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Counter-Strike: Global Offensive

Noob’s guide to choosing a main (by a noob)

First answer this question: Do you need a main?
No?
Let me just double check – you don’t need this guide if
1. You’re super super casual- AND you give no damns if you win or lose. Like legit 0% fucks given. More power to you.
2. You are 100% OK with RNG deciding the match. If all you play is 4 man FFA timed match with items on high with hazards on – you get the drift.
3. You already have a main. Read this anyway.
4. You only bought this game for the single player content.
5. You’re already prefect. Just kidding. Nobody’s perfect. Not even Dedede.
i just realised i made a typo. i'm leaving it there to see if you can spot it.
Now that that’s out of the way…
I was inspired by this to make this guide, and I’m probably the weirdest Smash vet there is. I never played the series seriously prior to 4 and only decided to up my game in Ultimate. So this is as much a guide for myself as for you, the reader.
Chapter 1: Excuses
I don’t need a main. I play just for fun.
I agree with you 120% on the second sentence. So let me just refute the first.
There are 69+1 characters in this game with 5 more DLC to come. If you spent even 10 minutes on each… 700 minutes. In 2-3 days you could have spent that time 100%’ing World of Light.
Even if you played for fun you wouldn’t continue if you didn’t think you would have a chance to win. Imagine spending 11 hours a day cycling through all the characters “for fun”… and getting nothing out of it. Imagine watching a random segment of several movies in one day in one sitting. Isn’t it fun?
It’s boring/predictable playing the same character over and over again.
I’ll address a “workaround” in chapter 3 – but this statement is only true if and only if you played them with the exact same moves at the exact same time… and that’s another problem altogether.
I don’t play tourneys.
Do you play with other human beings? Online or off? Most don’t play tourneys and still have mains, and they WILL use your indecisiveness against you.
I don’t play tourneys OR online.
I’ll concede the point if all you played was stomping on level 3 CPUs. Anything 7 and above is legit Skynet level play. Hell, World of Light has a few nasty surprises.
I think it’s unfair to all the other characters that I focus on one when the rest have so much potential.
And it’s unfair to your time playing and shuffling through characters and not actually getting good at them.
I think it’s important to play counterpicks.
There are 70*69 = 4830 matchups in this game (excluding mirror matches). Even ignoring that, not knowing your character is even more punishable than a bad matchup. And yes, there IS a solution to THAT, too.

Chapter 2: Player archetypes (who don’t have a main main)
I will attempt to generalise the common mentalities of main-less players.
Tier Pickers
They parrot the top picks of the pros without analyzing or knowing why they are good, and drop them like hot potatoes when a new tech is discovered/a patch is released/etc.
Why it’s bad: Tiers are subjective and fluid. Not to mention, because they are so popular, the meta will likely have more counterplay.
Flavour of the month
Like Tier Pickers, except they choose “trending” characters with even less regard to real viability.
Why it’s bad: What even is trending now? Memetic characters? Situational jank? Without consistency there is no mastery.
Jack-of-all-trades AKA random main
They did the math. If I don’t know what I’m doing, how will they?
Why it’s bad: Except they will know you don’t know and will punish you accordingly.
The netdecker
They saw a really good combo in a video and decided to make it their own. And they will not stop until they succeed. Rinse and repeat.
Why it’s bad: THE HARD READS. No, seriously. The enemy will read you like a book.
So why do you need a main? Consistency. It doesn’t mean you’re predictable. It means you know what to do and when to do it.

Chapter 3: The Squad Strike
I can already hear your objections. “What about the rest?” you ask. “Do I just abandon them?”
Not entirely.
Let me introduce you to the 5-man Squad Strike.
1st guy is your main. The guy you rely on to carry the wins, even when the chips are down.
2nd is the assist leader. The not-quite-main main, your first backup plan.
3 to 5 are the reserves. They can be characters you like but you’re not that good at, or counter picks, or mix-ups, whatever floats your boat. You are free to rotate them, but with 2 caveats:
Rotate 1 character at a time and do it as infrequently as possible.
Commit these 5 to your memory. Dream about them if you need to.
Then take your leader and play some CPU matches. On level nine. You heard me right. Doesn’t matter if you get stomped, you real goal is to learn as much as you can – what works, what doesn’t. Repeat for your number 2.
Got your basics? Then get online. Doesn’t matter if its public arena, quickplay, your local Discord group, whatever. (But first, get a LAN adapter or good wifi.)
Train your main. Doesn’t matter if you get stomped, you learn more from failure. Train until you get bored or salty, then add 1 more match to it. Repeat for your number 2.
If (or more likely, when) you start to tilt, switch between your 1 to 2. If you need a short break, then get back to the level 9 CPUs – but this time, on your reserves.

