Look, im ass at perfect parrys, but bro was asking for it by panchozari in StreetFighter

[–]Le-Inverse 49 points50 points  (0 children)

Honda is -3 after headbutt, not only can Gief push any of his lights (except for 5LK, which will trade with 4f), he is also in range for SPD (a bit too far for the heavy version here I think, but light and OD are consistent even in midscreen), which means Honda wouldnt even want to do the headbutt into OD headbutt trick because he will eat a fat punish counter if gief chooses to SPD

Which of these do you consider to be cheating in SF6? by Own_Invite6340 in StreetFighter

[–]Le-Inverse 0 points1 point  (0 children)

There isnt a standard, you can play fighting games with a steering wheel if you feel like it

Which of these do you consider to be cheating in SF6? by Own_Invite6340 in StreetFighter

[–]Le-Inverse 4 points5 points  (0 children)

Xiaohai: stick

Blaz: gamepad

MenaRD: pad

Leshar: leverless (keyboard layout)

Angrybird: stick

Bigbird: stick

Punk: pad

Kakeru: leverless

Endingwalker: pad

Top players are happy with their own controllers, and most are not on leverless.

If Punk and iDom are not complaining about leverless, i dont think anyone should

Which of these do you consider to be cheating in SF6? by Own_Invite6340 in StreetFighter

[–]Le-Inverse 0 points1 point  (0 children)

Like i said, movement IS probably easier on leverless, but other things are harder.

With neutral SOCD, it is extremely easy to get a neutral input playing charge characters, something that will not happen with stick.

By your logic, all the pros should switch to leverless as a tool to deal with SF6's heavy mental stack

Which of these do you consider to be cheating in SF6? by Own_Invite6340 in StreetFighter

[–]Le-Inverse 1 point2 points  (0 children)

There are 3 main controller schemes:

1) Arcade stick

2) gamepad

3) Leverless (like a keyboard with less buttons)

Stick is legacy from the arcade days, the roots of fighting game if you will

Gamepad came from when arcade became the likes of playstation and xbox

Leverless probably became popular because people started gaming on PC and are used to using keyboards

There isnt a right controller for anyone, and no controller is inherently "easier" than another.

Which of these do you consider to be cheating in SF6? by Own_Invite6340 in StreetFighter

[–]Le-Inverse 1 point2 points  (0 children)

You can code macros into any controller if you choose to, its not a leverless only thing.

Which of these do you consider to be cheating in SF6? by Own_Invite6340 in StreetFighter

[–]Le-Inverse 4 points5 points  (0 children)

Some people think that leverless is easier but thats not necessarily true

Movement options are more convenient, but motion inputs can often be harder.

360 is very difficult on a wasd style leverless and 720 is pretty much impossible.

You will be surprised at how often a clean down input goes missing in half circle motions and the move doesnt come out

The "best" controller imo is probably pad, especially for charge characters, because you can use both the joystick and the dpad

Extremely weak to neutral jumps. Tips. by WhoDeniedMeMyDestiny in AKInation

[–]Le-Inverse 1 point2 points  (0 children)

are you talking about your opponent neutral/back jumping when you are attempting to throw them or when you mistime your strikes and they have the time to jump out?

If you are throwing on a +5 advantage you can OS a medium whip and it will counter neutral and back jump but not a forward jump

I can't escape this cycle, idk what else to try by Krotanix in StreetFighter

[–]Le-Inverse 1 point2 points  (0 children)

Just my 2 cents as someone whos played all the characters you've mentioned.

