▲ 6 r/2XKO

Does anyone have a recording of the french jinx bug where her super was extremely loud?

I think they patched it, but I remember she used to say something that sounded like "ce la vie kay(?)" during her level one, and the audio for it was like 5x louder than the rest of the game.

But unfortunately I can't for the life of me find footage of it.

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u/Mindless_Tap_2706 — 21 hours ago

Strafe vs Flurry math

I decided to do a bunch of math to try and find out which one is "better" overall

stacking crit

  • Dps
    • 0% crit: 300% / 231%
    • 50% crit: 450% / 577%
    • 100% crit: 600% / 923%
      • flurry starts dealing equal dps once you have 15% crit
  • average bleed DoT applied per second
    • 5 tri-tips
      • 0% crit: 240% / 176%
      • 100% crit: 240% / 353%
    • 10 tri-tips
      • 480% / 353%
      • 480% / 706%
    • 15 tri-tips
      • 480% / 504%
      • 480% / 1008%
  • hits/sec * total damage multiplier * proc coefficient
    • 0% crit: 3.0x / 1.62x
    • 100% crit: 6.0x / 6.46x
      • ratio of the damage you're going to get per second from your TOTAL damage items

What if you invest in syringes instead?

*10 syringes & strafe / 10 crit & flurry / 10 syringes & flurry

  • flat base dps
    • 750% / 923% / 577%
  • hits/sec * proc coefficient * TOTAL damage multiplier
    • 7.5x / 6.46x / 4.04x
      • Item damage ratios you can expect from having the same number of proc items (stuff like atgs or sticky bombs)
      • does NOT apply to sauteed worms because they're wack, but basically the way they work makes them even worse on flurry because the proc chance goes down if there's more worms out
  • TOTAL damage multipler * hits/sec
    • 7.50x / 9.23x / 5.77x
      • Item damage ratios for things that aren't affected by proc coefficient, like plasma shrimp or high stacks of stickybombs / clovers
      • you probably noticed, but this is the exact same ratio as the base dps.
  • average bleed DoT applied per second
    • 5 daggers: 600% / 353% / 441%
    • 10 daggers: 1200% / 706% / 882%
    • 15 daggers: 1200% / 1008% / 1260%

DATA TLDR

- strafe with 10 syringes > flurry with 10 lens maker's, as long as you have a few bleed or proc items
- strafe with 10 bleed > flurry with 10 crit (since it stacks infinitely)

Flurry kind of tricks you into thinking it's better by having huge base dps and 6 shot bursts with crit, but the lower damage per hit and 0.7 proc coefficient make it work poorly with proc items, so strafe ends up being better a lot of the time.

And even if you DO find just crit white items, strafe still isn't too far behind in terms of damage and procs. Compare that to finding just attack speed or just proc items, where Strafe is ~50% better damage-wise.

My opinion

obviously it depends on the run length, but if you're doing a simple, 6-stage run to mithrix, I think it's always better to take strafe.

The situation where flurry is more useful in a short run is basically just finding a lens maker's/hikers boots printer early in the game. And while that basically wins you the run, it's a lot rarer than just finding ANY white damage item in a printer and being able to get great use out of it. Strafe just works better with the random assortment of damage items you'll probably end up with in an average run.

So I'm going to say you should take Strafe in most of your runs. It's always better right off the bat and 9 times out of 10 it's still better by the time you get to mithrix. Flurry has a higher ceiling if you get lucky with items, but on average Strafe is going to be better, and its ceiling isn't that much lower anyways.

^(also there's a bug with flurry where it starts to lose arrows if your attack speed gets to ~35 syringes so there's that too)

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u/Mindless_Tap_2706 — 7 days ago

How do you deal with mithrix's teleport attack?

The one where he either teleports forward and immediately swings at you, or goes to the side and does it from an angle

I main huntress so usually I just blink to his right (see image) and try to iframe through it on reaction, but that's not always 100% consistent, especially after e4 where he overshoots and gets behind you sometimes. (still enough to get through phase 1 hitless, but it's tough with the chimeras and stuff in p3)

Also it'd be nice to know how to do it without phase blink for when I get to other characters' eclipse climbs lol, arti and huntress basically just cheese him

And does anyone know a good mod to help practice this fight? It's really annoying to get there after a 55 minute run and then effectively lose to a single hit in phase 3. And it's even more annoying b/c literally every other attack he has is a joke for huntress.

