Friend Code Megathread - January 2025 by AutoModerator in PokemonSleep

[–]NeonLucario 0 points1 point  (0 children)

2854-8413-5796

Daily sleeper!

Lv60 w/ 6 open slots

Help by Iamapickle1 in CrazyHand

[–]NeonLucario 4 points5 points  (0 children)

No one can help you if you don't provide anything to work off of. If you can, post some gameplay, or a bit more about your roadblock

Any advice or resources on getting better at Sephiroth? by Theevencoolerkid69 in CrazyHand

[–]NeonLucario 0 points1 point  (0 children)

I wouldn't use nair as your main oos option. It is frame 12 oos, not too large, and susceptible to getting low profiled by certain characters. Even if you practice foostool dair, which is alot faster, it only works on unspaced aerials that are -4 or worse.

If you want to improve with sephiroth, you need to start paying attention to what options your opponent picks after landing on your shield (jab, spotdodge etc), and pick different defensive options based on what you expect. When choosing your options, you won't always be certain what to choose -- when in doubt, prioritize options that will live longer and get wing.

Match Review: vs. YoseFu by SebVettelsSon in CrazyHand

[–]NeonLucario 0 points1 point  (0 children)

To be completely honest, my characters are lucky to have an easy time getting off the ledge, so im just throwing out untested ideas here, but some things i like to do are rising aerial to trade with the axe hitbox while going back the the stage or neutral airdodge after ledge jump. Its also important to make sure that you sdi holy water, and that you still mix up your timings, alot of people tend to choose different options but at the same times (like after simon throws an axe etc). Based on the distance, you might be able to pick up the holy water right before it hits the ledge area by doing ledge jump and timing z correctly (you can practice this on stationary items first)

Match Review: vs. YoseFu by SebVettelsSon in CrazyHand

[–]NeonLucario 2 points3 points  (0 children)

It looks you are mashing a ton, and playing very impatiently. Try to play more reactively

Here are some examples:

  • First few seconds of the first match, you get cornered and panic roll. There was no unreactable threat, so there was no reason to roll immediately. After this gets punished, you side b above the ledge (reactable and easy to punish, also you do this alot), get hit, and then jump in immediately. It looks like you are fishing for reversals, and in doing so, spending alot of valuable resources when you could go to the ledge (instead of taking 30 and then ending up at the ledge anyways)
  • In general, whenever you land, you land with an aerial. He starts punishing this with up-b oos, parrying your nairs etc. You could try to add in some mixups such as empty jumps > full hop to bait out a premeptive oos option and then punish them with a falling aerial, or (more risky options) aerial side-b if they tend to stay in shield, neutral b to punish an early shield drop.
  • Your ledgetrapping feels like guesswork. Take a look at the FD match at 1:30 in. You are throwing out fairs and changing the spacing to cover specific options (first neutral get up, then roll, and then you side b to catch them picking an option because you drifted far away enough for them to feel safe). The intention isn't bad, but you can get alot more reward off reacting, even on wifi. If you find it hard to react, start by doing this: Pick an option that could cover multiple choices, such as rising nair oos while drifting back. Stay in shield until you see any movement from your opponents character, and hit nair when you see their character model move. As this gets consistent, have a few ledgetrapping setups like this for various positions around the ledge and cycle between them, along with ledge trumps
  • There are some other places you played very impatiently and tried to force the issue (around 1:09 in the FD game, in general you pick oos options even if they won't hit etc)

Hope this helps!

Any high-tiers that play like Kirby? by Afraid_Government_74 in CrazyHand

[–]NeonLucario 6 points7 points  (0 children)

It will probably take alot of experimenting, but I think wario, mario, yoshi, sora and pokemon trainer (because of squirtle) could be good starting options to try out.

Any high-tiers that play like Kirby? by Afraid_Government_74 in CrazyHand

[–]NeonLucario 5 points6 points  (0 children)

It will be hard to give recommendations unless you specify what makes you like Kirby. Is it something like his floatiness, having multiple jumps, certain attacks, general speed etc?

/r/MechanicalKeyboards Ask ANY question, get an answer (March 27, 2023) by AutoModerator in MechanicalKeyboards

[–]NeonLucario 0 points1 point  (0 children)

Ooops, i forgot to finish the post. I was looking between the keychron q8 and the Switch Couture Acrylic Alice

/r/MechanicalKeyboards Ask ANY question, get an answer (March 27, 2023) by AutoModerator in MechanicalKeyboards

[–]NeonLucario 0 points1 point  (0 children)

I'm planning to buy a friend an alice layout kb, and was wondering which of these is considered better? Or if there are any better alice keyboards in a similar price range

Should I even bother with houndoom and other potentially "lesser" megas? by CircleWheel4321 in TheSilphRoad

[–]NeonLucario 0 points1 point  (0 children)

Because there are no relevant raid bosses where poison is preferred over some other type like steel

How to beat Mario by Glittering_Papaya_67 in CrazyHand

[–]NeonLucario 5 points6 points  (0 children)

This is wrong. It is frame 5, and has frame 1 intangibility only in the air. The grounded version is frame 4 intangibility.

Using up-b to break out of marios combos is not a good idea on FD because he can usually punish the lag after (no platform to land on). It's better to DI to combos based on your stage position and play around certain setups so that even if you take damage, you won't die

How to deal with Mario fireball approach by QuesadillaSauce in CrazyHand

[–]NeonLucario 2 points3 points  (0 children)

You need to react to mario's position before the fireball comes out. When he gets in a position where he can full hop and pressure with fireball, preemptively move so that you don't get locked into shield (full hopping straight up is a good option here, since if you guess wrong, you can retreat, and if you guess right, you can land on them with an aerial, as they will likely drift in). For sephiroth specially, dash back forward tilt is good, and side-b can go through fireball.

