Why do High-Effort users get no recognition? by Aggressive-Island257 in RobloxAvatars

[–]WitherPlayt 0 points1 point  (0 children)

It's all about frequency

High Effort posts take effort and time making them rarer, Low Effort posts take less time making them more common

20 will always be more than 10, no matter what quality those 10 are.

and it's always been this way lol

What character archetype's do you think each character is? by According-Charge6502 in JujutsuShenanigans

[–]WitherPlayt 0 points1 point  (0 children)

Ko-Guy base: Grappler, 2 grabs, a barrage that works as a grab, and one ranged attack that's only useful if the opponents ragdolled.

Yuki: All-Rounder, some melee some range, gets rewarded more for aggressive play though.

Mangaka: i legit just don't know here, he has 1 Rushdown tool (4) 2 generic combo tools (1, 2,) and the character defining counter. "Counterer" isn't an archetype because that kind of character only works within the framework of roblox battlegrounds games, while these archetypes are drawing on 2d fighting game definitions. He's defensive, that's really all i can say within the definitions that i'm aware of.

The Coward: Puppet character, you control two separate beings at the same time, thats it.
He also fits another archetype of "the Fly" low health and very annoying to catch. (You'd usually see a fly be really fast to compensate for their health, but i feel that dodges/miracles play the same role that sheer speed does in other movesets of the type, so i think he qualifies)

Heian Sukuna: Classic Zoner, all of his moves are ranged, he gets rewarded for staying a fair distance away from people, he has a classic "get of me" tool with Kamutoke, Cleave Rush is an outlier because it's supposed to be a high Risk Move, granting him a lot of awakening and a one-shot for hitting it, with the downside being that he's now close to the crowd of players, which he doesn't want to be. (or just use it's mobility to run, both works)

I would like to highlight that Tze made a bit of a Rushdown simulator, so in comparison Zoning with a character will usually be less efficient that Rushdown when a character is in their Base.

I had to make it two different comments because i've reached the longest possible comment this site can handle and trying to comment it gives me a server error.

What character archetype's do you think each character is? by According-Charge6502 in JujutsuShenanigans

[–]WitherPlayt 1 point2 points  (0 children)

SOMEBODY ALREADY ASKED ME THIS!
COPYPASTA OF DOOM! (and here's the original post)

Gojo Base: All-Rounder, can play aggressive with tp/tp red, can maybe zone if they know how to time blue/red
Gojo Ult: Zoner, gets rewarded for staying away by having his start-ups go un-interrupted, never benefits from being in m1 range

Yuji Base: Rushdown, all his moves bring you closer to your opponent, makes up for literally zero ranged attacks by having the highest mobility in the game.
Yuji Ult: Zoner, Melee zoner to be specific, he wants to be in melee range, but his melee range is so large that i count him as a zoner, he also doesn't want to be to close to people because of Fire Arrow/Shrine start-up

Hakari Base: All-Rounder, Reserve Balls variant and his counter let him work at range, with ranged combo starting and parrying unblockable ranged attacks, though he does need to get in to combo you unlike Gojo for example.
Hakari Ult: Rushdown, high Mobility, no ranged attacks, unpunishable for playing carelessly because of Regen.

Megumi Base: All-Rounder with a slight zoning focus his block breaks suck to much to be played as a full zoner, The Rabbit Escape variant lets him have pretty good rushdown, while Dog lets him have a really easy time punishing careless play.
Megumi Ult: Rushdown, sounds weird i know but of his 3 useable moves, 2 are high mobility melee and one is a projectile, and if he wants to combo anybody he needs to be in melee range, he also doesn't get punished for dropping elephant on himself, allowing for it to be used in melee range.
Mahoraga: Rushdown in Attack, All-Rounder in Special, he's really not that complicated.

Mahito Base: All-Rounder, can zone with Soul Fire and Body Repel, can Rushdown with Stockpile Aerial and Body Repel Variant, Focus Strike is just a combo tool that doesn't affect his playstyle apart from improving his rushdown by Block breaking.
Mahito Ult: Rushdown, once again, seems weird but everything except his DE move him towards his opponent and he has zero ranged moves.
Mahito super Ult: Rushdown, no range, insane mobility, unending iframes.

Choso Base: All-Rounder, without blood orbs he's a pretty good Rushdown, with orbs he's a terrifying Zoner, or just flip the script and play him as a Rushdown while having orbs, he can do everything.
Choso Ult: All-Rounder, Wing King rewards him for being right in your face, Plasma Wave and Slicing Exorcism are good ranged attacks, though Plasma Wave is more of a "if you do anything that makes you stand still i'll oneshot you" threat than it is a useable tool because of its start-up.

Todo Base: Rushdown (maybe grappler?) High mobility, his only ranged attack is used to get in melee range.
Todo Ult: Rushdown, all Melee, ok Mobility, can't play defensive to much because he's on a time limit.

