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#hitstun
arundolyn · 2 years
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doedipus · 2 years
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they should make gio's overhead kick plus again but make spiral arrow have like half the startup and be -3 or -5 on block.
like right now flip kick is awful. it's punishable while rising and also on block, and it doesn't give you any reward without meter. it's super super not worth it except for periodically calling someone out for delay mashing a low on defense
and on the other hand, spiral arrow is hurt by having to pull double duty as a move you can steal your turn back with and as an anti-zoning tool. like it works fine in pressure right now, but it's hard to use the projectile nullifying power in practice because the startup is much slower than that of most projectiles. you can't use it to approach through ky or testament zoning on reaction, you have to do it super pre-emptively. and you also can't use it while you're already being zoned out, since there's rarely enough time between fireballs or whatever other projectiles you're worried about
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little-eye-guy · 6 months
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yippee!
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friedpunster · 1 year
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hot take: tripping was not the worst part of SSBB
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shuttershocky · 1 year
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My friend introduced me to an extremely fun turn-based stickman fighting game called Yomi Hustle.
How it works is that you and your opponent select your moves from a menu, which is then carried out by the game. BUT, another turn begins as soon as just one of the players is able to perform another action. That means if you manage to get close to an enemy and smack them, another turn will start where you have an action but their options will be greatly limited (since they are in hitstun).
There are a lot of features that seasoned fighting game players will be familiar with such as tech rolls, bursts (for anime fighters out there), your turn even displays your current frame advantage. For newbies to fighting games though, Yomi Hustle’s biggest draw is that it offers a lot of the strategy and the intensely concentrated fun of fighting games WITHOUT the execution and reaction speed requirement (since it’s turn-based).
My favorite feature though, is that at the end of a match, the fight is saved as a replay that is shown in real time. The video above is me (pink) trying out the game vs my friend Mira (blue).
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sexhaver · 1 year
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competitive Melee is a deeply inherently funny esport mostly because of Mang0. at his peak he would spend the days leading up to a tourney shit-talking on SmashBoards, then show up slam dunk drunk and win the entire bracket in the most disrespectful way possible. two specific disrespectful moments stand out:
Mang0 (Fox) vs SFAT (Marth) (skip to 3:25 if the timestamp doesn't work)
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it's game 1 of a best of 3 set. Mang0 is at 4 stocks, while SFAT is already down to 2 and getting actively combo'd. someone in the audience, as a joke, shouts out "use the laser!". for context:
Falco's laser is one of the best projectiles in the game because it does hitstun, meaning it can interrupt enemies out of their attacks
however, Mang0 is playing Fox, not Falco. Fox's laser is mostly like Falco's, except instead of being good, it is not good. Fox's laser has absolutely 0 hitstun and takes a while to pull out and shoot. this means pretty much the only time it gets used in competitive play is to spam it during the neutral to hopefully rack up some damage without actually interrupting anything
not only is shooting SFAT with the laser while he's offstage a suboptimal choice, it gets even funnier when you realize that the obvious combo finisher anyone else would use there is Shine. Fox's shine comes out on literally frame 1, gives him intangibility, sends the enemy sideways in a way that's basically impossible to recover from offstage, and can be jump canceled on frame 2. Shine is not just the best move to use in this specific instance, it's not just Fox's best move, it's not just the best move in Melee, it is arguably the strongest move on any character in any fighting game ever made.
so of course Mang0 uses the laser instead of shining. the crowd goes apeshit, he finishes off SFAT's last remaining stocks in literally 15 seconds (demonstrating the actual power of Shine on the final stock). even though it's game 1 and he can theoretically make a comeback, SFAT is so humiliated by this that he literally just unplugs his controller and walks off stage. also this was during the era when Melee wasn't being streamed to a huge audience or sponsored or anything so the casters just said whatever the fuck they wanted, which gave us gems like "UNPLUG YOUR CONTROLLER, DAWG! FORFEIT!" and "WOMBO COMBO!!!!"
