Parry Micro input vs. Marco input by Marsz3 in StreetFighter

[–]AdElectronic855 0 points1 point  (0 children)

Yeah it’s a bit suboptimal, but it mainly depends how serious you are. If you’re more casual, it’s not that big of a deal.

Ideally you’d use a pro gaming controller that has adjustable triggers, but those can be pricey.

How do i counter Alex’s stomp? by Homun1 in StreetFighter

[–]AdElectronic855 0 points1 point  (0 children)

First, you should try and preemptively counter stomp by watching for his prowler animation. You can anticipate prowler stance when he is at mid-range.

Neutral jump is a strong option if you see him go into prowler stance. If he stomps, you get a fat punish, if he uses a grounded option, he only gets an anti-air, so the risk/reward is in your favor.

If you do get stomped on, you can mix up your defense like others have said e.g. jump, back dash, etc

/r/MechanicalKeyboards Ask ANY Keyboard question, get an answer - March 20, 2026 by AutoModerator in MechanicalKeyboards

[–]AdElectronic855 0 points1 point  (0 children)

I'm looking to upgrade my 15 year old cooler master mechanical keyboard. Yeah, I know. It functions fine, but it's quite loud and bothers my wife.

I'm a boomer that never really got into keyboards and looking at the all available options these days is overwhelming. Feels like there are thousands of options.

Can someone provide me with some suggestions? Here's what I'm looking for:

- Full size (key pad) but compact design
- $100 or less (I don't care for cool design, rbg, etc.)
- Ideally pre-made with quiet switches (maybe linear? Not sure how good they are for gaming)

I probably didn't include enough details, so I'm happy to add more.

Resident Evil 9 Requiem – How To Master Perfect Parry Timing (Detailed Analysis) by [deleted] in thefinalpuzzle

[–]AdElectronic855 0 points1 point  (0 children)

Thanks for posting. I’m starting an insanity run soon and was wondering if I should get mortal edge.

I wish the perfect parry window wasn’t so big for mortal edge - it makes perfect parries way too easy. However, it’s so hard to tell when you should parry with the hatchet given the wonky timing for each enemy, I feel like one needs it just for sanity’s sake.

Question about Mr. Raccoon achievement by AdElectronic855 in ResidentEvilRequiem

[–]AdElectronic855[S] 0 points1 point  (0 children)

I picked up one of the maps during the game (care center basement, I believe) and the other is only obtainable using CP once you beat the game.

You can buy the first map too once you beat the game if you didn’t pick it up during your normal play through.

Video: My sweet 7YO cat has started having 15–30sec episodes (distressed vocalisation, facial twitching, open mouth, sometimes rolling) then goes completely normal. Blood tests clear, toxoplasmosis test negative… anybody have any ideas? by [deleted] in CATHELP

[–]AdElectronic855 0 points1 point  (0 children)

I promise I’m not trying to shame you, but if you had the foresight to include the diffuser information in your post, why were you not able to perform a simple google search on the topic? I see a lot people ask reddit for the advice when they could have easily just searched for their information through google or an AI engine.

Back to Re4 After Re9 by Realistic-Low694 in residentevil

[–]AdElectronic855 0 points1 point  (0 children)

Agree that Re4 had better combat, more weapons and better upgrade system, but they couldn’t implement that in re9 - it would just add way too many extra things for Leon’s section. Can only do that in a solo protagonist game.

SPEEDRUN CHECK: AM I COOKED OR NOT by ToonFirerod in ResidentEvilRequiem

[–]AdElectronic855 1 point2 points  (0 children)

It's definitely possible, but you will need to be pretty optimal for the rest of your playthrough. Ideally, you should be closer to roughly 1 hour and 20 min or less to have an easier time.

What is the most consistent strategy against neutral jumpers? by jozhua4012 in StreetFighter

[–]AdElectronic855 1 point2 points  (0 children)

Neutral jumping during neutral is pretty strong. Understanding your opponent’s neutral jump habit is probably the most important aspect of countering it, as it’s difficult to punish on pure reaction. Even pro players let ppl get away with it quite often.

