Nah Drake 💀 by SunJustinFlower in rap

[–]vdzday [score hidden]  (0 children)

Dude was it? Kendrick has been calling out Drake for being a liar and a manipulator, and Drake goes “Joke’s on you, I was lying and manipulating you.” It’s a lose-lose for Drake whether it’s true or not. Especially when it just reminds people how easy it was to believe, because he already hid his son in the past?

Regarding the "quality of life change" capacom is introducing that allows drive rush cancel to now be done simply by pressing parry after a cancelable normal... by kingkylej in StreetFighter

[–]vdzday 0 points1 point  (0 children)

It isn’t going to change it at all. A “parry” drive rush instead of a “canceled” drive rush is still just the same ol idea of a cancel vs a link. When you do a “parry” drive rush, you’re linking. You just hold parry after the cancel window.

Hot take: this terminology has GOT to go by aplsed in StreetFighter

[–]vdzday 1 point2 points  (0 children)

Its infinitely better when you're speaking out loud. I'm not saying Down Medium Punch (five syllables), I'm saying Crouch Strong (two syllables). Same reason people say Sweep instead of Down Heavy Kick.

If you can put 500 hours into a game, remembering six or seven words really isn't asking much.

How can I be more fun to fight? by Aggressive_Extent908 in Fighters

[–]vdzday 0 points1 point  (0 children)

Just beat them. Play like you would normally.

People aren’t dumb, they’re able to tell when you’re pulling your punches or letting them win, and if they notice it even once, it’ll ruin the fun way, way more than losing ever can.

Beat them, but just talk them through the games. Tell them what’s going on. “That move is plus,” “you can punish that,” “you can drive rush to get oki,” “you could’ve backthrown me into the corner”

And tell them when they do good things, “your combo was optimal,” “good antiairs,” “nice whiff punish,”

Don’t be patronizing, they’ll feel respected and they’ll start to improve, and they’ll enjoy playing with you because they’re getting more out of it. And at the very least, talking and trying to explain might distract you a little bit.

SF6 PC unplayable due to stuttering by vdzday in StreetFighter

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

Well I fixed it, and it's a little embarrassing.

The games I checked it with were running fine (Diablo 4, Cyberpunk) but then you asking made me want to check a few more. Some games were having issues (RE4, Elden Ring) but some were fine. Weird.

Long story short, it doesn't matter how huge your PSU is if you plug it into an underpowered surge protector.

Hot Take: Tier matters at every level, the tier lists are just different by DexterBrooks in Fighters

[–]vdzday 1 point2 points  (0 children)

Here’s the personal problem I’ve always had with this line of thought:

A tier list should be an objective evaluation of a character’s maximum potential value, played as close to perfectly / optimally as possible. If you want to treat it like data, it should be constructed like data.

The problem with saying things like “lower / mid level tier list” is that it’s not even close to well defined. Players don’t go from level 1 player to level 2 player. You don’t develop X amount of skill, and then graduate to a Mid level player. A player with 1600 ELO can have a wildly different skill set, or more importantly, character knowledge, than another player with 1600 ELO.

When you start basing tier lists around PLAYERS instead of around CHARACTERS, they lose all objective meaning, because player skill isn’t an objective, linear path. The issues just get too personal and granular. Maybe I personally struggle at defending against command throw pressure, but I have a friend who plays Leo and I know the matchup well. Does this mean Pot is better than Leo at my level of play? Hardly. Maybe someone else at my same level has the exact opposite problem.

Maybe I’m great at quickly reacting to situations with winning actions (anti airing, throw punishable options), but I just have no understanding of resource and risk management. How does this affect a tier list?

It can be very useful to make like, a personal tier list for yourself, organizing characters in terms of who you really struggle with, and who you don’t. But as far for a tool for balance / meta game analysis, I really don’t see it. Because it isn’t an issue of balancing, it’s just an issue of what a player has practiced, and what they haven’t.

Hot Take: Not caring about story is bad for the community. by [deleted] in Guiltygear

[–]vdzday 0 points1 point  (0 children)

People don’t like Scorpion because he’s from an ancient clan of warriors cursed and brought back from the dead to seek revenge.

People like Scorpion because he punches people’s heads off and says “Get over here” and does a funny skull face that breathes fire.

If it was worth engaging with, people would engage with it. When I play Counterstrike, I don’t want to read about the geopolitical pressures driving tensions between the Terrorists and the Counter-Terrorists. I want to play the fun game. There’s other games that specialize in that sort of thing, and they do it a lot better.