Chapter 4: Bad Habits
Netdecking
I covered this earlier – just copying what you saw on a video may work once or twice but failing to adapt will mean you get punished for it.
Stale moves
This a legit mechanic in Smash since the original. You spam moves, you get punished. Simple as that.
Helping the enemy
Sure, the disrespect might be cool to watch and even cooler to execute – but whiffing might not just impede you, but actually save an enemy. Sometimes the best disrespect is just watching your enemy fall slowly (“You are already dead” quote optional).
Sunk-cost fallacy
You’re getting pissed because you didn’t get your preferred rules. Or you got killed by cheese. Or that one guy way out of your class keeps 3-stocking you. You might get lucky and get a hard-earned win, but…
Self-fulfilling prophecy
… you might decide that you kinda suck. Then you play badly to try to prove yourself right. You ask yourself, “What’s the lowest GSP I can get?” Lo and behold, you suck.
Twinking
You decide to purposely lower your GSP. Or you decide to prowl the public arenas for newbies. Or you pick on the weakest member of your Discord team. Either way:
YOU LEARN NOTHING. GOOD DAY SIR!
Excessive theorycrafting
“So,” you think. “What is the latest optimal strategy?” Then you spend the whole day watching videos and can’t play Smash anymore because your eyes hurt. Theorycrafting works- in moderation.
Excessive Labbing… on Dummies
You want to get that combo just right. Or there’s a move you’re weak on. You spend days on that one move, and then you get destroyed online because you forgot there’s a real person on the other side. Don’t laugh - 583 people died because a pilot labbed too hard and thought he could give himself airport traffic control clearance.

Not reading the manual
Yes, there’s a manual. Inside the game.
Not bringing your own controller to meetups
The Switch comes STANDARD with two of these things. Use them.
Not mapping the second controller stick to tilt attacks
Legit this one weird trick will up your winrate by 100%
i dont claim to speak for sideways joycons mains, if you do feel free to ignore
Forgetting to shower
Do I need to elaborate?

Chapter 5 Mains for N00bs
S – Tier AKA the Holy Trinity
You will learn: pretty much everything
The Father: Mario
Low skill floor, high skill ceiling. He combos, he gimps, he reflects – almost any move works. To add insult to injury, he has FORWARD AERIAL (spoiler: it spikes)
The Son: Kirby
He protec
He attac
But most importantly
He fly bac
The Holy Spirit: Palutena
Basically, Mario in angel form, plus an intangible up special, AND a counter. Also, have you seen the size of her pole up smash?
A Tier
King K. Rool
You will learn: Gimping, spacing, super armour
Come for the Gang-plank Galleon remix. Stay for the fact that he got nerfed and he’s STILL good.
Ganondorf
You will learn: Anti gimping, safe moves, punishing
He may have crap recovery, but he can kill at less than 100%. Just remember not to utilt in neutral game – it’s somehow less safe than his neutral special.
B Tier – Slightly more complicated
Young Link
You will learn: projectiles, mix-ups, tethers/zairs
The easiest of the Links to use, and for some reason his arrows are on fire. Spamming this can actually work.
Cloud
You will learn: resource management
I don’t know why he only speaks Japanese when they bothered to give Marth a English VA
Wii Fit Trainer
2 gimps, a bury, a juggle up special
Why did I put her in F tier
ROB
Peach/Daisy
The Pits
The Samuses (not ZSS though)
THE PIRANHA PLANT GANG For when you want to git gud
Piranha Plant
Why is a plant so good
Fox
You will learn: Projectiles, spacing, combos
NO ITEMS, FOX ONLY, FINAL DESTINATION. There’s a good reason why this meme exists.
The Belmonts – spamming specials if you’re new works. Maybe a bit too well.
Inkling
You will learn: mobility, spacing, resource management
Imagine Cloud with a reverse Limit that only ends when the meter runs dry, when you want it to. Add that to a small dashdance hurtbox, 2 spacing options, and a bury that lasts forever...
Shulk
Totally ignoring Monado Arts until you get the hang of this guy is an option if you’re new or if it’s not safe. Oh, and his counter lasts longer than you would think.
Pikachu
You will learn: Combos
Did you know that Pikachu Libre is a girl? You can tell by the shape of her tail. Shocking, I know.
King Dedede
Lucina
The Miis
They have 3 times 3 times 3 times 3 special move combinations…. Times 3. That’s 243 Miis.
Yoshi

E Tier - Everyone else?

