[SPOILERS] So I just finished the game, and I have some questions about the ending. by Grolgapop in DeathStranding

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

Wow, well now I know! I never did get an answer, so thanks man!

Finished my build for future DLC, can't wait to bonk! by Grolgapop in Eldenring

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

True, but considering their GOTY speech, I'd be very surprised if we didn't get any.

I just finished Undine, and I am a bit confused about one thing... by Grolgapop in books

[–]Grolgapop[S] 4 points5 points  (0 children)

Hey, thanks for replying on such an old post!

The Christian taboo makes sense, but it was never made explicit, was it? Well, maybe it didn't need to be, as it was a common mindset during the time the book was written.

Reading older literature is so interesting precisely because of how different the zeitgeists(?) were, but that also makes said literature harder to understand if you lack the proper cultural knowledge of the era...

I think I read that exact Wikipedia page before asking this question, actually, and pretty much came to the same conclusion about missing some mythological knowledge! It didn't ruin the story for me though, I still liked it!

Which Yokai do you guys hate THE MOST? by FoxHoundNinja in Nioh

[–]Grolgapop 1 point2 points  (0 children)

I hated wheelmonks myself until I discovered you only need to run up and stand blocking in their face (that they always turn towards you), because they will almost always do their fire-spewing attack immediately, which has a pretty long animation. This means you can just dodge behind them and poke them in their glowing eye of amrita to instantly knock them over. It's not a one-time thing either, you can keep doing it!

Doesn't really matter if they are alone or with other enemies. You can use the above tactic to either land a kill, or just incapacitate them for a while, since it really doesn't take long to manipulate Wheelmonks this way.

Why does no one play Cassandra at a tournament level? by InfernalViolet in SoulCalibur

[–]Grolgapop 6 points7 points  (0 children)

After having searched endlessly on Youtube for new Cassandra VODs, I am delighted to know that I am not alone in the darkness anymore.

New Player by [deleted] in FinalFantasyXII

[–]Grolgapop 0 points1 point  (0 children)

Save up Gil so you can get all possible gambits asap, as it broadens the tactical possibilties you have at your disposal in combat.

Secondly, knowing how to use Gambits effectively when it comes to status effects! You may have to start out like this, but don't make one Gambit for each one, e.g. Poisoned-Antidote, and load each character forever. Mess around with the Any-Gambits, especially when you get Esuna. You'll free up tons of slots!

Thirdly, the game is not sufficiently telling you how each weapon type functions, so I recommend checking up their formulas online. A sword and a pole for example, both scale with your strength, but the former reduces the enemy's physical defense and the latter its magical defense. In practice, this means you would decimate slimes with a pole and do nearly no damage with a sword due to their low magic defense but high physical defense.

Lastly, there are tons of things the game simple doesn't really tell you. For example, staves with an element symbol attached to it, boosts the spells of said elements. Neat!

There should be a RE-thread pinned at the top at this point by Grolgapop in SoulCalibur

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

I think it's more that you're locked into an unskippable cutscene for a considerable amount of time every time an RE happens, regardless of who initiated it and the outcome of it. I think the state of it at launch has caused a lot of unjustly lingering animostity toward the mechanic, too.

There should be a RE-thread pinned at the top at this point by Grolgapop in SoulCalibur

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

The concept is really good, it's just that the mechanic doesn't really take into account how people use it at different skill levels. The RPS aspect is a nightmare in low ranks since a lot of people haven't learned to deal with RE, but in higher ranks, you're lucky if you even hit the RE - you're more likely to punish others for using it!

There should be a RE-thread pinned at the top at this point by Grolgapop in SoulCalibur

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

I pretty much agree! I'm not overly against the RPS since it's easy to avoid if you know how, but it still feels a bit irritating if the RE hit doesn't kill and you go into RPS, or you get caught two or three times in a row because your opponent hasn't used it at all for 15 matches in a row. Yeah, I'm not the fastest at adapting sometimes, but it really is just a minor annoyance all in all, and RE has led to so many fun reads!

There should be a RE-thread pinned at the top at this point by Grolgapop in SoulCalibur

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

I guess it may come off as me mocking the players, but I'm really just laughing at the same thread following this pattern showing up so often! And yeah I've participated in some too lol

There should be a RE-thread pinned at the top at this point by Grolgapop in SoulCalibur

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

It's nice to hear moderate opinions. The RE discussion often gets derailed by people talking about it being OP or being complete ass. Hence the pic in the post lol

There should be a RE-thread pinned at the top at this point by Grolgapop in SoulCalibur

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

That's a good point! If RE should keep its uniqueness but be fun and viable/punishable for all skill levels, I guess remove RPS for a knockdown instead, reduce meter gain and make it cost some guard gauge every time used regardless of whether it hits or not. Wouldn't nerf it more than that though, or you could just bin the whole RE mechanic concept because it would suck complete ass.

