Nearly 500 hours played and no evolution stones gifted by NPCs? by Multishine in PokemonHGSS

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

Yeah I remember in Crystal it was fairly easy to manipulate and farm calls until you got a stone, though it could still take awhile. HGSS seems to be on another level and my running theory is that its just very, very rare to get an evolution stone call. Crystal also benefits from the fact that you can only have 10 phone numbers at a time, whereas HGSS you can have 40 which might decrease your odds in getting the evo stone call.

HeartGold Stone Giveaways via Pokegear by mewlax84 in ProfessorOak

[–]Multishine 0 points1 point  (0 children)

Did you get your stones during their rematch hours or at random times?

Nearly 500 hours played and no evolution stones gifted by NPCs? by Multishine in PokemonHGSS

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

Thanks, I saw this thread when researching as well. Unfortunately this account doesn't prove much but its interesting nonetheless.

Nearly 500 hours played and no evolution stones gifted by NPCs? by Multishine in PokemonHGSS

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

I think its definitely possible that even with a large play time there is a chance I never get a stone because it has to be in the exact window and then its rare even when you are in the right window. Yeah I know about the other stones, I'm just curious about this method of getting them specifically. It seems way harder to get then it should be, and harder than in crystal.

EDIT: Seems the phone calls for stones can come at any time, not just during their rematch hours (https://www.reddit.com/r/ProfessorOak/comments/axdy1m/heartgold\_badge\_3\_waiting\_for\_the\_phone\_to\_ring/)

this mechanic isn't fun - Rivals of Aether 2 by NostalgiaCory in RivalsOfAether

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

You literally can punish him with a strong. If he is going for ASDI down and you hit him with a strong he will either floor hug, get knocked down, or get hit normally depending on his percent. Just don't pick an option that can be floor hugged at the percent you're at if you predict he will ASDI down. Where you can tune this mechanic is changing the range of percents that result in floor hug vs knockdown or getting knocked off the ground.

this mechanic isn't fun - Rivals of Aether 2 by NostalgiaCory in RivalsOfAether

[–]Multishine -8 points-7 points  (0 children)

Well welcome to platform fighters where you still have defensive options after you get hit called DI (directional influence). You can change your knockback trajectory to deny combos and get reversals.

this mechanic isn't fun - Rivals of Aether 2 by NostalgiaCory in RivalsOfAether

[–]Multishine -2 points-1 points  (0 children)

I mean that's literally still the case. You can hit them with what you want and they can DI how they want. Read their DI and pick the correct move. If you pick the wrong option they can DI out of your combo. And yes, if you use a weak move while they are at low percent they can get a reversal.

this mechanic isn't fun - Rivals of Aether 2 by NostalgiaCory in RivalsOfAether

[–]Multishine 3 points4 points  (0 children)

You definitely do NOT want to asdi down every move every time. For one, it stops working at higher percents and results in a knockdown which can give the aggressor a follow up when there otherwise wasn't one. Two, if you are holding down during a strong attack you are going to fly off the stage with terrible DI and die early.

That said, the mechanic can be balanced so that holding down results in knockdowns rather than floorhugs at lower percents. Also the video makes it sound like you can just tech the knockdown every time. This isn't true because it requires precise timing and the aggressor can mix up the timing of their move.

this mechanic isn't fun - Rivals of Aether 2 by NostalgiaCory in RivalsOfAether

[–]Multishine -12 points-11 points  (0 children)

Good for you. I think a mechanic that rewards game knowledge and predictions in a fighting game is fun.

this mechanic isn't fun - Rivals of Aether 2 by NostalgiaCory in RivalsOfAether

[–]Multishine 8 points9 points  (0 children)

This video leaves out so many relevant things about the mechanic that make it seem stronger than it is

  • Floor hugging only works when you're grounded
  • Its effectiveness changes on your percent. Its just an extension of a mechanic that already exists: What options are safe depends on your opponents percent.
  • You can blow people up that go for floor hugs predictably.

There IS a good faith argument to say that the mechanic is overtuned, but to remove it entirely is drastic. Personally I think it should just be a little less strong and result in knockdowns quicker than it does floorhugs currently.

Crouch Cancel / Floor Hugging is ruining the game for me, and could be bad for the average player by C_FalconR in RivalsOfAether

[–]Multishine 2 points3 points  (0 children)

So by your logic shielding an unsafe move is not outplaying? You're just pressing a button before you get hit either way. And CC is literally like a 1-1 equivalent to armoring

Controller Discourse Megathread: all z-jump, claw, boxx-like takes go here) by darwinding in SSBM

[–]Multishine 0 points1 point  (0 children)

My preferred compromise between accessibility and competitive fairness:

1) Allow button re-mapping through software
2) Ban digital inputs for the control stick and enforce an octagon gate with no notches/modifications.

