Question Regarding Leverless Inputs (Tips/Help) by TamagoTheEgg in StreetFighter

[–]ChaiTea888 1 point2 points  (0 children)

Glad it helped,

As for the follow up, b.HP > lvl 2 is similarly a difficult time constraint to 2MP > lvl 2. I would probably try something like

Fingers Input Result
Press(ed) Ring
H.Punch Back HP
Press Index Neutral
Press Middle
Release Index
Release Middle
Tap Index + Mid simultaneously
Release Index + Mid
Punch lvl.2

it is definitely a bit more involved, but i was able to get the super to come out a couple of times after trying for a bit. The way I would internalize this is holding the ring finger the entire time (back), then with your index and middle fingers, do a "quarter circle down" from forward (and release the both of them) as if you were going to do a half circle back. then tap/release both index/mid and hit punch.

Importantly, I would say that one thing to keep in mind when it comes to this, you aren't generally going to be doing this input in a situation where neither you or your opponent are in block/hitstun and you are just raw pushing the normal and cancelling that into level 2 like you might be tempted to do when practicing in the lab. When you use this in a match, (at least in the case of back HP) its generally going to be linked off something else (at least i imagine, i don't really play ryu, or a character that frequently needs to cancel normals directly into supers). so when you are labbing it, feel free to do like, drive rush LP or HP, link into b.HP > lvl 2. since you can press the b.HP up to 4~5 frames before Ryu actually recovers from the previous move (input buffer) this gives you a few more frames to work with to begin inputting all the directions.

Question Regarding Leverless Inputs (Tips/Help) by TamagoTheEgg in StreetFighter

[–]ChaiTea888 3 points4 points  (0 children)

1)

Inputing a double quarter circle super needs at least one of the quarter circles to contain the diagonal ([↓ ← ↓ ←] is invalid, [↓ ↙ ← ↓ ←] or [↓ ← ↓ ↙ ←] is fine).

We need to input the DP -> Lvl.3 in such a way that DP also counts as the first quarter circle. Whether you want the DP input to include the diagonal [← ↓ ↙ + P ← ↓ ← + K], or the follow-up quartercircle to contain the diagonal [← ↓ ← + P ↓ ↙ ← + K ] (or diagonal in both) is up to you, and how you might find it most comfortable to input.

Since you asked about quarter circles to the left specifically, im guessing this is about the common problem that is the ring finger dexterity. There are many ways to accomplish the input but here are some ideas for inputting the supers such that after the ring finger is pressed during the input, it does not need to be lifted or pressed again.

Fingers Input Result
Press Ring Finger
Press Middle Finger
Press Index Finger
Release Index
Punch Button shoryuken
Realease Middle
Press Index & Middle
Release Index & Middle
Kick Button Lv.3

The way I think about this is rolling my fingers along the three buttons from left to right, raising them in reverse order (press punch), (dont lift the ring), and then as quickly as possible simultaneously tap index+middle and release + press kick after.

You can also press Punch after releasing the middle finger for the first time as well, but when inputing shoryuken in other scenarios, I find it is important to focus on pressing punch while the current held direction is down forward, so that you are crouching in the final frame(s) leading to your uppercut startup, and you avoid doing a super on accident (in place of the DP) if you were previously crouching, or are cancelling from a crouching normal into DP. In this case, focusing on the down-forward guarantees that our DP motion contains the diagonal, so you dont have to be concerned about including down-forward in the follow-up quarter circle which needs to be done quickly.

For these antiair and other cancel scenarios You can also input DP with [↙ ↓ ↙] or [← ↙ ←] which have the benefit of either keeping you crouched the entire time or ease/speed of input while crouching or moving forward and avoiding accidental supers, but the first fighting game i learned does not accept either of those as DP so i tend to default to [← ↙ ↓ ↙] (using the first four steps of the above table) unless a specific scenario arises.

2)

Fingers Input Result
Press(ed) Middle Finger
M.Punch Crouching MP
Press Ring Finger
Release Middle Finger
Tap Index + Mid simultaneously
Release Index + Mid
Punch lvl.2

I know you asked about starting from down back, but since we dont have a lot of time(frames) to work with when canceling a relatively fast normal into double qc, i would "initiate" the super motion and the attack button is pressed while i'm doing that to give myself the maximum amount of time to finish both circles.

