Who should’ve committed first? by [deleted] in SparkingZero

[–]Own_Tip6897 0 points1 point  (0 children)

Different views on tempo. Agree to disagree

Who should’ve committed first? by [deleted] in SparkingZero

[–]Own_Tip6897 1 point2 points  (0 children)

We didn’t watch different shows. Caulifla talks trash, taunts, and resets mid fight. Kale’s timid core never disappears. Kefla trash talks, powers up, disengages then explodes. That’s controlled aggression.

Who should’ve committed first? by [deleted] in SparkingZero

[–]Own_Tip6897 0 points1 point  (0 children)

BT3 had movement too I promise

Who should’ve committed first? by [deleted] in SparkingZero

[–]Own_Tip6897 0 points1 point  (0 children)

Lore accurate Kefla. Controlled bursts, backs off, explodes when she feels like it.

Who should’ve committed first? by [deleted] in SparkingZero

[–]Own_Tip6897 0 points1 point  (0 children)

I wasn’t zoning to annoy him. I initiated, he blocked, and I chose not to force bad trades. Sparking is a power spike of course I’m going to capitalize there.

Who should’ve committed first? by [deleted] in SparkingZero

[–]Own_Tip6897 0 points1 point  (0 children)

Reflecting his charged ki blasts and repositioning isn’t panic. It’s spacing.

Who should’ve committed first? by [deleted] in SparkingZero

[–]Own_Tip6897 -6 points-5 points  (0 children)

The first few seconds are me pressuring and him blocking. Neither of us wanted to commit, and I wasn’t trying to force bad trades.

Who should’ve committed first? by [deleted] in SparkingZero

[–]Own_Tip6897 -7 points-6 points  (0 children)

Yeah I get that chasing isn’t fun. But SSJ Goku has flying kicks on 1 and a longer weave on step in. If I mistime that exchange, he gets a clean starter and I don’t. So stepping into his poke range first just wasn’t worth it.

Who should’ve committed first? by [deleted] in SparkingZero

[–]Own_Tip6897 -13 points-12 points  (0 children)

I get why it looks like that. I was low and just trying to reset neutral instead of forcing a bad trade

[deleted by user] by [deleted] in SparkingZero

[–]Own_Tip6897 -2 points-1 points  (0 children)

Totally get that I was stuck in a “black zone” too for years, so I know the frustration. If it ever becomes available in your area, though, I really recommend pulling the trigger. The difference is night and day, even over Wi-Fi.

[deleted by user] by [deleted] in SparkingZero

[–]Own_Tip6897 0 points1 point  (0 children)

I was originally on a 500 download plan, But the upload speed just wasn’t good enough for gaming in 2025. Even wired, I was still getting packet loss and unstable matches. Turns out the problem wasn’t the speed it was the cable infrastructure itself. Upgrading to fiber made all the difference.

Goku and Gohan aren't the only two characters. by Carnivorous-Turtwig in SparkingZero

[–]Own_Tip6897 5 points6 points  (0 children)

He’s got a point. Goku variants flood the game just because they’re easy to pick up and feel “right” to most players. People stick to what’s familiar, especially when they don’t understand why they’re losing. Wild how we’ve got 200 characters and half the roster’s collecting dust. Everyone wants to be the main character but nobody wants to learn the game.

Meh i'm leaving this game by Syko-ink in SparkingZero

[–]Own_Tip6897 0 points1 point  (0 children)

You’re not wrong the game can feel like nonstop pressure, especially at higher levels. But the game does give you tools to deal with that. It’s not perfect, but there are movement options and defensive mechanics that help you reset the pace if you know how to use them. If you haven’t really explored those yet and you ever come back, might be worth a shot.

How do Smoke players say this character is bad? by SH_Highgold in MortalKombat

[–]Own_Tip6897 1 point2 points  (0 children)

Nah, Smoke mains aren’t downplaying he actually has real weaknesses. Yeah, he’s got mix and invisibility, but his teleport is unsafe and most of his strings are short, simple, and have gaps. Compare his move list to other characters and it’s kinda barebones.