Mang0 (Jigglypuff with crown) vs HungryBox (Jigglypuff with headband) (relevant bit starts at 2:31)
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for full context, Mang0 (along with most of the rest of the Smash community) and HungryBox had had a shitload of beef in the years leading up to this match. HBox famously used/still uses Jigglypuff, which pissed/pisses off other players because that playstyle is infuriating to face off against. you either get hit with rising aerial Pound 20 times in a row offstage or upthrown into a frametrap rest for instakills starting at 30%. because he is a deeply funny person, Mang0, of course, also chose Jigglypuff. he then proceeds to mop the fucking floor with HBox. the entire set is brutal but the bit i highlighted is the worst by far. HBox is down a stock and goes for a Hail Mary up-tilt into Rest combo. it might have worked if Mang0 was a bit more damaged and stayed in hitstun longer, but it misses. missing a Rest with Jigglypuff is an invitation for the opponent to use their strongest possible move/combo for free in any matchup, but it's probably the worst in the mirror match* because the other Jigglypuff can just Rest you right back for free. which is what Mang0 should have done here if he wanted to win.
instead, he just. jabs HBox. doing no damage or knockback and waking him up for free.
comparing the audience reaction from this match to the previous one is so fucking funny, because with the former, you could hear everyone laughing and losing their shit, but this is just... a collective gasp at Mang0's audacity. the commentators are struck dumb for a few seconds before saying "Mang0. that's disrespectful to everyone. to HungryBox. to me. to you..." before being interrupted by HungryBox killing himself to end the match and walk away
*yes, I know Roy can reverse his up-B on frame 1 to kill sleeping Jigglypuff from 0% on Pokemon Stadium. however, if you know this factoid, you also know that Roy is literally never used in competitive because he is Marth but with all the good traits replaced with bad ones, so stop being a smartass
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cryptotheism · 1 year
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My dark souls 3 build was a 50 luck anri straight sword build with the crystal sage rapier in the offhand. I realized the CSR had as much range as most spears and came out on like frame 4.
People would always misjudge the range and one stab usually caused enough hitstun for a full straight sword combo.
I need to figure out how to do this in Elden Ring.
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kinopioa · 24 days
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This is what I think regarding ShtH routes @beevean @crusherthedoctor
I see people get mad that Last Story can't be aligned with any route path, then say it's story is automatically bad cuz of that
But I think the bigger thing missed is the theme of the game: Choice
Last Story Shadow is doing his own thing mostly (guillibility really), regardless of player choice. Some events mirror what was seen in routes (Eggman gaslighting, Black Doom mem hack, Commander having hatred to Shadow), but I think rigidly defining it to be 1:1 to routes is wrong. Last Story is the TRUE canon story, not the other way around
Already in the routes you have places where you get each Emerald rapidly change in routes themselves. The only standard one is Westopolis for the green emerald in the beginning. Everything else varies
I think partially what fuels being unable to accept Last Story doing its own thing is gameplay forcing you to get 10 endings. The stress of that makes routes seem more canon than they are, despite the game being directly advertised as "mostly fun whatifs". Same with being unable to restart mid route, which forces further feelings that routes matter more than they do
I see people try to reconstruct the game so that routes matter more, and awkwardly it removes endings and levels. The whatif factor and being able to do a 180 in a route is ruined
Similarly you have people randomly think Rouge or others have all the answers when...no? The end of Heroes was literally her not knowing if Shadow was the OG or not, and no other char is aware of the Shadow Androids. Heck, this isn't confirmed in any route; it's a Last Story bonus if you wait
Personally if I were to remake the game;
-Have a disclaimer how Routes are mostly noncanonical, with some scenes mirroring what happens in canon with some differences in time and setting
-Have different interactions in scenes and missions depending on previous route. This seems to be planned if filename and event loading code is to be taken, though scrapped to neutral reactions in final, regardless of prior path
-Similarly, have missions vary counts to prove loyalty in later levels depending on prior path. If you did a lot of bad previous routes, you need to do more good to make up for it. Inversely, the mission is easier if you already are aligned with path. Lava Shelter interestingly checks this
-Have the ability to start a new route mid path of a finished one. Instead of replaying Westopolis 3 million times
-Have Last Story unlockable with simply 3 unique endings
-Have end of Last Story encourage playing more missions and whatif scenes. Heroes does this to encourage playing other teams. Shadow already does this for weapons
-Have the Devil Doom easter egg Eggman says easier to hear. So many fans missed it
-Correct some Localization duds. Surprisingly not many, despite cheesy dialogue, but the President thanking Gerald is wrong. Also explain how Tails' plane crashed randomly in the "you know what" scene
-Story wise I guess explain how the Chaotix got to space. It'd be interesting if Rouge is the reason, she surprisingly is barely in the game. Maybe tease how she was wrongly hostile in Heroes. To follow this...
