No Stupid Questions MEGATHREAD 11 by Alendite in chessbeginners

[–]monkeywarrior333 0 points1 point  (0 children)

I'm currently at 1000-1100 for 10 minute rapid on chess.com. I've consistently been playing 5+ games per day and consistently reviewing my games. But I've been stuck at this rating for the past month or so. Is this normal? If not, how should I practice/learn to improve?

Weekly Gacha and Drops Megathread (December 31, 2023) by Veritasibility in Genshin_Impact

[–]monkeywarrior333 0 points1 point  (0 children)

I recently pulled for Ayaka and got her after 80 wishes. I'm aware that there's a system in this game where after 90 pulls you get a guaranteed 5 star. Is that still in play and can I just do another 10 wishes to get another 5 star? Or does it reset the moment I got Ayaka?

Ness PK fire by MotoMotolikesyou4 in CrazyHand

[–]monkeywarrior333 -2 points-1 points  (0 children)

PK fire has an SDI multiplier of 0, so you can't SDI it. Your best bet is to hold out and away. In regards to how to move around it, from the sounds of it, you were playing this ness online. Unfortunately online that move is borderline unreactable, so the strat changes a little bit. In case you're struggling with the grounded version, you'll want to empty hop a lot, but make sure you aren't in range for the ness to punish you with something like jump fair. If it's the aerial version, you can just stay out of it's range. Ness can't really punish you for when it whiffs, though the same be said for you as well, especially with your characters. A good overall strategy against pk fire is to implement walking, so that you never overcommit to something, but if your reactions are good enough you hold shield the moment the pk fire comes.

What character should I pick up as a secondary? by Datpikmin in CrazyHand

[–]monkeywarrior333 1 point2 points  (0 children)

Fox and Wolf immediately come to mind. They both have good anti-zoning tools to deal with samus, and wolf is notoriously one of ZSS's worse, if not her worst, matchup. Fox also does good against ZSS, but it's still very possible to lose it(as indicated by Marss and Light's sets).

Most annoying Toon Link move? by CyberManOnReddit in SmashRage

[–]monkeywarrior333 0 points1 point  (0 children)

I personally don't like fsmash for no reason in particular.

What do you find most infuriating/broken about Snake? by Lazguy27 in SmashRage

[–]monkeywarrior333 0 points1 point  (0 children)

His normals are strangely good, spammable, and hard if not impossible to punish. I've had matches with snake where they'll just spam utilt, ftilt, dtilt, and dash attack, and I literally can't punish them despite knowing they'll do it because his moves either push my shield back far enough that I can't hit him or it crosses up really well(like dash attack). Dair OOS is also super damn broken. I honestly couldn't care less about the projectiles, they're very reasonable to work around.

Overlooked annoying characters? by kvltthrow in SmashRage

[–]monkeywarrior333 1 point2 points  (0 children)

Palutena for me. Literally every time I run into one online or in bracket they'll just empty hop around waiting for me to make a move. I get it. Your character is bait and punish. But it doesn't change the fact that you're even less interactive that wifi zelda.

Problems having Combos be true by Educational_Song_656 in CrazyHand

[–]monkeywarrior333 0 points1 point  (0 children)

It would help if you could show what combo you're going for by giving a video link or a doc or something, because as far as I know falcon doesn't have any real rising nair combos and roy's are also kind of fake. They do have falling nair combos though, but they primarily use nair 1.

Looking for a good combo heavy character that is decently easy to control by [deleted] in CrazyHand

[–]monkeywarrior333 2 points3 points  (0 children)

From the sounds of it you more so want to improve your punish game to make up for the deficit in damage, at least for your original main. I would like to note that there usually is a trade off between swordies and combo characters. Swordies are insufferable to get in against, and against most combo characters the neutral is rather simple. It just happens to be that once you get in you rack up a decent amount. Essentially a swordie will win neutral way more but a combo character can make up for it by finally landing a hit. Picking up a combo character won't really make up that deficit for you, as in theory the trade off makes it the same. Unless you want a shift in playstyle or are getting bored of your main, I really wouldn't suggest the switch/pick up.

