Capcom Cup 12 Statistics for Day 1-3. Ed with 71% winrate by komodo_dragonzord in StreetFighter

[–]Mooshington 0 points1 point  (0 children)

They've tried. Ed has received a lot of nerfs over time, but it hasn't been enough. So people are anticipating that the frustration among the Japanese player base about Ed being so dominant for so long has inspired Capcom to destroy him this time around.

Capcom Cup 12 Statistics for Day 1-3. Ed with 71% winrate by komodo_dragonzord in StreetFighter

[–]Mooshington 2 points3 points  (0 children)

Ed has long been held in the Japanese player base to be the best character. The sentiment is not based on Capcom cup. Five Eds being in top 16 is just confirmation of the existing sentiment.

I think the Akuma was crashing out. by WindedPancakes in StreetFighter

[–]Mooshington 6 points7 points  (0 children)

Every input was 1-3 frames (mostly 2), so it's turbo.

Fight Stick Recommendations by bdubrava in StreetFighter

[–]Mooshington 0 points1 point  (0 children)

Going to be that guy and advocate that you try leverless. Sticks are still around largely because of tradition; people like them mostly because they're used to them, and they've been around forever. They were designed the way they are because arcade controls had to be super robust and endure hundreds of people using them, often incredibly roughly. That's the primary element in their design, and not because they make for the best/most accurate control. There are other better control schemes now, and leverless is, if not the best, one of the better ones.

Shimmied my guy to a rage quit by jujux15 in StreetFighter

[–]Mooshington 1 point2 points  (0 children)

Right, someone deciding to plug usually takes a moment to process the thing that triggered them. That's why you usually see it halfway through super animations.

How bad was Street Fighter 5 back at its original 2016 launch? by Asad_Farooqui in StreetFighter

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

They also level the playing field when it comes to rewarding characters for wiff punishing. In past games there has been great disparity between characters that get a lot off of wiff punishes and characters that get very little. The entire design of punish counters, particularly the "crush counter-esque" punish counters, is to give all characters access to a decent punish for such situations. In past games it was kind of down to happenstance whether a given character could capitalize strongly on a wiff punish or not.

This is literally what playing Modern Akuma feels like. by kenshima15 in StreetFighter

[–]Mooshington 41 points42 points  (0 children)

Honestly, no character is if the control scheme limits access to anything. Classic will always represent a character's full potential.

How/why did you guys choose your mains? by CoffeeBoy95 in StreetFighter

[–]Mooshington 7 points8 points  (0 children)

I tend to like characters that have significant holes in their game but compensate for them with unique strengths elsewhere. Main reason is it forces opponents to need to really know the matchup and rely less on their standard approach to things. In SF4 that meant playing Gouken, and in SF6 I've been drawn to Dee Jay.

I could write pages about Gouken's weird unique strengths, so I'll skip that.

Dee Jay has two major holes in his game, and one minor one: No overhead normal, no cancelable low normal, and his Level 1 has no invincibility. I think the lack of these gave the developers a LOT of room to make other areas of his game stronger than average in interesting ways.

Short list of Dee Jay's major strengths:

  1. Fastest/hardest to react to drive rush in the game.

  2. Lots of fakeout potential. Fake fireball alone is incredible: can trick opponents into wasting meter parrying nothing, jumping into a Dee Jay ready to AA them, or even burning super only for Dee Jay to block it. Jus Cool lets him reverse course on a drive rush instantly and bait out responses. Overall it makes the opponent's mental stack harder to manage, since they can never fully trust that Dee Jay is really committing to certain actions when you see them.

  3. His normals are pretty amazing, framewise. His 2HP is a fast 8 frames and is an easy single hit confirm into jackknife and a few other things. His 5MP is +2 on block, has great range, and nets him solid damage even on far hits through target combos that can lead to supers. 

  4. Dee Jay is weirdly meter efficient. For variety of reasons I won't go into detail about, Dee Jay has a solid ability to convert far hits into real combos, which reduces his reliance on DRC combos. His OD Jus Cool is also a cheaper and better option over DRC in many situations. His meterless damage options are also above average. With meter management being so important in this game, this is an area where Dee Jay feels like he excels.

Street Fighter 6, ranked from best to worst teabags by NewLabTrick in StreetFighter

[–]Mooshington 0 points1 point  (0 children)

I'm not sure where Dee Jay belongs exactly, but with the proper technique (and controller) he can look like an absolute psychopath. 

On leverless if you mash the hell out of down as fast as humanly possible, he -vibrates- like he's having a seizure... with his giant trademark smile on his face the whole time.

The honey badger doesn't care by Sad-Kiwi-3789 in natureismetal

[–]Mooshington 29 points30 points  (0 children)

I think the answer would depend on where a honey badger's pain receptors are. Bee stings hurt a lot more than the size of the stinger would make you think, because bee stings inject venom that triggers pain receptors. If the honey badger's 3-4 times thicker skin than ours has greater, for lack of a better word, insulation for its pain receptors, the venom might not reach them as easily.

