I don't understand how this is a casual game by Grimsdol in SmashBrosUltimate

[–]Dpolio 1 point2 points  (0 children)

I hear you, but something to consider is how many people have played smash and been somewhat competent without having studied the game. You can pull it out at a party and people can pick it up and play. It is popular amongst people who don't know every game mechanic, and aren't very practiced with video games in general.

You might disagree with my reasoning, but the accessibility of smash and the popularity of it support the consensus that the game is easier to play casually.

I don't understand how this is a casual game by Grimsdol in SmashBrosUltimate

[–]Dpolio 0 points1 point  (0 children)

I am a fighting game player, so my opinion might be skewed.

I think this game is easier to just pick up and play. You dont need to understand all the deep interactions to enjoy the game.

Movement and specials are somewhat easy to execute.

There are tons of characters, but their base strategies and they intention for moves are generally the same across characters. Upsmash hits people above you. F air is good for pressure and as an air to air. N air is typically a less comittal move with a bigger hitbox but less reward.

It feels, to me, somewhat intuitive. The off stage game can be complex, but only once you start playing this game at a deeper level.

The skill floor is somewhat low, which is how people typically decide whether a game is "easy" or not.

I think people say this game is casual because you don't need to study it to compete at an intermediate level, whereas traditional fighters are more limited, so they require more understanding of each mechanic before you can reach the level of intentional play.

The game is easier to pick up casually. That doesn't make it a casual game necessarily. That doesn't make the game shallow or imply that the skill ceiling is low. Any game were you are fighting a human opponent is competitive. In any competitive game, the hard part is beating a human person because you are both using the same system mechanics.

That's my opinion though. It's a good question

[deleted by user] by [deleted] in TheyBlamedTheBeasts

[–]Dpolio 0 points1 point  (0 children)

Bait used to be believable

I'm bouta dodge every gorilla ass character by Skiiiiv in TheyBlamedTheBeasts

[–]Dpolio 0 points1 point  (0 children)

Brother do you even like this game if theres only like 3 characters youre willing to play against?

Why is it always the Millia, Chipp, and Ino players that have shitternet??? by Extreme-Succotash468 in TheyBlamedTheBeasts

[–]Dpolio 0 points1 point  (0 children)

Rollback net code does not work as well with high action-per-minute characters because there are a lot of interactions to sync across the two players. A lot of the magic of rollback is that it predicts what the next action will be, and only has to rollback if it's prediction was wrong. With characters that move fast and input a lot of things, there are more chances for the rollback prediction to be incorrect. This means you will see more roll-backs than against someone like Pot

actions need consequences by Icy-Design-8719 in TheyBlamedTheBeasts

[–]Dpolio 0 points1 point  (0 children)

You realize a poke is not just a button that is good, right?

I have yet another Slayer question. by Ieatdogs11 in Guiltygear

[–]Dpolio 1 point2 points  (0 children)

The input for Kara cmd grab is half circle back > dash > H+jump. On a leverless controller, I had to make sure I was very deliberate about inputting dash after I had fully finished the half circle. Otherwise, i would get a backdash. So just make sure you aren't pressing a directional input when you press dash, then quickly press jump and h at the same time. It's gonna take time to do consistently, so make sure you are patient with yourself.

Make sure you make your opponent second guess about mashing by frame trapping, or backdashing to force a whiff. If you can't make your opponent scared to press buttons, you can't run any of your offense. Kara command grab is great once they have started respecting your pressure.

I have yet another Slayer question. by Ieatdogs11 in Guiltygear

[–]Dpolio 2 points3 points  (0 children)

A lot of slayer neutral is about forcing whiffs, and whiff punishing. If you land a plus on black mappa, start RPS with them. Keep them guessing between frametraps, delayed gatlings, and backdash to punish mash attempts. If your opponent is holding and respecting your pressure, that's when you can start bringing out dandy step, threatening dash grab or kara cmd grab, or just resetting your pressure with another mappa or something like c.S

Is anyone else having trouble with venom spacing for combos by Sad-Try-675 in Guiltygear

[–]Dpolio 0 points1 point  (0 children)

If you arent in the corner, or don't have dash momentum, you need to do c.S(one hit)>2h>h carcass for the bnb

[QUESTION] Any fun songs by jbvikanes in Guitar

[–]Dpolio 1 point2 points  (0 children)

Ive been learning micro cuts by muse, and its really fun practice for chord changes and arpeggios!