Edit: used the "Aerolt" mod to just skip to the moon and practice a bunch, if you're playing huntress, you can just get familiar with the range, walk directly away from him, and then if he moves a muscle (or just gets too close in your personal space) you immediately double blink straight away from him (preferably backwards so he stays in sight)

if you do what I was doing, he ends up behind you, or even sometimes dashes directly in front of you and kills you

u/Mindless_Tap_2706 — 9 days ago
▲ 0 r/2XKO

Small game nitpicks

  • Why can't you do training mode matchmaking?
    • This turns me off from playing online a lot, the lobby system is kinda just annoying imo. Also it sometimes takes a while to find matches so it gets really boring.
  • Why doesn't "block after first hit" in training mode have the opponent block on wake up like other fighting games?
    • I just wanna lab pressure, why do I have to set them to do a reversal on block and then frametrap the dummy just to do a combo into oki lol
    • If nothing else just add a "block all" option in reversals to make this stuff easier
  • Why do only like 5 characters have real anti airs, and what's the logic for who does/doesn't get one?
    • Yasuo and Akali get umbrellas, teemo and vi don't get a hitbox on theirs. It feels very random. It's like they thought about nothing but combos when making the ""anti airs"" (launchers) in this game
    • idk man I just want to be able to interact with thresh j.h or ekko helm breaker pls
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u/Mindless_Tap_2706 — 20 days ago
▲ 189 r/2XKO

New optimal Vi combo because riot buffed electrics again

notation:
6S1 L [M] ~ 6S1 [M] [H] ~ 6S1 [L] [M] ~ 6S1 [L] [M] ~ 6S1 [M] ~ 6S1 [L] S1
(536 damage)
- You are not going to hit this in a match, and neither am I lol

WAY easier version you would actually use in a match:
6S1 L [M] ~ 6S1 [M] [H] ~ 6S1 [L] [M] ~ 6S1 [L] [M] [S1]
(517 damage)
- Just partially charge an S1 after the LM>LM loop. Most of the difficulty in this combo comes from the last 2 electrics, so this version of it is pretty easy since it skips those :)

u/Mindless_Tap_2706 — 26 days ago
▲ 101 r/rainworld

New player, what is this thingy in the corner?

And also, are there consequences/benefits to killing lizards or do they just come back normally?

I'm noticing there's a lot of situations where it's not too hard to do, but I still try to just avoid them in case they try to get revenge or something

u/Mindless_Tap_2706 — 1 month ago
▲ 6 r/CViper

How to deal with fireballs and drive rush?

I played against snakeyez on Terry and he literally just did light power wave. Any time I tried to seismo back, he would do raw drive rush nito stand HK to get past it and kill me.
(Also lowkey he just drive impacted me in the corner like 4 times a round but there's an easy solution for that :P)

Since then I noticed I'm struggling a lot with people just doing fireballs and then throwing out random raw drive rushes (mostly Ken and Terry). It feels extremely hard to compete in a fireball war because seismo is slow and they have extremely fast drive rushes to get past it (also I just suck at checking dr in general)

Every matchup with a good fireball and drive rush just feels terrible. I walk and try to PP like I'm supposed to because using seismo feels really risky in a fireball war, and then any time I get close they just throw a fireball and drive rush behind it, and probably do some bs like drive rush HK dragonlash or something to throw me off if I'm actually ready to check it.

To be clear I don't mean like aki or guile fireball + dr, just the mixup of fireball or dr from midrange where seismo gets beaten clean by drive rush

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u/Mindless_Tap_2706 — 2 months ago
▲ 52 r/CViper+1 crossposts

Suspiciously frame tight viper checkmate

Between the corner carry on the combo itself, the distance covered by the drive rush, and the knockback from the DI, you can do this from almost anywhere, so it's surprisingly practical.

Also random tangent, but this DI setup is so easy and frame tight that I wonder if capcom specifically wanted her to do it

u/Mindless_Tap_2706 — 2 months ago
▲ 428 r/Fighters+1 crossposts

PSA: Be extremely careful using OD reversals against Viper

For context

  • You can't level 1 super out of this because it's a projectile loop
    • Some level 2s will beat it (eg Chun Li SA2), others won't.
  • You can't jump out of the seismo loops themselves, because they have a short enough gap (when preformed well) that they'll just catch the startup.
    • Unless you have something with frame 1 projectile invulnerability, or a super that teleports you into the air on frame 1 (like cammy or kimberly SA2), this is just forced chip damage
  • The OD burn kick is fast enough that you're prooobably not reacting to it outside of modern.
    • You need to DP/super it because it'll trade with or frametrap pretty much everything else
    • Also Viper can obviously mix up when she does it.

Also sidenote, if they do have super Viper can do cr.mp into OD seismo to remove the gap after OD burn kick.

