#invulner
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multirenowacja 2 years ago
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SAPHIR i dbaj o swoje zamszaki 馃憺馃憺馃憻馃憻馃ゾ馃ゾ馃憽馃憽馃憼馃憼馃タ馃タ馃憿馃憿 @patineshoes #patine #multirenowacja #saphir #mdor #renovation #suede #invulner #leather #membran #shoes #zapatos #zamsz #nubuck #nubuk #buty #obuwie #multirenowacja #multirenowacjapl #suedeshoes #szewc #szewstwo #shoerepair #cobbler #shoerestoration #shoestyle #shoestagram #instashoes https://www.instagram.com/p/Cn2kIc9L_14/?igshid=NGJjMDIxMWI=
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a2zillustration 9 months ago
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We lived.
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asleepinawell 5 months ago
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*yeets him into coerthas in shorts and a crop top* enrichment
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thetruejerrycan 2 months ago
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I'm honestly kind of dreading SF6 season 3. Whatever major balance patch comes out will determine what Capcom wants the game to be. I love SF6, it's my third favorite fighter, but it has major problems that really hurt my enjoyment of the game, especially at a higher level. I don't think drive rush is a problem more than it is an unpopular design choice (there's nothing you can do about it as a whole now because it's baked in. If there's one thing I'd like to see changed, I would like them to fix the screen freeze eating inputs because it always felt like a bug rather than intended part of the mechanic because the way it works is inconsistent with other screen freezes in the game), but individual character balance and throw loops are easily the weak points of the game right now.
SF6 is designed in a very specific way. Most buttons are negative to where even jab pressure isn't guaranteed, thus putting a strong focus on decision-making. Almost every action you can take is a commitment that can be hard punished, hence punish counter as a mechanic. But there are a handful of characters in this game who either don't adhere to this design philosophy at all or have easily abusable ways of circumventing it. Ken is still the best character in the game because he has it all and more importantly doesn't have to make any meaningful decisions to get his win condition. All it takes is one jab and a run tatsu for him to get the corner and run his meterless throw loop with zero effort. In fact, Ken gets a lot without spending any resources unlike every other character in the game. It's not so bad to the point you never see Ken burn out but the disparity between how much drive he doesn't need to spend compared to the rest of the cast is obnoxiously apparent.
Speaking of obnoxious, M. fucking Bison. This character is honest to god the worst thing that ever happened to this game. If you don't like the way Street Fighter 6 plays, you'll love Bison because he's playing Street Fighter 5. I get the idea of what they're going for with this character, he's an oppressive rushdown character with good meterless pressure that is difficult to punish if you don't know what to look for. While I am a little annoyed that he's designed in a way that incentivizes you to counter hit him rather than punishing him (the central mechanic of the game), I don't have a problem with a character like him existing nor do I have a problem with him being good. The major issue is that it takes so little effort to actually play him well. His normals are mostly unpunishable with some of the better ones including his 5HP being plus. I play Ryu so I'm no stranger to having free plus frames but the difference is that Bison is a much stronger character in neutral so tripping up people trying to counter hit him is so easy, not to mention that Bison is notorious for having a combo that pretty much kills every character. It is the only combo you see Bison players do because it's easy and the damage is ludicrous. And I haven't even mentioned the mostly safe on block neutral skip that is his scissor kicks, or his safe on block OD psycho crusher that also blows through air attacks and projectiles. And people will say these moves aren't that bad because you can drive impact them on reaction, which is bullshit. Even if DI is the best thing you can do, you don't always have access to it because of the way the drive gauge constantly fluctuates throughout the match (not to mention the health cost), depending on the situation you might put yourself into burnout and not be able to deal enough damage to kill, and you should not just have to rely on hard callout system mechanics to beat extremely abusable moves that a character can use for free. That's just not fair. Between M. Bison's repertoire of attacks that are either impossible or proportionally too difficult to reliably punish on block and Akuma's insane plus frames out of demon flip, I genuinely think Capcom made these two DLC characters overtuned on purpose.
And finally, my main problem with this game that I absolutely will not defend, throw loops. Throw loops are without question the worst part of the entire game. I have yet to meet a single person who even likes throw loops. Everybody wants them out of the game whether they are in master rank or have never even touched ranked matchmaking. The corner is scary enough as it is not only on accounts of it being a fighting game, drive impact is an unblockable wall splat that leads to combos. Throws are also already very strong in this game because they're frame 3 (which makes them the fastest move in the game), knock down, and don't tend to create a lot of distance between both players in the corner. I get that Capcom didn't want the game to be devolved into fishing for perfect parries, hence why throwing people in a parry state take additional damage and suffer a hard knockdown, and why perfect parry punishes have 50% scaling. But throw loops are the worst possible solution to preventing this because it creates a different brainless problem. The game up until you're in the corner is rock-paper-scissors, and when you're in the corner, it feels like it's supposed to be another RPS but instead turns into a 50/50.