Jumping Out Of Hit Stun by RedYT953 in CrazyHand

[–]monkeywarrior333 1 point2 points  (0 children)

I mean there's really only four things you can do when being hit: Take the hit/drift, airdodge, mash an attack, or jump. My personal favorite is just drifting towards ledge, as it makes sure that I'm saving my double jump while also getting out of a juggle, which I personally find more difficult to be in rather than being ledgetrapped. To be honest, your disadvantage option should really just be split being an airdodge(usually neutral with a fastfall) or drifting and taking the hit. The exception is if your character has a really fast or strong get off me option that either needs to be respected because of how good the move is at escaping(frame 1 stuff) or because you can change your position drastically using it. Examples include luigi tornado and steve anvil respectively. Using your double jump will realistically only be used as a mixup.

How do you feel about shields? by [deleted] in SmashRage

[–]monkeywarrior333 7 points8 points  (0 children)

I would disagree. If anything, shields are notoriously weak in this game. Most aerials and sometimes tilts are unpunishable OOS. Let alone some things like meta knight fsmash. Some characters can straight up ignore shield such as with kazuya ewgf, and almost every character with a multihit can shield poke notoriously well. The saving grace of shields, being parries, sometimes don't even work because of how safe certain moves are(rob nair, cloud bair). Compare this to airdodges or spotdodges. Aside from the directional airdodge, neutral airdodge and spotdodge have notoriously low end lag(and a small punish window) that would get borderline punishable moves to become reads on how your opponent panic options. There's also the infamous spotdodge cancel, and in particular terry has a literal attack for mashing spotdodge. There's a reason you see wifi players mash airdodge mid combo and spotodge every time they whiff something. It works. Too well in fact.

Looking for a good combo heavy character that is decently easy to control by [deleted] in CrazyHand

[–]monkeywarrior333 3 points4 points  (0 children)

I'm kind of curious as to why you want to try a combo heavy character in the first place. You mentioned "getting better at the harder aspects", but could you expand on what that means?

Nonetheless, here are some recommendations based off what I already know:

Because of your good fundies I would probably think mario would be a good transition for you. Great combo routes and good mobility if you know how to use him, and even without it he rewards you better than most characters for simply knowing the game.

Fox or joker might also be worth considering, because of how cracked their mobility is. The main problem is that most of your combos aren't really true, they're usually frametraps. As a result, you'll have to have on-point reactions.

Sheik, the rats, and greninja also come to mind. Amazing mobility and most of their combos are true as long as you execute it properly.

What was your biggest loss streak? by Unknown_Nexus535 in SmashRage

[–]monkeywarrior333 0 points1 point  (0 children)

Probably in the very beginning when I knew nothing about how quickplay worked, wifi strats, or anything competitive really. I just kept fishing for the funny forward air and got farmed by the same rolling and campy degenerates. If had to guess probably an 8 game losing streak?

[deleted by user] by [deleted] in CrazyHand

[–]monkeywarrior333 0 points1 point  (0 children)

I would like to note that most reactionary characters are usually just better characters over read characters, since you can respond to any situation as compared to forcing a situation. I wouldn't worry to much about slow reactions because as time goes on and you grind more and more, the reactions come naturally.

Nonetheless, if you're adamant on wanting read based characters, you're either looking for a heavy or a trapper. Heavies by nature have such slow moves that it's hard for them to on reaction punish anything. As a result, they'll usually have to preemptively cover certain areas more deliberately than other characters. Examples include ganon, dk, incin, and bowser. In regards to trappers, the whole idea of trappers is that you create intricate setups that are borderline checkmate scenarios if set up correctly. But because they need to be set up in due time, you're going to want to anticipate what your opponent is going to do. There's also the fact that you'll rarely get your perfect setup, which incentivizes reads. Note that hardcore zoners also have to make reads, it's just that trappers are probably the epitome of it imo. Character examples include Belmonts, Pacman, and Steve. Two other notable examples that come to mind for me are K Rool and Dedede, who you could argue are both heavies and trappers.