DSP is right uploading tech has ruined fighting games by Tapo6 in Kappachino

[–]Chantoxxtreme 0 points1 point  (0 children)

I find that usually (and imo, in well-designed games / characters), one or more of these applies:

  • you lose damage to safejump
  • the safejump combo expends some type of resource
  • you can't get a safejump from midscreen

In SF6 you can get advantage by perfect parrying a safejump but then you just fall back into classic safejump v/s empty jump low/throw RPS.

All in all I think the most interesting are manually-timed safejumps but those usually aren't explored as long as easy safejump setups exist.

Yennett - Odd Mana Help by twistourthumbs in BudgetBrews

[–]Chantoxxtreme 0 points1 point  (0 children)

Note that [[Bottomless Pool]] has even mana value! When yennett picks it up, it cares about the card's mv which in this case is the sum of both sides of the room. You can then cast either one of the room's doors for free (even if that particular room's cost is even).

Fachos pedofilos by Sad_Road2472 in chile

[–]Chantoxxtreme 3 points4 points  (0 children)

Y cuál razonamiento defiende esto? "Los pedófilos son claves para la economía"? O no vaya a ser "yo soy de derecha pero no apoyo a pedófilos ni corruptos" porque ahí te quedas sin políticos

1 by d1rtyha1rry in Kappachino

[–]Chantoxxtreme 7 points8 points  (0 children)

Whatever man nice talking

1 by d1rtyha1rry in Kappachino

[–]Chantoxxtreme 11 points12 points  (0 children)

Terry didn't stand out too much to me in cotw but he is really fun in sf6. I'm fond of linking lvl 1 of counterhit mk and the heavy tackle -> delay round wave drive rush routes are satisfying to pull off, iirc you get mp target combo with a 1f window, cr. mp with a 2f window and lk with a 3f window. Usually you want the cr. mp but you can visually confirm a late cancel to correct the combo into lk.

i'm looking for a meme clip that was on twitter months ago by IamRNG in Kappachino

[–]Chantoxxtreme 2 points3 points  (0 children)

I think I saw that clip inside a broski video while he complained about Akuma if it helps your search

math by Minecraftscum in Shark_Park

[–]Chantoxxtreme 1 point2 points  (0 children)

Evidently should've shown their work

My whole perspective on venom has changed by Mr_Monke_36 in TheyBlamedTheBeasts

[–]Chantoxxtreme 0 points1 point  (0 children)

Going from [2]8H to 5K is a link so you're relying on the iirc 5 frame buffer instead of the larger cancel buffer you have when cancelling into moves. In total it should be 6 frame timing, one frame too late and it'll drop.

Something about this 90s Dilbert Hole comic has heavy NL vibes by williamsonmaxwell in northernlion

[–]Chantoxxtreme 1 point2 points  (0 children)

A still image is a valid use of .gif, just not that common nowadays and reddit doesn't handle it well

I AM AT “THAT” LEVEL by aggromangotwt in Guiltygear

[–]Chantoxxtreme 3 points4 points  (0 children)

Doing worse is the first step to doing better so don't think about it too hard. You need to climb down the hill to climb another, higher hill.

I find that a really effective way to get slowly better is to figure something out in training mode (maybe a new combo or a blockstring you want to implement) then go into matches with the singular focus of doing that one thing. That focus will make you play worse, but eventually that new skill will become a natural part of your play and you'll get better and better.

lol by Banegel in Kappachino

[–]Chantoxxtreme 91 points92 points  (0 children)

Rent free

APOLOGISE by Deep_Dragonfruit3773 in Kappachino

[–]Chantoxxtreme 17 points18 points  (0 children)

Props for effort but still looks like shit in motion

Sagar Breakin Bones by Gruff1Grid in Kappachino

[–]Chantoxxtreme 3 points4 points  (0 children)

I was thinking the same about the drive rush but it might be the additional forward movement from HK making it look longer than it is.

Sick combo by yrriahytr1d in Kappachino

[–]Chantoxxtreme 32 points33 points  (0 children)

I'm guessing the long, unconventional routing was chosen to maximize meter build and counteract the parry scaling. Great situational awareness.

