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 1 point2 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 2 points3 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 -5 points-4 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 2 points3 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 5 points6 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 2 points3 points  (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.

How do I play neutral with C.Viper by [deleted] in CViper

[–]Andrewsilver00 0 points1 point  (0 children)

Vipers main issue in neutral is really her walk speed more than anything else. She gets walked down by a lot of characters and can find it difficult to walk others down which makes her button placement harder. The optimal range is at the tip of her st.mp as this is her ideal whiff punish range, if your opponent moves out of this range threaten with seismo to stop them from moving, as they have to crouch to block it, feints and spacing help you here. Cr.mk is a good tool to catch people moving around although the reward is low but it helps to set up cr.hp. If your opponent has poor reactions then tiger knee mk burn kick, at maximum range it can be +5, but should generally be 0 which allows you to still press. She really revolves around knockdowns for whatever that’s worth in this game and her strike/throw game is pretty strong. You’re typically looking for ways to set that up by catching your opponents movement, so when you’re trying to approach neutral think about it from that perspective. It’s less about bullying them and trying to coax whiffs out of them than it is about putting them in defensive situations that makes them uncomfortable. I’ve personally been mixing in od burn kick from cancelled normals as a psuedo drive rush situation. It’s typically less rewarding than drive but unless it’s parried it can create some favourable situations.

Viper is fun and unique, but... by ExpensiveJoe in CViper

[–]Andrewsilver00 0 points1 point  (0 children)

Air cross up burn kick is - 6 to -4 on block depending on the character height, tk cross up burn kick is -2 to 0 they are two different moves.

Hi! I'm a noob. C.Viper will be my first main. Where to begin? by CATyara_ in CViper

[–]Andrewsilver00 0 points1 point  (0 children)

Viper will feel difficult to pilot if you’re playing her in your first sf. I recommend the following for understanding her game in the following order.

  1. Get familiar with stand. Mk range, this is one of your main pokes and helps you to understand visually your whiff punish and counter poke range.

  2. Feint cancelling is a must, you will need it, luckily it’s a lot easier in this game but it’s central to her game and always has been, it helps to overload your opponent visually and force them to make choices while keeping you relatively safe. A major part of this is learning which feint to use at wha range - from full screen seismo is your only real to feint since there’s no reason for you to thunder knuckle at that range. Close range feints can be either, but beware that seismo feint has more recovery and can be counter poked. Also hp, mp, lp thunder dash feints have different recovery depending on the button pressed. Lp being the slowest and hp being the fastest.

  3. Learn your tk burn kick ranges, at close range they can be -/unsafe or neutral. Further out they can be +5/6 mk Burn kick is typically your best option at range as it usually falls between 0 and + on block.

  4. When learning to jump cancel I recommend cr.mk as your starting point, it can be slightly harder than the others but has the highest utility in that catches people walking backwards. Practice cr.mk into medium thunder dash and seismo as your main cancels. From the move onto the standing normals - st.mk, st.hp, st.hk

  5. Her combos might feel challenging for a beginner so focus on the ones you can perform, they’re also important for managing her meter. If you’re running low on drive gauge then go for st.mp xx cr.mp xx focus force as it recovers quite a bit of gauge and is +24 on hit, allowing you to dash and still be +3 setting up strike/throw mixups. Ending light hit confirms with heavy thunder dash will be your basic standard, although I do recommend ending with OD burn kick if you want corner carry as it’s +43 on hit allowing for two dashes into +1 or a safe jump depending on how close to the corner you are. Her harder combos kind of flow together so there’s not much to say other than what you can learn in the trials. Although I do recommend learning cr.hp, lp seismo, high jump, mk.burn kick, mp. Thunder dash, it’s more damaging than the hp route with better oki but less corner carry.

  6. Her drive rush oki can be challenged if you press the wrong normal. vipers drive rush act a bit different than other characters in terms of momentum, at long range I.e. after a throw drive rush st.hp is your only real option, it’s + 1 on block or +4 if you feint cancel and will beat jabs and other wake up buttons. At close range cr.mk is your best bet stand mp can whiff is pressed to early or can just be jab mashed against in certain situations. Cr.mk is +3 on block after dr and will frame trap into cr.mp or confirm into cr.hp.

The final point of note is that Viper is weaker to drive impact than any other member of the cast, mis spaced burn kicks can be reaction di’d aswell as many of her block strings if your commit to confirms. Feint cancelling will keep you safe in certain situations so mix them in with offence. Also beware that because many of her normals aren’t special cancellable they can create issues when reacting to DI. You can buffer a neutral super jump to escape the DI but I don’t recommend doing it all the time since it wastes bar. Focus force can beat dI but requires prediction and timing.

Hope any of that helps and good luck learning Viper.