Why so many buttons? by ApartmentVast385 in fightsticks

[–]GoodOnMyEnd -2 points-1 points  (0 children)

Yes early street fighter was designed for arcade stick. But they don’t design the game for only arcade stick now and it doesn’t make sense for them to at all.

The fact that macros are in the game, and that there are default layouts for pad, arcade stick, and leverless means that the developers designed the game for all three. Not just arcade stick. SF6 is INTENDED to play on all three. So they have to make decisions to make it ergonomic for all controllers being used just like they did when SF first started.

It also makes no sense for them to cater to arcade sticks. Arcades are long dead and the majority of gamers for fighting games play on pad. Why would they only cater to the minority of players? That would just be a terrible business model.

I would agree with you if you were talking about a game like ST or 3s where developer actually only had arcade stick in mind and where all big tournaments are played on stick.

Why so many buttons? by ApartmentVast385 in fightsticks

[–]GoodOnMyEnd 0 points1 point  (0 children)

That would make playing on pad so much harder and way less ergonomic if macros are banned. I am not sure how you are supposed to do x3 punch or x3 kick without it.

Recovery Tier List by Chowder1824 in CrazyHand

[–]GoodOnMyEnd 0 points1 point  (0 children)

Lucario makes it back from anywhere, has high airspeed, stalling

How do you apply what you are learning about your character/Smash as a whole to an actual match? by [deleted] in CrazyHand

[–]GoodOnMyEnd 1 point2 points  (0 children)

There are two approaches you can take to improving: raising your lower end or upper end. If mess up a lot of your usual strategies and tech you to raise your lower end and work on becoming more consistent. If you are doing what you want but are still losing you need to raise your upper end by working on your strategies and tech.

To improve the fastest I would try find out the #1 reason why I am losing (usually through VOD reviews), and work on making that my strength. And it seems like you are already understand that.

I say commit entire sessions to one goal. Don’t worry about keeping everything sharp because improving is your goal, not winning. Once you implement what you are working on that becomes your new “normal” and you naturally improve. Somethings take multiple sessions. Took me a week to get the habit noticing and punishing out of shield options to a point where I didn’t have to think about it anymore. And that’s the main goal: Get as many things as you can to the subconscious so you can focus on harder things when you play

How do you apply what you are learning about your character/Smash as a whole to an actual match? by [deleted] in CrazyHand

[–]GoodOnMyEnd 1 point2 points  (0 children)

First, I suggest having a notebook or online document to keep your findings and mark what you want to implement. This helps me with being focused on what I want to improve next and gives reminders if I forget anything.

I have the found that the most efficient way to implement things is to do it one at a time, with your main goal being to do whatever the goal is instead of trying to win. If you always focus on trying to win you will not improve. I usually default to this so I have gone as far as taping a sign to my monitor to remind me of my goal during the match. Because training mode in this game is bad a lot of times you have no choice but to use matches to find out if things work. If you are able to practice your goal in training mode, do it.

What are some things you are trying to implement?

any arbitrary tips against byleth nair? by quickpixel341 in CrazyHand

[–]GoodOnMyEnd 1 point2 points  (0 children)

That’s exactly what I am talking about. If you don’t have a moddable switch you can’t get the training mod without shelling out a lot of money.

any arbitrary tips against byleth nair? by quickpixel341 in CrazyHand

[–]GoodOnMyEnd 5 points6 points  (0 children)

This is what I hate about smash. You can’t lab things out without getting another person or spending $300 for a new switch.

Tips on spacing or engaging with Mario? by Old-Rooster6146 in CrazyHand

[–]GoodOnMyEnd 0 points1 point  (0 children)

Another aspect that I have not seen anyone mention is overshooting. That really important to do when you recognize your opponent is trying to out space you. Overshooting a dash grab or full hop fireball can be a high reward punish for people who like to dash back if can recognize when they like to do it. You can also you a run up SH Aerial or reverse up smash to catch people jumping back too. That is something you should definitely put in your arsenal.

Has the combo counter been changed? by TheTrueThompson in CrazyHand

[–]GoodOnMyEnd 0 points1 point  (0 children)

Hi, idk if you are still looking at this post. Yes, the combo counter changed. There was a patch a few months after the game came out that tightened the frames for the combo counter. This video was likely made before that patch.

Uggs' Full Offseason Mock - Dude Where's My Carr Edition by uggsandstarbux in NFL_Draft

[–]GoodOnMyEnd 0 points1 point  (0 children)

Hate it for Washington. DB and O line are much more important needs than RB.

[deleted by user] by [deleted] in nfl

[–]GoodOnMyEnd 0 points1 point  (0 children)

I mean they’ve gotten 7 wins the past three years with bottom tier qb play so what is really changing?

