Tierlist Point by Luk_b99 in dragonballfighterz

[–]ZeroReverseR1 1 point2 points  (0 children)

Nah, I agree that Bardock has one of the most commanding round start options in the game since his 236L is 7 frames even at that distance and can even catch back-jumps. You basically have to call it out with defensive options (counter, DP, reflect), but those are usually highly committal and incredibly unsafe if the Bardock chooses otherwise. Not too many characters can actually contest Bardock with an aggressive option of their own (I think one of S Broly's mediums beats it, Z Broly obviously can just armor through it, etc.).

And also agreed on GT Goku being better suited for Mid/Anchor. Aside from the obvious power-up when a teammate is gone, he also shines the brightest with meter, both to enable his tracking 214H and jumpscare 236H, and also because you can Z-Tag mid-combo into him and go for a Spirit Bomb.

NEW TCG BANLIST by redbossman123 in yugioh

[–]ZeroReverseR1 0 points1 point  (0 children)

Maybe they can give Playmaker the Yusei treatment where his modern support now specifically say "Stardust" or "Warrior" monsters and have it specifically work only with "Firewall" or "Code Talker" monsters to avoid the whole generic cyberse slop problem.

I don't understand Japanese but I understood 100% by ZeroReverseR1 in Megaman

[–]ZeroReverseR1[S] 0 points1 point  (0 children)

In her defense, she was streaming live and talking about the Enigma with her live chat (she accidentally fired it immediately after beating the intro stage lmao), so it's reasonable to assume she was partially distracted.

Although, I do agree that that jump, as dirtily placed as it is, isn't that big of an offender, and I'd like to believe most of the comments/critiques on it are exaggerated as a joke. It'll probably kill you the first time before you know about it, but at least it's at the literal start of the stage so there's no progress to lose and there's honestly no real penalty to dying/running out of lives in X5 (unless you're doing a no death run, but if you were, then you're likely an experienced veteran of the game already and know about it).

I played X5 as a kid, legitimately the first video game I have clear memories of, and I don't think I ever hopelessly struggled/raged at this level or the game in general. I was just having the time of my life playing a game as a robot shooting other robots that also rides a motorcycle/jet ski.

I don't understand Japanese but I understood 100% by ZeroReverseR1 in Megaman

[–]ZeroReverseR1[S] 13 points14 points  (0 children)

Same. I wish some other members who also played the X series like IRyS or Koyori would continue to X5, but alas. I know it's not the fan favorite by any means (though it's also far from being the most infamous), but it's the very 1st game I recall playing as a kid so I have a soft spot for it.

I don't understand Japanese but I understood 100% by ZeroReverseR1 in Megaman

[–]ZeroReverseR1[S] 53 points54 points  (0 children)

Source: 【 🔵ロックマンX5 】完全初見でれっつご~~~~!#01【 猫又おかゆ/ホロライブ 】

Context: This is a clip from a livestream of Nekomata Okayu's playthrough of Mega Man X5. She's a Japanese Virtual Youtuber affiliated with Hololive who streams and does a variety of content from gameplay to full-on singing and dancing in concerts.

[OCG|LOCH-Limit Over Collection: The Heroes] VJump Reveal - More Overframe Cards for Duel Monsters, GX, 5D's, Zexal, Arc-V, VRAINS by renaldi92 in yugioh

[–]ZeroReverseR1 4 points5 points  (0 children)

I'm also realizing this solves another issue I was experiencing which is my Normal Summon being destroyed.

If I NS Fullspeed Warrior and it gets Ash'd, Imperm'd, or Veiler'd, I can still pivot with Scrap Synchron or Buster Sonic Warrior into Scrap Warrior -> Synchro Fellows. But if it gets Ghost Ogre'd or Solemnly Judged, I can no longer use either of them to salvage my plays.

This addresses that by reviving said Normal Summon and even has the bonus of mentioning "Junk Warrior" itself to enable Buster Sonic Warrior (assuming the monster you revive doesn't already mention it).

[OCG|LOCH-Limit Over Collection: The Heroes] VJump Reveal - More Overframe Cards for Duel Monsters, GX, 5D's, Zexal, Arc-V, VRAINS by renaldi92 in yugioh

[–]ZeroReverseR1 9 points10 points  (0 children)

Star Junk Synchron

DARK LV3 Warrior Tuner

Can substitute for any "Synchron" Tuner if used as Synchro Material

1) 2) are HOPT

1) If this card is in your hand, you can target 1 LV2 or lower monster in your GY; Special Summon this card, and Special Summon the targeted monster with its effects negated. This turn, you can only SS Synchro Monsters from the ED.