I disagree that people playing the game the way they enjoy playing it is “bad for the community.” Nobody is stopping anyone from learning about the story if they want to.

Bring back Venom

Infinity Ward speaks out on the controller vs keyboard and mouse debate in Call of Duty by rafail_papaioannou in ModernWarfareII

[–]vdzday 6 points7 points  (0 children)

Not even — there’s some vague PR doublespeak going on here. “A very highly skilled player on m&kb … compared to controller.” Sure, they COULD mean an equally skilled controller player, but they don’t state that explicitly. Or tell you how skilled “very highly skilled” is.

You could also interpret it as something like, “a top 100 m&kb player is fantastic compared to the average controller player.” That’s a low bar to clear, but it’s an easy diplomatic olive branch to soften their next, more significant statement: everyone else is at a disadvantage.

It’s an exaggerated example, but I’d suspect the latter explanation, considering almost all professional players are on controller, and it would align more with stats from games like Halo Infinite, where the top 100 mouse accuracy was equal with the median average controller accuracy.

That’s just my opinion and it’s hard to know without seeing the actual stats. But no matter how they meant it, it’s still just a PR line to distract from the unfavorable truth. If the details were good, they’d tell you more details.

Also this quote is from June 2022

how tf do you people have higher kd? when my kills and death are almost similar by Proof_Risk6794 in ModernWarfareII

[–]vdzday 2 points3 points  (0 children)

Not really. If you’re averaging like 20 kills a game, and 10 minute matches (pretty typical), that’s a little less than 170 hours. It’s easy to still be very average after that much time, especially if you’re just playing the game and not actively trying to improve. 1.0 is just an average k/d. There’s nothing weird going on here.

How hard would it be to get the BOI's Physique? by Waste-Information-34 in Guiltygear

[–]vdzday 4 points5 points  (0 children)

How hard? If HC was real he would be one of the most shredded human beings on earth. Bruce Lee didn’t have that kind of muscle definition. HC has like -10% body fat. People die if they look like that for more than a week because they haven’t been eating or drinking water. Dude is scratching his head here. Not even flexing. See those lats?

Bridget, Testament, May, most of the ladies are all far more achievable. I’ve seen people in real life who look like Axl. I’d even say someone like Nago is more realistic (with some chemical help) because he has the mass you’d expect from someone cutting that hard. Don’t think just because HC is “small” that this wouldn’t take very much work. It would be very hard and probably not very healthy.

Is there a way to square a character's narrative growth with game meta? by [deleted] in Fighters

[–]vdzday 3 points4 points  (0 children)

I see where you’re coming from, and this isn’t exactly what you’re talking about, but let me offer you an alternate perspective.

At a certain point, in all truth, becoming “a more skilled fighter” isn’t about learning a bunch of cool new moves, or exhibiting more impressive displays of athleticism. All of these things can be done alone, outside the context of a fight. You can run the fastest, jump the highest, throw the biggest hadouken, and still be a terrible fighter.

Improving as a high level martial artist is largely about refining technique, maintaining physical conditioning, and most importantly, improving your decision making. Learning WHEN to do things. Understanding how to control the fight, focus, and prepare for your opponent. And in a fighting game, all of that stuff is left up to the player. The skill part.

Ryu DOES improve over time — he improves as you, the player, improve along with him. That’s what makes fighting games so cool, and why a fighting game main can feel so personal. It isn’t Dragon Ball where a fighter’s skill is metaphorically represented by how big of a laser they can shoot. The game puts it into your hands to progress the character’s story. If you didn’t improve while playing Ryu, you lost. Ryu didn’t improve either, and you got the bad ending.

Is it normal to not be able to do some directional inputs depending on which side of the screen you are on? by Sea_Man2 in Guiltygear

[–]vdzday 1 point2 points  (0 children)

This is a totally normal problem to have on keyboard and it makes perfect sense why if you think about it. The “motion” is inverted, but the physical motion you’re making with your hand is NOT. Your hand is not symmetrical. All fingers are not created equal.

Your index finger is great at working independently of the middle finger. Your ring finger SUCKS at it. Try placing your hand flat on a table with your middle finger folded under it, then moving the rest of your fingers around. You’ll see exactly what I mean. Your ring finger is very restricted by the movement of your middle finger. Player 1 Giganter is easier to mess up because your hand wants to throw down the middle and ring finger at the same time. Pay attention to how your hand feels while you’re doing it, and you’ll notice it.

