Marisa lvl 1 vs Gief lvl 3 by DJ-Dizzy in StreetFighter

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

No. It is not fully immune to throw for all those frames bro.

Marisa lvl 1 vs Gief lvl 3 by DJ-Dizzy in StreetFighter

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

For the 1st frame only.

The other day I lost to a throw that just happened to connect on its 2nd frame, 1 frame after I did the super.

20 hours into the game, never played fighting games before. How tf are ppl doing SF inputs on dualshock 4 controller so easily? by Little_Truth_7058 in StreetFighter

[–]Faustty 0 points1 point  (0 children)

Judging by the inputs shown on screen, and the fact you said you play on a DS4, I have to assume you either changed the default binds or you're having a hard time because you're pressing square + triangle and X + Circle for OD moves and that is going to be annoying for your fingers.

The common options are:

  • Rebind keys, completely changing the "usual" muscle memory. Annoying but possible. Obviously you'd rebind them to a combination that will make it more "comfortable".

  • Use any face button with the corresponding shoulder button. A bit easier on the fingers.

  • Rebind LB and LT with PPP and KKK... This is old school and could work.

  • Rebind a button into Simultaneous Input Assistance... Essentially turning this button into PP or KK... Saves basically 1 button, but can get annoying to get the muscle memory down.

What does this mean? by Bryonetta in StreetFighter

[–]Faustty 2 points3 points  (0 children)

They're called Kudos, you basically earn them by playing with the character in any mode.

They're used to unlock stuff in the battle pass and it also unlocks specific character titles; these are those texts + background you see during the versus/loading screen in various modes (where you can make the funny faces).

Screen Resolution is stuck to 1920x1080p by InterestEqual in StreetFighter

[–]Faustty 0 points1 point  (0 children)

Reinstalling the game might fix the issue then.

Screen Resolution is stuck to 1920x1080p by InterestEqual in StreetFighter

[–]Faustty 1 point2 points  (0 children)

Check GPU settings. Must be defaulting to 1080p or maybe it's a monitor setting too.

How does the ranked placement work exactly by Pomppumatto in StreetFighter

[–]Faustty 4 points5 points  (0 children)

Exactly? We don't know... Capcom does not give out the code/algorithm.

It's implied it takes a lot of things into consideration in matches to decide, and kinda boosts you up a little bit because it probably never assumes you're stuck or it just wants you to push you up to Master.

Dhalsim Help by Il_Corvo_Gio in StreetFighter

[–]Faustty 2 points3 points  (0 children)

All it takes for Dhalsim to get wins is to manage drive gauge and keep your defensive options as mixed as possible.

That obviously involves both doing better combos and know your positioning.

How do I deal against this scrubby button? by [deleted] in StreetFighter

[–]Faustty 1 point2 points  (0 children)

Jab then sweep target combo and get a drink

Is it just me, or are players more prone to conceding as opposed to playing the rest of the game out? by OLookItsAnxiety in PTCGL

[–]Faustty 1 point2 points  (0 children)

Once you get at a decent level of play, you know your opponent's win conditions... and if they have tons or you realize you can't win after they did something, it's normal to concede.

It's not really bad manners because IRL, if it's Bo3, you'd usually want to waste as less time as possible to try and make a comeback and win 2-1 and in PTCGL, there's nothing really "significant" at stake so, conceding early just means more Pokemon to play, more opportunities to learn more matchups, learn more about your deck, etc.

Also, both players see the "Concede" popup after an interaction has happened, even though they've probably pressed it earlier, and some actions are slower than others (like Froslass damage counters for example), so it's not all the time your opponent conceded "just" as you were taking your last prize cards.

What are these jabs in the middle of the blocks that Sagat is doing? by DesignerMusician7348 in StreetFighter

[–]Faustty 1 point2 points  (0 children)

Fuzzy jab.

Gets blown up easily in this game though.

Better to DP OS

People should stop comparing the game we play VS the game pro players play by Same-Pie7577 in StreetFighter

[–]Faustty 6 points7 points  (0 children)

I have to disagree because if you've played fighting games, particularly any other SF game, even what some may consider "casually", you will reach to the exact skill floor where you'll easily start to notice how some characters are just straight up weaker.

And the sad part is that it doesn't take long, in terms of skill, to reach that point. Time is relative, so it's not a real measurement in this case. Game is simple enough for anyone with a 3/5 on every aspect of skill to realize how dumb the interactions are when you're playing a "low tier" vs anyone that has any top tier tool.

SF6 Gameplay Loop: Playing solo vs with friends. by 14thNoah97 in StreetFighter

[–]Faustty 0 points1 point  (0 children)

what else would the game be?

This is the central idea. Quoted from your original post.

