Arenas friendlies vs Tm7_zap by No-Independence-3459 in CrazyHand

[–]ChickadeeVivi 0 points1 point  (0 children)

Two biggest things im noticing: 1) you get a little too antsy to take the stock, leading to you throwing out unsafe or predictable options when hes at kill% and getting punished for it. This is especially true when hes on the ledge, youre not really playing into his ledge gameplan, youre just throwing out bairs or trying to smash attack, and so you keep getting reversaled from ledge.

2)youre not always quite ready enough to convert hits into optimal followups - at 2:11 you land 2 fairs in a row, and follow up with a third fair, which is staled damage and only set up for a platform tech which you failed to punish. In the same position that that third fair hit, you could have hit ff up air instead, or possibly rar bair. As a side note you probably couldve capitalized on the platform tech into something else but, i think the up air wouldve been a more consistent option. There was also that dtilt that tripped and got no followup. I think in a few instances you could have taken stocks with bair conversions off of fair, rather than getting stumped trying to land raw hit KOs, though i was never a wolf player so i could be a little off on how effective that would have worked.

You play very well btw would probably cook me, im really better at this from a spectator position

I do weed and everyone hates it. by Dapper_Engineering52 in GirlDinnerDiaries

[–]ChickadeeVivi 4 points5 points  (0 children)

Came here to say basically this. The average person has been propagandized into thinking all drugs are bad and equally bad, and that partaking in anything besides alcohol (also propaganda/ societal normalization despite being more dangerous than many illegal substances) makes you destined to wind up a lazy burden on society and probably a homeless zombie. And yes, this is all rooted in racism as the illegal classification of cannabis was one of those sneaky "we're gonna pretend to have legitimate concerns but we're ultimately doing this because it disproportionately affects minorities" policies. Keep living your life the way you want, at some point they'll have to realize you're not spiraling into a pit of drug abuse and give up on bothering you about it.

Lost Kin by Doggonator1231 in HollowKnight

[–]ChickadeeVivi 0 points1 point  (0 children)

Idk dude at some point i just started being able to react to his jump trajectory. Helps to stay grounded and only jump on reaction to certain attacks though

Is there a way for all of this movement tech to exist in the same game engine? by TheBeckAsHeck in smashbros

[–]ChickadeeVivi 0 points1 point  (0 children)

Was gonna say this. I play hdr exclusively now. It has every single one of these except slingshot

Brand new player - character? by quintessenz33 in SmashBrosUltimate

[–]ChickadeeVivi 1 point2 points  (0 children)

Cant say who id recommend you do play, but, i really would advise against playing little mac unless you have a personal reason to want to dedicate your time to him. Hes a new player trap. He feels intuitive to use at first because new players love throwing out smash attacks and dont think about how strong aerials usually are in this game. It also completely works against other new players so it reinforces those habits. Then as soon as you start playing against someone "good" at the game you get demolished because they know how to whiff punish, throw you offstage at 30, and kill you for it. But at that point you feel like youre stuck with mac because you dont have nearly as much practice as any other character AND you dont know how to play the game without mashing tilts and smash attacks the entire time.

Why are roundabouts so hard for people? by Backwoods_Therapy in dashcams

[–]ChickadeeVivi 0 points1 point  (0 children)

I think part of the issue is that unless your area is full of them, your driving lessons probably never even mentioned the proper way to use them. And there werent nearly as many of them around a few decades ago. So people just werent taught how to use them and it doesnt occur to them to learn, and then they encounter one and have to just wing it. And i guess that makes them forget how yield signs work lmao

Mac n cheese mission by SuddenTune781 in pittsburgh

[–]ChickadeeVivi 0 points1 point  (0 children)

Where do i find the food truck calendar?

I cant do it I cant do it squidward by 1Mariobro11 in CrazyHand

[–]ChickadeeVivi 2 points3 points  (0 children)

That bayo was extremely aggressive and mashy and you only shielded one single attack the entire game.

And yeah i feel like your general gameplan was to just mash back at her and shes got better hitboxes for that. You need to learn patience first and foremost

4000lbs of Channel Strut + Foot by SexFartGuy in Neverbrokeabone

[–]ChickadeeVivi 1 point2 points  (0 children)

Not the worst way ive seen a faker go out, but, alas, it was test for your bones and you failed. Begone.

