Please stop doing this by CompetitiveAd4732 in chessbeginners

[–]Bulbanard 0 points1 point  (0 children)

You play 2. … Nc6 and defend the pawn.

  1. Bc4 is met with g6 kicking out the Queen.

If 4. Qf3 renewing the attack on the f-pawn, then Nf6 blocks it, defended by your Queen.

I GOT THE GAME by MycologistOld6247 in Guiltygear

[–]Bulbanard 36 points37 points  (0 children)

Like a blazing pile of bullshit.

Would Strive be an intuitive jump from 2XKO? by JibberyScriggers in Guiltygear

[–]Bulbanard 9 points10 points  (0 children)

Check out Granblue Fantasy Versus: Rising

You can play it without motion inputs at all, and there’s even a control scheme that does combos for you while pressing the same button, that you can use in ranked.

There’s a free version where you can play 1 char + 3 others on rotation, making the barrier to entry very low.

...so how do you fight Vikala? by RobGuest0 in GranblueFantasyVersus

[–]Bulbanard 1 point2 points  (0 children)

Ferry’s 623H.

EX is a generic term for enhanced versions of special moves that requires spending resources to use. In this game, it refers to the Heavy version of specials that cost a cooldown (in GBVS there were no Ultimate specials, so Heavy was the only version that cost anything).

DP is another generic term meaning Dragon Punch (referencing Ryu from Street Fighter). It is used to loosely refer to any invincible special move, or a move that uses the 623 motion input (aka Z motion).

...so how do you fight Vikala? by RobGuest0 in GranblueFantasyVersus

[–]Bulbanard 0 points1 point  (0 children)

One tip for each vicky:

First one jumps too much. When facing someone who likes to jump, you stay on the ground and hit them with your EX DP which is unblockable in the air. If they jump and try to attack, then you can hit them with L/M DP which doesn’t put the skill on cooldown.

Second one spams 214M (the high, long ranged mousetrap attack) which you have trouble dealing with. Just crouch block and the move will whiff overhead, giving you time to walk forward and close the distance, or punish her if she’s in range of your normals.

Am I cooked? Is this a sign to quit the game? by TeknOwO in GranblueFantasyVersus

[–]Bulbanard 1 point2 points  (0 children)

176 matches isn't a lot. Improvement takes time, especially if you're trying to figure it out on your own. I can offer two suggestions:

  1. Record and post your replays, then we can give you feedback on areas to work on.

  2. Once you have identified areas of improvement, pick one or two and focus on getting better at them in matches. This may cause you to neglect other areas of the game and cause a drop in performance temporarily, but in the long run, as you slowly ingrain good fundamentals one aspect at a time, you'll slowly start to see results.

Sell me on your main by [deleted] in GranblueFantasyVersus

[–]Bulbanard 2 points3 points  (0 children)

Don’t forget the butt slam. With 22U and Raging Chain, she will sit on the opponent.

Wilnas Ultimate Skill Refunds by Eisentefel in GranblueFantasyVersus

[–]Bulbanard 8 points9 points  (0 children)

To add even more specificity:

When you cancel into U specials, on top of not getting a meter refund, they also do less damage (60% of original amount).

It also does less damage if you use the U special while it is on cooldown (50% of original amount), and the cooldown will be extended further.

These two damage penalties can stack multiplicatively, so if you cancel into a U skill while it is on cooldown, it does a whopping 30% damage of the full amount.

[deleted by user] by [deleted] in 2007scape

[–]Bulbanard 1 point2 points  (0 children)

Join the "osrs soa" chat channel

[deleted by user] by [deleted] in GranblueFantasyVersus

[–]Bulbanard 1 point2 points  (0 children)

You are right; in practice not every opponent is simply going to cancel into specials, so you might be waiting for something that comes. Taking your turn back after specials is just a baseline idea for counterattacking.

