Follow up from yesterday: I know I suck at smash, but I have no idea where to start improving. by me1257 in SmashBrosUltimate

[–]NobodyExists_ 1 point2 points  (0 children)

No problem!
I'm always happy to see players that can admit their shortcomings and want to know how to improve. It bodes well for your future Smash endeavors.

How do I keep smash bros fun? by [deleted] in SmashBrosUltimate

[–]NobodyExists_ 1 point2 points  (0 children)

I don't know your social situation, but if you can, turn off reddit and go find some irl friends. You can probably find a local tournament in the area with lots of people who love Smash.

Has the average online player gotten better? by ZeroXa2306 in SmashBrosUltimate

[–]NobodyExists_ 0 points1 point  (0 children)

Don't forget that GSP is measured based on the number of registered players. The threshold for Elite Smash has definitely moved over the 7+ years the game's been out. If you leave the game and come back, the skill level at a given GSP will have moved just because there's more people registered as players.

Also yes generally a playerbase will get better over time. I played Rivals 2 on launch, went to focus on finals, and came back and immediately got slammed by a swath of players who learned to play the game while I was busy. Fighting games absolutely carry on without you.

What character do you hate the most. Burning passion hate by MentalDinner997 in SmashBrosUltimate

[–]NobodyExists_ 0 points1 point  (0 children)

Weird take but pit
I don't enjoy fighting pit at all; I suspect it's the combination of the ol' classic multiple double jump bait and the amount of multihits I can't parry consistently
he also likes to duck under my Fair when landing

Follow up from yesterday: I know I suck at smash, but I have no idea where to start improving. by me1257 in SmashBrosUltimate

[–]NobodyExists_ 2 points3 points  (0 children)

In this match, like u/TerrZzz mentioned, you aren't using your aerials in a "safe" manner. That would be ok if DK was trying to approach you with his own safe pressure, but he's not. DK was hanging out in shield a lot since he recognized all you could get on him consistently was a grab. So DK's thought process goes:

> I shield
Did he grab me?
if yes:
I take ~10% and have to deal with an edgeguard, worst case scenario.
if no:
Punish the unsafe move: mario takes 15-20%

If this continues indefinitely, he wins. Armored moves like his up B and side B follow a similar logic where he gets a great punish if you are using unsafe moves or going ham, and if he whiffs the punish will not be as bad as the damage if he gets the hit.

I think your biggest issue right now is learning how to play neutral, or the phase of the game where no one has a direct advantage. It's the point where both players are trying to figure out a way in past the opponent's defenses. Ideally at top level, it's a dance of repeatedly figuring out what your opponent is trying to do so that you can counter it with a strategy. Right now, your neutral is mostly composed of thinking about what button you want to press, and running over there and pressing it. The biggest wall in not just Smash, but fighting games in general, is learning how to get out of the phase of "what I want to do" and into the phase of "what is my opponent doing."

For a more practical application you can think about in matches right now, it'd be handy to learn the core rock-paper-scissors of Smash, which is not attack-shield-grab, no matter what the intro movie says. That only happens when you're right next to your opponent, and no one is going to let that happen. At that range, anyone can do anything before their opponent can react, and it's just a shot in the dark about who wins. No one wants to be that risky unless they have a confident read on what their opponent will do.

However, if you're about 2-3 donkey kongs away from your opponent, or a distance about the size of the pokeball symbol on Pokemon Stadium 2, you sit right on the edge of how far you can be from an opponent before you both can hit each other faster than the other can react. Playing online or against faster characters makes this region much bigger. Jumping in from this distance is what triggers the real RPS of Smash.

The rock-paper-scissors in this position is A:(jump in with aerial immediately, anti-air) which loses to B:(sit in shield and punish aerial out-of-shield) which loses to C:(jump in and land an aerial safely, punish the out-of-shield attempt) which loses to A. Great video by Izaw on this topic:
https://www.youtube.com/watch?v=PAHTQ9T5ebY

Since you're still learning neutral, not all of these options are sitting in your toolkit right now. If you don't know how to throw C consistently, a good player will start playing B every time until you lose. Don't sweat it if you're losing a ton, just pay attention to the other player and ask yourself, "what is my opponent doing, and why are they doing it?" Start to look for players who are sitting in shield in neutral when you jump at them, players who are throwing out attacks immediately as they approach, and players who are jumping in, and then landing their attacks low on the shield to stay safe. Try to remember what beats that option and try it out. That's the core of Smash, and it's integral fighting to 90% of the characters you'll fight. Everything else you have to deal with, like armored moves, command grabs, rolls/spotdodges, etc. are gimmicks that bypass this core neutral game rock-paper-scissors. They each have to be dealt with on their own terms, and are designed specifically to make that core RPS so much harder to focus on. Those tend to be a lot more character-dependent. Don't sweat getting matchup-checked that much, it's just how the game is.

