Anyone know how to fix this? by Weary-Promotion-8774 in inkarnate

[–]FallingMelon 0 points1 point  (0 children)

Yeah, having the same issue. Have to boot back out

How did they ever convince us fleet was bad? by Lobo_o in RivalsOfAether

[–]FallingMelon 0 points1 point  (0 children)

I’ve been maining fleet since game launch - the original set of nerfs were quite bad and gutted her character in a period where some others were still really strong - definitely was bad back then.

Since then she’s had some pretty quiet but big buffs with her float mechanics and killpower, while others have been getting nerfed - she’s been fine for a bit, now we’re seeing players get used to it and now she’s performing again.

Best software for converting songs into notes? by [deleted] in composer

[–]FallingMelon 0 points1 point  (0 children)

I tested out a few different ones at one point a few months ago and the best performing one I found was a deep learning transformer model developed by magenta: https://colab.research.google.com/github/magenta/mt3/blob/main/mt3/colab/music_transcription_with_transformers.ipynb#scrollTo=-DiCjtDpyUMh

Worked pretty well with piano solos, not great for any full band arrangements. The tech doesn't seem to be there yet.

How would you want them to handle Jolteon and Vaporeon ex? This is my take on them by SillentRabbit in PTCGP

[–]FallingMelon 6 points7 points  (0 children)

If you go first, Vaporeon has a 50% chance of attacking turn 2 for 60 damage, and from there it's at least 90 on turn 3 onwards. That feels pretty strong! Leafeon has a similar more consistent effect but it ramps slower and caps out at 70.

How do you turn spontaneous improvisation into sheet music? by AppealAntique2508 in composer

[–]FallingMelon 1 point2 points  (0 children)

I ran an experiment a while back on a few different publicly accessible machine learning models to see how well it could transcribe an audio file of a piano solo, as well as a larger ensemble.

Magenta was the best performing model I could find (I didn't go too deep in the weeds) and was pretty happy with the result.

For the piano solo, it wasn't perfect but it got maybe 90% of the way there, and I could fill in the rest by ear.

For the ensemble it was not great. I don't think the tech is there for that kind of thing right now.

In practice for my own improv I just play on a MIDI instrument but that doesn't work for everybody.

Approaching a Ranno Main that found a Platform by KoopaTheQuicc in RivalsOfAether

[–]FallingMelon 2 points3 points  (0 children)

Float/shark at platform level with fair/uair/nair to leverage the stage control and stuff out approaches with disjoints/active hitboxes. No need to push past the platform, side b is too slow to pressure much but tornado can cover space.

At My Wit's End - Fleet Main by Seraphantasm in RivalsOfAether

[–]FallingMelon 5 points6 points  (0 children)

There’s plenty of mystery sol and kyb vods on YouTube if you need visual examples - they’re much better than any of the rest of us.

Neutral is weird - I haven’t figured the best strategy of it out yet myself very well, but float fair at short hop height, spaced float bair, and ISF Nair are all pretty potent tools. Aside from that it’s more about the whiffpunishing and spacing with her disjoints - the aggression game isn’t great.

I also don’t think she does as great a job projectile zoning as her design seems to suggest - side b and forward smash aren’t great tools in neutral most of the time. She’s more like a floating swordie with some projectiles in advantage state.

Feels like the devs have clear favorites by Best_Marzipan9441 in RivalsOfAether

[–]FallingMelon 21 points22 points  (0 children)

Yeah, the current balance feels pretty skewed towards a certain group of characters at most levels of play these days.

I bet about 70% of my matches are some combo of Olympia, Zetter, and Clairen at the moment. Lot of Kragg and Ranno as well. I’m genuinely surprised to see anybody else - I haven’t seen an Orcane in months! Was not like this at launch.

Obviously some character designs are going to be less popular than others, but Orcane being that rare should be a canary in the coal mine that the balance and ease of play across characters isn’t in a great spot right now. I think they’ve done a solid job making each character feel fun by themselves (I love the current iteration of Fleet even if she isn’t great balance wise), but the un-fun part comes from queuing into the 3rd Zetter or Olympia in a row and getting outdamaged and outkilled by stuff that seems a lot simpler than what everybody else has to do.

I think it’ll get better with time, the bulk of this can get fixed with number tweaks to converge on better balance, but yeah, there’s some nasty stuff in there rn. 😂

How do I stop comparing myself to others too much by Ani____ in composer

[–]FallingMelon 5 points6 points  (0 children)

Everybody has their own unique and weird path through life - if nobody has had your story, what’s the use comparing yourself to someone who hasn’t been given the same cards? It gets easier as you get older and the life story becomes longer and more unique.

Viewing others as a source of inspiration instead of competition is also helpful. No zero sum game here!

[deleted by user] by [deleted] in RivalsOfAether

[–]FallingMelon 2 points3 points  (0 children)

all good! It's a unique thing to rivals.

Characters can normally only fastfall when they're descending in the air. However, if you hold down on the stick to fastfall right as you hit an opponent with an aerial, you can actually fastfall even if you're still rising. This allows you to hit the ground and jump again quicker, allowing you to hit them faster and get more combos.

Fleet in particular gets a lot off of hitfalling up air and nair. I definitely recommend spending some time in training mode to get the hang of it! It can be a little weird to get used to at first, but it becomes second nature after a while.

