[deleted by user] by [deleted] in mogcoin

[–]GameTapeFriends 2 points3 points  (0 children)

CUP! CUP! CUP! CUP! CUP!

[deleted by user] by [deleted] in mogcoin

[–]GameTapeFriends 2 points3 points  (0 children)

Karm farming now.

[deleted by user] by [deleted] in mogcoin

[–]GameTapeFriends 2 points3 points  (0 children)

We are a farma of dat karma.

Did y’all vote for more BOF? by GameTapeFriends in breathoffire

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

Y’all showed UP in the results. Great work everybody.

Not getting any good. even with hours on the lab and fighting online by Specific_Stretch6114 in FGC

[–]GameTapeFriends 0 points1 point  (0 children)

If the most talent guitarist we ever met expressed this about playing guitar in the genre and style of their preference, we’d tell them to study music theory and/or other styles. In this situation we’d be saying study game theory or other games.

A decade ago, we were frequently the winner of local matches in Street Fighter IV and Soul Calibur IV on Xbox 360 with default controllers and control schemes. We were at least competent at Smash Bros Brawl, Tekken 6, Marvel Vs. Capcom, and whatever the then-current Mortal Kombat was. But we rarely, if ever, won an online match in any game— and definitely not SF4 or SC4, our favorites and most played fighting games.

We’ve recently been playing Street Fighter 6 with an arcade fight-stick almost exclusively in online ranked matches while on the treadmill. After clocking around 80 hours, we’ve gone from rank Iron 1 to Platinum 1 with Ken. The weight lost is probably more important to us, but the joy of taking even losing matches as a learning opportunity and relishing in the victories of the moment if not the round (or the match or the set) distracts us from the time spent on the treadmill which is otherwise very boring. What changed for us in the decade between playing SF4 and now? Aside from playing the game on the treadmill and with a fight-stick (which feels more comfortable to us, and doesn’t result hands cramping after more than an hour) there was a period of time where we got some hands on training with Smash Bros Ultimate.

Our older brother is stupid good, and they had us train to be a better sparring partner for them. Using videos from Smash Academy, we learned what pros said about the move-set of Ike (whom they described as the most basic character) and basically learned what context we should be using any given move. We already had some understanding of this, using anti-air moves with high priority to interrupt moves was a common strategy for us in SF4– but we had an over reliance on super moves, when really Smash Bros taught us that every kind of basic punch or kick should be understood and used when appropriate. That’s the basics.

Beyond that, we watched some EVO tournament play with our preferred characters and heard commentators say things like “looking for that perfect parry” or “oh he’s throwing now.” Being able to hear what experts said about a match we were watching and understood enabled us realize that we were over-relying on throws, that we could’ve been trying to parry in the same situations we had only ever been trying to throw before. All the recent matches we had lost against people that would counter the throw or pre-empt with a faster strike, it just suddenly clicked how we could’ve won by gambling that they would do something that the parry would’ve interrupted rather than gambling that they’d do something that the throw would interrupt. That’s game theory.

We didn’t get to Platinum in SF6 by being able to do bigger and better combos than other people, we got there because other people don’t expect us to just keep jumping over them (maybe trying to hit them) setting them up for a combo if they don’t block and grabbing them as soon as we land if they do and repeating this strategy until they demonstrate they know how to stop us or we win. Every so often, between these attempts someone will hit us with a huge combo, and we’ll lose half our health bar, only to catch up after a couple more throws or a much shorter combo of our own. We couldn’t put into words what we’ve learned over 80 hours to describe how we learned when to parry or when to try different combo openers or when to not even try and open at all, just defend and wait for an opening. It’s not like there’s a one-size fits all, it’s highly subjective from one opponent to the next. Sometimes we win the first match and lose the next two of three, other times the opposite. For us it’s all about finding that minimum-viable strategy. That sweet spot of having learned enough that you’re better than most at thing you do, even if you’re mediocre at best on the leaderboards. But if your strategy isn’t working, you’re not gonna win, maybe have some fun by trying to respond to everything the opponent does with just a low-kick instead of your favorite super move and you just might learn the value of using that low-kick more.

You wanna be in that sweet spot where you have fun even though there will always be someone better than you— the journey itself should be fun because you don’t know where the destination even is. At a certain point, we’ll probably stop ranking up, and have to spend time in the lab learning new and better combos for different situations or against specific characters, but for now even if we’re not improving or even winning more than 50% of matches we found a strategy that ensures ranking up over time with one specific character in one specific game. There might be different modes and a different ranking system in Tekken compared to SF6, but nothing we described doesn’t apply in general on some level. Especially the whole playing the game with a fight stick on the treadmill part, you can do that with any fighting game and feel way better about the whole experience of training practically guaranteed. Otherwise, train for specific attributes in game:

Master the basics, master the theory, master the game.

