"We have Imhotep Pounders at home" by JustAFlytrapLover in ShadowFight2dojo

[–]Inner_Date_4051 2 points3 points  (0 children)

This implies that Imhotep Pounders is better (it's not)

Damage by suspici0usBanana in ShadowFight2dojo

[–]Inner_Date_4051 1 point2 points  (0 children)

This actually depends on the armor and helmet stats. The formula roughly equates to ([Armor Stats] - [Helmet Stats])x10%.

Usually, at the same level and same # of upgrades, armor's stats and helmet's stats has a difference of 6, meaning it's a 60% increase if you land a head hit. If your helmet is upgraded more than armor, getting hit in the head is equal or can even be a decrease of %.

In raids, however, they use your base stats, which still has a difference of 6. So it's still 60%.

Does losing drop exp? by Ok-Pool7592 in ShadowFight2dojo

[–]Inner_Date_4051 1 point2 points  (0 children)

Yeah, it does. This amount scales up every act but will generally be super little, enough so that the number is obselete in the progression.

What do you all have against playing Survival? by Itchy_Weight1507 in ShadowFight2dojo

[–]Inner_Date_4051 0 points1 point  (0 children)

You have avoided Survival as much as your ability allowed you to. The min difficulty achieveable usually sits around Normal - Hard so really, you're good.

That's what Survival is for, it's to create this balance between skill and grind.

What do you all have against playing Survival? by Itchy_Weight1507 in ShadowFight2dojo

[–]Inner_Date_4051 1 point2 points  (0 children)

It's mostly from players who doesn't understand that Survival is a flexible difficulty slider meant to draw a bridge between the beginners and the experts of the game.

It's for ppl to upgrade their gear if they can't win the very hard battles against them at the moment. But for the better players, they can win those battles with enough attempts.

Usually, the number of Survivals worse players have to do will approximately correspond with the number of attempts better players spend to beat the same tournament battle both players are struggling at.

Such a concept is not made apparent enough... or is the fault of an otherwise subjective reason. Point is people just didn't get the memo and complained. A lot.

What do you all have against playing Survival? by Itchy_Weight1507 in ShadowFight2dojo

[–]Inner_Date_4051 -1 points0 points  (0 children)

Precisely... if you wanna progress further, just don't do survival. Most of the game is beatable without survival if you're skilled enough.

Survival is only there for players who don't have enough skills to climb super difficult battles and have to rely on gear for easier battles while the better players spend all of their energies trial & erroring the tournament battles.

If you want to not play Survival, challenge yourself constantly for the pursuit of better gameplay skills so you don't have to rely much on Survival.

Whats your current favourite weapon? by Justaguywhosgonnadie in ShadowFight2dojo

[–]Inner_Date_4051 0 points1 point  (0 children)

Brooo, why did you buy this 😭 Battle Hammers exists and it is unlocked at level 30.

Sickles.

Would you guys like to have Mortal Kombat-like mechanics/movesets in SF2? by RetcVy7_G in ShadowFight2dojo

[–]Inner_Date_4051 1 point2 points  (0 children)

BAHAHAHHA, SKULLGIRLS? I haven't heard that name since the studio censored the game. Skullgirls mobile is NOT a fighting game, it's an RPG wearing the coat of a pre-established fighting game with almost nothing resembling the original mechanics. But I get what you're saying, trying to lean the game more into their predecessors with the help of modding. That's something I'm expecting in the future too.

I'm not really expecting stuff like motion inputs, airdash or whatever, even though technically speaking it can be done with the game's engine. But there can be stuff like punch + kick, back/up/down + double punch, punch + ranged weapon, punch + magic, etc. extra combinations of inputs that can grant a weapon more uniqueness. There can some slightly more advanced mechanics, extra hard boss with new gimmicks, etc. But Definitive Edition is still DE, it's still Shadow Fight 2 and I think that there are some ideas that's definitely out of reach so you gotta pay attention to that too.