On offense, your main three options are to go for another throw, do a meaty strike, or shimmy. On defense, your main three options are to do an invincible reversal, block/parry, or do a fast low. But like I said, this isn't actually an RPS, it's effectively a 50/50 that favors the attacker. Shimmy is simply too safe against two of the better and more rewarding options. Walking backward makes you block the reversal and it also lets you walk back in and punish parry attempts. This and the fact that strikes beat throws on the same frame also makes trying to tech the throw incredibly risky. Frustratingly, if you go for a low and they're committed to a meaty, you lose straight up and you get blown up on counterhit for it. SFV had this exact same problem and from what I can tell, nobody liked it there either. Interestingly, neither of these have throw invuln on wakeup, which is just, why? Every other game has wakeup throw invuln and don't suffer from this problem whatsoever when when those games' grapplers are really good.
I've heard two main takes about solving the issue: one is the suggestion of increasing pushback from the corner with every successful throw which while it would be a solution to throw loops, landing multiple throws in succession in and of itself is not an issue that needs changing. The other take I've heard is that if they did end up removing throw loops, they would have to majorly restructure each character's moveset around this change, which first of all, no they wouldn't. Every character has some sort of baked in strike-throw and the frame data reflects this. A move being +3 is a deliberate design choice. There are 2 frames of throw invuln after being hit or blocking, which means that you can either input a throw that is 1 frame more difficult to react to or go for a 4 frame jab which will intercept the opponent if they attempt to counterattack. But an important distinction to make is this only works against grounded opponents. As soon one of you is knocked down, the relationship between all of these options is completely different and frankly irrelevant to the discussion of fixing throw loops. Secondly, even if Capcom is intentionally designing characters to abuse throw loops in the corner, that's a really fucking stupid way of making strong characters.
I've talked about it before and I'm not going to stop until I feel like Capcom starts listening to the community about this, but I genuinely think the solution is to just add wakeup throw invuln to the game. Every other Street Fighter game other than SFV has this. Even if it was just the 2 frames that you get after hit or block, it means you can't just meaty throw to invalidate two of the opponent's options in an RPS and your other two main options on offense don't have to change, and on defense you actually have a proper RPS that's still in the spirit of the game. Invincible reversals are still invincible so they beat both throws and strikes and lose to blocking, parrying still gets blown up by shimmy, and fast lows can reliably beat shimmy attempts. Universally, this would be a great change.
But does Capcom think so? Do they care that throw loops are just not fun to play with, against, or even watch? What about the aforementioned problem characters? That's my main fear with season 3 and onward. They've done so good with this game even in updating it but at the same time I feel like they just aren't responding to community feedback nearly enough to make the game feel healthy
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toskarin 2 years ago
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anyway, my take on the battle my anons are currently having about warframe? garuda tank build sweeps, boss
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devotedlystrangewizard 21 days ago
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the bossfight with jingliu vs the bossfight with firefly
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hakunonon 3 months ago
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hol' up, does hakuno's np pierce solemn defence??
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echthr0s 6 months ago
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holy shit lmao
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doedipus 1 year ago
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I was dooming pretty hard on the strive patch when the gameplay footage got released and it showed gio losing a knockdown off her main short combo ender, but now that the patch notes are actually out I think the impact that has will be somewhere between mildly annoying to completely immaterial
like one of the main changes is that fast roman cancels no longer affect tension pulse, which means that if you have a good combo extension ready, you can probably route into a hard knockdown while regaining most of the spent tension anyway. meanwhile two of the three wild assault variations also work as combo extensions. as long as she has one bar of either resource on hand she should be able to compensate pretty easily
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leonleonhart 11 months ago
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[pointing my finger at the astrologian i just ran with] pull me towards more enemies like that again i'll fucking leave
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a2zillustration 7 months ago
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(It's ok Yurgir will respawn in Avernus)
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[[ All Croissant Adventures (chronological, desktop) ]]
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impossible-rat-babies 1 year ago
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been getting a lot of gay baby jail (A7N) in roulettes and the number of times I鈥檝e been in jail and the MT dies is astronomical
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thetruejerrycan 3 months ago
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Throw loops are the only part of SF6 I think are objectively bad. You can debate character balance and drive rush but you will not find one fan of throw loops. Nobody fucking likes throw loops, they make playing against good players mentally exhausting. There is no reason why you shouldn't have wakeup throw invuln on wakeup like in every other fighting game except SFV. You think I make bad decisions in neutral, you should see me try to defend in 50/50s, FUCK throw loops dude. This game is so intricately and geniously designed and then the thing that dominates the game at high level is something a fucking rock could do
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gudakko 2 years ago
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i fucking LOVE how busted ashwattaman is
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no merlin. no buster bs or mystic code buffs or maxed out ces just pure rage
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makeela 1 year ago
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the only thing consistent in pf is that they'll make tanks do excessive terrible shit so dps don't have to figure out how to do mechanics in a fight where they already didn't have to do mechanics
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lesenbyan 1 year ago
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whoever started the trend of tanks running away with the stack marker and using invuln I want to kill painfully
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