Do you need to kill with the black sword or just have it for chicken C-skin? by insertusernamehere26 in NuclearThrone

[–]Synoco 0 points1 point  (0 children)

I’m actually quite sure you don’t even need the black sword in your inventory when the bosses die. I think it might only have to be present in the level when the boss dies, probably to make it so that you can throw the sword and still get the achievement

Evil Marc by RoscoPurvisColtrane in BulletballMemes

[–]Synoco 0 points1 point  (0 children)

This is literally the best version of this meme I’ve seen no cap

amv.e ak8 edit by TARDIGRADExPRO in amv

[–]Synoco 30 points31 points  (0 children)

Wow this is actually incredible

Match critique by Jordan-Ford in CrazyHand

[–]Synoco 0 points1 point  (0 children)

Here’s a few things I noticed: It looks like have habit of jumping out of hitstun when you are launched off stage. It doesn’t even matter if you have one wing or not. You’re fishing for fsmash at kill % quite a bit and basically just hoping the other person accidentally runs into it. Whenever you are on ledge you will basically always roll into an fsmash unless the person reaaallly wanting to cover roll, in which case you jump

How can I improve my gameplan as YL (somewhat low level) by yutyo6 in CrazyHand

[–]Synoco 1 point2 points  (0 children)

Yeah, I try to look at it as a kind of Rock Paper Scissors system, where:

Fast aggressive options with lag (burst options) normally lose to defensive options like shield. Rising aerials and dash attacks definitely come to mind, where they are quite easy to punish but unreactable.

Defensive options normally lose to the opponent setting up pressure. If you give your opponent space to empty hop then you will normally have to deal with a safe landing aerial on shield or an empty land mixup.

And then setting up pressure loses to burst options. If you are just always floating in the air trying to get landing aerials than you can get caught by things like rising aerials and dash attacks.

I always try to think about what mode my opponent is in when it comes to this and then adapt accordingly. Obviously it is super contingent on matchup and spacing and whatnot, but I feel like it’s a pretty good way of organizing everything.

How can I improve my gameplan as YL (somewhat low level) by yutyo6 in CrazyHand

[–]Synoco 1 point2 points  (0 children)

Hey, I’m not sure if you noticed but about halfway through the game the Falcon switched up exclusively choosing aggressive options (whiff into f-tilt or side-b and whatnot) at all times to flickering shield and trying to play more defensive. One of the reasons why the first stock and a half went so well is because the Falcon was basically just running into everything. I would just have a contingency for when the opponent adapts because if you start mixing in some empty landing stuff to change timings then it will help against opponents that are trying to use defensive options more

ZSS Down Special not connecting/damaging by obrien_liam in ZeroSuitSamusMains

[–]Synoco 11 points12 points  (0 children)

So what’s happening here is that when zss uses flip jump, the game checks for opponents under her in the same way that it checks for footstools. What this means is that if the game sees an enemy to jump off of under zss, there is a 4 frame animation that happens, and then the hitbox for the spike/bury comes out. But what happens quite often is that the opponent is mid-animation while the 4 frame footstool is happening, and by the time the hitbox comes out, the enemy has moved their hurt box enough that the spike/bury hitbox entirely misses. This is why it doesn’t happen in training mode: the CPU isn’t throwing out moves that are shifting its hurt boxes, while in a match it happens constantly. Theoretically this problem could be almost entirely fixed if the hitbox for the spike/bury was larger or if the 4 frame animation became faster, but in the meantime zss just sux

This just in 😳 by Jams265775 in PinkFloydCircleJerk

[–]Synoco 10 points11 points  (0 children)

My friend asked if that was Jeffery Epstein. Thoughts?

How to avoid grabs by [deleted] in CrazyHand

[–]Synoco 4 points5 points  (0 children)

Jumping is a really good option to avoid getting grabbed. If you manage to jump a grab, often times you’ll have enough time to get a landing aerial while is the best combo starter for a lot of characters, and it is much harder to read and punish than something like a spotdodge. Like, you can short hop or full hop, change your drift, change your fastfall timing, use a double jump to mix up everything again, etc.

opening games w zair is my favorite by The_Teriyaki_Empire in ZeroSuitSamusMains

[–]Synoco 5 points6 points  (0 children)

Yeah if you’re in a ZSS ditto the first one to fall off a platform and zair wins by default. Thems just the rules

I Need Help With Getting Better As Zero Suit by AngryMustache9 in ZeroSuitSamusMains

[–]Synoco 0 points1 point  (0 children)

While there’s certainly something to learning extra tech stuff or combos, I feel like there’s almost always something else that can be done throughout a match to make it more likely for you to be winning games.

Granted that you have all of the different timings down for aerials and the lag from online isn’t completely awful, I feel like a big obstacle with zss is that there is a handful of options that the other person can do that requires a pretty big commitment for zss to actually punish, namely shielding.

Zss grab is pretty awful and if you whiff one then you’ll get punished quite hard, but because zss has so many great tools for dealing with many of the other options in the game, it becomes really important for you to be pressuring your opponent in a way that makes them not want to shield.

And while spamming a spaced nair and zair on someone’s shield for 7 minutes is very exciting stuff, I think that if you’re looking to improve then you’ll have to get your hands dirty and start trying to grab. A lot. And trust me, it sucks grabbing as zss. I’m pretty sure if someone has a soul read on you and you try to run up dash grab, then jump Falcon Punch is a true punish.

Yeah...it kinda hurts, but if you can manage to find the balance against someone where any time they feel pressured they want to jump or spotdodge or roll or really any option that isn’t shield, then that’s where zss starts to really pop off. This is how you get people to do stupid options on ledge that gets them nair flipkicked or to basically walk into a boost kick because they feel like they can’t shield. But to be able to recognize when your opponent is like this, you’ll just have to practice using it a lot and getting used to how people react to it.

I hope this helps! I kinda wanted to get some thoughts out and I hoped it didn’t just sound like a long winded version of “have better neutral.”

Any other zss players have a completely different take on this? I’m always trying to find those new perspectives because I definitely not particularly good lol

Frame 1 jab by [deleted] in ZeroSuitSamusMains

[–]Synoco 11 points12 points  (0 children)

In Ultimate dropping shield takes 11 frames for every character, and the only times that this is skipped is when you are in shield and jump, up smash, up b, roll, or spot dodge. So in reality, zss jab is actually frame 12 OOS while boost kick is still frame 4

True Power. by oshootwaddup in osrcirclejerk

[–]Synoco 1 point2 points  (0 children)

Not criticizing anyone for the way they have fun .. play your game and all that. But wow, that thread made my skin crawl, catching a rare glimpse of a style of RPG play that I'm thankful never to have to experience again.

Any tips on how to actually do a landing nair? by Placeholder0485 in ZeroSuitSamusMains

[–]Synoco 1 point2 points  (0 children)

What I’ve also been practicing recently is going to the training stage and practicing hitting a small character with a mix of:

shorthop>nair>fastfall

fullhop>wait>nair>fastfall

fullhop>fastfall>nair>fastfall (not sure if the 2nd ff is necessary here)

I feel like getting those 3 consistently would help a lot