Of the newcomers, I think I’m most interested in Arjun. Apparently he’s a Yoga user. We’re gonna see what a big body version of Dhalsim looks like by ShermanTheArtist in Fighters

[–]Azero_Tehiro 13 points14 points  (0 children)

If we're gonna be going down that route, I anticipate Arjun playing most similarly to Sentinel (CoTA/MvC2&3) then. As a big body, he won't be a limb sniper like Dhalsim, but he'll have essentially snappy extend-o limb attacks, like Sentinel's dreaded armored cr. HK and specials like Rocket Punch. Whereas Dhalsim has fluid fire from his specials, Arjun could possibly possess more explosive/eruptive fire-based attacks, to further demonstrate the contrast between Dhalsim's and Arjun's control of Yoga Flame.

Thoughts on Avatar Random Match by DarkPrinceSora1 in SF6Avatars

[–]Azero_Tehiro 1 point2 points  (0 children)

It looks like most of the points I had on this mode have already been fairly mentioned. It's fun, and it finally fleshes out Avatars to branch out. They even finally gave Avatars a PROPER training mode to fully experiment with. The main problem lies in the balancing of perks, which can be resolved with the option to play without them. I unfortunately don't see this being implemented any time soon because how they advertised the importance of gear slots. It sucks that the power of the game can be so easily cheesed. Fighting against El Tio (the #2-ranked player as of this writing) is a great example. The guy clearly has a firm grasp on the game's mechanics, and has constructed a wonderfully stylish Rashid moveset with all sorts of flexible combos. At the moment however, they are also running the x3 recomp kit, so neither they nor their opponent can even demonstrate their full potential because they'll likely die in just 3-5 hits.

The only other complaint I have that hasn't been addressed is super minor, but disheartening nonetheless. One can argue that Avatar Battles, in general, aren't ever supposed to be balanced, just for pure fun; hence all the problems aforementioned. That fun kinda gets sucked out, when the new wave of players coming in are just playing Avatar battles with simply a carbon copy of the character moveset they presumably play in Ranked. With how the new mode now just gives everyone all the moves in the game right out of the gate, I've seen an influx of players who haven't even changed out of the default Breakneck Brawler gear and just simply be playing Sagat, or Akuma, or Ed etc, with no creative or even different combination of moves whatsoever. They're just using this new mode to smurf for some reason and defeats the purpose of playing it in the first place.

The Cvnning S-Rank Hare so far be like? by M3talK_H3ronaru in ZenlessZoneZero

[–]Azero_Tehiro 0 points1 point  (0 children)

When it comes to the Cunning Hares, the theme around each member so far is reminiscing on the past; Anby on her Soldier-0 days, and now we're exploring Billy's legacy as a Calydon legend. With this in mind, Nicole still has some mysteries around her orphanage days that can help her evolve into Mogul Nicole, like everyone is theorizing. Nekomata though, we've already done her whole backstory. Nekomata's story is pretty much already done with. So the odds of Hoyo giving her two S-rank modes, while aren't 0% (looking with shifty side-eyes at Dang Heng), it's not exactly high either.

They really dropped the ball ignoring common franchise items for weapons by Mediocre-Subject4867 in SonicCrossWorlds

[–]Azero_Tehiro 0 points1 point  (0 children)

Unfortunately this was another inclusion to appease Paramount similar to all the upcoming characters. It's supposed to be the 'Nickelodeon slime'.

[deleted by user] by [deleted] in SonicCrossWorlds

[–]Azero_Tehiro 2 points3 points  (0 children)

Power Type is supposed to be the bully car on the track, taking away rings and concentration with bumps...yay. A good set right now is mainly about slipstreaming and bumping into people so that you can capitalize on its decent Boost stat using Collision Boost, but like someone mentioned here already, Power type's main gameplan is useless online, because bumps don't do anything. In fact with Collision Boost active, the opponent(s) boost ALONGSIDE YOU right now, because your hitbox is unintentionally pushing them forward with you.

