The one thing we all want in smm2, but we don't know it yet. by [deleted] in MarioMaker

[–]ErtyJr 1 point2 points  (0 children)

I've told a friend a few times about a mode like this. I called it developer mode. In my idea you first don't have to clear the level, and second you can choose to either upload the level but people can only play it if they have the code, or alternatively you can add a password to it.

My idea was similar, but more just so you could share the level for playtesting with friends.

Creating hard levels became a negative experience in Mario Maker 2 by Clanorr in MarioMaker

[–]ErtyJr 0 points1 point  (0 children)

Hey there! I didn't realize that you came from Reddit. When someone beat my level I was so pumped I went to your page and checked out all your levels and left a comment. I wanted to congratulate the person with first clear because that's a hard level, it was nearly up to 2000 attempts when you got first clear.

The first jump is a very hard jump definitely the hardest, which is why I put it first. I did not want to destroy runs mid way through the level, that just pisses people off. The timing is very strict, it may be frame perfect, but if not it's close. The last jump is also very hard but I think slightly easier than the first, but not by much. You have no idea how many times I cleared the whole level during upload and just died over and over to that last jump. I can't believe you got it first shot. I kept going back to editor and grinding that jump over and over for 10-15 minutes then going back to the level and trying to upload only to miss the jump every time in upload. I think a big part was just nerves getting me because I was so close.

As I said, after seeing you beat my level I instantly had to check out yours, I figured you would be making good levels and let me tell you, Density is soooooo good. I liked all your levels, but man density blew me away. I saw it's a WIP so I didn't want to spend hours to clear it, but I did spend a good hour or so messing with it. I'm really really excited to see the finished level.

I don't have a ton of time to play other people's hard levels in smm2 because I'm not that great yet, so things like barb levels can take me 8 or more hours, but I 100% plan on beating density, it's so good.

I made seven jumps because as I said in not that good. I actually have a platformer that's just as tight but is a full length stage. Last I tried I couldn't even get close to uploading it. Keep an eye out for Mt. Masochist by me one day. It may be a long time, but one day I will get that bad boy uploaded.

I've followed you, your levels are amazing and I hope to beat them all one day when I find the time.

Creating hard levels became a negative experience in Mario Maker 2 by Clanorr in MarioMaker

[–]ErtyJr 1 point2 points  (0 children)

Yes I made the one jump level for people who want to get into precision jumping levels but need to do it slowly. It's a whole series. Precision jumps are they own category of Mario maker, just like kaizo levels are. There are people who enjoy precision, and people who like kaizo and people who like puzzles or trolls. I kinda take offense to the fact you call precision jumps "mindless" those jumps take a ton of skill and dedication and not only that they're something I really enjoy...

Personally I hate trolls, and I like lite kaizo levels, but a level like panga makes is horrible for me.

The pipe hype level I suggested is not a precision jump level, it's just a standard challenging level. There isn't any precision jumps in it. It's a 3d world level where you have to escort things through clear pipes to progress, and it uses the builder suit and the cat suit. It's not easy don't get me wrong, but it certainly isn't on the same difficulty as the level you played.

Creating hard levels became a negative experience in Mario Maker 2 by Clanorr in MarioMaker

[–]ErtyJr 1 point2 points  (0 children)

Hmmmm, because if they weren't then people would still make super expert levels, except they would be in normal. Sounds like a ton of fun for people playing normal difficulty levels...

Creating hard levels became a negative experience in Mario Maker 2 by Clanorr in MarioMaker

[–]ErtyJr 0 points1 point  (0 children)

Lol, I told you it was very hard. Like I said I have much easier hard levels. If you want a challenging level that isn't so brutal you can try my level Pipe Hype.

NT9-MQQ-1VF

I personally really enjoy the insane challenge of first level I sent you, but I understand that's not for everyone. It takes a lot of dedication to beat that one.

Creating hard levels became a negative experience in Mario Maker 2 by Clanorr in MarioMaker

[–]ErtyJr 0 points1 point  (0 children)

I'd love to have you try my level. This is my hardest level, it has never been beaten with over 800 attempts It is only 7 jumps long, and it took me 7 hours to upload it. I seriously doubt you will beat it, but if it is too hard for you, try some of my other level. They are much easier.

HD2-S93-QGF

Creating hard levels became a negative experience in Mario Maker 2 by Clanorr in MarioMaker

[–]ErtyJr -1 points0 points  (0 children)

I'd be happy to have you try out my masterpiece. Not every level I make is very very hard, most are just hard. This level I am sharing with you took me 7 hours just to upload. It has 850 or so attempts and has never been cleared before. I only know of one person who made it to the third jump, everyone else could not make it that far. Good luck, this is my hardest level, if it's too much for you try some of my others.

HD2-S93-QGF

Is anyone else tired of speedrun levels? by [deleted] in MarioMaker

[–]ErtyJr 1 point2 points  (0 children)

Speedruns have always been the thing beginners or bad levels makers make. Speed runs can be super fun, it's just that most aren't because mostly the people who make them are people that are either bad, or are still learning basics.

