baeddel
baeddel
demonic posession as a way of life
27K posts
anarchist. chick. white. 31.stupid for a living
Don't wanna be here? Send us removal request.
baeddel · 6 days ago
Text
i think it's important to acknowledge that the reason why mastercard/visa has such a stranglehold on american society is because cash is not the main form of payment in the usa. the predominance of card has effectively privatized currency
in japan, one of the reasons why dlsite and other similar websites are able to just remove visa as a payment option instead of changing any of their merchandise (aside from the fact that visa doesn't have a monopoly here) is because cash payments for online transactions remain an option. even if you don't have a jcb credit card or paypay or whatever, you can still pay for your online purchases using cash by taking your barcode to a convenience store, and you can do this for essentially every online vendor, meaning credit card companies can't just impose their moral judgments on your purchases with much repercussion
55K notes · View notes
baeddel · 7 days ago
Text
the worst part of the classic defense of "its to crack down on CSEM!" defense for giving parents more power over every aspect of their kids lives is like
WHO DO YOU THINK IS MAKING THE FUCKING CSEM. nowadays it is usually either a) directly made by a parent or b) done with a parent's knowledge (a pimping out their child for money type deal)
if the legal system was actually trying to stamp out CSA and CSEM, it would be seeking to disempower and scrutinize parents as much as humanly possible
8K notes · View notes
baeddel · 1 month ago
Text
this is, always and forever, a pro-puppygirl blog
52 notes · View notes
baeddel · 1 month ago
Text
wow Blazblue has a 5:3 aspect ratio. 5:3!
9 notes · View notes
baeddel · 1 month ago
Note
jackie "biggest baddest baeddel" aka "b^3 girl" was reading the ancient glyphs of taoism when she suddenly dedicded: "we must create a discotheque that invites baeddels from all around the entire world". suddenly a discotheque miraculously emerged out of the earth in the fashion of a reverse earthquake oozing with lava. then she witnessed a dazzling vision of trans women all over the world hugging each other in a circle, and then her book ended and she forgot what she was saying. also hi
hahahaha hi <33 the daoism part got me ily. this is why Laozi said that books so often go nowhere.
14 notes · View notes
baeddel · 1 month ago
Text
changes to May in Strive as i understand them:
normals:
2H was changed from a low-profile low in ACR to an upward hitbox in Xrd. The dustloop for Xrd suggests it was mostly used an anti-air because of the disjointed hitbox + fast startup. In Strive it looks the same as Xrd but it's a launcher and it's extremely punishing on whiff, so you only want to use it in combos.
6[H] charge can no longer be cancelled into OHK (her command grab) ;////; most fun fakeout ever in ACR! gone! Xrd dustloop doesn't mention doing this so i believe they already took it out there. this is also where they moved it to DP instead of 63214K.
you can do 6[H] -> [4]6S by tapping 6H and holding the H and immediately holding back, basically holding charge and negative edge in opposite directions. this blew my mind when i saw it in a Strive combo. i had no idea it was possible. i went back to ACR and it works there too. so all those times i got a nasty fully charged 6H counterhit, i could have followed up with a dolphin!
5H no longer frametraps into itself. don't know about Xrd. Xrd dustloop seems to treat 5H and 6H as moves you need to be careful about using, whereas in ACR and Strive you can definitely just throw them out.
5K is not throw invulnerable! seems to have been taken out in Xrd. I don't know how much this matters in this game because throws aren't 1f anymore. in ACR, throws beat meaties! so you meaty 5K to beat wakeup throw! besides that, this move seems to be barely used in Strive; this is the biggest adjustment for me, because it's probably your most pressed button in ACR.
6P can't be charged anymore. in ACR a fully charged 6P did 100% stun by itself and also knocked them to the other side of the screen. this seems to be gone in Xrd too.
the jumping attacks are all the same. j.2H seems a lot worse in a way i can't explain.
f.S seems different in a way i can't really explain.
biggest change to May's normals: 16:9 ASPECT RATIO! in ACR's 4:3 aspect ratio, May's anchor normals are GIGANTIC. she had some of the biggest normals in the game. but in Strive compared to newer characters like Ramlethal she doesn't look like a character with big buttons. she's basically in an entirely different class of characters now just because of that. i guess this was already true in Xrd.
specials:
biggest change to me: heavy horizontal dolphin has an added EIGHTEEN FRAMES of startup compared to the slash version. this blew my mind at first. counterintuitvely, the SHD is meant to be more rewarding on hit, and the point of the HHD is to be safe on block, but HHD does do a bit more damage. HHD is mostly used in corner loops (same as ACR!). i hated this at first but i actually like this change now; in ACR the difference between S and H horiztonal dolphins is pretty subtle. they have almost the same frame data and do the same damage. the H version has 1 more frame of startup, 1 more frame of recovery, and has 10 more active frames, in other words, it travels farther. so if you need the range, you should always pick it, and if you don't need the range, you should never pick it. whereas in Strive you have very different reasons for picking the S and H version.
