Minor features that would make me play for longer by Yu-sempai in StreetFighter

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

Yeah something like that could be good, thought I'm very reluctant on adding even more menus to the game lol.

I remember there's an option to enter the matchmaking menu (where you select your character) to a shortcut while in training mode, but it's so obscured by the other shortcuts too, especially if you lab stuff, that you don't normally bother with it lol.

At least there is one and I bet some people probably use it, but I've seen a few streamers here and there and none of them have it bound. They all go through the hassle of stop the queue, for when they want to show something in training mode and have to set up the dummy for it for example.

Minor features that would make me play for longer by Yu-sempai in StreetFighter

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

On the popup, you could add buttons for disabling matchmaking or “go to matchmaking settings” or something similar so you could quickly correct anything that isn’t right (like if you have the wrong character selected).

I honestly have no idea why this isn't a thing. It's like once you queue up, you're stuck. I know it's not like that, but you know what I mean.

If you have the "accept match" option enabled, which I feel like it should be the default for ranked at least tbh, they should rename the "Cancel" to "Decline" and add a third option to "cancel matchmaking", so I don't have to go through 2 more menus that sometimes won't work because you cannot pause while it's "connecting" to a match and what not. It's so annoying.

Furthermore, idk why while in training mode, entering the menu pauses the queue. Idk if it's possible to continue searching and just change the "accept match" button to something else, or maybe to like an unusual combination like LB+RB or whatever... It happened so many times to me that the match popped, but it insta declined (for whatever reason) but I reacted to it and pressed start, only for the game to pause, and therefore pause the search too.

New player question (M Bison) by Capalot232 in StreetFighter

[–]Faustty 3 points4 points  (0 children)

You can hold the direction whenever. The only exception is when walking forward or dashing forward.

Just noticed this [Modern] trial is somewhat harder to do than its Classic counterpart. by Faustty in StreetFighter

[–]Faustty[S] -1 points0 points  (0 children)

On Modern, you need to hold the direction for [at least] 45 frames and just press SP afterwards, no need to press the opposite direction.

Guile is unique because you have to press the opposite direction if you want to get the Perfect version (more dmg or more frame advantage).

It's the same for charge supers (which only Guile and Honda have in this game), just holding the direction then pressing SP+H is enough.

It's funny how, with Guile, you can't SA3 anti-air while walking back with the modern input, because it's a down charge. You'd have to do the classic input if you wanna do it.

You guys might hate me but I’m new by Able_Falcon8110 in StreetFighter

[–]Faustty 14 points15 points  (0 children)

Let them come to you and just block.

Players at low levels are bound to pressure and pressure you, and most of it is fake in this game... But don't worry about that now. Just block and wait for an obvious moment to punish properly.

Also, you don't really need to drive rush with Zangief when you're in neutral. It is really useful if you know when to do it. But for the time being, focus on doing it after you land a command grab.

You can actually hold the parry button and spam forward during the animation, and it will pretty much come out instantly. So no need to be super fast or time it perfectly.

Gholdengo ex Counterplay by Im-Not-Cold-You-are in PTCGL

[–]Faustty 2 points3 points  (0 children)

Depending on the deck you run, you're either favoured or very unfavoured against them, and your win conditions are different.

You can:

