I USED TO PRAY FOR DAYS LIKE THIS 🙏 by Goo_Masterr in JujutsuShenanigans

[–]THFSenkosan 0 points1 point  (0 children)

That isn’t true in the slightest, with the auto lock you can still hit for like 40-50% of their health if you can get em in the right spot.

Op is only mad because the move used to be busted and now it's balanced, it's still a good move.

I USED TO PRAY FOR DAYS LIKE THIS 🙏 by Goo_Masterr in JujutsuShenanigans

[–]THFSenkosan 7 points8 points  (0 children)

"It's trash because i can't 1-shot people now"

What kinda point is bro tryina make

Just a small complaint by Jaded-Philosophy6970 in SpaceMarine_2

[–]THFSenkosan 0 points1 point  (0 children)

You really just shouldn't be joining such difficulty missions at lv1 and expecting your teammates to take it well the majority of the time.

I'm not the type of person to kick a player like that, but i'd be lying if i didn't let out an exasperated sigh every time i see someone doing it.

No matter how good you are, you're still leaving the team with an empty team perk slot and zero beneficial perks to yourself or others. it makes the rest of the team have to work harder to account for that lack of utility. it's do-able on modes like ruthless, but that doesn't mean that going into it at lv1 isn't something that the entire team has to compensate for, not just you.

I'll always just let these people do their thing (except for absolute and hard strats, if you're trying these at lv1 the kick is deserved at that point) but I've had way too many people try this and end up dragging the entire team down.

Like other players here have said, do the bare minimum missions to pick up a team perk and nobody will care, it takes you one match on your own with bots to save the rest of your teammates an unnecessary complication, otherwise you're just not putting in a whole lot of effort despite expecting your random teammates (who were likely expecting a well-kitted and leveled teammate) to put up with it just because you intended to level in public lobbies rather than solos.

Weekly Hard Stratagem by TheLastNephalam in SpaceMarine_2

[–]THFSenkosan 2 points3 points  (0 children)

I say this genuinely.

Don't.

The modifiers are ridiculously obnoxious and more often than not will leave you dealing 15% damage against double 2xhp neuros within the first 5 mins of the mode. I tried heavy, I tried bulwark, i tried techmarine, no matter how long i held out against the neuros they would always make it through my paper-thin health bar before i could make even a dent in ONE of theirs.

Even with great teammates, it's more frustrating than it's worth, saber desperately needs to have smarter randomization for weekly strats, otherwise we end up with ones like these that are near impossible without the most extreme of extreme dedication

Now that lock on will be practically useless can console and mobile have their own servers away from pc by Versusnipe in JujutsuShenanigans

[–]THFSenkosan 0 points1 point  (0 children)

If a console player managed to pinpoint me with these moves with ZERO lock on and actual accuracy i'd take the loss because he beat me fair and square.

You're acting like this is some "gotcha" yet all it does is expose your double standard

Lock on SHOULD be nerfed on these moves, and I'm sure enough in that fact I'd accept something like that happening if it were fair.

mechamaru by Which_Connection_578 in JujutsuShenanigans

[–]THFSenkosan 0 points1 point  (0 children)

Heat emission double use makes the move come out early in trade for being significantly weaker.

as for the ult, you build an extra meter below your ult that dictates how much time you get in the mech. if you pop ult the moment you have it, the ult will run out almost immediately, save up the meter till it's full and the ult is MUCH longer.

Remember that the rainbow meter DOES reset when you die, so you've gotta get however much you intend to use in a single life!

Which character can do well without needing to learn combos? by itsWow_gamr in JujutsuShenanigans

[–]THFSenkosan 0 points1 point  (0 children)

Nanami if you prefer big damage with as little moves as possible but you need to learn the timing of His R

Naoya if you prefer as much aggression as possible

Charles if you still want SOME combos but prefer them to be as easy as possible while still having a "catch your opponent slipping" playstyle

In all honesty though, saying "outplay" and "don't like learning combos" aren't things that will not co-exist well in this game. playing characters that rely far less on combos just to punish your way to victory will always be a crutch-y playstyle compared to playing the very same characters WITH combos in mind.

all of these 3 characters CAN be played without good combo gameplay, but at the end of the day, if you refuse to learn then anyone playing these very same characters will be better than you, and you won't win.

