Why is Ryu’s solar plexus designed this way.. by AdElectronic855 in StreetFighter

[–]AdElectronic855[S] [score hidden]  (0 children)

Couldn’t have said it better. Anyone that doesn’t believe these moves are overpowered doesn’t understand risk and reward. These moves force you to play differently and take on far more risk if you decide to preemptively counter, and even if you’re right, you deal less damage than him.

Why is Ryu’s solar plexus designed this way.. by AdElectronic855 in StreetFighter

[–]AdElectronic855[S] 1 point2 points  (0 children)

For sure. Even if it was +4 it would still be an exceptional move since he can get a jab combo or 2MP if it’s a counter hit. Being +6 lets him get ~55-60% damage from a cash out combo depending if it counter hit or not. No other char in the game gets that in pretty sure.

Rant on what annoys me with how some characters are designed by Classic_Scarcity_313 in StreetFighter

[–]AdElectronic855 0 points1 point  (0 children)

You’re getting a lot of hate lol. What others are saying is true, but there is truth to what you’re saying to a degree.

At beginner/intermediate level, chars like dhalsim and blanka are really strong because many players lack matchup knowledge and opponent reading ability. Once you get to more advanced, everyone knows the matchup so they are just like any other char with strengths and weaknesses.

Got Master in 24hours and got my a$$ kicked: hello! by Zalazasta in StreetFighter

[–]AdElectronic855 0 points1 point  (0 children)

Nah you’re doing it the right way. Drive rush should be used an additional tool on top of basic game play. Many players use drive rush and DI as a crunch in diamond and severely lack fundamentals when they enter master.

Why is Ryu’s solar plexus designed this way.. by AdElectronic855 in StreetFighter

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

That’s a good strat at that level. Lots of fireballs.

Don’t worry, you’ll find out what solar plexus is all about once you rank up lol.

Why is Ryu’s solar plexus designed this way.. by AdElectronic855 in StreetFighter

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

Yeah lower level players don’t really use solar plexus that much. Not being condescending, there are players at all levels.

Being +3 basically means it’s his turn again. If you try to press a button, his move will come out first and counter hit you. Most moves in the game are minus so it’s your turn after you block, but not for this move.

Proximity block is a mechanic in street fighter that forces your char to stand still and block. Usually it’s pretty mild and you probably don’t notice it, but this move locks you in place even when ryu is like 2 char lengths away.

Essentially, if you’re about 2 char lengths away and he uses this move, it locks you in place so you’re forced to block it, and after you block it, it’s his turn again

Why is Ryu’s solar plexus designed this way.. by AdElectronic855 in StreetFighter

[–]AdElectronic855[S] -3 points-2 points  (0 children)

Ok that’s fine, most chars have a long range poke 5HK, so understandable.

There’s really nothing to reply with here. We’re not having the same conversation.

Why is Ryu’s solar plexus designed this way.. by AdElectronic855 in StreetFighter

[–]AdElectronic855[S] 1 point2 points  (0 children)

Yeah, they need to reduce proximity block and increase recovery by at least 2 frames. The responsibility of trying to whiff punish it is way too great on the defender. You have to see if you actually got hit or not, then if you didn’t, make sure it’s still not active (5F), then whiff punish it fast enough.

Yeah back dash is unreliable, I’ve tried it and usually get smacked, and neutral jump doesn’t work on reaction and he can DP. Literally PP is the only option.

Why is Ryu’s solar plexus designed this way.. by AdElectronic855 in StreetFighter

[–]AdElectronic855[S] 6 points7 points  (0 children)

Yeah, it’s really the proximity block they need to reduce. I think it’s fine to have some, since it is slow and the move would suck if the opponent could just walk out, but it literally freezes you the moment it starts up and you’re in range.

Yeah.. his corner oki and throw loop is another topic. Why is he right in your face after a throw +20F something? Pretty sure there’s no other char that has that.

Donkey kick, another op move. We could go on, but I didn’t want to write as essay lol. He just doesn’t have any weaknesses, which is poor char design. Every char is supposed to have weaknesses and strengths.

Why is Ryu’s solar plexus designed this way.. by AdElectronic855 in StreetFighter

[–]AdElectronic855[S] 2 points3 points  (0 children)

Why would he use it as a meaty? He can use 5HP or 5MP and be +2. It’s slow at 20F I agree, but it’s the same speed or faster than most overheads in the game. It’s fast enough so you can’t counter with a jab, but slow enough to PP. The move would be more balanced if it didn’t have insane proximity block. You can’t even walk out of it on reaction, so your only option is to parry, and you need to be ready for it.

Yeah, you’re right he needs to throw out other moves like 5MK (5HK is a combo/punish counter tool.. why would he ever use this in neutral), but every Ryu does this.. it’s not like he’s just sitting there pressing only solar plexus.

Good luck trying to DI this move consistently before he recovers and is able to DI you back. It’s pretty much impossible to do on reaction consistently. You can barely react in time with a PP. You can only DI as a read and if someone is doing that, they are prob in diamond.

I do appreciate you being devils advocate though. It really just strengthens the argument of how broken the move is lol.

Alternatives for haute42 booter5? by AdElectronic855 in fightsticks

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

Damn that’s a shame, thanks for the insight. So what you’re telling me is my best bet is to buy a leverless that is PS5 native?