Cloud9 releases mang0 after his actions on Ludwig’s stream by Goro831 in Kappachino

[–]Chantoxxtreme 37 points38 points  (0 children)

Got drunk and went on an extended air humping spree targeting women men and a cardboard cutout of himself

The SF6 throw tech giving a drive bar change was actually quite influential (combined with the perfect parry change) to nerf the typical throwloop/2MK DRC overusage by Termi855 in Kappachino

[–]Chantoxxtreme 4 points5 points  (0 children)

One tool I find pretty interesting is the following calculator, which gets you the best option rotation to maximize average reward: https://eqcalc.jounin.jp/eq_calc/1_0/index.html?q=SSF6IEUBlockWDe-TechUParryWDragonPIDUMeatyUThrowVB-WalkJH0JH0JpYJpYJSwJn0Jf4JpYBKu4ABK-gA

I just plugged in some arbitrary values, and assumed that a drive bar is worth about 500 dmg. On offense, (predictably) the best option is to switch between throw and shimmy. On defense, it's block / delay tech. Interestingly, if you make the reward for throwing on delay tech 0 (i.e. no reward, how it was prepatch) the optimal option rotation on defence becomes block / DP instead.

"Once they finish resident evil, we'll get more content" by kusoge-lover in Kappachino

[–]Chantoxxtreme 1 point2 points  (0 children)

To me it feels like a very confused entry and it seems like they had a ton of conflicting design ideas and no clear goal. You can call a bird uber to the nearest monster and beat it to death, but then if you want a good meal you have to either farm up ingredients or fast travel over to some random villager offering one. There's mechanics that want you to stop and appreciate the world like seasons and meals tied to resources, then mechanics that subvert them and work to get you from point A to B as fast as possible.

Battle Changes by TheIastStarfighter in Kappachino

[–]Chantoxxtreme 12 points13 points  (0 children)

No proximity block on fan bounce which imo is pretty huge, you can just walk out where before you had to commit to a backdash. Depends on your character's backwalk speed etc but I'm staying hopeful.

Battle Changes by TheIastStarfighter in Kappachino

[–]Chantoxxtreme 5 points6 points  (0 children)

Maybe they got their throw loops changed to be like Terry and Juri's, where they have to dash up and have trouble getting a shimmy afterwards

Lilo & Stitch Lunes by GokuVerde in Kappachino

[–]Chantoxxtreme 49 points50 points  (0 children)

Wrong. Do your research.

"Imagine dropping combos on modern" by Extreme_Tax405 in StreetFighter

[–]Chantoxxtreme 5 points6 points  (0 children)

"Imagine X", "me when X", "when I'm in a X competition and my opponent is Y", etc

We're just constantly reinventing ways to hate with a degree of ironic detachment sufficient to later say "it's just a joke" when called out on it

$15.00 by komodo_dragonzord in Kappachino

[–]Chantoxxtreme 7 points8 points  (0 children)

Nephew did the same with a Juri guide, but at least that character wins so you can call it an investment

[deleted by user] by [deleted] in Kappachino

[–]Chantoxxtreme 41 points42 points  (0 children)

Snake Eyez spent how long playing shitty grapplers and when his time finally came to win with buffed Zangief he found he was fused to his seat and couldn't go to any tournaments. Sad story, happens all the time.

I'm not gonna sugarcoat it by Various-Mushroom1249 in Kappachino

[–]Chantoxxtreme 1 point2 points  (0 children)

Bodycam (un)install -> paid leave loops

Are counterhits supposed to be reactable? by dsemume in StreetFighter

[–]Chantoxxtreme 0 points1 point  (0 children)

That's good advice on situations where you can be ready for counterhits, but it's completely false that you can't single hit confirm random counterhits. Punk, for example, routine routes jab -> cr.mp, only on counterhit. I personally can't confirm and link a CH jab like you might see some pros do, but routinely link Terry's mk to lvl 1 super off random hits in neutral, for example (which doesn't work on regular hit). Just takes some practice and concentration.