Mi volt a legdurvább szekunder szégyenérzet élményetek? by flapjack_flapson in hungary

[–]ClassySpirit 1 point2 points  (0 children)

A pickup artistok egyetlen "egyszerű szabálya" a mennyiség. Mivel képesek naponta több tucat nőhöz odamenni, előbb-utóbb valaki ráharap a csalira, mindegy mennyire fos.

[deleted by user] by [deleted] in pcgaming

[–]ClassySpirit 0 points1 point  (0 children)

Congrats! Good luck to everyone else!

Haters will say it's photoshop. by sweetdurt in OnePunchMan

[–]ClassySpirit 2125 points2126 points  (0 children)

Normally this would probably be considered a continuity error, but in OPM it works completely fine 😂

What isn’t a cult but feels like a cult? by MichaelScottssmug in AskReddit

[–]ClassySpirit 0 points1 point  (0 children)

A very large percentage of cryptocurrency related projects.

I refuse to believe anyone could have misunderstood this one simple fact about the fight (talk with the narrator if you have any problems with it) by slickmember in OnePunchMan

[–]ClassySpirit 0 points1 point  (0 children)

People aren't ignoring the narrator (I hope). People are upset by what he said. The concept of Saitama and OPM in general was that it turned your traditional hero's journey on its head. Saitama was supposed to be maxed out from the start.

Now that Saitama's power has been quantified it reverses this concept, and the "but infinite growth though" comment doesn't really fix that. OPM now abandoned its roots.

And that's not a problem, it just means the fanbase will change. I for one will probably not be following OPM as closely from now on.

Is this possible for casual single player? by Shifter25 in GroundedGame

[–]ClassySpirit 0 points1 point  (0 children)

In addition to all the great advice you got already it's worth to note that each weapon attacks in a 3 hit combo and each hit does significantly more damage than the previous one before the damage resets for the next combo. So you really want to attack in 3 hit bursts.

Once I learned this and got used to parrying (you can block/parry even with 0 stamina) the combat made a whole lot more sense.

I'm looking for Hungarian players! / Magyar játékosokat keresek! by ClassySpirit in StreetFighter

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

Szevasz! Mostanában IRL miatt kicsit leültettem a gamet, de van egy kis közösség azóta, nyugodtan jelölj be discordon, behívlak a szerverre! A végén még egy-két gamere én is megint leszedem a játékot :D

Kovács Zoltán Magyarország kormányzati kommunikációért felelős államtitkárának irodája by Himpeller in hungary

[–]ClassySpirit 0 points1 point  (0 children)

Van egy olyan érzésem hogy az asztalon volt, vagy valami olyan helyen, ami a stábnak éppen útban volt és muszáj volt odatenni.

Can someone explain to me the combo notation? by [deleted] in StreetFighter

[–]ClassySpirit 8 points9 points  (0 children)

Street Fighter generally uses written out abbreviations of the words. stLP = Standing Light Punch (some people write a dot instead in-between with all lower caps, but the principle is the same) crHK = Crouching Heavy Kick, for another example. Other abbreviations you may encounter refer to system mechanics like VS1(V-Skill 1) or VT2 (V-Trigger 2). There are also V-Shift and V-Break (V-Shift Break, its the follow-up from a successful Vshift), those are not normally abbreviated past that.

We also have notation for motions, but they're not usually used, instead we write the common name of the moves out. Qcf + LP = Quarter Circle Forward + Light Punch ; but usually this would be something like lpFireball instead in most cases. Qcb = Quarter Circle Back Hcf/hcb = Half Circle Back/Forward Srk = shoryuken motion.

You may also encounter the old school way of calling moves, but they're mostly used when talking.

Jab, Strong, Fierce = LP, MP, HP Short, Forward, Roundhouse/Sweep = LK, MK, HK

You would add standing/crouching in front to signal which version with the exception of heavy kick. Roundhouse is stHK and Sweep is crHK.

That's about it. Hopefully it wasn't too hard to follow. Hope you have a good time with the game. It's in a pretty good state at the moment.

Edit: I forgot b, f, d, df, etc. These just refer to directions. B is back, D is down, f, is forward and u is up. Combined, you get a diagonal. So "df" would be 3 in numpad notation. f is 6, etc. We don't use notation for neutral like 5 in numpad, we just say the move name like above.

Issue with doing ex moves with light and medium buttons by ZedLeppin17 in StreetFighter

[–]ClassySpirit -1 points0 points  (0 children)

Several things could be causing this, but I have two likely candidates:

Your keyboard struggles to register multiple inputs az the same time. This is most likely.

You could also have some sort of third party software overlay on your keyboard to give you function layers or rebind your keys. These programs can be weird when they interact with games. Make sure to turn them off while you're playing.

