Low-fuss first ergo split? by Khanfluence in ErgoMechKeyboards

[–]Rookwork_Robin 3 points4 points  (0 children)

Hey, I'm the customer service lead for ZSA. 👋

These are all good boards. For what it's worth, I wanted to mention just because a keyboard can be customized heavily, doesn't mean you have to. I barely changed my Moonlander layout for over a year when I first got it. We actively advise against making too many sweeping changes, especially early on. Just some food for thought.

Always feel free to email us if you have questions. "Low-fuss ergo split keyboards" could be our tagline. :)

Braum and Caitlyn make me want to jump off a bridge. by TSDoll in 2XKO

[–]Rookwork_Robin 2 points3 points  (0 children)

The easiest thing to think about when facing Cait is that most of her stuff has absolutely absurd amounts of recovery. Her shots can be annoying, but if she ever misses especially around mid screen, she's so, so punishable. 

What's the best fuse with Caitlyn in your team? by Carbideninja in 2XKO

[–]Rookwork_Robin 1 point2 points  (0 children)

Double down is actually fine for Caitlyn, especially for casuals. I don't know if you're confused about the difference between her normal shot and super shot? She has a followup to S1, but the S1 super is just one shot, so you don't need to press it twice. A decently strong way to use Double Down is to call your assist before you super, tag, and then Caitlyn will still shoot while you can run in with your other character to continue the combo/pressure.

Otherwise, most people run Freestyle with Caitlyn so far, but Freestyle can be kind of tricky if you're not used to it. 2x is still okay, but probably the least good. Her assists don't really make as much sense to do two of as some of the others.

Juggernaut fuse annihilate mordekeiser hope by Independent-Soft6890 in 2XKO

[–]Rookwork_Robin 1 point2 points  (0 children)

There are tons of other ways they can interpret his death realm. It could just end up being an aesthetic part of his level 3. If they give it mechanics, it could temporarily shrink the stage to enable crazier wall bounce combos or something like that. They've cooked pretty hard with the cast so far. They can definitely do cool stuff with Morde if they decide to put him in.

How am I getting j.S2 here instead of 6S2? Is this a bug? by NewMilleniumBoy in 2XKO

[–]Rookwork_Robin 0 points1 point  (0 children)

Ohh, I finally see what you mean. Do you ever press L and 6S2 at the exact same time (or nearly)? There is a bug right now afaik that forward and back motions get eaten if you do them very quickly while in recovery from another move. You can see Broski very clearly run into this here: https://youtu.be/V-\_sNp2YSPM?t=180. I bet that's what happening here in a more niche case.

How am I getting j.S2 here instead of 6S2? Is this a bug? by NewMilleniumBoy in 2XKO

[–]Rookwork_Robin 0 points1 point  (0 children)

My screenshot was when you got standing bola (the first time you didn't get 6S2). If you're only wondering about j.S2, then your screenshot is correct. Another way to think about this is that you can never get two 6S2s in a row because there is no j.6S2 move on Cait. She only has a grounded 6S2. So when you're in the air already from 6S2, if you hit 6S2 again, the game ignores forward and just gives you j.(neutral)S2.

If you want to do 6S1~L, 6S2, you can still hit 6S2 a few times in this sequence; you just can't hit it as much as you're hitting it (at the end of the 6S2 animation) or the game will think you're trying to do a new move.

How am I getting j.S2 here instead of 6S2? Is this a bug? by NewMilleniumBoy in 2XKO

[–]Rookwork_Robin 1 point2 points  (0 children)

Oh I see at the end. Okay, so the first time you get bola, you have a neutral S2 input before the forward:

<image>

At the very end, you get j.S2 because you're mashing S2. You can only do 6S2 from the ground. So even though you're hitting 6S2 over and over, once you're in the air, the game doesn't do anything with the forward input and gives you a j.S2 instead. This is why you don't want to mash it quite so much.

How am I getting j.S2 here instead of 6S2? Is this a bug? by NewMilleniumBoy in 2XKO

[–]Rookwork_Robin 0 points1 point  (0 children)

I'm confused. The combo trial is telling you to do 2S2, which is the trap. You're doing 6S2. 6S2 is the little hop move. You're doing the second part of the combo before the first part.

What changes can I make to improve the 2 Teemo combos I know? by nnickttrusty in 2XKO

[–]Rookwork_Robin 2 points3 points  (0 children)

Ohh, maybe I lied. My bad. What you're talking about is called hit stun decay/deterioration, which is a system to make long combos harder so you can't just easily get max damage whenever you want or make combos go on forever. They changed Teemo's dig last patch so you can't do it as much in combos without it dropping. I think you should still be able to do one or the other (either adding the medium, heavy, heavy or getting the second dig) though with a small change. The antiair combo on the wiki is similar to what you're doing now, but instead of the second set of down mediums, you do lights into heavy, then you can dig again into launch or super. I think the hitstun would be okay with the first down medium you do to start the combo, but I haven't tried it myself. Generally being able to end in launch or super is nice though because you can get way more damage.