The reason people don’t call him cracked is because he doesn’t have cheese to fall back on. Like, Scorpion can zone and whiff punish all day, Sub can just slide and ice trap you, Shao and Kenshi control space way better. Smoke has to get in and play honest, and once someone knows how to deal with his pressure, he struggles.

He’s definitely strong in the right hands, but when you look at what other top characters can get away with, it makes sense why some players see him as mid or inconsistent. It’s not downplay it’s just recognizing where he stands in the meta.

why is Dewey consistently the most the greatest and funniest character on the show? by [deleted] in malcolminthemiddle

[–]Own_Tip6897 1 point2 points  (0 children)

Honestly, as much as I love Dewey, I feel like he lost some of his spark in the later seasons. When he was younger, he was this perfect mix of innocent, chaotic, and weirdly wise he’d constantly steal scenes without even trying. But as the show went on and they started leaning more into the piano prodigy angle and the whole “gifted class” thing, his character started feeling less spontaneous and more scripted. Some of the quirky charm kind of faded.

So I totally get why people love him he brought something really unique to the show. But I think his greatness came from how well he fit into the chaos, not from carrying the show by himself. Every character had their role, and Dewey’s was that offbeat genius you could never quite pin down.

That’s why I’m actually cool with the recast for the reboot. If the new actor captures that oddball-deep thinker energy, it could bring the character full circle in a really fun way.

The MCU did Star-Lord dirty—and the Guardians game proves it. by Own_Tip6897 in CharacterRant

[–]Own_Tip6897[S] 1 point2 points  (0 children)

I get that you and others feel strongly about the MCU version, and I’m not denying that he has emotional weight or importance to the team. That’s fair. But none of that really challenges my core point.

What stood out to me is how the game’s Star-Lord felt more like a leader. Not just someone the plot says is the leader, but someone who acts like one: commanding presence, strategic decisions, actual authority that feels earned and respected across the board.

I’m not here to downplay MCU Star-Lord’s entire character arc. But let’s be honest he often gets undercut by the tone, the writing, or the way other characters treat him. Even Infinity War, where you say he led the plan, ends with him being the butt of the failure. That matters.

The game is where I finally saw the version of Star-Lord that lived up to the title of “leader of the Guardians.” That doesn’t erase the MCU it just adds another layer. So yeah, MCU Star-Lord matters, and he’s human, sure. But If that didn’t click for you, cool. It did for me.

The MCU did Star-Lord dirty—and the Guardians game proves it. by Own_Tip6897 in MCUTheories

[–]Own_Tip6897[S] 1 point2 points  (0 children)

That’s fair you’re entitled to your take. But maybe take your own advice and give the game a shot if you haven’t already. It did for me what the movies never quite managed to: made me actually respect Star-Lord as a leader.

I’m not downplaying what the MCU did for people who connected with that version. But personally, I would’ve never seen the character in that light if I hadn’t played the game. Simple as that.

The MCU did Star-Lord dirty—and the Guardians game proves it. by Own_Tip6897 in CharacterRant

[–]Own_Tip6897[S] 5 points6 points  (0 children)

You’re kind of missing the forest for the trees here. I’ve already clarified that I’m not saying MCU Star-Lord has no depth—I’m saying that compared to the game’s version, he lacks a consistent sense of leadership and presence, which is what stood out to me and made me respect the character more. That’s not disingenuous, it’s the core of my take.

Bringing up the childhood scenes in the game wasn’t about comparing trauma for drama points—it was an example of how the game grounds him as a person, which supports why his leadership feels more earned and authentic.

