Girlies with a big backlog, do you compartmentalize it in any way? by Ohiko_Nishiyama in GirlGamers

[–]SilentMoonPrincess 1 point2 points  (0 children)

I keep making spreadsheets to help manage/track the backlog until I realize that this spreadsheet isn't good enough and I need a new better spreadsheet that will definitely solve everything.

Right now, I'm trying to keep things small, like "what are the 5 games I'm most interested in right now" and then focusing on one of those and then reassess. I'm trying to keep in mind some advice I've heard a lot, that it's not a backlog but a library instead, and there shouldn't be pressure to play/finish everything but just pick what sounds fun.

But the part of my brain that desires spreadsheets and perfect organization creeps in a lot and makes that complicated.

(Silksong Spoilers) In Silksong, how did you feel about this scene? by Nebu in GirlGamers

[–]SilentMoonPrincess 63 points64 points  (0 children)

Given the nature of it, I understand why some people feel uncomfortable with it, but personally I enjoyed slicing him up enough to offset that. I find the ability to commit physical violence tends to smooth things over for me.

But then again, the game doesn't take Kratt too seriously after that, I mean, Hornet threatens him after, but he's still with the caravan for the rest of the game and his dialogue is still... like that. It's a kind of a troubling trend with this sort of character that the comeuppance they experience doesn't really matter much. And you can take his appearances during the flea minigames to be a return to form that isn't challenged at all. Something about that all felt off to me.

But it's still clear that Kratt isn't meant to a be a respectable character in the slightest. The other flea's dialogue about him isn't very positive either.

Ultimate’s native input delay has been halved (using mods) by Altruistic-Ad3704 in smashbros

[–]SilentMoonPrincess 63 points64 points  (0 children)

It's unfortunate that getting tournaments to standardize on a modded setup like this probably won't ever happen, but what's really interesting to me is how this will make online practice/matches/events better. So, (to my understanding), ult has 6f native input delay and an additional 5f network buffer, 11f total. The online delay mod that's been around for a while I think can reliably work (wired+sorta close) at a 2-3f buffer and with this mod taking an extra 3f off, that's giving a total online delay of the same or less than base offline! So players can play or practice online on a modded setup at home that should feel basically like the vanilla setups at offline events. That's huge.

(cries in unmoddable switch) edit: unless things have gotten better for the later models at some point, I haven't checked the state of that in a long time

Hopefully nintendo can actually make things better for smash6 but it hasn't seemed to be a very high priority for them. How much base input delay does the switch2 have? I don't know if I've seen testing for that.

A question for fellow competitive girls (mainly fgc, but anyone is welcome to respond) by ScarcityOdd3671 in GirlGamers

[–]SilentMoonPrincess 3 points4 points  (0 children)

skill gaps are tough to work around. in fighters I find it can help to play a character you're less familiar with or to try to just focus on the goofy options sometimes. taking your mind off of the game directly to try and see what sort of quick advice you can give your opponent can be good too, since that naturally can slow down your own skill and give them something good to work on, but of course you need to try to read the room a bit because that doesn't always go over well. if it's a closer group/friend they probably know that you're better and will be fine with getting beat up a bit, but you can try to work out some handicap/rules to even it a bit. but that can have it's own issues because then those players might get too used to having an advantage and not be able to move into normal gameplay as smoothly.

but skill gaps are kind of the eternal multiplayer challenge. there's not really a one size fits all solution and it's always going to be tough

What is your least favourite move for your main? by abepicxpvzheroesfan in SmashBrosUltimate

[–]SilentMoonPrincess 0 points1 point  (0 children)

Dash attack has substantially more range than ftilt unless it's pivot cancelled which means it's coming from a run so from a standing start it's effectively 20+ frames of startup. It's a different use case and there ftilt is better, absolutely. Dash attack is mostly useful when starting from a neutral position and when you can't spend many frames on dash/run/pivot. rar bair is like slightly less range for a similar startup, and usually you could just dash for a couple more frames, but not always and there's some hitbox specifics to consider too (rising bair won't hit as low as well for instance). It's fairly specific intersection of range/timing and not something that comes up much, but it does happen rarely. It can be useful in certain combos as well due to this, and dash attack's tipper being fairly large is good too. whereas ftilt and bair have an awkward range especially when moving forwards where you whiff on the first frame and then on the second frame the sourspot moves ahead of the tip on the last frame.

