Kid Icarus Uprising - 1V1 teaching matches with Claws user

Kid Icarus Uprising - 1V1 teaching matches with Claws user

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Published on ● Video Link: https://www.youtube.com/watch?v=MYpb870gF5Q



Duration: 28:40
29 views
1


Highlight match: 25:04

V100 weapons used, of course.

I opted to provide some matches to a newbie named Corny because I requested her aid a few days ago in digging up defense values and I'm still going to want to go to somebody else to manage THAT aspect with the Jump Powers, which will be so much more timing based in handling as much. I opted to go with the usual, because I have little confidence in handling a range setup right now, and besides, I could keep Black Hole at the very least off the table while I'm not aware of what I have to work with.

Corny does show promise with individual move fundamentals, although inevitably she would need work with general formation, I want to say. I opted to not use Counter in the 3rd match onward when I recognized that Corny was forgetting to use Powers at all, although I decided for the 5th match that if I used Counter, I would not take that as a full win, hence the attempted suicide on the Tombstone, one that failed because it just so happens that Counter provides a defense boost, minor as it is. Oh, and I grant the 3rd match to Corny because I think the tiebreaker should be first KO, not health lead and especially not the game's handling of scoring when a system like the 3DS should be having negative numbers available in case the number somebody is thinking of is -8 under the logic that nobody would guess a negative number. First KO would only have its disruptive going to time ability after scoring a KO instead of landing a hit at all, although it does have its drawback of lasting the entire game. A good decision system would be needed, that's for sure.

I had to walk Corny through a few aspects. I did of course point out about the lack of Power usage due to how important they become in more active multiplayer. There was also a point I made about KIU being strict toward running when I caught her in the winded state a second time, not to mention that running interferes with reacting with things like Parry Dodges. I ultimately told her to make use of the Spin Shot technique as a dodge maneuver and, well, the 5th match happened, where she was showing enough signs of getting it going, and it does show when yes, I do get forced to use Counter. While honestly Counter is still the clear start of my Power setup for Skyscraper, it IS virtually the most consistent factor via both the involved duration level and the global usefulness.

This experience has provided me its share of insight. For one, Corny remarked about how she was close to physical pain every time I landed a hit. I imagine that happens from me hitting infrequently enough to make the moments stand out more, which at least is game feel at work. I wouldn't doubt that's the case even when I myself get reminded of primarily why I would carry around Armor Powers, just to have earplugs against unconditional flinching noise. Also, when rewatching the 5th match to make sure I was correctly seeing the signs of Corny getting the Spin Shot tech going, it does ultimately bring up that the Spin Shot tech's benefits are absolutely subtle for the effort required to handle it. It does bolster the projectile options with the mix-and-match aspect, but the only outright option added for kiting shenanigans is certain weapons like Ball Cannon actually managing attack range within directly backwards movement, but that only lets those weapons have an option already available to things like First Blade which do have that naturally, and when kiting's obnoxiousness stems from anything it involves blending in together, that does only so much to be able to add irritation. Also of note is how the Spin Shot can have difficulty handling the focus of an involved Dash Rapid to make sure that the bullets wouldn't miss as easily from coming out in the re-aiming. Considering that, as a result of this stuff, the biggest option addition of Spin Shot involvement is ultimately Back Shots getting to be fired with movement in any direction to the benefit of the ones going for more sophisticated behavior, I think we can safely say that the Spin Shot is ultimately working emergent gameplay, instead of the potential concern of inducing unwelcome bias.

Well, hey, we're pioneers in this. And as was said recently, the true pioneers have the most difficulty with their accomplishments, though they would still be the first to manage as much.




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At this time, Master Knight DH has 33,935 views for Kid Icarus: Uprising spread across 446 videos. Roughly 14 days worth of Kid Icarus: Uprising videos were uploaded to his channel, roughly 33.84% of the content that Master Knight DH has uploaded to YouTube.