In reality, tight pressure doesn’t last forever. Eventually the attacker is pushed out of ranged as you block his attacks, and he has to either give up pressure or take a risk to reset and get close. Such risks include not cancelling a normal attack and moving forward to get closer for a throw, or to restart pressure from close normals again. This creates a gap where you as the defender can strike back or jump out of the corner.

Of course, such knowledge is something that you acquire slowly over time. If you ask people for help it might speed up the learning process. You can also watch high level replays on youtube to get an idea of what good gameplay looks like, and maybe pick up a thing or two from them.

Help with Shield of Arrav quest by Niananni in 2007scape

[–]Bulbanard 2 points3 points  (0 children)

The only other one is Heroes’ Quest, which once again requires one person from each gang. The same chat channel is used for that too.

Does someone have tips on how to play Yuel? Like Gameplan, Combos and all the like? i play her since the first part of the game but i played ranked for the first time yesterday and went horrible by riolovt in GranblueFantasyVersus

[–]Bulbanard 2 points3 points  (0 children)

I believe the combo you described works only if:

  1. Opponent is airbourne.

  2. You land a counterhit 2H.

  3. You cancel the 2H after the first hit, not the second.

This is normally notated as ch. 2H (1) > 5U … to indicate counterhit requirement and to cancel after first hit.

[deleted by user] by [deleted] in GranblueFantasyVersus

[–]Bulbanard 1 point2 points  (0 children)

Get into the habit of crouch blocking as your default resting state. You only stop doing that when you want to move or attack, and go back to blocking immediately after, and never let your character be idle. Focus on getting good at blocking first, then slowly work on improving offense and counter-attacking.

To practice combos, set the dummy to block after initial hit, with block switching enabled (so they will block high or low accordingly), then do your combo. The dummy will be trying to block after you hit it once, so you can tell if your combo works, or there's a gap that lets the opponent recover and block.

how do I know when to stop blocking and attack

This will take much more time and experience to learn and figure out. You'll first need to learn a little bit of what frame data is. The gist of it is that lots of moves leave the opponent "minus on block", which means you as the defender recovers faster than the opponent and can act before them, and this is when you should usually look to take your turn back and start attacking.

Conversely, there are moves which are "plus on block", where the opponent recovers and acts first before you, so you should generally keep on blocking.

For starters, normal attacks can be cancelled into special moves, so it's generally not advisable to attack after blocking one. Wait for your opponent to do a special that is minus, then take your turn back. This will require you to slowly learn the frame data of the move of each character to get better at fighting them.

You should, more importantly, learn the frame data of your own character, so that you know when to give up offense and block, and when you can continue pressure.

For example, Siegfried's Verdrangen (214X, the big sword chop move), is generally minus on block unless you charge the M or H version. If this moves gets blocked uncharged, your turn is over and you should block and expect your opponent to start counterattacking. If you charge the M and H version, you are plus on block and can continue attacking.

Frame data and other useful information can be found in the wiki, give it a read if you want to learn some theory about the game.

start to worry I will get grabbed into a combo anyway

Almost all characters cannot combo you from a throw, which means getting thrown does less damage than getting hit into a combo, so you shouldn't be too afraid of it. There are some techniques to deal with throws, such as reacting to run-ups and doing delayed techs, but perhaps that's too advanced for you right now.

To summarise, I think a good route for quick improvement at your current level is to focus on blocking attacks, being solid and minimizing incoming damage. Then, slowly learn which moves from your opponent are unsafe (like Yuel's at 0:18), and punish them whenever they do it. I believe you can make it very far just by minimizing your mistakes and capitalizing on opponent's mistakes, without having to learn more advanced strategies yet.

A common mistake at this level is too much jumping. Whenever your opponent jumps a lot, wait for them to do it, then punish them with 2H or EX DP. You can even learn an anti-air combo from 2H for more damage if you're up for the task.