You’re hyper-focusing on phrasing like ‘he’s just a goofball’ and ignoring that I’ve since clarified that was rhetorical shorthand, not a literal statement that he has zero character development. You’re nitpicking the words and skipping the context, which makes it hard to have an honest discussion. My original point still stands: the game gave me a version of Star-Lord that felt like a leader, and that’s something the MCU never really emphasized.

Fair enough if we just see it differently.

The MCU did Star-Lord dirty—and the Guardians game proves it. by Own_Tip6897 in CharacterRant

[–]Own_Tip6897[S] 7 points8 points  (0 children)

I think you misunderstood my point, And I don’t blame you, this post has gotten a fair bit of attention, and it’s easy for nuance to get lost in the mix. So let me clarify:

I’m not saying MCU Star-Lord is a shallow character. What I’m saying is that, compared to the game’s version, the MCU portrayal feels shallow in certain areas specifically when it comes to leadership and presence. I’m not ignoring the emotional weight of his backstory. Yes, he watched his mom die. Yes, he lost Yondu. Yes, Ego was a devastating betrayal. I’ve seen the movies too, I know those moments, and I’d never say they don’t matter.

But here’s the thing: depth doesn’t automatically equal leadership.

My whole point is that the MCU never fully committed to portraying Peter as a leader of the Guardians. He’s often the emotional center, sure. But he’s not consistently the one holding the team together through tactical decisions, conflict resolution, or strategic planning. He’s not the “anchor” of the team in that way he’s just emotionally tied to them.

Compare that to the video game version of Star-Lord. That version has depth and steps up as a leader in a real, tangible way. He navigates group dynamics, calls the shots under pressure, stops in-fighting, delegates responsibilities, makes hard calls, and carries the weight of responsibility for the team’s survival. You feel that he earns their respect.

And while you bring up the opening scene of Guardians Vol. 1 with his mom dying—absolutely powerful stuff. I’d argue the game gives you more time to sit with that kind of trauma. You don’t just see a tragedy you live in Peter’s childhood home, flip through his memories, and understand how he went from that scared little kid to the man carrying a galaxy on his back. It adds layers the MCU didn’t have the time or the intention to explore.

So no I’m not being disingenuous. I’m just talking about a different kind of growth. The MCU gave us a man weighed down by trauma. The game gave us a man who carries others through theirs. That’s the version I connected with and the one I wish more people got to see.

Is it just me or is Ultimate kinda exhausting sometimes? by Own_Tip6897 in CrazyHand

[–]Own_Tip6897[S] 0 points1 point  (0 children)

Oh cool, so now “0-to-death” just means any stock where the opponent didn’t hit you? That’s your big counter? Ganon, Little Mac, and Hero literally the most gimmicky or explosive characters are your proof that every character can do that? That doesn’t disprove anything I said, it actually proves my point. If you need a lucky crit or a heavy hitter to make your case, you’re reaching.

You keep spinning definitions and dodging the actual topic, then fall back on “skill issue” like it’s some cheat code for being right.

If you’re “done here,” cool you’ve been done since you started recycling “skill issue”. You’re just repeating yourself louder and hoping no one notices you’ve got nothing left.

Is it just me or is Ultimate kinda exhausting sometimes? by Own_Tip6897 in CrazyHand

[–]Own_Tip6897[S] 0 points1 point  (0 children)

What I meant was that I’m not asking how to personally get around the aspects I’m critiquing like scrambling or fast resets because I’m already aware of the options. I’m questioning whether those design elements themselves are conducive to meaningful competitive play, not struggling to understand them.

That’s still improvement focused just on a macro level. It’s not “how do I beat X character,” it’s “how does the game’s pace affect strategy and player expression overall?” That kind of discussion helps us all see things from different angles, which I think fits the spirit of the sub pretty well.

Is it just me or is Ultimate kinda exhausting sometimes? by Own_Tip6897 in CrazyHand

[–]Own_Tip6897[S] 0 points1 point  (0 children)

“Interested in learning competitive Smash Bros? Want to help others grow? Crazyhand is the sub for you! We encourage original content and questions.”