Xrd actually seemed the change the dolphins more; the S version has a FIVE frame startup in Xrd, whereas the H version has 13 frames. so they were going down that path already with Xrd. but 5 frames of startup gives Xrd the fastest dolphin. i think this might have been because of the 16:9 aspect ratio actually. in Strive, throwing out May's dolphin in neutral is not that good, because it's very reactable. in ACR, it's super oppressive, it's basically a fullscreen normal. and that's just because it has longer to travel in Strive (although both games zoom in when characters are closer together, so this difference may be eliminated at times during the match). in Xrd i'm guessing they felt they needed to buff the dolphin to make it behave more like ACR's in the new aspect ratio. whereas in Strive, i guess they were okay with the dolphin being less OP.
another change: jumping off the dolphin. in ACR it takes meter and you perform it by inputing 6D. it's a challenging button sequence, [4]6H -> 5 -> 6D (the dustloop recommends inputting it as a dash with H on the first 6 and D on the second 6), and i had only just started learning it when i last fell off playing ACR every day. you hop off the dolphin and it continues as a projectile and you're free to move. you can use it as an expensive projectile, but i believe you tend to use it as a combo extender and mixup tool.
in Strive, you do this by inputting P or K instead of 5 -> 6D, which is a lot easier. the easiest way to do it is plinking S~P (etc.). and it's free! look ma, no meter! but the dolphin goes away; it doesn't become a projectile. instead, you go flying (off the K version) or hop off on the ground (off the P version) and don't hit them. despite this, it has essentially the same uses; you use it as a mixup tool (eg. SHD~P -> OHK if you think they're going to block the dolphin), and as a combo extender. it just works differently, because you're extending combos by using the dolphin to move very quickly into a position in order to link a different move. so i would say this is in practice a straight up buff. it costs no meter and you get more off of it and it's easier to do as well.
i would say this change is actually made possible by the 16:9 design. characters go flying in Strive, especially on CH, so moving into position with dolphins is a lot more necessary. in ACR you generally don't need this kind of movement; if they do go flying (eg. off an OHK) they'll wallbounce back to you right away, and you catch them by walking up or dashing at most. so while, from the perspective of analysis of game states, it's very similar, the first-person experience is very different.
this is another area where Strive and ACR seem to have a similarity that Xrd lacks; there seems to be no way to get off the dolphin in Xrd. instead, you can jump ON a dolphin and ride it after setting a hoop. this is an option off of a move that we lost in Strive: Applause for the Victim. this is May's negative edge projectile/setplay tool. you create a hoop somewhere on the screen depending on what button you pressed and you hold the button to keep it there. in ACR, they range from behind you to behind the opponent at fullscreen, and various places in the middle. the longer you hold it the more dolphins will come out when you release it; i think its up to 6 dolphins. but you get punished for holding too long and only get 3 if you let it run out. it's an insane move and i didn't (and will never entirely) master using it. in Xrd it seems that they changed it; all the hoops spawn in front of you, and May summons a dolphin who sits behind her and when she releases the button--i can't tell without playing it, but it isn't a projectile? she jumps through the hoop with the dolphin? is that right? and then she gets options off of her hoops by touching them with a dolphin out, sort of like Grimnir in GBVSR. so it seems really different in those two games, and it's unfortunately gone entirely in Strive.
Xrd seems to have introduced the beachball to May, which is just a projectile. it seems to mostly be used for okizeme in both games. in Xrd she gets to jump on the ball and refresh her air options, which isn't in Strive. i have no experience with this move.