-Note side char motivations better. Newcomers get a refresher for Shadow, but other characters are too sparse at times. Doesn't need to be detailed, or even voiced. The game uses static pics for SA2 flashbacks already. Heck, it can be unlockables for messing around in routes
-Have vehicles not play like shit. Gunplay funny enough is fine, though most physical weapons are too fragile
-Buff multiplayer. 3 stages ain't enough. A coop mode added also wouldn't be too bad (Sonic was scrapped after all...). Maybe configure weapon type and hitstun/invul time with settings
The game's very flawed, but I feel people missed the core point of it being a whatif fest
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makeupafgplayer · 7 months
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fighting game player who calls a game kusoge if they are put in hitstun for more than 10 seconds
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girlballs · 7 months
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huh. neat concept for a final boss. absolute nothingburger of a plot though. i wonder if maybe it got mulched during localization
odur and hanged queen were shit fights, varg and the endboss were cool, i feel like urd probably would have been better difficulty-wise for a final fight though. the whole game would have been better if hitstun didn't Sometimes prevent you from deflecting though
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arundolyn · 2 years
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dril-garland · 1 year
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they'lll let any twinkish looking swordsman roll up to the chaos shrine and claim hes the Warrior of Light its BULLSHIT. they think we're STUPID with these hitstun windows
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theshipminer · 1 year
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My case for Isaac Moriah in Super Smash Bros.
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I posted for @super-smash-bracket​‘s ballot, but I’ll post it here again so that I may have a backup. It’s also slightly more detailed than the one in the forms, that’s for sure. (Disclaimer: Any numbers that I mention in this post are completely arbitrary. Also, much as I would love to, I do not own nor play Smash Bros. My guardians would NEVER allow a Switch unless I bought it with my own money, of which I have none whatsoever.)
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Isaac is from the game “The Binding of Isaac”. It has a really grotesque atmosphere that is equally as beautiful as it is disgusting. It captivated me when I first played through it, and still captivates me to this day. There are a ton of items you can collect that affect Isaac in funny, disturbing, and brutal ways, but they all make him stronger one way or another. You may not always get the run you want, but when you do, it snowballs HARD. You may start a run shooting your own pitiful tears at enemies, and end it with screen-clearing lasers, explosions, etc. And poop. Lots of poop. The game really likes the stuff for some reason. Frankly, I just want to see most of this in Smash. It will never happen, never in a million zillion years, I know, but it would be pretty sick.
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Isaac is from a roguelike, and like a lot of roguelikes, his game has quite a case of what I like to call: “bullshit RNG”. You may get stronger the more items you collect, but everything that happens to you, good or bad, is solely determined by whether the game is in a good enough mood or not. Now in the interest of source accuracy, you may think that Isaac’s moveset will be all about randomness, right?
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Bullshit RNG is still bullshit. Isaac does NOT need randomness to be a viable character in Smash. You may protest: “Oh, but it’s not accurate!” I DON’T CARE. SMASH IS NOT THE BINDING OF ISAAC. Something that worked in one game may not work for another. They did that for Hero, and look where THAT got him.
