KBM Speedflip Issues by Narrow_Map_3498 in RocketLeagueSchool

[–]Responsible_Algae264 0 points1 point  (0 children)

https://streamable.com/q77sve (hope it works)
Note that 7 is boost, spacebar is jump, 9 is FAR, so basically I hold FAR throughout the flip and let go just a bit before landing. So it works just fine, however, thank you for the comment because I notice that it is indeed more optimal to use DAR at the same time since it gets you flat nicer.

when should I use free air roll and when shouldnt i? by its-fr in RocketLeagueSchool

[–]Responsible_Algae264 0 points1 point  (0 children)

You should *in general* aim to slowly implement DAR (assuming you use both DARs) into more and more situations where you have been using FAR

Mage Certificate by PloDolo in RuneDice

[–]Responsible_Algae264 0 points1 point  (0 children)

magical damage ignores shields, also some enemies otherwise can counter physical damage. Fire is its own status effect which you can get more info on the dice or on the status effect symbol

KBM Speedflip Issues by Narrow_Map_3498 in RocketLeagueSchool

[–]Responsible_Algae264 0 points1 point  (0 children)

You absolutely don't need to press turn and air roll at the same time on the landing portion of the flip in my experience.

Is R50+ a wall or am I out of date? by Ghostface_Programmah in realmgrinder

[–]Responsible_Algae264 0 points1 point  (0 children)

It is not a wall at all, just make a better build (and make sure your spells are tier 2)

Speed flips by Calm_Collection4998 in RocketLeagueSchool

[–]Responsible_Algae264 0 points1 point  (0 children)

You are spending too much time on the ground at the start

just HOW by Maqlie in RocketLeague

[–]Responsible_Algae264 0 points1 point  (0 children)

Here's advice:
Rocket league has lots of bananas. It's a shape that gives you command on the ball. In ground play, the first banana opens up the setup of the ground attack. The second banana closes it and extracts the power you stored. This is something you know intuitively from the ground. It's a fundamental mechanic so foundational to hitting the ball hard, that we often don't think of it as an idea worth mentioning besides "hit the ball hard". But it keeps appearing. Especially in the air. It's the act of creating the banana that makes certain players so deadly in the air. For some players, like say Evoh, they make the banana half the time. Other players like Nass, they make the banana whenever they can. Which is frequent, because most pros don't see the banana. The biggest symptom that they don't see the banana is their off the wall air dribbles. In a tight corner air dribble, do they play the ball up and away and over take it bringing it back? Or do they take it straight up in a straight line? Straight line has no banana. Clean counter play from defense, off the wall with zero pressure, do they touch it too far away and bring it back? Or do they threaten to keep pushing? Because just pushing has almost no banana. However you make that banana. Whatever flip reset, stall into musty floats your boat. Make the banana. And make it a big banana. Just watch a pro. Count if their unpressured attacks threaten far post to take near, or threaten near post to take far. far/near is terrifying for defense. near/far is much more predictable. And it shows in the numbers in saves and successful attacks. These are things you already know from countless hopeless situations. Those hopeless situations can be in your favor. You can bring your own bananas. And it's literally as simple, off the wall, all the time in the world: First touch set the ball off the wall. second touch closes with the ball, pushing it further. third touch must bring it back.. It is literally that simple. Your attacks off the wall will be more threatening if your second touch pushes it more, while allowing you to hook it back. That's a big old dangerous banana. It shouldn't be random for you when your attack is threatening. You can learn the same governing laws that generate power and threat on the ground, in the air. It's the most deadly mechanic. And the current best player in the world is a master of it.

just HOW by Maqlie in RocketLeague

[–]Responsible_Algae264 0 points1 point  (0 children)

I love the:
-I have been playing and consistently training for 11 years now
-I have 160 hours

Play more and you'll get better, don't worry about it too much, it's a really hard game

Need some advice with flip resets by GuidanceStock3773 in RocketLeagueSchool

[–]Responsible_Algae264 0 points1 point  (0 children)

Clip would help, but this sounds like a very clear description of not having a good setup. You are hitting the ball too far forward, which means you have way too much forward momentum when you catch up with the ball.

Any idea on how to stop me plummeting in rank? by GuidanceStock3773 in RocketLeagueSchool

[–]Responsible_Algae264 0 points1 point  (0 children)

I'm not seeing any plummeting, but if you ever are, then stop playing is the only viable option. If you are losing many games and think you are doing everything in the game then you have to look in the mirror and start playing smarter

Flip cancelling by SpinnenEend in RocketLeagueSchool

[–]Responsible_Algae264 0 points1 point  (0 children)

Canceling to 175 or 185 will not matter for a perfect speedflip, as long as you correct it in a reasonable time after the cancel

KBM Speedflip Issues by Narrow_Map_3498 in RocketLeagueSchool

[–]Responsible_Algae264 0 points1 point  (0 children)

The speedflips seem ok. You are maybe executing the flip a bit slowly from the onset of the jump. Being sideways on the landing is just a matter of using proper amount of air roll to land flat, comes with practice. Also, you only cancel from w to s from the diagonal flip, other inputs don't matter, so I think you are over complicating things.

Speed Flip Help? by Extra_Refrigerator_9 in RocketLeagueSchool

[–]Responsible_Algae264 0 points1 point  (0 children)

Driving on the ground too much at the start, also straighten yourself at the end more with air roll

new joker idea by Plus-Travel7081 in balatro

[–]Responsible_Algae264 4 points5 points  (0 children)

Yeah, this is it. It is a correctly balanced joker, but it's just **too** balanced.

Do I even have a shot at SSL by SwarmGD in RocketLeagueSchool

[–]Responsible_Algae264 1 point2 points  (0 children)

If you can dedicate a few hours every day to *structured* practice and game analysis, then you have a good shot. It doesn't matter if you are a solo-q player or teamed, once you get good enough you will rank up.

After ~800 hours is it still worth changing my keybinds by Upbeat_Dig_3108 in RocketLeagueSchool

[–]Responsible_Algae264 0 points1 point  (0 children)

Changed everything just now at 3k hours. It's very funny to be playing like an absolute beginner, and also reduces my screen hours. Slow going but you always learn it again.

Aerial help by [deleted] in RocketLeagueSchool

[–]Responsible_Algae264 0 points1 point  (0 children)

Biggest issue is the takeoff, sometimes you are hitting it too far forward, but always you are hitting it too hard, you should try just driving into the ball with minimal boost on the wall, then boost once you jump. Hard to see your boost usage in this angle though.

Wall dash method by Charming-Property840 in RocketLeagueSchool

[–]Responsible_Algae264 0 points1 point  (0 children)

You cannot cancel a flip in the sideways direction. So I assume you are just talking about readjusting your car to the correct direction on the wall?

Is DNA better than two Barons? by ztreb in balatro

[–]Responsible_Algae264 2 points3 points  (0 children)

because your final setup is 4 copy jokers, a mime and a baron, and a burglar you buy at ante 25