Restive Rolling is gone! i'm very sad about that! in ACR you could do it on the ground and shoot straight up, or in the air to do a dropkick (or also shoot straight up with the H version). then you could keep rolling around in the air in any direction by continually pressing the button. if it hit the other guy it'd juggle them, and you could bring them with you as you roll around the screen. it was an extremely stupid and extremely fun move and i'm so sad they took it out!
in ACR, OHK used to make you run forward until you grabbed them, whereas you have to be in grab range in Strive.
then you have two supers; Great Yamada Attack and the Wonderful Mr. Goshogawara. these are also in ACR and they made them dogshit in this game by comparison. Great Yamada Attack used to freeze them in place so you could use it as an anti-air, and it wallbounced them on hit so you could do a followup combo. now it doesnt freeze them so they can land, and it takes forever to get there so they can always just block. you can only practically use it during wallsplat, so it's just a big damage corner combo finisher (rather than a ridiculous combo starter). Goshogawara in ACR was just a big fullscreen move and i never really used it to be honest. in Strive it is your reversal; it has two hits and you can do it in the air where it only does one hit. the reason it exists in Strive is that it's a reversal. they took out her other two supers, the most useful of which was Ultimate Whiner which was May's reversal super in ACR. so basically they changed which super was your reversal super and made Great Yamada Attack unusable as a bare super. at the end of the day it's not that big of a deal practically, because May has good anti-airs already and most of them lead into huge combo followups.
in Xrd May had some different supers, i don't really know how it compares.
anwyay, i think my initial impression, which was that May had 1/2 of her kit, was a bit ill founded. she has most of her kit. she's missing 2 moves, but compared to ACR, she also got another move (the beachball), so she's only down one move. since that's the reason i didn't play Strive for so long, maybe i should regret my decision not to play Strive because it wasn't true. however, i don't really care, because i still like ACR more, and i would just play that if there wasn't a local Strive tournament, so it's whatever XD
the largest difference is in the amount of universal tech in the game i think. not only did ACR have one more universal defensive option (slashback), but it has a TON of crazy stuff. slashback has a trick where you can make it 4 frames instead of 2 by inputting it a little funny. you can't throw if you're dashing so you have to break by inputting a faultless defense and then let go of it and throw and that lets you throw from a dash. some characters can get air options on the ground during certain moves. isn't there a way to make your throw range artifically longer by inputting another move at the same time, or is that a different game...? also, every character has a different weight, so you have to lab everybody differently. that's like 1% of all of it. it's immense. even a very casual player like me, who played with friends once a week or so, could get into that stuff and explore it. you'd learn something new every time you played. that's what i love about the game!
i've been playing Strive for like four days, so i don't know that much yet. the way people tend to think about Strive is that it simplifies things or even dumbs them down. as you saw yesterday i said i felt that was a bit overblown. compared to other modern fighting games i've played it's still very complicated. but there are mechanics that i feel like tend to homogize the game rather than diversify it in a way that is totally opposite to ACR. for example, character weights are gone (which i think happened in Xrd). however, there are 'big body' characters who apparently have some different mechanics and some combos don't work on them, and some people will have pocket characters to counterpick big body characters. so this feels more like in the direction of ACR. the big one i would say is the counterhit delay. there are four levels of counterhit delay (already listen to this anime game bullshit--there are four levels of counterhit delay, and we're saying this is simplified!)--and the longer counterhits let you get charge. so for May, every counterhit gives her all of her options, essentially. so this would tend to homogenize combos. for juggles in general, i briefly played Ramlethal and she had basically a 'stabilizing move' in 623P so you only had to learn how to get to 623P from any move and after that she had the same combo. i think Elphet is quite similar where you always go into her rekka. so perhaps the amount you have to learn to get to a certain level with a character is less.
but i've never gotten to that level, with any character in any game, so it doesn't really mean anything to me!
there's also nothing like Dizzy's fish or whatever, or all the puppet characters, or Testament's hidden spider webs and other invisible stuff. all the crazy cheap stuff in ACR. but i never played those characters so i didn't notice XD
one thing that i've noticed is the dash cancel. i have never encountered that yet. i don't know if it's in ACR. in Strive they seem to have certain moves in mind as key combo moves. May's c.S is one of those moves. you get tons of options off of it, incl. the 2H launcher which lets you go into your full combo routes. but it also lets you dash cancel it, and you can dash cancel it into 2D and take a different route from there. but not every move is dash cancellable. also dash cancels have a big visual callout with orange sparks. you can of course jump cancel certain moves too. i don't really know how this relates to the system mechanics. LordKnight said that Japanese May players use dash cancels a whole lot more than Western players and he tried to use dc more after playing against them. i wonder if i'll use dash cancels a lot, or if i won't use them very much?
anyway, here's all i've learned for sure:
i want to play more ACR
i want to play more Strive
i want to play Xrd
May is cheap in EVERY game
totsugeki!
