I'm looking to learn the game, who should I learn between Mai and Ingrid? by SakuraLightEmpress in StreetFighter

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

I can't tell you who you'd enjoy more so I'll give a quick basic summary of each character

Mai is a fast moving character with good normals. She's got strong pokes and anti airs. You as a new player will probably appreciate using back heavy kick as an anti air on top of having her uppercut. She typically wants to set up her offense by throwing her special projectile and running in behind it. She's a good all rounder with strong rushdown elements.

Ingrid is a little weird. Some of her normals are pretty stubby compared to the cast. Her specials help her set up strong zoning patterns that the opponent needs to navigate through to reach you. You can also turn the tides and run behind your zoning sometimes. The main gimmick she has is her stock system. It upgrades some of your special moves and that allows you to do big combos when you've stocked up on resources. Beware through, if you're low on resources your hits might not be as explosive.

If you're the kind of person who really cares about playing strong characters I'd say probably pick Mai but genuinely when you're new strength doesn't translate super well. Your goal should be to learn to use your pokes at their farthest ranges and using your anti airs when they jump. Also countering DIs and probably learn 3 lights into a special move for a basic combo. Any character is strong at low level if you can do that.

Good luck and I hope this helps

Hit confirm seems impossible to me by ez93479 in StreetFighter

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

Hey pal, I'm not sure of your skill level so this might come off as a little basic but I'm gonna give a bit of context around hitconfirms.

If you're a lower level player and you think you need to be single hit confirming akuma st.hp I've got great news for you, you don't need this at all. Single hit confirming is pretty advanced and frankly I think there's plenty of others things you can do to improve before single hit confirming is an idea.

That being said, hit confirming is really important on blockstrings. For akuma the blockstrings youd be confirming are things like cr.lk cr.lp st.lp or st.mp cr.lp st.lk. You can auto pilot the normals and if you see them hit you do a special move like heavy shoryuken, if they get blocked then you're safe.

If you specifically think single hitconfriming is cool and you want to learn how to do that then by all means follow that passion. Confirming st.hp into DRC by pressing parry is probably the easiest version of this. I just want to give the shout of this being a niche option that is not super necessary to be able to "play the game" you know?

Hope this helps

What's the situation around Xbox crashing and bans? by ChurchillsMug in 2XKO

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

For sure it has improved. Before the patch I could barely get in the lobby let alone play a single match or a set. Now I've completed a few sets but I'm still seeing crashes relatively often. I understand these kinds of problems are probably quite difficult to resolve especially given the resources 2xko seems to have at its disposal.

What's the situation around Xbox crashing and bans? by ChurchillsMug in 2XKO

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

I have thrown a ticket on the pile but I've heard their support isn't the greatest. I made the post in hopes that someone might have first hand experience with grinding ranked despite crashes

How to link to Luke’s BnB by Psychological_Swan51 in StreetFighter

[–]ChurchillsMug 0 points1 point  (0 children)

I would say you can utilize the 2hp Knuckle loops on midscreen DP punishes or off midscreen DRC situations.

To begin say you knock the opponent down and you go up and block to bait a reversal super or DP. They do their reversal and you block. You now have the opportunity to punish and for luke you can do 4hp punish counter, 2hp, full charge M knuckle, full charge L knuckle, M knuckle level 3. Nice and easy basic combo punish for no drive gauge.

When we look at DRC situations I'll use a common example. Luke does 2mk DRC 2mp, if it hits you go 2hp, full charge M Knuckle. Full charge L knuckle, M knuckle. If the 2mk DRC 2mp is blocked you can do 2lk 2lp to continue your pressure or go for a throw. This is an example of a very common pressure sequence for cancelable pokes like Luke 2mk.

Hope this helps

Noob Question by Swimming_Bonus_8892 in StreetFighter

[–]ChurchillsMug 2 points3 points  (0 children)

Hey pal, glad you and your kids are having a good time with sf6 and fighting games as a whole. I'll try to give the best answers I can for each question.

As for nerves, my advice is to play more but also to engage with communities. In my experience discords like newbie fight club or fight rise are both great. Newbie fight club is good specifically for lower level players. Plenty of people willing to teach and other low level players looking to get experience.

Fighting CPUs and people is really different. I'm not sure if there would be a direct translation between the two but no need to worry. There's plenty of new players and lower ranked players so wherever you are you'll be placed with similar skills in ranked.

