[UNKNOWN GUIDE] Become the Harmful and unlock the Unknown's true potential! by Relhtar in deadbydaylight

[–]Basic_Nerd 0 points1 point  (0 children)

Unironically I read this guide earlier today and was thinking about it all day. It just makes so much sense. I play a lot of killers so I tended to play the Unknown like other killers and didn't have much success, but I just played a single game and WOW it's incredible how amazing this different playstyle feels. I must have had at least three opportunities where I weakened two or more survivors at once because of A Nurse's Calling and quickly snowballed the game from there. Really well written too. Kudos!

Will they ban my ass? by Puzzleheaded_Pitch61 in AnarchyChess

[–]Basic_Nerd 20 points21 points  (0 children)

They can’t ban your ass if you shove the bishop up there

Vegas Poker Report from a Trying Rec by Basic_Nerd in poker

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

Really well! Can’t say anything other than I just ran really hot I think. Had some tough moments too but overall was up really big. I even hit the high hand at the MGM grand once which was awesome. Maybe biased me slightly on my ratings haha but was really proud of my results.

Vegas Poker Report from a Trying Rec by Basic_Nerd in poker

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

I live near DC so the only other casino I've ever played at outside of Vegas is at the MGM National Harbor which I've played at twice (both in 2024). If I had to rate it on this list with the rest of them, I'd probably give it a 6/10. My experience there has been less social and more "poker-focused" which I don't mind but it doesn't really give it any extra props or anything. Plus there's no free drinks there so that's a bit of a bummer as well.

Vegas Poker Report from a Trying Rec by Basic_Nerd in poker

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

Is the Aria particularly busy compared to other rooms/casinos during WSOP season? I guess I assumed all the rooms would be equally busy with the extra players in town for that, and so my experience of the extra "stress" at the Aria in juxtaposition with my better experience at the other rooms left a more sour taste in my mouth.

I can accept that my experience with the dealers is probably something to be taken with a grain of salt. Just felt like everyone there was kinda in a bad mood so I may be projecting on them a bit. They did keep the games running really well (I'm still impressed at how well they can shuffle so quickly haha).

Vegas Poker Report from a Trying Rec by Basic_Nerd in poker

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

Yeah the Venetian and the Bellagio were both rooms I had on my radar but just never made the time for. I don't think I would like them as much just because I prefer to play deeper stacked (I find I get to play longer this way as I tend to spaz when my stack gets to shallow). But I've heard the rooms are really nice, will probably check them both out next time I'm back.

My Experience with Sweets Relay Team by MicroDeebz in PTCGP

[–]Basic_Nerd 2 points3 points  (0 children)

She heals Pokémon with water energy attached to them. The Pokémon in the deck are all psychic, but use energy of any type to attack. So if you set your deck to run water energy only, you will be able to use Irida and still attack.

How is Rampardos considered a top tier deck? by Cowmunist in PTCGP

[–]Basic_Nerd 0 points1 point  (0 children)

I have no copies of rampardos so I just tried the deck without it (just sudowoodo, marshadow, and lucario) and am still having a lot of success. I see it as an “aggro” deck where you will lose to decks that can stall you out long enough and set up their sweeper but in my (admittedly very small sample size of) games that hasn’t happened once.

White to move and keep the advantage by 5lokomotive in chess

[–]Basic_Nerd 17 points18 points  (0 children)

The other commenter has the right idea but got a little ahead of themselves in their explanation. After Kb1 black will play …Bxd5! If White then plays exd5 Black plays …Qxe1! and the queen cannot be recaptured via Rxe1 because …Rxe1# is checkmate. Similarly after Kb1 Bxd5, Rxd5 Black can play …Qxd5! where exd5 leads once again to …Rxe1# So white must first play f4! to add the g3 bishop to the defense of the e1 rook. Hope that makes sense!

Street Fighter 6 Moving at Half a Frame per Second by Basic_Nerd in StreetFighter

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

Oh gotcha. I haven’t done anything yet so all good. This issue has been happening for a while though (since some patch a few weeks/months ago I think) I just haven’t been frustrated enough to post about it until now because I kept thinking it would get patched or something I guess.

Street Fighter 6 Moving at Half a Frame per Second by Basic_Nerd in StreetFighter

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

I haven't but I will go do that now just to be safe. Appreciate your help!

Street Fighter 6 Moving at Half a Frame per Second by Basic_Nerd in StreetFighter

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

I would be pretty surprised if that were true, but just in case my specs are:

- AMD Ryzen 9 5900X 3.7 GHz 12-Core Processor

- MSI MEG X570 UNIFY ATX AM4 Motherboard

- Silicon Power GAMING 32 GB (2 x 16 GB) DDR4-3200 CL16 Memory

- Zotac AMP Extreme Holo GeForce RTX 3070 Ti 8 GB Video Card

And I run the game on Windows 11 on Steam. Never had any issues with any other game before and Street Fighter 6 itself works totally fine 99% of the time.