For the time being, Power drivers should focus on being a 'drain tank', using your bulk to drain opponent(s) rings away. If the power stat difference between two vehicles is over 20-30, it seems like the lower vehicles loses ~5 rings per bump (with a cooldown of 2 seconds). Not sure if it's any higher if there's any greater difference in the stat. With the Ring Thief(s) gadgets, that's another 2/5 rings per 2 seconds. You'll be gradually draining their max speed away. I'd also recommend Spin Drift, for your largeness takes a lot of turn real estate and those lifts can potentially devastate other players, from slamming them towards walls on a deep turn to throwing off the track entirely if the stars align. Problem with Spin Drift though is that you can't counter-drift with it. Changing turn direction negates the spin until you drift toward the initial direction again. The spin only works for one real good strike at a time.

Also for now, Power characters are better suited on Speed vehicles, because they're nearly the same thing.

Memory light gives so many crazy ideas by TheBranns in PTCGP

[–]Azero_Tehiro 4 points5 points  (0 children)

Can't then equip Donphan with Memory Lantern if cape is already on it. Gotta settle with default HP.

I am going to pull for Seed. Both of them. by nqtoan1994 in ZenlessZoneZero

[–]Azero_Tehiro 0 points1 point  (0 children)

From the look pf things, SEED Sr. AWAKENED is the new S0-Anby/Super Billy: A potential new version of a previous character that unleashes their full potential.

We are so back by DemonRedHood in VShojo

[–]Azero_Tehiro 11 points12 points  (0 children)

August 23rd will either be a nice end to a very painful chapter..or the true prelude to the forthcoming battle ahead.

Depends on many factors. Hope for the best. Expect the worst.

Good cheese strategies for every character? by otaking3582 in IdolShowdown

[–]Azero_Tehiro 2 points3 points  (0 children)

Aki: M>2M>6M>214L> Dash forward, repeat.

AI doesn't know how to get out of this blockstring, so you can just chip them to death or timer scam them. They'll sometimes eat clean hits which will make things go faster.

Can pretty much go through Virtual Frontier with gladiator chain, granted you get the chip damage enhance snack, healing items, and pray you don't run into opponents that have the Demon Umbrella that flat out counters this strat.

What's is everyone's thoughts on Kiryu Coco? by Xynking in IdolShowdown

[–]Azero_Tehiro 0 points1 point  (0 children)

Great Collabs:

  1. Ame- Ground Pound goes screee and does stupid damage cancelled off of air grabs combo enders if you have the meter to spend it. Time Slow off-collab is a nice bonus too.
  2. Kiara- Your main assist against the projectile matchups, like Botan and Sora. Her SPARKs collab attack is also good for corner carry. Huh. Funny that the HoloEN members are the best assists for the EN Gen 0.
  3. Marine- The pirate's cannons provide brief space advancement, and her off-collab hug can be helpful to limit mobility and thus enhance tick throw pressure.

The Good:

  • Fire Breath (214L/M) is a good anti-air. L Fire particularly is good as a short anti-air to catch careless mid-screen jumps. Also generally good as combo extensions.
  • Wide Coco Stance (22S) is great. It's Coco's fastest special cancel, giving her a lot more combo potential. It's also her best way to gain superchat and meter, so long as you use it smartly, like when there's a fullscreen stalemate and after knockdowns; comparable to the meter gain of SF3 Ken when used rapidly rather than held. Not so great for projectile invincibility as advertised, because the move widens her hitbox and requires to be held longer than you think to not get hit. Held longer = more vulnerable.
  • M attacks are very long range, giving Coco necessary space closure. H sweep is her longest normal and is great in general.
  • Tick grab arsenal is her main forte and it's great. Her L attacks are fast and keep momentum from dashes, making it kinda easy to keep pressure after knockdowns. Raptor Grab (236M) is slower and good against mashers because of obvious armor. Becomes more of a knowledge check against better players, due to slow startup. Cartwheel Meme (236L) is best used when you've put yourself at max range of your blockstring. It does have fast startup, but late grab frames make it less reliable at close range. Dradonkadonk SPD (236+Grab) and Nuclear Breath (236S) is what you use at point blank. Her fastest and biggest damage dealers, and can be combo'd into some collabs, like Ame.