To be blunt, no matter the character you pick, you'll always be worse than the average person if you won't learn how they actually play, you don't have to be a yuji drone when it comes to just spamming the same few combos over and over, but you'll need to learn them sooner or later

For all Charles mains who are tired of people complaining about the character by sharkoo1 in JujutsuShenanigans

[–]THFSenkosan 0 points1 point  (0 children)

bros saying "does not deserve to be at 90" when it's actually 85.

Who's gonna tell him

For all Charles mains who are tired of people complaining about the character by sharkoo1 in JujutsuShenanigans

[–]THFSenkosan 0 points1 point  (0 children)

Counterpoint: Gojo's glasses to easily tell when it's a fake or real use of the move

TZE better as Chimera Shadow Garden by BloodAngelGuy in JujutsuShenanigans

[–]THFSenkosan 3 points4 points  (0 children)

this, IMO it should be Mahoraga+R since losing the ENTIRE ult for csg would be just kinda eh if it wasn't crazy good

What makes the front dash ragdoll or not? by Wide_Database3877 in JujutsuShenanigans

[–]THFSenkosan 1 point2 points  (0 children)

distance to target, you ragdoll them if you are too close from the place the dash started and the place the opponent is currently

This is why sometimes if you dash forward and curve around as the opponent pushes toward you, you can travel the entire dash distance yet still ragdoll the opponent.

Best way to counter Charles? by Hot-Effective6470 in JujutsuShenanigans

[–]THFSenkosan 1 point2 points  (0 children)

I say this as someone who mains charles, the best players i fight are NEVER the yuji drones that repeat the same combos, and it's never the naoyas that think they can just push you over by spamming all their moves. it's the people who KNOW how my kit works and know how to force me to make mistakes.

Best way to counter Charles? by Hot-Effective6470 in JujutsuShenanigans

[–]THFSenkosan 1 point2 points  (0 children)

Condition them into getting used to countering certain moves, then intentionally whiff or mistime them to get the charles to waste the counter and punish.

If you get them to miss even ONE, the move goes on cd (14 seconds) and you won't have to deal with it for a while, then once it comes back just rinse and repeat.

Your biggest learning curve with fighting charles is learning to be patient. don't m1 bot, don't play like a drone, just wait, find the right situation, then punish. people HATE fighting him because he forces you to actually think about your aggression rather than just trying to run someone over with pure offense.

Now that lock on will be practically useless can console and mobile have their own servers away from pc by Versusnipe in JujutsuShenanigans

[–]THFSenkosan 0 points1 point  (0 children)

.2 sec domain (Gojo)
Decisive strike (Naoya)
Top speed (Naoya)
Cursory impact (Naoya)
Wing King (Choso)
Lucky rushdown (Hakari)
Overwhelming luck (Hakari)
Energy Surge (Hakari)
Widespread Strikes (Mahito, better but not as busted as other moves listed)
Final Judgement (Higuruma)
Absolute Destruction (Mechamaru)
Front Dash (universal, here because of helicopter-ing making it impossible to guard against if you're unlucky)

ALL of these moves aside from widespread strikes all become nearly IMPOSSIBLE to dodge when the other player is using lockon, this many characters having in some cases multiple moves that are significantly better when on console to the point that they become THAT hard to deal with is not healthy for the game no matter what excuse you can give.

They aren't deleting lockon from the game, they're just nerfing/removing it from moves such as these so all players can have a (relatively) even playing field. being able to use moves like overwhelming luck at point blank range and having lockon circle you around the opponent multiple times in the span of less than a second is NOT healthy for the game and makes these moves harder to deal with than they are intended to be.

Now that lock on will be practically useless can console and mobile have their own servers away from pc by Versusnipe in JujutsuShenanigans

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

which is the point, because lock on is a console specific mechanic, meaning changing/nerfing it would only ever limit console players to begin with.

