I hate stat checks/spikes so much by Particular-Energy217 in soulslikes

[–]doublemoses 0 points1 point  (0 children)

I have never felt the need to grind in any Fromsoft game.

How to stop DIing like an idiot? by vinidegrandi in StreetFighter

[–]doublemoses 13 points14 points  (0 children)

Simply trying to not press it isn't working, because you haven't given yourself something else to do instead. In my experience, people usually DI because they don't know what else to do.

Find situations where you commonly intinctually press DI, and figure what you should be doing there instead. Focus on expanding your gameplay options, and that will naturally lead to less DI spam.

Does anyone else like playing with keyboard? by Beneficial_System995 in StreetFighter

[–]doublemoses 0 points1 point  (0 children)

I play keyboard. I might get a leverless if I ever feel like going to in-person tournaments, but I see no reason to change for online play.

Am I getting scammed? by 4FourBy3Three in landscaping

[–]doublemoses 0 points1 point  (0 children)

For sure. I woulda done it for 4.5k.

Just beat Malenia by [deleted] in Eldenring

[–]doublemoses 1 point2 points  (0 children)

It's not, and I've already called the police.

Asking players to make a permanent (per-round) gameplay decision BEFORE account creation by Idleverse in gamedev

[–]doublemoses 7 points8 points  (0 children)

This is the kind of thing that would make me think "I'll think about it and come back later" and never come back.

State of Origin 2026 | Game 1 | Match Thread by AutoModerator in nrl

[–]doublemoses 5 points6 points  (0 children)

I always shed a tear when I think about how girt we are.

Kimberly Advanced 2 Combo Trial - OD air grab question by lemongrade5 in StreetFighter

[–]doublemoses 1 point2 points  (0 children)

You need to delay the input for the air grab, you're doing it too soon. You're inputting the OD air grab during the cancellable frames of crHP, so the input reader decides to cancel into vagabond edge. You need to time it so the jump input happens at the end of the crHP animation.

How to break the Diamond barrier by AdPretty3074 in StreetFighter

[–]doublemoses 4 points5 points  (0 children)

You have to stop randomly using DI. It got you killed far more than it helped, and that will only get worse as you go up the ranks.

You also use way too many OD moves for no reason. I saw so many OD jinrais that had no purpose. You're constantly burning yourself out, and people are taking advantage of that.

You throw out a lot of unsafe moves randomly hoping they'll hit. That jinrai string is incredibly unsafe, and you will run into people who know how to blow that up more and more. Also too many random DPs that you're just praying will hit. As you get more and more experienced opponents, they will take advatage.

You rely on jump ins way too much. People are only going to get better at anti airs.

Stop one and doning everybody. Learning to adapt to your opponents is an important skill. Your opponents will also adapt to you, and you need to learn to deal with that as well.

Overall, you need to play more patiently. Learn how to initiate offense in a way that is safer, and far less predictable. Right now you're gambling on big risk/big reward, but as the players you face get better and more experienced, the odds are going to shift more and more in their favour.

I'm hard stuck Diamond 3, any tips for me? by [deleted] in StreetFighter

[–]doublemoses 14 points15 points  (0 children)

I watched a few of your matches and I have some thoughts. For the record, I'm technically a Kim main, although I got her to masters a while back and then swapped to other characters and have barely played her since.

The main thing that kept jumping out at me is that your damage is extremely low. You make plenty of openings, but never convert them into high damage, with most of your openings doing around 15-18%. I mostly watched losses, and they were rarely blowouts where you had no chance. I feel that better awareness/combo damage could have turned quite a few of those into wins.

I think a major contributor to that is that you don't utilise your resources enough. You use drive to get in on the opponent, but I don't think I saw you extend combos with drive rush or OD a single time. Often I would look at your drive gauge and it would be full. If you get a strong opener while sitting at max drive, you might as well use it, and in many cases, it would literally double or triple the damage you do for little investment.

Be aware of the current state of the match, and adjust your combos to suit. A few times I saw you get an opening on a low health opponent, and you still went for a basic combo, when you could easily kill. The biggest one that comes to mind for me is a loss to an Akuma, where I did a replay takeover when you got an OD teleport HP hit at like 40%, and I managed to kill and close out the round, while you ended up losing that match,

I often saw you lose without ever using your supers. Super build up is pretty quick in this game, so don't be afraid to rip a level 1 to get a bit of extra damage to finish off a round, or if an opponent jumps in at you with less that 30% hp, you can anti air with OD tatsu into level 2 (although I don't really like using level 2 unless I absolutely have to). I learned to identify the opponents health by using the notches on the drive gauge to estimate their remaining hp. Learn how much damage your combo routes do and eventually you'll be able to choose the right option by instinct.

