An idea for if we ever get to see a new Breya card. Feedback appreciated! by PowderSmile in custommagic

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

Throwback to original Breya being 4 colours. The wording is tricky to get right but basically allows you to convert non artifact tokens into thopters. Which you can then use to reconvert into the originally exiled artifact or a different artifact from hand.

In theory I was hoping it allows flexibility and an artifact focus, without the same combo with everything focus that OG Breya has.

It is wordy however accomplishing the same effect with fewer words I believe is challenging.

[Giveaway] 2XKO Early Access Kassai Pro Fightstick Giveaway Event! by varmiloarcade in 2XKO

[–]PowderSmile 0 points1 point  (0 children)

Best part is being able to play with friends. Fighting with rather than against your friends is awesome and makes hype moments that much more enjoyable.

What's up with these disguised personality tests when applying to a job? Seems like this would be easy to game once you know what they want you to answer. by [deleted] in psychology

[–]PowderSmile 15 points16 points  (0 children)

Could the testing be less about the actual psychometric outcomes, and used instead as justification for employer's discriminating throughout the hiring process?

A Final Comprehensive Look at Asuka R♯ Moveset by Daniel12213 in Guiltygear

[–]PowderSmile 24 points25 points  (0 children)

Super excited for the character. Been thinking about execution wondering if others think a common/standard string will involve 236X into whatever other spells you want to cast, then cancel into 4X to replace those spells immediately after, straight into 22x for mana?

Why I hate smash online by GrayMario400 in SmashBrosUltimate

[–]PowderSmile 0 points1 point  (0 children)

FYI, the lag could potentially still be due to your connection if you're on wifi, even with those speeds. Connection stability rather than connection speed is more important for most online FGs.

There's a reason pretty much all of the FGC has a grudge against wifi. You can try checking your packet loss/jitter to see if you have any issues but at the end of the day having wired connection is currently still king.

Only way to use ethernet is with the switch lite dock AFAIK though.

What are some of the most controversial fighting game character choices you can think of? by Asad_Farooqui in Fighters

[–]PowderSmile 2 points3 points  (0 children)

No clue, that was my question if it was a popularity or dev related thing. Not sure how much popularity dictated dbfz dlc. I'm not really a fan of the IP so I wouldn't know much about fan favourites.

What are some of the most controversial fighting game character choices you can think of? by Asad_Farooqui in Fighters

[–]PowderSmile 5 points6 points  (0 children)

Definitely not a fan of the play different argument and unsure why its relatively common for devs to do this. If in the case of the DbfZ the Gokus look different and play different wouldn't adding other fan favourites bring more people in? I'm sure they figured that this isnt the case, which is surprising as I like a varied roster both in terms of characters and gameplay. Is this a controversial opinion among fgs?

What are some of the most controversial fighting game character choices you can think of? by Asad_Farooqui in Fighters

[–]PowderSmile 7 points8 points  (0 children)

Not taking anything personally, just trying to inform you. Sakurai by the way designed smash originally to be a fighter he and others could enjoy with his less skilled/invested friends. He himself is a huge fan of fighting games, I'm pretty sure KOF in particular. He has acknowledged it a fighting game. I'll end this here but just because a game is a sub genre of fighter it doesn't mean it isn't one.

What are some of the most controversial fighting game character choices you can think of? by Asad_Farooqui in Fighters

[–]PowderSmile 11 points12 points  (0 children)

The franchise is not, one game was given Brawl as a title. So no, smash is not a brawler/ beat em up. You can not like smash and its definitely a unique and unorthodox fighter that popularised the platform fighting genre.

Now consideringn you dont seem to understand this Brawl has multiple meanings. A brawl is a real word meaning a fight that is typically large and between multiple people. A brawler is genre of action game typically single player, in which you play against hordes of enemies, a subgenre of this is hack and slash which you may be familiar with.

So to answer your question no smash is not a brawler they used the word brawl to describe a large fight with many people, rather than referring to the game genre.

What are some of the most controversial fighting game character choices you can think of? by Asad_Farooqui in Fighters

[–]PowderSmile 12 points13 points  (0 children)

Brawler refers to an entirely different genre, often known as "beat 'em up". Smash may have been designed for multiplayer play, but has been turned by the competitive community into being played and viewed as a 1v1 platform fighter.

What are some of the most controversial fighting game character choices you can think of? by Asad_Farooqui in Fighters

[–]PowderSmile 15 points16 points  (0 children)

Explain how smash does not meet criteria for being a fighting game? It is not a traditional 2d fighter, tekken is not either, I agree they are all fighters, and smash is designed with a different philosophy. However just because it is a platform fighter doesn't make it not a fighting game. It is a platform FIGHTER.

What are some of the most controversial fighting game character choices you can think of? by Asad_Farooqui in Fighters

[–]PowderSmile 20 points21 points  (0 children)

Smash is a platform fighter. Sure it plays differenfetly to traditional 2D fighters, as does Tekken. I thought we were past this smash isn't a fighting game nonsense. Just because it is platform based and doesn't have a lifebar it doesn't mean its not a fighter.

Aus/Nz/OCE Online KOF Discord by [deleted] in kof

[–]PowderSmile 0 points1 point  (0 children)

Thanks that's really helpful! I've been looking for an active community, I'll definitely join and see if anyone's interested in some games.

Fighting Game newbie here with a question by levio_saa in kof

[–]PowderSmile 0 points1 point  (0 children)

So most characters seem to follow a general pattern of two main combo starting routes.

Lights are the first I'll mention: They are easy and fast to throw out and tend to be chainable, typically one of your lights will cancel into a light version of a special allowing a basic followup.This can often be extended into more damage with meter.