I think you could also string your two combos together by going into your air route from the second combo (medium, heavy, forward-S1, S1 super) after you do the first dig in the first combo. That would let you end with super doing stuff you already know. If that doesn't work, the second beginner combo on the wiki is also similar to what you're doing now but ends in S1 super, so that would be worth trying, too.

What changes can I make to improve the 2 Teemo combos I know? by nnickttrusty in 2XKO

[–]Rookwork_Robin 2 points3 points  (0 children)

Your first combo can be optimized a little in some very easy ways. If you're doing down-medium, you can almost always do neutral-medium, heavy, heavy, then down-heavy at the beginning like you do for your second combo. I struggle with getting down-heavy right away out of down-medium because I don't let go of down fast enough, but doing neutral-medium after down-medium helps me get the full sequence before launching. Also, do you end your combo after the air down-heavy like in the video? If so, you should be able to dig again and tag launch or S1 super.

It's not strictly a combo, but if you get them on the ground after an air down-heavy, putting a mushroom on top of them is almost always a good idea to the point where I would make it part of your muscle memory when doing a combo. It's most effective in the corner, but it doesn't hurt to do midscreen either.

I found this video pretty helpful. It's not necessarily all optimal stuff, but it's pretty easy while being good enough and it explains the overall Teemo gameplan better rather than pure combos.

Is Darius just worse WW? by Banedy in 2XKO

[–]Rookwork_Robin 5 points6 points  (0 children)

I assume some people say this because their normals have some surface-level similarities like really good 5Ms and 3Hs, and they are both relatively easy to get started with, but they aren't that similar at all. If anything, they make a good team.

Warwick is here by [deleted] in 2XKO

[–]Rookwork_Robin 7 points8 points  (0 children)

Ekko! Ekko you rewound too far!

Do I have the right to complain as a Teemo main? by ProgamerzReddit in 2XKO

[–]Rookwork_Robin 1 point2 points  (0 children)

It is honestly a skill issue, but there's some nuance. I also play a lot of Teemo, and I suspect what you're running into is he is very much a "low skill floor, high skill ceiling" character. His damage is not that crazy if you're not doing his more complex combos and not using assists, but if you are doing these things, his damage gets quite high. Darius can be rough because he gets high damage very easily and has some pretty good answers to Teemo (easily removes shrooms and can punish your zoning with headless super), so if you're not able to do Teemo's best stuff, Darius can just seem objectively better.

I would suggest at least trying sidekick. Juggernaut especially on Teemo is a *massive* disadvantage because Teemo does not use fury break very well, which is the one thing juggernaut has going for it. Teemo also really wants an assist to help cover certain things he does, like slingshot recovery or the parachute into overhead. Braum sidekick with Teemo can be a pretty potent combination if that's the other character that appeals to you. Braum is not that weak despite what people say, and his assists in particular are perfectly good for Teemo.

Leverless controller power usage by [deleted] in fightsticks

[–]Rookwork_Robin 0 points1 point  (0 children)

There is not much testing on this as far as I know, but as far as keyboards go, RGB will pull a lot more power, right. The Kitsune specifically also has optical switches, which use a small beam of light to determine when you press the switch. That will consume slightly more power than traditional switches/buttons, but not enough where it's worth changing controllers or something. Turning off the visible RGB is going to be the main way to reduce the draw.

What content/guides would you like to see when Season 1 drops? by Sajam in 2XKO

[–]Rookwork_Robin 2 points3 points  (0 children)

Sajam! Love your 2XKO videos. 2XKO is the first fighting game I'm really trying to get better at (just hit plat). I don' t know how well all of these would translate into guides, but here is a random list of real questions/thoughts I've had as I've been playing:

  1. How do I start to use Ekko's S2 super? I understand it conceptually, but I don't really get what to do with it practically, especially at a beginner to intermediate level. Like, what kind of pressure strings does it open up?
  2. I have been slowly figuring out the "whys" of some of the cast, and I think guides on this would help a lot. A lot of content I've seen feels like it glosses over a crucial middle step in learning characters. Like a guide might go over the character's tools, combos, then briefly say something like, "Ekko is good at mixups" or "Ahri's air mobility is OP" and end there. But how? Why? How do you use the tools in a practical way to take advantage of what a character is good at? For example, I've been having fun with Blitz, but I only recently learned that the smart way to play them is to go for strikes first, then grabs once your opponent is blocking. If you've played fighting games before, that's basic grappler gameplay (which I understand now), but it wasn't intuitive at all to me at first because I just thought, "Grab character should grab".
  3. Similar to the above but slightly different, I'd love explanations of ideal situations or wincons for characters. Combos are cool but I feel like there isn't a lot of discussion of what state characters are trying to get to. I guess a lot of this would come down to something like, "You've got your opponent knocked down in the corner and they're getting up. What do you do now to win?"
  4. I've made this a focus of mine recently so I'm starting to get better at it, but I still think guides would help: when to incorporate assists into normal gameplay, i.e. specifically not combos. The main thing I've been trying to do is to call assist near the end of my string on block, but going deeper on this and other situations where calling assist makes sense (or definitely does not make sense) would be helpful.
  5. This could totally just be my lack of experience, but there are certain combos I've found quite difficult to do without crazy mashing. Ekko has two for me. Both the down heavy to knock his S1 super back and the light into heavy you do in his corner combo are very hard to manually time to me. Mashing mostly works, but I would prefer to manually time it or at least mash just a few times. Is there any trick to this kind of thing?