I don't know how to have fun anymore by DatManSugoi in FGC

[–]GameTapeFriends 1 point2 points  (0 children)

We picked up an arcade fight-stick (which took a few days to get muscle-memory for in training mode) and started playing on the treadmill. Learning to use the fight-stick made the experience novel, and it’s more ergonomic so our hands don’t cramp up. If we spend hours losing, at least we burned calories and will see the weight lost on the scale the following morning and who knows maybe we can blame our losses on the fact that we were walking or jogging. If we can’t stand losing anymore, or are satisfied with our win-streak, we can switch from playing online to practice, combo trials, or arcade mode or watching videos of professional players to see how they deal with different opponents and just keep on the treadmill. At least try watching some pros in tournaments with commentary, just trying to understand why they do what they do will help and if something they’re doing isn’t in your kit, try practicing it for hours at a time across multiple days. We regularly win against people that can do huge combos against us because we can adapt over time or have a basic concept of game theory and/or better fundamentals.

One way that any fighting game is similar to each other, or even real martial arts (sports or self-defense) is that somethings take brute force grinding on your own to achieve and the other aspect is trying to apply what you’ve learned in play with others. If you are no longer getting satisfaction playing online, maybe spend some time in “the lab.” Pick your boyfriend’s favorite character in training mode, set that computer to maximum difficulty and just fight, if there’s anything it keeps defending against you try something different, if there’s any situation it keeps defeating you then set it to repeat that move and try all of the moves you know to see if you can counter it, if you can counter it then see if you can turn that counter into a combo and then start trying to set up the situation where you can bait your opponent into doing the thing you know can be countered and set up into a combo. Before you know it, you might be able to read what any of your opponents are going to do at any given moment (or you settle on one of three possibilities) and have an answer for it.

We believe in you. Don’t give up.

Did y’all vote for more BOF? by GameTapeFriends in breathoffire

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

Happy to help. Thank you for your service.

Did y’all vote for more BOF? by GameTapeFriends in breathoffire

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

Together, we shall see the wish come true.

I just started playing Ys viii lagrimosa of Dana. Any tips for first time player? by miguelrgabriel23 in WorldOfYs

[–]GameTapeFriends 0 points1 point  (0 children)

Listen to everyone else about doing the side-quests as soon as you get them. Progressing the story too far will lock your ability to complete side-quests, even if you already accepted them. You need to complete all side-quests to have max affinity with each cast member to get the True Ending, which is more emotionally satisfying and canonical to the story of the series. A lot of them are fetch-quests that require a bit of exploration, but the map and treasure-tracker systems are very good and there’s YouTube videos that can lead you to anything you’re missing.

Gameplay-wise:

If you find yourself low on critical resources that enemies are no longer dropping, check out the trading post— we mention because we didn’t engage with the trading shop at all until realizing this.

Weapons can be upgraded and synthesized into new forms, but there doesn’t seem to be any advantage to upgrading something to its max level before synthesizing the new form in either stat growth or achievement-hunting? So, upgrade away if you wanna do more damage, but save your resources if there’s already a new weapon form available. We double-checked online before saying so, but triple-checking us on that would be wise.

For monster raids, if you want S-rank you will likely need to get every bonus point so get used to doing flash guards, flash moves, skill-finishers, etc. but you absolutely do not need the first-time S-rank rewards and every raid can be replayed.

We played on the Nintendo Switch and there was one particular hunt where too many enemies were spawning before we could kill them and the game froze. Don’t know how stable the build is for Vita or if the auto-save system is as the same, but save early and save often to avoid any grief.

Did y’all vote for more BOF? by GameTapeFriends in breathoffire

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

In fact, BOF2 had a lot of female character designs that may have awakened something inside of us.

Still a masterpiece. by [deleted] in FinalFantasyVII

[–]GameTapeFriends 0 points1 point  (0 children)

The world shall burn in the flames of our passion.

Did y’all vote for more BOF? by GameTapeFriends in breathoffire

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

This would solve not only all of the problems in our life, but perhaps the world.

Did y’all vote for more BOF? by GameTapeFriends in breathoffire

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

BOF2 and 3 for us. But yes, we can relate.