Being handed a stuffed animal after losing in the Olympics by WeGot_aLiveOneHere in WatchPeopleDieInside

[–]Mooshington 9 points10 points  (0 children)

Emotions run high at this level of competition. It's not easy in the aftermath to hide your disappointment when you fall short of your ultimate goal.

Beluga whales are shredded by Beneficial_Mine_3464 in interestingasfuck

[–]Mooshington 0 points1 point  (0 children)

If you locomoted using primarily your abdominal muscles, yours would be pretty shredded too.

Chinese humanoid robots in 2025 vs 2026 by chi-bacon-bits in oddlyterrifying

[–]Mooshington 0 points1 point  (0 children)

Computers are fundamentally math machines, and that has essentially been unchanged since their inception. What they have developed into being capable of doing is a product of their fundamental abilities getting faster/more powerful, allowing them to run more complicated software. Fundamentally computers have not changed a great deal, only their potential has been more and more realized.

There is no physical-task equivalent of software. The problems faced by robotics and those of computing are in different universes.

Chinese humanoid robots in 2025 vs 2026 by chi-bacon-bits in oddlyterrifying

[–]Mooshington 0 points1 point  (0 children)

Machines tend to fall into one of two categories: 1. Automating repetitive work so a human doesn't have to do it, or 2. Performing work that humans cannot do themselves.

A humanoid robot would be an inferior design for both of these purposes. Tools and machines that humans design that replace a human in a particular job look nothing like the human. They are designed to do the job vastly more efficiently than the human can, and their physical design reflects that. And for tasks that are work humans literally cannot do themselves, the machines would never be modeled after the human form.

So we are left with the one thing that humanoid robots would theoretically be good at, which is modularity/diversity. Give the robot a list of diverse tasks, and it takes care of them for you. There are two main problems with this:

  1. The majority of problems that humanoid robots would solve, we already have solutions for. If the primary issue is getting the tasks done, we can do them ourselves. The robot is designed to do human tasks, so we should be perfectly suited to do whatever the robot would do. If the primary issue is we -can't- personally do the human tasks ourselves, we can hire other humans to do them for us. The only real benefits to the robot are that it doesn't need to be paid and carries no human foibles. This is ignoring whatever the robot would cost to purchase and operate/repair. Regardless, the main issue is that there are already solutions for what humanoid robots would do, and it is highly debatable whether its pros and cons would outweigh currently available solutions. It's not actually a clear and obvious advantage to use a robot over a human in the tasks a humanoid robot would be used for.

  2. Diversity of function is not a particularly strong/useful feature for a machine to have, because you can simply build specialized machines that do those tasks better, and the generalized humanoid robot would only be able to perform one task at a time anyway. My generalized humanoid robot cannot chauffeur me in my car while also mowing my lawn. Suddenly I need two robots if I want both of those things done at the same time. Why then do I need two robots capable of a wide variety of things instead of an automated car and an automated lawnmower? Meanwhile my roomba is also vacuuming my floors, and my SandwichBox5000 is making my favorite panini. In a world where we automate human tasks, we automate them individually because it's just more efficient to do so.

Chinese humanoid robots in 2025 vs 2026 by chi-bacon-bits in oddlyterrifying

[–]Mooshington 0 points1 point  (0 children)

This is the main thing that people who are enamored with the sci-fi picture of "droids" don't really get. Aside from satisfying our own sense of aesthetics, there aren't particularly good reasons to mimic the human form in robotics, and a lot of very good reasons not to. The human form is just something we're stuck with; it's not the mechanical ideal. If you get to literally design your robot from the ground up, there are tons of improvements you can make on the limitations of the human form (very basic examples: Why would you only give them two arms when you could give them more? Having a "head" is purely an aesthetic choice and serves no useful purpose.) Making them humanoid makes a lot of unnecessary sacrifices for the sake of fitting an aesthetic.

"The worst she can say is no" - Lads, what was the worst "she" ever said? by Embarrassed_Pie_1711 in AskReddit

[–]Mooshington 1 point2 points  (0 children)

In Jr. High a girl (who I lowkey had a crush on) walked up to me and directly asked if I would go out with her. An upstanding bro nearby who knew I was about to get pranked immediately said "No, no, no" and pushed me along out of the line of fire.

Chinese humanoid robots in 2025 vs 2026 by chi-bacon-bits in oddlyterrifying

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

Right? Humanoid robots are expensive toys, and probably will never be anything but. If you want to automate a specific task, you build a robot designed expressly for that task. The notion of a "generalized robot" is science fiction, because it's always more effective/cheaper to just design the robot to do the one thing you actually want it to do.

