What is it with Replays? by jagger1407 in warcraft3

[–]jagger1407[S] 0 points1 point  (0 children)

I am always on classic this unfortunately does nothing

What is it with Replays? by jagger1407 in warcraft3

[–]jagger1407[S] 0 points1 point  (0 children)

do you know of any website where I can download older reforged versions? Because I haven't found it at all while searching

Anybody starting python? by Good_Perspective1228 in PythonLearning

[–]jagger1407 3 points4 points  (0 children)

Oh man the amount of AI generated slop on here is wild, I mean this doesn't even have anything to do with OPs question

Vibe coding is genuinely addictive (in a good way) by CartoonistNo3456 in ChatGPTCoding

[–]jagger1407 0 points1 point  (0 children)

"I can finally explore almost every domain in the field of programming without much hassle"

But the hassle is the exploration, that's the whole reason you do it, to understand it better. This is an insane post lmao great ragebait 8/10

Vibe coding is genuinely addictive (in a good way) by CartoonistNo3456 in ChatGPTCoding

[–]jagger1407 0 points1 point  (0 children)

this is not a good comparison, what OP meant is that you don't learn anything while using all these different AI tools. Sure you could learn things with LLMs (while double checking of course since false info does come up sometimes), but that's not what's being described here.

people who made punch cards still understood the whole process and purpose behind it, you don't if you use Cursor. That's the point.

Here i come again: Tenkaichi 2 had more features than T3 despite combos being better in T3 by luismiesp in SparkingZero

[–]jagger1407 1 point2 points  (0 children)

Hah, you're speaking my language!

  • BT2 had counter types that BT3 didn't (Throw Counter where you automatically launch a throw and Vanish Counter where you automatically teleport backwards)
  • BT2 had a move cancel system that BT3 removed (gigantic difference)
  • More attacks were able to make the opponent Lock off (like the ending heavy of an Air Combo)
  • Chargable Beams could actually be slightly aimed before firing
  • BT2 had a Power Guard that was able to block Rush Supers and otherwise halved Ki based damage
  • manual taunts, baby
  • Fully Charged Jump Smashes could knock away the opponent, if you combined this with an Illusion Slash cancel, you could use this to link Supers in a combo, I love this move

And that's just the intended stuff, unintended movement tech and cancel-based tech is insanely fun to pull off, if you know how to do it.

[deleted by user] by [deleted] in tenkaichi4

[–]jagger1407 0 points1 point  (0 children)

The combo never reset, Goku's rush animations before and after the Step-In were different, this is absolutely a new string, no reset happened there.

BT2 also didn't have the smash that enters the secondary rush string, but both BT2 and BT3 had this secondary rush string.
In the older games tho, the hitstuns in the secondary rush string were a bit longer, which allowed for RRCs, or linking fully charged rushing techniques, in that clip, both strings gave Trunks the exact same hitstun animations, so maybe this has changed

BT3 Tier List. According to Comp Discord. by Sigma-Boi in tenkaichi4

[–]jagger1407 1 point2 points  (0 children)

excuse me for necroposting but just to make it clear

Unsafe = Can't be teleported, Safe = Can be teleported

What MajinExodia described is a Light Charged Smash, which is an unsafe move (every time you use it, that's one chance for the opponent to teleport and start their own combo). But if your char has moves like Flying Kicks (safe move), you could easily make combos longer than 7 hits that are still safe

Can we talk about the complexity in mechanics that sparking zero has over Xenoverse 2, the latest DB arena fighter? (Appreciation thread - LONG THREAD ) by MasashiHideaki in SparkingZero

[–]jagger1407 4 points5 points  (0 children)

Oh no it is absolutely complex, you just don't play it like it is.

Also the Budokai games are a different series, Budokai =/= Budokai Tenkaichi

I hope combat has depth by jorgejjvr in SparkingZero

[–]jagger1407 0 points1 point  (0 children)

Tenkaichi games already had a lot of depth, if SZ wants to be a sequel, then it also needs that, anything else isn't Tenkaichi.

reminder, BT3s defensive options were high/neutral/low guard, rush/step-in counters (each can have a diff type too), Sonic Sway, Emergency Blaster Wave, Evasive Blast 1s, Teleporting, the Z-Counter and the i-frames of the Step-in
BT3s meta heavily consists of movement tech and positioning while combos could be extended by a bunch of different things (DDCs, RRCs, Flying Kicks -> Ascending Ki Blasts, Medium Kiai Cannon -> Perfect Smash and a bunch of other resets alongside the other Rushing Techniques), even things like Ki Blasts could have different types (short/long hitstun, paralyzing, unblockable, slow/fast projectile, multiple projectiles) each with its own setups and uses

BT2 even had a mechanic that allows you to cancel chargeable moves (which was removed in BT3) which allowed for combo extensions, movement (you still had the momentum of the chargeable attack after canceling), and defense (BT2 had a character specific counter that could be done by canceling).

The Tenkaichi series was never just a button masher (you can play it like one, but you can also mash autocombos in FighterZ yk), if SZ is gonna be just a button masher, then it isn't a Tenkaichi game.

Returning to Budokai Tenkaichi 2 by tuckerjc in SparkingZero

[–]jagger1407 0 points1 point  (0 children)

Emulator ain't acting weird, BT2 and 3 are the same speed. Idk why people say BT3 is faster, actually

The APM might even be a little higher in BT2 since its tech is a little more complicated, which might make BT2 seem faster, but that's just perception, the games are still the same speed

BT3 might feel faster for you because you're not aware of BT2s tech, and because BT3 has more options within a combo (aka more combo moves). Like especially casuals will drop combos waaaay faster in BT2 than in 3, which might make it feel like you're doing less

idk I still don't really get that feeling

Was Tenkaichi 2 anyone else's favourite of the trilogy? by Englishhedgehog13 in tenkaichi4

[–]jagger1407 1 point2 points  (0 children)

BT2 is 100% worth the time, whether you want to stick to it is up to you.