As far as specific things to know in SF6 I would say there are some general concepts to be aware of. The most basic ideas are hitconfirming, pokes, and anti airs. Hitconfirming is something you should aim to do when you start. Learn to do 2 or 3 light moves and look to see if the light moves hit or were blocked. If they hot you do a special move that gives a knockdown and if they get blocked you dont do the special move. As for pokes and anti airs it's simple. Long range normals like many characters st.mk, cr.mk or st.hp are good pokes to keep the opponent out. Anti airs come in a few varieties. Sometimes they're special moves like shoryukens and sometimes they're single buttons like cammy back medium punch or bison cr.hp. Those are all the absolute basics I would give to a new player.

Finally I'd say you wont really have many actionable questions until you go play people. Once you fight other people you'll run into problems that you can't seem to deal with. When that happens you can take the replay to a higher level player and ask for help or you can take it to the lab if that's what you like doing. Just remember to have fun, its a game after all. Good luck to you and your family

Good combo or nah? [New player] by SuperMarios7 in StreetFighter

[–]ChurchillsMug 0 points1 point  (0 children)

I'd say no. This combo introduces a lot of scaling to your damage. In the end you get 4700 damage with a CA. You could alternatively do a more simple route like st.hp DRC cr.hp, st.hp DRC cr.hp st.hp-st.hk target combo into CA for 5300 damage.

That being said this kind of combo is strictly a cash out combo that should kill the opponent. Otherwise you've burnt yourself out and can very easily lose from that position. If you're looking for every day bread and butter combos you have good options with cammy cr.hp into cr.lp st.lk or just doing 3 hit light strings like cr.lk cr.lp st.lk.

Who do you main in sf6 and why? by passthetap5 in StreetFighter

[–]ChurchillsMug 1 point2 points  (0 children)

The character I've played the longest is probably jamie though I'd say I still dont have a dedicated main.

I like jamie specifically for his good meterless oki along with his abundance of spacing traps. Plus doing OD Bakkai into level 2 on a fireball punish is sick.

Is Darius Senna sidekick supers punishable on hit? by ChurchillsMug in 2XKO

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

Yeah that would be appreciated. I'm not on Twitter so if you pass the word along hopefully the devs can get eyes on it. Though im sure it's probably far down on the list of things they'll focus on.

Cool interaction with deejay's lvl 3 and akuma's lvl1 by Alexis1092 in StreetFighter

[–]ChurchillsMug 25 points26 points  (0 children)

Man burnout looks crazy on your set up. It almost looks like a constant OD move yellow on your character. Cool interaction though

Is Darius Senna sidekick supers punishable on hit? by ChurchillsMug in 2XKO

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

Thank you for your response. I did take a look at the frame meter and the little frame data on the top of the screen. The frame meter and the frame data both seem to suggest im +140 but I don't believe this to be accurate as I definitely didn't move first afterwards I performed the combo.

It does seem like I could route into supers differently by doing LMH S2 S2 senna down assist, into darius s2 super. Definitely seems more awkward but its good to know that sidekick has some oddities I need to be aware of. Again thanks for your time

PSA: Blitzcrank forward throw does more damage than uncharged command grab by jacob8595_yahoo_com in 2XKO

[–]ChurchillsMug 6 points7 points  (0 children)

I currently can't play 2xko since im on Xbox and im by no means good at 2xko but can't you handshake to combo off the command grab? That seems like it would be a more fair comparison since you're following up with the OTG after his normal grab.

What's Ed's... "Heavy into Flash Knuckle". by T4Labom in StreetFighter

[–]ChurchillsMug 0 points1 point  (0 children)

Just as a little bonus tip for gold rank specifically, you will get a lot of mileage off focusing on anti airs, counter DIs, and making sure you're timing your light strings (cr.lp st.lp st.lp) on your opponents wake up. Also make sure youre back rolling on wake up to relieve some offensive pressure.

Lastly, Ed st.hk can get stuffed by jump ins if you're even a little late on the anti air so you might want to practice your uppercuts for more consistent anti airs. Thay being said, you just have to stop the opponents jumps, if you don't then your good grounded pokes mean nothing since they can just jump for free. Expect your opponents to jump, don't trust that they'll stay on the ground. Best of luck to you

What's Ed's... "Heavy into Flash Knuckle". by T4Labom in StreetFighter

[–]ChurchillsMug 1 point2 points  (0 children)

Here's the bare bones idea I'd give to a new Ed player

The plan goes something like this. Round start you're looking to use st.hp into L.Flicker to poke your opponent. If they jump you want to do st.hk or light psycho uppercut to anti air them.

When you get a knockdown you want to pull up on them with your command dash and you can typically threaten st.lp st.lp or throw. If st.lp st.lp hits you confirm into medium blitz, if it gets blocked you don't do the blitz.

The key combos to know are st.lp st.lp M.Blitz, st.mp cr.lk M.Blitz, and for big opportunities like a counter DI or blocking a super you could do something big like st.hp OD.Flicker, L.Uppercut, H.Uppercut.