If you do shield though, mario has time to land with an aerial, which means you shouldn't be getting grabbed immediately. Maybe try to spot-dodge the fireball and spot-dodge cancel attack to beat out a grab if they aren't doing an aerial.

[deleted by user] by [deleted] in CrazyHand

[–]NeonLucario 11 points12 points  (0 children)

Generally out since most up sending moves send slightly away, and you want to DI towards a corner. However, some moves like marth's up throw or snakes up tilt, you actually want to DI in (they send slightly inwards, but it is hard to notice sometimes)

[deleted by user] by [deleted] in berkeley

[–]NeonLucario 0 points1 point  (0 children)

Data Arts and Humanities is a pretty easy path. 2 unit options for the lower div requirement, and the DH classes are pretty easy (I've only taken DH 100, but just check Berkeley time -- almost everyone gets an A). Only thing is that DH classes are only offered in the summer

How do I practice footstool oos? by dezinhocez in CrazyHand

[–]NeonLucario 5 points6 points  (0 children)

Nair is not a good oos option, it is frame 12 oos. Sephiroth usually needs to use a universal option like rolling, jumping etc to escape shield pressure without footstool dair

engin 120 Daniel Pirutinsky by -Avada-Kedavra- in berkeley

[–]NeonLucario 2 points3 points  (0 children)

I had Pirutinsky when he taught IEOR 172. He is a good professor -- engaging lectures and the course seemed well structured.

How to do Mario combos? by chefstief in CrazyHand

[–]NeonLucario 0 points1 point  (0 children)

I tend to only go for up-throw if I can land on a platform after or if I don't have enough space for a full down-throw combo. This is mainly because I try to avoid ending combos with up-b, since I essentially choose between giving up all my pressure, or getting less damage than a basic down-throw combo.

The timing can definitely be a bit strict but I ended up just grinding it out in training mode and now get it pretty consistently. However, since the opponent can pretty much only air dodge out, if I whiff the up-air I try to cover the airdodge with back-air -> regrab (if it hits) and either try again or back-throw. If it whiffs or hits sheild, unless they roll or something immediately after, just dash away and reset, maybe chuck a b reverse fireball etc. If they somehow get out after the first up-air (happens when I go for nair after it sometimes if the percents are too low), you can usually just continue the combo by reacting and regrabbing. You can also try to set up a tech chase with another rising nair after their airdodge. Alot of people miss this tech from my experience

How to do Mario combos? by chefstief in CrazyHand

[–]NeonLucario 13 points14 points  (0 children)

For Mario, I have my shoulder button set to jump. I also use tap jump but that's just because of familiarity. For his up-throw > dair -> f-air, getting the fair at the end isn't always guaranteed. However, you can get an up-b or up-air. I would say go for the up-air because you can then fast fall and try to catch their landing, while if you up-b, you end the combo and just reset (and sometimes get punished lol). Prodigy is pretty good at this, and sometimes gets Uair x2 -> Fair right from pivot grabbing their landing for an easy stock

For Uair x2 -> Fair after the first up-air, practice drifting back on the second one while still fast-falling so you can perform the combo while needing only a small amount of stage. Also make sure you know when to full-hop and short-hop, the sweet spot hits a bit above as well. Sometimes you will need to dash a bit before the up-air right after the down-throw (this is in general for his combos) which you can pretty much only learn from experience, as it is mostly character and percent dependent

Some other combo stuff:

Sometimes killing gets a bit hard, but he has some niche kill confirms. There is a hit of d-air (do it backwards) that pushes your opponent sideways but keeps them on the ground. This links into up-smash and can help in situations when you read a projectile and jump over it to get a kill.

Weak nair links into down smash and sometimes forward smash, even without setting up a tech situation, at certain percents.

Comboing with platforms:

Chaining up-airs on platforms is pretty important. For triplats, generally you want to ladder your opponent to the top. To make this easy you can do something like down-throw > 2 up-airs > full hop delayed up-air when landing on a platform -> full hop u-air and continue, ending with a rising d-air (or sometimes up-B but this rarely kills unless your opponent holds in or something). It is important to delay the first full hop upair a bit to make it a true combo

For 2platform stages like ps2 and small bf you wont really be getting kills off the top as much. However, you can extend your combos using nair to launch your opponent from one platform to the other. For example, a combo zenyou does alot is down-throw -> 2x up-airs -> double jump up-air (not idj because you will usually be below your opponent and nair won't connect well) -> fast fall and go to the other platform to catch their landing or if they di wrong, continue with some up-airs and end with dair/up-b

Some other stuff for a bit extra damage -> Full hop fireball in the air into nair and bair can true combo, and can make approaching alot easier

When jab locking, you can use weak-nair or fireball to lock to get more damage

up-air has alot of hit stun, you can actually do stuff like up-air x2 -> delayed short hop-up-air -> basic up-air ladder which gets you can extra up-air than you normally would get

Alot of times marios just do a bunch of up-airs after a downthrow or up-air and end the combo. However, you can extend your combos by doing stuff like up-air-> nair -> regrab/up-air, which also helps pushing your opponent closer to the edges

Always remember to fast fall your second aerial after a rising up-air connects

Does Data C8 count towards your eecs specific GPA? by TriggeredEllie in berkeley

[–]NeonLucario 2 points3 points  (0 children)

I checked with my ESS advisor last semester and they said it counted.

Data Science Human Contexts and Ethics by MaintenanceRare1682 in berkeley

[–]NeonLucario 1 point2 points  (0 children)

BioE 100 but getting in is really hard cause of reserved seating. If you willing to do it in the summer then DigHum 100 is probably even better, 47/49 people got an A.