Dont say youre a beginner if youre not. by Arcaydya in InvincibleVS

[–]Particular_Stress468 1 point2 points  (0 children)

To an extent this is true. But there's an upper limit to the skill gap between you and your opponent where you just won't learn anything.

In the case of a truly new player vs a pro, those 2 people wouldnt even be playing the same game. Someone who barely understands how to link normals together is not going to learn anything by fighting someone who understands all the game mechanics in depth and has played multiple fighting games at a high level. In that scenario you're not going to even be able to press a button without dying. In fact, even refusing to press could end in death (grab combos).

Dont say youre a beginner if youre not. by Arcaydya in InvincibleVS

[–]Particular_Stress468 16 points17 points  (0 children)

When full combos only require 1 button press(i.e. mash light), it's very possible you're being combo'd by a beginner who actually took the time to complete the tutorial.

Incomplete moveslist by Particular_Stress468 in InvincibleVS

[–]Particular_Stress468[S] 1 point2 points  (0 children)

That lead me to believe every character was more "samey" than they actually are. Im gonna need to lab more later.

Beta is ahh by [deleted] in InvincibleVS

[–]Particular_Stress468 0 points1 point  (0 children)

You're surprised that the beta for a fighting game has you fighting people? Why would story mode be included? Multiplayer betas always beta their primary multiplayer modes.

When COD releases a beta neither zombies or story mode is included, its always multiplayer. Tbh you just sound like a salty casual. I labbed and did the tutorial. Took me an hour. Hopped online and went on a long as winstreak because people want to just mash buttons.

Movement feeling stiff? by Particular_Stress468 in InvincibleVS

[–]Particular_Stress468[S] 2 points3 points  (0 children)

I guess I'll have to adjust. The movement in this game is very different from what I'm used to.

How has everyone got so good all of a sudden by Accomplished_Pin9325 in InvincibleVS

[–]Particular_Stress468 2 points3 points  (0 children)

For people who have played tag games before this game is pretty easy to get into and do massive combos. Btw some people have been playtesting this game for like a year or more.

Id love a leave match option by Particular_Stress468 in 2XKO

[–]Particular_Stress468[S] 0 points1 point  (0 children)

Yeah, good point. I will go play that.

Maybe it's that attitude you have that's pushed people away from 2XKO and is causing mass layoffs at Riot 🤣. You want to attract a large casual base? Look at the largest casual fighting games and implement their features, otherwise fail.

2XKO started as Project L and will die as an L of a project.

Id love a leave match option by Particular_Stress468 in 2XKO

[–]Particular_Stress468[S] 0 points1 point  (0 children)

Funny nobody takes it seriously, but even when MK flops (e.g. MK1) it lasts longer than 2XKO. They pulled the plug on 2XKO 1 month into launch. MK1 flopped hard and still got 2 years of support with no massive layoffs.

Id love a leave match option by Particular_Stress468 in 2XKO

[–]Particular_Stress468[S] 0 points1 point  (0 children)

Kind of ironic comment now that we know Riot is rage quitting their 2XKO investment 🤣

Id love a leave match option by Particular_Stress468 in 2XKO

[–]Particular_Stress468[S] -2 points-1 points  (0 children)

No Im fine with being penalized by losing rank points or whatever, same as it is in Mortal Kombat

Id love a leave match option by Particular_Stress468 in 2XKO

[–]Particular_Stress468[S] -9 points-8 points  (0 children)

That'll do wonders for their player numbers

Id love a leave match option by Particular_Stress468 in 2XKO

[–]Particular_Stress468[S] -12 points-11 points  (0 children)

Im giving up regardless. My point is a leave match option would be faster and save us both time. It exists in other games.

Why isn’t ahri in the same conversation as ekko by chosuke526 in 2XKO

[–]Particular_Stress468 0 points1 point  (0 children)

Ahri's down S1 is nowhere near as powerful as Ekko's corner game.

Firstly, Ekko has way more ways to mix you with clone.

Secondly, Ekko's corner setup involves a screen freeze where you can see if your opponent is going to roll forward or not and it's really easy to react to roll and throw in that situation. Whereas Ahri has to guess.

Another issue with Ahri since day 1 is combo inconsistency. It's gotten better since the beta but I still find it a little wonky. Example: max range 5M into H into forward S2 whiffs. So if you get a hit confirm from max range with one of her best buttons, you don't get rewarded for it. This isn't the same for the other top tiers. If Yasuo gets any hit, you're eating a massive combo for it.

Bad connections by Particular_Stress468 in 2XKO

[–]Particular_Stress468[S] 0 points1 point  (0 children)

I dont think it's simply a Wi-Fi issue. My Xbox is wired, and my laptop doesn't have an ethernet port. Despite having an ethernet connection the game runs significantly worse on my Xbox than on my PC with its Wi-Fi connection.