F Tier – Avoid if new
The FE cast (except perhaps Lucina)
Most have lots of close-range tech that need to be mastered to be effective. Robin is the (half) exception, but they have a complex durability mechanic limitation to their moves.
The Pokémon (except Pika)
Trainer is 3 Pokes for the price of 1. Ouch. Jiggs is heavily reliant on positioning and her special game is quite situational. Luke needs rage to be effective. Incineroar is powerful but clumsy.
Ness and Lucas
Up special alone is enough to place them here.
Luigi
A slightly easier and more well-rounded version of Jigglypuff, but only just.
Little Mac
He has no aerial game, which would sound good because that means less moves to remember, right? Right...?
Edit: with 2.0 giving the rest aerial buffs he looks even worse now
Rosalina and Luma, Ice Climber
High skill floor, desync
Villager and Isabelle
Snake – Basically a Hard Mode Link
Sonic
Flying hedgehag? What's that? How am I supposed to punch those?
He lives off mind games
Wolf (not Falco, though, he’s easier)
Ryu and Ken
Diddy Kong
Captain Falcon – a very different beast from Ganon
Duck Hunt(ers)
Ridley
Sheik
Meta Knight
Dr. Mario

Chapter 5: When (and how) to change your main
This is where your Squad Strike comes in handy. To change your main, just switch 1 and 2. Simple. If you still don't like him, put him in reserve, ready to be rotated.
Why would you want to change your main, though? This is important: because you want to. Not because they got nerfed, not because the tier list changes, and not because other people hate them.
Want a breath of fresh air? Sure, why not.
Changing your weight class? Good for you.
New playstyle? Noice.
Getting good with pick 5? Go for it.
..
Chromicide got nerfed? Nope.
Your friends hate Dedede? Nope.
Self-imposed bans against your weaker friends? Exception to the rule.
THIS IS EVEN MORE IMPORTANT: NO MATTER WHY YOU CHANGE YOUR MAIN, NEVER CHANGE YOUR ENTIRE SQUAD STRIKE ALL AT ONCE. ALWAYS LEAVE YOURSELF AN OUT, EVEN IF IT'S YOUR 5 PICK.

Chapter 6: If you see Buddha on the road...kill him.
If you think my wall of text is a load of bull, and with good reason, good. This is just a guidepost.
If you think my "tier list" is bad, go ahead and make a new one.
Nobody is perfect. If anyone claims otherwise, take their advice with a large grain of salt.


Appendix: terminology
A button: attack
B: special
Z: grab
smash: smack the joystick in that direction
tilt(1): slowly move the joystick, or use the c stick
Cstick: the control stick on the right side/joycon
Throw: direction after grab
Jab: a without direction, can be repeated (depends)

[?][tilt/aithrow] ? = direction
Up
Down
Front/Back (just side on the ground)
Neutral

Examples:
utilt = up + right stick slowly OR c up
fsmash = direction you are facing + smack the stick
dair = jump + down + attack OR jump + c stick down
zair = grab in midair
WARNING: there is no such thing as
btilt
bsmash
ntilt
nsmash
nthrow
ztilt
zsmash
zthrow
stilt/ssmash (technically correct, but nobody calls them that)
If you try to use these terms to try and sound smart, you will just get laughed at. These moves do not exist in Smash. They never have.

MORE CONFUSING TERMS

Counter: special reactive move that only triggers in a window if attacked
Safe: usually a fast move
Unsafe: the opposite, but usually more powerful
Punish: attacking after the opponent misses
Whiff: when you miss an attack
Gimp: hindering the opponents recovery
Blast zone: the boundary, if crossed, you die
DI: moving the stick to influence the direction you are launched at
String: using an attack after another attack
Combo: a string that cannot be dodged or shielded, but can be DIed
True Combo: Nothing the victim does matters
Meteor: spiking the enemy to the bottom
Rage: TLDR: The higher your percent, the harder you hit
Read: correctly predicting the enemy's move
Sm4sh: Smash for 3DS and WiiU
Slang:
Nerf: to reduce a characters performance
Buff: to increase it
Alt: skin, the visual appearance of a character
Salt(y): to be annoyed
Tilt(2): to be angry to the point it affects performance
Cheese: usually a hard to punish combo (context dependent)
Yeet: usually a kill move like a gimp or a spike
Git gud: "Get good"
Teabagging: Repeatedly pressing down to crouch oh sakurai what have i done
Disrespect: Overkilling or kill confirming without it being necessary. Or teabagging.
Netdecking: Copying a strategy (in the original context, a deck list, hence the name) wholesale, usually in blind faith it is automatically superior

