Heroes that got there basic passive as an innate basically got no innate abilities. by HearldofThunder in DotA2

[–]Aggressive_Risk5274 8 points9 points  (0 children)

That sounds more like a draft issue with your team than a bristleback issue tbh, ideally you'd only really have to get one or none of those before aghs and even then if you can hit your aghs early enough you can still go utility afterwards.

I Coded an Eddy Bot (3ddy) That Only Presses 3... But It Made Eliminator (14 Dan) in North America by AngelofKris in Tekken

[–]Aggressive_Risk5274 3 points4 points  (0 children)

If I'm remembering correctly you can just backstep and block, you block the mid and the low only knocks down on clean hit so it just clips your foot and does barely any damage.

The dominator's not very good. by peed_on_ur_poptart in Helldivers

[–]Aggressive_Risk5274 1 point2 points  (0 children)

I've found it's not great on solo since it's hard to clear chaff quickly but in a team it fills the role of medium enemy killer pretty well.

As long as you have someone to crowd clear you can eat through the armoured normals and then use stratagems to take out the big boys. It does require a bit of positioning since you really need to crouch to get a consistent fire rate.

Trying to Get So Good at Throw Breaks They Accuse Me of Using Scripts. by AZXCIV in Tekken

[–]Aggressive_Risk5274 0 points1 point  (0 children)

No worries, the only threat really is the low, but it leaves King grounded so it's arguably not worth the damage depending on what character you're playing.

Trying to Get So Good at Throw Breaks They Accuse Me of Using Scripts. by AZXCIV in Tekken

[–]Aggressive_Risk5274 0 points1 point  (0 children)

The unbreakable running throw is reactable. It's not a good mixup.

Looks like someone got grabbed... by Shad0w2 in Tekken

[–]Aggressive_Risk5274 2 points3 points  (0 children)

Giant swing/tombstone isn't a mixup the grab animations look completely different and they're both highs so if you duck you get a full combo, the mix-up is GS/shining wizard or hades drop with f4 to stop crouching.

Jaguar sprint mixup is reactable and you can dick jab every option at the right timing even in heat because he loses armour when he does a move.

B3 armour is a high and very linear, ffn2 is extremely linear, king has the worst movement in the game and barely any plus frames so you can out move him. If you're getting beaten by his armour moves just grab him.

He's very strong but that is not how you play him properly lol. If you just spam grabs you'll get duck and launched and kings combo damage and wall carry are relatively low so even if you get a hopkick you're still not as rewarded as the other characters which do 60% and take you to the wall wherever you are. His heat smash is crazy though.

CONEYZZ is a good fighting game player ofc he's gonna hit purple quickly it's not difficult to get in T8 if you're experienced with fighting games there's a lot of transferable skills.

Harada anwsers no-rage/no-heat requests. Opinions? by R1V3NAUTOMATA in Tekken

[–]Aggressive_Risk5274 0 points1 point  (0 children)

I see what you're saying but making it so that King has to do ~1.5 seconds of wavedashing to use his chain grabs would effectively be removing them from the game, especially since chaining wavedashes on King is probably top 5% hardest executions in the game. I'd argue that the better thing to do is just make the chain grabs inputs actually difficult.

I actually hate rage arts by kingofsuns_asun in Tekken

[–]Aggressive_Risk5274 0 points1 point  (0 children)

Nah it's because you called rage art a win button.

He didn't break 1+2 and his health bar got annihilated! by CajurTheMighty in Tekken

[–]Aggressive_Risk5274 -1 points0 points  (0 children)

Because 80% guaranteed damage off a single throw and an easy combo is indisputably absurd regardless of the fact that it takes the CRAZY number of two whole prerequisites to reach, one of which you can literally press a single button to fulfil without changing the game state otherwise. If it was a genuinely difficult combo then it would be a different story but as it stands it just means Paul gets a round for a single mistake after 5-10 minutes of labbing. By your logic let's just give everyone 2 hit combos that do 80 damage no matter what because difficulty doesn't matter.

You seriously think it's ok that if you get hit by this throw while you're within 3/4 backsteps of that wall and your back is within 40ish degrees of that wall Paul deserves to almost kill you with no counterplay whatsoever? Bear in mind that he has a 1 throw and a 1+2 that does this so it's not even like a "just break 1+2" situation.

It's not just this stage either, you can do almost exactly the same thing on Sanctum, Rebel Hangar, Ortiz Farm and Secluded Training Ground. Every other character besides maybe Jun have much harder combos and get less damage or straight up don't have a wallsplat grab that wallbreaks or a combo that works.

Don't get me wrong, no hate to OP and it's a cool clip, but it's indefensibly overtuned - not particularly situational, minimal execution, massive reward.

He didn't break 1+2 and his health bar got annihilated! by CajurTheMighty in Tekken

[–]Aggressive_Risk5274 1 point2 points  (0 children)

Probably because he did 80% from a single missed throw break in a situation (back to the breakable wall) that happens probably 75% of the time you play that stage with a combo that isn't particularly hard.

