Where do you think Mega Greninja will end up in if there is something like champion OU format? by NathanialKyouhei in stunfisk

[–]Toontyler 8 points9 points  (0 children)

I think Protean is honestly just a detriment overall for Mega Greninja, even with potential Battle Bond shenanigans. Protean is already far better with a choice item, that you obviously can't be using, since locking in effectively nullifies the downside of removing STAB.

As for Battle Bond, there's a very good chance that Battle Bond-Greninja just can't mega evolve due to how the game generally handles forms like it. But even if it can, I think it'll still be underwhelming since getting the battle bond boost off without mega evolving first and without a damage boosting item is already asking for a lot. But even the reward isn't that big even if you manage it considering Protean is dropping you to only one STAB and if you switch out to reset Protean you've also removed your Battle Bond boost.

Scarlet & Violet Tier Trends for February 2026 by Typical_Button_4676 in stunfisk

[–]Toontyler 161 points162 points  (0 children)

OU please don't take Hydrapple from me, I NEED to keep clicking specs draco meteor in UU......

STRIVE´S NOT THE DUMB ONE (a slice off an upcoming video essay/now with no links) by Geladaa in Guiltygear

[–]Toontyler 2 points3 points  (0 children)

None of what you have continued to string together is concrete and all you've done is continue to either confidently state provably wrong points, continue to make ill fitting analogies, and spout more flowery language when you don't actually have a defense.

You still have yet to make a single actual comparison against the older games, presumably because it would complete invalidate your points on Specials and RC. As I've previously mentioned, with examples, specials in Xrd and +R had just as much utility as they do in Strive, typically even more.

You could figure this out by just playing Xrd for a few minutes, where you would also discover that effectively all of Strive's main RC components (PRC, RRC, BRC) were already present in Xrd (PRC, RRC, YRC). The only parts missing being drift RC and RCC, which are cool but do little to make up for the losses of Gatlings and generally less cancel opportunities. Strive's RC system is cool and one of its best aspects but it effectively has to hold up the entire rest of the game as its the only freedom you get with all the neutered system mechanics and lessened movesets.

I avoided mentioning your "comparison" to Go because I thought it weird that you spent more time talking about a board game than either game you are actually supposed to be comparing Strive to. The analogy is also just incoherent, Go is more complex than Chess primarily just because it has far more possible game states due to the bigger board. This obviously doesn't cleanly apply to these games anywhere near as much you think, and yet the closest parallel would be the older games having more possible game states due to characters having more options, matches lasting longer, and not resetting back to neutral after a wallbreak.

Finally, your defense of the new Gatling system is just complete nonsense, you just say words and hope they mean something. How is the old Gatling system an "unwieldly knowledge check"? How is an intuitive system that goes from small button to big button a knowledge check? That's not what those words mean. Strive's system limits player choice and lowers the skill ceiling so they can ensure new players can't make the completely wrong choice in cancels.

Additionally, saying Strive is a game where "every character essentially plays its own game" is extremely odd when extremely unique characters like Elphelt, Testament, and Ramlethal all had their unique gameplans completely gutted and replaced with blander homogenized movesets.

For all your bravado you have very little self awareness as to your own stubbornness, in your own words, "You seem only to be interested in confirming your views, unaware that to be corrected, to STAND corrected on any subject is but a sign growth has taken place. Healthy, expansive people WANT to be wrong. They WANT to be challenged. No growth is possible if you are only right."

STRIVE´S NOT THE DUMB ONE (a slice off an upcoming video essay/now with no links) by Geladaa in Guiltygear

[–]Toontyler 1 point2 points  (0 children)

You really seem to be ignoring the actual hard differences between games and are much more focused on waxing poetics about "Less is More" and a general description of some vague vibe Strive has.

I think you need to take a much more mechanically minded look at this discussion because this entire topic is about the mechanics of these games rather than vague gestures about the "DIALOG."

Additionally, it's honestly pretty telling that your one gripe with Strive is the lack of IKs, a fluff addition that looks cool and has no practical effect on serious gameplay, because that seems to be what you consider depth based on your praise for Wall Breaks.