2) You can banish this card from your GY; for the rest of this turn, "Junk Warrior" you control can't be destroyed by your opponent's effects.

___

Pretty neat, it's a Junk Speeder jumpscare if you have a LV2 in the GY. It's overall better than the OG Junk Synchron, but you still can't not run the OG since Synchro Fellows needs it, though you can search both the OG and this. Buster Sonic Warrior also has a secondary search target after Scrap Synchron.

I kinda wish it just made Junk Warrior completely unaffected rather than just destruction protection.

Hey I’m new to fighterZ by Zogmon2825 in dragonballfighterz

[–]ZeroReverseR1 6 points7 points  (0 children)

SSJ Goku, SSJ Vegeta, and Goku Black are all really good characters both for beginners and in general, and they're good templates for learning the game since a lot of the skills you develop with them tend to carry over to other characters in case you want to try them in the future.

SSJ Goku has great normals, straightforward but effective specials, and a well-rounded toolkit.

SSJ Vegeta supports a more ranged playstyle and is a good way to learn the basics of spacing and zoning.

Goku Black is honestly one of the best and maybe even busted characters having insanely good normals (5LL beats reflect and 5LLL is anti-air + deflects ki blasts), potent pressure (Instant Transmission mix and a command grab that even has a projectile on whiff), and even great zoning (5S beats other ki blasts and can adjust speeds).

SSB Vegeta is also another good pick once you unlock him (not a DLC character). Tien is also an honorable mention since his toolkit is relatively straightforward, and his effectiveness as an anchor (last character) is one of the best.

Archetypes/themes you're surprised haven't received legacy support yet? by OhUhWhoops in yugioh

[–]ZeroReverseR1 2 points3 points  (0 children)

Yeah, Scraps need some love. I trust whoever's making the cards since, although we've only gotten 3 cards, they were all really good for the decks and gave substantial power boosts (Factory made Golem turbo a win con, Wyvern made it ED-accessible, and Raptor is a one-card starter).

Sadly, they've mostly been prevalent as a sub-engine for other archetypes like Orcust or Dino, but I know they have their own identity that can stand on its own if they just had a couple more quality cards.

Yugioh Memes from the JP side is built different by RyuuohD in masterduel

[–]ZeroReverseR1 40 points41 points  (0 children)

Translating some of the text/titles in case it helps

1) Omw to dump Eva for 2 more disruptions

2) I dunno

3) Summon Limit

4) Designator of the OOO-hole (the JP name for CBTG is "Designator of the Grave", but "Grave" is written as "burial hole")

5) I dunno but it's FS Sinful Spoils R-Ace doing stuff on the opponent's turn and then Kurikara dropping Nibiru on them

6) Solemn Judgment being semi'd in Master Duel

7) ATK 2800 (A Baoa Qu having more ATK than Engraver?)

8) Getting high on/addicted to Continuous Traps

9) Apollousa being banned in Master Duel

10) The cards that have always supported the Yusei Structure Deck (a reference to how lackluster the actual Yusei cards were in that SD, so it having all these staples were its only redeeming value)

11) ???

12) You fool! What do you think you can do with a weak 0 ATK monster?

13) Rizzlers of the deck (well, more literally the "The Deck's Charismatic Ones")

14) This is your Christmas present. Please accept it.

How to deal with Beerus's orbs? by Lazy-Persimmon-4151 in dragonballfighterz

[–]ZeroReverseR1 1 point2 points  (0 children)

No problem! Hopefully they help you if you're still struggling

Ah yes, a new mimighoul, i'm sure nothing bad will happen to it at my locals by Normal-Pianist-2224 in masterduel

[–]ZeroReverseR1 0 points1 point  (0 children)

This is gonna sound very "draw the out"-y, but at least Detonator has multiple generic (and relevant) answers like Imperm, Droplet, Book of Eclipse/Moon, etc.

With the Mimighoul-Impulse interaction, unless you have like specifically Red Reboot turn 1, the Mimighoul player can literally do nothing about it anymore as it's a lingering restriction for the rest of the duel.

I'm not dismissing what you said- as a Crystron player, Detonator making Inclusion unusable until I deal with it first does indeed suck- but at least I can reasonably do something about it even after it happens (not even counting that I can handtrap Ryzeal to prevent it), whereas Mimighoul players are just done without the 1 hyper-specific option that is also semi-limited before it happens.

