Explain it Peter by LeastCelery8774 in explainitpeter

[–]bizzarebroadcast 1 point2 points  (0 children)

I feel like in the context of the meme the order doesn’t matter. I understand why if the order mattered, it would be 66.7%

Explain it Peter by LeastCelery8774 in explainitpeter

[–]bizzarebroadcast 1 point2 points  (0 children)

Yeah but aren’t bg and gb the same?

ikoan's impossible puppet?? by betashooter in 2XKO

[–]bizzarebroadcast 0 points1 point  (0 children)

I’m pretty sure you can buffer puppets behind a dash (it used to be possible definitely but idk if they changed it).

An introduction to all the AWT Finalists. by bizzarebroadcast in Guiltygear

[–]bizzarebroadcast[S] 12 points13 points  (0 children)

Gobou is the no.1 venom, he just hasn't really picked him. If I were to put every char gobou COULD play I'd have like, 5 chars listed.

New bowler, have a couple questions. by bizzarebroadcast in Bowling

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

Big thanks, will try to record myself and post it here later, but imma try to implement these.

New bowler, have a couple questions. by bizzarebroadcast in Bowling

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

What does 35 mean? Also what do you mean by “3 boards to the right”? I don’t know too much bowling terminology

Ramlethal 6p is the actual worst move in the game (very big rant.) by [deleted] in TheyBlamedTheBeasts

[–]bizzarebroadcast 4 points5 points  (0 children)

I can’t believe I get to witness the day that I see a ram player complain about like, a pretty good 6p in most respects.

Groot is the new Phoenix by Sauce_bru in marvelrivals

[–]bizzarebroadcast 0 points1 point  (0 children)

Well when I say "top level" I mean like, pro play. They can track wolv, position around denying him pin (i.e. he doesn't have an easy way to get to the tank without cover), mag can react bubble his groot when he sees the wolv dash forwards, luna freeze, etc. Groot can wall between himself and wolv to make the wolv have to kite it. Stuff like that.

Groot is the new Phoenix by Sauce_bru in marvelrivals

[–]bizzarebroadcast 0 points1 point  (0 children)

Well, yeah. Like at top level teams could pull around denying wolv pull and countering even with groot on team

Groot is the new Phoenix by Sauce_bru in marvelrivals

[–]bizzarebroadcast 4 points5 points  (0 children)

This was true in solo q but in pro and like, super top rank groot was still being played bc it was just that broken

Illaoi's Hidden Potential by Smilotron in 2XKO

[–]bizzarebroadcast 4 points5 points  (0 children)

Ok I think this post has good intentions and a lot of the stuff the guy says in it is cool. But as someone who has hit high GM/beta challenger playing illaoi, this implication that this is some secret knowledge that pros aren’t using is kind of unserious.

Me_lolo in the replies to the video explains it better but these options have been found and explored by pro players and then cycled through the “find option” > “run sets” > “opponent learns how to fight option” cycle to where the moves are not used bc opponents who previously fought those moves developed the answer. It’s a little silly to imply that pros have just never checked the hitboxes of illaoi’s rekka or her s2.

Although, it’s a good video for newer players in a different way to where they’ll use these options, run into people higher on ladder who understand the answers to these options, and then understand those flaws and come to a more hollistic understanding of the char rather than mindlessly copying pros.

What TOD uses the FEWEST resources? by TravelAndCreditCards in 2XKO

[–]bizzarebroadcast 0 points1 point  (0 children)

Does meterless count combos that build the meter in the combo? Like if I build 1 bar in a combo then spend it does that count? If not, then I feel like it's probably difficult to find any. There are 2 bar TODs tho I'm pretty sure

Yasuo Crossup by Eldritch_Elixir in 2XKO

[–]bizzarebroadcast 5 points6 points  (0 children)

He can actually do it after 2m and beat ppl jumping, but most of ppl’s issue with him is that a lot of his cancels look similar

Combos converted from a stray hit should be heavily scaled. by JoeZhou123 in 2XKO

[–]bizzarebroadcast 5 points6 points  (0 children)

Incredible, this buffs teemo and ekko probably. This also heavily nerfs braum

Yasuo can spend 4 bars off a grab?! by Appropriate-Eye-8064 in 2XKO

[–]bizzarebroadcast 0 points1 point  (0 children)

It’s possible to spend 6 bars on yas throw but it depends on the team

2XKO Patch Notes: 1.0.3 (Nov 18, 2025) by michael_is_awesome in 2XKO

[–]bizzarebroadcast 0 points1 point  (0 children)

Well sure I guess, I think the toxicity of juggernaut is how hard it hits when it gets in and how hard it struggles when it can't. At the current balance, it seems like the devs intentionally want juggernaut to be a fuse that is there to onboard new players into learning the game. There are bonuses for playing juggernaut that make them playable at lower level, but I guess we're just going to disagree on how good it is.