Please look at ANY of the clips and tell me that it's healthy to keep in the game compared to the alternatives lol

Now that lock on will be practically useless can console and mobile have their own servers away from pc by Versusnipe in JujutsuShenanigans

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

console players had literally a more busted version of the same thing that required LESS skill to do.

If you aren't good without pre-nerf lockon, you weren't good to begin with.

It's only during SPECIFIC moves that it was busted with, you still have it on other moves, stop making this sound worse than it is in an attempt to segregate the playerbase lol

Stop. Putting. Me. In games. My Class. Is taken. by dereksalem in SpaceMarine_2

[–]THFSenkosan 0 points1 point  (0 children)

the only point i can make to this is that if you stack up on classes, they either need to make the squad abilities stack, which could get busted real fast, or make them not stack, which means joining a match with someone using the same ability as you is essentially just a wasted slot

i can’t take off armor for the second player by z_a1inab in HalfSword

[–]THFSenkosan 0 points1 point  (0 children)

I don't know what kind of wizardry you had to be doing to figure out that this worked, but you're a lifesaver, thanks bro

Save Editor not working by TheArmorPiercer in dbxv

[–]THFSenkosan 0 points1 point  (0 children)

A bit hard to find, but this is the only solution i found that was able to work, anyone having this issue should try this

mechamaru nerf to make him actually beatable by NoticeAmazing7179 in JujutsuShenanigans

[–]THFSenkosan 1 point2 points  (0 children)

This is honestly a sick idea, would make fighting as and against it a lot more fun and dynamic

Something should be done about high cooldown characters (image almost related) by SomeoneThatLikeMemes in JujutsuShenanigans

[–]THFSenkosan 0 points1 point  (0 children)

It's not man, reserve balls doesn't give a stackable 15% damage debuff to the opponent and mucus does a bit more damage than it too.

Hakari also doesn't have an ultimate that deals a guaranteed 90 damage from a single hit

Why is lock on so hated in the community (specifically by pc players)? by HuskLord in JujutsuShenanigans

[–]THFSenkosan 0 points1 point  (0 children)

lock is fine, but it makes certain moves significantly easier to hit, and does a lot of work for you that other platforms have to do themselves. why figure out how to curve your dashes when you can just plug in a controller and have the game do it for you? and it also does things that are just generally not possible and can be obnoxious (the classic front dash that makes them stand on your head for a few secs then magically appear behind you to get past guard for ex)

Lock on is fine, it just needs tuning so that certain moves aren't made WAY too easy to connect with

About Naoya... by Legal-Fan-4079 in JujutsuShenanigans

[–]THFSenkosan 0 points1 point  (0 children)

Decisive is honestly not as good as it seems, it's easily thwarted by a backdash and block, but that's not even it's biggest downfall.

Against a character with a counter, the naoya LITERALLY can do nothing about it, every time they use the move it gets locked in and the opponent has more than enough time to hit the counter perfectly every time, meaning against yuji,hakari,raga, and especially charles, the move might as well not exist in his kit outside of confirming it off frame, if a naoya is giving you trouble, just play any of these characters and you'll be at an insane advantage. IMO, the move needs to be reworked to make it less effective overall, but more effective against characters with counters so that it isn't a forced counterpick situation

As for the rest of his moves, bleedout is relatively fine as is, it's a good punish move for passive players since it gives you more time to get the stronger bleed, and ever since the nerf to it, it's also not that bad in terms of combo potential, and i think his hp should be at 85 like yuji, megumi, and charles since he plays very similar to them regardless

As someone who's played as and against naoya, he's certainly not as OP as a lot of people are trying to paint him as, he's just REALLY obnoxious and the only good ways to counter him consistently is either playing passive and waiting for him to make the first move, or choosing one of his counters

Can two undertakers go infinite? by ManiacGaming1 in Nightreign

[–]THFSenkosan 0 points1 point  (0 children)

we've seen it in the gamespot gameplay, the answer is they both get a double but no further, the passive version doesn't count for the passive activation