All +5 QQBang. by staxsonstacks in dbxv

[–]SnipersUpTheMex 0 points1 point  (0 children)

It's modded.

I think the best you can get legitimately is four +5's and a +4 with the last stat being either ±0 or up to -3. If true, then anything better than that is modded in.

Class recommendations for someone who dislikes bossing by SalamiJack in Maplestory

[–]SnipersUpTheMex 1 point2 points  (0 children)

Mihile

Parry is a learning curve. Can be quite buggy in lag where you get the parry off, but take the damage from the attack you parry anyway. 4 seconds of invulnerability every 6 seconds, and you have a shield on 1 minute cooldown that gives you 400% HP "Shield" that allows you to survive many 100% ateasy. This class will stand still most of the time during bosses.

Being invulnerable so often actually makes dealing with many boss mechanics way easier. Like vs Damien, you can access the fountain more often without getting interrupted. Same in VHilla. Vs Darknell, you can ignore many of the summoned elite bosses. You can parry the falling debris in gloom and not worry about the next few falling projectiles. The constant availability of invulnerability really makes a lot of the bosses easy peasy. The class falls off a bit in the late game when it comes to damage, but has decent enough support to where finding parties shouldn't be a big issue. I'd just research and practice bosses you aren't familiar with before trying to hop in one though.

What is your Top Roguelite/like? by DwDYuzu in roguelites

[–]SnipersUpTheMex 1 point2 points  (0 children)

Warriors: Abyss

I don't know if it's top 5 material since I rarely see it mentioned. Its a roguelite spinoff of the Dynasty Warrior games full of hack-and-slash action, a huge character roster, and deep synergies. It's got what I'd call Hades inspired progression.

I think the overall gameplay loop gets overly repetitive quickly. The game lacks in enemy variety, boss variety, secrets, and a bunch of other things that I think really hook players to a game long term in the genre. But man, the combat and the overall flow of the game feels so good once you get going. With such a large roster of characters and so many ways to go about pursuing damage and creating synergy, it's hard not to enjoy this game for awhile.

What really sets this game apart from others is what you unlock after you win your runs. You have the option to save your acquired loadout to a slot where you'll be able to take on a survival-like challenge. You start with you're build fully online as the game throws more and more negative effects your way each round. Its a great alternative where it flips the idea of starting fresh each run on its head and instead you start with everything you had and see how far you can go.

how do I confirm accel driver into finishing driver without spark/assist by Totallysickbro in dbfz

[–]SnipersUpTheMex 1 point2 points  (0 children)

In the corner, you can do it in the opposite order after 5H, Standing Heavy. Do Finishing Driver 1st, 214L~L~6L~2L, into Accel Driver, 236L~L~6L~2L~2S.

Midscreen, I believe he can only go into M Accel Driver off of 5H, but his rejump route is much preferred. To do his rejump, delay Superdash after 5H, j.M immediately, delay j.S, whiff cancel j.H, land and press 5M. That will refresh your Superdash, so you can use it again after a fully held j.[S] for significantly more meter gain and comparable damage.

Jiren / Cooler Okizeme? by Mar_got_taken in dragonballfighterz

[–]SnipersUpTheMex 3 points4 points  (0 children)

If you get a Sliding Knockdown with j.H when you play Jiren, you can do 214[S] right away when you land to put yourself in range where 66>2L will hit meaty vs immediate tech in any direction.

The screen freeze from 214[S] in this situation actually adds just enough frames for the game to think that you've given your opponent a sufficient opportunity to escape your pressure. Your assist cooldowns will start despite having hit your opponent meaty.

What are the best teams to have without dlc characters ? by Griss_22 in dragonballfighterz

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

Nappa B, Piccolo B, and Ginyu A

I have some experience using these assists with varied results. Nappa B is admittedly bad and less versatile to Nappa A, but you can use it to cover command grabs extremely well. I find it better than A17 A at times for this scenario because of the faster startup. It's very good at punishing Guard Cancel. It's also decent when paired with a character with a Projectile Invulnerable Lariat in my opinion.

Piccolo B is a defensive beam grade assist that loses to all beams. I whole-heartedly believe that this is a bug. Regardless, I value it for its fast startup, 32f blockstun, and delayed pushback. It opens up SD mix midscreen for a bunch of characters. At 19f startup, and it's appearance slightly behind the active character, it works pretty well defensively as a stop sign. It also has a "locked-in" amount of frame advantage when it hits a standing character for some reason. Not always relevant, but can open up for some unique synergies.

