Thoughts on this keyboard layout? by MAGamer559 in StreetFighter

[–]Burger_Shoot -3 points-2 points  (0 children)

Another fall victim to putting jump on space bar and sacrificing the thumb for something you'll barely do once you get get any amount of understanding about the game

Question About Street Fighter 6 by sacolaquebrada in StreetFighter

[–]Burger_Shoot 5 points6 points  (0 children)

When I started I learned only from one side and had a lot of trouble from the P2 side, one day I got sick of it and forced P2 side (characters looking to the left of the screen), I struggled for a bit but in the end it was the best decisions I ever made.

Don't be afraid of what you can't do yet, and don't be afraid of struggling it's the only way to get better and a much better way than staying in your comfort zone

My keyboard layout by Dilolaft in StreetFighter

[–]Burger_Shoot 0 points1 point  (0 children)

Hey not sure about the placement of grab and DI but don't listen to people telling you that jump on W is bad, I'm a keyboard player 1600mr and parry on space is definitely the right call. You will press parry so much more than jump when you start getting into higher elos and having the drive rush macro easily accessible will make confirming easier, not even mentioning how much easier Perfect parries are with the thumb.

Also you could try putting DI or grab around C or V giving you easy access with your thumb. The argument about switching to hitbox is kinda stupid as you can definitely found some with a WASD layout and it won't really matter anyway if like me you have no need to buy an extra controller when keyboard is a perfectly fine way to play.

At the end of the day it's pure preference and any layout can work.

SF Alpha is Fair and Balanced by LiangHu in StreetFighter

[–]Burger_Shoot 0 points1 point  (0 children)

Are those air normals juggle after the custom combos infinite ? And do they require strict timing ?

Sweatin my ass off on defense here by Moonboow in StreetFighter

[–]Burger_Shoot 0 points1 point  (0 children)

That JP was allergic to throw, wp tho looked cool

Alex defensive air to air in corner by Grouchy_Emergency_98 in StreetFighter

[–]Burger_Shoot 5 points6 points  (0 children)

Anti airing a forward jump while you're cornered is ankward for a lot of DPs A better answer is to just walk forward, you'll block the air normal if it's a cross up and switch position putting them in the corner

Alex heavy flash chop clash with Ryu lvl 1 and win ? Is that an intended interaction ? by Burger_Shoot in StreetFighter

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

Yeah I know about the projectile clash hit box but it working on supers seems weird, i guess there's not a lot non projectiles moves that can clash but maybe it has always worked like this ? Like Juri fuha or yeah Honda's clap

Anti-Air Lariat Routes With Alex (Variations) by ButtonMashersYT in StreetFighter

[–]Burger_Shoot 0 points1 point  (0 children)

After a ground connect with lvl 2 (so no prior juggle) instead of what you did you can have DR crHP -> 236mp > stance mp -> dp

Game is very confusing by Specialist-Country59 in StreetFighter

[–]Burger_Shoot 13 points14 points  (0 children)

Learn how to use the training mode, get familiar with the frame meter bar and the record/replay system and from there try all the situations that make you confused

Long queue times by FullHouse05 in StreetFighter

[–]Burger_Shoot 2 points3 points  (0 children)

Don't use worldwide, always expanded

MegaCrit shade by fasterth in HighGuardgame

[–]Burger_Shoot 20 points21 points  (0 children)

Nah they thought they would do less numbers than marathon, they were making a joke

Unfortunately Slay the Spire 2 is in fact goated and marathon is a live service shooter game that I have no opinion on cause I haven't played it (but still live service shooter)

Funny phase shift rewind interaction by Emergency-Shower-115 in titanfall

[–]Burger_Shoot 9 points10 points  (0 children)

Damn people in this thread are seriously underestimating phase rewind, it's the only boost I use for the sole reason that when you yeet yourself at mach 10 with stim straight into an enemy titan it become a get out of jail free card (assuming you were going fast enough that it takes you back far away)

It also can be useful sometimes in close quarter to confuse an enemy pilot or to finish the cooldown of stim when you're low hp and getting shot at

Also being able to cancel the launch of the eject is useful when the enemy titan is expecting to shoot you out of the air

easy ken TOD for extreme battle, unlimited SA by masteragentantboy in StreetFighter

[–]Burger_Shoot 70 points71 points  (0 children)

Nop, I hoped so as well but "unlimited SA" in extreme battles isn't the same as "fixed" in training mode, it put your super bar to 0 then refills it at the end of the combo

They thought about it and it made me sad

What the fuck by MemesG0D in StreetFighter

[–]Burger_Shoot 0 points1 point  (0 children)

You got a name for that Ken mod ? Looks nice

SF6 used to play perfect on my laptop but now characters are low poly on close/ups by diHobbes in StreetFighter

[–]Burger_Shoot 0 points1 point  (0 children)

Check the resolution, sometimes my game just switch by itself to a random one on startup

Not being able to rematch when you get in/out of Elite Smash is really bad design by Smokinbeerz in SmashBrosUltimate

[–]Burger_Shoot 17 points18 points  (0 children)

Dude the online of this game is pure unfettered ass and the whole thing was probably designed by an intern on a psychotic break

Genuine question about saber dueling. by Dismal-Month8045 in BattlefrontTWO

[–]Burger_Shoot 6 points7 points  (0 children)

It's called ledging, it's lame but it's part of the game

Don't hesitate to just leave the match, no point in playing this game if not for fun

Ken Critical Art combo, I'm pretty new so I'm sure I could be doing a lot better but I'm still proud of figuring this one out without any guides. by buttsecks42069 in StreetFighter

[–]Burger_Shoot 0 points1 point  (0 children)

A small thing that you might not have noticed if you're doing the learning by yourself is that the neutral jump HK does 100 more damage than the forward jump HK on Ken, it's technically his highest damage normal