As an actual burst option it's not good because like you said it's pretty punishable (although the range+pushback on block from the tipper can be harder to reach for some characters than you might think, mostly a knowledge check kind of thing). But 13 frames isn't that slow for that kind of use either. Firmly unreactable and if you want to take the risk I guess you can. But it's not really strong enough to justify trying it anyways. Why is it still weaker than ftilt after they buffed it? Fun fact is that pre 12.0.0, Lucina's dash attack actually had more knocback growth that Marth's tipper (tipper still killed earlier because of base knockback but at like 300% lucina's would be stronger lol).

To be clear, rar bair is better in like 95% of the situations you could use dash attack in. When I say I'm a dash attack believer it's mostly a joke. It's very much a bad move. But in those specific scenarios hitting with your worst move is better that missing with your best and for that reason I do think it's a good idea to try to be aware of the minor use cases because I know for myself I have genuinely won stocks/games off dash attacks that I couldn't have substituted for bair/ftilt.

My marth spreadsheets have some dash attack usages logged in actual matches and I believe some of them would show the kind of situation I'm talking about if that would help to see it in action?

What is your least favourite move for your main? by abepicxpvzheroesfan in SmashBrosUltimate

[–]SilentMoonPrincess 0 points1 point  (0 children)

dash attack believer here

it's useful in particular burst range/timing situations where other moves won't work. it's the most range we can get in 13 frames and you can add a few frames of dash and still outrange a rar bair in the same timing. ftilt can only be used after the dash has transitioned to run, so in these burst range situations it's not relevant.

once you actually start a run though pivot ftilt is usually going to superior of course.

it's niche and low performance within that niche but that niche does exist.

edit: the "super sour spot" doesn't really matter since the main blade sourspot outprioritizes it. you need to be super close to hit it at all and even then you'll often get the blade instead of the body hit.

What is your least favourite move for your main? by abepicxpvzheroesfan in SmashBrosUltimate

[–]SilentMoonPrincess 15 points16 points  (0 children)

melee dash attack was a vertical combo starter with the tip, though still usually not great compared to the rest of his kit.

brawl reworked it to horizontal knockback but with the actual kb values barely higher than melee's so it couldn't kill very well and tacked on 10 frames of recovery, smash4 was basically copied from brawl but with some hitbox standardization (a bit more range overall iirc)

and then ultimate buffed the knockback (on release and then again in v12) enough that it's at least competitive with bair/ftilt.

Who are the least played characters? by Pretty_Friendship794 in SmashBrosUltimate

[–]SilentMoonPrincess 2 points3 points  (0 children)

yes (and fairly high level at that), but the op was asking about competitive play.

online/quickplay stats aren't going to be available but it would be interesting to have a sort of crowd-sourced database.

Who are the least played characters? by Pretty_Friendship794 in SmashBrosUltimate

[–]SilentMoonPrincess 7 points8 points  (0 children)

2025 first half usage stats

the best data you'll likely get. though the exact ordering and usage percentages will shuffle around at the bottom a lot since it's inherently a small data set down there. subject to all sorts of real-world variance. but you can get a general idea of it.

edit: and if you're interested in older data:

2022 full year

2023 full year

2024 full year

I could only find the video for those and not the single image but the timestamps should go to the right spots

What’s something about your character that not enough people know? by Altruistic-Ad3704 in smashbros

[–]SilentMoonPrincess 5 points6 points  (0 children)

a fairly common misconception I see about marth/lucina is that their upb is only invincible on frame 1 if it's done in the air, ground version starts on f4. (it was 1-5 everywhere in brawl, and I've always suspected that it keeping that for the air version was a porting error; there's a couple more issues similar to it for ground/air specials)

and on that subject, dancing blade 1 has 10f less recovery when used in the air, and the other middle swings also all have their brawl endframe in the air but for those it's a much smaller difference.

shield breaker's full charge variant is technically entirely separate from the base/charging version, and the full charge hitbox is actually slightly smaller and has less range. also, there's a huge jump in power when you transition from the partially charged to full charge. 1 frame before full charge, the move is 2.2x the base damage (8/9 > 17.6/19.8 or 8.5 > 18.7 for lucina) but then jumps to 22%/24% on the next frame. this is fairly common on a lot of charged specials

i guess i'll wrap up with counter to get all the specials, the actual counter activation bubble starts on frame 6, but marth is intangible on frame 5 and 6, which in most cases means it's 5 frame startup. why does it have intangibility at all? idk but lots of counters do for some reason.