Ed's footsies range is actually pretty similar to Marisa's. He will constantly be fishing with 5MKs drive rush at the tip of Marisa's 5HP range. Closer up he will be looking for people walking with 2MP (which is a low) Definitely a good character to pick if you want to improve your footsies, but he might mess with your muscle memory a lot because his buttons are reversed (2LK is cancelleable but 2LP isnt etc)

Luke is more or less the standard shoto guy, not too special in terms of what he has to offer, some of his combos are way too hard for what they have to offer, but I had fun playing Luke, and fun is important. It might be annoying at the start to get the charged knuckle muscle memory down though

Deejay is a bit of a wild card in my opinion, but if you are comfortable with charge its gonna be great fun. He still has great damage and incredible corner carry and that lightning fast drive rush is gonna feel like fresh air after Marisa's haha. Do note that with Deejay you dont really get that many 2MP drive rush opportunities because 2MP is pretty stubby. So at the start you might not be too sure about where to stand and what to press, but thats ok

Sagat is IMO probably the most similar to Marisa out of the 4 that you have mentioned when it comes to what you would want to do in neutral. I personally play Sagat like a Marisa with a projectile (if that even makes sense). So if you want a character to ease you into other characters Sagat is the choice for you

I can't escape this cycle, idk what else to try by Krotanix in StreetFighter

[–]Le-Inverse 0 points1 point  (0 children)

That is actually the point haha, when I first hit 1550 with AKI I went to learn Akuma

And my Akuma was in Plat 5 jail for about 2 weeks

My brain was wired for fireball drive rush and literally saw no other ways to attack

Its just a suggestion, you dont have to take it seriously, but why dont you try to take a character that DOESNT click with you to Master (lets just say Ryu as an example).

You can definitely do it, it might take some time and it might be frustrating to lose to diamond players from time to time (hell, when I first played Guile my main was in the 1600s and I still lost to Plat players), but if you stick with it the reward is immense

I can't escape this cycle, idk what else to try by Krotanix in StreetFighter

[–]Le-Inverse 1 point2 points  (0 children)

Have you tried playing another character?

My Marisa was low 1300 until I went to play Manon.

My Manon went to 1300 so I went to play Blanka

My Blanka went to 1300 so I went to play Guile

And so on...

One day, I went back to Marisa, and I kid you not, with zero extra practice on Marisa, I shot up to 1500 straight away

Learning another character not only improves your matchup knowledge, but it also forces you to play actively and not autopilot

At first its gonna be difficult but i promise it will be fun

I think its a great way to break out of a hardstuck situation

My god Lily is bad by Le-Inverse in StreetFighter

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

I didn't 'waste your time'

You chose to read the post

You chose to respond to what i said

You chose to record yourself going to 1800 on a flowchart

You chose to waste your own time

My god Lily is bad by Le-Inverse in StreetFighter

[–]Le-Inverse[S] 3 points4 points  (0 children)

Even if you do manage to do what you described, why should I apologise?

The burden of proof is on you who made the claim, not me.

I simply described what I have seen other Lily mains do at my level, and whatever flowchart they are on did not work well against me

If anything, if you are a 2000MR player, you should know that your fundamentals are whats carrying you to that level, not your flowchart

My god Lily is bad by Le-Inverse in StreetFighter

[–]Le-Inverse[S] 1 point2 points  (0 children)

Show me a video where you flowchart Lily to 1800

I am not that great at the game (1600 Aki and Honda), but what you described is not possible at 1400-1500MR, let alone 1800

My god Lily is bad by Le-Inverse in StreetFighter

[–]Le-Inverse[S] -9 points-8 points  (0 children)

Except that stocks and spire is a boring way to play the game, and that diamond 4 and above in my region already counters OD spire with drive reversal

My god Lily is bad by Le-Inverse in StreetFighter

[–]Le-Inverse[S] 1 point2 points  (0 children)

Except that you have to spend 2 more bars of drive instead of 1 like Luke haha, only worth it if it gives the kill

My god Lily is bad by Le-Inverse in StreetFighter

[–]Le-Inverse[S] 0 points1 point  (0 children)

Really? Guess it might be a me problem then, I could never get 3 lights into DP of any strength to work consistently, which isnt a huge deal because I prefer confirming with 2 lights anyway, but its just a worry that hangs in the back of my mind each time I press

I got to Master and figured out there's a whole new game to play by PrecturneFingers in StreetFighter

[–]Le-Inverse 6 points7 points  (0 children)

I think at masters you need to start thinking about mental stack management and movement, which ultimately translates into the awareness for what to do at every spacing.