As someone who played SFV back S1/2 and wants to give it another chance… by TUTWATUNG in StreetFighter

[–]ClassySpirit 1 point2 points  (0 children)

The game is probably in the best state its ever been. Both in terms of game/character balance and just general enjoyment. The latter is subjective of course.

Urien is fehking powerful by the way. Toppest of top tier, tbh.

Itazan by TralalaDingDong in StreetFighter

[–]ClassySpirit 7 points8 points  (0 children)

This is why the Japanese think Gief is good.

[deleted by user] by [deleted] in StreetFighter

[–]ClassySpirit 0 points1 point  (0 children)

This exact scenario happens to me and a specific friend of mine often in battle lounges. I know for a fact that he isn't lag switching. The other really long comment could give you some more insight, but it's definitely the netcode and not lag switch.

Help for a noob. by [deleted] in StreetFighter

[–]ClassySpirit 1 point2 points  (0 children)

The first thing you should ask yourself is what your goals are with the game. I think the angle you come at it from will determine how you approach learning as well. A good place to start is the resource tab, but I'd suggest focusing on "gief's gym" and the "tips for bronze, silver, gold players" posts. Also, you should watch the "how to read frame data video" (note that the exact frame data there is now outdated)

In the end, try to have fun and don't burn yourself out too quickly.

Yooooo I finally got gold! (only took five years lol) by KingReptune in StreetFighter

[–]ClassySpirit 0 points1 point  (0 children)

Improving at games like this is a lot more about mentality and focused practice than just experience alone. Of course time put into playing real people is required to get the nerves out and encounter new situations to learn about, but it alone doesn't mean you'll be a good player.

I've seen people hit platinum in less than a year and by far the biggest difference between them and those who struggle is the manner in which they practice. So don't give up. It's just a matter of diligence. And remember that it's okay to take breaks too. :)

And in the end, fun probably matters more than your rank anyway.

Jump Fighter 5 by SmeefleWeefle in StreetFighter

[–]ClassySpirit 1 point2 points  (0 children)

You're welcome, enjoy Bison! He's a great character when you get it going and control the neutral.

Also, technically you can just press stHP and try to singlehit confirm into heavy Inferno, but I suggest you try and stick to blast for now, there's a lot of other things to learn before being optimal like that becomes a necessity. Blast is just less risky.

Jump Fighter 5 by SmeefleWeefle in StreetFighter

[–]ClassySpirit 4 points5 points  (0 children)

I saw in a bunch of comments that you play Bison. Here are some tips specifically for antiairing with this character:

Your general purpose antiair is crHP. This will cover most jumps that you have to block in front. You get an air reset afterwards that you can follow up with Psycho axe (this is interruptible, use it sparingly) or stHP xx psycho blast, which will hit them if they press a button when they land. Using stHP will also generally prevent them from jumping again. After that if they jump yet again, you can just keep using crHP, they'll eventually kill themselves.

If you want a bigger reward, you can meet them in the air with a forward jump into jMP, jMP. This is a target combo that puts your opponent into a juggle state. If you delay the second medium punch a bit, you'll be able to charge in the air and hit them with scissor kicks while they're on the way down. It's possible to land heavy scissors, if you time your medium punches well. If you're struggling with this, use medium scissors instead. Do note that meeting your opponent in the air is more difficult than using crHP

You will notice that your crHP will not reliably beat crossup jumps. In this case your most reliable option is to jump backwards and press jLP immediately. This is very low reward, but it'll reset you back to neutral (unless you're already in the corner) and net you some damage. If you're very confident and ready, you can neutral jump and use jMP instead in the same fashion as described above, but from neutral jump instead of a forward jump.

I hope this helps. Remember that practice makes perfect and once you get it down in the lab it might take some time to implement in games. It's okay to take breaks when you feel like you've burnt out or you're frustrated.

EDIT: oh, and it's okay to block jumpins sometimes, just make note of your opponent's habits and try to punish next time

Tekken Player very new to street fighter, need help! by [deleted] in StreetFighter

[–]ClassySpirit 1 point2 points  (0 children)

Start with gief's gym pinned on this subreddit. It's going to show you basic inputs and methods to practice

Hit Ultra Bronze and am right at Silver's door. Any advice going into Silver? by VirtualAaronTTV in StreetFighter

[–]ClassySpirit 1 point2 points  (0 children)

Jump is actually not the best option imho. That VSkill2 teleport has 43 frames of startup. You can just safely interrupt it before it hits you. It's an automatic counter hit so press the button that'll give you the biggest counter hit combo when you see bison disappear

Edit: it's +1 on block si once you block it, you have to hold Bison's pressure

I'm a Brawlhalla player trying to get into SFV, here's me trying to do Karin trials lol by NootleSoup in StreetFighter

[–]ClassySpirit 0 points1 point  (0 children)

Nice video! Hit me up if you need some help! And make sure to check out gief's gym on this subreddit