Instead, I propose a different approach; something I never see when looking at other people’s movesets for this guy. I propose:
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‘Angel’ and ‘devil’. ‘Holy’ and ‘unholy’. ‘Virtuous’ and ‘sinful’. You know the ones. Angel attacks are very powerful moves, but require quite a bit of precision to master. Meanwhile, devil attacks are also extremely powerful, but require some kind of cost (like high end lag, for example). By inputting left or right after Isaac spawns (or respawns), Isaac will gain either the angel or devil movesets. His Final Smash will even change! His normals will remain exactly the same, but his special attacks will be entirely different, even if they share some properties with each other. Here they are now:
Neutral Special (Devil): Brimstone
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Isaac charges up and fires a blood laser in front of him. The range of the laser is infinite. When uncharged, the laser is very thin and weak, with zero hitstun whatsoever. However, when fully charged, the laser becomes massive, being as wide as Isaac is tall, dealing massive damage to boot. The laser deals damage 5 times, with uncharged dealing 1% per hit, and fully charged dealing 4.5-5% per hit. It takes 2 seconds to fully charge the laser. Isaac cannot move when the laser is charging or firing.
Neutral Special (Angel): Revelation
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Isaac charges up and fires a beam of pure light in front of him. Like Brimstone, the laser has infinite range. Unlike Brimstone, Isaac cannot fire this laser until it is fully charged, which takes about a second to do so. When fired, the laser deals damage 5 times. The laser deals more damage the further the target is away from Isaac, capping out at 6% per hit. Isaac CAN move while the laser is charging and firing, but at a very reduced pace.
Both neutral specials are based on the items of the same name you obtain in the game.
Side Special (Devil): Hemoptysis
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Isaac sneezes blood right in front of him. Opponents hit by the blood will take 1-1.5% extra damage from all of Isaac’s attacks for 4 seconds. The sneeze does only 1% damage on hit. Missing will cause the move to gain a lot of ending lag, leaving you vulnerable. However, hitting the opponent will reduce that ending lag by a lot. Hitting the opponent’s shield counts as well, thus reducing ending lag. However, the debuff will not be applied, and no damage will be dealt.
Side Special (Angel): Divine Intervention
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Isaac summons a holy shield that moves forward in front of him. This shield acts as a counter. Opponents that strike the shield physically will have a portion of that damage rebounded back at them, knocking them back a fixed distance. Projectiles that hit the shield are reflected as well. However, the shield itself counts as a projectile, meaning it can be reflected, pocketed, absorbed, you name it. It can be used against you. You cannot fire another shield until the previous one has disappeared.
Both neutral specials are based on the items of the same name you obtain in the original game.
Up Special (Devil): Demonic Flight
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Isaac grows batlike wings and lifts off with a mighty flap. With these wings, Isaac flaps them to jump in the air indefinitely. Except not really, because Isaac gains less and less height with each flap, until he just stops ascending completely. When the wings are active, Isaac can charge Brimstone while suspended in midair, along with being able to aim the laser (Normally, the laser only fires straight forward, and Isaac plummets to the ground when charging the laser). He loses the wings upon touching the stage or firing off Brimstone.
Up Special (Angel): Angelic Ascension
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Isaac grows angelic wings and disappears in a burst of light. Almost immediately, he reappears some distance above where he activated the move. With these wings, Isaac can flap them to gain height, but he loses altitude quicker than with Demonic Flight. When not flapping the wings, Isaac descends downwards slower than usual. He can charge and aim Revelation while in midair, but unlike when charging it without wings, Isaac can move at full speed while charging. The wings disappear upon touching the stage, firing off Revelation, or getting hit.
Demonic Flight is based on the Lord of the Pit item, while Angelic Ascension is based on Isaac’s boss encounter, as well as the various items that give Isaac angel wings.
Down Tilt: Bomb
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Isaac’s down tilt has him placing a bomb in front of him. The bomb explodes after a second of delay, during which it can be kicked around. The bomb explodes immediately upon contact with an opponent. Isaac cannot place down more than one bomb at a time. I’m mentioning this now because Isaac’s down specials are different from this move, despite both also being bombs.
Down Special (Devil): Brimstone Bomb
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Isaac places down a demonic-looking bomb that flashes for a second, before exploding into a cross of 4 Brimstone lasers. The bomb can also be placed in midair. The initial explosion deals around slightly less damage than the regular bomb, and the 4 Brimstone beams are weaker than the one fired off by Isaac, dealing only 2% damage 3 times instead of 5. The bomb also does NOT explode on contact with opponents. Isaac can only place down two of them at a time.