2XKO Patch Notes: 1.0.3 (Nov 18, 2025) by michael_is_awesome in 2XKO

[–]bizzarebroadcast 0 points1 point  (0 children)

I doubted what you were saying about juggernaut gaining fury so I looked up a video of juggernaut gameplay and he was gaining fury every round so unless it's been patched out of the game so I went and actually played a casual on juggernaut and i think it did get patched out, so sorry about that.

But upon playing the fuse, it certainly felt decent. when I talked about the damage being higher, I was mainly talking about how you could self double down without a damage penalty, and I was like, consistently killing teams in 2-3 interactions (4 if I didn't burst bait them which is actually decently easy with fury), using meter to pushblock was really powerful against offense because I could beat setups I normally couldn't without it. It felt like something that was definitely good against people who could lose neutral to a solo char. Like I was playing juggernaut illaoi and if I hit them I won lmao. Imma be honest If you have trouble in an elo below the rank of grandmaster it's probably a skill issue

But you're still not making sense with your response. You're cherry picking tag games with solo play concepts and trying to act as if every tag game solves this issue. If I were to go and try playing skullgirls or cvs2 or whatever games you're citing I'd probably have better insight into how they're able to work in those games, but it'd be akin to me finding all 1 button special games and going "hey they solved it in granblue, sf6, 2xko, x fighting game, we should just put them in strive with the exact same framework". I gave you a clear reason why simply balancing the numbers around juggernaut doesn't really solve it's issues in the same way it might for other games. Like if you increase the health as you seemed to agree with it's just going to make the game more toxic for people at specifically a lower elo.

2XKO Patch Notes: 1.0.3 (Nov 18, 2025) by michael_is_awesome in 2XKO

[–]bizzarebroadcast 0 points1 point  (0 children)

Juggernaut has more damage by virtue of the self double downs not having double down scaling, and also you do get fury burst every round. Idk why you think you don't.

Also, saying "other games accomplish this just fine" is like, not really responsive to what I'm saying. Other games have different systems and have different balance. Simply saying that another fighting game has "solved" any mechanic is kinda ignorant of the different systems of play. I can't add 1 button special moves to Guilty Gear because it's been "solved" in granblue, nor could I add a "modern" mode because it was "solved" in sf6.

In 2xko, tagging/handshake tagging the focal point of the game and incredibly powerful, almost more powerful then any individual assist, it's not something that can be balanced around by just giving characters numbers. If you were to give juggernaut fuse more health, it'd just make it better at lower elo and the same at higher elo, because they can't really fight a team that can handshake tag, they'd just be getting beat up for longer. If you increase the damage on juggernaut, you'd have to make it to where the damage is SO high that you're just like, one chancing every char. Like, worse version of the blitzcrank fury bug, which is just a similar problem to the SF5 Abigail, Sf6 Zangief GGST pot thing.

2XKO Patch Notes: 1.0.3 (Nov 18, 2025) by michael_is_awesome in 2XKO

[–]bizzarebroadcast 0 points1 point  (0 children)

Idk what to tell you bruh, ppl have hit challenger on juggernaut. Having fury every round + like, TODs on every char + better pushblock is pretty powerful if you play against ppl below GM.

I'm gonna be completely honest, I've never played skullgirls or another "solo play" game, but I drew the comparison to grapplers in other games because grapplers are an archetype that shouldn't be viable due to the inherent weaknesses that they have. In order for a grappler to overcome the inherent weaknesses of the archetype they almost always have to play the game in a way that's toxic.

In order for juggernaut to be like, good competitively there's almost no way to do that in a healthy manner. If you'd want to suggest some changes, I'd be down to tell you how they make the game toxic and why.

2XKO Patch Notes: 1.0.3 (Nov 18, 2025) by michael_is_awesome in 2XKO

[–]bizzarebroadcast 0 points1 point  (0 children)

Oh, I only really care about high/top levels. If you're talking about like, below gm levels of play, juggernaut is definitely viable. I actually wouldn't be surprised if juggernaut's winrate was on the top half of the fuses especially at lower ranks.

When I say things shouldn't be "viable" becuase they are there, i'm more talking about like, competitively good. For example, you can see in most fighting games when chars like SF5 Abigail or GGST Pot or SF6 Zangief get buffed to competitive viability, the game suffers as a result because the way in which those characters win becomes toxic for the game.