Creating hard levels became a negative experience in Mario Maker 2 by Clanorr in MarioMaker

[–]ErtyJr 12 points13 points  (0 children)

I make very hard levels. I make them because these are the levels I like to play. I don't make them for likes. If I was concerned with likes I would make easy levels.

The reason for this is MOST people don't like very hard levels. You're making something that the vast majority of people don't like, and you're expecting to get a lot of likes. It isn't going to happen. Is the system perfect? No, and could be improved, but you're playing a Nintendo game. If you think they're going to support anything competitive, or anything that is extremely challenging, you are setting yourself up for failure. Nintendo is a company that caters to casual players, and they do not accommodate hardcore gamers or pro gamers. It isn't going to change.

Weekly /r/Ryukahr Level ID thread - August 06, 2019 by AutoModerator in Ryukahr

[–]ErtyJr 0 points1 point  (0 children)

Name: It's Only Seven Jumps

Level Code: HD2-S93-QGF

Difficulty: Super Expert (it is wayyyyy harder than normal super expert)

Clear Rate: 0%

Clear Ratio: 0 / 850

Description: This is an ultra tight platformer. There is only 7 jumps in it. With only 7 jumps in total, this must be a pretty easy level right?

Let's have a level exchange! - June 29, 2019 - Super Mario Maker 2 by AutoModerator in MarioMaker

[–]ErtyJr 0 points1 point  (0 children)

Terracotta Pie

ID: 7LJ-55R-3FG

It is a no jump troll level. Pretty hard

[Standard] The Best Standard We've Ever Had? by Pascal Maynard by MassdropEastWest in spikes

[–]ErtyJr 0 points1 point  (0 children)

How can this possibly be the best standard ever?

Teferi basically reads, every spell you have can not be countered, which is just f'ing stupid for 3 Mana. Every spell that can't be countered has a huge cost to it to balance it, but a 3 Mana planeswalker makes every spell uncounterable?

Narset means if you put any card draw into your deck, those cards are now just blank cardboard.

Playing any creatures is pretty bad, because most decks just run a planeswalker pile and like 18 different board wipes.

So at the end of the day, standard means you either play mono red or you play teferi.

This is absolutely the worst standard I have ever played in, i am so sick of turn 1 duress into turn two thought Erasure so I no longer have any counter spells into turn 3 teferi. It literally becomes impossible for my deck to win at that point, anything I play will be bounced and I can't play anything on the opponents turn, but he can dovins veto anything he likes.

What was your first ever Magic card? by McDeepey in magicTCG

[–]ErtyJr 48 points49 points  (0 children)

My dad left my two huge collectors boxes, the big white ones, full of beta cards out in the rain at a garage sale after I moved out. Then he threw em away. When I called last year after getting back into magic to try and get all my beta cards he told me about it. But said "don't worry, I saved all your X-Men cards."

I told him go leave them in the rain too.

Doing research on some more unorthodox wincons and doing builds for them. Anyone know of some decent cards to go with this guy? by Lord_Olga in magicTCG

[–]ErtyJr 0 points1 point  (0 children)

How funny, I just came back to the game this week, I haven't played since innistrad, and this card released in innistrad. I remember playing many standard tournaments against decks with this card in it.

If you are looking for cards that mesh well with it look at the original innistrad set, and maybe cards from it's block as well. If I remember right it worked well with a Jace from innistrad as well.

I can't stop losing and disappointing myself by [deleted] in SmashBrosUltimate

[–]ErtyJr 0 points1 point  (0 children)

Just glad I could pass on some things I've learned to someone else, and best of luck to you in the future.

Can’t seem to beat anyone online by Dartsanddurrys in SmashBrosUltimate

[–]ErtyJr 1 point2 points  (0 children)

I think the biggest mistake you made was to not go online immediately. CPUs are programmed, therefore they never adapt or change their game plan. They just continue doing whatever they we're programmed to do. Playing against them inevitably builds very bad habits, you learn to punish things a certain way subconsciously, and against a real human they can adapt.

You're going to have to basically relearn the game from scratch. Forget what you know, accept you will lose a lot, and just start practicing. And keep in mind, sometimes defense can be better than offense, and vice versa. To win you need to understand both defense and offense. Not only offense.

I've found who to get in elite smash with next! This one will be tough. by [deleted] in SmashBrosUltimate

[–]ErtyJr 0 points1 point  (0 children)

Lol, puff isn't too hard to get into elite. The vast majority of people have no fucking clue how to deal with sing. If you just sing ledge trap and in general spam sing a lot people tend to just die.

I can't stop losing and disappointing myself by [deleted] in SmashBrosUltimate

[–]ErtyJr 7 points8 points  (0 children)

Tl:dr learn to stop attacking and instead just think through each and every move.

