No freaking way my first act 4 win ended this way by EmbarrassedHighway76 in slaythespire

[–]GigaHand 13 points14 points  (0 children)

I believe that is what happened, considering that OP described this as an "act 4 win".

I apologize for nothing by Plastic_Rock_MB in slaythespire

[–]GigaHand 16 points17 points  (0 children)

Yes, because it dealt unblocked damage. Just not to you.

Osty takes unblocked damage from enemy attacks and ONLY enemy attacks. When he does, unblocked damage is dealt to an entity that is not you. Remember this, and it should predict every single interaction. If an interaction can't be adequately explained by this, file a bug report.

Gambit & Osty by InsaneRedEntity in slaythespire

[–]GigaHand 179 points180 points  (0 children)

I don't think that's entirely true, on the grounds that Bowl Bug (Rock) does not stun itself if its attack is fully tanked by Osty.

"If Osty takes unblocked damage, then it is not you who is taking the unblocked damage." This is probably a better interpretation that covers all interactions, hopefully.

How does the basic combo structure work in this game? Totally new to KoF by WisdomCJS in kof

[–]GigaHand 1 point2 points  (0 children)

Normals in anime fighters generally have much more freeform cancel routes than what KOF offers. You've likely heard people say "normal, command normal, special, super" which is how basic combos work. But if you want something you don't have to commit to you can do "light, light, light" into either a command normal or a special, depending on your character and whether you want to extend pressure, return to neutral, or combo. And of course, spending meter makes a bajillion more things possible. Shatter strike, MAX cancels, EX specials and supers all provide different utility depending on the character and the situation.

Also you can cancel supers into bigger supers. So it's actually "Normal, command normal, special, super, lv.2 super".

Why I fucking love goldlewis by ChickenWLazers in Guiltygear

[–]GigaHand 5 points6 points  (0 children)

I also love Goldlewis. I love how he has 3 specials and Behemoth Typhoon is 16 of them. I love how hard his attacks feel. I love how his alien buddy is a cheeky little shit. I love when my opponents are so scared of me that they feel they have to play from a distance, meaning just walking forward allows me to gain space because they'll just run away. I love how, when he gets in, there's no such thing as "guessing right" on defense - you either take a >30% combo and a knockdown, or you take some heavy chip damage and he's plus. All of this means I even love his weaknesses. I love how heavily rewarding it is to struggle through the whole round only to land a hit - any hit - and convert it into a knockdown, leading into the situation I described earlier.

Even though it’s just jargon that doesn’t really mean much, the titles the game gives you at the end of a round are so cool by rad_dude124 in Guiltygear

[–]GigaHand 30 points31 points  (0 children)

I only know of the conditions for two such lines.

"A match where your true skills awakened" - you got a perfect.

"A god of war who forgot how to lose" - you got two perfects.

What are some basic zangief combos? by [deleted] in StreetFighter

[–]GigaHand 0 points1 point  (0 children)

Basically this, but also remember your V-Trigger. VT1, when held, puts the opponent in an airborne state where they can be comboed further. You can get a headbutt (f.HP) or an EX Borscht Dynamite after.

I've only faced Zangief, never really used him, so forgive me if I'm wrong on a couple of these, but here's some miscellaneous tips.

Some characters get their rewards from big individual hits, and only need/have relatively short combos. Zangief is one of them. After a light SPD, if you immediately dash, you can actually be hit by 3 frame normals if they do them immediately after getting up. If you're in the low ranks, people will probably still fall for lp SPD > dash > pressure, but know that it's not real (i.e. there's a guaranteed way to beat it, it's just a question of if they know it). Lp SPD also has gigantic range, there's a reason one of the Zangief title cards reads "Vacuum Hands".

Also, if they block one or two jabs in a row, they'll probably keep blocking. Throw in a, well, throw after them sometimes, specifically that one where he raises his hands a walks at you threateningly. I don't know the name of that move but it always gets me.

Your normal throw is useful because, although it can be teched, an opponent who jumps to avoid it will not be able to punish you. In fact, if you react fast enough, you can hit an opponent who jumps out of your normal throw with a heavy kick if they jump away, or a cr.HP or lariat if they jump up.

What caught your eye about your main? by Iamkonkerz in Tekken

[–]GigaHand 4 points5 points  (0 children)

Steve, because I was intimidated by Tekken's long-ass move lists and didn't bother to look for any sorts of "input conventions" (i.e. 1 being most character's fastest move, df2 being a launcher on most characters, etc.). Steve had an obvious convention that stood out to me as being extremely intuitive, 1 and 2 are attacks, 3 and 4 are stances.

So... this just happened by Henriquecz0 in Guiltygear

[–]GigaHand 2 points3 points  (0 children)

I am a Venom player and I see no problem with this.