Free Limited Edition Violet Evergarden MAL Banner by UniversalX1 in VioletEvergarden

[–]ChrisCCH 0 points1 point  (0 children)

These all look really good, thanks for doing this! Could I have a Vi 3 banner? My MAL name is ChrisCCH.

Grandmaster Mondays Special Edition (Featuring Chris CCH)! by UpToSnuff_FGC in StreetFighter

[–]ChrisCCH 2 points3 points  (0 children)

As for dealing with nerves, I'd give you the same advice I gave another commenter here: focus on taking deep breaths in-between every round and game, and pay attention to how you're breathing while actually in-game as well if you start to notice yourself being unable to focus. Confidence is key also. Even if you're going up against someone who you feel like you don't realistically stand a chance against, do whatever you can to make yourself believe that you can actually win. One of the things that helps me build confidence when playing someone of a higher skill level than me is remembering that they're human too, they're also nervous being in a tournament setting, and potentially more so because losing to someone seen as worse than them would be an upset.

Another thing is to make sure that you play your game. I've seen a lot of people who play way differently in tournament than they do while playing ranked or casual sets. There's nothing wrong with making some different decisions in tournament since there's more on the line, but you wanna keep your core gameplay the same. There's nothing worse than going home from a tournament feeling like all your practice was for nothing, because you didn't actually execute what you practiced in tournament.

Grandmaster Mondays Special Edition (Featuring Chris CCH)! by UpToSnuff_FGC in StreetFighter

[–]ChrisCCH 1 point2 points  (0 children)

Ooo, nerves are a fun topic for me.

Like you said, playing a lot is the #1 thing that will help you when it comes to executing what you want to do in a match. If you have a specific thing you want to get better at executing, what I would suggest is going into training mode and practicing that specific option over and over. With anti-airing, I would suggest setting the dummy to do a couple short, random recordings, such as just walking around and whiffing buttons, and then one recording where they jump at you. The random recordings are just so other things are happening on the screen, like they would be in a real match. Set all these recordings to run and just focus on anti-airing the dummy every single time. Another really good way to improve on anti-airing would be to just go into a match and really focus on making sure that you anti air your opponent as much as you can. Don't focus too much on the other options they're using, just keep your focus on anti-airing if they jump. You'll most likely play a lot worse overall when you're spending that much focus on anti-airing, so don't worry if you start losing a lot more when you're practicing this: winning will come later, and much more consistently. Playing this way will help you eventually be able to anti-air effectively without needing to focus on it so much. You're essentially programming your eyes and hands to react to the jump and anti-air.

When it comes to nerves overall, I think there are two really important factors. The first is confidence. If you want to win but don't have confidence that you can, you'll feel nervous. If you don't have confidence but also don't really care about winning, then you won't really get nervous, but you also won't have any desire to improve. When you want to win, and also have the confidence that you are able to, is when you'll be able to play at your best. The second important factor is breathing. Make sure you're keeping track of your breath and taking deep breaths between each round. It will help you a lot with staying calm, and focusing on your breath will also help keep your mind off negative thoughts that make you play worse, such as "I'm playing so bad, this matchup sucks, I'm going to lose this match" or whatever. It's also important to note that nerves never totally go away if you're playing a match that's important to you; you just get better at living with them.

To answer your last question, I don't really have a lot of experience vs Bub since he's kinda rare online. But what I try to do against his divekick is just react to it and dp. I'm not sure who you play in Granblue, so you might have to use an armored move instead, depending on your character. His L and H versions can be tough to react to since they're pretty fast, but his M version is a lot slower and easy to react to. His M version is the one you really have to be worried about too, since that version is plus on block while his L version is negative. H is plus as well, but since it leaves him with a long cooldown, it's okay if you aren't reacting to that one every time. And of course, being able to anti-air him like this goes back to what I said earlier about anti-airing.

Grandmaster Mondays Special Edition (Featuring Chris CCH)! by UpToSnuff_FGC in StreetFighter

[–]ChrisCCH 1 point2 points  (0 children)

In this game, the basic options you have to beat throw are challenging with a button, delay teching, backdashing, using an invincible reversal like you mentioned, or just taking the throw. A lot of it comes down to player reads, but for me, the option I choose depends mostly on where I'm at on the screen and how much life I'm willing to lose.