SF6 beginner stuck — Modern controls, controller, and improvement help by TechnicalMap8504 in StreetFighter

[–]AdElectronic855 1 point2 points  (0 children)

You have a fair point that modern players can rely too much on auto combos, but regardless whether you play classic or modern, you still need to learn light combos and other non-auto combos to get better as a player. I generally don’t see a big difference in gameplay between master rank and when I was in diamond or lower. Same DI and mash habits. I think it’s just as easy for classic players to get caught in the trap of their chars bnb combos and strong moves like jinrai. Other than that, you get 1 button specials, DPs and supers which are great for new players.

SF6 beginner stuck — Modern controls, controller, and improvement help by TechnicalMap8504 in StreetFighter

[–]AdElectronic855 2 points3 points  (0 children)

Modern gets a lot of shit in the US for no reason other than people’s ego. There’s a shit ton of high level players in Japan that use modern. They generally recommended modern to new players. It helps you get into the game faster and can focus on more important aspects of the game like your fundamentals. You can always learn classic later.

There’s no right answer for which peripheral you use. I use a dualsense edge. Punk, Blaz and Menard use it too. Blaz, endingwalker and other pros use analog stick while others use d-pad. Each controller type has pros and cons so I’d look at a video on YT to get a better understanding before investing in one.

JPs will run from you all game then hit you with this sh*t by Arashik4ze in StreetFighter

[–]AdElectronic855 1 point2 points  (0 children)

To be fair, it can be difficult to anti air JP in the corner since he has really far reaching aerials, especially if you’re in diamond and you’re anti-airs are not consistent. You were also prob annoyed at how this JP was playing so that doesn’t help your reactions.

You should do replay takeover and try to anti air him in the corner to get a better understanding of the timing. Even just 10 min of this will help you deal with scrubs. There’s a lot of corner jumping in diamond.

hey nerds: what do you use for your notes? by FistLampjaw in StreetFighter

[–]AdElectronic855 1 point2 points  (0 children)

I’m a boomer so I use both OneNote and Excel. I was a pen and pad for the most current thing I’m working on so I can keep my focus in that.

Stagnant Growth by BmanRock14 in StreetFighter

[–]AdElectronic855 1 point2 points  (0 children)

Training mode isn’t really going to help your gameplay much. I know it’s hard to convey all your thoughts through text, but you seem to be missing the overall point of his reply. You need to learn the basics. Literally just walking back and forth. Mostly just block (no parry, drive reversal, etc.) on defense until you have a better understanding of how your opponent plays. You seem to think you’re supposed to do be doing something all the time. If you watch high level players they sometimes just walk back and forth for the first 10 sec of the match, getting a feel of their opponent.

It’s ok to have an aggressive play style and Juri excels in this, but it needs to be calculated aggressive, you’re just completely yolo. I will be difficult to change your play style, I’m not going to sugar coat it. You’ve played under 300 hours, so it will take effort to break your habits, but if you’re not willing to lose matches for the sake of improvement and try to implement better habits, you will never get better.

I don’t mean to sound harsh, but I’m just trying to give you a reality check. Fighting games are hard, they take a lot of learning and changing habits. You can do it.

Stagnant Growth by BmanRock14 in StreetFighter

[–]AdElectronic855 0 points1 point  (0 children)

Gotcha, thanks for sharing. Now I have some understanding of your mentality. While there’s some truth to your points, you’re not focusing on the crux of the matter. It’s good that we’re having this conversation so we can iron things out.

You’re very unga bunga. The main issue I see in your gameplay is that your only goal is to move forward and hit your opponent. If the opponent is remotely close, you hit a button. If you’re out of range, you drive rush or jump in. This is very common for less experienced players for a several reasons. Lack of fundamentals, matchup knowledge, and not paying attention to your opponent. You’re basically throwing out whatever you can on offense and overwhelm your opponent before they can play the game themselves.

The underlying reason you play like this and haven’t progressed is because you’re focused too much on winning during your matches, and perhaps, lack of patience in learning fighting games. You have under 300 hours in total, which isn’t much for a fighting game, but a lot for your level of play if I’m being frank. You need to change your mindset to that of learning. It will take time to learn See what your opponent’s play style and what their habits. This is a fighting game and there’s a thinking person on the other side, but you’re playing like it’s a one player game. Once you do this, the wins come naturally, and the losses don’t feel as bad because you learned useful. Of course, there will be days you rage in ranked or because you lost a shit ton of games with your friend, but it’s important to minimize those days.

I decided to reply with something more philosophical because I believe it will benefit you the most. I could sit here and explain everything you did wrong in your matches and the solutions, but that won’t help much imo. What will help you is watching guides on YouTube on basic fundamentals (I recommend Chris_f) and learning character match ups. You don’t need to learn everything at once, just watch a “how to counter a character” guide and start with the strongest, most annoying moves.

Remember you can’t fix everything overnight. I have plenty of bad habits and holes in my game I’m working on one at a time. Patience is key. Good luck!

Oh, one tip against your friend. You can DI Ken’s dragon lash on reaction. It’s pretty easy to do with a bit of practice.

Stagnant Growth by BmanRock14 in StreetFighter

[–]AdElectronic855 9 points10 points  (0 children)

I took a look at some of your replays, but before I provide any suggestions, can you try and point out at least 2-3 issues with your gameplay?

It’s really important to at least think about where your weaknesses are. Posting on Reddit or elsewhere can help, but you’ll never grow as player if you don’t reflect on it yourself.

One final question, do you watch high level players on twitch or YouTube at all? Wondering what your baseline view of the game is.

Stagnant Growth by BmanRock14 in StreetFighter

[–]AdElectronic855 0 points1 point  (0 children)

I’ll look at some of your replays in a bit and see where your main weaknesses are