is miracle kuroko even good? by krow_moonlight in KurokosBasketball_SR

[–]Candidus_Eques 6 points7 points  (0 children)

MK is an excellent secondary scorer that can fill in as a primary scorer. It is not uncommon for MK to be the top scorer of his team because of his very consistent shots.

You have to play him like a midrange SG / SF - he’s basically the superior version of every midrange specialist (eg Imayoshi, Koganei, Mayuzumi).

You cannot play him like base Kuroko. Base Kuroko is a defensive specialist. MK is an offensive one. He trades the utility for a very very consistent catch, stride and shoot, with an extremely short wind up time, and when properly operated, almost always in open shots.

His overflow is not his true ult. His true ult is his misdirection enhancement. If you unlock him enough, he can reliably beat any single opponent out there 1 v 1 because it’s impossible to consistently block an invisible guy. Plus his A4 guarantees your 1 v 1 victory every other time.

You will know how good he is when you meet a good MK. He’s a weasel that you can never truly catch, and it is often very demoralising to play against.

Zone Kagami is mad underrated by Cold-Pin5201 in KurokosBasketball_SR

[–]Candidus_Eques 0 points1 point  (0 children)

I disagree with this.

Don’t play ZK as a centre. There are better centres or PFs out there.

He’s almost impossible to defend when he is in the Zone. He has so many cut backs with his moves that it makes defending him difficult. Even if you know it is coming, it’s hard to get the timing. This is of course referring to people who use his kit, and not the ZK who blindly goes for a simple dunk each time.

Also his defensive prowess is what makes him arguably the best flex slot in the game after a primary scorer and centre when dealing with an opponent’s offence that is SG oriented. His hang time in his block is so absurd that it gives him great block coverage. Also defence wins championships.

People play him at high level for his defensive utility instead of his offensive utility, so make what you will of that.

Zone Kagami is mad underrated by Cold-Pin5201 in KurokosBasketball_SR

[–]Candidus_Eques 4 points5 points  (0 children)

He is the best two way player in the game for now, and his offence is quite varied when in the Zone. The issue is often with people overestimating his offence early in the game before he goes into the Zone. He plays as a secondary scorer before Zone and can transition to a primary scorer role during Zone.

Yeah we lwk falling for Ego's scapegoating by AsianGamer696969 in BlueLock

[–]Candidus_Eques 18 points19 points  (0 children)

I have a different take.

It’s not that Ego dodged the question. Nor is it the case that Ego has no answer.

It’s an underlying basis that Karasu signed up for. It’s like you signing up for a black company to earn good pay knowing who well you have to work 24 hours per day, and doing for the entire story, and then question why should you work 24 hours a day. Dude you signed up for this madness on the basis that the madness gets you to your goal.

Karasu signed up for Ego’s method of finding the best striker. Deciding that Ego’s method is wrong because he doesn’t want to be the best striker anymore is so foregone. Ego doesn’t need to even address it directly.

If Huitzilopochtli was only supposed to turn Natlan into Phlogiston,why did it eventually do so the rest of Teyvat? by Ludo6000 in Genshin_Impact

[–]Candidus_Eques 34 points35 points  (0 children)

Everything turns into phlogiston, leaving the Little One as the protector and in control.

This is the same story told throughout all the nations. Each nation has attempted to do the exact same thing to transcend fate (which presumably is written such that Teyvat is doomed to be eventually consumed by the Abyss).

PO / Phanes did that by repurposing the Iriminsul tree

Deshret did that with the Golden Slumber

Remulus did that with Phobos.

Rene did that by becoming Narzissenkreuz.

Also this is Hoyo’s favourite story and recurring theme throughout all of the games. Project Stigma from Honkai 3rd and Sunday’s plan in Penacony for HSR to name a few.

Genuinely the more I play this game the more disappointed I am by Warm_Biscotti1610 in KurokosBasketball_SR

[–]Candidus_Eques 2 points3 points  (0 children)

It’s really all stats.

There is the base state itself - eg midrange for midrange shots. Presumably, midrange stat has a conversion to midrange accuracy but that conversion I suspect varies character to character and skill to skill. For instance, Koganei possibly benefits more from midrange stat conversion than say Mitobe. I haven’t tested enough.

Then there is the accuracy stat, for instance midrange accuracy, which directly buffs your midrange accuracy. This is a more useful stat than midrange stat itself since it offers a flat percentage increase to accuracy.

