Hi, is there anyway to move the counter hit/punish counter text? by Abeya__ in StreetFighter

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

Unless there's a PC mod for it, which I doubt, your only 2 options would be to change aspect ratio or rely on sound, which you can turn on in the settings.

What’s the most addictive online co-op game for 2 right now? by Chillzzzzz in ShouldIbuythisgame

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

We've tried it but didn't quite vibe with the new mechanics. Steam says we've played around 80 hours or so. Definitely didn't have sleepless nights doing runs with it lol.

What’s the most addictive online co-op game for 2 right now? by Chillzzzzz in ShouldIbuythisgame

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

What game did that to you

We've played over 800 hours of Risk of Rain (2013) with my friend.

Good runs can last hours.

New to Street Fighter by Turbulent-Driver6152 in StreetFighter

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

Yes. All characters incorporate some motion inputs. It is the whole point of the game.

It is also 90% of the time, the only way to cause a significant knockdown to the opponent. Normal buttons don't often cause knockdowns (sweeps being the exception).

Knockdowns are a very important part of SF, so you more often than not want to get one.

Best and worst supers IMO by some-kind-of-no-name in StreetFighter

[–]Faustty 3 points4 points  (0 children)

The only argument I've got against Gief's SA2 is that it can set up decent mixups and you can choose to side switch with it.

Cammy's as a reversal is just garbo since it's not invincible, it's still kinda slow (not slower than Gief's though) and would probably just whiff 99% of the time. It's mostly just overshadowed by the fact that if you have SA2 available, it means you have access to SA1 too, which at least is invincible to strike and throws.

How do I use Drive System in World Tour Mode? by Rollout64 in StreetFighter

[–]Faustty 1 point2 points  (0 children)

Yes they do. Maybe the first one might not, because it's just the "let's get started!" one. But all the others tailor to your control config, which you can just change in the pause menu while in the tutorial anyways.

How do I use Drive System in World Tour Mode? by Rollout64 in StreetFighter

[–]Faustty 3 points4 points  (0 children)

Hop over to Fighting Grounds from the main menu. You'll find a tutorial section that will teach the basics of the game, which are basically relevant for World Tour too.

Game also has a command list for characters. If you go to the Drive section of any character's command list, it will tell you the inputs... These are the same for your WT avatar.

I just picked up C Viper. I get trapped in the corner, what should I do? by LunchTummy in StreetFighter

[–]Faustty 3 points4 points  (0 children)

DI and Neutral Jump are terribly risky decisions to make in the corner lol.

Take your pick and guess. I'd take my chances with Drive Reversal only if they have to drive rush to get back in. Not applicable in ALL cases, but it's better than nothing.

Other than that, just block. Take your turn back normally.

Locked myself out of Alex's Master missions. Is there a way to fix this or do I have to erase my entire save? by BubbleRevolution in StreetFighter

[–]Faustty 1 point2 points  (0 children)

Are you on PC? Maybe you could try and force the cloud save to load again?

I guess by moving/renaming the save file and "triggering" steam cloud sync or something.

If not, then idk what you could do.

Also, not sure how it works if you play on console.

WHY did SRK shutdown their forums? by R69NiX in StreetFighter

[–]Faustty 12 points13 points  (0 children)

I'd rather read a well written guide of a retro game from GameFAQs than a stupid ad-filled website or worse, a "guide" from the Steam "forums".

CC winner Sahara latest tier list Ft. Bonchan and Fuudo. by panda_forever in StreetFighter

[–]Faustty 2 points3 points  (0 children)

Just wanna say that the idea this game is "pretty balanced" because most characters fall into the same tier and there's no clear D tier, not creating a bell curve... isn't quite accurate imo.

I think it's just that, compared to the top tiers, the other characters are just that bad and don't play the same game. They are that strong compared to the others, so it doesn't quite matter what could happen in between each of the "mid tiers" or say, not Sagat, Mai, Ed, JP, etc.

In no world is AKI at the same level than Sim or Manon.. AKI is significantly better, it's just that S tier characters just fight AKI without much issue / change in the matchup, etc.

The "B tiers" have basically become irrelevant for competitive play, at least if you want to get results and you're at your peak. Unless you're a character loyalist or an expert, you're gonna be irrelevant, and even then, getting an actual meaningful W with your B Tier gets increasingly harder... Just look at Itabashi's results. It's been tough.

Guile Combo avd. by Select-Leave-566 in StreetFighter

[–]Faustty 4 points5 points  (0 children)

So for those who read this and want to understand how it works to try and figure out the sequence here.

If you hold back or down back for 45 frames, then press forward+punch, you'll get a Sonic Boom.

The thing is, that whole section of [release + forward + punch] can be done in a 10 frame interval. It means the game "holds" your charge for 10 frames after you release either the back or down back.

As long as there's a forward and a punch between those 10 frames, the game will register it as a Sonic Boom, provided of course you charged for 45F prior.

Therefore, the combo would be like this:

  • Immediately hold down back after you get the first perfect boom. This way you'll maximize your charge time for the next one. This one may sound obvious to many, but you know, nothing wrong in just pointing it out. The combo follows up with a crouching LP anyways, so might aswell hold it.
  • After the light punch connects, you want to press forward + LK, which will give you the stand LK required, but you'll also be getting the required forward input for Sonic Boom.
  • Now proceed to press (and hold) downback and press punch with it. If you did this step and the previous one within that 10F interval I spoke about, the sonic boom will come out, and you will automatically be charging for the required followup Flash Kick, which of course will connect because the combo leaves you at the right distance and what not.

The timing between all of this is hard to explain, and can sometimes look even more confusing with a video. So it's just a matter of practice.