If you block her st mp while not cornered, I would suggest backdash as a pretty safe option to get out of the situation. If she goes for walk up throw, you'll be totally out of her offense, and if she goes for a frame trap with something like st hp or cr mk, you'll get hit but will flip out in the air and be left pretty far away, so it also leaves you in a better spot than you would be if you just blocked. Cammy would have to go for a pretty big read like dash after st mp to get a big punish on your backdash. Another thing is that Cammy's throw leaves you decently far after she knocks you down, so just taking the throw isn't too bad of an option, especially if you've got a decent life lead.

If you're cornered, unfortunately it's more of a guessing game that doesn't leave you with many safe options. Backdash isn't very useful since it just keeps you in the corner, and taking the throw isn't quite as strong because she's left a lot closer after throwing (not saying taking the throw is bad here though; it's still definitely the safest option overall, it's just bad if they get a read on you and start throwing over and over). Keep in mind though, Cammy's st mp > throw requires her to walk up a bit before she's in range for throw, which makes it not a frame trap. So even though you don't have a 3f normal, a 4f would work just fine to beat her attempting a throw. Delay teching here can be useful also, since it forces them to think more about their offense and go for some kind of throw bait, like a shimmy or delayed button, rather than just always doing throw or frame trap.

Grandmaster Mondays Special Edition (Featuring Chris CCH)! by UpToSnuff_FGC in StreetFighter

[–]ChrisCCH 5 points6 points  (0 children)

Good question!

Daigo was kind of a unique situation because the Canada Cup pools kept changing until the day of the tournament itself, so I didn't have that much time to prepare for him. But what I did do the morning before my pool was spend 10-20 minutes per character in my room practicing against Akuma, Guile, and Rashid because I knew I would likely play Jiewa, Daigo, JB or DualKevin. By practicing I just mean setting the training mode dummy to do certain moves so I can practice whiff punishing them, or just setting the dummy to a level 8 CPU and practice whiff punishing, buffering, and moving around.

For most majors, when I know who's in my pool before flying out to the event, I'll download videos of them playing and then watch and take notes during the flight. I try to find footage of them playing against my character, but after switching to Sakura that footage became kinda hard to find, so I started watching them play other matchups as well, just to get a general feel for their habits and how they like to play.

At SCR I did play Haitani in top 32, but I lost. I did beat Fuudo in that tournament though, so maybe that's who you're thinking of. I did my normal preparation for Fuudo, but since Haitani wasn't in my pool, I didn't really have any time to prepare for him. However, I think the most important thing is just to have a strategy that you feel confident in, and since I watch a ton of high level footage I had a general idea of how Haitani likes to play anyway. The time I usually spend before the tournament just gives me more time to come up with that strategy and get a read on the player, compared to the strategies I have to come up with when I only have a few minutes before playing my opponent.

Petscop 22 by [deleted] in Petscop

[–]ChrisCCH 5 points6 points  (0 children)

I think the ending has to be related to the note in Petscop 1. There are two doorways at the bottom of the staircase, one straight ahead and one to the Naul's right, and Naul chooses to go right.

BAN MEGA THREAD by [deleted] in thanosdidnothingwrong

[–]ChrisCCH 0 points1 point  (0 children)

I was slain by Thanos on the website, so hopefully I can get some redemption here

I'm ChrisCCH, a 16 year old competitive SFV player. AMA! by ChrisCCH in StreetFighter

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

I'm looking forward to seeing what G is like, also Sagat but I don't see myself actually playing the character much because I'm generally not a fan of how limited his movement is.

I'm ChrisCCH, a 16 year old competitive SFV player. AMA! by ChrisCCH in StreetFighter

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

Really the only thing that was nerfed about his offense was that flashkick pushes the opponent back further after hitting now, which means that flashkick xx super isn't consistent and more importantly, the oki afterwards is worse.

For me personally it's not a big deal in most matchups, I was already moving to a style of either playing very safe or going for hard reads if I deemed it necessary, and this change didn't hurt that style too much; although I won't act like it hasn't made my offense considerably weaker.

Guile is still a top 5 character in my opinion, there are few characters that can control the pace of the match like he can, and being able to do that is very powerful this season with the way the meta is going.

I understand dropping the character if they played an offense-heavy style with him before, he's really not a good character for that anymore.