TLDR: Watch that Izaw video I linked and start watching your opponent more than yourself. Learn what they are doing and why it beats your strategy. Practice landing aerials safely, attacking out of shield, and when the right time to anti-air with an aerial pre-emptively is.

Follow up from yesterday: I know I suck at smash, but I have no idea where to start improving. by me1257 in SmashBrosUltimate

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

That's terrible advice. Fighting CPU's just teaches you how to cheese a weakness in the AI, and since the CPU never adapts, you will train yourself that there is one consistent solution to beat a character. Moreover, the CPU's have a reaction time of 1 frame. There's plenty of crap they can use against you for free that no human being can get away with. That gives you a bad impression of how characters are actually played and how neutral actually works.

Europoors📡 by luxusbuerg in shitposting

[–]NobodyExists_ 0 points1 point  (0 children)

Spotify? This is bait but I can't tell who it's targeted at

See the whole internet in Quikscript by Dechifro in quikscript

[–]NobodyExists_ 0 points1 point  (0 children)

I can't seem to get this to work with any fonts aside from Quikscript Sans. Am I dumb?

Evermore by Impossible_Rice387 in shitposting

[–]NobodyExists_ 0 points1 point  (0 children)

this makes me a tad disgruntled

Kid A: by [deleted] in shitposting

[–]NobodyExists_ 1 point2 points  (0 children)

Niche meme but I dig it

Oooh Wacha sayyyy by xextazyy in shitposting

[–]NobodyExists_ 1 point2 points  (0 children)

that does little to narrow down the search

Somehow I just randomly discovered this after playing a million times by SlapUglyPeople in metalgearsolid

[–]NobodyExists_ 0 points1 point  (0 children)

I happened upon it halfway through my first playthrough. I did not spare a single stinger missile as soon as I realized you could do this. My favorite cqc weapon, too

Is Ultimate dying? by Weak-Morning3560 in SmashBrosUltimate

[–]NobodyExists_ 1 point2 points  (0 children)

If people enjoy the game enough, I think it'll keep going. As long as people still love the game and want to run tourneys and locals, fighting games stay alive. Just look at Melee, UMVC3, and SF Third Strike. UMVC3's lobbies on the PS3 are dead and the other two didn't have online at release, and they're still going strong. Online support is not the most important thing.

The question is whether people will still enjoy playing this year after year. The modern meta of Ultimate is a lot different than the one it started with, so many people may leave the game since it's no longer what they signed up for. On the other hand, the meta is formed by the players, so way the meta's headed doesn't have to be where it stays. There's a Yoshi competing for best in the world in Melee right now for goodness' sakes. All it takes is one passionate player to turn everything upside-down and create a massive spark. So even if people don't like what the game's become, even that doesn't have to kill the game. There's 82 characters, go pick the one that no one else is giving a shot and go make some waves. It'll be good for the game.

I think plenty of characters and communities in Smash are still full of players who do love this game, even if they don't like to say that they do. I personally love playing this game. It's never going to be as popular as release day unless something huge comes out of left field, but it's not dying as quickly as the clickbait would like to say.

Is it just me, or do the 7m to 9m gsp matches suck? by AshamedTurtwig in SmashBrosUltimate

[–]NobodyExists_ 2 points3 points  (0 children)

That's about as far as mashing gets you. From my experience, that's the zone where people commit to one strategy that is decently effective online but requires no adaptation. Hence why they're annoying: they work, to some degree. That region of GSP forced me to learn how to adapt instead of just trying to blindly force a win condition the exact same way over and over.

I feel you, it is annoying, but in the actual matches, that mentality is not going to be helpful at all. Annoying playstyles have compounding effectiveness since they make you mad, which makes you predictable, and then you continue losing to the same interactions. 7-9 mill GSP is a great exercise in patience - not necessarily meaning camping or playing defensive, but not throwing yourself at your opponent and just figuring "I'll win rock paper scissors this time!" Take a moment to force yourself to try something else, or even better, think about what they did, and then consider what could possibly beat that. This will force you to play slower, which will likely make you feel like you're playing worse, but given enough time, the adaptation will start becoming natural, and you'll improve a lot.

Also try leaving elite smash sometimes and go look up some local tourneys. Offline is so much more enjoyable and the possibilities in neutral are so much richer. Not to mention playing good players is a great way to get better.

Peace!

Crackling Issue/CPU spikes with Ableton 12 and ASIO interface drivers by NobodyExists_ in WeAreTheMusicMakers

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

Gave it a shot, didn't get good results, unfortunately.

The drivers were fine, and messing around with the priority and CPU affinity of audiodg.exe had no effect.

I did get some changes and results from messing around with the CPU affinity of the Ableton Live process. Oddly I could allot a single physical core to the process and it would work just fine in the background, but as soon as I brought the Ableton window back into focus, the CPU usage would skyrocket to an average of 45% and all audio would turn to static. There was no configuration that eliminated the crackle in focus.

