History Main / DifficultButAwesome

21st Mar '17 1:50:32 AM flamemario12
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** Zygarde-Complete is a major case of this. It's attacking stats aren't impressive for legendary standards and it's also pretty slow and it only appears when at 50% HP. However it has [[DamageSpongeBoss 216 base HP coupled with 121 base defense and 95 base special defense]] meaning it can basically take almost every move in the game really well including Ice type moves. It has enough bulk to PP Stall a Ho-Oh and can defeat '''[[GameBreaker Mega Rayquaza]]''' in a one on one match. [[ButWaitTheresMore Don't worry, there's still more]]. Zygarde-Complete also cannot be toxic stalled thanks to it having Rest unlike [[StoneWall Multiscale Lugia]]. It's pretty much almost impossible to take this thing down unless you have a very strong Fairy type like Xerneas or Mega Mawile.
16th Mar '17 10:33:53 PM MrCandle
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* Life in general. It is one long process of decisions, distractions, and difficulties, but it has it's wonderful rewards once you get used to it.
* Fire is extremely dangerous, hard to mantain over long periods and even something as simple as a lit cigar can ''outright kill you'' if you're not careful. It's also, by far, '''the''' most useful tool ever handled by humanity, even to this day, and it looks pretty awesome to boot. (This Webcomic/SchlockMercenary [[http://www.schlockmercenary.com/2006-11-19 comic page]] is a fairly humorous representation of the entire process and danger)

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* Life in general. It is one long process of decisions, distractions, and difficulties, but it has it's its wonderful rewards once you get used to it.
* Fire is extremely dangerous, hard to mantain maintain over long periods and even something as simple as a lit cigar can ''outright kill you'' if you're not careful. It's also, by far, '''the''' most useful tool ever handled by humanity, even to this day, and it looks pretty awesome to boot. (This Webcomic/SchlockMercenary [[http://www.schlockmercenary.com/2006-11-19 comic page]] is a fairly humorous representation of the entire process and danger)



* Also, in the Age of Sail, master circumnavigators would try to shave time off of their route by sailing as close to the shores of Antarctica as possible. This both makes the distance that needs to be covered shorter and takes advantage of the strong circumpolar winds to drive the ship. And the closer you are to Antarctica, the shorter the route and the faster the wind. On the downside, sailing so close to Antarctica means having to contend with dodging icebergs in the perpetual fog, horrendious gales, and long stretches of polar darkness. Sailing at 40-degrees latitude south (The Roaring Forties) requires the hands of a master. Sailing at 50 or 60-degrees latitude south (the Screaming Fifties and the Shrieking Sixties respectively) requires increasing amounts of madness and divine favor. As it has been said by sailors: "Below 50 there's no law; below 60 there's no God."

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* Also, in the Age of Sail, master circumnavigators would try to shave time off of their route by sailing as close to the shores of Antarctica as possible. This both makes the distance that needs to be covered shorter and takes advantage of the strong circumpolar winds to drive the ship. And the closer you are to Antarctica, the shorter the route and the faster the wind. On the downside, sailing so close to Antarctica means having to contend with dodging icebergs in the perpetual fog, horrendious horrendous gales, and long stretches of polar darkness. Sailing at 40-degrees latitude south (The Roaring Forties) requires the hands of a master. Sailing at 50 or 60-degrees latitude south (the Screaming Fifties and the Shrieking Sixties respectively) requires increasing amounts of madness and divine favor. As it has been said by sailors: "Below 50 there's no law; below 60 there's no God."
13th Mar '17 11:01:11 PM KhrizVile
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* ''VideoGame/BlackOps2'':
** The KSG shotgun in multiplayer is unusual, since it fires slugs (big bullets) instead of buckshot, making it an hybrid between a shotgun / sniper rifle. It has high damage up to mid-range (200-75), high range (making 1-shot-kills at a better distance than the Remington 870 MCS), high penetration (on par with assault rifles), high capacity (14 shells by default, second only to the M1216) and a 1.5 headshot multplier (something that the rest of the shotguns lack) which makes the KSG specially deadly at longer ranges if the user is good with headshots. You pay all of this with a slow rate of fire (since it's a pump-action shotgun) and decreased hip-fire effectiveness, even with the increased hip-fire accuracy over it's peers (given it's not a buckshot weapon).