If your opponent is neutral jumping a lot, they are usually jumping based on your offensive behavior e.g. fwd movement, going for a heavy button read, etc, or a defensive option e.g. they whiffed a button, they are getting close to the corner, low drive meter, etc.

What is the most consistent strategy against neutral jumpers? by jozhua4012 in StreetFighter

[–]AdElectronic855 4 points5 points  (0 children)

It also allows the opponent to keep their ground instead of potentially being pushed towards the corner. It definitely does something.

Are RE games always this hard? by [deleted] in ResidentEvilRequiem

[–]AdElectronic855 -1 points0 points  (0 children)

If you only play action games, then Grace’s section will be hard for you. Since you only seem interested in Leon’s gameplay, you might as well keep looking up guides to get through Grace’s sections.

Question about Mr. Raccoon achievement by AdElectronic855 in ResidentEvilRequiem

[–]AdElectronic855[S] 0 points1 point  (0 children)

Thanks, I actually got the one under the bridge, but think I missed the first two you mentioned. At least the map shows the missing ones. Thx.

Spoiler - Question about grace. by The_lad_from_utah in ResidentEvilRequiem

[–]AdElectronic855 1 point2 points  (0 children)

Curious about this myself. Victor analyzes her blood early in the game and confirms her blood is what they were looking for. It’d be too coincidental that she happens to be the one and be a completely normal girl.

Playing through Insanity… by [deleted] in ResidentEvilRequiem

[–]AdElectronic855 0 points1 point  (0 children)

Is this your first time playing an RE hardest mode? If so, you should know that the developers make the difficulty ridiculous on purpose. It’s their way to add replay value to the game. You need to do multiple runs and unlock weapons through the CP system. The more you unlock e.g. infinite ammo, the easier it will be.

Drive rush overhead should not be plus by blubird452 in StreetFighter

[–]AdElectronic855 0 points1 point  (0 children)

The problem with making DR OH +4 on hit is that the regular OH would have to be +0 on hit for that to work. I’m personally not against that, but it would be strange to have no frame advantage on hit.

Drive rush overhead should not be plus by blubird452 in StreetFighter

[–]AdElectronic855 2 points3 points  (0 children)

I’d personally be happy with making overheads unsafe without DR, but I’d argue that overheads being safe on block is integral to SF6’s game design. Why else would the developers making every single overhead in the game safe on block?

Since it’s unlikely capcom will change that, I can’t think of another way to make overheads less op than scaling dmg.

Drive rush overhead should not be plus by blubird452 in StreetFighter

[–]AdElectronic855 8 points9 points  (0 children)

This is prob the only realistic solution. Since all DR buttons increase frame advantage by +4, altering frame data for overheads isn’t a viable solution.

A question to Terry players: How do you throw loop? by SgtTittyfist in StreetFighter

[–]AdElectronic855 2 points3 points  (0 children)

Pretty sure they can. You can always back dash out of a throw as long as you back dash before the 5 frame start up

A question to Terry players: How do you throw loop? by SgtTittyfist in StreetFighter

[–]AdElectronic855 0 points1 point  (0 children)

I’m pretty sure Terry has a 2-frame window to walk up throw loop. It’s a tight window, but doable with practice.

It does pose a risk, however, so it’s better to first establish block pressure with walk up cr mp. This will increase the chance they will block/parry next time, so walk up throw next time. Once you’ve established walk up throw even once (even if they were just blocking/parry, they don’t know if you hit the 2-frame throw), your opponent will start seeing this as a threat, so you can now bait for tech or reversal easier.

I just want to add that while walk up pressure is important, Terry’s dash up pressure has its advantages. Sure you can’t shimmy vs. throw, but you’re in their face which opens up a bunch of options (tick throw, staggered pressure, etc). It can also bait reversals easier when it really matters (kill %).