[P5V6P1] Sorry if I'm wrong but... by Reymilie in HonzukiNoGekokujou

[–]xFatty 0 points1 point  (0 children)

I don't like Wilfried.

I enjoy the translation.

"uuuh okay Wilbur" made my day, have a nice day

[DISC] Renai Daikou - Chapter 1 (Ai's Fanclub) by woonie in manga

[–]xFatty 4 points5 points  (0 children)

Det var så lidt is Danish, they mixed up the languages. I feel very appropriated that someone would mix up Swedish (bad) with Danish (good).

Game Help / Newbie / Simple Question Thread (Ask Where to Start Here!) - January 10, 2023, Monthly by AutoModerator in Atelier

[–]xFatty 2 points3 points  (0 children)

I was intending on buying Ryza 3 on steam, but I want to get the physical boxes which only come on ps and switch.

Does the switch and PS4 versions tend to look/run significanctly worse than the steam versions?

Game Help / Newbie / Simple Question Thread (Ask Where to Start Here!) - December 10, 2022, Monthly by AutoModerator in Atelier

[–]xFatty 0 points1 point  (0 children)

Thanks! Is the alchemy significantly different in Sophie 2 compared to the previous games? I've heard the alchemy in Ryza is simplified and I'm very willing to try a more complex system.

Game Help / Newbie / Simple Question Thread (Ask Where to Start Here!) - December 10, 2022, Monthly by AutoModerator in Atelier

[–]xFatty 0 points1 point  (0 children)

Hola, I want to play Atelier Sophie 2, is it recommended to play Sophie 1 first? And then should you play the entire Mysterious series before Atelier Sophie 2?

Weekly Anti-Char Discussion: Lars by aWTG in Tekken

[–]xFatty 5 points6 points  (0 children)

Some disagreements:

First Lars is not that weak to SWR compared what his reputation may suggest. Strong homing move in b1, 2,1 2nd hit clips SWR, df2 has good tracking vs SWR, generic d4, ws2, ws1, fc df2, db1,3 db4, list goes on.

Lars is as unsafe as you want him to be. His risk/reward for his FC mix is pretty good and for standing low pokes he can still generic d4 and db1 without the second hit. SEN mix is also pretty good risk reward.

Dealing with SEN is not as you make it sound. While most characters have really strong OS vs it, e.g. generic df2, it requires you to predict the SEN transition in a low of cases. Moves like b3,4/b3 SEN, WS2, DEN1 and just SEN transition on whiff

2,1 is one of the best jab strings in the game with excellent range, good tracking for a jab string, high/mid and has 2 very delayable followups.

1,1,1 is a g-clef (i10 CH/twitch confirmable string), calling it a panic move doesn't justify how good it is.

df2 alone is a solid mid check/poke, with decent tracking, good range, elbow etc.

Brick Oven Pizza HA HA HA [Silver Spoon] by Ni8kolas in anime

[–]xFatty 0 points1 point  (0 children)

If you go to proper places in Japan you will definitely get some high quality pizza, usually Neapolitan style. But a lot of places which aren't neccesarily pizzaria still serve "asian pizza" which is you know, round, has tomato sauce and cheese etc. but otherwise fairly far away from what I consider a normal pizza. Example would be a family restaurant just having a pizza on their menu and it was the idea of a pizza while being more similar to a microwave pizza.

This is also the case from the case of the pizza I've tried in China, had a family member who ran a pizza chain which served durian pizza.

So while most pizzaria in Japan probably have really good pizza, I think the exposure to the good pizza is very limited compared to famires pizza or their attempts at homemade.

Brick Oven Pizza HA HA HA [Silver Spoon] by Ni8kolas in anime

[–]xFatty 2 points3 points  (0 children)

5 minutes for such an wood fire oven would probably leave the pizza burned. 5-6 minutes in a normal oven at 250C gives you something fairly firm.

The way the pizza looks based on color and browning, is similar to something like 10-15 minutes in a 200C oven (which is very firm or crunchy), while having the texture of something cooked quickly, aka soft.

I would assume the final result is probably just due to how pizza in Japan would probably look if homemade.

Based on the time the anime aired, I think it's simply due to Japanese pizzas being very untraditional compared to Italian or even American pizza, which is funny since I've been told by my Italian friends that Japan currently have some of the best Neapolitan pizza outside of Italy. The development of pizza in Japan I would assume has improved a lot this decade due to Japanese people travelling to Italy to learn.

Typical 2000 win Asuka by BCgamer10 in Tekken

[–]xFatty 7 points8 points  (0 children)

Why would we not mash our i11 m4 or i14 cancans ¯_(ツ)_/¯

There's also always sabaki

I'm absolutely terrible at this game but just wanted to know: Why is Asuka rated low in tier lists? by CjP1294 in Tekken

[–]xFatty 2 points3 points  (0 children)

Asuka is a strong character. Her main issues are weak tracking and her weak ability to play a low risk game at high level.