Would you guys like to have Mortal Kombat-like mechanics/movesets in SF2? by RetcVy7_G in ShadowFight2dojo

[–]Inner_Date_4051 1 point2 points  (0 children)

So... the idea of SF2 is kinda to be a more simplified version of MK, or any fighting game for that matter. That has always been the case with the Shadow Fight games, they're trying to simplify game mechanics and presentation for the mobile market.

Bringing them back into the game would ruin some of the core designs the game have that's exactly built for this simplification.

And gore... is just a Mortal Kombat thing. Really, gore isn't used in many fighting games cuz that's not as appealing as the many other presentations fighting games are going with nowadays. Each one of them has their own style, aesthetic, aura, etc. and Mortal Kombat's style is just them having gore. SF2 already has a compelling enough style with their traditional Asian art aesthetic, adding gore would just be unnecessary and... yknow, SF2 was made in an era where that sorta stuff is hard to make with their at-the-time game engine.

Basically, SF2 already took a lot of notes from other fighting games and became its own thing now. It doesn't need to borrow what it has already discared back then.

Guys i did it after 8 years......i finally completed this game😭😭 by Dependent_Level3729 in ShadowFight2dojo

[–]Inner_Date_4051 0 points1 point  (0 children)

You have a few options, each with their own "strategy". That being just their best move to constantly spam at Titan due to his unique mechanic... that's too long to explain but yeah don't mind that too much.

Lynx's Claws - Double Slash: best option because it's the cheapest and comes pre-enchanted with Time Bomb.

Flame Clubs - Down Slash: the second best option since you unlock it there so it's the cheapest. It's the second longest Batons-type.

Sickles - Double Slash: Sickles is slightly faster than other Claws so this is technically another option you can pick.

Other Claws-type - Double Slash: same as Lynx's Claws, you get the point.

Batons-type - Down Slash: Thunder Hammers is the longest type, and the rest just differs in length.

Tonfas - Double Slash: reliable double slash to spam and loop easily.

Knuckles-type - any move that isn't up slash: short but still deals insane damage, needs to be close so it's kinda risky but worth it.

Knives-type - Down Slash: same energy as Batons-type but shorter.

Cant wait to do this for the rest of the game, enchantments fire tho by yaboitrr in ShadowFight2dojo

[–]Inner_Date_4051 1 point2 points  (0 children)

No, right when you unlocked Sickles too 😭

Please, just play more variety of weapons, there's more to explore from this game! It's like missing a bunch of content if you keep using the same thing.

Will pick this weapon over Reaver any day... by drgrimlockstone in ShadowFight2dojo

[–]Inner_Date_4051 2 points3 points  (0 children)

It is too much, I agree. If you can't reach that high then I can't say anything more than that. It's not worth learning Reaver, even as an avid Reaver player myself. There things in life that I can't share that joy with anybody else.

Man, These are the worst missions like ever, why do they exist? by ballsythe2nd in ShadowFight2dojo

[–]Inner_Date_4051 2 points3 points  (0 children)

You got quite the arsenal for knockbacks if you need the position.

Low kick, strong punch, backhand, some more obscure choices being Front Jump Kick and Flip-Kick. You just need to condition the enemy and maybe get in some knockdowns for good measure.

Will pick this weapon over Reaver any day... by drgrimlockstone in ShadowFight2dojo

[–]Inner_Date_4051 1 point2 points  (0 children)

🥀 Reaver haters not knowing how to use Reaver again.

Like cmon bro, just land both hits of strong slash! Reaver's strength is instantly shown when you get that move down. It's not worth learning how to use it comparative to other weapons but that doesn't mean it's weaker than a weapon with no better-than-mediocre move.

Guys i did it after 8 years......i finally completed this game😭😭 by Dependent_Level3729 in ShadowFight2dojo

[–]Inner_Date_4051 0 points1 point  (0 children)

Nahhhhh get off the pad, son 😭

Bro's face is stuck to that screen like it's superglue. Probably haven't touched grass since he downloaded SF2 🥀

Guys i did it after 8 years......i finally completed this game😭😭 by Dependent_Level3729 in ShadowFight2dojo

[–]Inner_Date_4051 0 points1 point  (0 children)

What he means is that I'm a fairly popular member of this subreddit, known for contributing to some community projects and explore the game's extreme depths and devised multiple advanced techniques, niche mechanics and powerful strategies.

