User:Omega Tyrant

=Introduction= 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 knowledgeble 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 weight, 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 (in SSBB). My other gaming passion are the Pokemon 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 avatar, I have my favorite pokemon, Tyranitar (personally, I think he would be a awesome character for Super Smash Bros. but I highly doubt he will ever be one).

Feats
I have spent countless hours on SSBM and SSBB 1P modes and have accomplish many feats.
 * In Melee, I beaten Classic and Crazy Hand on Normal with every character without continuing.
 * In Melee, I beaten Adventure and Giga Bowser on Normal with every character w/o continuing.
 * In Melee, I beaten Classic on Very Hard and Crazy Hand with Ganondorf w/o continuing.
 * In Melee, I beaten 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 beaten 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 beaten Event 50 in 30 seconds and beaten 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 beaten Classic on Hard and Crazy Hand with every character w/o continuing.
 * In Brawl, I beaten Classic on Intense and Crazy Hand with Fox w/o continuing (I did this despite Fox being a secondary character).
 * In Brawl, I beaten Classic on Intense w/o continuing with 13 characters (Bowser, Kirby, Meta Knight, King Dedede, Fox, Falco, Wolf, Pikachu, Lucario, Marth, Ike, Mr.G&W, and Snake).
 * In Brawl, I beaten All Star on Intense w/o continuing with King Dedede.
 * 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 beaten Tabuu on Intense w/o taking damage and w/o using stickers with Diddy Kong, Lucario, and Marth. I also beaten the Duon on Intense w/o taking damage and w/o using stickers with Fox, Wolf, and Lucario.
 * In Brawl, I beaten Boss Battles on Intense with every character. I also beaten it on Intense w/o using any heart containers (so far I accomplished this with Marth and Fox).
 * In Cruel Brawl, I gotten at least 1 KO with every character and gotten 41 KOs with Pit and Meta Knight.
 * In Brawl, I have collected every CD, trophy, and sticker.

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, from 3rd to 8th, were Falco, Jigglypuff, Marth, Bowser, Kirby, and Roy. 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 dued to the loss of L-cancelling. I was also shocked by how horribly nerfed C.Falcon was. I believed he was the high tiered 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 and some of my old secondaries would become primaries. Just like in Melee, I tested every character in Brawl to figure out my own tier 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. After testing, my secondaries include, from 12th to 7th, Mr.G&W, Ike, Bowser, Pikachu, Wolf, and Meta Knight. My primaries include, from 6th to 1st, Kirby, Lucario, Marth, Falco, Snake, and my best and new favorite character, King Dedede. While my list is fairly accurate, there are some inconsistencies such as even though MK finished 7th, I do better against other human players with my other secondaries (especially Wolf) then I do with MK. I also need to retest some of the characters again such as Yoshi, who finished last but with recent matches with him, he is clearly not my worst (either Link or Samus are my worst). Another character I been playing recently is Fox, as I finally figured out a way to rack damage efficiently with him by doing what I call, the "u-tilt dair lock". Fox is now a tertiary character and may even be a secondary character (he is someone I need to retest). I also use Ganondorf still (he went from 1st to 16th), mainly because he is still a awesome edgeguarder. One of the biggest thrills in Brawl is meteor smashing someone with his dair. I also still use C.Falcon, mainly as a joke character (he is one of my few characters that my brother can consistently beat). I hope to one day enter a SSBB tournament to see how well I stack up with other tournament players. I know I can always find and enter a online tournament, but wi-fi lag leaves me weary to do so.

Discoveries, Charts, and added Articles
These are discoveries and charts that I have made and have implemented into Smash 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'a 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.
 * The full functioning of Priority in Brawl - I know I am not the first one to discover this, but I noticed that the page about priority nevered fully described this. In priority testing in Brawl, I noticed that attacks within 8% of each other "cling" while when the attacks were not, the higher damaging attack cancelled the weaker attack. I also discovered how some attacks are incapable of "clinging", by trying to "cling" two Meta-Knights' down smash. This was something I thought was very important that wasn't in the article until I added it in. 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. I nevered lost a match with C.Falcon because of his supposed "low" priority.
 * 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 recently made into a article. I tested and recorded the killing percentages of every forward smash in SSBB. I am surprised by how much talk and discussion this has brought up which you can see on the talk page for the chart.
 * 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 explained vertical momentum canceling in more detail. This is much simpler then my Forward Smash Chart and I don't expect it to create the strife that my Forward Smash Chart had created.
 * 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 then my vertical momentum canceling chart but then again, horizontal momentum canceling is a more complicated affair. I don't expect novices and the unintelligent to be able to comprehend it. Since I added these two charts, the momentum canceling page is more then four times its original size.

Future Articles to Add
These are some things I plan to create a article of or intergrate into a existing article
 * Up Smash Chart - Same as above, but involving up smashes instead.
 * "Tera" Green Shell - Involves two solid walls, a Gardevoir, and alot of a green shells.