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* ''VideoGame/BlackOps2'':
''VideoGame/CallOfDutyBlackOps2'':
** The KSG shotgun in multiplayer is unusual, since it fires slugs (big bullets) instead of buckshot, making it an hybrid between a shotgun / sniper rifle. It has high damage up to mid-range (200-75), high range (making 1-shot-kills at a better distance longer distances than the Remington 870 MCS), high penetration (on par with assault rifles), high capacity (14 shells by default, second only to the M1216) and a 1.5 headshot multplier (something that the rest of the shotguns lack) which makes the KSG specially deadly at longer ranges and shooting through cover if the user is good with headshots. You pay all of this with a slow rate of fire (since it's a pump-action shotgun) and decreased hip-fire effectiveness, even with the increased hip-fire accuracy over it's peers (given it's not a buckshot weapon).weapon, it can miss if fired this way).
13th Mar '17 10:50:30 PM KhrizVile
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Added DiffLines:

* ''VideoGame/BlackOps2'':
** The KSG shotgun in multiplayer is unusual, since it fires slugs (big bullets) instead of buckshot, making it an hybrid between a shotgun / sniper rifle. It has high damage up to mid-range (200-75), high range (making 1-shot-kills at a better distance than the Remington 870 MCS), high penetration (on par with assault rifles), high capacity (14 shells by default, second only to the M1216) and a 1.5 headshot multplier (something that the rest of the shotguns lack) which makes the KSG specially deadly at longer ranges if the user is good with headshots. You pay all of this with a slow rate of fire (since it's a pump-action shotgun) and decreased hip-fire effectiveness, even with the increased hip-fire accuracy over it's peers (given it's not a buckshot weapon).
12th Mar '17 8:46:19 PM Valen
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* Zero from ''VideoGame/MegaManX'' is a famous example. From ''X4'' onwards, Zero was balanced around fighting with the Z-Saber, making him a Glass Cannon with high mobility and a very damaging melee attack, but also with weaker defense and very few ranged attacks. He's a lot harder to use effectively than X since you have to get close to enemies to attack, his special attacks require specific button inputs instead of just selecting them, and he just plain dies faster than X, but with fast enough reflexes and finger speed you can rip through enemies and bosses extremely quickly and stylishly.
10th Mar '17 3:39:06 AM Kikimaru
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*** Of special note is his signature attack, 'Teishitsu Dantai' (or simply "The Knee"). To do this move, you have to press Kick+Guard, then release Guard ''within 1 frame'' (1/60th of a second) or you get a different move entirely (amusingly, as of 5 the regular K+G move is objectively better).

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*** Of special note is his signature attack, 'Teishitsu Dantai' ''Teishitsu Dantai'' (or simply "The Knee"). To do this move, you have to press Kick+Guard, then release Guard ''within 1 frame'' (1/60th of a second) or you get a different move entirely (amusingly, as of 5 the regular K+G move is objectively better).



** Seth has the worst health and stun in the game, his defensive options while under pressure are limited to Shoryuken, and his large kit means that while players have tons of options, he also requires a ton of practice to know what moves are viable options at any given time. On the other hand, he has all the tools that he needs to control the pace of the match, his damage is absolutely horrific, and his pressure is absolutely nightmarish when he's on the offense. Poongko's 4-0 victory against Daigo in ''AE'' showed just how ridiculous a good Seth could be, and while he has been nerfed in ''Ultra'', he's still an unholy terror when played by someone who has taken the time to master him.

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** Seth has the worst health and stun in the game, his defensive options while under pressure are limited to Shoryuken, and his large kit means that while players have tons of options, he also requires a ton of practice to know what moves are viable options at any given time. On the other hand, he has all the tools that he needs to control the pace of the match, his damage is absolutely horrific, and his pressure is absolutely nightmarish when he's on the offense. Poongko's 4-0 2-0 victory (4 rounds straight, ending in a Perfect) against Daigo in Daigo's ''AE'' Yun during Evo 2011 showed just how ridiculous a good Seth could be, and while he has been nerfed in ''Ultra'', he's still an unholy terror when played by someone who has taken the time to master him.
10th Mar '17 3:34:38 AM Kikimaru
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Added DiffLines:

*** Of special note is his signature attack, 'Teishitsu Dantai' (or simply "The Knee"). To do this move, you have to press Kick+Guard, then release Guard ''within 1 frame'' (1/60th of a second) or you get a different move entirely (amusingly, as of 5 the regular K+G move is objectively better).
8th Mar '17 2:06:05 AM MeAndMyNerdyBat
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* Using manual transmission over automatic transmission in general. While automatic transmission frees you from having to shift gears by yourself and lets you fully focus on driving, in mastered hands manual transmission gives better control of acceleration and deceleration, as well as allows you to use engine braking (i.e. slowing your car by shifting the gear down instead of using the brake), which can be incredibly useful or even crucial on tight corners, especially when it comes to [[http://tvtropes.org/pmwiki/pmwiki.php/UsefulNotes/ProfessionalGaming competitive gaming]].