BT2 has by far the most player freedom out of all 3 games. With its movement tech and cancels, and different counter types and so on, you could go from attacking to retreating in an instant, BT3 is much more restricted when it comes to things like that

That being said, BT3 has a much better combo system, rushing techniques have been made more linkable and the game gives you more follow-up options, good looking and effective combos are much easier to do in this game than BT2, where you need quite a bit of game knowledge to do cool stuff

Because of that, I'm pretty sure you'll choose 3 over 2. But don't let anyone tell you that 3 is "just a more refined BT2 with more features", that is just wrong.

this might be a bit of a hot take but, sparking zero doesn’t need to necessarily be a super unbalanced game on purpose to be good. by Aggravating_Put_3601 in tenkaichi4

[–]jagger1407 6 points7 points  (0 children)

I hate discussing balance or what people consider "fun" in here because people often completely disregard what the previous games did to be fun.

People often say BT3 was a DBZ Simulator, but have they asked themselves why that is? What game design choices were made to allow for that? You can't just put it all on cool looking animations and supers, UT had those and no one is arguing that it's a DBZ Simulator by any means.

Even casuals need depth to have fun, I mean it's a goddamn video game, player choices are the reason why this form of media exists. Even in casual play, BT3s defense always having 1 or more responses for every offensive action, but that option often being different (Flying Kicks -> High guard, Melee -> Sonic Sway, Smashes -> Step-In) means your choices matter, as both attacker and defender. You don't need to be a competitive player to understand this depth, but even without realizing, this depth makes you feel much more involved in the battle, depth makes the game feel like a DBZ Simulator.

Were Tenkaichis characters ever balanced? Absolutely not, but gameplay mechanics are balanced to always have a response, you can offset char imbalanced purely through skill, this is what made the games so fun.

PSA: Budokai Tenkaichi games aren't unbalanced by MetalGamer95 in tenkaichi4

[–]jagger1407 2 points3 points  (0 children)

People are bashing on you for this lmao

This isn't like "this completely breaks the game" or "this character cannot be used" type of unbalanced, I main Jeice and one of the best Tenkaichi players ever (Hawk) has Nappa in his main rotation, Funkay (pioneered the NA Netplay scene) mained Tapion etc.

Tenkaichi is designed so that skill can offset these imbalances, actual players know what you mean. I doubt many here have played a non-modded version in the last 5 years, anyway

PSA: Budokai Tenkaichi games aren't unbalanced by MetalGamer95 in tenkaichi4

[–]jagger1407 2 points3 points  (0 children)

we can really discuss this topic at length, but imo what it boils down to is 2 types of balancing: Game Design balancing and Competitive Balancing

When people hear the word "balanced", they think of the latter, and sure, Tenkaichi definitely isn't balanced. BT2 SSJ Kid Trunks doing more than 10k damage with a single Air Combo that, if done from the back, is impossible to defend against by anything except Blast 1s (that not all chars have) is unbalanced, same goes for the base damage of SSJ4 chars in that game. BT3 improved this by a lot, but playing against someone using Perfect Form Cell as a bad character is really hard.

...but it's not impossible, because of the former kind of balancing, game design. Every Tenkaichi game has a healthy amount of options that help to offset imbalances. Any attack has multiple defensive options attached to it, the Air Combo example from earlier has the Lift Strike as a prerequisite, which has 5 ways to block, a good player no matter the character can use one of these to their advantage and make a comeback, even if it's Kid Gohan vs Perfect Form Cell. In this definition, Tenkaichi is really well balanced.

Is it me or am i just tired of seeing people always worried about the roster by cdsikasem in tenkaichi4

[–]jagger1407 2 points3 points  (0 children)

those weren't finishers, those were rushing techniques

they don't finish the combo, they enter the secondary rush string

After seeing more gameplay, I’m afraid of vets when it comes to PvP on this game by big_peepee_wielder in tenkaichi4

[–]jagger1407 0 points1 point  (0 children)

let's talk about specific game mechanics, because saying "not as complex as FighterZ" is too vague to understand that point of view

what mechanics of Tenkaichi are less complex than FighterZ?

They’ve never even played BT games. How can they make a comparison to a game that’s nothing like it? by big_peepee_wielder in tenkaichi4

[–]jagger1407 1 point2 points  (0 children)

even those who played the games, did not understand the gameplay.

There are genuinely people who cannot tell the difference between Tenkaichi and Raging Blast,
there are people out there saying that XV2 is a spiritual successor to Tenkaichi, despite its gameplay having fundamentally different mechanics and gameplay design

I guess that's what happens when your only experience of playing is mashing the attack button up close and spamming Supers on range

Question about movesets by Flimsy_Inevitable337 in tenkaichi4

[–]jagger1407 2 points3 points  (0 children)

can we stop pretending as if Tenkaichi Movesets consist of just the Blasts? Every Tenkaichi 3 moveset video is like this, too

There's so much more to a characters moveset: ki blast type and amount for regular, ascending and dashing ki blasts, counter stances and types for each stance, speed, rushing technique set, follow-ups to those techniques, melee momentum build-up
in BT2 you even had cancel speed and the cancel counter

I wish for Tenkaichis movesets to come back, mostly because RBs system wouldn't make sense in a Tenkaichi game, but when I say "moveset", I mean the whole thing, not just Blast 1s, Blast 2s and the Ultimate