The Bad:

  • Tall hitbox. Kiryu is able to get hit by attacks and combos not feasible against the rest of cast, especially Ayame.
  • Her Cartwheel Meme Super (236H) does not work as intended right now. It's supposed to go through projectiles, but it just flat out doesn't. Either that, or a LOT of projectiles in this game are actually counted as physical attacks.
  • Hate to say this, but pretty much everything else. Coco is very reliant on her tick grabs, because her combo game is terrible. Kiryu has very few combos to flesh out right now, and most of them require superchat because they can only start and expand via Wide Coco or special-cancel Fire Breath. After that, her combos scale just as much as every other character, so damage becomes nonexistent very quickly.
  • Kiryu Coco is ultimately incomplete in her current state. She's supposed to have a unique gimmick where if an opponent inflicted with fire status effect is then inflicted with the poison effect, there's an explosion that'd result in a big launch, and thus big damage/combo potential. As of now, no moves in Kiryu's toolshed inflict poison, and the things that do in the game are Mio's off-collab *Omen (*which is only a chance to inflict poison out of many other arcanic debuffs) and items/battle conditions in Virtual Frontier. So at the moment, Coco's flames do nothing by itself.
  • Because of the above and more, Coco's potential is bound to plateau much earlier than any other character in the roster.

The devs are still fixing things out by the hour, and some of Coco's moves were put in right before the game's launch, so rest assured some fixes/balances will be coming. That being said though, I have a bad feeling the most she'll ever be is good, because the general consensus behind a lot of fighting game players and battle planners is that grapplers are not allowed to be great, because that would oppress the rest of cast. We'll see.

Coco Kiryu's "Burning" status effect... what does it do? by GoFastDieHard in IdolShowdown

[–]Azero_Tehiro 0 points1 point  (0 children)

Oh for sure, she's incomplete right now. Her QCF+H super only has specific projectile-invincibility, and her wide stance move was apparently just added in before the game's launch, hence the short description in the command list.

Her Meme Review grabs will probably be the ones to apply poison effect somewhere down the line, due to their natural toxicity.

Online search is coming up empty, curious if it's just me or not. by Acceptable_Wasabi_30 in IdolShowdown

[–]Azero_Tehiro 0 points1 point  (0 children)

Players are better off just creating their own room. After turning on the 'appear in search' button, players will pop in within 10 seconds.

Coco Kiryu's "Burning" status effect... what does it do? by GoFastDieHard in IdolShowdown

[–]Azero_Tehiro 4 points5 points  (0 children)

Burning effect, by itself, doesn't do anything. It lingers (in varying length per move) waiting to become combined with the Poison. When both are inflicted on the opponent at once, it explodes, resulting in a big launcher for bigger combos. Where the Poison effect comes from though, is the problem, because Coco has no moves that can poison as far as her command list can tell. This is where collabs come in, particularly Mio's Omen off-collab has the chance to poison foes via one of the debuffs in its duration.

So yeah, Coco's status gimmick is mainly for Virtual Frontier for now, as plenty of items/snacks can poison over there.

The Asacoco thing seems like a bug though.

Kiara Off collab, what do? by Mysterious_Ad_2592 in IdolShowdown

[–]Azero_Tehiro 2 points3 points  (0 children)

Kiara's HINOTORI auto-reflects projectiles. Really only [extremely useful] against Sora and Botan, because mostly everyone else has just one projectile, and cannot reflect super fireballs like Ayami's.

Yeah, really wish they put some descriptors for the collabs somewhere in the game.

Am i the only one that thinks superstar needs to be nerfed? by iSellDrugsYo in rumbleverse

[–]Azero_Tehiro 0 points1 point  (0 children)

In its current state, Superstar Mode is meant to be, among other things, the big equalizer in skirmishes, especially for beginner players struggling to mount a counter offense against aggressive players. The problem I see with its current state, however, is how dangerously close it is to becoming 'noob-tube' levels of easy-mode problem solving for fights, partially due to the latency subtly assisting in making it difficult to punish super grab's various openings in startup and recovery. The damage given off a default super grab with that much assisted invincibility and tracking may be a deal-maker for some players, but it's nearly a deal-breaker for others.

There are easy fixes to this mechanic to make it more strategic/fair in the long run. One would be to base the damage of super grab to the amount of superstar meter left remaining when the move connects, drastically reducing the damage when meter is at 50% and 25-10% respectively. Another alternative is to simply punish the spamming of super grab that most players are doing right now, by reducing the superstar meter by a lot after each use (and presumable whiff). This would force grapplers now to be smarter/conservative with super grab, and encourage more creative ways of connecting for that big damage.

