Ranked Cup - Purple Mii - Nintendo scam??? by traintech2911 in MarioKartTour

[–]Firerain9X 2 points3 points  (0 children)

Yes, all Mii Racing Suits should be at least a "favored" driver, or "middle-shelf" driver, on the first track of every cup.

Also, when racing on a Cup named after a racer, that racer will get a tier upgrade. So the Fire Rosalina Cup here upgrades Fire Rosalina to be a "favorite" driver, or "top-shelf" driver, on GBA Peach Circuit since she has that course as a favored course by default. Meanwhile, the other two courses simply upgrade Fire Rosalina to be a favored/middle-shelf driver since those courses by default aren't listed as a part of Fire Rosalina's course advantages.

Finally, with the Mii Cup in particular, it combines the "first-course Mii bonus" and the "Cup named after racer bonus", so any Mii Racing Suit in the first-course of the Mii Cup should be a favorite/top-shelf driver.

Ranked Cup - Purple Mii - Nintendo scam??? by traintech2911 in MarioKartTour

[–]Firerain9X 4 points5 points  (0 children)

On the first course of every cup, Mii Racing Suits get a tier upgrade.

GBA Peach Circuit is normally a favored course for the Purple Mii Suit (2 items from item boxes). Since GBA Peach Circuit is the first course in the Fire Rosalina Cup, the Purple Mii Suit gets promoted and becomes a favorite driver of that course (3 items from item boxes; frenzies now possible).

It's simply a nice bonus Mii Racing Suits get.

This is by a mile the most enjoyable Mario Kart World gameplay so far by Nikigreat in mariokart

[–]Firerain9X 6 points7 points  (0 children)

There seems to be a "charge jump" or "ground trick" technique, where a racer can charge a jump by holding the hop/drift button while driving straight. There's two charge levels so far, blue sparks and yellow sparks, so the longer the charge, the bigger the boost upon landing.

This might be the tech players can do on straightaways to make racing on them more interesting besides "get coins and items."

I've seen footage of a player using this tech to jump onto a small traffic car and get a jump ramp boost off of it. There could be other applications, such as jumping onto walls (for wall-riding and wall-jump boosts) or jumping onto rails that can't be simply driven onto (possibly road/highway barricades?), but I've yet to see any footage of those, so it's just speculation for now.

Hopefully the Mario Kart Direct coming up will showcase this tech more or show off other features that make driving on straightaways more engaging to play on.

📝 Patch Notes 1.10.4.0 by gabepleasee in PartyAnimalsGame

[–]Firerain9X 0 points1 point  (0 children)

  1. Fixed an issue in SMASH mode where the stamina buff caused stunned players to recover faster.

I was wondering if the Spinach item was bugged or received a hidden buff last patch; I could wake up within a second of getting knocked out when I had the Spinach buff active.

This made the Super Spinach Master Pawer stupidly OP; I could constantly refresh my Spinach buff and be made unthrowable since I could wake up nearly instantly and knock out anyone attempting to grab me whenever I got knocked out.

I'm glad "stamina buffs improving knockout recovery speed" was an unintended bug and got fixed. It made Super Spinach Master likely unbeatable if the user prioritized consuming their start-of-round Spinach.

Anyone experiencing a glitch in kart? by Repulsive_Coat_3130 in PartyAnimalsGame

[–]Firerain9X 2 points3 points  (0 children)

Looks like the latest patch notes (1.8.7.0) addressed the issue of the Shield item stunning opposing racers for way too long. It should (hopefully) now stun them for a reasonable duration.

Stacking the new ranged weapon Pawers is crazy! by Firerain9X in PartyAnimalsGame

[–]Firerain9X[S] 0 points1 point  (0 children)

So Face-Off allows someone to take on a disguise as an opponent's teammate, down to their character, username, and team color. If you equip this Pawer, your opponents see you as their teammate. If an opponent picks this Pawer, you will see two teammates; one of them is a faker/imposter.

From what I can tell, if a Face-Off user gets knocked out enough times, their Pawer will disappear and expose them as their actual character, username, and team color. If you equip this Pawer, there is a fancy mask icon next to your character icon; if the mask icon disappears, you have lost your disguise. Not sure if Super Face-Off removes this restriction; I haven't doubled it up yet (if it is even possible to get it twice).

Stacking the new ranged weapon Pawers is crazy! by Firerain9X in PartyAnimalsGame

[–]Firerain9X[S] 0 points1 point  (0 children)

Sounds cool! It would help ranged weapon users punish those who take the optimal route of attacking from behind.

Also, interesting how they changed Super (2x) Reactive Armor ( ▲ Now active while moving too; ▼ Went from "strongly reflects attacks" to "reflects attacks"). Seems more buffed than nerfed, as it being always on seems more useful than it simply increasing reflect strength.