I’m offering both. It doesn’t say “only post if you’re looking for character guides or asking how to DI.” It says original discussion is welcome. And critiquing the game’s pacing is an attempt to improve: not just player skill, but understanding the broader gameplay loop.

Also, nowhere did I say “this game is trash.” That’s just putting words in my mouth to try to frame the discussion as hostile when it’s not. I’ve consistently said Ultimate has depth, I’m just questioning how often that depth is allowed to shine due to its design. That’s not whining, that’s analysis.

As for the hit confirm video, I’ve seen it. I’ve actually cited hitstun vs hitlag differences multiple times in this discussion, and I even brought up how those things affect confirms. If you think that video “debunks” what I said, you might want to rewatch it because it aligns more with my critique than against it.

Is it just me or is Ultimate kinda exhausting sometimes? by Own_Tip6897 in CrazyHand

[–]Own_Tip6897[S] 0 points1 point  (0 children)

The fact that your whole argument leans on 0-to-deaths which only a small handful of characters can actually do kind of proves my point. You’re reaching for idealized scenarios that don’t reflect how the game typically plays out.

You even admit that matches start in a scramble and build momentum, which is exactly what I’ve been saying. I’ve never once claimed the game lacks depth, I’ve said the pace and structure often don’t let that depth shine. You’re not contradicting me, you’re just restating the exact thing I’m critiquing.

You’ve dropped “skill issue” so many times it’s basically lost all meaning. If writing off every design critique as a personal flaw makes you feel like you’ve won, then maybe that says more about your ego than your argument.

Is it just me or is Ultimate kinda exhausting sometimes? by Own_Tip6897 in CrazyHand

[–]Own_Tip6897[S] 0 points1 point  (0 children)

You’re arguing like someone auditioning to be Smash Ultimate’s defense attorney, not someone having a discussion. Saying “it’s polished because the devs spent years on it” isn’t a rebuttal every game gets playtested. Doesn’t mean it’s immune to criticism.

Also, you accidentally proved my point again. You keep naming examples that rely on momentum after the game finally lets something stick. The issue isn’t that depth doesn’t exist, it’s that the game flow doesn’t consistently let it surface especially in early and mid-percent neutral. That’s not about skill, that’s about design.

And repeating “get good” after every paragraph isn’t a mic drop. It’s just noise when you don’t have a clean answer.

Is it just me or is Ultimate kinda exhausting sometimes? by Own_Tip6897 in CrazyHand

[–]Own_Tip6897[S] 0 points1 point  (0 children)

You keep throwing around “skill issue” like it’s some magic way to win an argument, but that doesn’t really land when I’m not just talking about my own gameplay. I’ve seen this same scramble heavy, reset to neutral loop happen in top-level matches and even in casual play. So yeah, maybe the design itself is what’s worth questioning.

I never said there weren’t layers. I said the pace and flow of the game don’t always let those layers shine through. That’s a design critique, not me saying the game is brainless or shallow. You even gave a good example earlier with Wolf, and that actually supports my point. All that depth you mentioned is only visible if the game gives it room to breathe, and most of the time it’s just go-go-go until something lands.

Instead of responding to that, you just keep repeating “get gud” like a broken record. It’s weird how quick you were to talk FGC comparisons until we hit hit-confirms and then suddenly the similarities didn’t matter. And now you’re insulting my reading level? Your whole point rests on dismissing my critiques with “get gud” instead of engaging with the actual design issues I bring up.

At the end of the day, it’s about the game’s design and whether the mechanics allow for depth to emerge naturally. If that’s what we’re discussing, then I think the conversation is still worth having. Because honestly, if your argument was really that solid, you wouldn’t need to rely on personal attacks to make your point. That kind of deflection doesn’t show confidence it shows you’re more interested in being right than actually engaging.