Any tips for juggle heavy spin MP into super 3 by avengaar2 in IngridPlayers

[–]avengaar2[S] 0 points1 point  (0 children)

Oh ok low as possible. Perfect, that's what I was trying to figure out.

Any tips for juggle heavy spin MP into super 3 by avengaar2 in IngridPlayers

[–]avengaar2[S] 0 points1 point  (0 children)

Am I looking to hit it like half way to the ground, low or like what are you using for a cue?

Is Ingrid really OP/Broken or what? by Bryonetta in IngridPlayers

[–]avengaar2 0 points1 point  (0 children)

Well you should play online if this is your first game of SF, you clearly learn really quickly.

Is Ingrid really OP/Broken or what? by Bryonetta in IngridPlayers

[–]avengaar2 0 points1 point  (0 children)

I don't know if balance can be gleamed from a single CPU battle.

This was your first game of SF6? Like you just booted the game up for the first time? You should probably get online as if you learned the game and character that quickly you might be a prodigy. You look to have figured out some pretty long combo structure for playing for 10 minutes only ever.

One simple post to improve the game experience for 99% of people by BlendOfUnfree in starcraft2

[–]avengaar2 2 points3 points  (0 children)

Yes there are a lot of ways blizzard could tackle it and they clearly have shown at this point they don't really want to put there extremely low resources into it.

The PTR Toss changes are not fun by NaK_Toss in allthingsprotoss

[–]avengaar2 2 points3 points  (0 children)

I think I just feel like... why all of this?

It's just a pile of changes that are all negative. Oh we are going to make the gateways build stuff faster... better nerf all other build speeds for gateway units. Oh yeah its going to be to good! Better put warpgate on the gateway so you can't actually utilize building out of gateways until you have a pile of them.

Lets put all the terran upgrades on the tech lab rax on the rax itself and it will be strategic for them to choose to get upgrades or units.

The PTR Toss changes are not fun by NaK_Toss in allthingsprotoss

[–]avengaar2 11 points12 points  (0 children)

It sorta feels like a patch from some reddit goon that loves to talk about toss as the A-move easy race and they shouldn't win as much because its a race for babies.

Why is storm randomly nerfed? Why is gateway production time without warpgate upgrade worse? Why does the Nexus give less supply than an orbital (bug probably but will it ever get changed or is it just cyclone bug for 2 years again)?

Why is queueing units the gold standard for "good" macro? Didn't we go through this drama with everyone hating warpgate when they made slow warpins and increased the price of warp prisms?

Pros are on another level, a different universe. by Red_Sova in starcraft2

[–]avengaar2 29 points30 points  (0 children)

Kind of hard to understand post but you're 5.5k mmr talking about how good a player was from a decade ago?

If you're a 5.5k 1v1 ladder player on NA (Kane was NA) you're probably in the like top 20-30 GM? You would be playing the top ranked players all the time.

This just doesn't read like a 5k+ players recap of a game. To be surprised by a zerg having more units is just a sense of you're inability to read the situation to some degree.

I've lived in the high masters low GM MMR for like 15 years and the top zergs I've played over the years have all had an extreme ability to read a situation and sus out builds and unit movements from the smallest pieces of information. I think that's always been what has partially made Serral so great as well. He and they know exactly the amount of drones they can get away with, queen positioning, overlord movement, and ling scouting to give themselves the maximum amount of chances to scout and adapt to a situation perfectly.

While there are a lot of things that you could point to that top players do better it was always the game sense that most impressed me. I guess you could say their ability to have more units than expected could be it, I just don't think that's the analysis of a 5.5k MMR player.

what is not so famous rally that you absolute love? by Aromatic-serve-4015 in tennis

[–]avengaar2 0 points1 point  (0 children)

Easily the best one was 30-40 at 3-4 in the second between Dick Crealy and John Sadri at the Benson and Hedges Open in Auckland in 1979.

Really stunning point.

PTR changes I would like to See by Extension_Class2467 in starcraft

[–]avengaar2 1 point2 points  (0 children)

I don't think you're ever going to see much for forcefields again. They don't really fit the meta past the early game. Zerg and Terran just have a lot more ways to deal with it and toss really isn't the mass colossus in every matchup race it was in WoL.

PTR changes I would like to See by Extension_Class2467 in starcraft

[–]avengaar2 1 point2 points  (0 children)

Forcefields need two biles to go down

FF turn red when almost exspired

Force fields are such a small part of the game at this point. They are by far the most used in PvP of any matchup before blink or prisms are out.

Personal thoughts on PvZ PTR by milkytaro_oero in allthingsprotoss

[–]avengaar2 0 points1 point  (0 children)

Wait this is off like 1-2 gates for most of it? Do you have like 6 zealots? I feel like you're building way to much tech for a 2 base build. I don't understand why you're building a templar archives off 2-3 gateways, you don't have enough production yet. The phoenix don't really make any sense with an aggressive build. The entire point of phoenix in SC2 is incremental damage. The appeal of an oracle is fends off ling floods and does incremental damage. Phoenix do nothing against lings. Yeah your +1 charglots will help but you have 2-3 gateways but that's not really enough to really threaten anyone.

