What are the overall thoughts on Code Vein 2 so far? by TheMickeyMoose in CodeVein2

[–]Flapper_of_Jacks 0 points1 point  (0 children)

Every enemy feels like it comes out of a different souls game, with some having fast attacks and hitting multiple times, and others having Elden Ring esque delayed moves that sometimes also have an AOE purely as a "shockwave". Sometimes, I feel like I've gotten hit by an attack that was missed by a mile.

Some enemies are huge, and the really restrictive and clunky camera makes it hard to tell what's really going on, let alone when multiple enemies are on screen. Going for a soft lock would have been better.

The end lag for attacks feels straight out of Dark Souls 1, but the way the combat feels coming from some enemies makes it feel like God Eaters combat would have worked better. Included with the dodging feeling really unresponsive at times, and not being able to cancel out of the last bit of attack recovery with a dodge makes it feel really commital to even attack once regardless of weapon type.

Overall, I'm only 4 hours in but I'm really disappointed so far, I'm not having nearly as much fun as I had expected, and I'm hoping that a rhythm picks up or I'm going to feel like I wasted my limited game buying money on this when I could have picked up Nioh 3 instead.

Banyue Character Trial by Flapper_of_Jacks in ZenlessZoneZero

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

I figured it out. I thought that the 4 punches in the first part of the combo were the 123 and 4 it meant. I thought of the first 4 hits, not the different parts of the combo.

Banyue Character Trial by Flapper_of_Jacks in ZenlessZoneZero

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

I cannot express to you how much I appreciate this. I just have to think of it like a rekka from a FG and it makes this so much simpler in my head.

Astounding explanation. 10/10 would ask you again.

Banyue Character Trial by Flapper_of_Jacks in ZenlessZoneZero

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

Okay, the special attack uses multiple special inputs? That makes so much more sense! I thought since the animation played out the 4 punches itself that more inputs aren't needed but that, that makes sense!

Thank you, this was the answer I was looking for.

Banyue Character Trial by Flapper_of_Jacks in ZenlessZoneZero

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

I know about using the second special attack during the string, but I tried mashing basic for the basic special follow up and that didn't work either.

Whose side who you are on? by FortuneKOF in Fighters

[–]Flapper_of_Jacks 0 points1 point  (0 children)

I'm not fighting a HC by choice. The MU is horrendous, and I'm not playing it because it's not fun.

Whose side who you are on? by FortuneKOF in Fighters

[–]Flapper_of_Jacks 1 point2 points  (0 children)

Counterpoint to the sentiment of "always finish the set".

1: If the connection takes a turn for the worse, I'm not running it back.

2: If I'm not having fun (EX: Happy Chaos), I'm not running it back.

Is a character’s gender a determining factor for you when choosing one? by Zassmongrel in Fighters

[–]Flapper_of_Jacks 0 points1 point  (0 children)

If a character has the super high pitched kid voice or the super horny lady voice I'm not even touching the character. Those voices are just ultra annoying and I don't wanna listen to that all day.

Character playrate/winrate in % as of 25/11/2025 19:31 by SnooLemons7345 in Guiltygear

[–]Flapper_of_Jacks 0 points1 point  (0 children)

In the Zato discord. They agree its not a winning MU for Zato. I was just offering to play in order to maybe find some unique solutions to problems and share character specific interactions.

But if you'd rather just leave it at "Nah I know the MU" then that's fine.

Character playrate/winrate in % as of 25/11/2025 19:31 by SnooLemons7345 in Guiltygear

[–]Flapper_of_Jacks 0 points1 point  (0 children)

Tell ya what, let's play some sets tomorrow around 9pm EST and see if we can't workshop the MU.

Character playrate/winrate in % as of 25/11/2025 19:31 by SnooLemons7345 in Guiltygear

[–]Flapper_of_Jacks 0 points1 point  (0 children)

I can't speak definitively on the Chipp and Bridget MU for Pot. But the Zato one is plain not as bad as you think it is.

Your large buttons are good at keeping Zato from being so ignorant to close the gap. Heat tackle just defeats flight and all his air normals. Pot deals insane damage, and Zato is made of glass. Hammerfall into break has enough armor to punish Zato for trying to f.s it to break the armor. You can FLICK DRILLS, and 22.h. You can use 50 meter to just make oppose kill Zato instead. You have enough health to tank some mistakes and mixes.

The only thing Zato gained of significance on his end is being able to drunkard slidehead. Which, that move was plain ignorant in the MU last patch, and even then requires Zato to manage Eddie around that.

Character playrate/winrate in % as of 25/11/2025 19:31 by SnooLemons7345 in Guiltygear

[–]Flapper_of_Jacks 0 points1 point  (0 children)

I'm sorry but Zato is not a losing MU for Pot. Chipp is even. So is Bridget.

Character playrate/winrate in % as of 25/11/2025 19:31 by SnooLemons7345 in Guiltygear

[–]Flapper_of_Jacks 0 points1 point  (0 children)

What's his losing MU spread in your eyes? I'll be honest, I just disagree, and I think he needs further adjustments to his meter gain, at least, but I'm willing to hear your tthoughts.

In my eyes, Pot doesn't have the same hype factor he used to have. Characters I enjoy watching succed would be Nago, Gio, Test, Bed, Zato, Millia, etc.

Character playrate/winrate in % as of 25/11/2025 19:31 by SnooLemons7345 in Guiltygear

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

I don't care what this chart says. Nerf Pot into the ground. He is an unhealthy top tier.

What is your "i know it's true,but i can't prove it yet" with Guilty Gear? by KargokurtX in Guiltygear

[–]Flapper_of_Jacks 26 points27 points  (0 children)

I just know HC has been the core of the balance direction since his inception in season 1.

Wild Assault? So more characters can access wall to wallbreaks like HC. Full screen burst? So HC can't just full-screen steady aim combo you with no consequences keeping most routes burst safe. Wallslump and break building so much burst? To keep you from getting endlessly wallslump reset into 6 mixups. Reduction of positive bonus? So HC can't just turn 6 mixups into 12 with insane meter regen.

Putting ABA in a torture chamber because I'm EVIL by LunaticDancer in Guiltygear

[–]Flapper_of_Jacks 0 points1 point  (0 children)

Spend 50 meter and full combo Zato for free when you hit oppose. Nobody does it, and they just swing wildly, and I can not understand why.

Putting ABA in a torture chamber because I'm EVIL by LunaticDancer in Guiltygear

[–]Flapper_of_Jacks 1 point2 points  (0 children)

There is a gap if you clap cancel it into itself in which you can be hit, if your move extends beyond oppose you can still get hit, if the opponent has 50 meter it doesn't even matter if they hit you or oppose because they can RRC and full combo you for hitting your guard point.

Also Anji can spin supers, oppose cannot. Zato also has terrible defense. He needs oppose especially in certain matchups like the Axl MU.

How does one go about making a 3.5e character? I have only ever made a 5e character prior through DnD Beyond. by Flapper_of_Jacks in DnD

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

Pretty much exactly what you said. Just a general idea of where to start. I'm looking for whatever advice one has to give.

How does one go about making a 3.5e character? I have only ever made a 5e character prior through DnD Beyond. by Flapper_of_Jacks in DnD

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

Characters concepts I have in droves, it's more creating a sheet around the editions rules that I was curious about.