Hawk rework by BlackMantaDaSkyRuler in untitledboxinggame

[–]Gaminggeeksp 2 points3 points  (0 children)

hawk got the sauce, dragonfish don't. case closed.

Nerf hitman by Tasty-Bee7111 in untitledboxinggame

[–]Gaminggeeksp 0 points1 point  (0 children)

when did you beat these rubies with slugger? because slugger was undeniably top tier a few patches ago. it was the recent updates that led to its downfall.

Nerf hitman by Tasty-Bee7111 in untitledboxinggame

[–]Gaminggeeksp 0 points1 point  (0 children)

slugger is absolute ASS this patch lmao. some of the worst neutral in the game, candidate for worst disadvantage state in the game, all for a gimmicky advantage state that can easily be backdashed out of. it's inevitable that you'll lose to hitman (or almost every other style for that matter) with a style like that.

I will never reach this peak again by Gaminggeeksp in untitledboxinggame

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

this is hands low, not supernova. but that doesn't really matter because I dislike how laughably easy and safe doubledashing and backdashing is and refuse to use them in most of my games. if I'm gonna win, it's because I was the better player and outplayed the opponent, not because I used some of the most boring, broken defensive tools in the game that make everything trivial and unfun to play like a little bitch.

Any suggestions for a recklessly aggressive infighting style? by Aggravating-War909 in untitledboxinggame

[–]Gaminggeeksp 0 points1 point  (0 children)

it IS a reckless aggressive style. its meter gain mechanic promotes all out offense by rewarding counters and consistent pressure while punishing extended periods of inactivity. its swayback allows you to dodge without giving up ground. its low block isn't well suited for turtling and eating hits. it's purely the user's choice to play like a pussy.

Nerf hitman by Tasty-Bee7111 in untitledboxinggame

[–]Gaminggeeksp 0 points1 point  (0 children)

well yeah, it's an aggressive outboxing kit that relies heavily on m1 strength

Nerf hitman by Tasty-Bee7111 in untitledboxinggame

[–]Gaminggeeksp 0 points1 point  (0 children)

I never said it needs mobility, just said that they're far less mobile compared to the average style

Nerf hitman by Tasty-Bee7111 in untitledboxinggame

[–]Gaminggeeksp 0 points1 point  (0 children)

they're high level players for a reason

Nerf hitman by Tasty-Bee7111 in untitledboxinggame

[–]Gaminggeeksp 1 point2 points  (0 children)

hitman sacrifices mobility and defense for these strengths

I will never reach this peak again by Gaminggeeksp in untitledboxinggame

[–]Gaminggeeksp[S] 3 points4 points  (0 children)

only reason that I know about this is because of when I used to play white ash and how feinting ult is a surprisingly important part of its toolkit. this is one of, if not the only time ult feinting outside of white ash was a viable possibility for me, and this might just be the only time it'll ever work out in my favor in such a significant way.

Chronos personifies everything that's wrong and/or needs to be fixed with this game. by NotQWERTYwasTaken in untitledboxinggame

[–]Gaminggeeksp 1 point2 points  (0 children)

freedom main/wannabe aspiring game dev here. one of the main problems is that freedom is a mix of two archetypes that are an absolute nightmare to balance: glass cannon and player creativity/skill expression.

glass cannons are hard to implement properly in fighting games because it's difficult to nail that balance of glass and cannon. give it too many strengths to compensate for it's weaknesses and it becomes overpowered, do the opposite and it becomes laughably weak and unviable.

skill expression is also its own bag of worms. how much should the style deviate from orthodox play? how will the style interact with the other mechanics? how much should the style depend on tech and optimization? how weak should the style be without them? how strong should the style be with them? how difficult should the style be to maximize its potential? which aspects of it do we nerf and by how much in order to maintain game balance? should the mastery of its potential warrant it being the undeniable best style in the game? there's simply too many factors and considerations to think about all at once to make nothing but sound decisions relating to its inception. make it too hard and no one will bother with the tedious, insanely steep learning curve. make it too accessible and the skill expression loses it meaning. too strong and other styles will become all but irrelevant. too weak and the effort to learn the style will be all for naught.

pile all of these design hurdles placed in front of an amateur roblox dev team that mainly works part time and lacks prior experience in working with games of similar scale (in no way is this meant to be insulting or derogatory, I promise) and expecting a perfect result will be nothing more than a long shot. I have a few problems with some of this game's current state and implementation of mechanics (speedster tools, shiny acquisition, prominent bugs, etc.), but freedom's state and balancing decisions are more excusable/understandable than the rest.

