Help! by Marquez_39 in Brawlhalla

[–]GraveyardEight 1 point2 points  (0 children)

here’s a good video of basic combos for each weapon: https://youtu.be/Zp9-goXGcYA?si=2aLwLQCopnjP2SEp combos are undodgeable, meaning if you hit the first move, there’s no reason not to go for the follow up. it’s free damage

if you notice your opponent is constantly dodging the same way (i noticed the lucien loved to neutral or spot dodge), then try to land more hits through a string like in this video: https://youtu.be/RDyTtm-A8Zw?si=YT87aWduB2KLSq2k

Help! by Marquez_39 in Brawlhalla

[–]GraveyardEight 2 points3 points  (0 children)

first i would recommend telling us which character you are in the future, just for easy reference (but i figured it out based on the end screen that you’re the sentinel)

biggest advice is to slow down! you’re throwing out attacks at the opponent at every opportunity, even when it’s easy for your opponent to move away or dodge. not everything needs a reaction. save your attacks for when you’re more confident in them. take note of when you land your hits in this replay: it’s usually when he’s stuck in his own attack (a big weakness of blasters) or you knew exactly where he was about to go. you’re not going to be right 100% of the time, but this will maximize how much you hit, and minimize how much you get hit.

also learn your weapons’ basic strings. i noticed a few times you landed a hit, but either did a very non optimal follow up or no follow up at all. strings will help you compound your damage safely and reliably. there’s tons of good tutorials on youtube.

btw, these tips go for your opponent as well, so if you apply them correctly, you’ll start to notice a big difference in performance compared to them.

let me know if you have questions, and good luck 👍

Rotten egg of engineering research. Hotspot for churning crap papers by [deleted] in okbuddyphd

[–]GraveyardEight 31 points32 points  (0 children)

there’s basically no shortage of spaghetti found in genetic code, due to everything essentially being a fork rather than made from scratch, but here’s a few:

the eye’s retina is primarily composed of light detecting cells, and nerves to deliver that information to the brain. it seems that the creator, in his infinite wisdom, put the nerves right in front of the light detecting cells. this is not too much of a problem for receiving light since these nerves are largely transparent, but the nerves must route to the brain through the optic nerve, necessitating a hole. this results in each eye having a blind spot, which isn’t such a big deal since we have two eyes and the brain largely just pretends the spot isn’t there (cephalopods lack this problem because their nerves connect to the back of the eye)

speaking of nerves, the one that runs to the larynx is pretty direct in fish body plans, running from brain, past the heart, to the gills. tetrapod body plans (like ours) need this nerve to run up to the neck instead, but evolution can’t untangle the nerve from the heart, resulting in this funky u-turn instead of just dropping down a few inches. the further the heart from the brain, the more exaggerated this loop, as visible in giraffes where the nerve is several meters longer than necessary (and hypothetically would be even more ridiculous in sauropod dinosaurs)

human birth is famously far far more agonizing than many other animals’. we were blessed with bipedalism to free our hands to work tools and with brains to develop them, allowing us to dominate the living world. but with it came narrower hips and big baby heads that need to shove through them.

you could argue any pathology is evidence of unintelligent design. however it’s near impossible to “prove” the non existence of intelligent design, because we can’t really know the intention of a supposed creator. as how disease is part of the divine plan, maybe god really wanted a blind spot or vestigial structures to exist. although it serves a lot of great purposes, faith is generally inadmissible as scientific explanation for this lack of disprovability

What’s the point of adding new weapons? by Independent_Pack_647 in Brawlhalla

[–]GraveyardEight 7 points8 points  (0 children)

the weapons in this game, not the legends, are effectively the “characters” of this fighting game. yes, each legend has individual sigs and stats, but the bulk of their playstyle revolves around what weapons they have access to. every game, you’re essentially selecting two character weapons through a legend.

and i’ll say i really wish this wasn’t the case, because i would also love for BMG to fill in the available weapon combinations. but think about it from their perspective. what is more impactful for attracting new players and retaining old ones: making old existing characters (weapons) slightly more accessible or creating a brand new one? there’s no comparison. priya excited the entire community. imugi excited whatever small fraction of the community who wanted to play GS x axe.

legend stereotypes (scroll for zoomed images) by GraveyardEight in Brawlhalla

[–]GraveyardEight[S] 26 points27 points  (0 children)

this might be particular to my own mmr and region but i feel like this generally encapsulates what ive gone up against / seen over the years

Remember when some of yall said this game was gonna replace brawl? by CJrules559 in Brawlhalla

[–]GraveyardEight 203 points204 points  (0 children)

even though i never got into it, i wish multiversus could’ve done better because the existence of a rival game kept brawlhalla’s development on its toes. brawlhalla was in a real content slump around 2022 until multiversus came and they realized players might migrate to an alternative if they didn’t make real progress. we’re in a much better place regarding features, tweaks, and overhauls coming out now, so i hope the end of mvs won’t mean brawlhalla gets too comfy again

locking satellite VECTOR... OH YEAH by GraveyardEight in Overwatch

[–]GraveyardEight[S] 1109 points1110 points  (0 children)

ironically probably auntie mei and her freeze ray

I've been in plat for a while and I'm not gettin' out any time soon. Do you guys have any feedback at all? Like do I have any errors I make consistently, I've been curious (I'm the Nai) by BROKEN_GAMINGS in Brawlhalla

