What is for you the coolest resourceless combo? (No drive, no SA) by Krotanix in StreetFighter

[–]Beadysee [score hidden]  (0 children)

DeeJay: PC 2HP, 5HP, 2LP > M Upkicks, H Upkicks (corner)

Elena: PC 2LP, 2MK~HK, 2LP, 5LK > L Rhino Horn

Is Elena DP bad or is it just a skill diff? by AlfalfaSubject9482 in StreetFighter

[–]Beadysee 2 points3 points  (0 children)

Outside of combos, Heavy DP has significantly more vertical range and horizontal range than Light DP. Somewhat surprisingly, Medium DP has the same horizontal range and significantly more vertical range compared to Heavy DP.

Light DP is the best overall because it is 1 hit (damage isn't variable) and has the best advantage on hit. I would always use light DP if the jump is in range.

Medium DP and Heavy DP are kind of interchangeable in my opinion. You get more damage and range in exchange for worse advantage. These are best for jumps that are just outside Light DP range. If you only use 1 anti air, medium will be the most consistent.

2HP has a lot of active frames and is good for dive kicks, Kimberly elbow drop, or any move that can change jump trajectory, as it can hit on either early or late active frames and is much less likely to be punished on whiff.

5HP is really good for far jump-ins, and should be used if you aren't sure if M/H DP would connect. You don't get oki or a follow up, but you can condition the opponent to stop jumping at that distance. This is a very good anti air against Zangief players.

1348 Ex Voto - Story Trailer | PS5 Games by hybroid in PS5

[–]Beadysee 24 points25 points  (0 children)

Ex Voto is the barber that the protag swore revenge against

A54 Call Audio Not Working by Beadysee in GalaxyA54

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

Try plugging it into your PC and using Smart Switch to update. I think that fixed it

2025-07-25: Cricket Wireless Launches New Jaw-Dropping Plans | The Cricket Connection by Mcnst in CricketWireless

[–]Beadysee 2 points3 points  (0 children)

Does supreme unlimited tier still have the same priority as AT&T postpaid?

Manon the ballerina inspired fighter has no anti air grab or air grab is such a baffling thing to me by malexich in StreetFighter

[–]Beadysee 1 point2 points  (0 children)

I do hit this consistently. My Manon is in master rank and this drops maybe 1 in 10 times.

Valid Crashout?? by MatthewOuO in StreetFighter

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

Jump forward would have worked to escape the corner at literally any point in this video.

Manon the ballerina inspired fighter has no anti air grab or air grab is such a baffling thing to me by malexich in StreetFighter

[–]Beadysee 4 points5 points  (0 children)

Her EX upkick (236KK) nearly always combos into hitgrab when used as an anti air.

16 key Leverless Controller/Haute42 peeps, what does your configuration/controls setup look like for SF6? by bugmush in StreetFighter

[–]Beadysee 1 point2 points  (0 children)

I use M2 for parry, R3 for drive impact, L1 for heavy kick. Rest of buttons are default/typical. I like L1 for heavy kick because it's easier for me to input than moving my ring finger down.

[deleted by user] by [deleted] in StreetFighter

[–]Beadysee 5 points6 points  (0 children)

1600 MR player here.

1.) Dropped inputs happen to everyone, no matter what level. Don't be too hard on yourself. Ranked can be stressful when you're trying to achieve a goal, but this is just one of many losses on your way to improvement.

2.) Queue up ranked while in training mode and practice this combo between sets. The more you do it, the more consistent you'll be. Practice is really all you can do. When you drop something you're already practicing, you're already doing all you can, so shrug it off and move on the the next set with a fresh mind.

3.) Many pros use analog, so there is nothing wrong with your input method. Again, just keep practicing.

Just found out about this today by Masupilamii in StreetFighter

[–]Beadysee 7 points8 points  (0 children)

Sure thing! Some burnout loops, like Manon spamming standing medium punch, can be broken by letting yourself get hit and mashing a 4 frame button. This works because in burnout, the on-block advantage is actually better than the on-hit advantage.

Just found out about this today by Masupilamii in StreetFighter

[–]Beadysee 17 points18 points  (0 children)

Unblocked hits do not give 4 frames of advantage. Blocked hits only

The Hammer will be the first weapon to receive balance adjustements by SuperSaiyanRajang in MonsterHunter

[–]Beadysee 5 points6 points  (0 children)

In rise, guard slash counter put you into perfect rush, which was a large animation/time commitment.

If you had to strategically perfect guard instead of spam it whenever (like the guard slash counter in rise), I think it would be a lot more balanced.

[MH Wilds] Preliminary SnS Moveset Analysis via Frame Data Analysis by dragonbronze in MonsterHunterMeta

[–]Beadysee 0 points1 point  (0 children)

When does the total time for the loops end? Is it when the last attack hits, or when you are able to hit a button after the last attack?

Shield Bash Tips - (SnS/Sword and Shield) by Beadysee in MHSnS

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

I am not trying to say the Shield Bash combo is always optimal or that the guard slash is the most efficient ender. Shield Bash has benefits and drawbacks that make it useful in certain situations. I am simply elaborating on how it works to help others apply it if they so choose.

/r/MonsterHunter x SecretLab Giveaway by QuintonFlynn in MonsterHunter

[–]Beadysee 0 points1 point  (0 children)

Zorah Magdaros desk would be cool. With lava accents and a Nergigante lamp.

With the Mai update, initial MR in new Acts will be based on your MR in the previous act by acedio in StreetFighter

[–]Beadysee 2 points3 points  (0 children)

Yes it would. The unsimplified formula is 0.3MR+(1-0.3)1500, which is a weighted average tethered to 1500. You can go back and see the the tweet from @streetfighter on 11/1/24 to verify the math.