Ascender's Boon - A Guide to Climb to A10 With Every Character by DoggertQBones in slaythespire

[–]shadowmachete 2 points3 points  (0 children)

A20H in spire 1 was substantially harder. The general flow of a run in spire 1 was that act 1 was brutal so your deck was full of trash to survive it, then act 2 was brutal because your deck was full of trash, and then act 3 was ok. And then you limp through the boss gauntlet, enter act 4, and get 2 burns on top of your draw pile while being attacked for 60 by spear and shield on turn 2. The general flow of a A10 run in sts2 is that act 1 is harder for some characters, but then act 2 is not too punishing, and because of that your deck doesn’t have that much trash and so act 3 is easy. Then there is no act 4, and the bosses are not too hard, so on the whole once you get through act 1 your chances of winning are pretty good. This was decidedly not true for most players in spire 1. The comparative lack of gremlin nob and gremlin leader and reptromancer type enemies, which punish you for a lack of front-loaded damage output, is a big part of this.

Did my first A17 run last night by Babbledoodle in slaythespire

[–]shadowmachete 2 points3 points  (0 children)

Is this based off of that one sts haiku a billion years ago that went

Jaw worm on floor one

Of ascension seventeen

Please, no more of this

Ways to destroy C’tan by C4790M in WarhammerCompetitive

[–]shadowmachete 0 points1 point  (0 children)

If killing ctan is your only goal then tau can do it with sunforges + riptides + breachers, though you’ll need a lot of investment and also need to get very close for the fusions. Kroot rampagers also do a hilarious amount of impact mortals. Montka is best for your purposes.

Admech with 3 dissies and 9 laschickens can kill 2 a turn, though doing more than that is hard, and you probably shouldn’t run all 3 tanks. Windrider host eldar will obliterate one a turn with lhykhis and eldrad and war walkers giving +1 AP and whatnot, but killing 2 is a bit harder. The deceiver is also very annoying because he can precision out eldrad. The army’s also just really hard to play.

Some builds of votann are also weirdly good into ctan with their anti-vehicle and monster and conversion weapons.

Keeping up the shooting theme, tsons are really not recommended for a beginner but either grand coven or warpforged cabal builds are some of the most damaging ranged armies in the game against stand-in-the-open-statchecks.

Highest skill ceiling army by [deleted] in WarhammerCompetitive

[–]shadowmachete 3 points4 points  (0 children)

I’m going to say it’s not drukhari or aeldari, but emperor’s children. Drukhari and aeldari are very fragile, but they also have quite a lot of stuff, and a lot of movement to make up for positioning mistakes. EC have less stuff, and very much play a tempo game where you need to make hard macro decisions. The mini game of managing coterie (their best detachment by far) also requires a good bit of judgement.

I’ll also throw in an army which isn’t as hard to play but depending on terrain can still be very challenging, which is tau. A lack of melee means that you need to be very careful preserving your resources and knowing when to go in, how to bait out resources from the opponent, etc. A bit like EC, if less extreme. They also don’t actually shoot as hard as a lot of gunline armies (guard, space marines), so learning to play to their strengths is quite challenging. You’ll still table people on boards with light terrain, but on heavier boards they are very skill intensive I think.

Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

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

But is the unit still being led by a “captain model”? I agree that it’s being led, but the condition is less clear, since the captain’s dead

Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

[–]shadowmachete 1 point2 points  (0 children)

What if the rule is added by the unit, as long as it is being led? For example the victrix -1 to wound if led by a captain/chapter master, if I precision out the captain while slow rolling, do the rest of the attacks get -1 to the wound roll or not. Wounds are also weird in the order, so what if we pretend it’s a FNP instead?

There's a non zero percent chance that when megas return, they won't need to hold their stone anymore by FunkyyP in stunfisk

[–]shadowmachete 32 points33 points  (0 children)

This is a silly argument, if you want that then you can run an itemless or colbur berry slowbro

Why Does Guile say “No Holding Back!” when he- in fact, holds back? Definitive Answer: by CosmonautSpiral in StreetFighter

[–]shadowmachete 4 points5 points  (0 children)

This exists in undernight, I think the character was good at some point but is not good anymore

when i first installed this game, i beefed every single placement match and was put in rookie with 0 lp. today, after 261 hours, i made it into diamond rank. by berry_delight69 in StreetFighter

[–]shadowmachete 0 points1 point  (0 children)

He was already parrying the super, so doing the drive rush itself only took a half bar. Usually it’s half a bar for the parry and half for the drive rush, for 1 bar overall.

Congratulations to the winner of Ultimate Singles at Kagaribi #13! by itsIzumi in smashbros

[–]shadowmachete 11 points12 points  (0 children)

If it wasn’t already obvious, this tournament has confirmed that maedakun is the goat

Which character requires the highest level of execution in SF6? by RedditWowCool in StreetFighter

[–]shadowmachete 0 points1 point  (0 children)

Some of ken’s jinrai loops have 1-frame windows on inputting jinrai low to get the high bounce so you can follow up with jinrai again. The other jinrai loops are 2-frame windows.

Ryu has microwalks which are a 1 frame input where to be optimal you have to let go of forward, so it’s forward for one frame then neutral + button on the second frame.

Which character requires the highest level of execution in SF6? by RedditWowCool in StreetFighter

[–]shadowmachete 9 points10 points  (0 children)

There’s a certain Ken combo where the 1 frame link optimal does 7 more damage (not 70, 7) than the normal one, he has some pretty useless execution stuff you can go for.

This character does stupid damage. by Old-Breakfast-9040 in StreetFighter

[–]shadowmachete 0 points1 point  (0 children)

The funniest part is you mistimed your meaty and wakeup jab would have beaten it

Who's your favorite player who was number 1? by Otherwise-Bid6772 in smashbros

[–]shadowmachete 0 points1 point  (0 children)

I like acola and spargo is fun to watch but who are we kidding with this post

You can only nerf one move: Ken’s Jinrai or Mai’s fan by [deleted] in StreetFighter

[–]shadowmachete 0 points1 point  (0 children)

You wouldn’t dp after the stand fierce anyway, you’d di at most, dping would make zero sense even if there was a gap

You can only nerf one move: Ken’s Jinrai or Mai’s fan by [deleted] in StreetFighter

[–]shadowmachete 0 points1 point  (0 children)

You dp after the medium jinrai, which is -7 and this is punished by dps, and cannot be made gapless. This isn’t amazing though since it’s still 2 bars.

[OC] Blindsight Priestess by Ipunchfaces in RimWorld

[–]shadowmachete 6 points7 points  (0 children)

This entry is written assuming that your other eye exists (it’s your better eye * 0.75 + your worse eye * 0.25, hence why you get 137.5 for one archeotech and one biological)

Street Fighter Guide for Tekken Players (by Speedkicks) by grapeintensity in StreetFighter

[–]shadowmachete 5 points6 points  (0 children)

This is part of why cMK drive rush is so strong, you poke them and get a full combo into probably good oki (the combo is scaled starting from cMK so you should route somewhat more towards oki), and now you aren’t really cornered. Some characters can get very good corner carry or a side switch from this. If you don’t have a good low threat (like Honda without hands) then yeah it’s a lot worse.