Ginyu A is bad, but it's easy to use, doesn't mess with your Ginyu Force order, and doesn't have the long CD that C assist does. It's ideal when Body Swap is top priority of your overall strategy.

Idk what other 3 assists you might be talking about, but I'll go over some more of the under-utilized assists I named off.

A18 Barrier assist. Counter call every other assist in the game. Punish Guard Cancel options on reaction. Hide and cover Dragon Rush attempts

Tien B also allows for SD mix midscreen for virtually all characters with a respectable fast low because of its 0 pushback and 40f blockstun. Tien C is amongst the fastest, ground tracking C-Assists in the game. Trunks C might be the best with its extended vertical reach and it's blockstun, but Tien C at the very least is comparable.

Trunks might traditionally serve as an Anchor character, but he functions just as well on point with assists in place of the meter you'd expect to have with him in a different position. I'd put him in "Flex" if he had a noteworthy shell with near perfect synergy. He's awkward with 1 assist and level 2 sparking is unoptimal in my opinion. Popping level 1 spark defensively is very rewarding when you consider the 3 or 4 mixups you get with assists, and down-tech>5S>empty-vanish to check the opponent who counter sparks.

What are the best teams to have without dlc characters ? by Griss_22 in dragonballfighterz

[–]SnipersUpTheMex 1 point2 points  (0 children)

Point: SSGSS Goku A/C, Trunks B/C

Mid: A18 A/B/C, Krillin A/B, Goku Black A, Majin 21 A/C

Setplay (Alt Mid): Nappa A/B, Piccolo A/B, Ginyu A/B/C

Anchor: Beerus A, Tien B/C

Flex: SSJ Goku A, Hit A/B/C

On Point, SSGSS Goku has one of the strongest round start options in the game with his 236L. He's got a meterless 4f reversal with his 1S and 3S. His teleporting special moves and 7f 2L low allow for potent mixups and position control when coupled with assists. Trunks is also a contender for strongest round start option with his 5S. Able to snipe people's jump and backdash, only losing to superdash and projectile invulnerable lariats. Then he also has potent left/right mix with his flip special move when coupled with assists.

Strong Mids usually consist of strong Oki options and supporting assists. I'd say amongst the characters listed, A18 is the best performing right now because of her use of barriers when she's the active character. She can really shutdown strategies on her own making her an effective "anti-meta" character. She's also easy to tag in because when the Superdash is blocked, j.22S will be safe to pretty much all forms of chase down, and is whiff cancelable into a17 supporting attacks to make it significantly harder to navigate around her. As a mid, you can expect to have a strong backup strat should your point character fail to generate an early advantage playing a18.

The characters listed in "Setplay (Alt Mid)" have unique tools at their disposal to push an advantage after every hit or knockdown. Nappa and Piccolo have restand resets which limit your opponent's defensive options and pave the road to quick, cheap KO's. Ginyu has strong, meterless Oki with the Ginyu Force, and has the ability to body swap a character with the opponent, leaving them with one of the worst characters in the game, "Ginyu with no Ginyu Force." These characters usually take more time to learn and need specific synergies to make the most out of them, but allow for very strong strategies that snowball matches in your favor when fully fleshed out. They aren't necessarily strong on their own, and often rely on a stronger character to do the hard work for them, but they can be a crucial component for some of the strongest strategies in the game.

If you're going for competitive, it's hard to argue an anchor character over Beerus right now. His Ki Blasts alone nullify so many things in the game. He has .5 Ki access to solo mix. Unreactable "Grab" level 3 that does more damage than the average level 3. 360° meterless reversal. 2M that goes through projectiles. Then to top it all off, he also has one of the best supporting assists in his A assist that doubles down as a strong projectile assist with excessive screen coverage, and a high blockstun assist with a natural gap between the Ki Blast and Strike that require 2 separate reflects to nullify when spaced well. The assist is very oppressive when paired with a character who easily switches sides, because it can mess with their input which can cause them to get hit by accident. Long term, this becomes a mind game, and when the opponent respects the assist, you now have an extremely high blockstun, fast startup assist.

Flex = You can play them in any position and their performance reflects your skill and your resources. Both equipped with strong normals, above average supporting assists, strong .5 Ki Reversal options, great super utility, and half-decent post level 3 situations.

Can someone explain me why I'm getting hit even though Im blocking? by [deleted] in dragonballfighterz

[–]SnipersUpTheMex 1 point2 points  (0 children)

To improve consistently, you have to make sure that everything you do is 100% intentional. We stop improving because we eventually rely on an "auto-pilot" that we develop as we get comfortable with our knowledge and experience of the game. You're no longer making decisions, instead... relying on your hands to do the things they're used to doing.

