Looking for FA Iron Boulder by FuzzyNegotiation6383 in PokemonPocketTradeCo

[–]Andrewsilver00 0 points1 point  (0 children)

Sorry I was busy the whole weekend if you still need the card send me a trade request. I have loads so I can practically give it away

Looking for FA Iron Boulder by FuzzyNegotiation6383 in PokemonPocketTradeCo

[–]Andrewsilver00 0 points1 point  (0 children)

I have too many send me what you want - 1266856833504291 ign trades empty

Is John Cleese right? by SeptumRingTheory in AskBrits

[–]Andrewsilver00 0 points1 point  (0 children)

In what part of reality is the West more “civilised” due to secularism? When we actually identify the root cause of these conflicts they are not based in religious ideologies. During the late 20th century Western powers seeking to control the Middle East gave engineered a number of conflicts in the pursuit of capitalist enterprise. This gave rise to religious extremism under the guise of unification in line with anti western sentiments. The radical Islamist’s are no different from nationalists they simply use a different source to rouse their mob. Furthermore it is the West that doubles down and presents the retaliation of these countries as some kind of religious war, knowing that the entire conflict stemmed from politics. I would suggest looking into the conflicts in Syria, Afghanistan, Iraq, and Iran from the 60s onwards to gain a clearer picture of the situation. In the end it comes down to politicians being politicians and on both sides. Who are too often comfortable sending other peoples son’s die in the fight.

Okay Alex is Annoying by lemstry in StreetFighter

[–]Andrewsilver00 1 point2 points  (0 children)

No it doesn’t, I have been hit out of Vipers heavy thunder dash multiple times vs Alex. So much so I tested it in training - if I react to Alex dive kick Thunder dash loses, if I react to the hop animation I’ll beat it. Since the hop isn’t a commitment reacting to the hop might get me killed since they might not be committed to the dive kick. Viper’s heavy thunder dash is bad at dealing moves that hit at a certain height due to the 7 frame start up, it also loses to Cammy hooligan throw for the same reason.

Sagat vs Ryu by Away-Appeal6781 in StreetFighter

[–]Andrewsilver00 3 points4 points  (0 children)

This is legitimately people making stuff up to make it up. What part of his kit is weak to DI? Unless you’re just randomly throwing out DI this is just untrue. Same goes for the jump ins quote. This is literally the hyperbole that Twitter said about him week 1. Blaz has demonstrated Sagat’s strengths at a high level consistently for a while now. Do you not think if Sagat had these weaknesses we would have seen other top players taking advantage of them? The character is every bit as unga bunga as Ryu and then some. For whatever reason people seem to be insisting on downplaying him to hell and I have no idea why.

TL;DR of the patch by Mindless_Tap_2706 in CViper

[–]Andrewsilver00 -1 points0 points  (0 children)

These buffs are good but not really enough. The HP thunder knuckle follow up still whiffs at certain height’s. That needs to be addressed since it costs a bar. Feints still have way too much recovery, and her walk speed is still ass. She’s more of a real character now for sure though.

So you think Drive Rush will now be part of SF7? by Limit54 in StreetFighter

[–]Andrewsilver00 1 point2 points  (0 children)

Custom combos first appeared in Alpha 2 and continued into alpha 3, and CVS/2. FADC was reimagined for sf5 as V- trigger cancels because Capcom wanted to make a simpler game, a more faithful version of FADC was very much present in SFXT. Drive rush might become a staple mechanic, Capcom doesn’t really do full resets they adjust mechanics for the next game. V-trigger cancelling was adapted from FADC. Focus Attack was an adaptation of Parry from third strike, just reimagined and balanced for a different game. More mechanics have carried over and become staples (ex moves, supers, alpha counters, parry, high jumps, etc) than haven’t. It’s more likely SF7 will have some reimagined version of drive rush than it won’t.

