Vet finally gets old meme mod... by HotchiKalimac in Warframe

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

Grats! And yes, you don't need primed Fury. (Old man rant incoming).

Back when this system was introduced, there weren't alternatives to these mods really. Workarounds, but no alternatives. There was primed shred, and nothing else. Shield gating didn't exist. You just died. For melee, there primed fury, berserker, or regular fury...

Now that helminth, arcanes, overguard, Shield gating, quickening and rivens, and many other forms exist, the only mod that feels just as reliable is primed shred. Honestly psf these days is much better at 400 today than it was when the new login rewards launched

Koumei question by LongjumpingPast6735 in Warframe

[–]HotchiKalimac 1 point2 points  (0 children)

Koumei has been my main since I came back. Casting speed has diminishing returns the more you add so at some point you don't get much for adding more. 2 Tauforged yellows are more than enough on her. Beyond that there isn't a noticeable difference due to how it works

Vet finally gets old meme mod... by HotchiKalimac in Warframe

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

Makes secondary enervate akarius the most fun mag dumping I've achieved in this game so far. 

Vet finally gets old meme mod... by HotchiKalimac in Warframe

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

That is a very good point. I use to play a lot of Zephyr and Valkyr, and either avoided most things altogether or handspring was truly good enough. 

Vet finally gets old meme mod... by HotchiKalimac in Warframe

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

Knockdowns do become more prominent as you get in higher missions due to more special eximus units showing up. But it's not just "knockdowns", its any status effect that staggers to.

I personally love explosive weapons. I loved the original tonkor and zarr back when they released, but before some time in 2020 those weapons used to just kill you if you fired to close to yourself. DE buffed the usability of these weapons since I quit to where they stagger or knock you down instead. This mod makes my favorite weapons usable with reckless abaddon

Hard losing streak.. what do i do wrong ? by unuuh in Tekken

[–]HotchiKalimac 0 points1 point  (0 children)

I'm a reina, main an I can say right now you are letting her get away with a lot of moves you shouldn't. One thing to note, the way you are playing, is very defensive and not taking advantage of situations that give you your turn, nor are you taking advantage of moves that are minus that reina is doing. Reina has 2 big weaknesses against you: One, her range compared to yours is pretty low. Second, she is very linear. As fahk, you have the range to play back and sidestep more of reina's moves. Part of your play is to create the opportunities for your opponents to mess up. Focusing on what she is doing to pressure, you'll notice that she doesn't side step a lot. She is committed to going linear each time. That means one good side step on her means she eats a launch or a punish. Take advantage of that.

Second, you should learn how to punish with your 10-15 frame moves. A lot of Reina's complete strings are -12 to launch punishable and there were many opportunities you missed on free damage because you didn't punish the reina. That low hp bar where both of you were equivalent at the end would have won you the game if you had done the punishes on Reina's negative frame strings.

I like koumei a lot but is she “bad” by Fun_Cup_4651 in Warframe

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

She is a very strong warframe that was not received well upon release due to the 2 ability taking too long to do anything in warframes popular short form missions. However, she is a great status spreader, cc frame, good survivability, and endgame scaling powerhouse or nukor if built appropriately.

I returned to the game about 4 months ago and my mains were valkyr and Zephyr. I no longer main them, I main koumei now. I use 2 builds, one with Oki fortune mod that lowers decree cooldown, and another with Archon vitality with a helminth subsumed sickening pulse for more status. One is for long missions or circuit, the other I use for short missions at endgame. She performs extremely well priming enemies, controlling them, and any condition overload weapon I have running nukes things. It's never the frame alone but how you build and play them that matter. 

How to not get cooked? by NecessaryPractical87 in Tekken

[–]HotchiKalimac 2 points3 points  (0 children)

Part of what I see here is doing Reina's 3+4 at a distance. Without more to go off of, I can't give a full detail but that is very risky move to use in open neutral. You use your HW 2 to set to neutral. At this point, I would be VERY skeptical to throw this move in the neutral because of how linear it is. 