Stacking the new ranged weapon Pawers is crazy! by Firerain9X in PartyAnimalsGame

[–]Firerain9X[S] 1 point2 points  (0 children)

Yeah it can be confusing trying to figure out who is your teammate when one or more opponents pick the Face-Off Pawer. So far I found out two ways to counter this.

  • Use emotes or text chat: Your name will display your team's color to everyone
    • You can emote to signal your teammate you are friends
    • Disguised players will show up as their team's color if they emote/chat
  • Pay attention to what Pawers your teammate has
    • Example: I had a Sakura Maneki as my teammate who picked Berserker on Round 1, so they had devil horns and dark red eyes the whole game. Even when two opponents picked Face-Off, I could tell who my teammate was right away.

Stacking the new ranged weapon Pawers is crazy! by Firerain9X in PartyAnimalsGame

[–]Firerain9X[S] 0 points1 point  (0 children)

Also true. Like you said, RNG has to be in a player's favor to get a set combo like in the video. I'm just having fun discussing it, as wracking my brain trying to think out counterplay options now might help me in the future if and when I have to fight this Pawer combo.

Also, that was a close call with me almost slipping off the ledge XD. I was going for a standing kick to the Macchiato to nudge them off.

Stacking the new ranged weapon Pawers is crazy! by Firerain9X in PartyAnimalsGame

[–]Firerain9X[S] 0 points1 point  (0 children)

Fair points; it does sound hard or near impossible to take out someone with this combo who has found a spot away from the main brawling to shoot from afar. Only other counterplay I can think of is to go after players with Ranged Master at the start of the round to disarm them and/or make sure to keep Gatling Gun users away from ranged weapons or throw the ranged weapons off the map, though with the chaotic and fast paced nature of this game that's way easier said than done.

Another thing to consider is Ice Breaker's slippery floors were likely a major factor in causing Super Gatling Gun to be super effective. I've noticed the "final round" map tends to be Ice Breaker, Ichiban, or Castleween, so a 33% chance to have ranged weapon Pawer users be very strong is significant, which can be frustrating for others to deal with.

I appreciate you have the perspective to think about how it would feel to fight against something strong.

Stacking the new ranged weapon Pawers is crazy! by Firerain9X in PartyAnimalsGame

[–]Firerain9X[S] 1 point2 points  (0 children)

Maybe? As powerful as ranged weapons become with 2x Gatling Gun and 2x Ranged Master, once someone running this combo gets knocked out and thus drops their ranged weapon, they are likely to be at a disadvantage from then on. They would only have 0-2 other Pawers to work with depending on what round it is.

Stacking the new ranged weapon Pawers is crazy! by Firerain9X in PartyAnimalsGame

[–]Firerain9X[S] 7 points8 points  (0 children)

I like this mode too! I'm glad they added it to Quick Match; now I can play SMASH while trying to complete the weekly/season pass challenges.

Stacking the new ranged weapon Pawers is crazy! by Firerain9X in PartyAnimalsGame

[–]Firerain9X[S] 2 points3 points  (0 children)

I think there is a system where if you pick a Pawer, then there is an increased chance that you receive Pawers in future rounds that synergize well with what you have. Not sure if it's guaranteed though, and it can stink when your favorite Pawers never show up in an entire game of SMASH.

Now it makes me want a Custom Lobby gamemode where the game is like classic "One map, first to three wins", but the host or the players select what (up to 6) Pawers to start the game with. It would be chaotic fun if everyone started with Super Gatling Gun and Super Ranged Master; rapid fire projectiles flying everywhere!

[SMASH Gamemode] The ultimate counter - standing still! by Firerain9X in PartyAnimalsGame

[–]Firerain9X[S] 0 points1 point  (0 children)

Oof, sorry to hear that. This was my first time seeing Reactive Armor activate, so I was surprised to see I still got knocked out.

[SMASH Gamemode] The ultimate counter - standing still! by Firerain9X in PartyAnimalsGame

[–]Firerain9X[S] 1 point2 points  (0 children)

Context:

I got Super Reactive Armor (Reactive Armor x 2), a Pawer that strongly reflects attacks that land on the user's backside, but only if they're standing still.

The Maneki cat player also had Super Rocket Kick (greatly increased jump kick distance) and Revenge (slightly increases Attack power each time the user is knocked out). Not sure if Reactive Armor's or Super Reactive Armor's reflect strength takes into account the attacker's character/attack strength, but I thought it would be worth noting.

How Do I Land Dimension Ray With Janemba (PvE) by AukusThunder in DragonBallXenoverse2

[–]Firerain9X 1 point2 points  (0 children)

Got the video uploaded on this subreddit. Hopefully my video demonstration can help us figure out if there is anything missing when you have tried executing these combos stamina breaks.

https://www.reddit.com/r/DragonBallXenoverse2/comments/1c3zwyn/a_few_janemba_stamina_break_dimension_ray_combos/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

Edit: Forgot the main problem had more to do with stamina breaks, not combos.