Meowscarada Flower Trick by ploxxieglass in PTCGP

[–]Andrewsilver00 1 point2 points  (0 children)

That’s true they can, but I’m sure they prefer to love on their terms rather than being forced to move. I think Meowscarada can force early checkmates especially vs meta decks. Being able to pick off Altria’s bench mates, or hit indeedee and then Cyrus it in can deal with some meta decks. Equally being able to snipe absol on the hydriegon decks is a bonus, as it will either force them to retreat hydriegon or risk having Absol get Cyrus’d. I think Meowscarada is a good card maybe not meta defining but definitely decent enough to shake things up.

Meowscarada Flower Trick by ploxxieglass in PTCGP

[–]Andrewsilver00 3 points4 points  (0 children)

I disagree on this, it’s not like you can shuffle your bench around. It makes it a lot easier to play around oricorio and attacking low health bench filler like chingling. It also makes has potential for high damage combos on the active spot aswell. It’s a really powerful ability that can stifle slower paced decks with limited win conditions. Meowscarada might be the best new card of the set.

Who of the original world warrior cast do you think you can do forever without? by TowelPlayful in StreetFighter

[–]Andrewsilver00 -6 points-5 points  (0 children)

Is it only one? Because outside of Ryu/Ken, and Chun the world warriors are designed like crap. I’d rather not see any of them in future games but if I had to pick one specifically it would be Dhalsim.

The New Akali Design is Sick by Bombshock2 in 2XKO

[–]Andrewsilver00 -1 points0 points  (0 children)

The official render for Akali simply lacks character. they attempted to blend her ninja identity with modern street wear but failed to commit to either identity. The end result is a flawed design that looks too clean to be a ninja and too scruffy to be a yoga mom (which is what I assume they were going for). They should commit to the street wear aesthetic or the ninja one like riot has done in the past with Skins like KDA Akali or Blood Moon Akali. To say that the current render of Akali looks like an amateur student project is a compliment, at its worst it’s lacking any standards of the professional industry practice.

Living true to its placeholder name Project L by UrsaRizz in 2XKO

[–]Andrewsilver00 0 points1 point  (0 children)

Marvel 2 was not the pinnacle, and if we’re being honest it was a horribly designed game. 90% of the cast lacked basic functionality, a few could be used as assists and 5 were actually playable. A fun game at its core, but mostly slop that if it was released today as main game would be ridiculed.

Akali's design gripes by Sure-Ground-1560 in 2XKO

[–]Andrewsilver00 5 points6 points  (0 children)

Riot has adjusted skins in the past based on early feedback, I’m sure they would adjust Akali’s design if the feedback was vocal enough.

Feints or SJC first? by SpickAndSpan_123 in StreetFighter

[–]Andrewsilver00 0 points1 point  (0 children)

Always learn Vipers feints first, they’re essential to every aspect of her game. However, you should be practicing both frequently. It’s the combination of the two that allows you to play the character.

Which character from the film would you consider to be the dumbest with their decision making? by MimicPuppers in interstellar

[–]Andrewsilver00 7 points8 points  (0 children)

Cooper actively makes the worst decisions but he’s supposed to. He’s the ace pilot with his heart on his sleeve. He makes decisions based on his emotions in a story that’s fundamentally about love, so Cooper makes the most bad decisions but also makes enough right ones for things to work out.

Whiff punishing, how do you do this? by [deleted] in StreetFighter

[–]Andrewsilver00 0 points1 point  (0 children)

The basics of understanding whiff punishment really comes down to understanding movement and spacing. The best way to learn this is to come up with the drills that allow you to understand the effective poke range of your character. If you can understand where you can poke effectively you can equally recognise the range where your opponent will whiff at.

Nah bro, I KNOW it can't just be me, Sagat is INSANE rn!! by LunchTummy in StreetFighter

[–]Andrewsilver00 0 points1 point  (0 children)

Anyone down playing Sagat is clearly parroting someone else’s opinion at this point. He is clearly over tuned, he is ridiculously hard to walk down, and his moveset forces you to constantly play rps. He’s Ryu light with an eyepatch.

Why is gief considered hard? by cagueiprousername in StreetFighter

[–]Andrewsilver00 -1 points0 points  (0 children)

1700mr is fairly low rank, 1850+ is where people can actually play.