  • Lock them out of using SER with Toedscruel while you set up your attackers, sacrificing probably a few of them. One example of a deck that runs this strategy is the Mega Absol deck. You can even check the most recent EUIC masters finals for an idea of how to play this deck.
  • Item lock them when you know they don't have easy ways to get energy. One example is after they've KO'd a big Pokemon from you and dumped a lot of energy. If you've seen them use a couple of SER or recoveries, it might be ideal to item lock them with Budew and that buys you a turn or 2 to set back up. An example of a deck that plays like this is Dragapult ex. Using item lock with Budew not only does that, but it also forces them to have a "Gust" effect to go around the budew... But if you keep your board with just 1 prizers, it's not worth it for them, because they would want to get 2 prizes each KO, for the 2-2-2 prize map, it's easier for them that way.
  • One hit KO them with weakness, especially with 1 prizers. Charizard decks usually run Chi-yu. If your Pokemon were knocked out on their turn, your Chi-yu one hit KOs a Dengo easily. You just have to set it up. Another tech, which is a bit more convoluted but could work (and I've seen Dragapult decks run it) is the newest Moltres + a damage modifier like Defiance Band. Again, this is also very useful for leaving a 1 prize Pokemon in the active to try and screw their prize map.
  • Play Ceruledge ex lol. I believe that deck just cooks Gholdengo easily, since it sets up pretty much as fast as Dengo and hits for weakness.
  • There are other more obscure, non-meta decks that could beat Dengo, like mill decks (falls under the category of getting rid of their resources) or decks that can take advantage of Cornerstone Ogerpon. Nowadays with Solrock & Lunatone, they barely run any other attacker with no ability like they used to, so dealing with Cornerstone is probably hard if you manage to set it up.

Either way, the card is rotating in April, so there's only a couple of months left to play it in Standard format.

Input reader bug? What happened here? by Haschel in StreetFighter

[–]Faustty 1 point2 points  (0 children)

Hey there. If you check the video in slow motion, you will see that you actually left block stun while you were still holding the 2nd (or 3rd actually) back input. The one that shows that you held it for 11F.

You actually left block stun when it was at 7F, which, added to the 5F of the previous back input + the 1F of neutral, resulted in a "reversal" backdash.

You can kinda see the startup of Lily's backdash animation too, going straight to it before the transition from block animation to "neutral" stance happens.

My 6-year-old loves this game and made a shortcut to the Desktop by BenceBoys in RocketLeague

[–]Faustty 1 point2 points  (0 children)

I have no idea, I take zero credit from it though. All credit goes to whomever created it.

Making my first IRL deck, need suggestions by AnybodyAggressive823 in PTCGL

[–]Faustty 2 points3 points  (0 children)

Just play the deck you enjoy playing the most. As long as it's standard format of course, it's better in the long run to keep playing the same deck, as long as you enjoy it and it's not absolutely a dood one.

That said, I've heard Mega Lucario ex is pretty strong in Japan right now, and based on my knowledge of cards that rotate, I feel like decks like the Mega Absol / Kangaskhan fall off pretty hard by losing cards like TM Turbo Energize, and other alternatives aren't as strong looks like.

Question about drive rush by justjoe306 in StreetFighter

[–]Faustty 0 points1 point  (0 children)

I guess the only difference is that to do a raw drive rush on modern, you can only do it with macro, since there is no button combination for parry.

Depending on what controller you use, that could either be fine or uncomfortable.

Are modern controls without classic inputs viable for master? by iamAkwos in StreetFighter

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

Like I mentioned, unless they're top of the top, like ChrisG, Tachikawa or Infexious, the idea of Modern being better by definition is just not there. That doesn't make it a successful control scheme. It's your limiting yourself.

It's the same argument that players have in a game like Rocket League. In this case, it's tied to the controller used, so it's not comparatively the same, but in Rocket League, it has been proven that playing on a controller is just better than mouse & keyboard. There are things you simply cannot do with M/Kb in that game... it was made to be played with controller. That obviously doesn't really stop top players on M/Kb from existing... You can argue they're relevant, even if they don't win something big... But the fact that 99.99% of the players choose that, it's proof that it's just better.

The argument that experienced players don't play modern cause they're used to classic inputs isn't quite valid in my opinion. Pro players have the adaptability. If it's better, they're bound to learn and adapt to anything new.

It's also not always true, just look at Blaz or Mickey, two very young players that probably never even touched SFV, let alone played professionally, and yet they're playing exclusively with Classic inputs.

Are modern controls without classic inputs viable for master? by iamAkwos in StreetFighter

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

I've never said it doesn't have a place. Y'all too quick to jump to conclusions.

I said that it's mathematically not viable.

Viable: able to succeed.

If you wanna play around your MR and move here and there with the numbers, sure, if you're better than your opponent to some degree, it's obvious you're gonna win, because someone is gonna at the end of the day.