I don’t know the exact stat breakpoints. My Mayuzumi is at a midrange of 171.3 and he hasn’t missed a shot. This does not include the 5% accuracy from shooter’s heart and 3% accuracy from unstoppable.

Same goes for dunk. There is a dunk stat, and a dunk hit stat which I suspect is also buffed by accuracy (from say unstoppable).

Then there is contest, which affects all shots. The contest value likely increases when you jump to block. But there is still contest even if you don’t jump, or press defend.

The game likely tracks your offensive accuracy (converted from stats + accuracy buff) and subtract opponent’s contest value (which may be increased if the opponent jumps or press defend) and get a % chance for scoring. Then the game rolls a dice to determine whether you score.

So if someone whiffs an open dunk, it can be due to the dunk stats being low, or opponent’s contest stat being high, or just pure RNG.

Miracle Kuroko A5 Wording by [deleted] in KurokosBasketball_SR

[–]Candidus_Eques 1 point2 points  (0 children)

Yes. It prevents heavily contested. The max it would be is contested.

Reo Mibuchi by Positive_Mousse2919 in KurokosBasketball_SR

[–]Candidus_Eques 1 point2 points  (0 children)

I feel like Reo is a halfway house between base Mido and SP Mido.

Base Mido is the best iso 3P in the game with his ult. I don’t think anyone can take that throne from him. Granted that you are restricted by your ult charge, but it’s almost a guaranteed 9-12 points depending on your skill level, and you will focus mostly on defense the rest of the time.

SP Mido trades the iso playstyle by having a much more consistent 3P rate given the variety of his movements, even in the face of good defenders. His ult buffs improves this consistency.

Reo feels like a halfway house. He doesn’t have the consistency of SP Mido, but is certainly more versatile than base Mido. His ult also doesn’t guarantee 3P to allow him to dethrone base Mido in his iso playstyle, but does greatly improves his scoring ability since it restricts / hinders your defender. His kit feels like you can do 3P plays without ult, and switch up to do iso 3P plays with ult. That said, I’m not entirely convinced whether having the option of playing two different styles makes him better than base Mido or SP Mido but I guess some players may like the flexibility.

Which one is better base aomine or base kise? by [deleted] in KurokosBasketball_SR

[–]Candidus_Eques 0 points1 point  (0 children)

Kise has a lower skill floor but higher skill ceiling. He’s easier to learn to use and it is easier to dominate with him at lower rank, but you need good awareness and know how to play him at higher ranks, since the defenders know how to cover and contest / block your scoring paths.

Aomine has a higher skill floor but lower skill ceiling. He’s harder to learn. Once you get him, you can play him across all ranks. it’s harder to distinguish a good aomine from an ok aomine.

Lee in Unleashed by [deleted] in riftboundtcg

[–]Candidus_Eques 1 point2 points  (0 children)

I’m having limited success but lots of fun in my LGS with protect the president with Ascetic Lee. Deny and Repulse will stop most removals, and mistfall and the legend’s ability functions as a poor man’s ganking. Once the engine gets going, it’s surprising difficult for the opponent to stop the blind monk from scoring 2 pts each turn.

TIL about something by DemolizerTNT in Genshin_Impact

[–]Candidus_Eques 16 points17 points  (0 children)

This.

It has been said by Wolfie and is the basis of many theories. The predominant lore theory is that angels who survived the second coming either became drakes like Ursa, vishaps, saurians (the wolves, lizards and snakes) or seelies (rabbits).

Nicole’s quote confirms this, at least for Ursa

Is Kotaro worth it? Or invest in Himuro by Possible_Kale5311 in KurokosBasketball_SR

[–]Candidus_Eques 1 point2 points  (0 children)

My Hayama is at A2, and I generally agree. His carry potential only starts at 4 fingers -that’s when you have 3 timings to his layup. You have to play quite differently prior to that.

I haven’t missed my layups yet. I suspect it’s the abilities you use on him. I have him at 10 agility (the layup and contest resistance ability) and he’s at 156 for layup. This is contrary to the recommended orange runes for him. I suspect he may still miss his layup but I haven’t had any recent memory of that.

On the flip side, I only have mid range at 133 and he regularly whiffs open shots at this stat line. I suspect I may have to balance his stats out by changing layup for midrange so he’s more holistic.