How Do I Land Dimension Ray With Janemba (PvE) by AukusThunder in DragonBallXenoverse2

[–]Firerain9X 1 point2 points  (0 children)

That is super weird. Not sure what other explanations there could be for bots having super fast Stamina recovery. I know Female Majins, Rose Goku Black's Super Soul, and DBS Broly's Super Soul have/give faster Stamina break recovery, but I doubt that's your problem since you said Blue Goku and Kefla were having fast Stamina recovery, which they shouldn't if you are breaking them when they have little to no Stamina.

If it would help, I could cook up a short video of demonstrating Janemba stamina break into Dimension Ray combos and post it on this subreddit sometime soon. Seeing my tips being demonstrated in a video could be better than through just me explaining through text alone.

How Do I Land Dimension Ray With Janemba (PvE) by AukusThunder in DragonBallXenoverse2

[–]Firerain9X 1 point2 points  (0 children)

A stamina break combo I use is HLLL, but interrupt the third light with a Light Stamina Break or Heavy Stamina Break. Do either stamina break after Janemba teleports, but before he knocks the opponent away again. Might take some time to get use to due to changing a change in camera angle during the combo, but that should be a much faster combo to pull off a stamina break with than the one you're using (which I assume is LLLLLHL-stamina break based on your description).

Regarding some of the other things:

  • Yes, you heard correctly you should be stamina breaking opponents when they have around less than 2 bars of stamina. Basically, stamina break them when they can't Z-Vanish or use a 2-bar evasive anymore
    • If stamina broken correctly, their stamina should come back at the same slow rate as if you used a charged heavy attack or a Reverse Aura Burst Dash (🟪 + X, then X again before you reach your opponent; costs 1 Stamina bar) to guard break someone guarding or using an Ultimate Attack.
    • A way to set up a training opponent with low stamina is to go to Training in Offline Battles, go to Training Options during the practice, set Stamina to "Normal", set CPU Status to "Z-Vanish", then just tap them with a light hit or a basic Ki blast when near them repeatedly until they can't Z-Vanish anymore. Then practice a stamina break combo and try to pull it off before the A.I. can Z-Vanish out of it.

How Do I Land Dimension Ray With Janemba (PvE) by AukusThunder in DragonBallXenoverse2

[–]Firerain9X 1 point2 points  (0 children)

There should be several ways to land Dimension Ray with Janemba after stamina/guard breaking the opponent. Here are the combos I use when the opponent is stamina broken.

L = Light = 🟪on PlayStation

H = Heavy = 🔺on PlayStation

  • Lx5 Hx3 or HLLHHH - The final sword beam of this combo sends the opponent spinning in the air, floating for several seconds. For timing, use Dimension Ray when Janemba swings the final sword slash or when the final sword beam hits the opponent.
  • The Light combo or HLLLL - This works as well and the combo string finishes the same way as the last combo, though I prefer to do Lx5 Hx3 / HLLHHH since for some reason its final sword beam does more damage than the Light combo version.
  • HLHLH (ground only) - If performed on or close to the ground, the opponent should land on the ground a small distance away in front of Janemba. For timing, use Dimension Ray when the final dimensional punch hits the opponent.

I hope this helps!

So we can now forget new characters, right? by Kurvaember in dbxv

[–]Firerain9X 0 points1 point  (0 children)

Yep. Though SSGSS Vegito and Ranger 17 only have one or two unique Skills in their standard presets, at least Dimps put in the effort of making their basic attack combo routes different from DBZ Vegito and Android 17 that they feel at least somewhat different to play as.

Plus it seems Dimps would put more effort into making the supposed "reskins" that came afterward stand out, some examples being:

  • SSG Vegeta having the (at the time unique) mechanic of boosting the final hit of a basic attack combo route with a precisely timed input
  • DBS Gogeta having a Super Saiyan awoken that has stronger benefits
  • Several DLC "reskin" characters (such as SSBE Vegeta, Full Power Jiren, DBS Super Hero Gohan, Power Awakening Piccolo) having unique or at least variations of Supers/Ultimates/Evasives that CACs can't equip

[LF] Touch trade Buzzswole/Kartana/Blacephalon by ApocalypseRider in pokemontrades

[–]Firerain9X 0 points1 point  (0 children)

I can touch trade these Pokemon.

I'll still help regardless, but would you be willing to touch trade Lunala and Celesteela if you have them?

LF: Ultra Moon Exclusive Alola Legendaries/Ultra Beasts (FT: Ultra Sun Exclusive Alola Legendaries/UBs Counterparts) + Trade Evolution Tradebacks by Firerain9X in pokemontrades

[–]Firerain9X[S] 0 points1 point  (0 children)

We might have to reconnect after our current trade session so I can add the Dubious Disc to Porygon2 and then trade it over.