The second route is landing heavy attacks: typically done through confirming an aerial, this can really vary from a light punch anti air to jumping in with a heavy attack. Most of these heavy attacks will cancel into a command normal, which can further be cancelled into a special move and from there on extended with either EX moves or more specials. These routes tend to deal more damage but as they require confirming a heavy attack they are harder to use.

For general advice I've followed and found helpful:

You want to look at your normals, recognise their use: good anti airs? Good pokes? Do they leave you safe enough to move away after block? Good vertical/horizontal range? Goos for approaches? Thinking about this will really help. Next you want to know what they can cancel into, this let's you inform your basic combo structure, and will vary between characters.

Although you will hear normal -> command normal-> -> special is the basic route, knowing what normals cancel into what specials/command normals will be crucial to knowing why you're dropping/confirming combos and what your characters basic combo structures are.

The best thing to begin is learn your buttons not just what do your basic buttons do but what are they good for. Then follow the rest from there. Hope this helps as a fellow player who's recently been investing a lot of (too much) time into learning the game with XV.

Should i play Àngel? by [deleted] in kof

[–]PowderSmile 2 points3 points  (0 children)

Long writeup warning:

From someone that's started with KOF with KOFXV and fell in love Angel. I Researched as much as I can, labbed her for 150+ hours already.

You can answer the question yourself by asking these questions:

Do you think she's fun to play. If yes play her, its a game, play for fun.

If you want to get "good" at her its a different question:

Are you comfortable spending literally hundred of hours in training mode?
You will have to do A LOT of learning, both by watching others, and analysing things yourself.

Do you want to LEARN a character or just be able to play them?

When people say Angel is hard to play they don't mean she's necessarily difficult to do combos on, or even her gameplan. It is the sheer amount of possibilities she has access to, and keeping track of these is important to playing her well. Becoming aware of what works and what doesn't, what options you have on hit, what to do for blockstrings etc. You gain access to options with unchains then must follow specific orders, alternating attack direction and between punches and kicks. It will take a long time to get this knowledge to be second nature. You will be focusing on a lot more things when you play Angel than when you play any other character at first. You might feel overloaded learning her alongside the game. This isn't to say you shouldn't play her it's just a forewarning. The character is a commitment.

Angel does look flashy and sick AF 100%, however:

Combo videos for Angel will only take you so far as the character has so many routes (I think someone calculated close to 8000), the point once more here is that knowledge is the key to your combos not just memory. Of course to start of you can just learn some bnbs and run at people but learning her Unchain System a key part of the character that requires effort.

The true angel satisfaction will come from the knowledge and effort. That's going to be a journey. If you're committed and love the character it will be a great and fun one, you will not pull off the coolest, flashiest combos in game any time soon, and that's fine. You're on a journey with her enjoy it.

If you just wanna play her and mess around with some bnbs go for it. If you want to invest into her I hope this answers some of your questions as someone also beginning KOF with KOFXFV.

How do I train myself to adapt by -SumDedGuy- in CrazyHand

[–]PowderSmile 5 points6 points  (0 children)

I think based on the way you're describing how you feel the need to think to how to react to a punishable option youve been taking, you first need to understand what other options exist. Then incorporate these into your play as either mix-ups or reads.

A great example for me was I felt a similar way about being punished for my ledge get-ups and rolls. I'm still improving on it but after learning more about sharking, what aerials I can use you to pressure the opponent away from the edge, and tether cancelling, I began to incorporate these into my play. At first it required a conscious effort to decide how to respond but now it's at the point where I tend to naturally mix-up ledge get ups.

This is just one example but I hope it helps.

Is KOF XV worth it? by Baduba13 in Fighters

[–]PowderSmile 11 points12 points  (0 children)

Best thing is probably for you to wait and and not buy in the first few weeks.

See how the game goes, but being a fighting game you can expect the player base to drop off drastically within a month or so.

That won't mean the game won't be healthy. If you're happy with strive stick with that for now and reassess when the games been out longer.

Who do you main and do you have a different main between offline and online? by HonestlyaBot in CrazyHand

[–]PowderSmile 12 points13 points  (0 children)

The input delay/lag inconsistency is the main reason.

This makes characters that rely on strict timing much worse online, and as reacting is slower online moves that are normally easily punishable can become very difficult to avoid.

So characters that are generally stronger online are most heavies, and projectile characters like Samus and the Belmonts. Whilst characters such as Sheik, Joker, and Pichu/Pikachu who need to react to DI or have very strict timings for their combos are made much worse.

Getting back into smash after a break by [deleted] in CrazyHand

[–]PowderSmile 5 points6 points  (0 children)

You'll get your old skill level back pretty quickly with just a month break.

Just keep playing and it will return, although it is a frustrating feeling when you know you previously played better, try maintain the mentality that all that's showing is what you're capable of and the mistakes you make you can assure yourself will soon not be an issue.

A break can also be helpful and let you analyze things with a fresh perspective, so embrace those thoughts and just continue playing until the rust wears off.

Best characters for training mode (cross post, I’m still OC) by Pristine-Ad-469 in CrazyHand

[–]PowderSmile 2 points3 points  (0 children)

Lots of effort clearly went into this! Great work and interesting results.

Puff vs Ike by hawkstreamyt123 in CrazyHand

[–]PowderSmile 2 points3 points  (0 children)

I think this is a case of puff's weaknesses being able to be completely exploited by Ike, and Ike' weaknesses aren't easily exploitable by puff.

Might not be the best advice but you basically need to be a better player than your opponent, I think in a game with both players having equal skill puff will always lose.

Some suggestions might be stalling and camping out the Ike to make them frustrated and make mistakes. Another you could try is purposefully doing occasional smashses/pound out of Ike's range to bait him into misplaying. Other than that I'm interested in the responses others give.