Down Special (Angel): Holy Grenade
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Isaac lobs a holy grenade in the direction he’s facing. The grenade breaks upon contact with the stage or an opponent, after which a beam of light strikes down where the grenade last hit, which will smite the foe directly if they were hit by the grenade. Isaac cannot throw another grenade until the beam of light has subsided. The beam of light hits for 4% damage 2 times, and can hit foes even from above.
Brimstone Bomb is based on the item of the same name. Holy Grenade is based on the Holy Hand Grenade from Monty Python. In other words, I made it up.
Final Smash (Devil): Mega Blast
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Isaac grows demonic horns and wings, and takes off into the sky. After charging for two seconds, Isaac fires off a HUGE FRICKIN’ LASER that instantly obliterates anyone above 100% damage. During the charging phase, Isaac can aim a crosshair to wherever he wants. This laser is EVEN STRONGER than the regular brimstone laser, dealing 5% damage for every tick the opponent gets hit for 5 seconds, going through walls and hitting through shields. Once firing, Isaac can move the laser, but very slowly. This gives opponents a chance to get away.
Final Smash (Angel): Crack The Sky
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Isaac grows angel wings and disappears from the stage. During this time, a crosshair appears, which can be moved about. Beams of light rain down from the heavens around the crosshair’s location, dealing damage to anyone caught in the paths for 6% damage 3 times. The frequency of light beams increases around the crosshair as time goes on, culminating in the light beams sweeping across the entire stage after 8 seconds have passed. Isaac then reappears where he last activated the move.
Both are based on the items of the same name. Mega Blast is based off of Mega Satan’s bad breath, while Crack The Sky is based off of one of Isaac’s boss attacks, both from the original game.
Other miscellaneous normal attacks/aesthetics that I didn’t really think through in detail:
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- Isaac stabs forward with his mother’s knife for his forward smash.
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- Isaac shoots tears frontwards for his forward tilt and forward hair. The tears are affected by gravity, and count as projectiles. They can be aimed slightly.
- Isaac trips and falls for his dash attack.
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- Isaac sits in a fetal position when crouching.
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- Mom’s foot stomps down on Isaac for his down throw, burying the foe who was grabbed and damaging Isaac and anyone caught in the foot’s path.
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- All of Isaac’s alts reference the other playable characters, i.e. him wearing different wigs and hats.
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- Isaac consumes a pill for one of his taunts, and either reacts negatively or postitively. This is purely cosmetic and has no effect on gameplay.
Special thanks to @super-smash-bracket​ for giving me the motivation to make this my first REAL post, even if it’s indirect.
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tonysaintborgi · 11 months
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gonna be honest I'm glad we as a culture decided to bring back fag/faggot. gay is so sanitized now. i need to describe myself in a way that inflicts hitstun on boomers
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shuttershocky · 5 months
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I really don't want to harp on Fate/Samurai Remnant 's combat because make no mistake this IS actually the best designed Type-Moon action game ever made (it's not a very big nor competitive pool but it is decent for what it is and I did have fun) but playing through Furi on a whim has me thinking again about what we could have had if FSR committed fully to being an action game instead of a musou with some hack and slash bells and whistles added on.
I'm not even asking for Character Action level complexity (I mean, yes I am but it doesn't have to be complex to be good), Furi has a grand total of 4 attacks (1 melee, 1 range, 1 charged melee, 1 charged ranged) and it still kicks ass. Concepts like pressure, enemy reactions, multiple approaches to fighting, they all still exist.
The most stylish you can get in Samurai Remnant is going Void Stance and repeatedly dodging into enemy attacks to keep triggering Ripostes then unloading your full melee combo while they're in hitstun (because they rarely get into hitstun otherwise).
Maybe another day I'll make a full post about the kind of combat system I would have wanted to play in it.
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vzm · 1 year
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pony playing guilty gear and when she gets her burst baited she gets a cutie mark of sol badguy in a hitstun pose
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