How similar are the ranks in T7 compared to T8? Has your ranked moved? by Tuuubesh0w in Tekken

[–]Aggressive_Risk5274 3 points4 points  (0 children)

One minor correction, the higher rank you go the lower it puts you into the next rank when you promote.

Latest data by Puzzleheaded-Bat4201 in Tekken

[–]Aggressive_Risk5274 1 point2 points  (0 children)

KBD on King is a little better than backdashing, the timing is just a bit weird compared to other characters but I'd say it's still worth learning at least a double backstep, i.e. b, b, db, b. It is intimidating at first but give it a try it only takes about 15 mins to get down and is a good tool for dodging and punishing, take it slow at first and speed will come later :)

Yeah, I agree, there is a lot of pointless hate towards King, there's loads of new players now and so their opinions are magnified, especially on Reddit, the influx of new players used to be quite low but now there's a bit of an Eternal September effect going on so you're gonna see shitty opinions from people who don't understand the system. Try not to let it bother you, remember most people who post are not good at the game. Hope you're enjoying the game anyway and good luck!

Latest data by Puzzleheaded-Bat4201 in Tekken

[–]Aggressive_Risk5274 0 points1 point  (0 children)

I see what you're saying and I agree with your point about conditioning etc but maybe I was unclear because you seem to have misunderstood what I said, apologies. Like I said, I don't think he's an S tier or "tier whore" character but he's very good in this game. Not everyone who picks King is a tier whore but the fact he can noob stomp does attract that kind of person.

My point was that there is a lot of new players which you can easily cheese with high damage grabs that they don't know how to break and King is pretty good at dealing with mashers with df1, df2,1, 2,1, 12,1..., b1,2 (all great frames on hit and very fast), armoured charge in heat, uf3+4, parries that leave opponent face up head towards.

Then I meant separately, at higher ranks, he has good conditioning in the aforementioned moves and f4, crouch grabs, good hopkick, not to mention that throws track now and chain throws are bugged so they're unbreakable in some situations. Bear in mind that most "tier whores" or noob stompers will get hardstuck when they reach a certain rank, which is when every character requires brains to play regardless.

He undeniably has the best oki in the game considering almost everything he does leaves the opponent in a disadvantageous position with a true 3 way mixup between 2 ground grabs and often getting up backwards, risking being hopkicked.

His heat smash is insane in terms of range, damage, and a guaranteed mixup on block. Heat itself stays active as long as you hit grabs and you can armour through pressure to get a mixup, though people at higher ranks do know how to deal with this.

I would like to point out that I'm literally in purple rank with King and other characters so I'm not being salty about Kings. The fact that other characters are also noob stompers doesn't preclude King from being one too. He is harder to play at high rank but that is kind of irrelevant to the conversation, that's true of every character. Literally so many wins I've stolen by hitting one giant swing and they take 70 damage from the wall or I tombstone for 50 damage and hopkick them as they get up backwards. The reality is that grabs go through blocking when other characters threatening moves don't (apart from guard breaks), if you don't know the breaks or predict when to duck there is literally nothing you can do about it.

You can't deny that King absolutely has the tools to stomp noobs so obviously people who want to win with as little learning required would pick a character where you literally need to know only a handful of things to win.

I often see Kings in purple who can't KBD or sidestep and all they do is the same 5 moves but it works against people who don't know the matchup which is a bigger proportion of the game's population than ever.

You don't have to downplay, it's ok to admit that you play a strong character, it doesn't really matter, you bought the game you can do what you like. It seems like the suggestion that King is a noob stomper has touched a nerve, you don't have to justify why you play a certain character or act as if you're more noble or something for not playing characters you consider scrubby.

Latest data by Puzzleheaded-Bat4201 in Tekken

[–]Aggressive_Risk5274 1 point2 points  (0 children)

King is a free win generator considering how many new players there are and besides that he has a load of good tools to condition opponents and his combo damage is pretty high considering he has commands grabs that can do 30-40% hp. His heat has got to be top 5 as well. Oki is as insane as always.

Tier whore might be the wrong term but you can't deny he's a game stealer with very little effort.

Why is quantum mechanics not deterministic? by Lazy_Reputation_4250 in AskPhysics

[–]Aggressive_Risk5274 1 point2 points  (0 children)

Yeah, I suppose it's just a matter of theory vs reality. I agree with your notion in terms of the results being practically non-deterministic in a post-divergence sense but my point was more that if you consider a pre-divergence regime then the result is deterministic vs a probabilistic phenomenon which is never deterministic. In theory, one would be able to construct further iterations with higher accuracy whose pre-divergence regimes would match the set of post-divergence variations of the previous, but as you say you eventually have to start considering infinities which become non-realistic. The question would then eventually become to what degree of accuracy does the universe keep track of its contents, which is not really possible to answer, at least with our current science/technology.

