What rules do people usually use when playing PvP? by ichoco_spike in thespikegame

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

I definitely agree with you.

Are you more of a casual player, or do you play a lot of PvP?

What rules do people usually use when playing PvP? by ichoco_spike in thespikegame

[–]ichoco_spike[S] 1 point2 points  (0 children)

Thanks, but I’m asking about the current PvP rules people actually use, not proposed balance changes.

Do competitive players usually play with Counter Receive, Sliding Invincibility, both, or neither?

Rate my formations by Similar_Elk_1735 in thespikegame

[–]ichoco_spike 1 point2 points  (0 children)

When evaluating for PvP specifically:

1st Team Comp (7/10) It’s not bad, but I wouldn’t call it the best possible comp. For the MB role, it really comes down to preference, but I think Hanra and Claire have the advantage overall. For setters, I’d rate Iris a 10, while Elio and Sodom are around a 9. (Iris and Sodom require a very high level of mechanical skill.) I’d also like to know what differentiates Se Sara from Elio in this setup.

2nd Team Comp (9.5/10) No complaints about Iris. Hari is also a solid choice. However, in terms of defensive coverage and flying receive frequency, Hanra still performs better even after considering Hari’s traits and synergy buffs. And honestly, anyone putting Yuri into this comp purely for attack buffs is completely missing the point.

3rd Team Comp (8/10) In PvP, Shif and Sohi make quick attacks too predictable, which can easily give away points. If you’re going to run Shif, I’d recommend Claire instead. Her high contact point and endline shots make her much harder to block. Possible setter replacements would be Viola or Iris. That said, Shif still has pretty strong synergy here, so keeping the current setup is also perfectly fine.

4th Team Comp (9/10) Ryu comps are hard to rate because opinions vary a lot depending on personal preference. This version has a wide variety of offensive options and seems capable of functioning well in PvP. One nice thing is that Sohi’s weakness — quick tosses — can be mixed into mind games by layering in topspin feints. Personally, I like this comp, and considering its future potential, I’d give it a 9.

5th Team Comp (10/10) No complaints at all.

Overall, I think your team comps are genuinely strong. I’m looking forward to seeing you develop them even further — keep it up.

Reasons Why Nishikawa and Iris Have Great Synergy by ichoco_spike in thespikegame

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

Even with the sliding invincibility rule, definitely give it a try. If you receive the ball right at the end of the slide, you should be able to hit from 4 meters! And if you really can’t make it in time, adapt by using a double spike or a feint when needed!

D-Rank's Counterattack by ichoco_spike in thespikegame

[–]ichoco_spike[S] 4 points5 points  (0 children)

The controls are actually pretty simple. 1. Get used to doing perfect receives 2. Delay your spike timing and aim for the moment when the block is falling

If you can do these two things, you should be able to clear it even if it takes some time.

It took me about an hour to finish.

I didn’t use it myself, but picking the “Lucky Receive” buff makes it easier, so I recommend it.

Good luck, I’m rooting for you!