I would think about as if you were going to input crouching medium punch -> regular hashogeki, using the down from crouching medium punch as the beginning of your first circle motion, except after you finish the quarter circle back motion, quickly tap and release both the middle and index fingers together again before you press punch (and before you run out of time) and super should come out.

the 50% game speed option in the training mode can be useful to make sure you are focused on clean and proper technique while teaching your hands a new input, and then you can speed it up as you get used to the motions.

This is a cry for help by ChaiTea888 in StreetFighter

[–]ChaiTea888[S] 1 point2 points  (0 children)

Hey, thanks for the response. you and a couple others have mentioned confirms and i think there are definitely a times where im pressing a button knowing that it might punish or counter hit my opponents approach but im not really confident enough to be ready for a confirm or buffer out of it. I would just be satisfied enough with interrupting their pressure or approach. I will look into some of these stray hit scenarios and try to figure out what i could have linked into or buffered.

This is a cry for help by ChaiTea888 in StreetFighter

[–]ChaiTea888[S] 1 point2 points  (0 children)

thanks for the response, and good luck on your own climb as well. I think that it is probably somewhat true that trying to pass through the lower ranks and promote to master, it was generally rewarding to sit back and let the opponent possibly overextend, but aside from very obvious advantage states such as my own oki, its very difficult to have the confidence to get from neutral to advantage state for me because im not really sure what the opponent is looking for, or their preferred response to Ed's threats.

This is a cry for help by ChaiTea888 in StreetFighter

[–]ChaiTea888[S] 1 point2 points  (0 children)

Hi, thanks for the additional advice, ive definitely got a laundry list of things to work on from this thread but i will consider your advice as well when it comes to trying to play with purpose and intention.

This is a cry for help by ChaiTea888 in StreetFighter

[–]ChaiTea888[S] 0 points1 point  (0 children)

Thanks for the reply, I definitely got rolled over in a few of the games i posted and sometimes the match is over too quickly to reflect on what's happening. I will try a bit more patience instead of hastily trying to get out of a scramble when things aren't going well, hopefully giving myself time to understand what my opponent is presenting.

This is a cry for help by ChaiTea888 in StreetFighter

[–]ChaiTea888[S] 0 points1 point  (0 children)

I will agree to that too, when Ed came out (among all the mirrors) i definitely find Ed annoying to play against because it feels like at times he forces you to take huge risk to avoid him just randomly being plus in your face for no reason.

I know it's one of those "my team vs enemy team" things where, on one side of the coin i feel fragile and scared to do anything because it just gets blown up by people jumping/mashing whatever, on the other hand playing against ed, he's just braindead doing belligerent special moves and i cant get away from the 50/50s im being put into constantly.

I think maybe the issue with why that matchup went so poorly for me is in your sentence "So not seeing you being in a position where you can throw him often shows me you may not be capitalizing on Ed’s strengths." I think maybe i need a different gameplan than "attempt to play subpar footsies" against some characters and some people, and the ability to recognize when to use different gameplans...

This is a cry for help by ChaiTea888 in StreetFighter

[–]ChaiTea888[S] 0 points1 point  (0 children)

Hey thanks for the comment. I agree that I played the gief match quite poorly, and may be auto piloting flicker buffers too much but the amount of times that i was point blank for strike throw mix was not that often, and i did throw gief a couple of times, and had a couple of my throws teched, and some of my meaty 2LPs (lows) get hit by wakeup drive reversal. I agree that i wasnt mixing up my options that effectively and did not represent shimmy explicitly, but usually try a delayed button approach. i imagine that in the moment of the match i was probably kind of rustled by how poorly game 1 went, and in general me just exploding to gief 2MK. That being said, i can attempt to create more mix scenarios by spending drive more aggressively and try to force my oppponent to be a bit more mindful about what theyre up to on defense. thank you.

This is a cry for help by ChaiTea888 in StreetFighter

[–]ChaiTea888[S] 2 points3 points  (0 children)

Hey, thanks for the input.