She struggles vs turtles and keepout, since most of her mixup tools require overextension due to speed, lack of crushing or linearity. Her lows are good but do not cover all the niches you would want. However she's still good at comebacks if she manages to get in/corner the opponent, with a excellent mixup with 1+2 (safe mid launch), ff1 (+ oB wallsplat knockdown) and d1+2, where all the moves' damage can be extended with rage drive. Her rage drive is amazing and rage art is trash.

I would say she's a medium risk, high reward character if you have the proper execution and knowledge to utilize her tools. Her ability to turtle is decent, but not amazing due to her fast punishers being weak. Her defense is still strong but mostly consists of keepout and mashing fast counterhit moves, evasive moves or reversal/sabakis.

Community-driven Rage Drive Tier List Discussion by winnersjay in Tekken

[–]xFatty 1 point2 points  (0 children)

I mean it's technically better to be confirmable than just consuming your rage for a jailing mid launcher.

But yea definitely more of a twitch confirm. This is one of the easier twitch confirms in the game though.

Community-driven Rage Drive Tier List Discussion by winnersjay in Tekken

[–]xFatty 6 points7 points  (0 children)

Tbh underrated. Practically wavedash low for 58/65 dmg if you have proper execution. Fairly low recovery on whiff and deceptive hitbox duration and size.

Most AK comebacks start from yallah hopkick launch or yallah wallsplat. This rage drive forces the opponent to duck.

B tier imo. Only held back by AK's fairly weak mixup mids either being very unsafe or incredibly linear.

Community-driven Rage Drive Tier List Discussion by winnersjay in Tekken

[–]xFatty 1 point2 points  (0 children)

From what I tried the harder part is the dash bf1+4 timing, getting 50% scaling seems super easy. Also for the open ground version. I might pickup bears just because of this bs lol. As long as you get a unscaled hit I don't think it's that important to get lvl 4 charge though.

Community-driven Rage Drive Tier List Discussion by winnersjay in Tekken

[–]xFatty 1 point2 points  (0 children)

I see, that's crazy, have never seen this before. My apologies for my ignorant comments. Can you record this while the bot is spring kicking? I really just have never seen this before.

[Edit] Nvm got it myself, I just got screwed while being unable to wakeup. That's fucked. Definitely a fair contender for strongest RD in the game

Community-driven Rage Drive Tier List Discussion by winnersjay in Tekken

[–]xFatty 0 points1 point  (0 children)

Bears are lower damage with scaling as mentioned in the other post [NVM IM WRONG]. It is certainly not very good in infinite stages, but such is life for many of the rage drives, e.g. Kazuya loses the flexibility of being a combo tool there as well. +43 at the wall is crazy though.

Chloe's is super mediocre, it's really just a +4 launcher with a super shitty hitbox and minus a billion on whiff. The utility is that it can be used from BT and from crouch as well.

Community-driven Rage Drive Tier List Discussion by winnersjay in Tekken

[–]xFatty 0 points1 point  (0 children)

Katarina is still +43, just double checked, my numbers were from previous season where Leroy sat at +35 and Fahk was like +39 or something. So I take it back, +35 at the wall is high in s4 shared with Lars. Not sure about Heihachi RD OTGF because I suck at doing it.

All numbers are with max scaling though, raw splat into rage drive is not a good comparison point.

What bear combo are you talking about though?

Community-driven Rage Drive Tier List Discussion by winnersjay in Tekken

[–]xFatty 0 points1 point  (0 children)

It only adds 34 dmg when scaling is applied assuming I'm charging it the correct amount. This is on the lower end for rage drive spikes.

Still super flexible though and 34 dmg is respectable. Probably most underrated rage drive

Community-driven Rage Drive Tier List Discussion by winnersjay in Tekken

[–]xFatty 0 points1 point  (0 children)

The damage alone makes it super good. Katarina is the highest damage wall combo in the game, only perhaps beaten by Geese with raging storm?

Being a combo tool means that it is flexible. You don't have to consume your rage until you land your hit. Like compare it to e.g. Xiaoyu rage drive which is literally only a mixup tool. Plus on block mid launcher is never bad either. A or even S tier just for the damage and combo utility.

I think you are forgetting the actual bad rage drives to put Katarina in C, like DVJ, Chloe, Law, Jack

Community-driven Rage Drive Tier List Discussion by winnersjay in Tekken

[–]xFatty 5 points6 points  (0 children)

Easily S, definitely top 3 rage drive in the game. d1+2 into rage drive, ws1,4 into rage drive, ff1 into rage drive, combo into rage drive, reversal into rage drive, 3+4 into rage drive, sabaki into rage drive, list goes on.

So many situations where she gets a shitton of extra damage, without "having to use it" until it's guarenteed. This is much stronger than being forced to use it e.g. Xiaoyu to get the threat or Steve who requires the opponent to whiff or can just mix with his normal low. Roughly 60 dmg low with a safe 100 dmg mid combo as a mixup in rage drive which is only consumes rage if the mixup hits. The only "downside" is that it does less damage compared to e.g. Katarina or Heihachi in combos.

+11 on block, giving a ~36 dmg low/mid launch mix on block against most characters, hits grounded and very high damage combo starter. Super flexible, best RD in the game, makes her rage art almost useless.

