary character was Captain Falcon. My secondary characters of note were Falco, Marth, and Bowser (who was my bottom tier character). I was a masterful edgeguarder with Ganondorf, as my cousin noted once that each time he went off the edge, he didn't make it back.
Before Brawl's release, I worried that Ganondorf would be changed into a sword character and no longer be the aerial beast he was in Melee. To my relief, I found out that he maintained the same fighting style in Brawl. But I would eventually discovered that he was nerfed, especially in the speed department and I could no longer play him like I did in Melee, mainly due to the loss of L-cancelling. I was also shocked by how horribly nerfed C.Falcon was. I thought he was the high tier character who was the most unlikely to be nerfed. How can a speed/power character be so terrible? Needless to say, I got over this shock and new characters would rise. Just like in Melee, I tested every character in Brawl to figure out my competency list. This test was longer, more controlled, and more accurate then my Melee test. In Melee, I finished testing every character in a few days. In Brawl, it took months to complete. Unlike in Melee, I fought the same opponents with everyone while on three of the neutral stages and two created neutral stages. However, this testing is outdated now, as I have finally fought human players and have a gotten a feel for who I'm actually good with and who I'm not so good with. I have decided my viable characters in a tournament are King Dedede/Snake, Wolf, and Lucario/Kirby (who I would use depends on my opponent and the matchup). Despite his nerf, I use Ganondorf still (he went from 1st to 16th according to the testing though he has improved significantly since), mainly because I know him extremely well and still enjoy playing as him. He is my bottom tier character in Brawl, similar to how Bowser was in Melee. However, I would not use him in any important matches. While I have yet to enter a tournament, I do have professional aspirations (I just need a way to be able to travel).
Competency Chart
This is a chart showing my competency with every character in Brawl. I tested every character in Brawl to see who was truly my best. The number below the character is their final score after fighting the 18 characters I tested against, with the highest possible score being 16.000. Characters below my secondary tier have their average 15 score (their 3 worst scores being omitted) shown as this was the number used to rank them initially. The exception of Meta Knight, who was formerly secondary. Characters in the primary and secondary tiers have their 18 score shown as this was the number used to rank them initially. The exception to this is Ganondorf and Fox, who have their 15 score shown due to them formerly being tertiary. One more important thing to note about these test numbers is that the testing took place over a year ago, so inevitably my abilities with the characters have changed. As such, these test numbers are outdated and are no longer precisely accurate depictions of my abilities with a character. They are kept up however as I may retest characters again in the future. When deciding a character's position, I still use their test results as a basis for deciding my competency with them, but I factor in their results against human players as well as feedback I have received from people I have brawled. On a final note, despite the large gap between King Dedede and Snake in their test numbers, I'm convinced now that Snake is my best.
Major Contributions
These are my discoveries, charts, and other major contributions I contributed to this Wiki.
Super Death Jump
A super jump that I've discovered accidentaly when playing Stamina Mode at 1% while everyone had a flower on. I would've put a link to the video of the glitch on its page, but unfortunately, I don't own a video recording device and you can't directly upload replay files.
Elevator Slope glitch
I not sure if I am the first to discovered this, but I noticed that none of the glitch articles refer to this glitch in any way, so I created a article for it. I accidentaly discovered this glitch in one of my custom stages. I don't like it as much as the super death jump, but it is still a decent glitch. Depending on the circumstances, this glitch may force you to reset a match. It probaly could have a better name, but I couldn't think of one so I named after the two objects required for the glitch. It should be noted that Penguin of Death added the glitch part to the name (which I should've done when creating the article).
Fox's dair is a spike
It has always found it perplexing that this was consider a meteor smash in Melee on Smash Wiki but I never saw full proof that it was. In some testing with it, I noticed that KOing someone with Fox's dair doesn't get you the meteor smash bonus. Then one day while playing 15-minute melee with Fox, I hit a wire-frame that was airborne with this and it sent them at at a diagonal angle and not straight down. This was the same trajectory of other spikes. On another note, I also nevered seen someone meteor-cancel this. Just to be sure, I hit a recovering lv.9 Jigglypuff with Fox's dair and it did not meteor-cancel. In my experience, a lv.9 Jigglypuff has meteor cancel every meteor smash it was hit with, even Ganondorf's dair while above 100%.