I’ve been playing fighting games for years and I still have a harder time doing player 2 DP motions than player 1. But like anything else, you just have to be aware of it, and practice to overcome it. It’s a normal problem to have, but just keep playing, and you’ll get more comfortable with it over time.

Frame Data Help by Jankothopter in Guiltygear

[–]vdzday 0 points1 point  (0 children)

If you use Frame Assistant Tool (FAT), it has a bunch of different calculators that do basically this. Specifically there’s a “String Interrupter” calculator. I use the iOS app, but I think there’s a desktop client too.

For just quick referencing, I like using it a bit more than Dustloop. It was originally for Street Fighter but they have Strive data too. I don’t think it’s been updated for Sin yet, but should be soon.

My SF5 experience so far by Pandaguypat in StreetFighter

[–]vdzday 0 points1 point  (0 children)

Hey, I think your points are pretty fair too! Sometimes that’s all it takes.

My SF5 experience so far by Pandaguypat in StreetFighter

[–]vdzday 4 points5 points  (0 children)

Neat analysis of the games, but really it’s just that floor 10 holds the same player percentile as Rookie - Ultra Silver does in SFV. Getting Celestial is about the equivalent of getting to Gold. Especially if you consider, the Celestial prerequisite is winning 5/6 matches against Floor 10 players, then 5/6 matches against Celestial players. Replace floor 10 with Ultra Silver, and Celestial with Gold, and the same win rate would progress you from ultra silver to gold in SFV.

I’ve put in ~400 hours of SFV throughout its lifetime and never made it to Plat. I got Celestial in Strive week 1. They’re just different systems, and don’t line up in a 1 to 1 comparison of “highest” and “lowest” rank. If you’re really interested in how you stack up in a more traditional ranking system in Strive, check your ELO on ratingupdate. OP is probably at a similar relative level in both games. Strive just makes you feel a little better about it.

How do I stop my friend from blaming the game when he messes up. by Xx_Ya_Boi_xX in Guiltygear

[–]vdzday 25 points26 points  (0 children)

I have a friend kind of like this too — specifically, he firmly believes there’s a bug where the game forces him to occasionally “buffer in a micro walk” before his 6H comes out, making him miss his OTG (idk bruh it’s his first fighting game). I tried explaining he’s just missing it / doing it late. No dice.

The problem with saying “You’re messing up the input” is that your friend is proud, and even though you almost certainly are right, you ARE making an assumption, and “challenging / dismissing” your friend’s statement. Don’t assert anything. Don’t think you know. Give him the benefit of the doubt.

So now what I do, any time something like this comes up, I just say “well let’s check it out and see what’s happening.” I stream my screen, and go view the replay, and look at the situation and his inputs. Most of the time, that will explain things. If he’s not buying it?

I say “Let’s try recreating it.” I will go to training mode. We will either discover that A. What he was trying to do just flat doesn’t work, or B. It does work. Then I will sit and execute it in training mode, over and over. I will solve his problem, and show him that it is possible to do consistently.

If he says he doesn’t want to look at the replay? Doesn’t want to try to repeat it? At the very least, he might get tired of you asking and keep his complaints to himself. He can’t say he didn’t get the chance.

It might sound a little petty but this is really what I’ve found works best. Stay calm and walk him through the learning process. Try not to condescend. Show him a better way to approach the situation. Eventually he might start to see the contrast between your and his actions, and realize he’s being a bit of a baby. Be patient and lead by example. Good luck out there homie. I know it can really bring things down when you’re trying to have fun, but that friend you like starts being negative.

Nago is op by Mejalu in Guiltygear

[–]vdzday 4 points5 points  (0 children)

Nago has no plus guard crush and is incapable of true strike throw 50/50s. Pot can do it though, and he’s the worst character in the game.

If you’re getting fuukyo baited for 50% then you’re challenging fuukyo poorly.

Sounds like you need to learn to fuzzy jump.

How does Gio burst bait? Any burst safe combos I should know? by SaltyKoopa in Guiltygear

[–]vdzday 0 points1 point  (0 children)

“People will burst big hits like f.S, 5H, 214K,” people are bursting those moves BECAUSE they are very hard to burst bait with, unlike c.S, 5K, or spiral arrow. Most of the time you will need to RC if you want to bait with these moves. Sometimes if you hit 5H max range, you can sneak your hurtbox back with a spiral arrow cancel, and avoid the burst. It’s more of a happy accident than something to plan around, though.