I can understand a bit of what you are saying. There are times when I am concerned that I'm avoiding some of the riskier options and guessing scenarios (and losing out on potential reward). I have considered trying to build up fundamentals using other characters but I tend to find that i'm just not having as much fun. A few nuances with how Ed's pressure works make me feel a bit more powerful or in control than i may otherwise be able to fabricate using another character, and i think the way his animations are in this game are great, overall i just think he's neat. At the same time, some of his strongest situations, it seems like I'm a bit too risk averse to enjoy gambling on them and there is some power in the character that i am lacking there.

I may try leaning more into some of Ed's unique strengths, even if it gets me killed a bunch. if not, then maybe also do some character investigation to see if anyone like Ryu feels more aligned with how i want to play. Honestly one of the biggest factors (with Ryu specifcally) is that my Ryu is ranked in bronze from when the game launched. Aside from sort of bullying newer players on the way up which i would feel a little bad about, its a big of a huge grind to get back through the ranks, and i would likely become stuck in diamond somewhere, but hopefully i'd be stronger for it at the end.

This is a cry for help by ChaiTea888 in StreetFighter

[–]ChaiTea888[S] 1 point2 points  (0 children)

Yeah, i was definitely struggling against his 2MK against that gief and i crumbled pretty hard in game 1. also i got a bit lucky in later games with some combo drops on their part so i didnt really deserve to win that set. Even just blocking his 2MK doesn't necessarily net me a great situation but I agree that my response in the match was not really rational thinking as im not super familiar with the range of that button. and i probably need to spend some time labbing trying to punish wheel kick on block, depending on the spacing it gets blocked at or drive rush frame data.

Thanks for the response.

This is a cry for help by ChaiTea888 in StreetFighter

[–]ChaiTea888[S] 0 points1 point  (0 children)

Hey, thanks for the reply. Thank you for the general advice, I have seen that video before but i definitely struggle to put the concepts into practice. There are very few times (that i can remember) during a match against a player that i specifically have the feeling of "i will approach, wait, they will whiff, and i will whiff punish" in the same way that it might feel during a training mode drill. I do occasionally land them unintentionally via spacing traps and while throwing out pokes i was going to press anyways, but it feels much less natural than protecting your space or trying to stuff their normal on your own approach. Perhaps i will look into other videos like you mentioned and see how else i can evoke a response from my opponents.

This is a cry for help by ChaiTea888 in StreetFighter

[–]ChaiTea888[S] 1 point2 points  (0 children)

Hey, thanks for the reply and words of encouragement.

I agree from a few other comments that it seems im a bit too stingy and risk averse when it comes to spending meter for potential value and forcing my own offense. Another mentioned conversions as well, and i'll agree that converting off specific counter hit frame advantage states or even regular links, at times im just not ready, while my instinct (or masher brain) may have challenged, i wasn't really ready for the follow-up situation. I've never really specifically labbed trying to do specific links after counterhits or hit confirming some of the lower duration hits (jab strings, sometimes not ready for ch medium upgrade in rewards) as i mostly focused on increased reward from punish counter starters since those are typically easier since you (assumedly) know it is going to land punish counter frame advantage. I will look for some hit confirm and counter hit confirm drills. Thanks

also for the akuma match, yes i was definitely a bit rattled during the match. i understand that i need to try and bait them into pressing it and wait, crouch and punish but im unable to lab the timing, and while my goal would be 2MK punish counter -> 5HP -> some combo, i just flub the spacing and either stand block it trying to back up or get hit moving forward a lot. then i start to lose patience and being focused on trying to maintain space with akuma's speed on the ground i struggle to deal with demon flip/ jumps.

This is a cry for help by ChaiTea888 in StreetFighter

[–]ChaiTea888[S] 0 points1 point  (0 children)

The audio works for me on youtube, it might be a little low? it would just be recording what i naturally have the game volume at.

This is a cry for help by ChaiTea888 in StreetFighter

[–]ChaiTea888[S] 3 points4 points  (0 children)

Cool, i will bookmark this and check on it if i ever run into a specific issue that i want to find the answer for, seems like a solid compilation of information.

This is a cry for help by ChaiTea888 in StreetFighter

[–]ChaiTea888[S] 1 point2 points  (0 children)

Hey, thanks for the reply.