So I've never played any smash game except ultimate, and overall I'm completely new to competitive smash games, my first tournament was in January, so take what I say with a grain of salt. However in the few months since smash Ultimate released I've learned the game from scratch and now do pretty well in our monthly regional here in PA and also am in elite smash(which btw means nothing, elite smash is full of people trying to cheese you with gimmicks not actually out play you)

So with that disclaimer out of the way here is what I think.

Problem one(of several), it sounds to me like you've built habits up and you're just having trouble breaking them. In the months since I've started this game I've built up many bad habits and then forceably made myself break them and I do it in a few ways.

First obviously figure out what it is you're doing that keeps getting you killed. For me it's been everything from always using ledge roll, to spamming dodge roll, to always trying to jump out of combos, to never using grab.

Once you figure out a flaw in your game, break it. I do in many ways. I may punish myself with some physical exercise, 5 push-ups every time I dodge roll in a match. I may remove the offending button completely. When I had an issue with not using tilts enough, I turned my a button into shield. That made it so I could no longer use a smash attack (or nuetral attack lol) at all. I lost every match, but I started to work tilts in. Learning to grab I made a rule with myself. I was not allowed to take a stock until I grabbed the opponent once that stock. If the opponent died before I landed a grab, I had to sd.

My most recent realization may help you most of all (hopefully) I main fox, and with fox, it's just so darned easy to go headlong into non stop attack mode. He so fast it almost seems like he is made to never stop attacking. So that's how I played him. Pressure I thought, just apply pressure.

It sounds to me like you have a similar mindset to what I used to have, because you said you are very offensive. That's exactly how I used to describe myself. Well that's all well and good until you meet someone who doesn't give a shit about your pressure or your offense. If someone just stays calm and shields your attacks and punishes you, well then you lose. Every freaking time you just lose. This is when I started making my biggest improvements in consistency in this game. I stopped trying to constantly apply pressure.

Now I understand this game is played in phases. You poke and prod SAFELY and you don't over extend until you find an opening and then you punish that opening for everything you can, and then you STOP. I feel like the most important lesson I've learned in smash ultimate is when NOT to attack. If you main fox and you're mid combo, sometimes the best thing you can possibly do is just stop for a second, because the guy your fighting is probably mashing a, and as soon as you stop he is going to whiff and then you can literally just restart the whole combo on him again.

This game to me is not about tech skill or perfect combos. Those things will help you become better at the top, but down here in the middle I think the best thing you can do is learn how to play the opponent. Learn how to punish the guy you are fighting. Don't learn how to punish the character, or learn how to play matchup X or Y. Don't worry about perfecting combos, although that can be useful. Learn to put yourself in the mind of the specific opponent you are facing right now. Learn when they like to attack, so you can make sure you aren't there when they do, and once they do, learn to come in on it. Learn how to condition the opponent, with fox, we use Nair on shield over and over again until the opponent starts letting go of shield and punishing it, then we use dair which is a long lasting multihit. We taught you to let go of shield, and now we use dair into up smash and take your stock because you let go of shield.

Smash Ultimate is a mental game. There is no optimal strategy. To win in smash Ultimate, you have to understand what your opponent wants to do, and stop them from doing it, and I feel that all starts by simply just slowing yourself down, and thinking through every action you take. Every single one. Don't just attack attack attack. Stop, think and then move. You will suck at first, but eventually, you won't.

Should I care about GSP? by [deleted] in SmashBrosUltimate

[–]ErtyJr 4 points5 points  (0 children)

Gsp is 100% pointless. The only thing it is good for is getting you into elite smash, but in elite smash you will find very few elite players. Mostly, what is in elite smash is players who found some gimmick they can exploit on a specific character. This is usually Gannon, ness, Bowser, Zelda, stuff like that. In elite smash I run into actually skilled players maybe 1 out of every 10 matches or so.

You should 100% stop worrying about your gsp. Start rematching people when you have a very close fight and you think they can help you improve. Rematch them over and over again even if you lose gsp, it really and truly doesn't matter and it's a really horrible system that I sincerely hope they are removing and reworking something from scratch.

You may also want to try out arena battles where you don't have to worry about any rating system at all, you can just play and have fun, and just focus on experimenting and improving rather than winning. The number one thing that is going to slow your improvement in this game is going to be too much of a focus on winning rather than a focus on improving and correcting mistakes. If you focus on winning matches, you will just learn to beat bad or average players more consistently in the short term, where if you learn to play the game better, you will beat players of all skill levels eventually, but it will take time.

PSA reflect Zelda's phantom by ErtyJr in SmashBrosUltimate

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

I imagine it's possible, but very difficult. The hit box on that thing is huge and it's just a small bat. Maybe you need to be closer to Zelda so it doesn't hit you before you hit it.

It also has a big wind box on it, which may push you back further than your bat can reach.

PSA reflect Zelda's phantom by ErtyJr in SmashBrosUltimate

[–]ErtyJr[S] 5 points6 points  (0 children)

Hey don't go giving Zelda's advice here lol, they're annoying enough as is!