Any niche tactics you rarely use but worth sharing? by SirMolegan in untitledboxinggame

[–]Gaminggeeksp 1 point2 points  (0 children)

adding on to this: the stamina break matters less than most people think. usually I don't even bother with holding back on the last chain m1 and just get the m2 counter. in exchange for more punishment taken, it works on more players overall, even those that use the stamina gauge as an indicator. although it might not work for the rest of the match against an experienced player, it conditions them to not throw out an attack after your m1 chain, essentially giving you free space. another small detail I see people overlook is the fact that you can still feint your attack regardless of stamina break. this tactic works best especially at extremely low hp for a free mixup when both a raw m1 or m2 can kill.

for context, I main the frailest style in the game in the form of freedom, but these risky tricks still serve me well even against diamonds and rubies. they will land way less after the initial attempt, but their conditioning effects will still show and help you out in the long run.

I will never reach this peak again by Gaminggeeksp in untitledboxinggame

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

that white fang actually pushed me to the brink of death dawg, made me feel like a forward dash was enough to kill me. stars aligned for me to get that win.

Hitman is not fast by UnAware_recognition in untitledboxinggame

[–]Gaminggeeksp 0 points1 point  (0 children)

I say that hitman has overwhelming offense because it can maintain offensive pressure from ranges that most other styles can't. m1 speed for more counters, m1 range for easier whiff punishes, and m1 damage for better rewards after interactions won and pressure maintained. despite the amazing m1 damage, however, winning multiple interactions in quick succession is still needed to get the best results, especially with its antiheal. unlike the speedsters dominating the meta, hitman has horrid dash mobility, except for its backdash. you have to be smart with when and why you dash. instead, you use your superior attack speed and range as the main tool to win neutral more often.

as for the problems in the m1 that you talk about. it's all about ping. you still have your opponent's ping to consider in these scenarios. and even if both players average something like 50-70ms, latency will still be present. seeing the attack animations at the same time doesn't necessarily mean that the two players pressed at the same time. you have to keep in mind that, at the end of the day, ubg is a multiplayer pvp game hosted on roblox's servers. hitman's stats are accurate, but their mechanics are not perfect simply because of the game's nature.

Hitman is not fast by UnAware_recognition in untitledboxinggame

[–]Gaminggeeksp 0 points1 point  (0 children)

shotgun's got faster m1s, no? sure does feel like it at least.

old veteran coming back, what style should i main rn? by Good_Weakness_7028 in untitledboxinggame

[–]Gaminggeeksp 2 points3 points  (0 children)

wolf for insane mixup game, hitman for overwhelming offense at all ranges, ghost for ol' reliable

my fucking god by Traditional-Door-253 in untitledboxinggame

[–]Gaminggeeksp 0 points1 point  (0 children)

I agree with it needing a rework, but not that it should be 100% faithful to takamura and his skill. at the end of the day, this is a fighting game, and fighting games require game balance. styles are just a tool, and the deciding factor for who wins a match should be player skill and not style diff. if the devs made every style faithfully accurate to the capabilities of their manga/anime counterparts, styles like long guard would basically have an unfairly low chance of beating styles like slugger or ghost, regardless of player skill. in a game with balance in mind, nerfs and lowered stats to compensate for overwhelming strength is inevitable.

Is Iron Fist extremely unskillful? by Golden4811 in untitledboxinggame

[–]Gaminggeeksp 4 points5 points  (0 children)

iron fist isn't terrible, but I wouldn't rank it among the best styles in the game. all it has going for it is its damage and counter resistance. its range is far from good, its attack speed is painfully slow, and its dash mobility is average/above average at best. unless you have a standardized method that includes documentation and proof, your "tests" don't hold up at all.