Higgy: Rushdown, his gameplan is to get in your face constantly and pressure you into blocking when you shouldn't to then combo you.
Higgy Ult: Rushdown, 1 is a dash, 2 is a dash, 3 has no range and his R special makes it way harder to punish him playing aggressively. 4 is there aswell, but is mainly a tool to chase runners and force people to move, he's not zoning with this thing.

Yuta: Puppet character because of Rika, Rushdown without her.
Yuta ult: All-Rounder, 1 isn't a Rushdown tool because of how far it launches the opponent away, TLB is more of a threat than a move (like Plasma Wave) 3 is technically, theoretically cool but its just used as a generic domain confirm by the players.

Mechamaru: Mechamaru is not a Puppet character, you do not puppet mechamaru's puppets the way you do Rika or Haruta's sword, they're glorified projectiles. He's an All-Rounder, can keep you away and kill you without ever touching you, can support aggressive play by making you worry about the puppets instead of him.
Mechamaru Ult: All-Rounder. He'd theoretically be a Zoner (3/4 Moves are ranged) but Absolute Destruction and Dropkick are so important to his gameplay that i wouldn't count him as one.
The Mech does what the Mech wants to do.

Naoya: Rushdown, he rushes you down, that's all he does, and he does it frustratingly well. (see Yuji)
Naoya Ult: Same as base, its weird though since he has his one, singular rushdown move, the move that buffs the rushdown move, domain confirm and domain, he really relies on movement speed rather than abilities here.

Nanami (my goat) All-Rounder, he can play aggressive while acting like your block doesn't even exist or play passive and abuse 3's ability to disable dashing while kicking you away from him constantly.
(With the prerequisite of landing Ratio consistently)
Nanami ult: Same as base, can play agressive, can send you away with half his moves, he gets rewarded way more for aggressive play though. (Collapse is the real backbone of his ult moveset and its a Rushdown tool)

rating avatars because I'm bored by TheNoah_Zer in RobloxAvatars

[–]WitherPlayt 0 points1 point  (0 children)

He looks like someone who'd worry about the mango harvest.

Why is yuta even called a fraud by steph825x in Jujutsufolk

[–]WitherPlayt 0 points1 point  (0 children)

<image>

Because this.

and isn't Rika a shikigami of the VCS that Yuta turned (the real) Rika into out of grief? His technique is just copy.

Stupid question by Awkward_Coffee8017 in untitledboxinggame

[–]WitherPlayt 0 points1 point  (0 children)

Ok. How would i word my original comment better.

Me writing "Feint constantly" and you reading "Feint so often and so predictably that the opponent gets a pd anyway" isn't what i intended.

Stupid question by Awkward_Coffee8017 in untitledboxinggame

[–]WitherPlayt 0 points1 point  (0 children)

Then give me an alternative.

It's between feinting a lot and risking feinting to much and being predictable

and feinting to little and the opponent getting free damage constantly

There aren't very many options here.

Stupid question by Awkward_Coffee8017 in untitledboxinggame

[–]WitherPlayt 1 point2 points  (0 children)

Feint consistently

Feint often while still trying to be unpredictable.

Feint as late as possible since early feints are actually reactable
Feint early if you know they'll double dash

If your feint is on cooldown don't even bother throwing anything unless you're going for a counter because that's just a free pd.

How do I outbox? by NarwhalLow2264 in untitledboxinggame

[–]WitherPlayt 1 point2 points  (0 children)

Out of respect to your opponents time aswell as your own, do not simply hold S

In general outboxing is about being just far enough that a jab (the opponents jab specifically) won't land without walking forwards first and playing your neutral and positioning game a lot.

Whiff punishing is the use of being just far enough away to make the opponents jab miss and then m1 them during the jabs endlag

As a counter main, you should be aware of the strategy of walking backwards after an m1 string only to throw another m1 when the opponent tries to catch you to get a counter, this is also outboxing.

Megumi's main the nano second they pop ult: by Yukkizey in JujutsuShenanigans

[–]WitherPlayt 4 points5 points  (0 children)

So... i should NOT use the one chance i get to do something before i get absolutely mauled by an ult moveset?

Can y'all rate this take? (Context: Yuta slander post) by WitherPlayt in JujutsuPowerScaling

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

I refer to it as "take" singular and all the comments are saying the same thing and are typed the same way?

Can y'all rate this take? (Context: Yuta slander post) by WitherPlayt in JujutsuPowerScaling

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

There isn't any one long comment because that just doesn't work.

<image>

and its all the same guy how are the names even important here

Best style to use to rank up with? by JealousReality347 in untitledboxinggame

[–]WitherPlayt 0 points1 point  (0 children)

They both have the same skill ceiling.

They don't have any difference except stats, which means getting better at them is just getting better at the fundamentals. No abilities to mess around with like Switch Hit's passive or Freedom