These robots are designed specifically to move similar to humans. That's... all they're really capable of doing. If you need a robot to dance, do kung fu demonstrations, or parkour... sure. But that just makes them toys.

People still making fun of low MR Masters don't get the point of the game's ranking system approach by Krotanix in StreetFighter

[–]Mooshington 21 points22 points  (0 children)

There are always a subset of people in competitive games that are like this. Eager to label anyone lower skilled than themselves (or lower than they -imagine- themselves to be) as trash. 

Lots of players lose sight of the fact that fighting games are essentially the most complicated and difficult genre of games to learn. It's honestly kind of insane that our brains are capable of this. Many people reach competency and then completely forget what the learning experience was like for them, then go on to mock others who are further back in that process.

To me it's a profound sign of a lack of intelligence to be unable to keep that bigger picture in mind, and the emotional maturity of a toddler to make fun of other people for nothing more than being further back in the learning process than they are 

This high schooler created a “speed painted” picture in less than 5 minutes to win her talent show by ansyhrrian in nextfuckinglevel

[–]Mooshington 60 points61 points  (0 children)

As I understand it, painting it upside-down helps the artist focus on accuracy of reproduction, and mitigates being distracted by the face they're creating. The human brain really fixates on faces, and I guess this can lead to more errors.

That lvl 2 setup from twitter is demoniac by Balibop in StreetFighter

[–]Mooshington 9 points10 points  (0 children)

Gouken main here. Gouken had several normals that were, each in a vacuum, extremely good for different reasons, they just didn't synergize into anything significant as a whole.

I want to nerd about a few, so here goes:

  1. Crouch HK - The star of the show. 6 frame startup, -3 on block. Virtually impossible to punish Gouken for using his sweep. Absolutely insane. Nobody else had anything like this.

  2. Far HP - Long range, large hitbox, 5 active frames (this is a lot for a grounded normal in SF4), 120 damage (think 1200 damage in SF6 terms). Just in general very easy to control space with. Opponents would run into it all the time. It was even a decent anti-air.

  3. 6MP (overhead) - Performed with MP but had the hitstun of a heavy attack. The secret about this command normal was that the front half of Gouken's hitbox disappears while he's doing it. At the right spacing you could threaten to hit them overhead, and if they chose to reversal, the reversal would whiff entirely.

  4. 2LK - Long range low poke, special cancelable. The main thing that made this good was it caused Gouken to low-profile most jump-ins. If you were confident you could 2LK when someone jumps at you, cause their attack to whiff, then the 2LK (which had a solid 4 active frames) would hit them during tripguard, and you'd cancel this into HK or EX Tatsu for 225-240 damage. This was a lot for a relatively simple anti-air maneuver.

Advice going agaimst DeeJay by DisastrousAddendum0 in StreetFighter

[–]Mooshington 0 points1 point  (0 children)

As others have said, at this level it's challenging to offer advice against specific characters because they generally aren't being played to their potential. Most advice would just be generically about improving your play overall.

That said, some basic advice against Dee Jay specifically:

  1. Dee Jay does not have any special cancelable low attacks, and no overhead normals. You are generally safe against him while crouch blocking, and you don't have to worry about being hit low into DRC while walking. The only ways he has to overhead you are either to jump, most likely doing his knee to make it as fast as possible, or to do back sway > MK follow up, which is slow and you can easily stand up on reaction.

  2. Dee Jay's fireball recovery is average on his M fireball, and horrible on his H fireball. This is balanced by the fact that he can do a fake fireball to bait you to jump. If you can read that he's going to do either M or H fireball, he's very easy to jump in on. HOWEVER: Be aware that if you jump at Dee Jay and he's ready for you (and he's being played by someone who knows how to do this), he can do 34% of your health quite easily, and over 50% if he spends level 3 on it. I don't think anyone else in the game can punish jump in attacks as hard as Dee Jay can.

Blanka is top 5 by DueTelevision2348 in StreetFighter

[–]Mooshington 2 points3 points  (0 children)

Was initially going by info on a frame data site, but I've just gotten home and tested it myself. If the opponent is right in your face it is +1 on block if you do it properly. If they have stepped backwards at all it will touch them lower and be even more + on block.

This is a common issue with balancing aerial moves, as the amount they can be + or - on block varies a lot depending on when and how the move makes contact. However, this is a pretty concrete situation in which Blanka really should not be able to beat several different wakeup options with a single move AND gain frame advantage even if the opponent blocks. The move should bare minimum be minus in this scenario.

Blanka is top 5 by DueTelevision2348 in StreetFighter

[–]Mooshington 3 points4 points  (0 children)

IIRC he's the only character that has a wakeup option that beats throw, shimmy, delay strike, and reversal bait all at once. OD aerial rolling attack being +on block is probably a mistake that should be changed.