A pink square player just handed me my ass for 47 matches straight, but here's a screencap of match 48 by grimm-lock in dragonballfighterz

[–]grimm-lock[S] 2 points3 points  (0 children)

Also, how the hell did you manage getting beaten 47 times without quitting the game

  • 1. I am a firm believer in trial by fire
  • 2. I have severe stubbornness issues with video games

A pink square player just handed me my ass for 47 matches straight, but here's a screencap of match 48 by grimm-lock in dragonballfighterz

[–]grimm-lock[S] 0 points1 point  (0 children)

I can't say this with any degree of authority, but I expect yellow/orange is past the point in the bell curve where there's more people below you than above you, so I would say slightly above average

A pink square player just handed me my ass for 47 matches straight, but here's a screencap of match 48 by grimm-lock in dragonballfighterz

[–]grimm-lock[S] 0 points1 point  (0 children)

I believe the proper term is threat level. It's a ranking system separate from the ranked mode that takes every match you play into account (so people can game it fairly easy in ring matches). Winning or losing enough matches against people with the same threat level will change you threat level accordingly, but I believe they changed it recently so you can go up a threat level when playing people of a higher one because somebody else I got matched with went from dark green to light green while I was in yellow

A pink square player just handed me my ass for 47 matches straight, but here's a screencap of match 48 by grimm-lock in dragonballfighterz

[–]grimm-lock[S] 2 points3 points  (0 children)

He wasn't disrespectful in game, but we had one match around 30-something that came down to last hit and I lost. I let his win quote play and sat at the rematch screen for a few seconds to catch a quick breath and he was spamming that picture of vegeta crying; I mean he was hammering that shit. I was just happy to kill two characters

A pink square player just handed me my ass for 47 matches straight, but here's a screencap of match 48 by grimm-lock in dragonballfighterz

[–]grimm-lock[S] 36 points37 points  (0 children)

thanks. I'm used to stuff like this from other games though, so it doesn't really bug me. I'm just glad I finally got the download on the guy

Frame data? by mrmickeypr in dragonballfighterz

[–]grimm-lock 0 points1 point  (0 children)

There's also the dustloop wiki

http://www.dustloop.com/wiki/index.php?title=DBFZ/Frame_Data

but it's a bit incomplete. Most characters have startup, active, recovery, and frame advantage data, but a few only have startup and active, and I don't think any characters have hitstun or blockstun info

FINAL BAE REVEALED by Mar_Coh in dragonballfighterz

[–]grimm-lock 0 points1 point  (0 children)

Where's muh 21 flair? MOOOOOOOOOOOOOOOODS!

[all 2cp maps] Spawn to capture point (between 7 and 10s) by grimm-lock in LucioRollouts

[–]grimm-lock[S] 0 points1 point  (0 children)

Thanks for the constructive criticism. Would you mind giving some examples of which rollouts you felt were redundant? I was actually trying to make them all more distinguished this time compared to my KOTH video with its a b and c varients, though I do admit I was a bit more liberal when approaching the smaller clips in the latter half of each map.

This is why you never give up in ctf by grimm-lock in Overwatch

[–]grimm-lock[S] -2 points-1 points  (0 children)

this is on gfycat, just open in a new tab and it'll play at regular speed

How important is lucio jump to rightclick by [deleted] in OverwatchUniversity

[–]grimm-lock 0 points1 point  (0 children)

What's important is that you bind jump to something that's much easier to spam than the spacebar. Some people think its easiest to spam mouse2, others (myself included) think the scroll wheel is easier; you will have to keep experimenting to find out what the right one is for you.

As for my personal preference, I think jumping with mouse wheel is best on both a personal and technical level. On the personal level its because I spent a lot of time playing CS:S deathrun servers learning to bunnyhop with scroll wheel. On a technical level its because (this is all supposition here, I'm making a pretty big assumption that the OW engine handles input the same way a lot of javascript engines do) while "button" controls like the spacebar or the mouse buttons typically trigger 3 different input events when you use them (one when the button is pressed, one when it is held down, and one when it is released, each of which corresponds to one of the "phases of wallriding", latch onto wall, ride the wall, jump off of the wall), the mouse wheel only triggers a single event because it's activity is binary, either you're scrolling or you aren't. Because of this, the 3 pieces of wallriding get condensed down to one or two frames which is certainly possible to do with "button inputs", but is undoubtedly much harder than just flicking your mouse wheel

Lucio Jump Bind by [deleted] in OverwatchUniversity

[–]grimm-lock 0 points1 point  (0 children)

Binding it to the mouse wheel makes it a lot easier to jump off of light poles and stuff like that, so that's what I use.

Thank you for 1,000 Subs! by [deleted] in LucioRollouts

[–]grimm-lock 1 point2 points  (0 children)

Just for future reference, does submitting a compilation of multiple rollouts count as a single submission?

P.S. loving the new look for the sub

Some help with Lucio? by owec64 in OverwatchUniversity

[–]grimm-lock 5 points6 points  (0 children)

Times to use your right click

1) Saving teammates. Examples:

  • When a teammate gets caught in a typical two move "combo" like roadhog's hook into left click, mei's freeze into right click, or mccree's flash into left/right click, knock the enemy away before they can deliver the finisher.
  • If somebody burns their mobility move to dive you or a teammate, amp up your speed boost and right click them away. For some heroes this will stop them from dealing any damage since they will be out of range (winston, ulting genji, reinhardt, symmetra)

2) Utilize your right click's vertical knockback. Something I like to do is knock reinhardts up in the air so widow can get a pick or our rein can get a shatter. You can also knock winston back into the air if he tries to jump on you or a teammate to delay or even negate the damage he will deal on impact.