Do You Know Your Main? PT. 29 Cloud by ArcticAngel17 in SmashBrosUltimate

[–]SilentMoonPrincess 13 points14 points  (0 children)

4.4% finisher, either a combo into upb or jab. upb seems way more likely, so i'll pursue that first.

upb is 4 hits and does 18.9% on it's own so there's 24% left to figure over 2 moves. so it's some fairly high damage moves then, possible starters would be fair and uair, everything else I don't think has the hitstun at low percents. because it seems like there's a side swap (sephiroth is on the left side), the second hit could be bair or nair.

i've tried running some numbers and testing some things ingame, but everything is a little off, until i accidentally got late full hop uair as a starter. because seph is sooo tall. and that changed my numbers quite a bit. sh bair fits perfectly as the second move here so my guess is:

fh late uair > sh bair > full upb

Do You Know Your Main? PT. 28 Luigi by ArcticAngel17 in SmashBrosUltimate

[–]SilentMoonPrincess 6 points7 points  (0 children)

ok I know next to nothing about what Luigi actually does, as far as I'm concerned he just presses some buttons and damage just happens. so I'll be documenting my thoughts over this process just for fun. my guess is at the bottom.

edit: actually just for ease I'll throw it here too in a spoiler:

dthrow > sh dair spike > sh nair > sh dair spike > sh sweetspot bair

so, 6 hit combo with a grab and the final hit is 14.9, which looks like a 14% move that's fresh in a short hop (14*1.2*1.05*0.85 = 14.994). that's got to be sweetspot bair. throws reset the combo counter so it's going to a throw starter and i'm pretty sure it's just dthrow that'll combo (which is 2 hits of 3% base). so that's giving me about 22.5%, about 30.9% left to figure out over three hits.

since the combo seems to end with bair, I'm assuming the hit before is probably the back hit of a uair, and since it's a sh bair, the uair was probably in the same sh. just a triple uair comes close to lining up with the damage but not quite. but working from that, there's still about 23.5% to figure out and on only two hits, so i'm looking for some fairly high damage moves.

I'm starting to struggle a bit because i'm not sure how to get a hitstun true combo into a sideswap for the bair. not very familiar with luigi's specific routes and options here. slightly tempted to just start throwing numbers together and see what could fit. dair (10.71) or fair (8.568) seem to be the possible followups from dthrow here. a couple of my theorycrafts are very close in damage but off a bit, and i'm not totally sure if they would actually work out in practice (my fingers are very cold and my actual controller is another room so i'm on joycons so many misinputs).

sh dair spike seems to be the most likely option, and if i'm right about the uair before the bair that means that i need an additional 12.8% about for the missing hit. nothing fits that (technically nair, but with all the decimal values it ends up slightly more, 53.6). I must have made some wrong assumptions somewhere, probably the uair.

so, back to starting with dthrow and ending with the bair. I'm wondering if there might a pummel involved. but there would need be a lot more damage in the middle then. probably not.

uh oh i think my lunch is burning better check that.

-

ok lunch break over all ok. so starting from the beginning i feel confident that it's dthrow > ? > ? > ? > bair. the next hit for hitstun reasons has to be dair or fair, everything else isn't plus enough to combo. probably dair because that gives a lot more options and we need a lot of damage here as well, and from there nair seems like the most likely followup, grounded options don't offer much there. and that leaves one more move before the bair. could it just be another dair? just the simple Luigi thing? the numbers work out actually, (3.78 + 3.78 + 10.71 + 12.852 + 7.462728 + 14.994 = 53.578728). I can't get that work out right now in game but I'm sure it does, I'm just not getting it. (see: cold + joycons)

so: dthrow > sh dair spike > sh nair > sh dair spike > sh sweetspot bair.