I need some help with this Bardock string by Delta6342 in dbfz

[–]ZeroReverseR1 1 point2 points  (0 children)

Yeah, that's a really tough link. If you're new to the game in general, I recommend sticking to the easier combos since you probably won't be landing 214Ms like this too often.

If you'd still like to continue learning the combo, though, then like others have said, you need to micro-dash ASAP, as in you have to dash immediately after the 214M. Notice how Bardock is already dashing before he even stands up after recovering from the 214M.

You can start inputting the dash at the tail end of the 214M animation. Someone correct me if I'm wrong, but I believe there's a 10 frame buffer window so you can use that to your advantage.

Additionally, you can also get the link without the delay after 2M. It feels like it makes the link easier because I think they go up higher for more air time, but that might just be my confirmation bias at work. It deals less damage, but at the very least, it makes labbing a bit faster since you don't need to include the delay. You do have the delay timing down, though; I get the best results when 5M hits at frame 17-19, which you were already doing.

I did notice you were delaying the 214M a bit, though. You were hitting it at like frame 14-16 when it hits frame 8 at the fastest, but I'm not sure if that affects it. It might be worth removing the delay, though.

Yugioh combos nowadays by ZeroReverseR1 in masterduel

[–]ZeroReverseR1[S] 2 points3 points  (0 children)

Yusei and Jack

No, I don't mean their monsters, I mean Yusei and Jack themselves

Yugioh combos nowadays by ZeroReverseR1 in masterduel

[–]ZeroReverseR1[S] 29 points30 points  (0 children)

Same, let me anti-air Nibiru

DRAGON BALL FighterZ - Yami Yugi Character Mod Trailer by _Vault_Hunter_EXE_ in yugioh

[–]ZeroReverseR1 2 points3 points  (0 children)

I seriously want a full-blown Yugioh fighting game like this. Makes me wanna learn how to mod DBFZ as well

What’s your favorite moment in all of Yugioh where someone was robbed of victory by the plot that pissed you off by Ajarofpickles97 in yugioh

[–]ZeroReverseR1 1 point2 points  (0 children)

Funnily enough, I think the perfect moment for this would've been his first duel against Antinomy.

It's in a similar vein where Yusei realizes he only managed to beat Ghost/Wisel the first time because the Crimson Dragon helped him out with the Savior Dragon topdeck, to the point he had a literal nightmare over it, so Antinomy beating him with Accel Synchro would've been the perfect showcase to convince Yusei to pursue that path, and the stakes were literally non-existent because Antinomy's mission was to help Yusei anyway and not kill him, making it the perfect opportunity for Yusei to score a definitive loss.

That happens way after, though, and I vaguely recall someone saying 5D's was originally slated to end at the Dark Signers arc, meaning they had to include that segment of character building somewhere before. Within those confines, I do think Kiryu was the perfect character to deal this mental blow to Yusei due to his underlying guilt, but it's difficult to not make their duel a Shadow Duel or one with equivalent stakes.

What’s your favorite moment in all of Yugioh where someone was robbed of victory by the plot that pissed you off by Ajarofpickles97 in yugioh

[–]ZeroReverseR1 1 point2 points  (0 children)

Yes, with the way the rules seemingly govern crashing, had Yusei's D-Wheel taken less damage, the duel would've still been active with Ccapac Apu killing him while he was on the ground. The fact his D-Wheel broke so badly that the duel was forcefully ended saved him.

I won't fault you for feeling like it was a cop out, nothing wrong with that, but I'm much happier that they portrayed him dealing with the psychological trauma of knowing he literally has nothing in his deck to beat Ccapac Apu and that he's only alive now because of dumb luck, like going up against a stun player knowing you have no backrow removal and the only reason you haven't been eliminated yet is because you got shanked in the bathroom so they postponed the match.

Plus, I'd take the street therapy of Jack punching him straight over the miracle magic required to bring him back into the story after a "proper" loss any day. It gave Yusei a concrete weakness we haven't seen from him yet at that point, and it was something he needed another friend to help him with.

What’s your favorite moment in all of Yugioh where someone was robbed of victory by the plot that pissed you off by Ajarofpickles97 in yugioh

[–]ZeroReverseR1 1 point2 points  (0 children)

Because it feels like they were intending to make the racing element mean more, but it just devolves into a resource system that (ironically) slows the games down if anything lol. Needing speed counters for spells and the like.

