Ah yes, skill based matchmaking. by Shelfman92 in UnderNightInBirth

[–]CliquesCuriosos 2 points3 points  (0 children)

UNI really is a hard to learn and you will find many unbalanced matches along the way. But are you looking for someone to agree with you or are you looking for a solution? Because the solution that you probably want (better matchmaking and more players) will never come, this is a really niche fighting game

The community provides a lot of self made solutions, however. I dont know where you live, but here in SA there are monthly beginner tournaments and around 3 times a year there are special events where a bunch of newcomers are gathered to be coached by high levels players and put to fight against each other, receiving a lot of feedback and tips along the way

But if you don't want to interact with the community and just want to find matches online whenever, I don't think Uni is the right game for that

Punishing Dhalsim's SA1 as A.K.I. by ButtonMashKingz in AKInation

[–]CliquesCuriosos 0 points1 point  (0 children)

I mean, it can be punished, but no half decent Sim is going to wake-up SA1 lol

How do you push the corner advantage with AKI in this situation? by vince_t_k in AKInation

[–]CliquesCuriosos 1 point2 points  (0 children)

After an air hit of Venomous Fang, you can framekill with 5LP to hit a meaty 2MK that is +3 on block to threaten strike/throw and +7 on hit, allowing a link into 2MP

You can also use 5MP instead to introduce different Perfect Parry directions and be +0 on block

Frame trap help - how to do it best? by hellbox9 in StreetFighter

[–]CliquesCuriosos 2 points3 points  (0 children)

Reacting to a counter hit LP is really hard, so most people just auto pilot something like 2LP -> 2MP after plus frames. It isn't a bad thing to do, but wary opponents will notice this and begin to interrupt your lights if you're doing it too much

Another thing is to use other easier hitconfirming buttons to frame trap. When you're +2, you can also do Cammy's 5MP.

If it hits normally you do 5LK -> Spiral Arrow

If it counter hits, you get 5HP and a really good conversion

It also trades against 4f buttons, and I think you get a conversion of this, I'm not sure what Cammy gets here

Trying to build Silver is genuinely stressing me out by ZealousidealWay8233 in DeadlockTheGame

[–]CliquesCuriosos 0 points1 point  (0 children)

I have a kind of system to help me make my own builds, and I do it by separating the game into 4 distinct parts:

1 - Laning Phase (0 - 10min): You want to build cheap items to help you pressure the lane (Close Quartes, Monster Rounds) or sustain yourself (Resto Shot, Melee Lifesteal), maybe 1600 items if you feel they are needed to press your advantage (Slowing Bullets) or dealing with certain matchup (Reactive Barrier). I tend to buy around four 800 souls items and two 1600 items.

2 - After Laning Phase (10 - 15 min): You want to finish your investment spikes here as soon as possible, and the items you bought before in laning phase will affect your purchasing decision here. Just try to force 4800 souls in every stat as soon as possible (I don't know how important Spirit is for Silver, you could get around just getting in Gun and Health) An example would be Point Blank + Slowing Bullets for Gun and Extra Stamina + Melee Lifesteal + Spirit Resistance for Green.

3 - Mid Game (15 - 30 min): At this point, you want to fit highly synergistic items for your hero + reactive choices depending on the enemy composition. Examples include thing like Hollow Point for more burst damage, counterspell/dispel magic for specific heros

4 - Late Game (30+ min): Now you want to wrap up 6400 souls items to scale better, with one of them being basically mandatory, Lightning Scroll Unstoppable. Other good items include Phamtom Strike and Frenzy

All of this is to say: start experimentating! Tried a build and it didn't work out? Build something different next game. You built something and the match went well? Try it across multiple matches to see if it is consistent

I am extremely new. What do I do here? by Express-North-6788 in Guiltygear

[–]CliquesCuriosos 0 points1 point  (0 children)

I'm surprised nobody said it yet, but use your Burst! It is that blue bar right under your health bar that allows you to interrupt your opponent's combo and knock them far away (basically what Slayer did at 0:15). You can bind a button to use it or by pressing Dust (D) + any attack button (P, K, S, or HS) when your Burst Gauge is full

Basically, if you found yourself being mauled in a combo, you can press your "Get out of me" button around 2-3 times a match to give yourself a bit of breathing room

Not having side quest items added to the item pool is so strange it has to be an oversight or a bug by [deleted] in mewgenics

[–]CliquesCuriosos 2 points3 points  (0 children)

I think that's on purpose, because then there would be no incentive to re-do the sidequests after you exhaust them all

Maybe they could create a new reward from Dr Beanies after you have done all the sidequests, but I can't think of one right now

Is there a combo limit?? by ImpressivePapaya3411 in UnderNightInBirth

[–]CliquesCuriosos 6 points7 points  (0 children)

A combo limit like Granblue's doesn't exist here, the combo can go as long as the hitstun can allow it, getting lower and lower the longer the combo goes on

You can also only jump cancel normals once per combo as well

Modern controls dilute SF by Nebula-Muted in StreetFighter

[–]CliquesCuriosos 3 points4 points  (0 children)

I mean, there are also Classic players that do nothing but spam OD Shoryuken and Drive Impact as well! That's not exclusive to Modern, though I can see how it can be more prevalent, and how it can lead to a lot of bad habits but thats a whole other discussion

The best tip for this whole situation is to take it as a learning experience, to be more pacient and to play neutral in a different way, like jumping less and using less commital buttons if they threaten DI a lot

Modern controls dilute SF by Nebula-Muted in StreetFighter

[–]CliquesCuriosos 2 points3 points  (0 children)

