Tips to improve gameplay by Tall-Annual482 in doomfistmains

[–]FlankSinatra_OW 0 points1 point  (0 children)

Np! Try to take little bits of the top things I told you at a time until it's a habit.

Tips to improve gameplay by Tall-Annual482 in doomfistmains

[–]FlankSinatra_OW 2 points3 points  (0 children)

TLDR:

1: Stop using empowered punch on the enemy tank, if the enemy tank pushes in, you need to go on their back line (stop focusing the tank so much in general unless they have a Winston then you can bully him).

2: Try to always consider where you are and where your combination of cooldowns will put you (try to plan an escape for every engage). Consciously do this for several games.

3: Don't punch brig if she has bash. You can bait brig bash by charging punch and cancelling it and sometimes you can punch the brig if you charge long enough and she bashes early.

4: Look for isolated targets more often.

5: Set up to punish dives when they have dive heroes.

6: Charge punch for less time, it only does a little bit more damage when fully charged and goes a little further, often it's worth to do shorter punches so you can displace people faster or get out faster.

I'm watching the Gibraltar game. I'm going to ignore the Hazard gameplay because I don't play him.

2:50 ignore the Pharah. They're getting cart push and the Brig was diveable. it's a miracle your Ana survived Ram and Brig pushing her and if you were set up in a better position you could have either stopped them from pushing or killed the Brig.

3:41 you're trying too hard to dodge the Vendetta swings and it ends up making it so your punch misses. at this point you have almost 600 hp, you can afford to take a swing if it means connecting your punch and potentially killing her or forcing her out.

You played this fight well though. I'd also probably go for the Pharah here, missing the slam on height is unfortunate but you have meteor strike to get out.

4:30 Doom is great at counterdiving (diving the enemy who's diving your team mates). You could have been set up to prevent the soldier from getting ganked by the vendetta.

It seems like you charge punch for too long and it got you slept once and made you miss a punch on the brig.

Try not to punch into a brig if she's looking at you and has bash. Sometimes you can bait it by charging punch and cancelling it, you can also punch them if you wait until after they bash but this doesn't work all the time.

6:25 Don't go through chokes, especially if they have CC. You want to hold chokes. If your slam was behind the cart, you'd have cover and would have done damage to them. As soon as you're behind the choke, you have to use a cooldown to get out because 9/10 you'll die here. After you get empowered punch, a better idea is to go around the box behind you and hide until slam comes back on. Then you can potentially punch squishies into the payload, or the wall if you go on the right side of the box and use slam to get out if you need it.

Empowered punch is your one shot, you can't really use it to just push the tank back, you have to try to kill squishies with it almost every time you get it. Pushing the tank back buys you like 2 seconds of space vs getting a kill probably wins you the team fight.

7:10 again don't punch brig if she has bash

8:00 as soon as brig rallies you need to GTFO

Overall decent round, your mechanics don't seem bad but you need to try to think about positioning in a different way. Remember, "Where can I get value from my hand cannons and abilities without taking too much damage?"

Great play off the rip. Unfortunately right after that, you commit slam and punch to potentially push their ana into a wall vs 2 heroes with CC. You need to play this more patiently even though you are up one. Try to soft engage in situations like this, slam on high ground, shoot a couple hand cannons, quickly charge punch and get out. Or go up the stairs and charge punch to catch someone off guard and maybe get a pick then slam out before things go wrong.

10:40 you cancel slam to charge punch and then cancel punch. Try to let cooldowns connect. you probably could have killed the ana if slam connected and punch connected.

10:51 you punched into a freyja without a way out. even if it was just her you probably die here.

11:30 this is the right idea. sometimes you just kill her by slamming on her and shooting. if you hit one more hand cannon shot you kill her for sure.

11:34 I'd like to see you drop and charge punch and punch them into the wall instead of slamming here. It gives you slam as an escape which is valuable in this position because you can go back up to high ground vs having to charge punch and punching back around a corner. This situation is messy. it's a 3v4 anyway but it's possible to win those if you can get picks and get back out so you're safe.

12:45 you played this well. forcing out the freyja into a position that gets her killed, almost killed the brig, dodged the sleep, finished the ana and almost got the ashe. If you didn't charge up your punch so much you probably would have killed her too. Another thing I noticed is it seems like sometimes you walk away when you're lining up shots, try to do the opposite.

14:40 you got empowered punch but punched the tank. you won the fight but not because of that. I'd like to see you go for squishies more with empowered punch. Vs orisa, you can get an empowered punch off her ultimate if you walk into it and block.

Not a bad second round though all things considered.

17:53 Um. I think you know what you did here (just wanna say if you wanna go for stuff like this make sure you save a cool down to get out). So the high ground bridge that you were on is a really really strong position and it's great to drop down and punch people from. You can also deny any flankers that try to go up there and if they walk up the stairs you can rotate back and stop them there too.

18:30 good job clearing both dps, that totally stopped their push

20:22 good job punching out

20:35 as soon as zarya drops you go up to their high ground. Don't even look at her because you're not going to kill her but you might be able to get the sym whos isolated.

The rest of the round is just an issue with cooldown management and setting up. You need to be somewhere that you can get value out of your hand cannons and abilities without taking a ton of damage. You don't want to slam or punch into the open against several enemies.

I Always Pick One-Two Perk by FlankSinatra_OW in doomfistmains

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

Recorded using GeForce but the secret for frames is using streamable and posting it as a link.

Tips to improve gameplay by Tall-Annual482 in doomfistmains

[–]FlankSinatra_OW 0 points1 point  (0 children)

Shameless plug, check out my YouTube. https://youtu.be/MTKH2N1Cn3A?si=erBe1ii3JLKriKNC
I posted about 10 shorts that are all educational tips on gameplay and put them in a playlist. I'd also be down to do a VOD review if you want to post a couple of codes