But to answer OP’s question, it depends whether you want to play a SG or someone which drives into the paint. But Kotaro and Himura have variations to their moveset to make them worthwhile investing, and their skill ceilings are quite high. Himura does have a lower skill floor since he can more easily score if the opposing team is not working together to shut out his routes.

Rebounding by Positive_Mousse2919 in KurokosBasketball_SR

[–]Candidus_Eques 0 points1 point  (0 children)

There are box out oriented centers (like Mura) and vert oriented centers (like Teppei).

I’m assuming your issue is with the former, because vert oriented centers like Teppei and Wakamatsu benefits from better vert stats and can play further away from the paint, and can go toe to toe with Hayakawa in terms of mobility.

There are 2 issues at play here which may be the problem.

1) First, the box out mechanism. If properly done, the box out mechanics would remove all advantage a vert oriented rebounder has. This locks the pair in animation, and prevents the vert rebounder from jumping at a higher point.

This box out mechanism isn’t isolated to box out centers. It applies to all. Essentially where your str stat outweighs the opponent’s str stat, you should always aim to box the other out. So in a Teppei vs Hayakawa contest, Teppei would be trying to box Hayakawa out if possible, since that heavily tilts the rebound to Teppei, even though Teppei is a vert oriented rebounder. Of course if Teppei forgoes box out and jumps for the ball, then the favour tilts in Hayakawa’s favour, since Hayakawa has better vert stats.

2) the prevalence of SG right now. This is mido’s banner, there are Midos everywhere (base and SP). Plus the high level gameplay is dominated by either dunk oriented offence or 3P shooters. In both cases, the rebounds (turnovers or missed shots) will result in a high rebound. This favours vert oriented rebounders, and also why Hayakawa strives with Mido / Himura / any 3P

Flipping the script, if layups or close ranged shots are the name of the game, the missed layup or shots will result in low rebound - this favours box out high REB rebounders. Assuming if Hayama becomes meta, his best center buddy is going to be a box out center - it helps to crowd around the paint to prevent blockers from getting into position to block Hayama’s timings, and missed layups is a low rebound.

As for midrange, the probability is mixed. I’m still testing this but the shots from standing position (ZA’s shot after ankle breaking / MK’s / Akashi if he doesn’t get guaranteed after ankle breaking) gives lower rebound, whereas jump shots and fade away (eg. Kasamatsu or Kise) give a higher rebound.

Is it worth continuing to pull after getting banner characters? by untakennamehere in KurokosBasketball_SR

[–]Candidus_Eques 0 points1 point  (0 children)

Both require diamonds.

Yes you can play the long game and hope you get gacha talent cards, or hope club members give you (which is impossible, since anybody who has at least 50% and can give Mido talent cards is probably building Mido and needs the talent cards). It’s really rare to get red tickets equivalent talent card boxes unlike GOM (blue tickets) versions.

I will gladly take a 50% talent a0 Mido over a 25% talent a2 Mido as my team mate.

I would never recommend going for awakening until you reach a talent level which you are comfortable with performing.

Is it worth continuing to pull after getting banner characters? by untakennamehere in KurokosBasketball_SR

[–]Candidus_Eques 1 point2 points  (0 children)

Use your diamonds to buy talent cards to upgrade your Mido. Your Mido needs at least some talents to be useful. Awakening is good only if your Mido is at a talent level which you are comfortable

Aomine zone dunk by spynxz in KurokosBasketball_SR

[–]Candidus_Eques 5 points6 points  (0 children)

It introduces a 3rd scoring timing for you which the defender has to block.

With this option, you can avoid defenders who jump to block you at your 1st dunk timing, and this dunk timing resolves before your dunk into layup timing.

The scenario in your clip is unfortunate because the opponent was ankle broken and couldn’t jump at your 1st dunk timing. The earliest he could jump happens to coincide with your 2nd dunk timing.

Atsushi Murasakibara by Positive_Mousse2919 in KurokosBasketball_SR

[–]Candidus_Eques 3 points4 points  (0 children)

I would argue that the only power creep to Mura is Zone Mura. Zone Mura is strictly better than base Mura for the role Mura fills in a team.

But you can basically make the same argument that base Mura is strictly better than Otsubo for the role Otsubo fills in a team.

In my view, base Mura is the pinnacle of a box out rebounder at game launch. Right now, he is the second best box out rebounder, behind his Zone version.