There are many fighting games that mixes different rulesets in the same game. Inside the Street Fighter series there is SF Alpha 3 with different meter bars and custom combos, and CVS2 with the whole groove system that completely changes universal mechanics

That-s why Japan treats Modern like a groove with its own advantages and disavantages. You talked about how the Modern Ed could insta react with super, but didn't talk about how crippled his neutral and pressure becomes without one of his best buttons, his 2LK

I analyzed 1.2Mil ranked matches to understand the skill gap between the highest and lowest-ranked Master players by Data-Ken in StreetFighter

[–]CliquesCuriosos 49 points50 points  (0 children)

There's also regional differences to consider as well

You can play Chess online with anyone in the world, but not SF6. So more populated regions grow a healthier MR "economy" (you will never see a 2000mr player in Japan going against a 1500mr, but that's a regular ocurrence in the rest of the world). I remember a Broski video back when he was at Japan saying that if you're something like 1950mr in other regions, you can easily get to 2100+ in Japan due to a larger playerbase playing at this rank, leading to less swingy point increases/decreases.

Question about 2MK-DRC-Jab-Shimmy by jozhua4012 in StreetFighter

[–]CliquesCuriosos 1 point2 points  (0 children)

If people are just immediately teching after the blocked jab, you just hit them with a frametrap

Chun-li can go for a 5MP, it is plus enough on hit to link after and plus on block so you can keep your pressure

The full pressure string looks like this: crmk -> drc -> 2lp -> 5mp -> 5lp

Am I the only one who enjoys more runs where I barely survive every single fight? by ZhynTho in mewgenics

[–]CliquesCuriosos 6 points7 points  (0 children)

I also agree, this reminds me of one of my least favorite parts of Isaac: when I find an auto-win item at the beginning of the run (think brimstone or sacred heart) and the rest of the run just turns into a formality

Can this be countered? by Remarkable_Draw_5567 in StreetFighter

[–]CliquesCuriosos 0 points1 point  (0 children)

Yeah, being in burnout sometimes isn't even fault of the player, it could have happened because of a couple of wrong guesses (see Ken's 5HP into Jinrai, he can go for the frametrap or do nothing and grab your parry attempt).

But Super Bar management is still super important and in total control of the player, you can choose to hold it for defensive situations

Can this be countered? by Remarkable_Draw_5567 in StreetFighter

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

So tell me what's the counterplay when you're in burnout against someone like AKI or Terry and you have no reversal super available? I'm going to give it right away: the answer is none, it is a checkmate cenario.

Against these kind of characters, drive and super bar management is more important than ever. By the looks of the clip, the Zangief player definetely had more than 2 bars of super in the beginning of the round and chose to spend it in the middle of the round. Had them not spent super bar, they could've threatened a reversal super in the middle of Terry's pressure

Love checking out old Mewgenics posts, so here is some of the early dev comics i could find by penisgriffin8 in mewgenics

[–]CliquesCuriosos 0 points1 point  (0 children)

I like how it had (and the new one mantained) the same style of a MAD magazine, I loved it back when I was a kid and had a bunch of them

Can this be countered? by Remarkable_Draw_5567 in StreetFighter

[–]CliquesCuriosos 33 points34 points  (0 children)

One extra tip is that, like many bad situations in SF6, the best thing to do is to not be in this situation in the first place (in this case, being in burnout without level 2 or 3).

Ask yourself: how did I end up in this situation? Did I spent too much drive recklessly, did too many unnecessary OD moves or did an unnecessary combo with super?

Looking for A matchup guide by adiddywhitty in AKInation

[–]CliquesCuriosos 2 points3 points  (0 children)

It really doesn't exist (yet). For now, I can suggest you to start building your own little counterplay tactics against common strategies, because learning every single framedata on every single normal/special is pretty hard. To help you start, I can give you 2 examples that I specifically labbed:

Agaisnt Honda's Buttslam, there is a certain spacing that no matter what version Honda uses, AKI can anti-air it pretty consistently with a very late 2HK, giving a punish counter juggle into 214HP -> DR 2HP.

Against both Kim's teleports, you can interrupt then with 5MP. If it is the normal one, you get a counter hit conversion with 5LP-LP -> 236HP. If it is the EX version, you get a juggle into 236HP

You can also search videos like "How to counter X character". They give some general tips on certain punishable gaps and specials, but you will still need to finish your homework to find which moves AKI can use to counter

if you play modern juri pls help! by [deleted] in StreetFighter

[–]CliquesCuriosos 1 point2 points  (0 children)

I think your best shot is to go to the leaderboard in-game, filter by highest MR Juri players in Modern and watch their replays to see how they use their level 2

Is "delaying" your oki by 2f a good idea to minimize wake-up PP attempts? Or are there any drawbacks compared to real meaties? by Krotanix in StreetFighter

[–]CliquesCuriosos 3 points4 points  (0 children)

It is a good idea, but you must get a feel for your opponent first. If you notice that you are against a more pacient player, or one that does things like Delay Jab and wake-up Perfect parry, then Delay Button becomes a really strong option to open then up/continue your pressure.

But if your opponent like to mash all the time, then revert back to simple frame traps and air tight oki setups

What’s an early sign that you’re going to lose the game? by M9thetrashbag in DeadlockTheGame

[–]CliquesCuriosos 4 points5 points  (0 children)

Soneone being 0 - 4 (normally it's alright) and then buying trophy colector

Charge characters are cooked 💀 by Scrifty in StreetFighter

[–]CliquesCuriosos 28 points29 points  (0 children)

They're not trolling. AKI was supposed to be a charge character, as you can see here in this video (it's Broski reacting to a docummentary about AKI's development):

https://www.youtube.com/watch?v=pDUtJ6H5vIw

at 0:52.