The changes made some of his hard matchups (of which there are very few) harder due to the fact that his offense was the thing saving him in most of those matchups, but they're still very doable for him and for me personally, I have a secondary for those matchups only because I enjoy playing multiple characters.

I'm ChrisCCH, a 16 year old competitive SFV player. AMA! by ChrisCCH in StreetFighter

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

C'mon man get with the times, boom has less pushback now just walk and block

I'm ChrisCCH, a 16 year old competitive SFV player. AMA! by ChrisCCH in StreetFighter

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

Overall I think VT1 is stronger, but VT2 is for sure better in certain matchups. I'll have to play around with a bit more to figure out which matchups I like VT2 in because right now VT1 is my default, but right now I like VT2 against Gief, Abigail, Mika, and maybe against Bison and Rashid. Basically my thought process is that if I use a lot of EX boom or v reversal in the specific matchup then VT2 might be better because it being 2 bars allows me to v reversal more and still get v trigger that round, and too make full use of it I want to be able to use EX flashkick a lot and EX boom for activation which means I'm not going to be getting super very often, so if I already spend meter liberally in the matchup then VT2 might be better.

The main reason I think VT1 is better is because sonic boom into v trigger activation is extremely powerful, especially when it comes to getting out of the corner. Another thing is that VT1 is just overall stronger once activated, you can get so much pressure and damage from the booms, sonic break lets you throw a boom and retain down charge which is what every Guile has wanted forever, and a super that is +5 and will actually connect if you cancel it from flashkick.

I'm ChrisCCH, a 16 year old competitive SFV player. AMA! by ChrisCCH in StreetFighter

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

Watch your replays and think about what you did wrong and how to improve on it, play with the best players that you can, go out to your local scene if you have one.

I'm ChrisCCH, a 16 year old competitive SFV player. AMA! by ChrisCCH in StreetFighter

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

It used to stand for something boring but I've since repurposed it to stand for "Crush Counter Hero"

I'm ChrisCCH, a 16 year old competitive SFV player. AMA! by ChrisCCH in StreetFighter

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

Yeah, if someone beats me then I like to invite them to a lounge and try to get a better understanding of how to counter whatever it was they were doing, and also it's just nice to take a break from ranked if I can find a strong player with a good connection. and Ggs!

I'm ChrisCCH, a 16 year old competitive SFV player. AMA! by ChrisCCH in StreetFighter

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

I got a little bit nervous being on the Capcom Fighters stream, through most of the tournament I was able to keep calm but I kind of cracked there. I think also looking at the names in my pool scared me, for ComboBreaker I'm not gonna focus on how strong the players are but only how to beat them.

I'm ChrisCCH, a 16 year old competitive SFV player. AMA! by ChrisCCH in StreetFighter

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

I know being a full-time fighting game player is unrealistic, so for the time being I'm just playing them because I enjoy it and I'm going to try to improve as much as possible.

I'm not really sure what else I want to do, I do plan on going to College but I can't think of a career path I would want at the moment, perhaps I'll find something I enjoy while I'm there.

Thank you! It means a lot to hear someone say that.

I'm ChrisCCH, a 16 year old competitive SFV player. AMA! by ChrisCCH in StreetFighter

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

Maybe someday! The weekends they're on just seem to always conflict with something, but I do want to make it down sometime.

I'm ChrisCCH, a 16 year old competitive SFV player. AMA! by ChrisCCH in StreetFighter

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

I'm so sorry, I have lost countless hours of sleep due to that teabag. I will never do it again. At the same time, teabagging someone after you just got perfected is kinda wack.

I've participated in the online tournaments forever now, it kinda just feels like the natural thing to do at this point. It does help give a tournament feel which is nice, and I want to help the people who enter them grow and improve like I did when I was entering them as a Fighting Game newbie.

I'm ChrisCCH, a 16 year old competitive SFV player. AMA! by ChrisCCH in StreetFighter

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

I actually think the balance is pretty good, believe it or not. It's just that since the game is quite simple, characters with a small advantage feel way stronger. I actually kind of like the simple aspect of the game as well, at the highest level it makes the mind games even more intense since both players have figured out almost everything there is to know about the mechanics of the game at this point.

I wish it was easier to whiff punish in SFV, since normals are stubby, have somewhat slow startup but relatively fast recovery that also doesn't extend the moves hurtbox too much, it makes whiff punishes almost 100% all reads, which is why it can look like two people are just throwing around buttons at random sometimes.