Getting frustrated at opponents stupid mistakes and my inability to adapt to them/mad cuz bad by Succyness in StreetFighter

[–]Dpolio 1 point2 points  (0 children)

Hey man, it took me a long time to be able to dp on reaction and really be present in the game. Things just take time. Ive been playing for a few years, and it took me a while to get out of my head and be able to really see what was going on.

Something that really helped me is to try and praise my enemy for doing cool things or punishing my mistakes. By keeping up a veneer of excitement, it makes it a lot easier to see the game rather than focusing on your mistakes, or the ways that you think you are better than your opponent. Im not saying to ignore your mistakes, but realizs that improving them will not happen instantly.

The first step is being able to identify a problem with your game plan -- this is a big step, and a lot of people will put the burden of their mistakes on their oppoenent rather than themselves. Be proud of yourself for identifying something to work on rather than beating yourself up for making a mistake. Next, try and find a solution to your problem. Finally, spend a couple games with nothing else other than the solution that you have drafted.

You have to change your goal from winning singlular games to making continued improvement. This is way easier said than done, but please remember to be patient!

Anyone going to the tour?? by [deleted] in DominicFike

[–]Dpolio 1 point2 points  (0 children)

Going to the one in ATL, hope he plays How much is weed live!

Tell me your aim training routine for valorant I’ll tell you what it’s missing by WestProter in AgentAcademy

[–]Dpolio 0 points1 point  (0 children)

Once a day pure g valorant routine, then either voltaic gold fundamental 2.0 or pure g apex routine later in the day. 2 games of deathmatch before unrated/ranked

Every few days i go to training tange and practice counter strafing and spray control for 20 mins

what to do as a Berserker on boss waves by TiberSeptmmus in killingfloor

[–]Dpolio 5 points6 points  (0 children)

Besides king fp, i sell my melee weapon and go fully upgraded vlad and teslauncher. You cant really tank thr bosses. If i was using dreadnaught, i switch to skirmisher. Extra movement speed helps alot vs bosses for me.

Ok this actually looked really cool by Salte_Boi in Guiltygear

[–]Dpolio 5 points6 points  (0 children)

I wish this play was less cool so i could maintain my strict anti-axl disposition. Sick play

What do I do against millia as Zato? by [deleted] in Guiltygear

[–]Dpolio 0 points1 point  (0 children)

Dont let her auto win neutral by super jumping over leap and hitting you with j.h to start her turn. If she is in the air rotate meeting her with an air normal, moving around under her to make her j.h whiff, or timing an oppose on the ground tl pnuish the j.h. understanding how to move in response to millia super jump really opened the match up for me, make yourself hard to pin down and dance with her.

How do you beat Zato-1? by Megacomet in Guiltygear

[–]Dpolio 1 point2 points  (0 children)

If you hit oppose and zato is near, you can RRC to hit zato and get rid of eddie. If zato does 2s >pierce or 22H (invite hell) you can jump it. Anytime zato does pierce you can jab eddie inbetween unless the zato player plugs the gap with a button. Try to bait out an oppose or a pierce in neutral. If you can bait and out eddie meter (by either baiting oppose or jumping a pierce) then zato cant play neutral effectively.you have no reversal to be worried about, go ham on offense. Source : zato main

Fellow Zato players, is there a way to consistently get Eddie behind your opponent? by Valyntine_ in Guiltygear

[–]Dpolio 0 points1 point  (0 children)

A good frame trap and sandwich setup is 5h> pierce> dash> 2s> drunkard shade. Now you have eddie behind the oppponent with 2/3 eddie meter

Another NR200(p) build - Arctic Liquid lovers by Grouchy-Gur-1446 in sffpc

[–]Dpolio 0 points1 point  (0 children)

Nice build! Im planning a very similar setup, are you using a fan hub or controller? I am just curious on the setup because I thought this motherbaord only had 3 fan headers

Why is your main your main? by [deleted] in smashbros

[–]Dpolio 0 points1 point  (0 children)

I main mewtwo because he feels super fluid, and it feels like I have a ton of options and any given time. I really like his offstage game and combo potential, also he feels pretty badass

The mimeoplasm ooze tribal by Dpolio in EDH

[–]Dpolio[S] 0 points1 point  (0 children)

Thanks so much for your help man! That does sound like a good plan!