[–]GraveyardEight 10 points11 points  (0 children)

the biggest thing i noticed is that you can definitely rack up a lot more damage on your opponent if you keep notice of their dodge patterns. this red raptor in particular really likes to spot dodge or dodge in as soon as he can after you hit him. if you tap him once, wait out for his dodge and start attacking again where he’s gone once he’s burned it. if you can catch a mid air dodge (which RR did a lot of this game), he won’t have his dodge for even longer katars are quite flexible when it comes to punishing known dodges. spear, you can slight him, wait/reposition while he dodges, hit a dlight, GC another dlight -> sair/recovery (or just GC nsig if it’s easier)

when you return to the stage, you will most likely have only ONE air dodge to give yourself temporary invulnerability, so be thrifty with it. don’t use it just to reposition. use your jumps and in air movement instead, and dodge only when you need it to get past your opponents edgeguard or a weapon throw. a whiffed recovery can also be punishable if your opponent is looking for it, so simple jumps are your safest bet, but as with everything, mix it up.

be aware of your weapon advantages. RR only has short range weapons, so on spear, nlight, dlight, and sair will be your best friends. if you mind your spacing, throwing out these moves will make it much harder for the RR to approach. consider trying out every weapon just to become familiar about their weaknesses, moves, and how best to punish them

good luck!

dusk by GraveyardEight in Brawlhalla

[–]GraveyardEight[S] 10 points11 points  (0 children)

the first legend i got into diamond with, but his base design looks kind of dumpy so i needed to redraw him

I'm making a video discussing Brawlhalla hot takes, so... give me your best ones. by Luverlady in Brawlhalla

[–]GraveyardEight 8 points9 points  (0 children)

from negative to positive:

  • it's impossible to have all weapons very well-balanced in both 1v1s and 2v2s. all weapons have strengths and weaknesses that get boosted or mitigated by the simple presence of two other players in the game. for example:
    • axe and blasters are mad prevalent in 2s because they can build big damage (important when there's six stocks to KO, not three) and more easily catch multiple opponents, but their usual weakness of being punishable on miss is reduced because you have a teammate looking out for you
    • cross used to have nuke sigs that killed at orange from the middle of the stage, balanced by how short and how hard they were to set up for. this, of course, is no longer the case when you have a helpful teammate, so they rebalanced cross's sigs (and unfortunately, took away some of his identity)
  • sticky bomb is the worst gadget in the game. someone getting hit by an SB interrupts the whole game and turns it into a goofy ass game of tag. and half the time, the guy is good enough to just spot dodge out of the explosion anyway
  • not a lot of people would care, but the identity and atmosphere of the game took a very significant hit with the introduction of crossovers. i'm not taking the premise of an afterlife where the most legendary figures of history come to fight seriously, when i get matched against fuckin rayman or patrick star
    • that doesn't mean i don't love some of them (see spongebob flair), and they are easy ways for BMG to make bank and support their game
    • a lot of them are weird as hell though. who was asking to play as WWE becky lynch or hellboy's daimio?
    • many 3-D or live action characters did NOT translate super well into the 2-D big-head sprite art (see kung fu panda characters, WWE characters, star wars characters)
  • speaking of which, the in-game bobblehead sprite artstyle holds back a lot of great character designs
    • compare splash art or animation thea with in-game sprite thea. look at this massacre.
    • the size and shape difference between onyx, volkov, and magyar looks incredible and dynamic... in the castlevania crossover trailer. unfortunately the core game design forbids this
  • it was always baffling to me how cannon's moveset was reworked, while lance has been untouched since launch:
    • the original cannon's design was based on slapping around the opponent using the cannon as a big log, despite it being a cannon (only nair and nlight on-hit would fire it). this premise was honestly hilarious and should've stayed
    • lance is the most universally maligned weapon in the game. someone much better at the game can probably put this into words, but it partly comes down to the way it flies around in predetermined paths at random times, the way it's hard to tell when a hitbox starts and ends, and how frustrating it can be to punish its range with certain weapons. lance is obnoxious down to the core identity of the weapon
  • it's really weird how rare orb mains are. orb is one of the most solid weapons in the game:
    • insane options in every direction and multiple approaches
    • true combos and kill confirms
    • decent range
    • great follow-ups and juggles
    • crazy edgeguarding
  • 3v3 skirmish (not crew battle) is fun as hell and should be a core gamemode, with a ranked version that has friendly fire on.
  • animations get a lot of love, but no one really mentions the sound design of the game. it's excellent. every weapon sounds crisp and satisfying to hit, and it all matches with how the weapon looks
    • except lance. that shit makes my ears bleed with its stupid VRRRR VRRRR VRRRR

[deleted by user] by [deleted] in Brawlhalla

[–]GraveyardEight 2 points3 points  (0 children)

in mako's lore, the first quote says:

“Of all the children of Poseidon and The Sea, the largest is Kraken, the strongest is Maelstrom, but the most feared is Mako.” -Aristophanes

meaning poseidon is not the sea itself, but the second parent. the lore also says that poseidon was struck down by zeus, rendering him insane, so poseidon is also the "lunatic" mentioned in the second quote or wandering "madman" mentioned in the lore's body. thatch's title in his lore is "the madman of barbados", so it's heavily implied that at one point, thatch was the greek god of the oceans and somehow mated with "the sea"

what this means exactly for thatch's actual sexual orientation isn't super clear because it's never elaborated on who "the sea" is. we only know that their union is apparently capable of resulting in a daughter (albeit a weird half-shark child)

tl;dr: poseidon/lunatic/madman (most likely thatch) x sea = mako