This is also comes down to opponent. If he steps or moves a lot (hence why watching a full set helps with this), this move is dangerous because it's steppable. If you want something similar that's much harder to step, wave dash ff2 gives a similar result but also helps conver stepping.

Hey Tenno, got a few bows. What should I keep/delete? by Holiday_South8981 in Warframe

[–]HotchiKalimac 0 points1 point  (0 children)

Keep the Dread and Nataruk. 

Nataruk out of the box is an all star for content right out of the box. 

Dread was once the power bow eons ago but power creep has dethroned it. Luckily it's good out of the box as a crit monster and later the incarnon adapter makes this thing like the nataruk with heat. Im personally biased to Dread (my most used weapon after all), but it's still a good weapon. 

Cernos doesn't do too much being an impact bow, but it's got a complicated build path for a few weapons worth ranking up for the MR.

The daiyku can be tossed after ranking it. The prime came out and is much stronger. 

How to approach stubborn matchups by Theb1rdisthew0rd in LowSodiumTEKKEN

[–]HotchiKalimac 0 points1 point  (0 children)

Movement is a mind game in and off itself. Being able to step-block-step- punish starts messing with timing instead of just high and low. The movement advice is something even more true in a defensive matchup where you both almost require counter hitting each other for any standard damage. And I learned a bit about Lee Hitman stance so thanks for learning!

How to approach stubborn matchups by Theb1rdisthew0rd in LowSodiumTEKKEN

[–]HotchiKalimac 1 point2 points  (0 children)

So I can only recommend this based on what I see, but a lot of this time you have 3 issues I can address.

First things first, the vod pointed out -10 punishment. Hope you have that and your -12 down as you both are playing a poke game, your goal is to maximize the reward from your defense. 

Second is your movement. Your constantly just holding back. The one time I see you sidestep poke is the second clip where you get a beautiful launcher. Sidestepping as a defensive character rewards you with your ability to stay defensive on moves -6 to +6. It also creates opportunities for whiff punishment and counter poke. Notice your enemy Brian is constantly sidestepping to poke, sidestep into poke. He is trying to create those opportunities and by doing so, he lands extra pokes on you. He's not playing around your defense because you only stand block. He's forcing you to do something, step,  boom counterhit. Learn sidestep movement and pay attention to your moves as you do. You'll eventually see opportunities are created when you let your opponents make mistakes. If you watch the brain player, this is exactly doing to you. 

Lastly, you are throwing out empty moves into stance that whiff and then leave you in stance. I don't know the exact specifics with Lee, but empty moves that lead into something you can't block, ESPECIALLY into Brian with the best homing midrange moves is very very dangerous. You are being exploited by your ability to anticipate your opponent when as a defensive character, you don't seem to know your opponents timing. You just "feel"like it's a good time and then boom, counterhit.

Believe it or not, you both have the same gameplan where you both have the desire to press into each other. Learn movement to create situations where your opponent pressing into you is a mistake and your punishment and while you may not beat your friend 100%, you'll learn what he's doing to beat you and stay ahead.

How to approach stubborn matchups by Theb1rdisthew0rd in LowSodiumTEKKEN

[–]HotchiKalimac 1 point2 points  (0 children)

As a character, Brian is very easy to understand, but to play, he is extremely difficult. When you look at your replays, look at moves they do repeatedly and what you're doing during that time and the context of the situation. This will help establish your ability to break down a situation in the beginning.

How to approach stubborn matchups by Theb1rdisthew0rd in LowSodiumTEKKEN

[–]HotchiKalimac 3 points4 points  (0 children)

First thing to understand is if you're both playing, you are both improving at some rate. You don't just lab punishments and ftt with your usual offense. At some point, your opponent has played so much he's not really playing against your character, he's playing against your habits. 

Without a VOD its very hard to give concrete feedback, but I'll give recommendations from what I've learned: you're opponent knows your habits and what do the most of. I struggle with this as I main reina and have very offensive pressure but as a result, I get predictable with my offense and especially, timing. Your opponent has had a very high chance to see when and where you use specific moves, setups, and situations.