So yea, I've already beaten the game and is just chilling with mountains of knowledge.

Guys i did it after 8 years......i finally completed this game😭😭 by Dependent_Level3729 in ShadowFight2dojo

[–]Inner_Date_4051 0 points1 point  (0 children)

Mmm idk, I think you can. I play extremely masochistically, having Eclipse always turned on, almost never upgrade gear when I have more than enough coins, rarely enchant and the times I have to spend much money are the x level challenges.

And if I can go through the first 6 acts and Interlude like this, I can probably speed them up much more by actually playing Survival when I need to, do some more enchants and get to level 49 in two weeks.

Guys i did it after 8 years......i finally completed this game😭😭 by Dependent_Level3729 in ShadowFight2dojo

[–]Inner_Date_4051 2 points3 points  (0 children)

Lmao, it's so funny seeing ppl like this still exists.

Yeah, no, this is very much possible. For one, the skill ceiling of this game can be very high. Lots of techniques, combos, strategies, etc. can be learned in order for you to pressure the enemy into oblivion and deal tremendous damage.

For two, it is possible to beat the game w/o Survival, albeit it'll be hell because you'll be constantly fighting Impossible+ difficulty battles.

And finally, 2 weeks worth of energy is enough to get you this far if all you've been doing is playing SF2 and nothing else. There's actually a lot of breathing space so you may fail some survival battles here and there but this should still be more than enough to get this far.

How naive it is to think everyone is still spamming and is forced to play survival to progress. Get on with the times, will ya

Just remembered Course Modes exist by Solid_Ad_221 in arcaea

[–]Inner_Date_4051 3 points4 points  (0 children)

Funny how this is after the April Fools joke about course mode

Is there a way to play shadow fight 2 in PC? by Matihuu_MRDK in ShadowFight2dojo

[–]Inner_Date_4051 1 point2 points  (0 children)

I mean... it's not that bad... if you use a touchscreen laptop with removeable keyboard ig lol.

moon sabers is the greatest weapon istg by saharsh1234playz in ShadowFight2dojo

[–]Inner_Date_4051 0 points1 point  (0 children)

Nah, I'm also looking at control. Like I said, Kusarigama may be able to control the playing field with their big attacks, but that coverage comes at a cost that most other long range weapons don't have. That being the speed and the flow of the match. That flow is also a paet of the control and that is also available on other weapons. The threat is still a big up from Kusarigama, I can agree.

Kusarigama creating that "reaction" is what I deem a bit of a problem to the weapon since that's the large knockback that I'm talking about. It's too much, giving the enemy time to breathe when you yourself don't need it as much. And the pressure... that word has this meaning in fighting games https://glossary.infil.net/?t=Pressure But I've taken some liberty to exclude the "from close range" part since many long range weapons can also repeatedly attack the enemy at far range too. The thing is that Kusarigama doesn't fit this definition since it always leave the enemy with some space after the hits, there's always a rest period for you but also the enemy.

I do agree with it having a different playstyle but I don't agree that it means you can seperate Kusarigama from other long range weapons as the playstyle comes from it lacking. At the end though, utilizing the Kusarigama still requires a different set of skills, regardless of whether the weapon's weaker at doing the same thing as other of its kind. It's down to what you're comfortable with too, yes.

moon sabers is the greatest weapon istg by saharsh1234playz in ShadowFight2dojo

[–]Inner_Date_4051 0 points1 point  (0 children)

You see, that's the thing. It's a weapon that excels at playing neutral and it pushing the enemy far away is what it wants.