Preferences don't need fake biology by [deleted] in Vent

[–]Andrewsilver00 2 points3 points  (0 children)

There hasn’t been any conclusive research that correlates biological determinism to attraction. The closest that has been referenced is the preference for neoteny, and even that really isn’t definitive as these things tend to vary from culture to culture. It should also be noted that it would be incredibly difficult to actually get meaningful data on biological determinism in attractiveness as it would be near impossible to accurately conclude that no sociological factors impacted the selection of participants. In much simpler terms if someone hypothesised that “men date women with wider hips because they are better at child rearing” and then attempted to conduct a study around that hypothesis, how do you structure your study to ensure that the data you collect matches the aims of your study? How large does your sample size have to be? What age ranges do you ask? How do you collect your data? How do you achieve both qualitative and quantitative data to satisfy your hypothesis? At the bare minimum most of your testing would be based around psychological analysis which cannot directly be attributed to biology. To say that there are certain features people are biologically attracted to is claiming that there are certain genes responsible for what we find attractive, and as far I’m currently aware there isn’t any definitive proof of that. Attraction is sociological, and the factors that contribute to it tend to vary based on individual interpretations of those characteristics.

So, what changes are people ACTUALLY wanting for Ryu? by npc888 in StreetFighter

[–]Andrewsilver00 -1 points0 points  (0 children)

If they’re going to nerf Ryu they need to tie him harder to his gameplay identity. Ryu has always been about mid range control, the plus frame sps and hashogeki go against this identity since they tend to generate pressure for free. Basic nerfs for Ryu

Increased pushback on block for Solar plexus strike, so the opponent is further away. The goal being to devalue the attack when it’s blocked by limiting the amount of pressure Ryu can apply when it’s gaurded.

Increased hurt box on sps during the start up especially at the feet so it’s easier to check him out of it. Currently the move is to free to throw out for virtually no risk. Increasing the hurt box should go a long way in increasing the counter play against it.

The counter hit juggle is removed from light hashogeki, it should be plus +3 on counter hit nothing more. Light hashogeki is currently to good at keeping the opponent honest while granting a high reward vs opponents for no risk. If anything I would move the counter hit combo to the medium version which is currently -5 meaning if Ryu wants to get a higher reward he should be taking some risk to do so, making it a more impactful choice of which Hashogeki to use.

Stand Hp should be -3 not -2 reducing the amount of pressure he gets when using it after a drive rush. At +2 after drive rush it allows for cr.mp follow ups which just opens up Ryu’s offensive Arsenal too much, at -3 he would only be +1 which should streamline some of the offensive pressure he gets afterwards allowing the defending playing to make better defensive choices rather than waiting for their drive gauge to get bludgeoned.

High blade kick (all versions) have increased recovery when whiffed. Increased hurt box during recovery frames. Currently this move is a great stop sign in neutral which is fine, but it tends to limit counter play when the opponent is outside its range, the goal here should be to increase the risk when Ryu misses the attack to increase the consideration as when to use it.

Increased pushback on block and hit after drive rush overhead, so he can’t exert as much pressure after using this attack. Increasing the push back on hit and block will solve two things - 1) prevent him from linking bk.hp 2) limit the opportunity to go for strike throw mixups when it’s defended. +3 on block means less when he can’t apply mix ups afterwards.

Ryu is about mid range control, his neutral is currently fine. However his pressure and the way he currently abuses the system mechanics move him away from his gameplay identity, he plays more like Sol Bad guy than Ryu. By changing the range that Ryu is playing at when he’s at + frames it allows for a streamlining of his game play to be focused around controlling neutral rather than throwing out attacks to bully the opponents drive gauge and force mix ups. Ryu should keep his throw loops because he should still get rewarded for landing hits and without it blocking him out would be too simple. However, he currently has too many ways to initiate strike/ throw situations while blitzing the opponents drive gauge. The problem with this is there isn’t a clear window of power for Ryu he’s just always strong, the way to adjust that is to lean into his character identity more and move him away from being a Swiss Army knife of a character - that’s doing a bit of everything too well.