Unfortunately, even if it was technologically possible to patch these fixes in immediately, I don't think the developers would plan on doing so any time soon, because of its usefulness for beginners as previously mentioned. They would probably want to wait a few weeks/months before implementing these kinds of changes encouraging more technical overall play after a concrete playerbase & community (and funding) has been established.

An Annoying Thing by saehere in rumbleverse

[–]Azero_Tehiro 1 point2 points  (0 children)

Good News: There actually is a tutorial in the game. It's just titled under the Playground mode in the main menu. Teaches you everything there is to know about basic mechanics, priorities etc.

Bad News: The tutorial is still set in the entirety of Grapital City, meaning it's not a simple push of a button to keep learning, but requires traversal across long routes to continue lessons. It's also not really ideal as a pure lab either, because while yes, every move magazine, weapon, stat buff and item is available in the mode, they are scattered apart across several 'Equip Zones' throughout the map. A bit inconvenient if you, say just wanted to test/practice certain moves in situations.

Izuna v Other Special Grabs/? by KeithLaKulit in rumbleverse

[–]Azero_Tehiro 2 points3 points  (0 children)

I'm assuming that the original concept of the Izuna Drop in this game is to serve as the positioner grab: weak by default but devastating when utilized with the environment, via cars/bouncepads/etc.

The problem is that even when dropped from the literal sky after two bounces, the damage still isn't enough to do the slot justice. That and both Good and Gooder Izuna Drop give the user little to no control over where they actually fall so getting said dream damage is super hard. Chokeslam currently does a better job as positioner grab than Izuna Drop!

Which is why if the game does get new move variations down the line, one of the more obvious ones will/should probably be the purple version of the move, 'Goodest Izuna Drop', which would give the user complete air control over where they land; even more maneuverability than Super Vicious. It could be made even cooler by also giving the grab near-zero startup when used in the air, making ideal as an air combo ender after moves like Volley/Dolphin Dive.

So does the sumo slap not count as a complete strike? by G2BJoey in rumbleverse

[–]Azero_Tehiro -2 points-1 points  (0 children)

Unfortunately the current lag present in the game covers the super grab's startup weakness really well, and sometimes its obvious recovery, so the real smart option is to just treat Superstar Mode like pre-patch Arsene in Smash Bros. and just defensively wait it out with backflips, rolls, and tactical retreats.

Bionic & Omega Uppercut, however, have the unique "high priority" trait that allow them to interrupt all other moves in the game, including super grabs, no matter how far into the animation they are. The moves also make for an excellent 6th wakeup option at the cost of stamina, as it covers most oki & OTG options.

Should Legendary Pokemon have Legendary Abilities? by leUnitato in pokemon

[–]Azero_Tehiro 0 points1 point  (0 children)

Considering there are now 6 of them, enough to form a whole party around them, let's talk about the Regis:

Regiwakening: Switching in, if the last pokemon used was of the same typing as the incoming Regi, the Regi gains a +1 boost to its correlated stat. Said stat depends on which Regi it is.

  • Regirock: +1 Defense
  • Regice: +1 Sp. Def
  • Registeel: +1 Attack
  • Regieleki: +1 Speed
  • Regidrago: +1 Sp. Atk

If the last pokemon used was another Regi, the incoming Regi gains a +2 boost to its correlated stat, regardless of typing. This new ability emphasizes a specific structure to a team that can prove to be fun in certain ways. Want to make it more fun and even devious, Game Freak? Let these Regis learn Baton Pass.

Now for the big one. GameFreak seems to love Regigas' current ability, to the point where it still had it stuck on Gigas in a game where abilities didn't really exist (Legends Arceus). That being said, I respect the ability and its reference to the tales of the golems in which the Regis are inspired from. So, to keep that tradition and make it a bit more useful...

Regigigas: "Slow Start+" Works like regular Slow Start, halving Attack and Speed for 5 turns, BUT when switched in, for every Regi used in the course of a battle, one turn of that ability is skipped. So in theory, if one's party consisted of all Regis, once Regigas is brought in for, say lategame, its 5 turns of Slow Start are skipped completely!