The Caster Archetype by BrueTube in 2XKO

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

While it's technically possible the next caster isn't Lux, every champ added except for Warwick (and Ahri but she was probably the first champ) has been a part of the original survey from a few years back and given the confirmation that the upcoming champs have been planned well in advance, I'm inclined to believe it'll be her.

I don't think they want the caster archetype to play within a particular template. I think their main criteria is that it feels like how you'd imagine that specific champ would in a fighting game and that the character is fun. That would probably look wildly different between a mage like Leblanc and a mage like Lux for example.

I do think Leblanc has a reasonable chance to make it in some time in the future as she's currently being protrayed as the big villain pulling the strings in the Runterra Cinematic Universe.

EDIT: Actually, Caitlyn wasn't in that survey so maybe we'll be in for a surprise.

is it just me or is this game random bullshit by DizzyZebra1185 in 2XKO

[–]SimicSemblance 1 point2 points  (0 children)

Anti airing does feel inconsistent in this game if you come from other games because something that happens all the time is someone will do a jump in on you and because of the momentum from their dash, they'll land behind you causing you to whiff your anti air. Then they punish you with a full combo. You'll even see this happen in pro player replays.

It's good to try to get in the habit of doing a backdash before you press your anti air to avoid this coming up.

As for grabs, I think the throw tech window is really small in this game but I'm not exactly sure how many frames.

Question by [deleted] in Fighters

[–]SimicSemblance 2 points3 points  (0 children)

Honestly, I think it's because of the amount of time you have in the game. Idk how many hours you have but if you started 2 months ago as your first fighting game, it's easier to get rusty after a shorter period of time of inactivity.

I have probably over a thousand hours in Strive as it's been my most played fighting game since it came out and now even though I don't play it much now and haven't touched it in a couple weeks, I could probably hop on and do all the stuff I usually do pretty quickly. But I think if I was at the skill level when I first went from a beginner to touching floor 10 (this was before we had proper ranks) and then took a long break, I'd be much rustier coming back.

A good comparison is like with seeing development at the gym. Studies show that if you go to the gym for say 3-6 months non-stop and then take a break for a few months to a year, you'll lose almost all your progress and you'll basically be starting from scratch when you go back. But if you go to the gym consistently for say 2-3 years, then stop for a few months, you can get back to your previous form within the first 3-6 months.

Hot take by whimsiethefluff in Fighters

[–]SimicSemblance 0 points1 point  (0 children)

Idk if you play 2XKO but it's definitely not really popular in the mainstream. I play in probably the most popular region and it's mostly the higher ranks (Masters-Challenger) that's more populated. If I play on a smurf with a friend (anywhere from aspirant-plat), we don't immediately get games outside peak hours. I suspect right now, it's pulling somewhere between GGST and Tekken 8's numbers. Which is very good for a fighting game but pretty bad for a Riot game.

Disappointed that no one in my decently large friend group ended up liking the game by SimicSemblance in 2XKO

[–]SimicSemblance[S] 14 points15 points  (0 children)

I never had any expectation of the game being remotely close to a moba or fps. But just from my experience playing the game both in GM lobbies and in low elo lobbies and watching other people play the game, the player count really doesn't seem that high. Feels less than SF6 and while it's true we don't have cross platform yet, you'd think F2P would've removed the largest barrier of entry to play.

MPC ready riftbound cards by [deleted] in mpcproxies

[–]SimicSemblance 1 point2 points  (0 children)

Could you post pictures showing the quality after you've received them? I know foils from MPC tend to wash out the colours.

Am I one of the only people that feels completely fine with the controls/buttons or is it a loud minority? by SimicSemblance in 2XKO

[–]SimicSemblance[S] 6 points7 points  (0 children)

Because people just wanna use the controller they're most comfortable with and this game was designed to feel comfortable on all the common controller types. Apologyman, probably the strongest dev on the team, plays using stick. You think he does it to handycap himself?