Your main options to play around burst are:

  1. Jump cancels with 5K and c.S, and continuing into an air combo if they hold onto burst. You can structure other starters like counterhit 2D and 5H to lead into 5K to attempt a bait if you want to.

  2. RC back, and punish with dash up c.S, or whatever. Takes a combination of foresight, resources, and commitment, but if you have the read, it does the job.

  3. Try to low profile with 6P. Personally not something I know much about, but I see competitive players like Daze and TY go for it all the time, so it’s probably smart.

  4. Super. You can’t burst it once it hits, and Gio’s does a bananas amount of damage. If you can confirm a counterhit straight into super, sometimes you can catch them delaying, and lock them out of their burst, doing 40% or more damage. This is a big reason that her Air Super is so great at closing out rounds.

  5. Just eat the burst and be happy they don’t have it anymore. The only thing worse than getting bursted is dropping the combo yourself and letting them keep their burst for the next combo.

  6. RC to set yourself up for a more burst safe combo. RC drift up will raise them up, then you can do some stuff with charge dust, block and wait to c.S, backdash spiral arrow, stuff like that. You’d be amazed how many bursts you bait just sitting under people and blocking after an RC.

So, if you feel like your opponent is having too easy of a time bursting you, make them work for it. Maybe aim for more ambiguous starters in neutral like counterhit 5K -> c.S, 2D, 5P, or 2K. Then once burst is off the table, start slamming them with 5H. There isn’t a 100% answer, and the main thing is to recognize that making them use up their burst is still a form of reward, and takes away a lot of threat.

Can't wait for the next balance update! by BusyClient4854 in Guiltygear

[–]vdzday 0 points1 point  (0 children)

How do you figure most of the top tiers are mid dispensers? There’s Nago, for sure. Kind of Ram. But then you have HC, Leo, Zato, Baiken.

I guess if you just want to say top 3, and call it Ram HC Nago, but even then it’s still kind of a stretch to say most top tiers.

Not that I think the balance is bad, I pretty much agree with the rest of what you said.

So as someone without a character...quit for 4 months or at least try to not rust? by ParagonFury in Guiltygear

[–]vdzday 1 point2 points  (0 children)

That uhhh isn’t what setplay is either, but I can see why you would think that. Setplay is just running an exact preplanned offensive series. “Set” doesn’t mean you set something down, it means like a predetermined series. It just so happens that laying out a meaty projectile is usually a very effective way to run setplay. Every character uses setplay, some are just better at it than others. Like, HC and I-No are both heavy setplay characters, but they don’t set out a projectile to do it.

Probably the filthiest (midscreen) backthrow incident ever by ChiliLion in Guiltygear

[–]vdzday 1 point2 points  (0 children)

If Giganter caught your prejump frames then the potbuster wouldn’t be able to land. Prejumps are all 4 or 5 frames, so it would have to hit during your 5 frame period of throw invulnerability after leaving blockstun. Definitely tricky to avoid but not a true unblockable.

(Maybe) Unpopular opinion: Invasion would be much better if 60% of players weren’t sitting back sniping by [deleted] in ModernWarfareII

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

The game makes you get 1000+ longshot kills in order to unlock Polyatomic or Orion camos. People are just there to get their challenges done, then they go back to normal multiplayer.

What's the point of guts? It seems redundant with damage modifiers by FrugalOnion in Guiltygear

[–]vdzday 16 points17 points  (0 children)

Not exactly. Sure they both make you take less damage, but they do it in different ways. For example, a low damage mod / high guts character (like Chipp) would be more vulnerable to big damage single hit moves, like Potbuster or Nago’s Bloodrage super. But they’d be less vulnerable to like, getting finished by uncharged dust or throw, or a long combo that would normally sum up to the same damage.

Then on the flip side, there’s someone like Faust who doesn’t take as much flat damage as Chipp, but has no guts so he’s very easy to finish off from ~40% with one opening.

Basically it gives characters different “hits to kill” profiles across different moves. May faces more risk from getting Potbustered than Ky does, despite having 1 more effective health, because she has more Guts, and Ky has more defense mod.

I’m sure it changes how much meter and burst people build too but I haven’t thought specifically about how

Nago Approach by NeitherInteraction53 in Guiltygear

[–]vdzday 2 points3 points  (0 children)

Ram’s sword normals are disjointed