And small flex, every single one of these in the clip is canceled as fast as possible, otherwise it's a 4f gap and they can jump out (: I cannot do this facing left

u/Holiday-Life67 — 2 months ago

C. Viper moveset ToD

build:
- Fatal counter (+30% damage on counters)
- Cross counter (+20% damage on counters) [this stacks with fatal counter because it's technically not the same effect]
- Ferocious x3 (permanent +30% damage, but health drains)
- Last Stand (+30% damage at low HP)
.
- Peak performance (+30% damage at high HP) [not doing anything]

u/Mindless_Tap_2706 — 2 months ago
▲ 7 r/2XKO

I think cait into vi is the worst matchup in the game

This isn't a salt post, I play Vi and I just think it's funny

Because seriously what is she supposed to do?
- Trap gets completely ignored by 6S1
- Air gunshots are reactable and super easy to punish with 6S1
- Vi's Ground mobility is so high that she can just avoid S2 and JS2, or dash into them and parry
- Her movement speed is so low and her buttons are so bad that she can't really contest Vi on the ground
- Doesn't have good air options to run away and stall for assist

There aren't a lot of characters that feel like free wins but this matchup feels so lopsided in Vi's favor, even in (low) master rank lol.
It genuinely feels like the only thing making it not a 7/3 matchup is braum ice shield assist.

I'm curious if caitlyn players feel similar about it

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u/Mindless_Tap_2706 — 2 months ago
▲ 10 r/2XKO

How would they even nerf freestyle?

Being able to tag twice is so fundamentally strong that I don't even know how you could nerf it. But since everyone's talking about it now with teamfight nerfs getting announced, I was kinda thinking about it

Make burst faster

  • If it's unreactable, you can still guess to bait burst if your assist is on screen, but you can't just go "oh a green flash I'll tag now" like you currently can

Longer cooldown

  • 6 seconds is already noticeable, but it's obviously not a massive drawback if you can get a hit with freestyle, do a 3 second combo, and then do a short blockstring and get it back.
    • Maybe they could make it so blockstrings post-freestyle don't let your assist recharge immediately? (like using assists in combos)

Add a bit of damage scaling after a second tag

  • I don't think the benefit of freestyle was ever supposed to be combo damage, especially when double down is right there. But it still lets you hit 3 bar ToDs and stuff
  • It would obviously need to be more thought out than that, but maybe it could make supers have more scaling? They already did this for double down, so I think it'd be pretty reasonable to do the same thing with harsher scaling.

Damage increase on freestyle assists before they leave

  • this would make using freestyle in neutral a bit riskier. Just clipping a freestyle assist with something could do like 1.5x or 2.0x damage to encourage people to use it a little more safely.
    • Especially if they just boosted the first hit by a huge chunk - that way you don't get a random ToD or anything, but if you get a stray hit in on the assist it'll do like 20% or something
    • That's kinda how skullgirls works and it does a good enough job keeping stuff like H Brass in check
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u/Mindless_Tap_2706 — 3 months ago
▲ 214 r/Silksong

Least favorite late-game boss?

I really hated the one you have to fight outside of >!coral tower.!< I get that Silksong's whole thing is having tough bosses with cool lore, and this one fits the bill I guess, but I feel like this boss was just not fun to fight and made me really frustrated since the runback was so long and all it's attacks do double damage. Which is fine, I guess, but the fight feels like it comes out of nowhere and it's a huge difficulty spike, even for >!act 3 up to that point.!<

u/Mindless_Tap_2706 — 3 months ago
▲ 16 r/Metroid

Quick prime 4 review for people split on the game [spoilers hidden]

I wanna start off by saying, I have played literally every metroid game except return of samus, pinball, federation force, and other M. I liked this one a lot, and I think it's a pretty cool game.

Atmosphere: 8.5/10

  • Pretty cool, lots of great sections, but the highlight is for me is probably the >!ice lab. It leaves you on edge the whole time even though there's not any huge threats!<. By FAR the coolest part is >!in the room with the cryopods when you open the scan visor and see that there's literally hundreds of grievers frozen in there. Also there's a cool detail where if you look directly at their face before you leave the ambient sound swells up and gets really intense. !<
  • Other areas like fury green are pretty cool, and the graphics being as good as they are is a huge benefit, especially for the lighting.
  • Not actually ruined much by NPCs. Miles is a bit grating, sure, but he's actually with you for like 15 minutes of a 12 hour game. Other npcs are pretty quiet and one or two of them kinda add to the vibes actually. I can honestly say I didn't mind 3/5 of them at all.

