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	<id>https://bioremediate.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DonBeier60</id>
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	<updated>2026-04-16T02:15:10Z</updated>
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		<id>https://bioremediate.net/index.php?title=Why_Nick_All-Star_Brawl_Succeeds_Where_PlayStation_s_Smash_Clone_Failed&amp;diff=683</id>
		<title>Why Nick All-Star Brawl Succeeds Where PlayStation s Smash Clone Failed</title>
		<link rel="alternate" type="text/html" href="https://bioremediate.net/index.php?title=Why_Nick_All-Star_Brawl_Succeeds_Where_PlayStation_s_Smash_Clone_Failed&amp;diff=683"/>
		<updated>2026-03-03T14:15:35Z</updated>

		<summary type="html">&lt;p&gt;DonBeier60: &lt;/p&gt;
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&lt;div&gt;&amp;lt;br&amp;gt;Guilty Gear Strive is certainly not perfect, especially in the competitive balance department (a point of contention for fans), but it&#039;s easily the best and most popular new fighting game from 2021. Arc System Works&#039; latest anime fighter is a landmark achievement on multiple levels; from its incredible online match stability, to its unique and flashy visual design. Guilty Gear Strive is an easy contender for the best fighting game experience released in 2021, and would make sense as the winner of the aw&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Well, luckily, NASB also has wavedashing, and it’s equally as easy to use. Additionally, because none of the characters in this game have &amp;quot;startup&amp;quot; animations to their jumps, it’s even faster to get off multiple wavedashes than in other ga&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;So, keeping all that in mind, there’s a lot of little mistakes people are making when playing this game that they’ll most likely figure out given a week or so. Here are just a few mistakes addressed to help beginners get the hang of things in Nickelodeon All-Star Bra&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The primary manner of defeating opponents in Nickelodeon All-Star [https://Tapzin.com/ brawl stars news] is likewise similar to Smash . Players build damage up against their opponent in order to make it easier to launch their foe off the stage. By sticking with what worked, the game could be balanced around the mechanics and gameplay innovations that had already been practiced and perfected over Nintendo&#039;s iterations of Super Smash Bros through the years. GameMill&#039;s attempt at keeping to Smash &#039;s established formula seemed to show a full understanding of what worked while highlighting where PlayStation All-Stars Battle Royale may have fumbled years pr&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Basically, this game has a lot of projectile Specials in it, and, in Smash, the way to get around this is either by rolling through them, jumping over them, shielding them, or just absorbing them with specific charact&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;But, if the player jumps off the stage instead, both characters get KO’d off-screen, as they would with Ganondorf’s or Bowser’s Side Special in Smash. But, what would happen if Patrick did this when both players were on their last stock? Well, in Smash it’s not a sure thing if it’ll be the grapple user or the opponent who gets KO’d first off-screen in this scenario, but in NASB it&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Anyone familiar with Smash even slightly past the casual level probably knows about &amp;quot;wavedashing&amp;quot; . This is the term coined for when players jump then immediately air dash toward or angled toward the ground in order to move across the stage much faster in a much shorter amount of time than they would just by runn&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;But, a feature of Grabs that a lot of people are unaware of is that they can be used both in the air and to grab someone currently holding onto a ledge. That second method, in particular, is especially useful for another mistakenly ignored aspect of NASB that will be talked about right after this en&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;NASB absolutely has the ledge-hogging mechanic that was prevalent in early Super Smash Bros games like Melee . For those unaware, this system is based around the ironclad fact that when someone is grabbing onto a ledge, another player cannot grab onto that same ledge. In Smash for Wii U and Smash Ultimate , this was changed to a system where the first player grabbing onto the ledge getting bounced off of it when the second player grabbed&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Fighting games sometimes have all of their characters function the same. While this helps with accessibility and balance, it doesn&#039;t do much to differentiate combatants who should feel unique. Otherwise, what&#039;s the point of including different charact&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Video games within the same genre can take inspiration from one another. In some cases, these titles attempt to chase what made their inspiration work as well as it did without a consideration as to what precisely worked in its favor. Games like Mighty No. 9 sought to chase the greatness of its predecessor, Mega Man , and in doing so, players can see where the title&#039;s flaws are accentuated in comparison to the success of the Capcom&#039;s 2D platformer. PlayStation All-Stars Battle Royale &#039;s previous attempt at doing so in the platform fighter genre space fell into a similar trap in its design, chasing the Smash formula while displaying a misunderstanding on how the formula wor&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Fast Falling, as it’s called in other games, is the method of making a character fall down faster in a platform fighter like Smash by tapping down an extra time in the air while falling. It has its uses, both for dodging attacks and for unleashing new o&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;While the Melty Blood series has been around for years, it hasn&#039;t been the most mainstream success compared to other anime-inspired fighters like Guilty Gear , BlazBlue , or even Under Night In-Birth . However, with Melty Blood: Type Lumina , the series received a modernization that remained true to its origins, while simplifying some of its more obscure mechanics. Type Lumina introduced Rapid Beat auto-combos and the New Moon meter systems that simplified the previously different playstyles associated with Moon choice. Along with systemic modernizations like rollback netcode and a new lobby system, Melty Blood: Type Lumina was an excellent seq&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DonBeier60</name></author>
	</entry>
	<entry>
		<id>https://bioremediate.net/index.php?title=User:DonBeier60&amp;diff=682</id>
		<title>User:DonBeier60</title>
		<link rel="alternate" type="text/html" href="https://bioremediate.net/index.php?title=User:DonBeier60&amp;diff=682"/>
		<updated>2026-03-03T14:15:30Z</updated>

		<summary type="html">&lt;p&gt;DonBeier60: Created page with &amp;quot;I&amp;#039;m Kari and I live with my husband and our 2 children in Unionville, in the ON south part. My hobbies are Exhibition Drill, Seaglass collecting and Equestrianism.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;my site ... [https://Tapzin.com/ brawl stars news]&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;m Kari and I live with my husband and our 2 children in Unionville, in the ON south part. My hobbies are Exhibition Drill, Seaglass collecting and Equestrianism.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;my site ... [https://Tapzin.com/ brawl stars news]&lt;/div&gt;</summary>
		<author><name>DonBeier60</name></author>
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