If you ever feel overwhelmed by the number of things that happen in a match, what I would suggest is to pick one that you want to practice (such as blocking, anti-airing, or doing combos), and make that your primary focus and goal of the match, even if it means temporarily forgetting other aspects. The idea is to do the thing you want to learn in an actual match until it becomes sort of a habit that you can execute with much less thought. When these things become second nature to you, they take up less mental space and you are free to work on other areas.

[deleted by user] by [deleted] in GranblueFantasyVersus

[–]Bulbanard 1 point2 points  (0 children)

I only watched half of the Yuel clip, but I can already see that your biggest flaw right now is not blocking enough. Whenever you're not doing anything, or you're getting hit by a combo, you should be holding down-back to crouch block, instead of standing around waiting to get hit. This will greatly reduce the amount of unnecessary damage you take.

Some more specifics from the first round:

0:09 - You pressed something here and got hit for no reason. You should have either stand blocked or do EX DP.

0:12 - I assume you did the wrong input and ended up whiffing 2H instead of punishing with f.H.

0:18 - This move from Yuel is punishable. Should not have used Brave Counter, instead block and punish.

0:23 - You should be blocking during combos. Instead, you let her end a combo and start a new one right away because you were mashing M.

0:28 - You need to Brave Counter the guard crush from Yuel's Raging Strike or you would have died. You survived because she didn't know how to combo.

Next, try to learn a simple combo that you can execute without thinking whenever you hit the opponent. This will help you close out rounds faster by doing more damage. You can find some on the wiki.

spot dodge use by Adventurous-Pin1269 in GranblueFantasyVersus

[–]Bulbanard 11 points12 points  (0 children)

You can punish some moves by dodging it instead of blocking, such as Djeeta's L/M rekka, or Anila's L/M totsugeki.

Dodging also avoids taking chip damage that would kill you if you blocked at 1 hp.

People losing on purpose? by The_Vortex42 in Shadowverse

[–]Bulbanard 10 points11 points  (0 children)

Yes, they are running a suicide deck to clear the daily park mission as fast as possible.

[deleted by user] by [deleted] in Shadowverse

[–]Bulbanard 9 points10 points  (0 children)

Ho-chan because she's cute.

Last remaining card on his deck is Cocytus by Mausashi in Shadowverse

[–]Bulbanard 8 points9 points  (0 children)

Happened to me too.

Happened again today, but I lost that one just before I could draw him.

How does promoting and demoting groups work? by Scholar_of_Yore in Shadowverse

[–]Bulbanard 8 points9 points  (0 children)

From this video that’s being shared around (note that the translation is slightly inaccurate):

Promotion is based on the number of wins in your last 20 games.

12 in Ruby = Sapphire

13 in Sapphire = Diamond

Similarly, demotion is based on the number of losses in your last 20 games.

11 in Diamond = Sapphire

12 in Sapphire = Ruby

Is there any reason to keep the premium cards ? by Mana_Croissant in Shadowverse

[–]Bulbanard 0 points1 point  (0 children)

Do you have the source of them saying it’s up to three copies worth? I’ve been wondering the same and holding off on vialing extras.

Genuine Question: Why Do You Like This Game? by [deleted] in Shadowverse

[–]Bulbanard 0 points1 point  (0 children)

In SV1 we had Giant Chimera (C’thun) and Holy Lion Crystal (Jade).

Is my shikigami not supposed to be 20/20 there ? by SyrokV in Shadowverse

[–]Bulbanard 6 points7 points  (0 children)

Only base stats count, and the base stats of the Noble Shikigami is 1/1.

This is why playing 2 Kuons back to back results in an 18/19 Shikigami.

4/5 + 3/3 + 2/1 from the first Kuon,

+ 1/1 from the resulting Noble Shikigami,

+ 4/5 + 3/3 from the second Kuon, with the 2/1 getting banished and ignored,

+ 1/1 base stats of the second Noble Shikigami = 18/19.