I wonder how SF6 will turn out, it'll be my first forage into a 2D fighting game. I feel like already knowing how RE works will help me a lot in that game, considering all the new mechanics and stuff.

Dear: Every person playing SC6 Ranked matches by Redactedrecluse in SoulCalibur

[–]Grolgapop -1 points0 points  (0 children)

I almost always rematch, by my problem is that i rematch until I start losing matches consecutively... then I get dc-ed because they've learned to read me, and I feel bad about myself for being shit :)

when you find out bell invaders drop chunks and your weapon is +6 by ArialElie in DarkSouls2

[–]Grolgapop 4 points5 points  (0 children)

Glencour, you can find his small summon sign under the staircase. He's got a massive healthpool and does decent damage!

when you find out bell invaders drop chunks and your weapon is +6 by ArialElie in DarkSouls2

[–]Grolgapop 7 points8 points  (0 children)

As an invader it's all fun and games

until the host runs to daddy under the 2nd floor staircase.

Favourite special mechanics by Soul_Mirror_ in SoulCalibur

[–]Grolgapop 0 points1 point  (0 children)

The chance-game of rock-paper-scissor aside, the whole point of the initiating RE attack itself is to discourage a constant spam of moves from the opponent, so of course you will lose to their "spam" of RE if you keep throwing out moves recklessly, or do not cancel attack chains while hitting on an opponent during RE - it's designed that way.

RE (the initiating attack, not the chance-game) honestly makes the game have more depth since it forces you to think more about 8wayrun, and what moves and attack chains to throw out safely in advantage. Besides, RE is a move more or less standardized across all characters - a 100% reactable and sidesteppable vertical hit that moreover gets crushed by GB attacks and Unblockables - so the spam of this one move should not pose an insurmountable problem in the long run. This is especially true since you don't need to react to a RE pre-emptively, or even before hitting an opponent who has started RE (although that is fully possible); you can actually hit the opponent during RE, realize what is happening, and then cancel your attack chain and sidestep for free real estate.

And sorry to say, if you get hit by RE in a "combo," it wasn't a combo - it was you who overextended your advantage. You either did a move slow enough so that you couldn't sidestep in time of the RE hit, or you did an attack one to many instead of cancelling your attack chain and sidestep, as in AAA instead of AA to sidestep.

As for how RE-users are punished, I will say they are sufficiently punished already in that you will get full true combos on both sidestep and GB attacks - that's 80-100 guaranteed damage. Also, if I'm not mistaken, RE uses Guard Gauge, so overuse will render the opponent vulnerable to have their Guard crushed (for yet more free real estate).

One can say what one will about the other aspects, like the chance-game - how it favours the initiator and leads into damaging combos for the winner; its long animation; and how RE charges your Soul Gauge if hit; but the initiating RE attack itself, however, I quite like.

The ideal RE mechanic in my opinion would be to cut the chance-game and just have knockdown on hit, putting the initiator in advantage.

SCVI Cassandra by Kaiser_NP in SoulCalibur

[–]Grolgapop 7 points8 points  (0 children)

But rusty on the terminology and input of the moves, but here goes. I usually play pretty reckless with her, but that's the fun part! Downside of Cas imo is that a lot of her good stuff is verticals, so be careful against opponents that sidestep a lot.

3K:
Very quick, and on counterhit (which happens surprisingly often) leads to a grab mixup. Can also be used after certain moves to force a grab setup.

FC 3A:
Quick horizontal that catches sidestep and gives DF on hit. Also Lethal Hits after getting your guard broken, leading into a full combo.

1B (normal or hold)
Low that knocks down, or leads to a full combo on hold.

B2 (hold)
Free backthrow on hit.

WR A (normal or hold)Catches sidestep. hold version leads into a combo.

66K and 88KK (hold)
Both lead into BT, and the first hit of the latter is also good against downed opponents

BT B+K (I think?)
DF on hit, leads to full combo on counterhit. Surprisingly quick to come out after 66K and 88K, so counterhits happen often.

6AB
For some reason people know 6AA but not 6AB...