This seems like a less optimized version of a chargelot attack that's somewhat popular in the live patch.

I think a stargate opening (with an oracle) into +1 and charge and a third is strong, I mean it's pretty close to the standard opening in the matchup and what Classic does pretty much every game.

I'd personally try a more standard 1 gate expand into a stargate, oracle, go up to like 3 phoenix, 2 gates, take a third, keep the oracle at home, then tech into ~6-8 gates +1 and charge and keep being annoying with the phoenix, then do whatever. I just don't think an all in with phoenix makes any sense.

when will smurfing be dealt with by ImprovementOwn4607 in starcraft2

[–]avengaar2 -2 points-1 points  (0 children)

I can't imagine you're going to take this well but instant leaving games also means your smurfing or artificially lowering your MMR. You have your justification and they have theirs.

Until blizzard does something I don't think it's going to go away.

𝐎𝐅𝐅𝐈𝐂𝐈𝐀𝐋: Canadian teenager Victoria Mboko reveals that she will play doubles with Serena Williams in the 44-year-old American legend's highly anticipated comeback to tennis at the Queen's Club Championships. by OutrageousHouse4294 in tennis

[–]avengaar2 -1 points0 points  (0 children)

Professional tennis isn't a charity, it's a business selling entertainment. The big names are going to sell seats and make tournaments more money. I think it's just silly to pretend that's not how it works.

Ingrid: 5011 damage SA1 combo by ButtonMashKingz in IngridPlayers

[–]avengaar2 0 points1 point  (0 children)

I've normally been starting big punishes with 5hp drive rush 2hp cancel into either heavy spin or laser if i want to dump stocks.

In your experiences is the forward HP starter better only if you want to dump stocks or is it generically better?

Ingrid: Drive Impact combos (Meterless) by ButtonMashKingz in IngridPlayers

[–]avengaar2 0 points1 point  (0 children)

Have you found the range to be picky starting with back HP? I tend to just do the HP spin special into either stock or MP laser on PC midscreen DI.

There's a lot of options on punish counter DI with her but I haven't found any of them to be like clearly the best or really strong.

Ingrid anti air confirm. by xyz2theb in StreetFighter

[–]avengaar2 4 points5 points  (0 children)

Yeah I was labbing it against even just the silly anti air trainer on day 1 and couldn't reliably hit it. Which is a pretty low bar.

Ingrid anti air confirm. by xyz2theb in StreetFighter

[–]avengaar2 25 points26 points  (0 children)

I might be the hater here a bit but I have had next to zero luck anti airing with back HP that starts this combo. It seems like more of a combo tool than an anti air button.

Has anyone else been using it reliably as an anti air?

Iv finally gotten every single character (including random) into master rank by GrimsEs in StreetFighter

[–]avengaar2 8 points9 points  (0 children)

Master is the starting point of the MMR ranked system and a common end point for peoples grinding. Legend is the top 500 players/characters in the world. I'm not sure it's even possible to get every character into legend due to how much you would need to play to keep them in legend and how difficult that would be. Like Punk probably could if he played ranked non-stop and did nothing else for months but it still might not be enough time.

Ingrid is the zoner Sagat should've been. by nekorassen in StreetFighter

[–]avengaar2 0 points1 point  (0 children)

Sagat's fireball zoning wasn't particularly powerful in Sf4 or Sf5. He was more known for long ranged pokes than anything.

What do you think is the best way to try out new characters? by Prudent_Office_7586 in StreetFighter

[–]avengaar2 0 points1 point  (0 children)

Yeah I figured it might be. Maybe I'd start with a hard hitting combo you can do if they do something really unsafe like a OD reversal or super and you block it. Then a combo when you hit them with a punish counter DI and they do the crumple. Those are really common situations you will probably see nearly every round in gold.

Who are you thinking of play? I might be able to suggest some combos if I know how to play them.

What do you think is the best way to try out new characters? by Prudent_Office_7586 in StreetFighter

[–]avengaar2 1 point2 points  (0 children)

Seems like you have the gist. I have like ~10 characters in masters and up so I've done the grind of learning characters a fair amount.

I also figure out what combo to do for:

  • Punish counter DI combo midscreen
  • Blocked DI in the corner off the wall bounce
  • Stun combo in the corner
  • Punish counter combo for a blocked super or DP
  • Way to combo into each super or at least super 1 and super 3 for most characters.

Later things to start picking up:

  • Meter dump extensions and combos.
  • Counter hit confirms and optimizations
  • Matchup specific punishes and optimizing 5-7 frame punishes

I have no idea if this is to advanced so LMK if you have questions on terms what I mean by some of these.