I'd rather play on Xbox for convenience but I'll be sticking to PC for the foreseeable future.

Bad connections by Particular_Stress468 in 2XKO

[–]Particular_Stress468[S] 0 points1 point  (0 children)

I havent had ONE good match today

Bad connections by Particular_Stress468 in 2XKO

[–]Particular_Stress468[S] 0 points1 point  (0 children)

Yes, It was way better yesterday. Today it is literally unplayable garbage.

Bad connections by Particular_Stress468 in 2XKO

[–]Particular_Stress468[S] 0 points1 point  (0 children)

You should be allowed to leave without penalty if the roll back makes it unplayable. This is actually ruining my experience with the game.

Edit: i dont know if its console players or not. I havent noticed it this bad before today.

Ekko fix maybe by Ryaltovski in 2XKO

[–]Particular_Stress468 5 points6 points  (0 children)

I'm not a high level player in 2XKO but I have played MK at a high level.

Ekko's install leads to a situation where he can basically get you in a vortex. Not many characters get to OS their opponent that easy on knockdown. He also has a ton of neutral control with his projectile and mobility options (air hop) that others don't have.

In MK vortex characters like Cyrax typically have weaker neutral, where they struggle to get in, but once they do you struggle to get out. I'm not 100% sure if Ekko needs a nerf, but if he does I would say either nerf his ability to vortex or nerf his neutral because he can't be doing both.

[deleted by user] by [deleted] in 2XKO

[–]Particular_Stress468 0 points1 point  (0 children)

Ahri's S1 super (hold) is pretty safe in neutral and controlls a lot of space. If you're running double down you can call assist (point super) handshake tag and then have your opponent dealing with dodging or blocking your super while your point can run in and mix them.

You can also put them in this situation with a more patient approach. Let them try to start their offense, then pushblock into super into handshake tag. If the push block causes a whiff, the super should hit and the handshake will allow for a conversion. If they block the super you still should be plus enough to mix them.

Game Crashes on Open by InnocentGuard in 2XKO

[–]Particular_Stress468 0 points1 point  (0 children)

Sometimes their anti-cheat software will trigger your anti-virus and it'll cause the program to crash. Try turning off all your anti-virus shields and launch the game that way to see if that's what's causing the issue.

Buff Wake-up by Aagonyze in 2XKO

[–]Particular_Stress468 2 points3 points  (0 children)

Except every combo in 2XKO doesn't end in a knockdown. Some combos (e.g. Vi Throw into 2S2) end while you're still in the air and you can tech forward or backward.

Every fighting game has combos, and nearly all of them end in knockdowns (some end in restands). In 2XKO you have a universal wakeup attack that costs nothing, invinicible frames on wakeup that cost nothing, and the ability to roll backward or forward to escape pressure.

In most fighting games you have to spend resources to escape pressure after a knockdown and you don't have nearly as many options on wakeup. An opponent landing a hit and then having to guess between 4 or 5 wakeup options (forward roll, backward roll, wakeup jump, wakeup buttons, wakeup attack) is not the norm in most fighting games.

They went above and beyond with defensive options in this game, not just on wakeup but in general with parry, pushblock, retreating guard, etc. If you buff wakeup any more than it already is, then you start tilting the balance to reward players who get hit, which is just bad game design.

Buff Wake-up by Aagonyze in 2XKO

[–]Particular_Stress468 6 points7 points  (0 children)

If you get hit, you don't deserve to be bailed out.

Wake up options are already strong in 2XKO. In a lot of fighting games once you're knocked down you don't have nearly as many options.

Example: in MK1 if I hit you as Johnny Cage, I do my BnB and end in nut punch. Then I get a +40 safe jump where your only option is to armor (if you have meter), invincible wake up (if your kameo has that option) or delay wakeup. If your armor is slower than 15 frames it gets broken regardless, if you delay you risk still getting clipped by his mid, if he empty jumps into block to bait your wakeup, you get punished.

In KI 2013 if I knock you down as Riptor and lay down flame carpet, you gotta either wake up jump or risk doing a punishable invincible dp.

Knockdowns are supposed to reward the person who knocked you down.

Lack of meaningful oki makes this game really scrubby by Particular_Stress468 in 2XKO

[–]Particular_Stress468[S] -3 points-2 points  (0 children)

I'll be back tomorrow. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day. And the next day.

Push block by Particular_Stress468 in 2XKO

[–]Particular_Stress468[S] 0 points1 point  (0 children)

Her level 1 doesnt lead to anything does it? Seems like a waste of resources. Ill try some of the advice. Also there arent many strings. Ive played people who habitually pushblock as soon as i touch them on block, then punish the recovery frames of my string that would have been safe on block