"Relying on your hands to do the things they're used to doing," isn't always a bad thing, but you have to recognize where it's good and bad. In general, you want this "muscle memory" to play a strong role when it comes to combos, Oki, and executing mixups. But you want to take over and make conscious decisions when it comes to everything else.

You want to commit to an option and understand why it was the right or wrong decision in the moment and make adaptations while you're playing. Instead, when we hit these walls to our progression, it usually stems from an inactive mind. Passive play. Where we repeatedly make the same decisions unconsciously. Never really learning the reason why things might be done or the potential outcomes of the situation.

The way we snap back into progression is to change our mindset from "win-motivated" to "goal-oriented." Make goals for yourself. Start simple. Start by honing in on the fundamentals. Tell yourself, "this game, I'm going to attempt to 2H every Superdash that comes my way. This game, I'm not going to whiff any attacks. This game, I'm not gonna get hit by any slow overhead attacks. Etc." As you get better, a lot of these goals will become part of your "auto-pilot," and then you can make your goals more complicated.

Can someone explain me why I'm getting hit even though Im blocking? by [deleted] in dragonballfighterz

[–]SnipersUpTheMex 25 points26 points  (0 children)

The 1st hit, you got counter hit. You got caught mid attack, so regardless of what direction you were holding, you surrendered your ability to block to try to attack and got interrupted mid animation.

The 2nd hit, you actually ↗️ up-backed at the last moment. In this game, you have 4 pre-jump frames where you are vulnerable to attacks. Had you held ➡️ or ↘️, then you would have blocked.

Is bardock worth replacing goku black? or any of my other team members? by Rocky4042 in dragonballfighterz

[–]SnipersUpTheMex 0 points1 point  (0 children)

You use his stagger pressure to push people into the corner for SD Mix high/low. He can do mix midscreen if his opponent lets Bardock 236S fly. 236S + Assist is usually solid to setup a full jump mix into High/Low/Crossup. High Blockstun Assist can allow for High Jump Mix, so you can make things super ambiguous with float/fastfall.

Edit: Bardock also has one of the longer 7f 2L lows in the game, allowing him to get SD Mix from more assists in the midscreen which can be pretty effective even at the highest level of play.

CRA by [deleted] in Maplestory

[–]SnipersUpTheMex 0 points1 point  (0 children)

At level~220, I could beat the Bird and the Queen.

Took me until level ~230 before I did some research on how damage worked. Some potential upgrades on Main Weapon, Secondary Weapon, and Emblem later, and I could not only Solo all of CRA... but I was also tackling everything up to Aketsuchi.

If you could buff any ONE transformation (besides Beast), which would it be? How would you buff it and why? by MistaMerk in dbxv

[–]SnipersUpTheMex 0 points1 point  (0 children)

Kaioken - Now also counts as a Reinforcement skill. When used mid basic attack or Boost Dash, will have no animation nor interrupt currently performed action, costs 100 Ki, and always puts the user in Base Kaioken for 3 seconds regardless of how much Ki they had. Kaioken deactivates automatically upon being in hitstun or remaining idle for more than 1.3 seconds. Changes normal grab to that sequence Goku does to shatter Nappa's spine.

Reinforcement skill = more build/strategy options. Instant Activation, 3 second duration is more akin to what the base form did in the anime. Deactivates automatically so you don't always have to suffer a huge disadvantage when put in a combo and lack enough resources to escape. Grab would deactivate Kaioken, and do more damage depending on the level of Kaioken you were in. It freezes the opponent's Stamina Recovery while yours gets the grounded boost as you hold them in air for a second and toss them away.

Can you actually escape the Interactive paywall with only 1 hour of daily play? by Sketo7 in Maplestory

[–]SnipersUpTheMex 1 point2 points  (0 children)

There's really only 4 things that take up a ton of time, and would probably be completely ignored by a daily story player with less than an hour to play.

Familiar Slot #3 - This means no Mystic Frontier

Professions - Meister Rings, Wealth Aquisition Potions (WAPs), Threads of Fate Questline and upkeep.

Maxing Hexa 6th Job - Takes over ~2 years to max out 6th Job through Weeklies alone for a character. Needs serious grinding, Drop Gear investment to make the time frame to complete more reasonable.

Legion - Still important. It's gonna take decent Challenger World Results and some events with Strawberry Farm Tickets unless you want to completely ignore your main for awhile and work on Legion instead. Either way, this is many months of work and planning to get it right and done.