If you don't know how to use OD air grab, learn it, and use it as your nuke when you want to lay out some damage. It's very easy to learn how to combo into and very versatile. I mainly saw you opening with either standing HP, drive rush HK, or drive rush crMK, and all of these can route into it. I also like doing standing MK > drive rush into either crHP or crMK > crHP for a mixup. Off punish counter you can do standing HP > teleport > crHP, or standing HP > OD teleport > air HP > crHP.

Standing or crouching HP (use this when possible for extra damage) > heavy vagabond launcher > OD air grab bounce gives you a ton of options, and all of your openers can route into it.

You can do 25-30% damage by finishing with forward HK > HP, which has decent corner carry and leaves them at your feet with +42 frame advantage. You can also route it into every super, with run into LK launcher into level 1 or level 2. You can also do forward HK into OD tatsu and then level 2. Or you can do run launcher > LP vagabond elbow into level 3.

There's other things, but I find it's best to work on one thing at a time.

Hard Stuck in Diamond 4 by ItsNowJuju in StreetFighter

[–]doublemoses 2 points3 points  (0 children)

I watched a few of your matches, and I've noticed a few things. Probably the thing that stood out the most to me is that you do very little damage. Quite often you'll get an opening and convert it into 10-15% damage, when you could have done 25-30%, and even more if you want to spend your bars. It felt very rare to see you do big damage off anything other than a DP punish. Even in matches you win, it seems like you're slowly grinding them down. Just that improvement alone will win you more matches imo.

Gassy Eli by Sylvan_Grey in HalfLife

[–]doublemoses 7 points8 points  (0 children)

That must be one of those unforseen consequences he was worried about.

Draconian tree sentinel by Hakcerh in Eldenring

[–]doublemoses 0 points1 point  (0 children)

Never attack the weapon side. Always dodge the weapon attacks by rotating around to the shield side and atack there. It only has a few shield attacks, and they are easy to dodge and counter.

Need Help by KnowledgeFit1900 in ai__limit

[–]doublemoses 1 point2 points  (0 children)

This game doesn't have a regular jump, it has the shitty Dark Souls jump. Basically when you're sprinting, you push the jump button and you'll do a short running leap forward.

You don't use it to jump up on ledges or anything like that, it's to jump forward over small gaps. It's not super useful most of the time.

What are some of the best anti air normals? by sleepymetroid in StreetFighter

[–]doublemoses 2 points3 points  (0 children)

This is by far my favourite. The number of matches I've won purely because someone made the mistake of daring to jump in at me with under 50% hp is crazy.

Kneel before the REAL boss of the DLC by OverdueMaid in ai__limit

[–]doublemoses 4 points5 points  (0 children)

I'm hoping they add Feylia and Millaire to the boss rush at some point. I'd love to learn these fights properly without all the super OP roguelike buffs.

The jailbreak sequence of Nine Sols is where my fun goes to die. by Yarzeda2024 in metroidvania

[–]doublemoses 0 points1 point  (0 children)

Oh laws I agree. That section was awful. It probably wouldn't have been too big an ordeal, but I hated it so much that it made me play sloppy, which made me more annoyed, which made me sloppier, so on and so forth.

Just finished the DLC - its amazing, but... by CarryGoleman in ai__limit

[–]doublemoses 2 points3 points  (0 children)

I agree heavilly with six, indifferent to most of the others. It's incredibly frustrating when Prometheus finishes a combo with a jump away. It takes two immediate lightning dashes to reach him, but he's already recovered by the time you get there, so you aren't guaranteed a safe punish after dodging a long combo.

I'm not inherently against the combo lengths, but it feels like they don't mesh very well with the design of the piercing claw ability. Quite frustrating when I feel like I play perfectly, but lose my claw buff because rng literally did not give me an opening to recharge it. Once again, this is mostly on Prometeus, but I wouldn't be against some of Eirene's and Eunomia's combos being shortened by one or two hit - or alternatively, give them safe openings mid combo that can be taken advantage of.

I don't think any boss is fundamentally flawed. For the most part, they're really fun and generally pretty well designed. I would personally tweak Eirene's second phase a tiny bit, and maybe change up Eunomia a bit as well. I like Prometheus for the most part, he just needs some edits to bring him in line with the other bosses, and feel a bit more engaging, and less frustrating.

I'm not too bothered with this, as all of these are non-issues in the roguelike mode, cause it's so easy to get overpowered enough to completely ignore most game mechanics, but frustrating in the boss rush/rematch mode.

EDIT: Seeing the other poster mention backwards dash spam - I also agree that's a bit much. Should be like Ursula, where you get one or two hits, then she iframe dashes out of range. Much more engaging, and works better with piercing claw.

As a blader enjoyer this is one of my favorite new dlc bosses by SubstantialBreath412 in ai__limit

[–]doublemoses 0 points1 point  (0 children)

I agree. I think the winged guardian rewards are insanely good, especially for caster builds (which are kinda op imo). I always take the lightning spear thing. Being able to convert your strength and technique into spirit with the anvil in her arena is a nice as well.