"Tera" Hothead
I discovered that the hothead can take 30% maximum before reaching its max power. But then I discovered that if hit by an fire/electric based attack that deals over 30%, it can exceed this maximum. In order for this to happen, the hothead must be completely uncharged or it'll just reach the 30% threshold. Then I thought of hitting it a hothead with multiple soccer balls simultaneously, since the soccer ball is the strongest possible fire-based attack (excluding the "Tera" hothead) and they collide into each other, amplifying knockback. So when everything was aligned, I smashed the soccer balls with the home-run bat and saw what a monster the hothead can be. In the article, I instruct to use Marth's Critical Hit as it created the strongest hothead I seen but the hothead produced by the home-run is only very slightly weaker (does 2% less, but still destroys everything). I call it the "Tera" hothead because "tera" stands for a trillion, similar to how "giga" stands for a billion and "mega" stands for a million. I think calling it the "Tera" hothead is a better and more unique name then the "giga" hothead or "uber" hothead.
Vertical Momentum Canceling Chart
A vertical momentum canceling chart I compiled a while back, testing the vertical momentum canceling abilities of every character. I was going to create a article for this, but I noticed how the momentum canceling page was rather small despite being one of the most important aspects of Brawl. So I decided to add it to the page and explain vertical momentum canceling in more detail. These percentages were found in Training mode by hitting each character from the center of Final Destination with Olimar's dair (blue pikmin). This attack was chosen since it has pure vertical knockback, KOs Mario around 150%, and has moderate knockback scaling. I did not factored in DI for this chart since the characters' rank on the chart would not have changed if I had done so.
Horizontal Momentum Canceling Chart
A horizontal momentum canceling chart I compiled a while back, testing the horizontal momentum canceling abilities of every character. I added it to the momentum canceling page to compliment my vertical momentum canceling chart. It is much more complicated than my vertical momentum canceling chart but then again, horizontal momentum canceling is a more complicated affair. These percentages were found in Training Mode by hitting each character from the center of Final Destination with Wolf's forward smash (only the second hitbox). This attack was chosen because it KOs Mario around 150%, produces horizontal knockback, and has moderate knockback scaling. DI was factored in this chart since character rank does change once you add in the DI factor. Since I added these two charts, the momentum canceling page is more than four times its size before the charts were added. Credit should also be given to Mako Shark for helping me with the Momentum Canceling page by doing an grammar revision of my work and making the page look and read better.
Priority
As Mako Shark pointed out to me, the priority page was underdeveloped and lack important information. One important aspect not described in the article was "transcending priority". So I went and did some priority testing. In my testing, I discovered all the attacks with hitboxes that have transcending priority by choosing two of the same characters along with a Pikachu (for a projectile that would allow me to find aerial attacks with transcending priority). I also discovered that it is impossible for the hitboxes of standard aerial attacks to collide with the hitboxes of standard ground and other standard aerial attacks. I revised the entire page, added the necessary information, and provided 12 images showcasing different priority scenarios. I've added all of the attacks containing hitboxes with transcendent priority in both Melee and Brawl. I also discovered attacks in Brawl that contain hitboxes that can collide with aerial hitboxes. Just like on the Momentum Canceling page, Mako Shark helped me on this page as well utilizing her grammar genius. She also added some testing of her own, most notably by discovering that Zero Suit Samus's u-smash contained a hitbox that can collide with aerial hitbox and that hitbox behaves like a aerial hitbox as well. On a personal note, I believe priority is heavily overated as it has never affected any of my matches in a major way and I've never seen it affect the outcome of an competitive match.
The 9 stages of Eruption
Another thing I know I wasn't the first to figure out, but I never seen the description of the stages on the article about eruption until I've added it. Another thing I discovered that wasn't mentioned in the article was the mentioning of the "stage 8" eruption (releasing the frame right before becoming fully-charged) which was also never credited with being a OHKO, which it is (I made the edits to correct the errors).
