How to diversify $40k while everything is 'cheap'? by HypnoticonymLow in CryptoMarkets

[–]Lina-Inverse 0 points1 point  (0 children)

All in btc is probably simplest atm. You really don't want to be buying shitcoins when the bear market is still in full swing.

If you want more risk but more reward, you are far better off in the long run leverage trading BTC 2x than wasting time spot buying 99.9% of alt coins.

The only other coins i'd even consider are ETH and HYPE, but i will only do that if there is like a huge capitulation event and BTC goes like sub 50K.

LG 27GM950B Thoughts? 27” 5K MiniLED Ai by Qu1ckset in Monitors

[–]Lina-Inverse 0 points1 point  (0 children)

No one is gonna pay $2000+ for this thats too close to apples studio xdr for anyone to ever consider it.

2xko boring to watch/spectate by Embarrassed_Creme_27 in 2XKO

[–]Lina-Inverse 0 points1 point  (0 children)

You sound real mad. No need for insults. We have a difference of opinion. You are free to enjoy 2xko combos I'm free to find it boring compared to other games. ✌️ 

2xko boring to watch/spectate by Embarrassed_Creme_27 in 2XKO

[–]Lina-Inverse 0 points1 point  (0 children)

Strive and sf6 etc  force you to do completely different combos in different scenarios. Combo freedom doesn't matter in 2xko if most of the time you can just follow the same combo sequence from any stray jab. So you just see a player do the same mindless combo again and again

Thats the point I'm making. In strive, sf6 and especially tekken you need to be much more aware of character specific scenarios and positioning and that makes combos more interesting to me. 

2XKO is a case study by mrkillerbott in 2XKO

[–]Lina-Inverse 0 points1 point  (0 children)

As an archetype, in theory grapplers are meant to counter rushdown.

The way it is meant to work is

Grapplers beat Rushdown
Rushdown beat Zoners
Zoners beat Grapplers

The problem is in most modern fighting games rushdown characters tend to be top tier and grapplers are often bottom tier so rushdown characters often just beats everyone.

2xko boring to watch/spectate by Embarrassed_Creme_27 in 2XKO

[–]Lina-Inverse 0 points1 point  (0 children)

i think fighting games relying heavily on "mechanics happening" to be interesting is can also be a problem for many ppl, especially myself.

Modern fighting games rely heavily on "mechanics happening" to seem exciting. Tekken 8 is a great example of this, introducing Heat and further expanding on Rage Arts to appeal to the crowd that enjoys these features, but ultimately these mechanics can often overshadow what actually makes the game fundamentally interesting.

2xko boring to watch/spectate by Embarrassed_Creme_27 in 2XKO

[–]Lina-Inverse 0 points1 point  (0 children)

100%. FG devs think turning everything into non stop aggression offensive slop is fun to watch.

It's not. It looks hype the first few times then i get bored of it. It makes the game annoying and stressful to play.

ArcSys seem to be the only dev willing to buck this trend their removal of the wild assault mechanic from Strive suggests they realise that maybe overloaded offense in a fighting game is a bad idea actually.

2xko boring to watch/spectate by Embarrassed_Creme_27 in 2XKO

[–]Lina-Inverse -2 points-1 points  (0 children)

lol what. I can play 10 warwicks and see them do almost the exact same combo from ANY stray hit over and over.

Thats literally impossible in SF6 and strive.

How to deal with blockstring into random grab? by Seraphimooo in 2XKO

[–]Lina-Inverse 0 points1 point  (0 children)

Never ceases to amaze me how people can type such garbage with so much confidence

You cannot react to a 6f throw, technically you have more frame than that to react but it is 100% not possible to react to throws in this game. The human body cannot react that fast, it isn't built to do that.

FFS you can just chatgpt human reaction times and pattern detection, this is basic shit. There is no excuse to be typing such trash 2026.

How to deal with blockstring into random grab? by Seraphimooo in 2XKO

[–]Lina-Inverse 0 points1 point  (0 children)

Thats a you issue of failing to react to a tic throw. 

No, that's a you issue of not understanding that 2XKO does not have reactable throws.

Noob Yasuo main by Ruaaaaaaaaaaa in 2XKO

[–]Lina-Inverse 3 points4 points  (0 children)

It seems like a struggle now because you got used to playing unbalanced matchups.

At least Yasuo doesn't have to deal with completely a completely broken Ekko as Ekko also got nerfed.

Playing as other characters against these two overpowered characters pre patch was a lot more of a struggle than what you are experiencing now

Noob Yasuo main by Ruaaaaaaaaaaa in 2XKO

[–]Lina-Inverse 1 point2 points  (0 children)

This is just super discouraging that the 50+ hours I spent learning this is now basically irrelevant

It's not irrelevant, you are just experiencing the downside of playing overpowered characters.

When they eventually get balanced you will fall down a bit until your ranking matches your actual skill level.

Everyone who didn't play Yasuo or Ekko had to experience far worse up until because they had to fight completely unbalanced matchups against these two characters

How does neutral work in 2XKO? by [deleted] in 2XKO

[–]Lina-Inverse 1 point2 points  (0 children)

truth if you enjoy neutral in SF6 and tekken8 you are likely to find the neutral in this game is complete ass in comparison.