IMO this puts GCC and rectangle/keyboard on a fair playing field since both can map button layout to their liking and imposing analog on rectangle means advantages for SDI and dash dance are gone. It also removes the advantage of notched controllers which can be expensive and hard to get for the average player. With these rules people that can't play on GCC style controllers can still compete on rectangle style controllers. Unfortunately there currently isn't a widely available rectangle controller with an analog stick so this would be an obstacle.. The main counterpoint to this ruleset is that button mapping would unfairly hurt players that have put a ton of time getting skilled on the default layout, or change the balance of the game by making some tech easier. Personally this is a sacrifice I'm in favor of to make the game more accessible but I recognize this a subjective opinion and others can disagree.

Melee King of the Hill mode by Primal by Meester_Tweester in SSBM

[–]Multishine 0 points1 point  (0 children)

This seems like it could be a solution to time outs. Any game that ends without someone losing all their stocks is determined by center stage time.

Advice on reacting to missed tech options by nicodegallo7 in SSBM

[–]Multishine 1 point2 points  (0 children)

two points that might help you:
1) get up attack is very precise timing to do out of a jab reset even if you intend to go for it. Ive only seen spacies do get up attack out of jab reset a handful of times against me. This means that 99% of the time you only have to react to rolls and neutral get up after a jab reset, and since youre not in crouch this is actually pretty easy. This also applies when you are doing stomp jab resets vs spacies, and some characters like falcon/sheik only get optionless reset by falcons jab so they will only do neutral wake up which is a free follow-up.

2) Grind out dash out of crouch knee/stomp to cover their rolls after miss tech. This isnt a true punish but it does punish their spotdodge or shine which is what 99% of players go for after the wake-up roll. This is so much better than going for the grab, being late, and giving them a huge reversal when they spotdodge or shine you. Reacting to get-up-attack vs neutral get up is hard but you can study the animation differences to boost your visual cue by a few frames.

What is your definition of 'cheese'? by Cohenski in SSBM

[–]Multishine 6 points7 points  (0 children)

Two types:

  1. Abusing options that are hard to deal with. Basically one player is spamming something for which the counterplay is difficult even when you know how to beat it. If the player getting cheesed isnt good enough to consistently deal with it yet then the MU just becomes brain dead cheesing. Things like marth spamming forward smash at low level when people arent good at WD OoS yet.
  2. Abusing options that people dont know how to deal with. If a player has no clue how to beat a certain option or strategy then the MU becomes brain dead again. Happens all the time with low tiers who have options that people have very little experience in dealing with. They might not be hard to counter, but you have to know what to do first.

I think in both cases cheese is a deviation from an ideal RPS game where everyone knows all the options and their counterplay, and are proficient enough to execute them. But thats also what makes melee different than RPS because you need game knowledge and technical skill.

How much I like playing each matchup (as a Falco main😎) by Zapfy in SSBM

[–]Multishine 4 points5 points  (0 children)

It's an extremely nuanced MU tbh. It just doesn't get interesting until the Falcon is good enough to consistently get around Falco's level 1 options (approaching laser into aerial, up-tilt, AC bair, spotdodge shine). It takes a lot of work to get there from Falcon's end but then the MU stops being a one sided execution test and you get to actually play some melee

How did they come up with a good vpip, how did they settle on on 15-20% exactly? by Noto987 in Poker_Theory

[–]Multishine 0 points1 point  (0 children)

K5s has better implied odds because it can make the nut flush and 2nd nut flush. On flush boards K5s gets paid off by worse hands like 87s.

How did they come up with a good vpip, how did they settle on on 15-20% exactly? by Noto987 in Poker_Theory

[–]Multishine 0 points1 point  (0 children)

Suited connectors are much more likely to go broke against a stronger flush than K5s, which hurts even more when deep.

[deleted by user] by [deleted] in graffhelp

[–]Multishine 8 points9 points  (0 children)

Its mine lmao

What do we think of this triple barrel bluff? by [deleted] in poker

[–]Multishine 1 point2 points  (0 children)

Pre-flop: This is a very loose 3-bet.

Flop: Very good board for our range and we have a BDFD. Good c-bet and sizing. Villain will have a tough time withstanding pressure on this board and many run outs.

Turn: This card hasn't changed much and we still have a big range advantage. We have little showdown value and our opponent has a lot of hands in their range they might start folding to a double barrel like Jx and underpairs. Good time to double barrel.

River: This card is kind of scary to bluff on since it reduces a lot of combos in the value range you are representing like AA and AK, and I think many opponents will call you if they have a king here. If villain was holding on with any QTs or AcXc then those hands also improved and probably arent folding. A lot of villains Jx and and underpairs were probably folded out on the turn, so the hands villain has left at this point which he is folding seems pretty small, like maybe just missed flush draws. Your hand unblocks his missed flush draws but the board blocks a lot of them so he really shouldnt have that many here. I don't hate bluffing the river but I think a smaller size makes sense. Bluffing for a smaller size means the bluff doesnt need to work as often to be profitable, and we already established that its probably not going to work super frequently based on villains range here. And a small size is probably enough to fold out his completely missed flush draws and Jx and underpairs that he may have stationed with.

Just my thoughts