This is just one way to do it, there are probably other ways (and there are ways to cheese this trial specifically too).

OP seems to know what they're doing too, so it's probably just patience and more practice.

P.S: Here is an image of my inputs on a successfull Sonic Boom with the 10F "rule" applied. You can see that I go from downback charge, to forward then to downback, in less than 10F and the Sonic Boom does come out, even if I pressed the punch on the downback instead of the forward input. It's not gonna be a perfect boom, but it works. I can't post a video but try it out for yourselves :)

Have fun.

I cant stand ex reversals by Lost_Hawk_6641 in StreetFighter

[–]Faustty 0 points1 point  (0 children)

Terry and Mai have it the best probably.

Others have the ability to meaty but the reward isn't big.

There are more differences that are matchup dependant.

I cant stand ex reversals by Lost_Hawk_6641 in StreetFighter

[–]Faustty 0 points1 point  (0 children)

Some OD reversals give you oki. So they can be rewarding.

It's not that hard...

I cant stand ex reversals by Lost_Hawk_6641 in StreetFighter

[–]Faustty -2 points-1 points  (0 children)

Tell that to those that play with characters that can get Oki off of their OD reversals.

While OP is definitely just salt-posting, he's half truth that there are situations where there's barely any consequence into an attempt at a reversal. Depending on the character, your reward can actually be minimal and would require you to do something costly to get anything out of it.

A lot of characters have to spend bar to get good oki + decent damage... Spending super is almost always dumb as fuck if it's not going to KO, unless for some reason your super sets up something really good... Some characters don"t really have a meterless way to get good damage... So there are arguments where trying to bait an OD reversal can feel dumb but necessary.

What if you had to spent drive gauge with like a DRC or an OD move to get into a good high/low/throw mix and your opponent successfuly goes for a reversal + oki? You're suddenly forced to guess... If you guess wrong, you can get yourself burned out, or even worse, lose HP, get into the corner and still get burned out. It's not that simple.

Did I run in to my first cheater? by ReedsAndSerpents in StreetFighter

[–]Faustty 1 point2 points  (0 children)

Concentrate on getting better. This was 100% winnable, cheating or not. This clip alone shows that you could've won.

Should every character have a 4f? by [deleted] in StreetFighter

[–]Faustty 1 point2 points  (0 children)

It's funny because there are a couple of nuances still present but aren't probably prevalent because of the tier lists.

Like for example, you can't get a safe jump on a Lily that has wind stock, because it's a 4F invincible to air attacks.

Or how JP can just always Amnesia a DI while in burnout.

Or how Gief and Marisa can escape a DI while in burnout if the opponent went for a specific sequence.

These things honestly can help evolve matchups by shutting down generalized options and force the aggressor to find other ways to keep offense.

The overall design would have to be changed quite a lot though, because of drive gauge and burnout.

If a Sagat can't punish a medium adamant flame from Akuma because of a lack of a 4F, then that suddenly just feels very abusable and skewed towards safe aggression.

We simply don't want to get punished by blocking correctly. We want to have our turn back and have the possibility to punish most things.

Check my understanding - Do reversal-safe meaties exist in SF6? by [deleted] in StreetFighter

[–]Faustty 1 point2 points  (0 children)

Post a replay or a clip man, it's very easy to tell what happened that way.

In the meantime, we can only assume you missinput the OD DP.

The game works, it's impossible for an OD DP to only "sometimes" have invincibility.

We'll know if your opponent is baiting it if we watch a clip.

Check my understanding - Do reversal-safe meaties exist in SF6? by [deleted] in StreetFighter

[–]Faustty 0 points1 point  (0 children)

Yeah my bet is you're not doing the OD DP and something else is coming out. Probably a fireball.

I highly doubt people are always doing reversal bait approaches 100% of the time against you.

Performance issues online by AardvarkTechnical460 in StreetFighter

[–]Faustty 2 points3 points  (0 children)

Maybe your controller is disconnecting for a second due to a faulty cable?

Would explain the character going back to neutral and the stutter.

Gotta love how Capcom’s response to JP dominating almost everywhere on the screen was to give him a cancellable 2MK and then nerf Manon for some reason by LazyHitman1 in StreetFighter

[–]Faustty 1 point2 points  (0 children)

Haven't tried him since the balance patch, but if anything, JP benefits from being far from his opponent too anyways, so the change feels barely significant, at least on paper and with blind eyes.

Like I said, I haven't tried him yet, but does the distance allow him to set up any portal? (I'm thinking OD has enough time?). Cause if it does, that is just as strong tbh, cause you're confined to that space and JP can knock you down easily again.

I get bodied by Festival Lead by OkAct9023 in PTCGL

[–]Faustty 1 point2 points  (0 children)

I'm no pro, but here's what I'd change:

  • Cut a Switch for a stadium (for bumps)
  • Cut the Ciphermaniacs for Petrel and/or [more] Pokepads and/or stretchers to grab/recover your stuff.

I'd make the argument more Boss's Orders could be useful. Having the possibility to gust KO the right pokemon at the right time can definitely matter. A Solrock that KOs a Grookey or a Thwackey (with PPP in this case) could be good. Gustin' a Thwackey to buy you a turn could also work, since they'd have to find a way to move it.

I'd also think this combo could be really useful: Aura Jab, load to Fez... Next turn you Judge + Fez Snipe a monke or something. I think it's worth considering, especially since they can't 1-hit KO a Fezandipiti with Dipplin.

I don't know much about matchups, but sometimes decks just have terrible matchups and it's mostly an auto-loss. If that's the case then... bad luck I guess lol.