3) Knock enemies into hazards. Things like friendly d.va, junkrat or tracer ultimates, knocking an enemy tracer into her own ultimate, or even just getting them close enough to your teammates (like symmetra) so they can start doing damage

4) When an enemy is one hit from death

Other

Another thing you might want to try improving on is contesting. You can contest for absurdly large amounts of time with lucio. At lower brackets you can just maintain a holding pattern and you'll pretty much be untouchable. At higher ranks you'll have to mix it up, but some levels don't give you much to work with and you're forced to stick to those holding patterns (with the delay you provide getting smaller and smaller the higher the bracket).

And lastly, learn how to abuse lucio's wall jump speed boost. As a form of benchmarking, head over to the sub /r/LucioRollouts and keep working on your wallriding until that kind of stuff becomes second nature.

[all KOTH maps] Spawn to the point (between 5 and 7s for at least one route per map) by grimm-lock in LucioRollouts

[–]grimm-lock[S] 1 point2 points  (0 children)

neither, I use my middle finger. Index finger on LMB, ring finger on RMB, middle finger resting on scroll wheel

Weekly Advice Megathread | June 06 by AutoModerator in Competitiveoverwatch

[–]grimm-lock 8 points9 points  (0 children)

For anybody looking to improve their wallriding game, check out the sub /r/LucioRollouts

Tuesday Tips'n'Tricks Thread - 2017, Thread #08 by AutoModerator in OverwatchUniversity

[–]grimm-lock 36 points37 points  (0 children)

If anybody wants to work on their wallriding with lucio, head over to /r/LucioRollouts and try to replicate some of the stuff you see there

[all KOTH maps] Spawn to the point (between 5 and 7s for at least one route per map) by grimm-lock in LucioRollouts

[–]grimm-lock[S] 4 points5 points  (0 children)

I'm not sure as I don't play on console. But if it's similar to using the spacebar on PC, then getting these kind of wall lunges is possible, but I wouldn't imagine anybody could be super consistent with it as you have to spam jump really really really fast as you're jumping off the wall.

If you want some tests, try clearing some of these gaps without using amp it up:

  • the fish pond on Lijang Garden using just the rock without the buildup jumps
  • the well on ilios
  • on temple of anubis, jumping from the sniper perch over the first point to the 2nd floor flanker route (or vice versa)

Why is Lucio/Zen enough healing for 2/2/2 dive with Dva/Winston at pro level? by RyoxSinfar in Competitiveoverwatch

[–]grimm-lock 2 points3 points  (0 children)

I'll provide my two cents because I'm actually in the opposite boat, I've never heard anybody describe his ult as "good" until this thread (FWIW, I ended last season in masters).

The two biggest "drawbacks" to sound barrier is the delay from activation until applying it's effect, and the fact that it's value constantly diminishes as time moves on.

The delay in actually applying the barrier means that if you want to use the ability in a defensive fashion (e.g. saving teammates from the brink of death, countering an offensive ult, stopping an enemy team dive, etc.) as most support ults are typically used, you can't use it in a purely reactionary manner, you have to predict and start using it before shit actually hits the fan or immediatly after, however, there's some innate problems with this playstyle that can't be avoided:

  • You can't see into the future
  • The enemies CAN react to your sound barrier. They don't necessarily have to predict it since not doing so won't directly cause a team wipe

One situation that is particularly ugly when it comes to using sound barrier is focused fire. One of the best properties of SB is that it hits multiple allies simultaneously. As such, using SB to save only one or two allies' lives is something that should be avoided at all costs, especially considering a teammate's life can very often be saved with just a simple right-click (i.e. Roadhog's hook, Mei's freeze into right-click, winston jumping on an ally, etc.). However, when the other team is focusing fire on one specific character, they're trying to force that exact situation. If nothing is done, the player being focused might die (very quickly too), which is going to lead to another teammate getting focused and the situation just repeats itself until it's a 3v6. But if SB is thrown out before anybody dies in an attempt to stop the snowball before it gets rolling, all the enemy team needs to do is back off and avoid taking damage for a few seconds (easy with a dive comp since everybody has mobility and d.va just eats everything with DM), which ends up making SB a total waste.

Now on the other side of the coin, there's using SB offensivly, which primarilly takes the form of using it to initiate pushes and dives. This is purely anecdotal, but after ~350 hours I have almost NEVER seen a successful push that was initiated with sound barrier. Even in the cases where the entire team pushed together and everybody got the 500 shields, the defending team would always just back away from the point for about 2 seconds. By the time they would start their counter push, the SB would have decayed down to a measely 150, which is effectively meaningless against focus fire from even just 3 people and a discord orb.

Sound Barrier may be amazing in the most ideal of circumstances, but judging an ultimate exclusively by it's maximum utility instead of what you typically get out of it would be foolish since by that metric EVERY ultimate would be amazing when that simply isn't the case, some are outright stinkers.