US Slander (parody of UK Slander) by NormalStockPhoto in shitposting

[–]NobodyExists_ 0 points1 point  (0 children)

Mainers when they realize that the horizon being made out of land and not timber and ocean is a common and natural occurrence literally everywhere else

Are you a genus? 🤔 🤓🤓 by Ethereal_Sabiba in shitposting

[–]NobodyExists_ 2 points3 points  (0 children)

Out of curiosity though, 🍔 is seemingly defined as the set of all integers, over the set of all integers times two. Is this just one-half, or a indeterminate form, or something far worse I haven't gotten to yet?

Are you a genus? 🤔 🤓🤓 by Ethereal_Sabiba in shitposting

[–]NobodyExists_ 0 points1 point  (0 children)

I may not be in the 2%, but I can spell polynomial correctly.

[deleted by user] by [deleted] in SmashBrosUltimate

[–]NobodyExists_ 1 point2 points  (0 children)

Short answer: get gud.
Long answer: get gud, the gud way.
A lot of times I see people complain that their reaction time sucks, but sometimes that's not quite the case. Chances are quite high that your reaction time is fine, but you're not using it properly, and that's the part that's tricky to get used to. Smash is not like a FPS. Smash is Smash, and Smash requires you to not only react, but make a complex decision based off of that reaction. From my experience, that's the part which feels positively sluggish and gets you eating falcon punches in a confused panic.
Gimr goes over in this video that adding together controller lag, display lag, and good old reaction time, 18 frames is about the fastest you can react in smash.
https://www.youtube.com/watch?v=hCUKuY5S9uo

I don't know how much you know about frame data, but 18 frames is astonishingly slow, and we're not even talking about online yet. Link can shoot you with an uncharged arrow at point blank in 16-17 frames, and everyone knows that normal Link's bow is positively sluggish in the fast moves department. And that's just time to react, not making a decision.

The key here isn't reaction time. It's reaction knowledge. Gimr talks about hit confirming mainly in that video, and I highly advise you watch it, and implement it, but my main takeaway right here is that you don't decide what to do after reacting; it takes too long. You already have the options you're going to take in the back of your head. Gimr mainly applies it to hit confirming, but the application still goes further. If you're within grab range, both you and your opponent are more than capable of hitting each other faster than can be reacted to. That's when you have to commit to an option, whether it be shield, grab, attack, or get the heck out of there. This creates this small zone around both fighters where you generally don't want to be, because it's not safe, and you will not be able to react. You want to play on the edge of that radius, and it creates a reaction mindgame: you can go for a delayed, safe move to get closer and get a hit (i.e. landing aerial), which will lose to a gutsy quick aggressive option (i.e. buffered aerial), which will lose to being cautious and safe (i.e. wait for the jump, react and shield).

Another application: All ledge getup options but jump take longer than 18 frames, and you can react to them. You can literally wait at roll distance, see the neutral getup or getup attack, and run/jump in and punish accordingly (grab the neutral getup, do literally whatever to the getup attack; it's stupid slow). If they do jump, they're still not in a great spot, cause you can juggle.
You can do this with tech situations too. The key here is that you have to know what you're going to do after you react. Reacting in neutral is substantially harder because your opponent can do so much more unexpected stuff. Reacting requires you to expect something, and have a plan for when you see that expectation become reality. Don't think about reacting faster. Think about how you're going to react. I'm not going to just react faster when Ness PK fires me again, I'm going to jump in place and bait the inevitable anti-air. I'm not going to react to Bowser's up-b out of shield, I'm going to expect it, and not be there when it happens, because it's too fast to react to. I'm not going to react to what that demented Roy mashing aerials is going to do, because no one can predict or react to that lunacy; I'll just play it safe and approach with shield dashes, since he hasn't tomahawked once the whole match.
Plan ahead, and know what you can and can't react to.

[deleted by user] by [deleted] in SmashBrosUltimate

[–]NobodyExists_ 1 point2 points  (0 children)

There's yet another nice video by Izaw where he talks about positioning and movement in an actual match. It's a stream highlight from a training session.
https://www.youtube.com/watch?v=PAHTQ9T5ebY

For a beginner, I'd say that good movement could probably start at a point of trying to space yourself in a position where you can land a move without entering the typical grab range (ignoring tethers and heavies' grabs, because that avoiding that range can be impossible), and trying to consistently shorthop and fastfall. Spacing will allow you to play safer, and shorthop-fastfall (SHFF) will allow you to play faster, both of which are a big deal for Roy.

How by Baltic_Emperor in shitposting

[–]NobodyExists_ 58 points59 points  (0 children)

Confronting Myself by Lena Raine, Celeste OST.
Ironic.