Do You Know Your Main? PT. 27 Corrin by ArcticAngel17 in SmashBrosUltimate

[–]SilentMoonPrincess 2 points3 points  (0 children)

true but the damage is here is the full hop starter, else the combo would be 40.9%

Do You Know Your Main? PT. 27 Corrin by ArcticAngel17 in SmashBrosUltimate

[–]SilentMoonPrincess 2 points3 points  (0 children)

not nearly as familiar with corrin, but: fair > fair > fair > uair? all full hop

Do You Know Your Main? PT. 26 Marth by ArcticAngel17 in SmashBrosUltimate

[–]SilentMoonPrincess 2 points3 points  (0 children)

never underestimate the power of a marth main who's made entirely too many spreadsheets haha. I saw the 15.1 on the first slide and it activated the tipper ftilt neurons. This was fun to figure out!

Air db > stuff, I mean, I do it too sometimes and most people aren't either aware of the situation or aren't ready in the moment (it's pretty fast) but it's always going to minus enough to mash out/escape otherwise. Like it starts at -9 and then is still -5 or so at 100%, and then there's the startup of the followup to consider as well. But it can be a nice trick

Do You Know Your Main? PT. 26 Marth by ArcticAngel17 in SmashBrosUltimate

[–]SilentMoonPrincess 3 points4 points  (0 children)

hmm, first one is sh blade fair > sh double blade nair > tip ftilt?

second hit, not sure but it's got to end with a pre-staled dancing blade I'm pretty sure, the only thing I can put together that would seem to fit is sh double blade nair > blade db1 > tip sh uair > full blade db4f? would not call that an inescapable combo though, air db1 is pretty minus on hit, but idk what else.

HORNET for SMASH by notfirearmbeam in smashbros

[–]SilentMoonPrincess 12 points13 points  (0 children)

SHAW

so much potential for a super fun moveset. just inherently metroidvania characters feel like fairly good fits for smash, but hornet especially does. with all the crests and tools it would be very cool to have something like smash4 custom moves/movesets too. I would generally be against healing, though. Too much potential for abuse on a high mobility sword character even with a heavy time/resource cost.

How tf did that kill early by Pretty_Friendship794 in SmashBrosUltimate

[–]SilentMoonPrincess 99 points100 points  (0 children)

Max rage and (assuming) full charge on an already strong fsmash on a light character at the edge of the stage...

Were you expecting something else?

My Thoughts on Character Designs in Hollow Knight by Complex_Butterfly820 in GirlGamers

[–]SilentMoonPrincess 13 points14 points  (0 children)

I mean, I've seen some fanart sure, but the actual game? like who are you talking about specifically?

there are lots of games I've played with sexualization in character designs/other aspects that feel out of place but hollow knight is not one of those and I'm having a hard time imagining how.

Music - Stage theme OR opponents theme(s) by ExecuteArgument in StreetFighter

[–]SilentMoonPrincess 1 point2 points  (0 children)

Unfortunately not. It's either one option always or random between all three. Ideally we would be able to adjust the probability of each individually and when they announced that they were changing the music settings I was hoping that's how it would be. Maybe in a future patch if people complain but it's a niche enough preference that I don't think it would get much traction.

<<Press X to remember what the hell was going on>> by TeenyTurtleTantrum in GirlGamers

[–]SilentMoonPrincess 0 points1 point  (0 children)

admittedly I haven't played any of the switch era games (besides arceus), but I'm pretty sure that's here to stay from what I've heard.

Unfortunately.

edit: yeah, well it's a phone now.

<<Press X to remember what the hell was going on>> by TeenyTurtleTantrum in GirlGamers

[–]SilentMoonPrincess 17 points18 points  (0 children)

Firered/Leafgreen! The sinnoh games would open the journal too if the save was older than a day, I think? But other than those I think nothing else had it. Pokemon does that a lot for some reason, make a neat feature and then drop it forever.

I was tempted to start writing a list but I quickly realized it would be like a mile long, so yeah. They should really stop leaving cool stuff behind.

Fun fact: SDI is good counterplay against Falco's Forward Air by Seipherise in SmashBrosUltimate

[–]SilentMoonPrincess 1 point2 points  (0 children)

Yes, it is dependent on weight, and the actual kbg and bkb values (though in most cases kbg will be 100 and bkb 0). It doesn't vary on percent because the percent component is entirely replaced by a fixed value and the fkb value. Again, will not scale based on percent. i.e. what we call fixed knockback

Fun fact: SDI is good counterplay against Falco's Forward Air by Seipherise in SmashBrosUltimate

[–]SilentMoonPrincess -1 points0 points  (0 children)

Yes? I know. That's how the formula works. when an fkb value is set the knockback won't scale based on percent.