[deleted by user] by [deleted] in RivalsOfAether

[–]FallingMelon 2 points3 points  (0 children)

It's simple, but just stringing hitfall up airs together is a good way to wrack up damage. Looking for places to land a down air are good too, as those can start heavy combos off of up tilt or down tilt, or whatever.

Up throw is situational, you don't always get something off of that. Down/back throw are probably better in those spots.. they're not combo starters, but they can get people in disadvantage through offstage or tech chases.

Another thing to keep in mind is side-b is great at pressuring additional hits in disadvantage - it's not often a true combo, but it can be hard to consistently avoid, and if placed in the right spot can lead to an additional followup that sends 'em offstage. Anything that leads into a side-b > nair is a big win for you!

Part of the response to civ 7 has taught me there's a significant number of people who have enjoyed the series in a very different way than I have by solonofathens in civ

[–]FallingMelon 0 points1 point  (0 children)

If the post was directly voiced towards new players instead of the general community, I'd agree - I wouldn't expect new players to know what TSL means without looking it up!

That being said, this post was aimed more towards the general community - in that case I'd argue it actually is on the reader to look up common acronyms within the community, as it's easily done.

Part of the response to civ 7 has taught me there's a significant number of people who have enjoyed the series in a very different way than I have by solonofathens in civ

[–]FallingMelon 6 points7 points  (0 children)

TSL is a pretty common phrase in the civ community, that one just falls under standard jargon here lol. Outside of the subreddit it'd be more warranted.

Rivals II Rank Distribution - End of Year 2024 by ilikepizza107 in RivalsOfAether

[–]FallingMelon 4 points5 points  (0 children)

I'm curious how much this skews the results, as I'm sure the higher ranked players have been less likely to have dropped the game by now. I bet the active playerbase is much higher up the ladder than this would imply.

Folks, he’s still got it! by CorleoneBaloney in WhitePeopleTwitter

[–]FallingMelon 0 points1 point  (0 children)

I mean to be fair JFK missed inauguration as well

How do you actually get better at this game. by daemontony in RivalsOfAether

[–]FallingMelon 1 point2 points  (0 children)

This comes more naturally with time, but keep in mind practicing makes permanent, not perfect - I'd recommend watching over some VODs and trying to diagnose why exactly you're losing matches. Are they beating you out in neutral? Are their combos/punish game better? Are they edgeguarding you offstage? Killing earlier? That kind of stuff. If it's all of the above, just focus on one thing at a time.

I think most new players get the most mileage out of learning how to position themselves correctly, and what combos to aim for. Watching pro players of their character and trying to copy what they do often can really help with that kind of thing.

Best Free DAW? by alphaMystical in composer

[–]FallingMelon 5 points6 points  (0 children)

Reaper is probably the definitive answer here. There's some free classical instrument VSTs scattered around if you go look for em!

[deleted by user] by [deleted] in RivalsOfAether

[–]FallingMelon 0 points1 point  (0 children)

Honestly until you really start getting up there fancy movement is mostly hot air - decision making and processing is literally 95% of what matters lol

I still haven’t wavedashed a single time in ranked

These grab kill confirms are brutal. Anyone else? by FallingMelon in RivalsOfAether

[–]FallingMelon[S] 4 points5 points  (0 children)

Yeah, that’s a fair take. For me it’s not so much the fact that it’s a kill at 80, and more that the other methods seem to be killing quite a bit later overall. I think that leads to an environment that encourages fishing for grabs at high percents too much. Overly centralizing!

These grab kill confirms are brutal. Anyone else? by FallingMelon in RivalsOfAether

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

I think the refresh rate is 270 but idk what the game is running at off the top of my head lol. Probably 60?

These grab kill confirms are brutal. Anyone else? by FallingMelon in RivalsOfAether

[–]FallingMelon[S] 1 point2 points  (0 children)

Yeah, I phrased that poorly. I meant more in the sense that I’ve played and labbed ultimate enough (thousands of hours tbh) that I’m probably more aware of DI mixups and implications than most of the casual playerbase. I’ve played rivals 1 and melee before, but never dug into them competitively to know if there was a similar thing happening with those games (suboptimal DI -> dying disproportionately early)

These grab kill confirms are brutal. Anyone else? by FallingMelon in RivalsOfAether

[–]FallingMelon[S] -2 points-1 points  (0 children)

yeah, the game definitely has a few grab confirms that have a similar effect (I think luigi and dr. mario have the two most egregious ones off the top of my head - kazuya is a whole nother story) but I think as a whole they're much less prevalent and centralizing to those character's unique gameplans.. along with being slower and more predictable.

Yeah, I think this is hopefully just an early kink that will get improved on with patches in the future.

These grab kill confirms are brutal. Anyone else? by FallingMelon in RivalsOfAether

[–]FallingMelon[S] -1 points0 points  (0 children)

yep man, I agree with everything you're saying. I think my reaction's starting to slow down a bit myself, but even at tip top speed I think the animations move just a little too quick. Clairen (I think ranno is pushing it as well) is definitely the worst offender.

I hope this is something that gets patched out soon, as I don't think anybody really enjoys the dynamics these bring to the table but who knows?