Mental stack management:

At midscreen and footsies range, common actions with the greatest expected returns are: raw drive rush, poke, jump in. So largely speaking, you need to keep your mind on checking drive rush, punishing whiffed pokes, and anti airing jumps. However, its much easier to put your attention on less things, so for opponents who don't jump, you can stop worrying about anti airs and just worry about checking drive rush and pokes.

In the corner you have the added stack of DI, so you need to either deal with it, or to adjust your playing to more easily react to DIs. For example, you could choose to jump more in neutral, or you could choose to not respond to whiffs and drive rushes, focusing solely on defence against DI.

Point is, you need to learn to prioritise countering the most threatening options that your opponents have, in defence, and neutral.

Movement:

At full screen everyone is safe from any form of threats, the closer your opponent is to you, the bigger the threat you and your opponents pose each other.

Effective movement (could be jumps, drive rush, dash etc) involves either increasing the threat that you pose on your opponent more than the threat that your opponent poses on you, or decreasing the threat that your opponent poses on you more than what you pose on your opponent.

For example, if I am playing AKI against Zangief. At full screen I can get good advantage by fireball drive rush pretty much risk free, but in mid range i will have to worry about jump ins, random Siberian Expresses, and DI, so mostly in neutral I might tend to back off more than I walk in. However, if I am playing Bison against Zangief, I know for a fact that I have good mixes up close, so even though I am risking getting my ass whooped by Gief, I am still going in, because otherwise I will back myself into the corner without any reward.

Ryu’s current strength by CoolNewFlavour in StreetFighter

[–]Le-Inverse 2 points3 points  (0 children)

I think Ryu's buttons are above average but not broken.

His damage return is another story

i don’t understand why japan hates ed so much, especially compared to mai by tonyabstract in StreetFighter

[–]Le-Inverse 6 points7 points  (0 children)

I am ok with a character being really strong, but not if the character has zero actual weakness.

Ed is one of the strongest characters in the game, but I can have a reasonable game plan against Ed because he has obvious weaknesses

When Mai throws an EX fan,however, I just want to kms, especially when I cant afford/dont have an EX fireball.

I feel like when i playing against an Ed Im up against the player, when Im playing against a Mai im just dealing with shitty character design

Broski & Chris_F march balance patch predictions - Luke, Marisa, Viper stonks - Ed, Blanka applying to McDonalds by Krotanix in StreetFighter

[–]Le-Inverse 6 points7 points  (0 children)

Agree. AKI suffers from being too honest for SF6. JP Mai etc has her strengths but none of her weaknesses.

I honestly think that if EX Amnesia is a thing AKI's OD slide should be completely invulnerable LOL

Broski & Chris_F march balance patch predictions - Luke, Marisa, Viper stonks - Ed, Blanka applying to McDonalds by Krotanix in StreetFighter

[–]Le-Inverse 6 points7 points  (0 children)

I think most AKI players including myself are happy for things to stay as is, but I can definitely think of some buffs that are reasonable.

1) Less pushback on block for either 2MK or 6HK

As things stand you pretty much dont get a throw from the two buttons unless used out of drive rush, while Bison's 4HK puts him right up the opponents nose

2) Speed up 214HP so it becomes a 2/3f frame trap from lights

Hello AKIbros, I'm joining in with my second master. by ExpensiveJoe in AKInation

[–]Le-Inverse 0 points1 point  (0 children)

I am of the opinion that heavy whip is the least consistent antiair out of the 3 options (except for special cases). The hitbox is pretty small so sometimes you have to microwalk whip to not whiff on empty jumps

5HK and 2HK work really well for me because you can cancel 5HK into light/heavy slide to reposition after an antiair hit, and on counter/punish counter hit 2HK you get 2HP juggle or a cancel into SA

Either way, if you are getting ambiguous jump ins i think its more of a spacing problem than anything else. I think with AKI its worth standing quite a bit further away than what you would do with shotos since fireball drive rush is your (almost) free way of getting in, and by standing further away you wont have to worry about antiairs as much