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* Using manual transmission over automatic transmission in general. While automatic transmission frees you from having to shift gears by yourself and lets you fully focus on driving, in mastered hands manual transmission gives better control of acceleration and deceleration, as well as allows you to use engine braking (i.e. slowing your car by shifting the gear down instead of using the brake), which can be incredibly useful or even crucial on tight corners, especially when it comes to [[http://tvtropes.org/pmwiki/pmwiki.php/UsefulNotes/ProfessionalGaming [[ProfessionalGaming competitive gaming]].
8th Mar '17 2:05:28 AM MeAndMyNerdyBat
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* Using manual transmission over automatic transmission in general. While automatic transmission frees you from having to shift gears by yourself and lets you fully focus on driving, in mastered hands manual transmission gives better control of acceleration and deceleration, as well as allows you to use engine braking (i.e. slowing your car by shifting the gear down instead of using the brake), which can be incredibly useful or even crucial on tight corners, especially when it comes to [[http://tvtropes.org/pmwiki/pmwiki.php/UsefulNotes/ProfessionalGaming competitive gaming]].
** While manual transmission being difficult holds true in many racing games like ''[[VideoGame/WanganMidnight Wangan Midnight Maximum Tune]]'', automatic transmission players can and ''do'' play competitively against manual transmission players when mastered. While manual transmission players simply needs to shift down a gear and then steer regardless of how the power setting is done, automatic transmission players need to memorize ''precisely'' when and how to brake and steer simultaneously and these change significantly when power setting is changed, which means they need to stick to the same power setting for all races. However, once they have these mastered, they can take on ''any'' corners as good as manual transmission users (even in Hakone, but that takes more effort than the rest of the tracks combined). A couple examples of competitive AT play can be found [[https://www.youtube.com/watch?v=ByoJK7NRxIU here]] and [[https://www.youtube.com/watch?v=aKDbYwNMtxM here]].



* While manual transmission being difficult holds true in many racing games like ''[[VideoGame/WanganMidnight Wangan Midnight Maximum Tune]]'', automatic transmission players can and ''do'' play competitively against manual transmission players when mastered. While manual transmission players simply needs to shift down a gear and then steer regardless of how the power setting is done, automatic transmission players need to memorize ''precisely'' when and how to brake and steer simultaneously and these change significantly when power setting is changed, which means they need to stick to the same power setting for all races. However, once they have these mastered, they can take on ''any'' corners as good as manual transmission users (even in Hakone, but that takes more effort than the rest of the tracks combined). A couple examples of competitive AT play can be found [[https://www.youtube.com/watch?v=ByoJK7NRxIU here]] and [[https://www.youtube.com/watch?v=aKDbYwNMtxM here]].
2nd Mar '17 9:19:08 AM HawtDawg87
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** God Eater 2 gives us Last Revenger blood art. To wit, Last Revenger blood art is a upper parrying counter only avaliable for buster blade that ignore target armor and double the damage inflict at the cost of stricter frame block. Unlike other upper parrying blood arts, last revenger required the user to actually take hit from aragami and only negate the damage taken if successfully executed, while unsuccessful attempt always hurt the user. However, If you manage to get the hit frame and master all aragami attack animation, you can turn every aragami attack (even ranged attack) into a counter that ignore armor and double the damage dealt no matter how hard the defence and damage restriction of aragami.

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** God Eater 2 gives us the Last Revenger blood art. To wit, the Last Revenger blood art is a upper parrying counter only avaliable for buster blade the Buster Blade that ignore target ignores the target's armor and double doubles the damage inflict inflicted at the cost of a stricter frame block. Unlike other upper parrying blood arts, last revenger required Last Revenger requires the user to actually take hit hits from aragami Aragami, and only negate the damage taken if successfully executed, while all unsuccessful attempt attempts always hurt the user. cause some HP loss. However, If you manage to get the hit frame and master all aragami attack animation, timing right, you can turn almost every aragami type of attack (even ranged attack) attacks!) into a counter that ignore armor and double that's very devastating for the damage dealt no matter how hard the defence and damage restriction of aragami.target.
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