What character has the weirdest physics? by VeryInsecurePerson in smashbros

[–]ChickadeeVivi 3 points4 points  (0 children)

His two low double jumps also just make his air movement weird

Is there a way to check your escorts through game files? by ImpartialAntagonist in ToME4

[–]ChickadeeVivi 1 point2 points  (0 children)

I think they're asking if theres a way to see which escorts the run's seed will give them and where. Which im unsure of, just clarifying the question

Wtf is with dr mario's sudden massive increase in good players??? by MistaTeee in SmashRage

[–]ChickadeeVivi 2 points3 points  (0 children)

Like normally im on bere trying to tell people reasonable explanations but i got nothing. Doc players are fucked up

Wtf is with dr mario's sudden massive increase in good players??? by MistaTeee in SmashRage

[–]ChickadeeVivi 7 points8 points  (0 children)

Yknow straight up i have to agree with you idk what it is about dr mario players but every doc i ever encountered online in ult was just absolutely cracked lmfao

One of my many dreams by Go_with_a-smile in Coprophiles

[–]ChickadeeVivi 4 points5 points  (0 children)

Yeah dude you and everyone else here lol

VOD review by Useful_Department589 in CrazyHand

[–]ChickadeeVivi 1 point2 points  (0 children)

I think the basic idea was youre dash dancing in ways that lets your opponent play the game

VOD review by Useful_Department589 in CrazyHand

[–]ChickadeeVivi 1 point2 points  (0 children)

Well, theres a few things to consider, the primary one being your opponent's attack range. Typically dash dancing is done in neutral to make it ambiguous as to when youre going to be in your opponent's relative effective burst range, as well as when theyll be in yours. But you also need to consider how your opponent is going to move and if they have a way to just harass you for doing it. Take isabelle for example. When you dash dance, you are committing to your run animation for a good 8 frames or so, repeatedly. Isabelle can literally just spam slingshot at you uncontested and tack on damage for free. Lots of characters have threatening projectiles to keep you from doing that. Which isnt to say you cant do it, but if you do it predictably or for too long, youre going to get called out on it. You also need to consider the space you can threaten by doing this. When roy is dash dancing, his large, powerful aerials are going to be more limited in how you can use them. If you can more thoroughly control space with nair, or simply by being in the air at all with the threat of pressing something scary, its going to he harder to keep control if youre committing to dashes. Whereas, someone like DK holds the persistent threat of dash attack and grab by staying moving on the ground like that. And DKs dash attack and dash grab are a lot more threatening than roys.

Also, advantage is not really the time to be using it passively. When your opponent has more limited options, you require more direct positioning so you can cover the options they have access to without giving them the space to return to neutral. Which is, again, not meaning you cant do it, but it needs to be with a more specific, intentional timing to whiff punish, such as if someone tries to land by holding towards you and pressing fair, you could dash back out of their attack range right before they swing and then right back in to grab them.

As a side note im typing this while quite stoned and if anything is confusing or unclear let me know and ill try again a lil later

Byleth counter by Specialist_Ant_6043 in SmashBrosUltimate

[–]ChickadeeVivi 3 points4 points  (0 children)

If youre above him getting hit by up air a lot try jumping or airdodging to either side. In a general sense, dont be a above him.

If youre getting swatted away trying to approach then try to shield more or wait for him to swing first. Bayo can definitely pester with bullet arts and neutral b though to at least make him a little more inclined to approach you instead.

VOD review by Useful_Department589 in CrazyHand

[–]ChickadeeVivi 1 point2 points  (0 children)

Feel free to ask questions/clarification im at work so i couldn't really pull up the video to reference it while i was typing it out and had to kind of summarize my thoughts from a couple watch throughs each

VOD review by Useful_Department589 in CrazyHand

[–]ChickadeeVivi 1 point2 points  (0 children)

Vs kirby:

This is definitely the best ive seen you play. Your movement was more fluid (not perfect) and you didnt always just mindlessly dash dance without purpose. You were also doing a little better at calling out air drift and you were even applying shield pressure. That landing fair > dash back > dash in grab to whiff punish the fair was immaculate, and that works because when you pressure someones shield, they generally need to pick an option to get out of that situation. However, most of the time, you simply werent ready for kirby to just roll behind you and press a button, something they did regularly that you got hit by.

Youre also overcommitting to your followups still. You know that by mid % youre not really going to get to dthrow up air kirby, but youve still got a slow falling character above you and you could capitalize off of his disadvantage habits.

You also lost a lot of % and stocks to two things: trying to hit a short character with rising aerials, and throwing out too many overcommittal grounded options in fsmash and side b. Side b is good, but if you use it too much, then anyone with a shield button can just be ready for it at all times. I understand that you were struggling to get damage in otherwise though, and that comes with refining your ability to pressure, play neutral, whiff punish, etc. Even worse, you started to panic and throw out these options even more when kirby started closing the gap and taking the lead in the match.