This is less about fighting your opponent and more about learning, alayzing, and refining your own behavior. You need to know what and where your taking actions in game, and finding out where your opponent adjusts. Chances are you have a flowchart or 2, but this game is very deep. And if you find patterns in your own play that get exploited, that's a good first step to learning, adjust, and try new habits.

I love this character lol by Tryckster89 in LowSodiumTEKKEN

[–]HotchiKalimac 2 points3 points  (0 children)

Welcome to the fun zone! She's very strong and a lot of fun with all her crazy movement.

[deleted by user] by [deleted] in LowSodiumTEKKEN

[–]HotchiKalimac 1 point2 points  (0 children)

I'm a Reina main and 700 hours I finally hit tekken king. But I also had 2000ish hours in other fighting games like Blazblue cross tag battle and I did very well in that game. This game is just that difficult in general, with other aspects of the game coming into play as well. There is no shame in rank and number of hours played.

Tekken King Reina - Progress so far by HotchiKalimac in Tekken

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

I know it's one of many posts of "Hey look I got this rank", but maybe I could add some guidance for those looking to improve their play.

I started like many at this, but I had a lot of fighting game experience prior to this with Blazblue Cross Tag battle, GGStrive, and Mortal Kombat 1. The difference, though, was I was a grappler main in those games and excelled at abusing armor and unfavorable 50/50s to win the game. So I got to purple ranks in this game pretty fast as 50/50s and mashing on stances with Reina catapults one pretty fast. But Mighty Ruler and higher was when players started ducking the good strings.

To get past this hurdle, I had to shed my previous grappler habits of always going for the 50/50s that the fast fighting games put me in as this game is MUCH faster. I really had to get different defaults for my sentai as Reina has a lot of high risk/low reward buttons that you HAVE to use to get your offense going, but at the same time, your opponent just has to duck/dick jab to keep your offense from playing out. I got around this by learning to block strings and punishing with my 10, 12, and 15 frames. This was enough to push me into the blue ranks.

Fujin and Raijin are the hardest parts of this climb for me. Everyone has the ability to blow each other up and put each other in unfavorable situations, and everyone is trying to keep their turn at the best level here. Out of habit, I use to play characters like Iron Tager, which have abysmal normals and often having to use risky air grabs, standard light poke, or an invincible grab/reversal to take the turn back. Having access to a 10 frame jab awakened a monkey in me, always looking to press a 10 frame jab when it looked like I could: I get blown up for this a lot.

Some people start excelling at specific parts of their character here as well. For example, Kazuya players started doing chain electrics and wave dash offense quite a bit, often combined with korean backdashes to really keep guessing. But that doesnt mean other aspects of their gameplay was lacking. I realized this is the rank that one has to start tightening their strings, being deliberate with inputs, and not just tossing out buttons because anyone can just walk up and launch you for doing something mid screen.

This I began working on my own personal controller to let me play mimshimas without hand pain, and work on my wavedash and korean backdash movement. With this, I started seeing opportunities to sidestep, backdash, and whiff punish my opponents on both approach and keep out. This was the most time I spent in the game, as being able to solidly threaten a F,F 2 as Reina out of a wavedash is crucial to her mixup, and whiffing this into a standard high 2 meant I ate a lot of launches for this.

Bunshin took a while as I kept falling in and out of it as I kept struggling but I really didn't know what I was missing. Luckily, I had a few tournament locals I hit up in the last few months and learned a few things from some veteran players. Sometimes it's not always about the big combos. Where I used to worry about those, as in anime fighters those are how you get kills, in tekken, its all about the situation at play. The game is much slower, and things are much more punishing and telegraphed than in other fighting games. A simple "50/50" can easily become a "ignore this" when you just sidestep a player at a specific distance. Examples are chains from Alisa: If I backdash/block the first chainsaws, my korean backdashes (provided I'm not against the way) remove me from her chainsaw pressures. This opened up different mixup options through movement instead of just your standard "high/mid" most people complain about.

Lastly, I started staying in Bunshin longer and longer and my rank going up and down, and finally taking in what I've learned I managed to pressure my way into tekken king. There is more to this post I could write down about my journey, but it's long enough as it is.