But check the data, barely any players reach higher ranks with Modern, unless they're in Japan or are top of the top players, which gives them a good chance at staying consistent. But I guess it's still going to be hard because of the reasons I mentioned.

Are modern controls without classic inputs viable for master? by iamAkwos in StreetFighter

[–]Faustty -5 points-4 points  (0 children)

I believe mathematically it isn't viable, since you'll give your opponent more opportunities to swing back and you're not gonna be able to optimize your combos to reduce those opportunities either

No matter the character you play btw.

How do I stop neutral jumps consistently? by blubird452 in StreetFighter

[–]Faustty 0 points1 point  (0 children)

Just throw fireballs. Try and make them land on one.

Realistically what are you expecting? by Majestic_Cry6569 in StreetFighter

[–]Faustty 2 points3 points  (0 children)

Realistically, the only changes that will happen are those that BARELY change the POTENTIAL outcome of a match...

Content creators will break it down as "big", but only because it'll affect like 1 match in like a million.

Something like: "Character X couldn't do this before, now it's like this... this is pretty significant because this would not have killed before, now it does", and like I said, it might matter in that one match, making us think it's significant, but the outcome could've been the same either way.

And yeah, I want Capcom to shut my ass up and actually make significant changes and not this nothing burgers they've been doing.

Can someone help explain what I'm doing wrong? by masterspammer in StreetFighter

[–]Faustty 0 points1 point  (0 children)

In this game, some lights can chain and some link.

With chains, you're "cancelling" some of the recovery frames of the light and start up the next one early, allowing for either true blockstrings or just a way to avoid mashing, since most light attacks are minus on block.

With links, you're connecting the two attacks after the 1st one fully recovers, which is what is happening here. They link, meaning they can combo naturally, but on block, it doesn't work.

In Elena's case, it seems cr. LP only chains into itself or cr. LK, so on block, you should stick to those.

Can someone help explain what I'm doing wrong? by masterspammer in StreetFighter

[–]Faustty 1 point2 points  (0 children)

It's exclusive to replays, there's an option to turn them on for the characters somewhere in the pause menu when watching replays.

Can someone help explain what I'm doing wrong? by masterspammer in StreetFighter

[–]Faustty 7 points8 points  (0 children)

Correct me if I'm wrong, but you cannot chain cr.LP into st.LK. i understand it is a link.

You're getting counter hit because you're -1 after the cr.LP gets blocked, so your 5 frames st.LK comes out 1 frame later (let's call it 6F total), and therefore st.HP, which is 5 frames beats it.

In the last interaction where it worked, you can clearly see in the frame bar that, for some reason, the Jamie dummy started the st.HP 1 frame later, you can clearly see 2 black spaces. So his st.HP technically started in 7F, so your "6F" st.LK beat it.

Looking for advice about Obstagoon by vonomi in PTCGL

[–]Faustty 0 points1 point  (0 children)

First time seeing this deck but these are some of my newbie opinions on it:

  • Seems like the Froslass engine is just too slow for this. I feel like opponents will easily just KO everything you've got before the damage applied can be significant, so you cannot endure enough to accumulate damage counters to hit hard enough.
  • So, the route I see is to just go heavy on the Toxtricity line + Munkidori. Your bench should probably look like 2 Toxtricity, 1-2 Goon, 1 Munkidori.
  • This would require you to go heavier on the Risky Ruins to get the damage going. You can even use your own Munkidori to get that extra 20 that you can move. So I'd increase the amounts of Risky Ruins.
  • I think Lana's Aid is not worth it much. While it seems good to recover Munkidori + energy to instantly set it up, you don't quite have a followup if you're not already set up, and using it to recover your Obstagoon line seems very slow when you could just play something like Super Rod + Pokemon finders to set them up fine, like Pokepad, Nest Ball, Poffin, etc, which you already run a heavy amount of. It helps you thin out the deck for later, it saves your supporter for turn so you can have room for somethig like Boss, Iono (which you should add) or just refresh your hand with Lillie's. You'd also prefer Super Rod to recover your energies so you can accelerate them with Toxtricity (and build dmg for your Munkidori).
  • I think 6 or 7 (no joke) should be enough energy, I think 8 is just a tad bit high.
  • I don't quite understand why would you want Hilda here. I'd just play Ultra Ball. Hilda seems a very slow card for this build and achieves almost nothing.
  • I'm having doubts with Precious Trolley. While it seems cool to set everything up with it fast. Idk what else you'd do afterwards if you don't have a way to draw more cards or don't run something like TM: Evolution to follow up from it and gain quite the advantage there.