PATCH NOTES VERSION 1.5
  • Piranha plant gang is now a tier. As they should be.
  • rob, wft, pits, princesses are now b tier
  • Miis and lucina are now plant gangstas
  • new bad habits
  • appendix
PATCH NOTES 1.51
  • formatting
PATCH NOTES 1.52
  • +Samus
  • Yoshi is plant gang now
PATCH NOTED 1.53
  • moar formatting
NOTES OF PATCH 1.531
  • stability fixes
Patch 1.54 Frostivius 2019
Cancelled due to pressing ceremonial reasons
PREPATCH NOTES 1.6
I might Incineroar and Ridley to the plant gang. Change my mind
PREPATCH NOTES 1.7
B tier analysed by gamexplain (not really)
PREPATCH NOTES ????
more dank memes
submitted by spoiltcheese to smashbros

Overwatch: Street Fighter Edition

Untested, but I feel this can become a neat gamemode. The concept is similar to a 3d fighting game. Knockbacks are lowered, jump scale is super high but gravity is also high, causing relatively fast high jumps. Cooldowns are slightly reduced so they can be used after neutral instead of spammed, aka after landing from an uppercut.
The point of the gamemode is mainly around the jumping. Doomfist, or any overwatch character does not really have any way of going "Upwards" or above. Doomfist can with his uppercut, but I'll get to that later. Doomfist's ability to Punch only goes straight forward in a line. Which means this attack in this game mode can simply be jumped over. Movement speed is slightly lowered so that it's less of hugging corners and more abusing this fact, and your punching. To counter someone jumping, guess what. Uppercut their ass, or jump yourself and punch. Because of the vertical jump speed and high gravity, it's very reaction and read based in theory.
Primary Fire used to be off, but it seems like maybe it can be used to poke. which is a concept in fighting games, so maybe I can have it around. I set the clip size to 25% so it always needs to reload after a shot (for more control over the rof) and the regeneration to 200%. It's rate of fire becomes an aprox. 1.5 - 2 seconds or so. Pretty good.
Another interesting fact is that after uppercutting, the low gravity effect that is applied to Doomfist completely overrides the gravity settings for that moment. This can make for some interesting play.
Most knockback were reduced to relatively small amounts. This is not only because I wanted to have wall-hits be a much more unique thing, which to me is also a lot of damage if done in addition to the punch. With only 200% HP and 40% damage rates, a wall hit/bounce can knock off a little less then 25% of health. I have to test the knockback rates on Uppercut though and tweak if necessary, especially with the higher gravity.
Healing Recieved is 10% since with that setting there Doomfist does not get barriers from hitting things.
Other then that... really, just needs playtesting and tweaking, but the concept is really nice.

Here are the settings at the current time. They are prone to change until final.

  • Modes
    • Elimination
      • Hero Selection: Doomfist Only
  • Maps
    • Elimination
      • Black Forest
      • Castillo
      • Ecopoint: Antarctica
      • Necropolis
  • Heroes
    • Doomfist
      • Abilities
        • Rising Uppercut
          • Cooldown Time: 25%
          • Knockback Scalar: 60%
        • Rocket Punch
          • Cooldown Time: 40%
          • Knockback Scalar: 15%
        • Seismic Slam
          • Cooldown Time: 70%
        • Meteor Strike (Ultimate)
          • Disabled
        • Quick Melee: Enabled
      • Combat Modifiers
        • Damage Dealt: 10%
        • Healing Recieved: 10%
        • Health: 50%
        • Jump Vertical Speed: 350%
        • Movement Gravity: 200%
        • Movement Speed: 80%
      • Weapons
        • Ammunition Clip Size Scalar: 25%
        • Ammunition Regeneration Time Scalar: 200%

Changelog

1r
200% HP > 50% HP
40% Damage Dealt > 10% Damage Dealt
300% Jump Vertical Speed > 350% Jump Vertical Speed
"His passive is actually dependent on his HP Cap. Thus, the amount he gains and his capacity is affected by the Health he has. Having 200% health was cool on paper for fighting game aesthetic purposes, but it caused him to gain way too much shields and cap out at 800 HP all the time, resulting in un-endable matches. I reduced the HP to 50% and Reduced his damage dealt to the minimum of 10%, which is the exact ratio as before. Thus, he will do the same damage, only affecting the rate at which he gains shields."
"I also Increased his Jump Vertical Speed due to how big his Rocket Punch hitbox was, making jumping over a punch more of a long range read then anything."
submitted by TheGandalf95 to OverwatchCustomGames

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