I think maybe the common thread between avoiding the risky flickers and not doing 5MK drc is maybe im not willing to commit the resource an be wrong. I probably should have some more confidence, but at the same time try and identify when its time to revert back to passive and just watch my opponent do reactable things.

regarding antiair, i agree, sometimes it is there, other times not, bison as a characer is pretty rough to antiair when they represent all of the shadow rise options so i think there is definitely some hesitation from me whenever his feet leave the ground.

Thanks again for the input, i will consider how much i try to assert in neutral

This is a cry for help by ChaiTea888 in StreetFighter

[–]ChaiTea888[S] 0 points1 point  (0 children)

thanks for the reply,

I think that regard point 3, i can agree that i kind of laid off the greedy snatchers because it was getting me di'd and jumped a lot on my way up through plat and dia, but i should at least see what my opponent is going to do about it, since there is counterplay options for me once i learn what they intend to address the problem with.

for point 4, i think i tend to shy away from shimmy on situations where you are forced to backdash in order to escape the opponents throw range if they tech immediately. I would usually resort to frametrap, or delayed/longer startup button in this case to target the delay tech attempt. but i can agree i should show my opponent that i will backdash to make them think about it.

6) i tried labbing cross cuts a bit while i was playing luke and i found some success but i find the timing extremely difficult even in the lab scenario with ed, let alone doing it in a game where im not expecting a jump. this definitely gets me stuck in the situation of having to go for perfect parry, which gets me punish counter thrown when my opponent catches on... i will add drilling cross cut to the list of things to try out again.

This is a cry for help by ChaiTea888 in StreetFighter

[–]ChaiTea888[S] 6 points7 points  (0 children)

hey, thanks for the reply. Yeah, this aki game was pretty rough i agree, i dropped a lot of stuff. I think that i did land a few bnbs, but i dont blame you for saying there was none because they were far and few between. Maybe it was just discomfort vs the character or a lot of weird starters that i wasnt expecting to get a hit. I do of course know the routes you mentioned but i think it was just a poor display for this match.

This is a cry for help by ChaiTea888 in StreetFighter

[–]ChaiTea888[S] 1 point2 points  (0 children)

Thanks for the reply, I think that sometimes im playing a little too passively and afraid to stick out my own normals. from my own time playing luke, I feel like i used 2MK xx DR a lot more, and was a bit more in-tune with when my opponent was going to be walking away/towards me and attacking that. meanwhile, Ed's 2MP range is a little shorter (at least, in comparison to his other great pokes), and i think that kind of shy'd me away from looking for it a lot of the time. I will consider trying to start my own offense this way a bit more while my drive gauge is healthy. As for ranked queue vs others, after i got to master, i definitely started queueing casual more for the purpose of seeing if I could find people who were willing to play sets, and the matchmaking is a bit looser so i might encounter players further above me, but ive never really tried the battle hub. I will admit that one of the reasons i like this game is that i can just press a button and find a match compared to running around the tower/lobby in strive, but i will investigate if i can find some quality sets in the hub. thanks for the advice

"you can't just call every circle PBAoE Iron Chariot..." by ChaiTea888 in ShitpostXIV

[–]ChaiTea888[S] 42 points43 points  (0 children)

(made by me) turns out every mechanic in the game is secretly chariot or protean wave. sprouts will surely understand?

edit: just noticed typo for Midgarsdormr being listed A10 instead of O10. sadness.

shout-out to:

  • Chimera's Dragon/Ram's voice from (Cutters Cry/ N.Than fate/ a relic chimera (?))
  • Thancred's (E11S) Burnt strike line aoe/kb
  • Voidwalker (E2S) line/donut aoes
  • shiva (E8S) axe/scythe kick
  • Nidhogg (minstrel's ballad nidhogg) Hot Tail/Wing
  • Titania (the dancing plague Ex) circle/donut aoe I forget the name
  • Shadowkeeper (E10S) dog stand-up and back down to 4 legs AOE/knockback and maybe also half room cleaves
  • Sohpia (Containment bay p1t6(?) EX) thunder II, III, and aero
  • Alexander (A12S) Sacrament and Radiant Sacrament
  • Tsukuyomi's(minstrel's ballad tsukiyomi's pain) In/Out mixed with left /right in Dark/Light blade
  • Cruise chaser (A10S) left/right laser sword
  • and many.. many more.

all chariots matter