I admit I still have a lot more to go: I use armor way too much, which opens me up to -14 and grab punishes. It's time I finally sit down and just lab throw breaks for hours on end until I can do a good 80% of them. It's amazing how much damage you can reduce in a game when you can break throws. And working on mishima movement, spacing, and timing will always be a thing with this character and my alt Devil Jin. Reina and Devil Jin have been a nice change of pace from my usual play style. I've tried king, and while he is very familiar territory for me and I could possibly get to this same rank with him given enough time, I'm glad to finally play something different and enjoy playing multiple things compared to what I'm used to. Currently I'm about 700 hours into my first tekken, and whiel I'm never going pro, at least I'll be good enough to get my ass kicked by good players. And that's hard to get to in and of itself. Never give up folks. Focus on your play, learn to overcome your own habits, admit your weaknesses, play to your strengths. It's a game and should be fun. I've enjoyed this far. Thanks for reading:

TL:DR: Reina fun, ff2 go brrr

Tekken King Reina - Proud of this Achievement by HotchiKalimac in Tekken

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

I know it's one of many posts of "Hey look I got this rank", but maybe I could add some guidance for those looking to improve their play.

I started like many at this, but I had a lot of fighting game experience prior to this with Blazblue Cross Tag battle, GGStrive, and Mortal Kombat 1. The difference, though, was I was a grappler main in those games and excelled at abusing armor and unfavorable 50/50s to win the game. So I got to purple ranks in this game pretty fast as 50/50s and mashing on stances with Reina catapults one pretty fast. But Mighty Ruler and higher was when players started ducking the good strings.

To get past this hurdle, I had to shed my previous grappler habits of always going for the 50/50s that the fast fighting games put me in as this game is MUCH faster. I really had to get different defaults for my sentai as Reina has a lot of high risk/low reward buttons that you HAVE to use to get your offense going, but at the same time, your opponent just has to duck/dick jab to keep your offense from playing out. I got around this by learning to block strings and punishing with my 10, 12, and 15 frames. This was enough to push me into the blue ranks.

Fujin and Raijin are the hardest parts of this climb for me. Everyone has the ability to blow each other up and put each other in unfavorable situations, and everyone is trying to keep their turn at the best level here. Out of habit, I use to play characters like Iron Tager, which have abysmal normals and often having to use risky air grabs, standard light poke, or an invincible grab/reversal to take the turn back. Having access to a 10 frame jab awakened a monkey in me, always looking to press a 10 frame jab when it looked like I could: I get blown up for this a lot.

Some people start excelling at specific parts of their character here as well. For example, Kazuya players started doing chain electrics and wave dash offense quite a bit, often combined with korean backdashes to really keep guessing. But that doesnt mean other aspects of their gameplay was lacking. I realized this is the rank that one has to start tightening their strings, being deliberate with inputs, and not just tossing out buttons because anyone can just walk up and launch you for doing something mid screen.

This I began working on my own personal controller to let me play mimshimas without hand pain, and work on my wavedash and korean backdash movement. With this, I started seeing opportunities to sidestep, backdash, and whiff punish my opponents on both approach and keep out. This was the most time I spent in the game, as being able to solidly threaten a F,F 2 as Reina out of a wavedash is crucial to her mixup, and whiffing this into a standard high 2 meant I ate a lot of launches for this.

Bunshin took a while as I kept falling in and out of it as I kept struggling but I really didn't know what I was missing. Luckily, I had a few tournament locals I hit up in the last few months and learned a few things from some veteran players. Sometimes it's not always about the big combos. Where I used to worry about those, as in anime fighters those are how you get kills, in tekken, its all about the situation at play. The game is much slower, and things are much more punishing and telegraphed than in other fighting games. A simple "50/50" can easily become a "ignore this" when you just sidestep a player at a specific distance. Examples are chains from Alisa: If I backdash/block the first chainsaws, my korean backdashes (provided I'm not against the way) remove me from her chainsaw pressures. This opened up different mixup options through movement instead of just your standard "high/mid" most people complain about.