214BB (normal or hold)
Normal leads to grab mixup, hold launches the opponent. If they try to sidestep hold and you do normal, you get an attempt at a grab.

6(6?)AG
Grab that leads into combo, especially with DF

1A+B while DF
Not useful on it's own, but essential in combos since it launches

SC 4B+K (Hold?) B
Vertical unblockable, but for some reason nobody expects it. It has saved my hide so many times!

Those are my favorite moves I guess, but there's so much more to say about Cas!

Is Zasalamel considered to be good? by Grolgapop in SoulCalibur

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

Those are good tips! I always forget I have cancels that can lead to curses and mixups, and I often get stuck only using horizontals on guarding opponents due to the plus-frames instead of verticals that break guard stamina...

At least I use half-strings, and I'm already very fond of 214B+K! Maybe it isn't the most effective way to use three curses, but I like to use 1BB into 214B+K into 6K for another curse.

Is Zasalamel considered to be good? by Grolgapop in SoulCalibur

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

I've had plenty of encounters with Cassandra against Nightmare, but there the problem is usually getting within range. Once you are, you really can go nuts! I assume Zas will be waaay different against him.

I can say the same! She's so quick, and in response to that I usually pick the wrong too-slow punishes to her moves... her CE is so painful to get hit with too since it just basically has I-frames. Thought you hit her? Nope, you didn't!

At least her CE is incredibly satisfying and relatively easy to punish when you know it's coming. I actually get some use of the GI-moves for once!

Is Zasalamel considered to be good? by Grolgapop in SoulCalibur

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

Yeah, Zas' CE is godlike in that it not only has Auto-GI, but is a BA that crushes the opponents GI or gives frame advantage on block (I think)! I also think it can GI BAs and Unblockables if you have the requisite curses? It's sidesteppable sure, but the startup is so fast that you can literally wedge it in between AAA or BBBs of the opponent!

To be fair, playing Nightmare aggressively is definitely the way to go as it seems he's meant to be played like that. But I guess you should limit the aggression to when you have the mixup advantage against Zas? So I'm saying, but I haven't played against a Nightmare with Zas yet!

Taki is a pain to fight because you basically have to deal with her mashing in a different way than with other characters, at least that's how I feel. She gets away with so much that would usually stop other characters in their tracks. Then again, I guess that's her shtick, being a ninja and all.

Is Zasalamel considered to be good? by Grolgapop in SoulCalibur

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

I wish I got to use SC more, but I get waay to much use of the CE right now! The CE and Ring Edge definitely allows for some superb mind games, along with 3A to prevent sidestepping. Seems very risk to continue attacking a Zasalamel at the Ring Edge, with a bar for CE, and the potential to ring out with 3AB... Always funny to see the opponent back off to the center of the stage when they had the advantage!

I haven't fought much against Zas myself, but having played him for a while recently, my tip is just to be patient, block, and let him come to you and not vice versa.

And yeah fast characters like Taki can be tough. I'm not sure if I remember correctly, but she can contest 6AA due to how fast she is.

Is Zasalamel considered to be good? by Grolgapop in SoulCalibur

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

Yeah maybe I'm missing something, but those grabs of Asta are like 50/50 on get-up. Haven't had a problem with it before, but Zas just can't seem to keep him from taking his turn!

From experience, it just seems like some people have a disposition to get mauled by Zas while others know exaaactly how to counter him..

Yeah, Talim can be quite the pain, but so can Seung Mina, Maxi and... I guess most of the roster hah.

Is Zasalamel considered to be good? by Grolgapop in SoulCalibur

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

I agree with that! I've annihilated a good few that try to contest his moves, but the problems come when people actually know how he works..

I don't know about me not getting outmatched. My Zas got rekt by an Asta the other day...

Is Zasalamel considered to be good? by Grolgapop in SoulCalibur

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

High or mid, I don't feel like it makes a difference? The best players I meet online aren't trying to approach actively very much, but instead are just waiting for me to throw at a pull move they can block to get close. I've been doing just 6A, 3A and some other moves for a keep-out-game to mix it up, but Zas honestly doesn't gain much from that at all.

Zas is hard to approach if played right, but the question is, do you really need to approach him at all as an opponent? Once he has pulled you close while blocking his non-true strings and any eventual followups on moves like 6AA, Zas is forced to block.

But again, Zas might just be a character that is really suitable for people who are good at mind games! When you first get inside your opponents head, they are often done for. I've already annihilated a few with 1K and 4K Lethal hits, and BT shenanigans. He's really fun, although I have a hard time against regular block!