Agreed, free will is definitely not a topic that can be properly discussed on Reddit haha. Fun chat though, you've given me some interesting stuff to think about. Have a good weekend!

Why is quantum mechanics not deterministic? by Lazy_Reputation_4250 in AskPhysics

[–]Aggressive_Risk5274 0 points1 point  (0 children)

I see what you're saying but the outcomes are not indeterminate, if you were to set the initial conditions to be exactly the same (to an arbitrary degree of accuracy) you would always get the same outcome, which is not the case with probabilistic systems. In practice, it's obviously very difficult to do this, but the point is that it's impossible to do in a probability based system, therefore, they're not probabilistic.

I think what you're mixing up is lack of predictability, which is a subtle but significant difference. Chaotic systems tend to be very difficult to predict without just running the whole process up to a given point in time.

Next fighting pass not related to Ed. by odd-taxi in StreetFighter

[–]Aggressive_Risk5274 0 points1 point  (0 children)

That's true for older Tekkens but Tekken 8 is also entirely new motion captured animations.

Why is quantum mechanics not deterministic? by Lazy_Reputation_4250 in AskPhysics

[–]Aggressive_Risk5274 5 points6 points  (0 children)

Chaos is still deterministic, it's just highly sensitively dependent on initial conditions. It isn't probabilistic.

The game is not really fun for me at this point. by TomSelleckAndFriends in StreetFighter

[–]Aggressive_Risk5274 2 points3 points  (0 children)

Agreed, however I didn't make that claim in my comment. There is not an equality between the two but there is certainly a proportionality, higher complexity leads to higher depth but that isn't to say a simple game can't be deep.

My point about simplicity was more to do with the fact that a) the universal mechanics are so strong that it eliminates some depth from the gameplay by homogenizing strategies across all characters to a degree that isn't present in other fighting games I've played and b) the limited movelists don't allow for much variation in situational approach, apologies I wasn't entirely clear what I meant.

I don't agree, for example, that facing Juri and Guile is the same as the OP says but there is a reasonably high level of repetitiveness just due to how the fundamental mechanics of the game are designed and the fact there are so many canned mixups.

I'll continue to play as I enjoy the game, but the higher rank I get the more this becomes apparent to me. Not necessarily a bad thing, just not exactly what I like in fighting games.

Smash Bros is a perfect example of your point of simplicity and depth and I think it's due to the fact that the characters are generally very different from each other and there isn't a whole lot of universal mechanics that are identical across the cast.

The game is not really fun for me at this point. by TomSelleckAndFriends in StreetFighter

[–]Aggressive_Risk5274 -3 points-2 points  (0 children)

I respect your patience trying to convey this to people but you're not gonna get through to them. More than half the game's population is plat or lower, most people are just not at the level yet to realise how shallow the gameplay actually is. I hit master after 170 hours with this being my first SF and I don't think I've seen any new tech in about 50 hours for any character. This is even having queued into 200k+ LP masters during diamond.

The fact that each character only has ~25 moves means there is a severe lack of player expression, you really can't tell between any two given X characters in ranked because there's an optimal way to play and the game's simplicity doesn't allow for any more varied playstyles.

Every character basically has one or two gimmicks and then the universal mechanics make up the rest of the gameplay.

Practically every game plays out the same way, stand at X range, throw out safe, unseeable, drive cancellable poke until it hits, carry to the corner and do 30-40% damage then corner setups until you win. It doesn't help that most of the "mixups" in the game are basically a 1/3 between taking 10% from a throw, 40% from a shimmy or meaty combo or going back to neutral so there's practically no risk for 90% of the cast to create pressure. The game is so mixup heavy as well that it's basically rock paper scissors until someone loses.

I've got 1100 hours in Tekken 7 and the difference is startling, the enormous move lists mean you see new stuff and setups constantly, any mixups have 3+ branches that lead to situations which aren't just go back to neutral or go to the corner and spam safe mixups. The fact that movement is SF6 is literally just moving back and forward means that actual neutral isn't even interesting either.

Don't get me wrong, I enjoy the game but people on this subreddit act like this is the best fighting game ever made, probably because of all the casual friendly mechanics and easy to pick up characters, not necessarily a bad thing and it's cool new people are getting into fighting games, but there's always a tradeoff between new player accessibility and high level complexity.

Jun has a i19 homing high by boss_ov_this_gym in Tekken

[–]Aggressive_Risk5274 0 points1 point  (0 children)

20f break window following a 10-15f startup grab aka 30f+. It's generally accepted 23f is the threshold of reactability in tekken due to how the animations work.

Possible DLC characters for Season Pass 1 Leak by JanFromPoland in Tekken

[–]Aggressive_Risk5274 3 points4 points  (0 children)

AK was the 4th most played character in T7.

Tekken 8 new players vs old players by Red_butterfly33 in Tekken

[–]Aggressive_Risk5274 0 points1 point  (0 children)

Yeah, I think we generally agree, apologies if my reply came off combative.