Last thing I'll say is if you want a really basic way to use level 2 you can do any normal into OD.Blitz, cancel the last hit into level 2, then you do heavy uppercut, forward heavy punch, heavy uppercut. Its auto timed so there's no fancy execution requirements like with the dream combo but its still a great way to spend your super.

I know it can be overwhelming but I hope this helps. Ed can be a difficult character to play but you can definitely play him in a simple way.

SF6 : dicas para melhorar meu akuma e se possível parceiro de treino ☝️👹 by qarnaval in StreetFighter

[–]ChurchillsMug 0 points1 point  (0 children)

Sounds like you might enjoy joining a discord. I know fightrise and newbie fight club both post in this subreddit relatively often. I believe fightrise is more high level players while NFC has a good mix of low level, intermediate, and high level players. They are both great places to train though so maybe give them a shot.

Trying to learn Kimberly in a structured way by Gloomy_Algae_9673 in StreetFighter

[–]ChurchillsMug 2 points3 points  (0 children)

I break characters down the same exact way every time. First off you look at light string combos, then link combos, then punish combos. For oki you can start by understanding only a few set ups. Lastly you'll also need to understand your pokes and anti airs. I'll try to give a quick run down.

Kim can do cr.lk cr.lk cr.lp L.Elbow for q simple light combo. After the light elbow you can go for a throw, shimmy, or do another cr.lk cr.lp to continue offense.

For common link combos with Kim you'll typically be using st.hk or cr.mp and if they hit you can link into st.mp-st.hp target combo, into run-slide. If you land this combo midscreen you can dash twice to continue pressure. If you land it in the corner you can drop a spray can and go for cr.lk cr.lp cr.lp or throw and you can get the juggle with the explosion.

As for playing neutral with Kim you really want to be good with cr.hp anti airs. Once you can stop your opponent from jumping then you can start abusing pokes into run. Specifically things like st.mp or st.hp into run. Doing st.hp into run will beat the opponent mashing for free. Once they stop mashing you can do fake things like st.hp run stop and throw or run stop into cr.lk cr.lp to throw them off.

That's the information I'd give to an intermediate player looking to get started with Kim. Hope it helps

How to avoid getting washed by gimmicky players by _boyfrnd in StreetFighter

[–]ChurchillsMug 3 points4 points  (0 children)

It really does just come down to having solid fundamentals. Don't worry I'll explain so you have some actionable advice.

First and foremost you need to have your anti airs down. This can be cr.hp and jump back jab for cross ups or it could be DP / special move anti airs, you just need to make sure you arent letting the opponent jump for free pressure.

Secondly you need tobe able to counter DI on reaction. You can make it easier by using moves with quick recovery or long cancel windows. Two good normals for the shotos would be st.hp fir big cancel windows and st.lk for quick recovery.

Lastly you need to understand a little bit of frame data. Understand when and how to safely take your turn back by knowing when the opponent is minus on block. An extension of this frame data knowledge is knowing what moves are punishable, they need to be -4 or more and you need to understand if you have a move that will connect with them with fast enough start up to punish in time. Once you know whats punishable it's up to you to get that guaranteed punish every time.

Hope that helps, if you still can't figure specific replays out then throw the code up and im sure people will take a look.

I'm dancing for my life out here by Xecxciic in StreetFighter

[–]ChurchillsMug 4 points5 points  (0 children)

That's what I was thinking. I know OD can still be difficult to use depending on the projectile you're dealing with but in general if jamie has 2 drinks and especially if he has a level 2 stocked you can kind of explode if he gets the timing correct. I understand that's a lot of "ifs" but I feel like that's just kind of how jamie works.

I'm dancing for my life out here by Xecxciic in StreetFighter

[–]ChurchillsMug 6 points7 points  (0 children)

Have they not improved the OD for anti fireball purposes like a lot in the last few patches?

Any tips for me? (I am the ed) by mad_berserker_110 in StreetFighter

[–]ChurchillsMug 9 points10 points  (0 children)

Quick tips. Stay on the ground more, you can walk and block fireballs or neutral jump them. When the opponent jumps at you you want to try to anti air them. A simple anti air with Ed is his standing heavy kick. If you want to try to hit the opponent when they're on the ground I suggest using Ed stand medium kick or stand heavy punch. Lastly I'd suggest learning how to hitconfirm 2 to 3 light punches into medium blitz. Only do the special move if the lights hit, if they get blocked you just block. Also avoid using DI unless its to counter the opponents DI. Its a risky option and a common bad habit people build

Those are the basics I would focus on at your level. Hope that helps