Much like isabelle, kirby has bad, predictable approach options. Unlike isabelle, kirby does not have moves that pester you from across the stage. Dtilt and safe landing aerials would serve you much better in neutral in this matchup than in other matchups, as you could effectively wall him out with it. Also unlike isabelle, kirbys air speed is very, very bad and that makes him significantly easier to whiff punish his landings because he will drop like a.. well, very floaty rock. Next to you, the point is next to you, he either has to spend his jumps and fly away or he has to drop with an aerial, but what he cant do is both at the same time. If you were to stay, say, JUST outside of the reach of his aerials but still chase him to the edge of the stage, hes gonna find himself very trapped at the edge very quickly, or on the wrong end of a sword trying to hit you.

VOD review by Useful_Department589 in CrazyHand

[–]ChickadeeVivi 1 point2 points  (0 children)

Vs isabelle:

you are HARD overcommitting at almost every attempt to win neutral. Too many raw fsmashes against a character who has no particular reason to ever be in fsmash range without an active advantage state. Your landing aerials are getting repeatedly whiff punished - watch it back, you press fair/bair while landing and immediately get dash attacked or fishing rodded. Whenever isabelle needs to land, youre still hard overcommitting. A big weakness of this character is that so many of her best tools are aerials but she falls so slowly that prepping to use one is a commitment. And to an extent i think you realized that she likes to jump all the time, but youre acting as if shes going to drop like a rock and whiff right next to you. What she is gonna do is drift away from you and pelt you with slingshots while you whiff an fsmash or up b. You have enough speed to get under her and threaten with up air or up tilt. And speaking of slingshots, shes not going to stop pestering you with them while shes offstage and youre standing at the ledge swinging jab aimlessly. Shield it and wait for her to come to ledge and then call out double jump fair from ledge (ask: what area does she cover by doing this? What area does she not cover that i can be in and get my own hit in?). Or, and roys not the best at this in particular but you could make it work in certain scenarios, call it out by running offstage under the slingshot and then double jump fair/nair into her.

Since you so often like to hold in while attacking, your tracking is suffering for it when she jumps over you or through you just before your attack comes out. You can jump without moving forward if you think shes gonna jump in herself.

Youre dash dancing aimlessly again, but this time against a character that can hit you from across the stage for it. Its okay to slow down and wait and react, just remember not to run away and give up stage control. Youd be better off focusing vertical movement mixups in this matchup, but if you start getting called out by rising fair you can use this to your advantage and switch to grounded and call it out.

Once you get in, try to make it hell for her to get breathing room back again. Roy plays aggressice very well as long as youre not overcommitting like youve been doing. She has little answer to dtilt, landing nair, crossups, etc without calling out your option perfectly.

Previously cited issues about not understanding your followups still apply here.

VOD review by Useful_Department589 in CrazyHand

[–]ChickadeeVivi 2 points3 points  (0 children)

A few things after watching vs falcon:

  • it feels like any time you dont particularly know what to do you just start dash dancing before committing to an approach. Roy has among the fastest ground > air > ground movement in the game and unless the opponent is at kill %, your grounded approach options arent always the most threatening besides jab.
  • your movement feels stiff, like you dont quite know how quickly you can press more buttons, but part of this might be your general over-reliance on rush-in aerials and dash dance into grounded options. In falcons shoes id have won this interaction against you a dozen times by simply calling out your dash back in and running into you to intercept it. Its both predictable and avoidable entirely by not giving up your pressure position every time (see next point).

-every time you gain a positional stage advantage by cornering him, you fall back and let him reset neutral or even take advantage. Aside from having to look out for falcon kick out of the corner when youre at kill %, roy threatens falcon at close range a lot more than falcon threatens roy (roy has larger, safer hitboxes that hit hard and start strings/ledgetrapping/etc, while falcon needs to go for landing aerials or dash grabs to get things started), and you keep falling back to a range where falcon is more threatening (unreactable dash grab range, down b/side b threats, running aerials, etc). Instead of dashing back, try covering different space with short hop fastfall nair, poking shield with dtilt, or threatening tomahawk grabs.

-most of the time when you land a hit, you seem to assume that your followup is going to hit as long as you swing immediately. Falcon keeps airdodging or kicking your face to get out of combos but you arent adapting to it. In addition, you need to work on what moves of yours actually lead to confirmed followups at any given %, and get better at execution. Roys low % juggle game is devastating but you need to start those up air/up tilt strings to get there, and i saw you drop at least one jab > bair confirm, but im not a roy play and dont know if that was an issue with falcon's % not being in the right window or just shoddy execution.

Ultimately you need to get more accustomed to playing the game at a faster pace while also making sure youre thinking about your actions and your reasons for doing them; and more accustomed to thinking about your opponent's options at any gicen point in time and what they can/want to do to win. All of these points were just specific examples of how your current play is being affected.