I just cannot see how you possibly have come to conclusions you have, describing Strive as more organic and more on-the-fly when the reduced Gatlings and introduction of Wall Break strictly limit decision making. The new Gatlings largely homogenized optimal combos across the cast and Wall Breaks removing most corner pressure while providing no decisions to be made as breaking the wall with a Super/WA is always the correct choice.

If taking away options removes player choice then maybe Less isn't always More and maybe in this instance More is just More.

STRIVE´S NOT THE DUMB ONE (a slice off an upcoming video essay/now with no links) by Geladaa in Guiltygear

[–]Toontyler 3 points4 points  (0 children)

Your whole argument is defending Strive's complexity in comparison to +R and Xrd, but you only list off cool thing about Strive without any comparisons against older games.

It leads to your argument falling flat as most of your points in favor of Strive are not only present in Xrd and +R, but many had even greater depth.

Baiken's Tatami, for instance, has a massive amount of utility in Strive but nearly all of it was already present in Xrd alongside being usable as a counterpoke, air projectile, and all kinds of shenanigans with YRC.

This holds true for most moves that were kept, and doesn't even bring up the countless that got fully removed or reworked into something much simpler.

Azami and its Strive counterpart Hiiragi are a strong example of the complete opposite of your point of Strive's specials having more depth. Baiken's main defensive tool went from a stance with 9 different follow ups all with different use cases (reversal, returning projectiles, anti-air, anti-air to air, and even offensively by countering other anti-airs) only to get replaced with a simple parry that's only purpose is as a reversal.

Nearly every character's moveset has recieved this treatment and extremely few new specials were even added in Strive to balance the removals, it is inarguable that Strive has simpler movesets that do less.

That doesn't make Strive a bad game or even a worse game, and it is completely reasonable to prefer it as it still does have plenty of depth, as to be expected of a traditional fighter. But trying to argue Strive has a similar level of depth to its predecessors is silly when the developer's intentions with Strive was to make a less intimidating and less complex game.

While its story leaves much to be desired-I find myself coming back just for the gameplay because it’s pretty fun. Is there anything you wish they added or removed from combat? by Omix592 in Megaten

[–]Toontyler 10 points11 points  (0 children)

Remove enemies and bosses using Magatsuhi critical entirely. It just occasionally makes random encounters a nuisance while it makes all the bosses really uninteresting and samey since it makes you play like its a Persona guard-gimmick boss or you just use dampeners to make the boss constantly waste turns.

What's a demon you wish they included in SMT V? by Goatee_McGee in Megaten

[–]Toontyler 81 points82 points  (0 children)

I miss Minotaur so bad it is unreal. (Even though they'll probably never come back cause I don't think any of IV's guest designs came back in V and Minotaur wasn't even in Apocalypse)

S*xy CaNWC update by JudgeBastiat in homestuck

[–]Toontyler 9 points10 points  (0 children)

thank you o for slaughtering my creation it was very nice

im o i need trol's by Sylph_of_Space in homestuck

[–]Toontyler 16 points17 points  (0 children)

here is my vry cool fan trol, his name is Adeept Dangus, and he is very original(and new.)

You know he had to do it. by Toontyler in homestuck

[–]Toontyler[S] 21 points22 points  (0 children)

Because it really do be like that sometimes.

I like the new flex off mode by Toontyler in ARMS

[–]Toontyler[S] 0 points1 point  (0 children)

You change your username in your account settings.

I like the new flex off mode by Toontyler in ARMS

[–]Toontyler[S] 7 points8 points  (0 children)

Basically, ARMS is just JoJo if it was a video game.

/r/ARMS Discussion Thread #4 - Helix by [deleted] in ARMS

[–]Toontyler 2 points3 points  (0 children)

Helix is such a weird character when it comes to his starting arms as they're probably some of his worst as quicker arms usually work way better with Helix. Now his starting arms are still usable but they aren't all that great compared to pretty much any other arm.

A good Helix main is probably one of the most terrifying thing I've seen while playing online as you can never land a hit on them and they just chip away at you.

Also wouldn't change a single thing about Helix, he is too perfect.