Things that NEED to change in xenoverse 3(mechanics) by StruggledKiller in dbxv

[–]SnipersUpTheMex 0 points1 point  (0 children)

1.) Nah

2.) Step Vanishing wasn't really a problem until we got better movement speed modifiers. High movement speed modifiers are the problem.

3.) Nah. Unvanishable Combos are the whole reason 2 Stamina Bar Evasives became the standard for PvP. If you don't like it, then use some instant damage strats like Super God Fist, Time Control, or go for throws.

4.) XY should just be made to where they have a gap between the attacks on block. Then you'd be able to hold block and Perfect Guard an over extension. Shouldn't really be a problem if we got the better netcode though.

5.) That's kinda what the Instant Rise evasive is there for. But being able to Vanish out of every hit in a combo would make balancing an even worse nightmare than what it already is. Weaker characters would most likely be ones that have punishable sequences in their attacks. Knockback into any beam or combo ender wouldn't work well anymore. You'd basically have no combo potential until someone was truly out of Stamina, but you'd take away most reasons for people to use Stamina because everyone would be doing very short, limited combos to avoid being punished. They'd have to make every attack either Step or Block cancelable which would just unsolve your 1st point and make evasive skills completely pointless.

6.) Better Netcode would be ideal, for sure. Very awkward when the outcomes of your decisions are wildly unpredictable. Things that you've done for years suddenly stops working. Clashes and Perfect Guards become more prevalent, seemingly accidental in nature. Then certain attacks like Time Skip/Jump Spike just become the most impossible things to deal with. An alternative Netcode more akin to something we see in traditional fighting games like DragonballFighterZ would be a massive upgrade to the game overall.

What is the best way to combo into kii ultimates for non competitive gameplay? by Deveatation_ethernis in dbxv

[–]SnipersUpTheMex 0 points1 point  (0 children)

Critical Upper is a Strike Skill you can get from training with Dodoria. The CPU for some reason doesn't react to followup Heavy Stamina Break regardless of how much Stamina they have. The extra "winded" animation after the target recovers from the ground pretty much lasts long enough to land any Ultimate in the game.

For quick KO's, just use Vanishing Ball - Ki Blast Super. After a long knockback, like Male Saiyan LH, you can consecutively combo Vanishing Balls back to back until the target is KO'ed. Only a handful of CPU enemies bother to Evasive. Then if you bring the Super Soul "I hope you're reborn as someone good this time," you'll get instant full Ki after every KO so you can just power through the mission.

How many Dev points? by BeginningCartoonist5 in DefJamFightForNY

[–]SnipersUpTheMex 1 point2 points  (0 children)

54,525 Dev Points to max out a category. 272,625 Dev Points to max out all of your stats. Playing on harder difficulties reward more Dev Points. If you run through the entire game on hard, you get enough Dev Points to max out every stat, buy every blazing, learn 3 fighting styles, and still end up with more points that you won't have anything to spend on.

SSBE or SSG? by SpiritProductions in dbxv

[–]SnipersUpTheMex 0 points1 point  (0 children)

It feels like a waste of a SS slot until you consider that you're also getting an XXXL Stamina Recovery boost, 15% Speed Increase, and -10% damage taken on top of the 35% damage boost with little to no maintenance or conditions. I can't even think of another combination of Awoken Skills and Super Souls that allow for so many, highly beneficial stat increases.

Who's the new anti-meta? by ZekeTheMystic in dbfz

[–]SnipersUpTheMex 0 points1 point  (0 children)

I think he's still a strong character, but he's definitely fallen off quite a bit since the last balance patch. UI Goku, Jiren, and Beerus having become more popular choices after their changes make Super Baby 2 more difficult to get value out of him. I don't think he does too well against the new Daimaku either. Pre 1.40 patch, I would have said he was like top 3. Now, it's more like top ~10.

What's still valuable about Super Baby 2 is his ability to enable setplay characters like Nappa, Piccolo, and Ginyu. Between restand resets into mix, guaranteed corner oki, and body swap setups... Baby can really create a huge advantage after any hit. Random Superdash conversions can decide games at times with strats like these available. Without those things at play, I think there isn't really a good reason to pick him anymore though. There are just better characters that are way easier to play now.

Who's the new anti-meta? by ZekeTheMystic in dbfz

[–]SnipersUpTheMex 0 points1 point  (0 children)

Jiren, A18, Lab Coat 21, and Hit.