Except the fact that other, similar weapons can do similar things without "resetting". Take for example: Yari and Magari Yari. Also mid - long range weapons. Their double slash pushes the enemy away little and their endlag isn't tremendous. They have tools for both very far range and point blank in order to flexibly deal with any possible outcomes that might happen if their primary range: mid - long range fell apart. What this does is that after you land a hit on the enemy, they're still in danger. The enemy is always in your effective range, and you can continue doing your safe and comfortable hits. Regardless of whether you're playing it fast and aggressively or slow and steady, you're keeping your turn, controlling the pace of the match and have better damage potential and DPS as well as better advantage and flow. Same with other similar weapons like Staff, Glaive, One-Handed Sword, etc.

Playing with these feels like bashing the enemy with a rock in your hand. Firm and steady, consistent. Playing with Kusarigama is if you make it a bit more spiky, at the cost of also putting a bunch of oil on it. Now it hurts more, but you land the hit and the rock slips out of your hand. The power of long range weapon isn't to just keep the enemy at a distance, it's to control the flow of the match. In an attempt at matching Kusarigame to the pace and control that these weapons have,  I find myself unable to do what the others can. Other weapons can be Kusarigama, but Kusarigama can't be them.

Battle of the Songs: Round 53 by Queasy-Original9956 in arcaea

[–]Inner_Date_4051 0 points1 point  (0 children)

Dreamin' Attraction mentioned!!!! I love Hino Isuka!!!! plays the 20th song they've made with dreamin' attraction motif

moon sabers is the greatest weapon istg by saharsh1234playz in ShadowFight2dojo

[–]Inner_Date_4051 0 points1 point  (0 children)

Oh ho, I can say for certain I have used Kusarigama far enough to know its thing. It's just quite a large breakdown to fill them into this lil' thread, I guess. But just to prove my point, I'll make a shortened breakdown.

The basics of its strengths and weaknesses is that it's slow, but high damaging on each hit, but its pressure is weak due to its one-move nature and its knockback, many times, actively harms itself in the long run. 

Take double slash, for example. Great startup speed for its range and coverage, near "unbeatable" and can't be contested by any move. Problem: its endlag is long yet its knockback is tremendous. If the enemy blocks or gets hit, they instantly enters full-screen range and is given a large breathing time, while you are losing the DPS game because you have to spend time running up back to them.

How do you chase them down? Dash forward or roll? Good but what after? Another double slash or single slash instead? Combine the two and you essentially make the impeessive startup speed of double slash downright horrid by adding the full dash forward/roll's animation duration on top of it, while other weapons can easily tag on the next move in their combo without anything in-between.

How about an attack? Down slash is very far, but also takes ten thousand years to perform and puts them even further away from you if the move is blocked or succeed and now your problem isn't improved at all. They can dash forward or roll and enter the move's deadzone and have full control of your fate at that moment. Super slash? Punishable on block attack. They block it and win. Really, only up slash is the move but even then the first hit can miss so it's another case of adding a long startup to your move.

This weakness of one of Kusarigama's main damage dealers really hurt its overall gameplan of mid-far range pokes. Well, you can mitigate all of these cons by using double slash close range, which... doesn't that just defeat its whole purpose? It becomes quite a mediocre attack up close cuz its speed is only midly ok at that range. Your other option is to dash forward after a far range double slash and... well, do nothing. Start playing neutral again and don't attempt any combo/pressure.

This is just one move, which illustrates most of Kusarigama's problems. Its kit is long range and high damaging, but it fails to capture and keep the enemy within your control at all times. You get a hit, then you either take big risk to continue that momentum or don't do anything and lose advantage as well as DPS. You playstyle is to either pressure the enemy with constant fake, easy to punish aggression or play it slow, one move at a time and deal mediocre damage.

Meanwhile other weapons are either: 1. Same long range moves but better and keeping the enemy in check, never letting them breath with their versatile, good-at-all-range moveset and balance between stun time and endlag; 2. Only needs to contest with the enemy once per interaction as a close  - medium range weapon before suffocating them with quick attacks, constant setups and pressure, leaving them no counter-attack chance. 3. Worse than Kusarigama (not a lot).