Forward Smash Chart
A chart I created a while back that I made into an article. I tested and recorded the killing percentages of every forward smash in SSBB. These percentages were found in Training Mode by hitting a Bowser set on stop from the center of Final Destination. The Bowser was set on stop instead of control because in a real match, a player is at least going to hold the control stick towards the stage when launched off. It should be noted that in Versus Mode, these forward smashes can KO earlier then the percentages listed if they are at full power. While you may think I'm wrong for finding KO %s in Training Mode instead of Vs. Mode, attacks get a freshness bonus in Vs. Mode upon their first use, meaning that their power in Training Mode is their true unaltered power. I tested the base knockback and knockback scaling values of every forward smash as well. I found the base knockback by hitting Mario with the forward smash in Vs. Mode while at 0%, then resetting the match to see Mario's launch speed on the results screen. To find the knockback scaling values, I repeated the process above, but at 100%, 200%, and 300%. The knockback scaling value is the difference in knockback between these intervals divided by 100. This value shows how much the knockback increases with each percent.
Up Smash Chart
A chart I created a while back that I made into an article. I tested and recorded the killing percentages of every up smash in SSBB. These percentages were found in Training Mode by hitting a Bowser set on stop from the center of Final Destination. The Bowser was set on stop instead of control because in a real match, a player is at least going to hold the control stick towards the stage when launched off. Even though Bowser doesn't have the best vertical endurance (as almost every up smash produces vertical knockback), he was still chosen as Bowser's falling speed is around the middle, which will allow for a more accurate comparison to the forward smashes as well as to some sourspots which produce horizontal knockback instead. It should be noted that in Versus Mode, these up smashes can KO earlier then the percentages listed if they are at full power. While you may think I'm wrong for finding KO %s in Training Mode instead of Vs. Mode, attacks get a freshness bonus in Vs. Mode upon their first use, meaning that their power in Training Mode is their true unaltered power. I tested the base knockback and knockback scaling values of every up smash as well. I found the base knockback by hitting Mario with the up smash in Vs. Mode while at 0%, then resetting the match to see Mario's launch speed on the results screen. To find the knockback scaling values, I repeated the process above, but at 100%, 200%, and 300%. The knockback scaling value is the difference in knockback between these intervals divided by 100. This value shows how much the knockback increases with each percent.
Ganondorf (SSBM)
Being my favorite and best character in Melee, I am extremely knowledgeable about him and implemented my knowledge into his article. I revised his attributes section as well as the differences with Captain Falcon. I added information on all of his attacks. I also added four pieces of trivia at the end of the article.
Shield damage
I always found it odd that an article was never created for this effect that some hitboxes have. So I created the article for it and Toomai revised it by changing the name from "Shield Piercer" to "Shield Damage" as well as adding minor attacks with shield damage and their values.
List of SSBM trophies and List of SSBB trophies
After it was decided that these pages were too large, I came up with the idea of splitting them into each series (the same as they're listed as in the game). With Mako Shark and Shadowcrest supporting the idea with no opposition, I followed through with the plan and now the list of trophies are smaller and more navigable. I also helped in the purge of individual trophy articles (though Mako Shark did almost all the work).
Future Projects
These are some projects I am currently or planning to work on.
- Down Smash Chart - Same as above, but with down smashes.
- Meteor Smash Chart - A chart showing the power of every non-negligible meteor smash in Brawl.
- Revising every character article - One at a time, I'm going through and revising every character article from Melee and Brawl, to remove false information and outdated priority information as well as adding information where needed.
- Merging articles - There are many articles on this Wiki that need to be merged, so with sysop powers, I'm going to merge all of the articles that do not merit their own page, but contain information that is valuable.
- Deleting smasher articles with insufficient notability. This is a joint project with Mako Shark, who'll research the smashers in question for me.
- Helping Toomai with completing the photo collection of every attack's hitboxes. While I can't add the hitbox information, I'm going to supply Toomai with photos of the attacks, who'll add the hitbox information.
Elsewhere
These are other sites on the internet where I'm active.