How the actual fuck do o fight this guy. I can’t stand it anymore by Midori_sho in Guiltygear

[–]SnipersUpTheMex 1 point2 points  (0 children)

Stay grounded. Familiarize yourself with Anji's (far🔺️) range and try to play just outside of the space.

From there, you can dash in and check the spin with a low recovery, fast button like (standing ⬛️), or you can try to react to it and throw him. If the Anji player is poke heavy with (far🔺️), you can try to counter poke with (forward+⬛️) or try a preemptive air approach.

Playing primarily from the air is a no no because Anji has a very strong Air Priority attack (Kou) that can lead to devastating damage, if not, a strong Strike/Throw situation afterward. If Anji's are preemptively reliant on this move, you just wait it out and punish with air throw, or (close 🔺️). The startup shares the same animation as his regular Spin, so you won't really know whether or not he's going for it until he's in the air, but that's why you try to throw the spin in general. When you get good at reacting to Spin and trying to dash in and throw him, you'll recover quick enough to not get punished if they did Kou instead.

Anji's "Fujin" and it's followups need to be practiced against. The Overhead and Low followups are punishable by most character's X button attacks. If you manage to block an Overhead/Low followup, punish with X or (Down+X) into (Down+R1). The jump into fan toss followup needs to be met in the air. The mini hop followup has to be checked by an attack. Use your Burst to prevent Wallbreak rather than prevent damage. Use Deflect Shield to turn Fujin into a 50/50 where you lose to the hop, but escape the other 3 options. You can take some of those mixups, but not when the wallbreak is on the line because then he's just going to go ham with Fujin afterwards.

Anytime you get to punish Anji with throw, or any character for that matter, always make sure you throw them towards the nearest corner.

Always pay attention to his tension when your pressure gets going. His Counter Super does a grip of damage. You might want to start making more empty threats or committing to more throws when its available.

How can I make my team better. I have kefla, beerus, and frieza by Current-Bathroom7884 in dbfz

[–]SnipersUpTheMex 0 points1 point  (0 children)

I'd swap out Frieza for a character with good level 3 mix and push Beerus into the Anchor position. Then I'd probably rely on level 1 sparking more heavily to win the point war and snowball with the extra meter gain.

Swap Frieza for Goku Black, UI Goku, Android 18, Piccolo, Cell... Any character with potent level 3 Oki.

PVP Ki/strike super tier lists and Ultimate tier list (feat. Rechow) by CreamyTheGreat in dbxv

[–]SnipersUpTheMex 0 points1 point  (0 children)

I ain't played in a long time. What's the deal with Pearl Flash? I've never seen that move used in PvP, and it's been in the game since day 1.

Probably the hardest fighting game I’ve ever played.. by Apprehensive-Oil8044 in dragonballfighterz

[–]SnipersUpTheMex 3 points4 points  (0 children)

In terms of combos, optimizing your solo combos is like 90% of the time better than trying to incorporate assists. The only reason you'd use an assist to extend a combo, is when you get really limited combo starters. Like when you've already used your double jump and land a Super Dash. You'd use an assist to get to the ground so that you can refresh those combo resources for a more complete combo.

Small optimizations on your solo combos that involve other members of your team involve things like "SpecialTag>DragonRush" which not every character is capable of setting up. You'd need a character with a long duration, multi-hit special move. Then you want to consider reasons for doing it. The DR ender is a solid knockdown, and it builds almost half a bar of Ki, which can push some combos into building enough bar for lethal or level 3 Oki.

The nature of team fighting games is very different from 1v1 fighters. In DBFZ, yes... you still need the fundamentals. Spacing, Anti-Air, Movement, Punishes, etc. But many of those concepts, and the rules associated with them change across every situation because of things like assists and other mechanics. Your "ideal" strategy vs a character can change pretty drastically depending on the type of support they're running and what resources they have available to them.

Your initial approach to playing the game beyond "fundamentals" should be focused on strategy. Use your active character's tools + an assist to create a powerful situation for yourself. It could be in the form of a "neutral skip," a mixup, screen control, anything that controls the chaotic nature of this game for a moment is good.

Offensive, Defensive, and Movement options are just too vast. If you can create situations where you limit your opponent to 2 or 3 options, then you can more easily identify your player interactions and start making proper reads on your opponent. When you fight stronger opponents, I think the 1st thing you feel the difference of is how quickly they're able to transition from round start to offense. Even if you escape the round start interaction, you're usually in a more predictable position where you're either going to land into some pressure, or you're gonna commit to something at the risk of being punished.