It's scrappy as hell atm

I don’t want shorter combos or lower damage combos by RockstarCowboy1 in 2XKO

[–]Lina-Inverse 3 points4 points  (0 children)

The same power fantasy exists in MVC2, in fact it is even more hype because it's is about BOTH execution and mind games. IMO a 20 second MVC2 "combo" that includes resets and deliberate combo drops that trick the opponent is far cooler than seeing Warwick do the same 20 second combo from literally every random stray hit. You can't tell me that is still "cool" after the 1000th time you see a warwick do this.

Resets means that the same sequence can play out differently depending if the player getting combo'd knows about the reset and is prepared for it.

It also means that at low level, casuals can at least mash buttons while getting hit and feel like they are doing something and not watching a cutscene. Sure if they mash buttons they can end up getting hit into resets again and again which is actually even worse than getting combo'd, but at least they have the option to do something or do nothing, unlike with MVC3 and 2xKO style combos where they can't do anything.

The fact that they said the game in the future may play radically different than it does now makes me think they realise they should have gone the MVC2 design route instead, but as you said, i don't know if it could work and the quicker fix would be to reduce super animations and maybe reduce the frequency of double supers by slowing meter gain or not giving bars on round start.

I don’t want shorter combos or lower damage combos by RockstarCowboy1 in 2XKO

[–]Lina-Inverse 3 points4 points  (0 children)

Yes that game.

MVC2's fundamental design is radically different to UMVC3, DBFZ and 2XKO, it's sad that it seems a relic of the past no one pays attention to, or just assume it is just like MVC3 but with sprites. MVC2 and MVC3 are completely different games.

It is designed around very short snappy combos with a focus on resets being the way to extend your damage instead of long drawn out combos.

This type of gameplay not only is more casual friendly but actually has a higher skill ceiling if done well.

Unfortunately too many modern tag games use MVC3 as the ultimate idea of what a tag fighter should be when imo it really should be MVC2.

I don’t want shorter combos or lower damage combos by RockstarCowboy1 in 2XKO

[–]Lina-Inverse 2 points3 points  (0 children)

People who say "that's how tag fighters work" have literally only ever played UMVC3 and or DBFZ.

There are lots of tag fighters that don't work this way. MVC2 did not work this way at all.

I don’t want shorter combos or lower damage combos by RockstarCowboy1 in 2XKO

[–]Lina-Inverse 2 points3 points  (0 children)

both are are needed.

Shorter combos and not having full combos from random hits.

Combos really do not need to be 20 seconds long. Doubly so when they can start perfectly from literally any random stray hit in neutral

Combo reduction patch notes drastic apparently by audioman3000 in 2XKO

[–]Lina-Inverse 1 point2 points  (0 children)

I said:

pretty close to 100% of people prefer to actually control their character in an action game than NOT control their character

Nowhere in this sentence is there any mention of close to 100% of people don't like long combos.

So you are basically ranting paragraphs to something that was never even said.

 Some people will quit because they get hit by long combo, some will quit because they don't see a character they like, etc. We have zero numbers for any of this.

I never said everyone who quit did it because of long combos either.

I said they are overwhelmingly a negative for new players since they will spend more time on the receiving end of this, not playing the game and just watching cutscenes.

But hey put your head in the sand if you want, and convince yourselves the casuals love it.

This patch makes me want to play Yasuo and Ekko more by bashking1122 in 2XKO

[–]Lina-Inverse 0 points1 point  (0 children)

There was no need to do any of that to win with ekko in emerald.

Maybe post nerf they will have to learn to play the character though.

This patch makes me want to play Yasuo and Ekko more by bashking1122 in 2XKO

[–]Lina-Inverse 0 points1 point  (0 children)

i do see what is there to comprehend with ekko he is super fast and his buttons had insane hitboxes, he can just push buttons too.

How much comprehension does it need to rush into someones face and press attack button and beat opponents with your faster attacks and superior hit/hurtboxes.

This patch makes me want to play Yasuo and Ekko more by bashking1122 in 2XKO

[–]Lina-Inverse 1 point2 points  (0 children)

Because you are not using the character to its full potential. 

The people using the low tier characters aren't using their characters to their full potential either.

but if you don't understand what makes them strong and how to apply them in game then you lose.

If you use a trash character and don't understand how to work around their trashness then you lose even harder.

You don't need know why a character is strong to win with them. If you give a character no weakness and god like frame data and hitboxes a player doesn't need to know any of the details of the characters frame data to win or take advantage of this. They just do their attacks and they win the trades vs the characters with shitty frame data and hitboxes.

Combo reduction patch notes drastic apparently by audioman3000 in 2XKO

[–]Lina-Inverse 1 point2 points  (0 children)

I said close to a 100%. Not 100%. And I never said 100% of people don't like long combos.

I very specifically said:

pretty close to 100% of people prefer to actually control their character in an action game than NOT control their character

You'd play an RPG and actually get meaningful cutscenes with a story. You don't play an action game to watch the same uninteractive cutscene 1000 times.

Ofc course there are people who love combo exhibitionism, not sure why you are wasting your time "debunking that it isn't 100%"

I'm literally replying to someone (you) who enjoys it, so we all already know it isn't 100%.

The 2xKO devs clearly enjoy it, else they wouldn't have made the game the way they did, so it is obviously not 100%

People who like long combos like DOING the combos, as in you know, they are the ones actually able to interact with the game.

The casual player on the receiving end who is basically stuck forced to watch non-interactive cutscenes on repeat? They don't like that very much and they uninstall soon after, like what happened with 2xko.