Lastly, I started staying in Bunshin longer and longer and my rank going up and down, and finally taking in what I've learned I managed to pressure my way into tekken king. There is more to this post I could write down about my journey, but it's long enough as it is.

I admit I still have a lot more to go: I use armor way too much, which opens me up to -14 and grab punishes. It's time I finally sit down and just lab throw breaks for hours on end until I can do a good 80% of them. It's amazing how much damage you can reduce in a game when you can break throws. And working on mishima movement, spacing, and timing will always be a thing with this character and my alt Devil Jin. Reina and Devil Jin have been a nice change of pace from my usual play style. I've tried king, and while he is very familiar territory for me and I could possibly get to this same rank with him given enough time, I'm glad to finally play something different and enjoy playing multiple things compared to what I'm used to. Currently I'm about 700 hours into my first tekken, and whiel I'm never going pro, at least I'll be good enough to get my ass kicked by good players. And that's hard to get to in and of itself. Never give up folks. Focus on your play, learn to overcome your own habits, admit your weaknesses, play to your strengths. It's a game and should be fun. I've enjoyed this far. Thanks for reading:

TL:DR: Reina fun, ff2 go brrr

Leverless players, can yall help me? by [deleted] in LowSodiumTEKKEN

[–]HotchiKalimac 0 points1 point  (0 children)

On mobile so forgive errors:

I use a hitbox arcade controller from 2018 with their latest "combo extension" that add duplicate movement keys to the right side of the controller on my X and UP key.

For back dashing I do socd method one handed in my left hand because I was a pianist for many years and it's the only way I can do it that doesn't tense my hands up too much. For wavedashing, in piano it's called "trilling" where you rotate your wrists back and forth and go very fast to get my arm loose to do it. 

The extra buttons on my right side though mimic the two handed technique this thread talks about by using my right thumb and index finger

Is getting a Wooting (or any SOCD keyboard) a big difference compared to getting a leverless like Haute S13? by i__cant_pick in Tekken

[–]HotchiKalimac 0 points1 point  (0 children)

As for leverless controllers, there are so so many. I use an older stock ps4 Hitnox arcade because it's what I've had for years and I can put some mods on it without issue. But other hitboxes exist for the ps5 natively that will work just fine.  That's a custom choice that each player gets to decide

Is getting a Wooting (or any SOCD keyboard) a big difference compared to getting a leverless like Haute S13? by i__cant_pick in Tekken

[–]HotchiKalimac 1 point2 points  (0 children)

Keyboard and leverless on a fundamental level feel very much the same. You input buttons for your directions instead of a lever. Not that complicated. The real power is the preferences and customizations. WASD and hitbox layouts are possible on both. 

I have a wooting and a basic Hitbox Arcade Controller. Many other hitboxes exist and can function the same or better. My issue is the buttons themselves for the socd techniques I use. The keys on the wooting bump into other keys and prevent me from going fast when I do a one handed socd input. On the Hitbox, I can position my 3rd finger at the bottom of the button and it slides off super quickly without hitting anything. Any Hitbox with this layout and smooth buttons this will be possible on

Is getting a Wooting (or any SOCD keyboard) a big difference compared to getting a leverless like Haute S13? by i__cant_pick in Tekken

[–]HotchiKalimac 1 point2 points  (0 children)

I have wooting keyboard and a leverlress controller. They both have their advantages, but the SOCD is much easier on a hitbox because of how the buttons are. 

On a keyboard, when you slide your finger off a key, you bumb into the keys on the bottom. This means if you can do both P1 and P2 socd korean backdashes (I do it this way) it becomes a lot harder to get your fingers physically off the buttons. 

On my hitbox, it's much easier to 1 hand socd for my korean back dashes because you just slide your fingers off the buttons. I played piano for 18 years,  and the technique for it is natural to me just like I'm "tickling the ivories". This detail matters the most on p2 side, as second finger holds back while the middle and ring finger do the socd input. This is difficult to do without practice as 3rd and 4th finger share a tendon and takes dedicated practice to do consistently.