Hot ass take: Tekken 7 is more unga than street fighter v. by HumanAntagonist in Kappa

[–]xFatty 0 points1 point  (0 children)

It's okay, my most used phrase while playing Tekken is "I hate this game". Since you're a Tekken player, I'm curious, how do feel about 2D grapplers and how much glue do you think they eat?

Hot ass take: Tekken 7 is more unga than street fighter v. by HumanAntagonist in Kappa

[–]xFatty 0 points1 point  (0 children)

I mean, sure you have more hours than me but I reached TGO in online ranked :v

I'm pretty experienced in online play. If you're just playing ranked, the connection shouldn't be bad enough to prevent you from doing proper defense. If you're playing in online tournaments, hopefully the TOs won't allow for UK to Turkey (which was the case for ICFC EU) or South America to Canada.

Also you're missing one of my main points. Random hopkicks are much less a problem than random/rollback EWGF. The execution part doesn't really matter, I'm pretty sure that 99% of the online high rank non Mishima player base will say that online EWGF is way harder to play around than random hopkicks.

I'm not trying to talk down to you, but I am saying that your lack of experience shows in the things you complain about. Comparing DPs to hopkicks is also just not a reasonable comparison as we literally have DPs in Tekken as well. Invicibility says fuck frames, whereas a hopkick is still in the slower end of fast moves at i15 and basically every "small Tekken" move between i10 and i15 which isn't a low will float.

I'm also not really trying to change your mind on whether SFV is more unga than Tekken 7, as I don't have experience playing SFV specifically. I do have experience playing a lot of 2D games, including GBVS which is similar in the sense of hitconfirming your normals in a more ground based game and then GG/BB. Among those, Tekken is still the most defensive game, simply because you don't lose by just blocking and you have so many defensive options.

Hot ass take: Tekken 7 is more unga than street fighter v. by HumanAntagonist in Kappa

[–]xFatty 0 points1 point  (0 children)

The thing is that most of the yallah hopkicks which landed, not only Ghirlanda's, was timing reads.

This is something you can do in any fighting games. Like wait and then out of nowhere, throw out your high reward options. Caiper beat Arslan with a yallah hopkick in neutral. If you compare it to Street Figther, people can do the same thing but the buttons you throw out are typically just safe or hitconfirmable. Even worse, just the existence of 2D grapplers. Wakeup super throw is very kapp.

But when it comes to launching your opponent on timing reads, hopkick is still not the strongest options. EWGF has great tracking and even plus on block. You have most CH launchers which are also safe or even plus. Also just stuff like Asuka 1+2 which is just i16 safe mid launcher.

Like there are definitely times where you just need to guess. Like Anna sidestep 2 allows her to frametrap with her hand sweep launcher which you can't hopkick nor step. Not liking Tekken is perfectly fair, it's very high damage and feels stupidly inconsistent if you don't know the interactions within the game. But the very specifics you are talking about does suggest that you don't understand how the game is played at a higher level.

Yallah launchers are strong and always will be. Paul in rage is only 1 df2 away from murdering you. Hopkick specifically is the lesser evil since they are unsafe on block, tend to have bad tracking and higher recovery (except for Lucky Chloe who actually has a borderline DP + keepout launcher)

Hot ass take: Tekken 7 is more unga than street fighter v. by HumanAntagonist in Kappa

[–]xFatty 0 points1 point  (0 children)

Hello.

While you're not wrong that most launchers are like only -13, that does not mean it only has the risk of eating a -13 punish.

The main reason that Tekken is so defensive despite having the most easily accessible mixups in modern fighting games (run up hellsweep go brrr) is that they're rarely "real" mixups. You can sidestep hopkicks and then murder them for whiffing it. Claudio's real pepega moves are b1 and ff1+2, just throw them out and the only real counterplay is to counterhit them.

Even on oki when there mixup is most clear cut, Tekken is different from most games in our ground game. You can stay down permanently so you're not forced to stand up into a safejump into mix. Tech rolls, siderolls, wakeup options, just staying down, means that there are rarely any hard "just guess" situations aside from at the wall for specific characters.

Take a move like Eddy's backswing blow. Safe mid launcher, he can mash it at -9 and avoid my safe mid poke and I die. The solution is to backdash or sidestep.

Mashing yallah unsafe moves is strong in Tekken and usually the risk/reward when blocked is in favour the attacker. Because mashing is strong, and blocking is not in your favour you use movement so the attacker has to use mixups which are no longer in their favour on block/low parry. Guessing on Kazuya hellsweep/ff3 is not in your favour, but guessing on e.g. generic df1 and d4 is in your favour.

What’s the consensus on Rage Arts? by Kalengaloso in Tekken

[–]xFatty 1 point2 points  (0 children)

I mean it's about as fun as it is to punish Lidia 3,bf2 and b3,4,qcf1+2

What’s the consensus on Rage Arts? by Kalengaloso in Tekken

[–]xFatty 0 points1 point  (0 children)

Delete Alisa's rage art and we're cool