3 notes · View notes
baeddel · 1 month ago
Text
okay, the more i play it, the more i feel like idk wtf those anti-Strive Guitly Gear fans are talking about... this game rocks...
17 notes · View notes
baeddel · 1 month ago
Text
so in Strive there is no air tech / ground teching, am i right? you shouldn't be mashing to avoid getting black beated?
5 notes · View notes
baeddel · 1 month ago
Text
hi fuckers, i'm singing up for a fighting game tournament that's happening in a month. it's two games i don't play at all. Guilty Gear -strive- and Tekken 5: Dark Resurrection. i played the Tekken game as a kid but i don't remember the buttons, and I play GGACR but never touched Strive before.
so i have 30 days to get good at them!
and take on the tournament!
would anyone like to play with me to help me get better ㅇㅅㅇ ?
Guilty Gear -strive- has normal netcode so we can just play, i think its cross-platform too. Tekken 5 has netcode via RPCS3, which i've never tried before, but maybe we can do it. I actually own the UMD disc for PSP from when I was a kid too, and I think there are ways to play PSP games online still. PPSSPP also has online.
37 notes · View notes
baeddel · 1 month ago
Text
hi fuckers, i'm singing up for a fighting game tournament that's happening in a month. it's two games i don't play at all. Guilty Gear -strive- and Tekken 5: Dark Resurrection. i played the Tekken game as a kid but i don't remember the buttons, and I play GGACR but never touched Strive before.
so i have 30 days to get good at them!
and take on the tournament!
would anyone like to play with me to help me get better ㅇㅅㅇ ?
Guilty Gear -strive- has normal netcode so we can just play, i think its cross-platform too. Tekken 5 has netcode via RPCS3, which i've never tried before, but maybe we can do it. I actually own the UMD disc for PSP from when I was a kid too, and I think there are ways to play PSP games online still. PPSSPP also has online.
37 notes · View notes
baeddel · 2 months ago
Text
interesting little platonic sympathy there- in the etymology of plagiarism. plagiarius means kidnapper - coined by martial in the context of copied verse, apparently. “he has kidnapped my verse!”. plato in phaedo explores at length the relationship of fatherhood to text, and of the inability of a text to stand independent of its father, its being in need of defence, being a whole body with integrality etc… here the problematic of textuality is engaged, through constitutive ambiguity, and a (socratic) resolution proposed — father, keep a close eye on your son. lest she be misinterpreted
356 notes · View notes
baeddel · 2 months ago
Text
i had to get an older version of MIT-Scheme working to be compatible with slimv (SLIME for vim, click). i had to make a small edit to the microcode to get it to compile, but it'd compile on one machine and not others, so I made some precompiled binaries to make it easier in the future, too.
i made a little site for it here:
stupid.tw/mit-scheme-c-9.2 (click)
hopefully it can be useful to someone else too
11 notes · View notes
baeddel · 2 months ago
Text
something occured to me: in DS1, unless we are literally entering her chamber to attack her, we do not ever come to know what Gwyndolin looks like. there is thus some construction of Gwyndolin which is necessary to make which is that presented hypothetically to the faithful Darkmoon, who must possess the Darkmoon Seance Ring, but nothing more; and what Gwyndolin says themself, when we kneel. the hem of her dress, glittering diadem, long-jawed snakes, powers of illusion are closed to us; just the importance of his knightly order and its lineage to the Lord Gwyn. we may remark that he has a girl's name; but well whatever, so did Bela Lugosi.
96 notes · View notes
baeddel · 2 months ago
Note
Have you ever tried to write a limerick?
The National Identity Obscures What it All Really Means It Feels So Clean After Years of False Dreams Forced In Your Head By Overpoweringly Rigid Structures So Obscene
199 notes · View notes
baeddel · 2 months ago
Text
Tumblr media
Love Is It Real Or Just Clever Imagination
210 notes · View notes
baeddel · 3 months ago
Text
how do you prove a word is a noun
205 notes · View notes
baeddel · 3 months ago
Text
how do you prove a word is a noun
205 notes · View notes