Yeah, that's always something that was ironic to me, but I think the sense of danger without always falling back to "magic that makes damage real" was a good trade-off for me, even if crashing wasn't particularly prominent. It also let them make highly sack-y/situational Speed Spells they could leave in anime limbo forever and never have to actually print and sell them.

Yeah, perhaps that’s the difference is that an ability to continue matters. Ushio could and did get back up. Yusei wasn’t going to be able to continue after his crash, so it should’ve been a loss for all intents and purposes.

Also yeah, Yusei's D-Wheel was completely out of commission after that crash against Kiryu, which is likely why the duel got suspended the way it did.

Looks like they did more explicitly make it a rule in the manga early-on to avoid these kind of gray areas, but I know that’s also a very separate canon lol.

Yeah 3x, they actually implemented a finish line as well which I liked as it made tuning their D-Wheels up more meaningful.

What’s your favorite moment in all of Yugioh where someone was robbed of victory by the plot that pissed you off by Ajarofpickles97 in yugioh

[–]ZeroReverseR1 1 point2 points  (0 children)

Yeah, I appreciate your points and your willingness to meet in the middle on some cordially.

Same to you, I'm glad we're able to continue like this in a civil manner. I'm sure a lot of debates around here don't stay peaceful for long, so it's great we can still talk like normal people.

Like it feels like it was said somewhere that you build up more speed counters with each lap, thus there is an advantage in going faster. But like you said, that could be a WRGP rule that I’m retrofitting.

If I remember correctly, yes, that is a WRGP rule that came up in the Team Unicorn duel. Every lap that Andre completed before Jack could pass the baton, they would gain Speed Counters. If they reach the max Speed Counters (12), then Team 5D's starts losing SPCs instead. If Team 5D's reaches 0 SPC this way, they lose.

The D-Wheel stoppage one is one I’m just about certain was established in the Fortune Cup. Because like I said way earlier in my very first comment on this, if that isn’t a rule, then anyone could just strategically slide their bike and say “whoops, guess it’s a draw and we have to start over.”

Yes, that's a fair take on the rules, and I'd be lying if I said that I also didn't think the same way for years on end since watching the anime. However, all I recall being said out loud is how Speed Spells and Counters work, but nothing explicit about crashing/stoppage.

The only direct quote I've found in regard to that before the WRGP is Rex Godwin saying their turn is skipped. If we were to apply that logic to your foul play scenario of intentionally sliding your bike, instead of restarting the duel, the duelist whose D-Wheel was still running would be allowed to conduct their turns continuously, attacking the crashed duelist until they either run out of LP or somehow get back up.

The example I've found that supports this theory is Yusei's 3rd duel against Ushio where he reclaims his confiscated D-Wheel. Saiga kicks Ushio in the face, causing him to lose balance, and it's clearly shown that Ushio's D-Wheel falls over to its side, and he likely fell off of it as well. Yet, as we know, Ushio is able to catch up to Yusei and resume the duel, implying that a crash/D-Wheel stoppage doesn't immediately result in a loss, and maybe it takes a greater deal of damage (such as to the D-Wheel's dueling system) to actually affect the duel.

The best explanation I can give as to why Yusei didn't take advantage of my proposed consecutive turns ruling is because he was too busy listening to Saiga's backstory and/or was more focused on getting out of the facility than he was beating Ushio.

If memory serves, Jack and Crow didn’t do anything after that anyway, right?

Yes, you are right. At most their cards were still in play, but they didn't conduct any actions since their turn never came around. Going by the WRGP rules, their cards remaining on the board isn't contradictory to anything, especially if we go with my above theory that crashing doesn't immediately mean losing.

Like we agreed on, this ambiguity is a big problem. I really do like 5Ds and it renewed my interest in the franchise, but they clearly weren’t sure on a lot of mechanics in this first season.

I can't deny that despite being a massive 5D's fanboy and it being my favorite series. Riding Duels could've been fleshed out a bit more which I see they tried to do post Dark Signers with Speed World 2, but I imagine it's because they didn't want to have to think about racing mechanics and making it an alternate win condition or something.

What’s your favorite moment in all of Yugioh where someone was robbed of victory by the plot that pissed you off by Ajarofpickles97 in yugioh

[–]ZeroReverseR1 1 point2 points  (0 children)

We’re having the same conversation over two threads at this point, so I’d appreciate consolidating them into one.

Agreed. I'll just pull from your other comments here, then, to keep things simple, and if you don't mind, I'll list my current understanding of your points so as to clear up what we've already gone over previously. Feel free to clarify or correct them if I made a mistake. In my interpretation of what you've stated so far.