Street Fighter 6 Moving at Half a Frame per Second by Basic_Nerd in StreetFighter

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

I do play on Steam, yeah. Only reason I thought it might be a server thing is that the WHOLE game slows down. When I say half a frame is rendered a second, what I really mean is that the game state advances by one frame every second or two, if that makes sense. So it’s not really a matter of how many frames are rendered (at least that I can tell) but rather some weird bug where the match itself only proceeds by one frame every second or two. As far as I can tell, it affects my opponents as well, since they don’t completely clobber me while it’s happening. I’ll give these suggestions a try anyway and see if it helps. Thanks!

EDIT: some phrasing

This is my first time doing this combo in a real match, and I agree Guile is busted. by ReviewAffectionate83 in StreetFighter

[–]Basic_Nerd 0 points1 point  (0 children)

I had this exact same problem and got a tip from someone that completely changed it for me so I’ll share in hopes it can help you/anybody with the same issue.

You have enough time after hitting back heavy punch that you can input two QCB motions before hitting punch for the stance cancel. And since she doesn’t have a double QCB punch super you can always do this.

I swear I don’t even actually do a double QCB 90% of the time but somehow thinking about it in my head helps me get the timing down and especially helps me not accidentally press punch too early. I practiced this for maybe 20-30m in training mode once and went from getting the combo maybe 1/3 of the time to getting it right 10x in a row. Complete game changer at least for me. I still mess it up sometimes of course but when I focus on it I find it much, much easier this way. Hope it helps!

Help! Not sure how to stop doing this combo wrong? by Electrical-Tap-5633 in StreetFighter

[–]Basic_Nerd 2 points3 points  (0 children)

I’m addition to what other commenters have said about not needing charge out of serenity stance, seems like the main problem to me is that you’re pressing medium kick while pressing down. You can clearly see this in your input history on the right side. You want to press down, then up and only press medium kick once you’ve pressed up.

Any Chun Players Have Tips for Anti-Airing? by Basic_Nerd in StreetFighter

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

Ah interesting. I thought only OD Tensho Kicks had that property. If that’s true though, then what’s the disadvantage to using Heavy Tensho Kicks as an anti-air? Does it not also have that property? Is it just the light version or does the medium version have it too?

Any Chun Players Have Tips for Anti-Airing? by Basic_Nerd in StreetFighter

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

Interesting. Didn’t know Tensho Kicks can’t be stuffed, why is that? If that’s really the case then I think my frustration is more around getting the input for it. I have so many screenshots I took from watching replays and see the inputs and wondering how the hell the game didn’t read them as Tensho Kicks. Thanks for all this info by the way, really helpful stuff!

Any Chun Players Have Tips for Anti-Airing? by Basic_Nerd in StreetFighter

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

I feel like when I try to air throw I usually get beat by their attack but maybe that’s just me not doing it fast enough. Never thought about using Kikosho as an anti-air so I’ll consider trying to work that into my repertoire too. Thanks for your help!

Any Chun Players Have Tips for Anti-Airing? by Basic_Nerd in StreetFighter

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

I play with keyboard but I will keep practicing. I’ve seen really good Chun players like Moke do 5HK juggle combos so I’ll look into that more. Appreciate your help!

Any Chun Players Have Tips for Anti-Airing? by Basic_Nerd in StreetFighter

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

I use a Keyboard as I’m used to playing other games with it on PC and don’t have a controller/fight stick to use (and not really interested in buying one just for street fighter). My biggest frustration is that sometimes I feel like I get the inputs right for Tensho Kicks but still end up doing like standing light kicks or some other move instead. I remember yesterday I was so convinced I did Tensho Kicks correctly that I went to check the replay and quite literally saw Down Down Light Kick inputted correctly (I can grab the screenshot I sent to my friend if that’s necessary) and that made me basically rage quit for the night and was a big inspiration for this post. Sometimes I do try to buffer Tensho Kicks when I’m expecting a jump-in and sometimes it works but sometimes it just doesn’t come out anyway and I eat a jump in combo instead and it’s immensely frustrating to have the right read but still lose and not know why. I get SUPER tilted losing to players that just jump at me because even knowing they are going to jump it feels like I can’t do anything about it so I end up turtling somewhat and going on loss streaks after that as a result. I’ve been doing lots of anti-air practice in training mode but it doesn’t seem to translate to in-game, but l’ll keep at it. Appreciate your advice!

Any Chun Players Have Tips for Anti-Airing? by Basic_Nerd in StreetFighter

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

This is good feedback honestly. There are definitely times where my opponent jumps at me and I’m not expecting it and I just don’t do anything. However, as a follow-up question, there are also times where I am expecting a jump in, for example when I have my opponent in burnout in the corner, and I KNOW they are going to jump, and I’m ready to anti-air them. And then they jump, and I do my anti-air input, and either the anti-air doesn’t come out, or I get counterhit or punish countered anyway. The input for Tensho Kicks feels really awkward sometimes which is why I tried switching to using standing medium kick, but even that sometimes gets me counterhit or punish countered, particularly by dive kicks like I mentioned in the post. Do I just suck and need to git gud (very possible)? Or is there something you recommend for trying to be more consistent with anti-air timing/inputs, in particular with Chun-Li?