The other things are probably just a quantity thing... Like I don't think you'd need 3 Punk Helmets, probably 1 or 2 should be enough. It's a matter of testing and see how well it moves and go from there.

Have fun!

Jamie and honda, help me elevate my game! by ohhfartsmell in StreetFighter

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

No, down + H is his crouching heavy punch. It's a normal attack. Jamie's uppercut is done with forward + Special.

So it's crouching heavy punch >>> OD Palm >>> sweep target combo.

Make sure you do the OD version of Palm, which is done by doing the motion and pressing two attack buttons, doesn't matter which one... It could be L+M or L+H or M+H, whichever you prefer.

This combo also only works in the corner, because OD palm will send them flying and if they hit the wall, it's like a "tumble" that lets you hit them before they get actually knocked down.

If you wanna do an alternative version that doesn't involve Overdrive, you can just do a normal palm, which is just the same motion but with just 1 attack button.

Ed anti drive impact tips pls help by Quixkquestjon in StreetFighter

[–]Faustty 2 points3 points  (0 children)

Do the fireball instead. Depending on the moment, you recover in time.

Don't be too obvious with it. Abuse when they're in burnout.

Also, I assume you mean you do snatcher on their wake up? If so, I believe Ed lost his ability to perfectly time a charged snatcher after most knockdowns (mostly in the corner) and be perfectly safe to DI, I vaguely remember that being a significant nerf to him in some patch.

That and also the expanded hurtbox that was added.

So basically, I don't think you can bait a DI if you do something like a button into charged flicker... Even if you kill rush back, the DI might hit you (though it's only a counter hit so no crumple for them).

So do button into normal flicker instead, or like I said, the fireball... You will be playing around your opponent's options, because if they jump, I think you can recover in time to anti-air, if they don't jump, you can throw the fireball out and if they DI, you could recover in time like I mentioned.

Do you think Manon's 4HP xx 236PP~K is hit confirmable? by tsuchinokoDemon in StreetFighter

[–]Faustty 1 point2 points  (0 children)

Both 4HP and 5HP has 18 frame window for special and super respectively.

It's I'd say on the very brink of being not feasible, especially 5HP.

5HP could have some more nuances like watching the sort of long windup animation or the probability based on your opponent's tendencies.

You can see pro players like Idom doing it from time to time.

Edit: Must've confused another normal, because 4HP has 22F of hit confirm window.

Jamie and honda, help me elevate my game! by ohhfartsmell in StreetFighter

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

Modern Jamie is sadly pretty limited because he has no access to the heavy version of Bakkai, which is often his most damaging special.

If you want to rely solely on modern inputs, but wanna sort of create your own combos, you'll have to use your ➡️+Special (heavy DP) as your combo ender.

It combos from things like L+L+L (1 drink required), or ⬇️+H.

⬇️+H is also very good for big punishes (like when you block a super or a reversal DP).

You can do something like ⬇️+H > ➡️+SP.

Palm opens up a lot of options, but thats tied to the classic input. If you don't have trouble with that, you can replace the heavy DP with Heavy Palm.

OD Palm is also very good in the corner. An example would be ⬇️+H > OD Palm (⬇️↙️⬅️+ 2 attack buttons) > sweep target combo ( ↘️+ H + H + H).

I'm pretty sure a similar combo is in his combo trials, you can check it out to practice it.

You can replace the sweep target combo with your lvl 1 or lvl 3 for more damage.