StrawberryEclair

Close In The Distance

  • they/them

Games nerd, amateur astronomer, cosplayer, sword enjoyer✨

Banner art by https://anjerou.carrd.co/


posts from @StrawberryEclair tagged #StrawberryFighter2Turbo

also:

Played a lot of Granblue Versus tonight, I can't keep up with these 2B gamers, help...

Also I felt like looking through some data so I put a chart together of the characters I've run into the most on Ranked. I'm mainly S rank, sometimes I climb up to S+ and hang out there for a while. That probably skews the data towards characters more popular with mid level players which is kinda interesting to me in it's own right.

I didn't realize Katalina was that popular but I guess I do remember running into her a lot...

2B seems really strong, I think for my secondary it'll either be her or Lucilius. Big fan of sword people as usual



I picked up a Haute42 T16! My HopeBox has seen better days and I thought I'd pick up a device that doesn't have such a difficult to find cable that constantly breaks.

Impressions: having extra buttons is really nice. The keyboard switches are a bit strange coming from using sanwa parts exclusively, but they make a really satisfying sound and feel great to press. LED backlights are nice plus, I'm finding programming them to be a bit difficult but I'll mess with it some more once I have an idea for the art

Mine came with frosted acrylic, but it should have been clear. I've heard they'll replace the panels with clear acrylic if they mess it up so I'm going to give customer service a try. I'm praying they're better than Hitbox was



🍓 One of the most popular things people say about fighting games, especially people that don't like them, is that the "real game" is locked behind arbitrary execution requirements and that it's bad design. But I don't think that's true!

In Smash Bros. Melee, there's a way to cut the recovery time of an attack in half by pressing Shield 7 frames before hitting the ground (known as L-Canceling). This is a pretty famous execution barrier. It's true, if you could, you'd choose the L-Canceled attack over the normal one every time. Because the mechanic has timing that's possible to miss, it's easy for people to feel like they're being gatekept from victory unfairly just because they might be worse than their friend at L-canceling. There's this expectation that they have to do it "right", they have to nail the timing 100% of the time or they aren't "really playing" the game.

But...


You Are Not A Robot!! You won't be able to execute perfectly 100% of the time, and neither will anyone else. Yeah, some people might get close, and it would set them apart from other players and undeniably bring them an advantage in their play. That goes for every game, not just Melee.

That's bad, right? No! Wrong!!🚫

That kind of thinking arbitrarily bestows value on some skills and devalues others. There are tons of factors that contribute to someone's overall strength. What about people that can just think faster than others? Or people who learn faster, have more mental endurance to last long sets, aren't as affected by stage fright/tournament nerves, or are just plain better at playing mind games? It doesn't make sense to write off this one aspect that makes up a player's skill as bad design! We can create a game that devalues any of these skills and it wouldn't be any better or worse than creating games the devalue dexterity.

Creating a game without many ways to improve execution is a tradeoff. Because there are less angles you can approach to getting better at the game, other aspects of skill are magnified. Quick thinkers may feel even more untouchable when you have less tools to handle them with. The game becomes more focused, and the room you have to experiment and circumvent lack of affinity in one area of strength shrinks. That's nice if you have limited time or dexterity; now that's one less way someone get a leg up on you. But that's pretty annoying if you like to practice timings and difficult combos or setups to overcome other weaknesses.

In the end, I want to see all kinds of fighting games created and celebrated. Games with high execution requirements may not be your thing, but maybe you'll enjoy watching them! It's incredible watching two super amazing players go at it in a game like this, knowing just how hard it is to pull off what they're doing right in front of you! Besides, there will always be games out there for you if you don't like dealing with finger gymnastics. 🍓

(I realized right after I wrote this that Sajam probably has a good video on this and wouldn't you know: https://www.youtube.com/watch?v=xBKnlyMpp1s)



The not-so-impossible combo!! Very character specific, you need to hit them with 236H just as they're about to fall to the ground and then FRC > 6H as soon as possible. You really have to push them super far away with a combo before doing 2D to set this up, but if you have good spacing sense I think it's doable to wing it and just guess when they might be in range after doing 2D.

I find it significantly harder if you don't use the PKS macro, but if you press 6H too quickly after inputting the FRC with the PKS macro you get Instant Kill activation which is hilariously bad. I'm still trying to decide if I want to just suck it up and do the manual RC input or get so good at timing it that I never get IK activation...