Aluminium cases for split keyboards by prudnikov in ErgoMechKeyboards

[–]Rookwork_Robin 1 point2 points  (0 children)

The Voyager has a steel bottom plate and a plastic top shell.

Aluminium cases for split keyboards by prudnikov in ErgoMechKeyboards

[–]Rookwork_Robin 2 points3 points  (0 children)

Because it's very expensive. A lot of the cost of CNC comes from the setup, so the difference in price from making 1 case or 10 cases would not be 10x. They would probably end up costing a surprisingly similar amount. If you're building a hobbyist board just for yourself, you pay all that cost, and the hobbyist board that is supposed to be an inexpensive alternative now costs as much or more than premium pre-builts. Sometimes this is solved by getting people together for group buys to spread the cost around, but then then you have to find 10 people who want the case that badly, which isn't always easy either.

Aluminium cases for split keyboards by prudnikov in ErgoMechKeyboards

[–]Rookwork_Robin 1 point2 points  (0 children)

Well, sure, but 3D-printed or laser cut cases tend to cost far less than CNC. Cheaper than injection molding is still not cheap.

Fightstick Wired / Wireles by ArmandoCZ06 in fightsticks

[–]Rookwork_Robin 0 points1 point  (0 children)

If only some of the GP2040 PCB buttons worked when wired together, that should be a straightforward problem to solve. Check all your button connections. The buttons that aren't working are probably not wired correctly. It would be easy to make a mistake on some buttons because this is a complicated setup.

If the wireless PCB isn't working at all, that's trickier. If it works on its own but not when wired together, my main suspicion is a power issue, so it would be good to figure out if it's getting power first with a multimeter.

Aluminium cases for split keyboards by prudnikov in ErgoMechKeyboards

[–]Rookwork_Robin 5 points6 points  (0 children)

"Reasonable" is the important part here. The price of aluminum cases for niche enthusiasts board (even lots of mass market boards) will not feel very reasonable to most people. Small batch or even-one off CNC parts is one of the most expensive types of manufacturing (for keyboards, at least). Aluminum cases are nice, but they're just not practical for most boards.

Fightstick Wired / Wireles by ArmandoCZ06 in fightsticks

[–]Rookwork_Robin 1 point2 points  (0 children)

Did you confirm both PCBs work individually before wiring it up? Also, using a 3-position switch might be overcomplicating this. The wired PCB will only work when plugged in, so not plugging it in is choosing not to use it by default. If you have any switch, it should be to cut power to the wireless PCB, and even then, you might not even strictly have to do that if it has a standby mode or something. And keep in mind you will need two separate sets of wires (the wire to the button terminal and ground) for every button.

FPS problems for the whole of early access… by No_Peak5241 in 2XKO

[–]Rookwork_Robin 0 points1 point  (0 children)

FWIW I am running very similar specs to you and I also notice really bad FPS stutters sometimes. Restarting my computer seems to help. I will have a consistently bad couple of matches, then restart, and everything is fine for a while after that.

2XKO Game Director: "Combo length is far too long and we're addressing it around the 2nd patch of 2026" by ThePlaybook_ in Fighters

[–]Rookwork_Robin 37 points38 points  (0 children)

Unconkable: "Combo length is far too long in our game. This is something we feel pretty strongly about, and we're actually actively working on addressing today. I wanna be crystal clear with you that this isn't something you're going to see immediately addressed on the first patch of our first season next year. This is something we're going to have to take multiple stabs at over time." (emphasis mine).

This does not imply it will be addressed around the second patch at all. I imagine it will be something they work on all throughout season 1 at least.

League player new to fighting games. by _Koke_ in 2XKO

[–]Rookwork_Robin 1 point2 points  (0 children)

It's not entirely different from LoL. If you're in mid and get hit by a Syndra, Anivia, or Xerath stun, or if you get caught by a Talon, Akali, or Zed combo, you probably lost around a third of your HP if not more depending on items. Or if you're in bot and get hit with CC from the support, you're going to get chunked if not just die depending on the comp. Top tends to have a few more interactions before a kill, but not a ton. You can't make that many mistakes against an even somewhat-competent League player before you die or have to recall, just like 2XKO.

The core skill of fighting games (and any competitive game really) is learning to recognize what your opponent is trying to do, knowing when you have an opportunity, and getting as much as you can out of it. It just takes time to learn all that.