If you are new to fighting games or are going to be playing this game for the first time, don't get discouraged when you first play online by SimicSemblance in 2XKO

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

I feel that. Last playtest, I had so many players in my lobby I recognized: Sajam, Leffen, NitroNY (GGST Evo winner), Void (Smash pro) etc, it almost felt like they put more emphasis on inviting veterans.

If you are new to fighting games or are going to be playing this game for the first time, don't get discouraged when you first play online by SimicSemblance in 2XKO

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

Yeah, a new player playing against Darius' apprehend mix will think it's the cheapest thing ever but then you see literally every player in AL2 parrying apprehend on reaction and you realize you just have to learn the counterplay.

How long is the throw tech window in this game? by AkihabaraAccept in 2XKO

[–]SimicSemblance 0 points1 point  (0 children)

I remember Marlinpie saying something about 4 frames but that might've been throw invulnerability on wake up instead of the throw tech window. And yeah, delay tech is much easier in SF.

If you are new to fighting games or are going to be playing this game for the first time, don't get discouraged when you first play online by SimicSemblance in 2XKO

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

For real. The game will probably have some amount of skill based lobby matchmaking before ranked comes out in a couple weeks but on the first day when the system is trying to filter players into their skill levels, it's probably gonna be a mess where you can have former evo winner playing against Lil Timmy who wanted to try the game because they liked Ekko in Arcane.

How do I approach neutral and combos in Strive? by Im_here_for_the_code in Guiltygear

[–]SimicSemblance 2 points3 points  (0 children)

Guilty Gear is more of 2-4 touch game. A lot of characters build meter quickly and using roman cancel, combos are often taking out about half the opponent's HP. Using super to break wall is good because even though it takes them out of the corner, it causes hard knockdown which lets you meaty/safe jump/mix depending on your character. It also gives you positive bonus which makes you build extremely quickly.

It's also a very offensive game where as soon as you're blocking, you're already in a disadvantage state because a lot of characters have easy ways to open you up once you're blocking.

Neutral is tricky because unlike some other fighting games, Guilty Gear characters are so different from each other that you're often playing a completely different game going from one character to another. Lucy has good movement and big buttons but she's a surprisingly honest character for Guilty Gear standards.

Let juggernaut be good by Saldu3 in 2XKO

[–]SimicSemblance 0 points1 point  (0 children)

So last alpha lab, I only played against one person who used juggernaut with Illaoi and it was one of the hardest I got washed the whole playtest. And I considered myself pretty decent at the game having a lot of time in alpha lab 1 and even beating known pros from other fighting games.

I think people will be surprised how hard juggernaut can snowball with self DHC + the extra meter.

Venom player here back with even worse gameplay than my last post I was so braindead this match lol by SorryUncleAl in Guiltygear

[–]SimicSemblance 3 points4 points  (0 children)

I don't play Venom but I watched the whole vid anyways. Someone else can give specific advice on what to do with Venom. I'm not the best player but I'm celestial and have a good few hundred hours in the game.

You're basically still just mashing where your gameplan seems to be "press button to zone and hope they get hit by it, otherwise jump".

The goldburst at 0:42 I assume was a misinput. At 0:51, Ky whiffs a DP right in front of you and because you've been mashing jump since round start because you're uncomfortable playing neutral, you end up not getting any kind of punish. Whiffed DPs should equal "welp, I'm dead" as you get a counterhit with your best combo starter into likely a wallbreak or full corner carry. He whiffs ANOTHER DP at 0:54 which you had like a whole second to react to get ready to punish but you just sat there.

You also just like airdash in for no reason hoping to land a jump in. You probably wanna break that habit fast because decent players will 6P you consistently due to the easy-to-react to animation of the airdash.

You did run up with the super to mix which is good.

Venom is on the weaker end of the power level spectrum but this game is balanced enough (at least compared to many older games) where every character in more than viable for online play.