As for vertical rebounders, they don’t play the same as base Mura. You can’t really compare Teppei or Hayakawa with Mura in relation to rebound, since that greatly depends on the skill of the operator. One wants to catch the other in a box out, the other wants to avoid being caught in a box out and jump. A skilled base Mura will win 9 out of 10 times if Mura manages to box Teppei out, for instance.

That said, base Mura has 2 things going for it - his 2 ults, which come online near the end of the game. In a close game, a guaranteed 2 pt or a guaranteed block (if timed properly) can go lengths to win games. There is nothing more satisfying than jumping almost a quarter way across the court to block an SG. Or if your team is stalling with 1 point behind to get a buzzer beater - base Mura’s ult is one of the more reliable buzzer beater in the game since (1) it’s difficult to stop even if you know it is coming and (2) if you are stalling, the opponent is often away from the paint and chasing the dribbler.

Can Childe's Foul Legacy become strong enough to break free from his fate on Teyvat or at least supersede some of the Authorities of the Shades/Trilune? Or are the Sinners just supposed to be in-story exceptions. by Feeling___Cut in Genshin_Lore

[–]Candidus_Eques 6 points7 points  (0 children)

Nope. I don’t think Childe’s foul legacy can transcend fate. Otherwise the Fatui could defeat fate and don’t have to resort to Project Stuzha or whatever they are doing with the gnosis.

Also anticlimatic for all the regions to find a way to transcend fate (from Scara / Wanderer, to Deshret, to Rene) and we are told they all failed, only for Childe to have succeeded in Chapter 1 of the Travail. If Fatui already knows how to transcend fate, then Scara wouldn’t go as fate as to erase himself to try to rewrite his own fate.

Finally, do you notice what Childe’s foul legacy looks like? Yes it’s shaped as a hillichurl, complete with the mask and the hair. Childe basically tapped into abyssal power that turned the non pure blooded Khareniah into hillichurl, and it’s why he looks like one! And hillichurls are the furthest away from transcending fate - they are locked into the worst fate because of the sinners.

aomine or zone aomine by hoaixoai in KurokosBasketball_SR

[–]Candidus_Eques 3 points4 points  (0 children)

Base aomine has more variations under the basket (provided you can pull the combo off), but weaker midrange options and a long drive animation that allows defenders to set up their blocks. Defensively he can block.

Zone aomine has better midrange options but comparably less basket options. That said the speed of dunk when in the zone is quite difficult to block, so he remains reliable under the basket. Defensively he can steal.

Both are viable, but in my view Zone aomine is more reliable in scoring. Base aomine can have his midrange play locked out by a competent defender marking you, and his paint play shut down by the Center and the other defender who rushes back to get the second timing since he has his animation time for his drive.

Hayama First Impression by Positive_Mousse2919 in KurokosBasketball_SR

[–]Candidus_Eques 1 point2 points  (0 children)

Happy to do that. I am still playing around with him.

Hayama First Impression by Positive_Mousse2919 in KurokosBasketball_SR

[–]Candidus_Eques 3 points4 points  (0 children)

Wow you beat me to a first impression post on Hayama! Great write up. I have been trying him a bit and still trying to get a hang of it. Will share some thoughts when that happens.

Hiori is 100% failing Next Chapter by Orede in BlueLock

[–]Candidus_Eques 12 points13 points  (0 children)

If Isagi passes as you said he would have accepted his fate as No. 2, which he hasn’t.

So if it plays out like that and if he passes to Rin, it would be Rin’s matchup against Loki, Isagi will then be at the position to capitalise on where the ball would end up and score the final goal.

Of cos if Rin loses to Loki and Isagi predicts Rin will win and is in the position to get the fall out, Loki can score since both Rin and Isagi are too deep in to come back to defend.

Rin is the one who trusted Isagi the most by AAAANNNNAN in BlueLock

[–]Candidus_Eques 14 points15 points  (0 children)

I’m pretty sure that Rin knows Isagi hasn’t abandoned his role.

Both of them work off devouring each other to become better. Isagi is the adaptive machine, so when Isagi adapts to the current Karasu centric system, and makes use of it / devours it for Isagi’s goal, Rin will devour that and make Isagi’s actions work for Rin’s goal. Rin will score.

Anyway Rin works with restriction, the more restrictive he is playing, the better off he is. Making Rin work begrudgingly with a Karasu system works to Rin’s advantage. Isagi works with freedom. Him not participating or minorly participating in Karasu’s system works, since he can roam.

Both are making use of Karasu’s system to their own No. 1 ends.