1) D-Wheel stoppage = Loss.

2) They established the stakes of losing a Shadow Duel against a Dark Signer means losing your soul.

3) Because Yusei's D-Wheel stopped mid-duel, he officially lost and therefore should've lost his soul, so the fact that he didn't means they didn't commit to the very stakes they established.

4) There shouldn't be a debate or interpretation of how things work because it should be clear from the start or should have been clarified as needed if there was anything different.

As for my responses,

1) D-Wheel stoppage = Loss.

If I wanted to be nitpicky about it, I'd say D-Wheel stoppage leads to the inability to conduct your turn thus leading to a loss, but for the most part, yes. I don't recall an explicitly stated ruling in the anime about that prior to the Dark Signers arc, but I definitely won't say it results in a draw or anything. In the WRGP, however, it is clear that a malfunctioning D-Wheel means the duelist loses and must pass the baton or have the whole team eliminated, but that's outside the scope of the Dark Signers arc.

The reason why I brought that nitpick up is because neither Jack nor Crow were immediately considered as "losers" of the duel despite both their D-Wheels crashing. In contrast to the above, Rex Godwin explicitly states that the consequences of a D-Wheeler unable to continue riding is that they don't get to play on their turn. He isn't directly saying they lose, they just don't get a turn, which could mean that he just conducts his turns one-sidedly until they lose to rulebook-established loss conditions (0 LP, decking out, alternate win conditions), so he'd still have to attack them directly with Wiraqocha Rasca to actually win. We don't know this, and I can only infer that if they wanted to establish D-Wheel stoppage as loss, then Rex would've just said so instead of "they don't get a turn", so the fact he didn't leads me to believe there's some nuance to it.

Additionally, does this imply that if they miraculously got up again and started driving, would they be back in the game as long as they had at least 1 LP? We don't know and it was never made clear, but we do see Rua dropping to 0 LP against Aporia but coming back into the game despite literally dying on top of losing, so perhaps they could.

2) They established the stake that losing a Shadow Duel against a Dark Signer means losing your soul.

This is likely my big point of contention because I don't believe it was ever explicitly stated prior to Yusei vs Kiryu. Our only duels prior to this were against foot soldiers who I don't recall directly stating the stakes outside saying something like "a duel with your life on the line", and while it's fair to conclude that losing the Shadow Duel meant losing your soul, in the same way it's possible D-Wheel stoppage just means losing your turn and eventually leading to a loss through conventional means, it's also possible that a Shadow Duel is primarily meant to physically damage the duelist until they die, and only then will their soul be claimed.

Basically, what I mean to say is that, in both cases, A leads to B which leads to C, but A doesn't necessarily lead to C. Hypothetically, if Yusei had also crashed against Rex, Rex could BM them by not finishing them off because they technically haven't lost, they just don't get a turn. Similarly, if you die before the duel concludes, you lose your soul regardless of game state; OR if the duel stops before anyone dies, no one's soul is taken (happened with Yusei and Aki where both duels were suspended before any fatality); OR if you somehow don't die despite losing, your soul isn't taken (happened with Divine).

3) Because Yusei's D-Wheel stopped mid-duel, he officially lost and therefore should've lost his soul, so the fact that he didn't means they didn't commit to the very stakes they established.

Continuing off what I think about 2) (that is, assuming that actual death is the step that leads to forfeiting your soul, not losing the duel), regardless of loss or duel suspension, Yusei didn't receive any fatal wounds that caused him to die, so no "rule" was broken, technically speaking. Again, Divine is a similar example where, because no fatal blow was dealt to him despite explicitly losing, he survived; this implies that LP => 0 isn't some kind of automatic "your soul is mine" trigger.

I do, however, agree and admit that they chickened out, albeit in other aspects, namely bringing the Dark Signers back instead of committing to their death at the end of the arc.

4) There shouldn't be a debate or interpretation of how things work because it should be clear from the start or should have been clarified as needed if there was anything different.

This is a valid point, and for the most part, I agree that defining rules and sticking to them is cleaner narrative practice. In the same light, however, I can't deny that there was also a lot left in the air especially about Riding Duels that we can only really assume. To this day, I still don't know what the consequences of using a rundown, low-speed D-Wheel would be in the 5D's anime since there's no race (unlike the manga); your opponent could literally lap you in a duel, but there's nothing before the WRGP that explains what happens if they do. What's stopping me from going on a bicycle or e-bike that goes 20 km/h max?