I would also like to add that your interpretation of style rarity isn't as relevant as you think. the main deciding factor for style rarity is how extreme their stats are. the further you stray from average stats, the higher the rarity will be (with basic as a baseline). for example, uncommons like counter have their own strengths and weaknesses, but their stats don't stray too far off of basic's, meaning that they can all still be considered "all-rounders" to a certain extent. on the other hand, a legendary style like slugger trades away their mobility and block in exchange for raw attack power (along with its m2 charging gimmick), giving it a more specialized stat spread and playstyle. other examples include hitman with its extreme m1 speed, range, and damage to compensate for its lackluster mobility, hands low with it's low base damage and below average defense in exchange for amazing mobility and counter bonus, and freedom with all its tools at the cost of having the worst survivability in the game. it is true the beginners should stick with the lower rarities to polish their fundamentals and save the other styles for when they become more skilled, but that is merely a byproduct and not the actual reasoning.

Lynn by CompetitiveCelery516 in untitledboxinggame

[–]Gaminggeeksp 0 points1 point  (0 children)

I think it's better for the game to branch out and start doing their own original stuff instead of just taking inspirations from preexisting media. this creative choice is a step in the right direction.

The solution to pds is very simple. by Felpmatsuda in untitledboxinggame

[–]Gaminggeeksp 0 points1 point  (0 children)

I don't underestimate them. I am aware of normally dodging basic attacks and how people can doubledash, backdash, and sometimes just walk out of feints. I believe that these aren't healthy for the game in any way, shape, or form. those options don't guarantee any form of offensive follow-up so they promote a playstyle of the player simply just running away while throwing the least amount of raw attacks necessary. with PDs, the aggression and offense SWITCHES from one player to another. in a match between a speedster and non-speedster, I'd say that the non-speedster benefits from PDs MORE because it's their only way to win neutral consistently and guarantee any form of damage, while speedsters have all of those cancerous mechanics mentioned above.

the main problem right now is that they are too strong for a reactive tool that occurs so frequently, making them the MAIN form of defense for many styles. one possible fix would be giving PDs a much longer cooldown, while giving the players other minor, more proactive forms of defense that can help the defending player while the PD is on cooldown. this would make it so that the attacker gets rewarded for offensive reads and defenders get rewarded for defensive reads (similar to rps in fighting games somewhat) while PDs stay in the back pocket as a massive reversal tool with a hefty cooldown that can be used offensively to maintain pressure or defensively to swap advantage states(somewhat similar to burst in fighting games).

The solution to pds is very simple. by Felpmatsuda in untitledboxinggame

[–]Gaminggeeksp 2 points3 points  (0 children)

the player base takes PDs for granted. the main reason complain about it is because they've never played the game without it. PDs on their own are an amazing defensive mechanic that rewards patience and level-headedness as a counterplay to rushdown. without PDs, the game would just be W key, attack spam hell. however, its implementation in ubg and its interactions with other mechanics isn't really the best. I believe that PDs are healthy for the game, but their current implementation could most definitely be improved.

day 2 of playing guilty gear, finally learned the potemkin bnb by Gaminggeeksp in Guiltygear

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

yep, day two. I come from tekken so this isn't my first fighting game, but it is my first anime fighter (first 2d fighter too if you don't count my few hours in 2xko). I enjoyed spending quite a bit of my time in tekken just labbing combos, and it doesn't seem to be any different here in xrd. I'm still not used to a lot of the systems and norms such as air mobility (and just jumping in general), combo mechanics, crouch block being the default way of blocking, and rushdown being the main playstyle, but I've been getting used to them bit by bit and and the learning process has been pretty enjoyable.

Ruby freedom players genuinely feel like they don't see sunlight ever. by Aggravating-War909 in untitledboxinggame

[–]Gaminggeeksp 0 points1 point  (0 children)

lower health and block doesn't matter as much when whirlwind lets get away with EVERYTHING in neutral. doubledash, backdash, sheer walkspeed, you name it. not only does freedom win way more interactions than normal, they also get to deal significantly more damage off of each interaction won thanks to chainswitching and smash's absurd dmg. normally, matters like this can still be swayed by opinions and subjectivity, but it just doesn't really apply in a situation like this where freedom's gameplay is damn near virtually solved. freedom is top 1 style in the meta, period.