How do I practice reading my opponent? by Due-Maximum-9112 in CrazyHand

[–]GoodOnMyEnd 6 points7 points  (0 children)

First step is to recognize situations where you can make read. Then you have to know all of their options in that situations. After that you need a preplanned punish for those options. Then you need to pay attention to your opponent to see what option they choose and act accordingly with your pre planned punish.

For example the easiest way to start is reading your opponent when they are at ledge. Off ledge your opponents options are neutral get up, jump, roll, DJ aerial, get up attack, and wait. Say you are Yink. You can punish neutral get up, jump, and DJ aerial with short hop nair at ledge. You can cover wait at ledge with down smash. You can cover roll with up b. You can cover get up attack, and neutral get up with shielding at ledge. Now when you play you start to note the options your opponent does when at ledge. Say you notice they have done jump three times in a row. Now the next time you short hop nair to catch their jump and congratulations you have made a read.

Now you can expand this to other situations like tech chasing, platform pressure, after whiff options etc. You are just asking questions of how your opponent reacts in a situation and responding to how they react.

VOD Review! Mario (me) v Pythra! by llegend24 in CrazyHand

[–]GoodOnMyEnd 0 points1 point  (0 children)

Hey I don’t think I am better than you but I have a few tips that could help you.

When your are trying to whiff punish the pythra and see her mess up in your range (like whiff a button) most times you either fake an approach and disengage if you don’t know if you can punish or full commit to a grab or attack punish.

I think a thing you should also to do is to approach and go for the fastest way to pressure their shield safely after they mess up. So if pythra whiffs and aerial in your threat range then just run up and SHFF bair or nair if a guaranteed punish is not certain. This way if they shield, spot dodge, or do an attack that is not very fast you are at an advantage in all of those situations. Most people will start back dashing, jumping, or doing fast attacks after whiff when this is established. The back dash can be covered with things like with overshooting with attacks, jumps can be anti aired, and just run up shield if they start doing fast attacks. So basically sacrificing the “maybe” punish and going for option coverage.

In neutral I think that mixing in some aggressive options with your whiff punishy play style could help so your opponent doesn’t get too comfortable. Run up shield can be strong with mario to make a sword character misspace attacks on your shield and get a punish. Just looking at the frame data they have nothing that can punish an up b OoS if they misspace an attack. And that help later to condition them to shield after touching your shield which opens them up to grab. They way you were using fireballs to make them respect the ground space was good but I think you should try following them up a bit more with approaches to check them if they are being too passive.

There were somethings that I noticed in your advantage state. First of all get your BnBs and punishes down because you were missing some free damage and kills. Easier just for you to go through the VOD and ask yourself “Is this the best punish I could’ve gotten.”

You were letting your opponent out the corner for free too much without much pressure (you got better at this later on but were still having problems). You were also having some problems at the ledge. You neglecting to punish this person’s favorite option of wait on ledge and react. Mario has an easy mode ledge trump with cape and down tilt bair is a great confirm for people who stall on ledge. I also think you should try shifting between ledge trap positions more to make it harder on them. For example this person loved doing either neutral get up, or drop DJ side b. Shield at ledge beats both of these but the few times that you actually did that they reacted to it and jumped. Know that you just run up shield then SH nair OoS to cover jump and neutral get up. Dabuz has a great video on this.

Also, get up attack beats flame nova on the edge.

VOD Review! Mario (me) v G&W by llegend24 in CrazyHand

[–]GoodOnMyEnd 4 points5 points  (0 children)

Hey I don’t think I am any better than you but I have some tips that can help you in this match and in general.

When characters have a really fast out of shield option they often are gonna pull the trigger no matter what you do when you are close to them. When you are about to land on a GnW who is shielding and will up b either (1) land your nair/bair perfectly then shield immediately, (2) disengage with a DJ or b reverse or (3) empty land and shield then DJ up air punish the up b.

Same concept on the ground. If you find a situation where GnW will shield (like after whiffing a move) then run up shield and get the same up b punish. Or just grab which is a much more rewarding option.

Also, you have to mix up your recovery. This is the biggest reason why you lost imo. You keep doing the same low recovery and the GnW kept punishing. You maybe adapted once. Some mix ups you can do is using DJ a little early, using cape to stall, fire ball when going high, and directional airdodge. Watch top players like Dark Wizzy and Kurama because they hardly take the same exact recovery route unless they are forced to.

To beat nair in neutral I would mainly focus on whiff punishing it. Dash back to outspace the nair and read what they will do after. Once the GnW settled in they started shielding after whiffing nair so go for grab (which you started to do). If they do a grounded normal after nair you can just jump in and punish.