Music: 8/10

  • Pretty okay all around, but aside from some highlights, it isn't on the same level as something like the other prime games or Super Metroid. There are a couple hits on the soundtrack though (volt forge my beloved)

Combat/Bosses: 10/10

  • Unironically second only to Dread as far as combat in the series goes imo. They just let you have a 360 degree dash in this game, and put some more thought into the enemy attacks, and boom suddenly it feels way more fun and interesting. As a bit of a game designer myself, (Norman Osborne reference) I think the combat is actually really good for once.
  • Boss fights are really fun as well, and there's a lot of them. There is legit maybe one unfun boss fight out of like 12 or so.
  • It's worth noting that it is an easy-ish game, though. If you've played the other prime games you probably won't die much, and unfortunately you can't start the game on hard mode. If you've played the other Prime games I would reccomend skipping e-tanks on purpose if you want a challenge, but that goes for prime 1 and 3 as well tbh.
  • The weapons in this game are all really fun to use. Also all of the charge/super upgrades are awesome and for once you can actually get a few of them relatively early if you know where to look (hint: >!look around the desert, also don't wait to get some green crystals because you DO get upgrades for it!<)

Exploration: 3/10

  • Yeah, this game is barely a metroidvania. It's very linear, and if you take too long to find which area to go to next, >!myles !<just chimes in over the radio and tells you. It isn't AS overbearing as it sounds, he's really just a more talkative hint system who tells you what to do a biiit too fast.
  • There also aren't any >!real secrets !<in this game. >!It doesn't have any optional bosses or huge sub-areas!<, and the puzzles for hidden items and stuff in this game aren't anything super special.
  • Going across the desert isn't that bad, and I will say the >!bike is unironically kinda fun to drive!<. I like it a bit more than magmoor caverns as far as hub areas go tbh.
  • Only reason it gets a 3 is because the environments are actually really cool and legitimately fun to play through, and 100%'ing it is exactly the same experience.
  • For some reason, they actually DID go to the trouble of making each area change a bit when you go back through it (eg >!fire area has crumbled and filled with robots, ice area is darker and infested with ice grievers!<), so returning and exploring around just for items is still pretty fun.

Story: 5/10

  • The GF troopers are okay. They're likeable enough, but they're pretty shallow for the most part and not all that interesting. The voice acting is surprisingly good though, >!and I cared enough when like two of them died so that's cool I guess. !<
  • The Lamorn (chozo equivalent) aren't all that interesting imo. There's a cool twist when you learn >!the grievers are actually transformed Lamorn, but it's not very subtle at all and you can probably figure it out as soon as you scan a tablet in the ice lab. !<
  • Game has a good enough story I guess, but some plot points are a bit contrived. >!For example, in the great mines, 3 separate characters make a big show of sacrificing themselves to hold back the grievers (which samus can easily kill dozens of at this point in the game). After you leave them behind with no route to get down to you, they all show up later with a "what, you thought we'd die to a couple aliens?" YES DUMBASS I REVIVED YOU LIKE 4 TIMES IN ONE FIGHT (WHEN THERE WERE 3 OF US) YOU CLEARLY CAN'T HOLD YOUR OWN AGAINST MORE THAN TWO OF THESE THINGS AT A TIME!<
  • Same thing with the ending. >!Sylux shows up, samus and friends kick his ass twice, and then right as they're about to teleport home, he shows up a third time and all 5 of the troopers gang up on him so you can teleport out before the teleportation thingy explodes. Realistically there was no reason all of them had to do that, but whatever. Also, why have some of them sacrifice themselves earlier just to come back and die again? Literally what was the point of that? Idk man it could've been written better.!<
  • TL;DR story is pretty predictable if you've ever seen an action movie before, and the dialogue is pretty meh 90% of the time, but it's not the main focus of the game anyway so it's fine.

Puzzles: 7/10

  • They aren't that hard most of the time, but they're pretty fun, they've got some good setpieces, and a couple of them are pretty clever. Pretty much the same as other prime games, maybe even a bit better if I'm being honest.
  • Throughout the entire game, I had exactly one (1) puzzle solution spoiled by an npc. Say whatever you want about them, but they're actually surprisingly good about not doing that.

Overall: 7.5/10

It's a fun game with some cool areas, solid puzzles, good music, and really good combat. It is NOT a great metroidvania, though. I really can't understate how little backtracking and meaningful exploration there is in this game compared to the others in the series.
As far as the spooky and concerning new stuff goes; the desert section at the end of the game - frankly - sucks butt, but it's not very long, and otherwise the desert isn't that bad. You can cross it very quickly and there are some actual, meaningful things to find in it if you want to look around.

The troopers actually don't talk much at all except >!myles!<, so they don't mess the atmosphere up much, and the moments when you're left completely alone stand out by contrast.

Overall it's fun, but it plays more like a zelda game than a metroidvania**.** You go to a dungeon, solve a few puzzles, get some items, kill a boss, repeat a few times, the end. The boss fights, general combat, puzzles and atmosphere are good enough that I think it's still worth playing if you like metroid, but if you just want a full-on metroidvania, you should probably play other games.

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u/Mindless_Tap_2706 — 3 months ago