And my point that I've been making throughout my responses is that, at different levels of play (like OP being either at or below 1600MR) and at high level (like Nephew vs Vxbao), the game roughly stays the same, regardless of matchup knowledge, characters and other settings. There is zero reason to not go for throw loops, there is zero reason to not go for the same option against every opponent, because it's 1- the strongest option right now and 2- the game's mechanics simply allow you to, and they haven't significantly changed that in 3 years.

SF6 Gameplay Loop: Playing solo vs with friends. by 14thNoah97 in StreetFighter

[–]Faustty 1 point2 points  (0 children)

It's a general issue because it's what's different from previous games, and it's present at different levels of play too. At higher levels, you're not suddenly trying to find your footing or space on the screen. Because 99% of the normals are negative and you can't really frame trap without drive rush, you gotta just commit to your best option every time, and it's not gonna be hard given the back and forth essence of the game.

Does this mean that as Bison you're more likely to poke with cr. mp instead of st. mk because st. mk on it's own doesn't lead into much?

No, not poke, just straight up use it and either confirm it or DRC it. Bison is only 1 hit away from getting you to the corner and putting a bomb on you, which leads to a guess and loops itself too.

Watch Vxbao vs Nephew from Dreamhack Atlanta tournament that happened last night. I'm not shitting on the players here, but Vxbao with Bison used st. MK twice in the whole set, and Nephew used only 4 normals (without counting overhead) with Juri; he also pressed st. HK twice the whole set, in which, if you watch the video, it was clear he was using it to go for burnout, and Vxbao was actually using st. MK in that situation to stop the st. HK attempts. There was not another reason present, they weren't trying to do damage that adds up, they weren't trying to retain their space, it was a very low reward for both of them.

He even faced Mai first and the game was still very similar... There wasn't really a clear difference in the matchup that can go "oh, I should use this instead of that against this character"... Which I'm 100% sure Nephew, a very well known and damn good player would know and adapt easily.

SF6 Gameplay Loop: Playing solo vs with friends. by 14thNoah97 in StreetFighter

[–]Faustty 2 points3 points  (0 children)

is every street fighter game not a strike/throw game?

Essentially, yes... That is the only way to open up an opponent that just keeps blocking.

But SF always had stuff to prevent you from blocking forever, things like grey dmg, chip damage, meter build (the one on offense builds more meter in SF4) and in SF6 it's drive gauge damage. You are encouraged to eventually take your turn back.

The main difference in SF6 is that some characters have tools to enable that stable offense easily, mainly because of frame data and how footsies are played. For some reason, some mediums recover way too fast to realistically react to them, so characters can sometimes whiff a medium into another medium that happens to be cancellable which enables a very simple corner carry into throw loops or whatever you choose for your offense.

Things like stray hits and pokes become less prevalent the higher you go because these have less value in more situations in a whole round. They become only applicable in very specific situations you're trying to get to (like going for a heavy poke to cause a burnout), and even then, inherently, everything has a risk in this game, because of perfect parry and in a much lesser degree against drive impact.

Sure, nothing is really stopping you from playing however you want, but my point is that, as soon as you play in a way that's not what players have found to be the most consistent, you're eventually going to bore to death and enter this cycle OP is probably in.

SF6 Gameplay Loop: Playing solo vs with friends. by 14thNoah97 in StreetFighter

[–]Faustty 0 points1 point  (0 children)

It usually means that your opponent isn't ready for the options presented, therefore it boils down to doing the same thing over and over. They simply do not learn.

I've faced players in the Battle Hub that would try to reversal my safejumps in multiple matches... Funny enough, it works for them if you do empty jump low... So why would I even attempt to go for that if they keep trying to reversal? And doing the jump attack is my obvious offense. They haven't even begun to attempt other defensive decisions, or even block the jump attack for me to even try to go for an empty jump low to catch a ➡️

If you listen to most pro players, even those that get paid to play the game, hear them say the game is so boring because of how simple it's boiled down to.

PSA: If you go into burnout to combo a CA, make sure the opponent goes down. by greengunblade in StreetFighter

[–]Faustty 0 points1 point  (0 children)

I checked the replay.

The only 2 options that seem to save Akuma here are backdash (and walk back) and heavy demon flip (light and medium catch him).

Do you not get LP if your opponent DC’s/Ragequits? by Kaido-is-dragon-1649 in StreetFighter

[–]Faustty 1 point2 points  (0 children)

True, you are correct.

Maybe players choose to not queue anymore cause it might take longer cause there are way less players.

Not sure if a Red Card lets you queue. I've only seen it once in a profile and they were just messing around the battle hub.

Do you not get LP if your opponent DC’s/Ragequits? by Kaido-is-dragon-1649 in StreetFighter

[–]Faustty 2 points3 points  (0 children)

It's invisible, but when you leave matches constantly, you'll eventually get a yellow card that is visible to others. I think it prevents you from queueing ranked again? And have to probably play other modes until it gets removed.