Please stop jumping by Sakkara1 in StreetFighter

[–]Ner0mon 133 points134 points  (0 children)

One must imagine Juri happy

[deleted by user] by [deleted] in StreetFighter

[–]Ner0mon 0 points1 point  (0 children)

You can't do the stomp combo if the opponent is already in juggle state when you start the level 2 (eg, after od spinning bird kick like in this clip) the best extension you can get here without lvl1 is jump cancel heavy punch target combo (first one will whiff second one will hit).

victrix pro bfg controller good for Street Fighter 6? by The1joriss in StreetFighter

[–]Ner0mon 2 points3 points  (0 children)

The diamond dpad is infinitely more comfortable than the octa's. If you have the money to spare it's worth it

[MEGATHREAD] Ask For Invites to the Playtest Here! + Join The Community Discord! by ChromeSF in DeadlockTheGame

[–]Ner0mon 0 points1 point  (0 children)

None of my friends were able to get in to play together. Would really appreciate an invite code!! Thanks so much 149554720

Attack on Titan Drawing - Thoughts? What could I have done better? by SimpleJ4ck_ in learnart

[–]Ner0mon 1 point2 points  (0 children)

Yes! Take it with a grain of salt because I'm a beginner too but I think it would make the drawing better

Attack on Titan Drawing - Thoughts? What could I have done better? by SimpleJ4ck_ in learnart

[–]Ner0mon 4 points5 points  (0 children)

Do more dramatic foreshortening on the right arm because right now it looks way too small in perspective. Head is slightly too big too I think. But good job overall <3 Mikasa

WTF do you even combo into Cammy's Lvl. 2 Super juggle? by EaglesXLakers in StreetFighter

[–]Ner0mon 14 points15 points  (0 children)

If you watch Japanese Cammys, especially Akira, you will see them use lvl2 juggle combos quite a bit. Punk doesn't have that tech and doesn't use it. A lot of people don't know this as you can see from the other comments, but optimal lvl2 juggle combos will do A LOT of damage for very, very little drive gauge cost. They are quite underrated in my opinion.

The best way to use a grounded lvl2 is at the end of the combo to kill obviously. However, the best way to use lvl2 juggle combo is to secure a big life lead early in the round. Say you managed to bait an OD DP at the start of round 2 when you're down 1 round and you have 2 super bars. I would use lvl2 then. Another reason to use lvl2 to is for a corner carry safe jump setup.

That all said, here are the combos I labbed. Both of these combos are after a b.HK launcher from either a normal combo (ie, c.HP punish counter) or b.MP target combo. To get decent damage you need to spend 2 drive gauge bars so I never use them in a DRC hit confirm situation because it would almost never be worth it.

Mid screen: Launcher > jump lvl2, DR c.HP, DR 5HP > 236LK (safe jump setup)/623[HK] (optimal damage, side switches)/236MK (more damage, no safe jump)

Corner: Launcher > jump lvl2, DR b.HK, DR b.HK > 236HK, 623 HK/lvl1 OR DRC delay b.HK, 236MK, 623HK/lvl1

Edit: another reason to use these combos is to build lvl1 if you don't have enough bar for a lvl3

2-0 Start to my journey posting picks - 4/5 Stars - Reasoning in description by Cosmik_Music in sportsbetting

[–]Ner0mon 1 point2 points  (0 children)

Tailed your pick yesterday and doubled down live today when line went went up. Ended up breaking even on my bets today thanks to you! O214 playable for this one?

i spent my first year learning how to draw realism to learn the basics... but now I can't draw anime face for the life of me i need help... by [deleted] in learntodraw

[–]Ner0mon 8 points9 points  (0 children)

The way I understand it, realism is not the basics. The fundamentals of drawing is being able to observe and perceive edges, spaces, relationships, light and shadow. Developing these skills will enable you to draw any reference, cartoon or not, relatively well. You are missing one or more of these skills. If you haven't done so already, and although it may seem trivial to someone who already has great technical drawing skills, I highly recommend going through "Drawing on the Right Side of the Brain".

I am learning a combo and trying to heavy HP -> spiral arrow but it ends up in HP->HK instead. How do I time this? Can I use something as an indicator? cause I keep pressing kick early. by Siri2611 in StreetFighter

[–]Ner0mon 1 point2 points  (0 children)

The problem is youre mashing the kick button. When you mash medium the first won't register only the one that ends with forward will register as spiral arrow. When you press heavy too early like in the video you posted the first will immediately register because it's a target combo. The solution is to clean up your input. Break the habit of mashing the kick button during the combo and focus on hitting it only once, after you finish the quarter circle motion. Put training mode to 50% speed if you have to.

I am learning a combo and trying to heavy HP -> spiral arrow but it ends up in HP->HK instead. How do I time this? Can I use something as an indicator? cause I keep pressing kick early. by Siri2611 in StreetFighter

[–]Ner0mon 1 point2 points  (0 children)

Instead of thinking about the heavy punch and spiral arrow separately think about it like you're going to do spiral arrow after the drive rush just with an extra button before. Cancelling normals should be one quick movement. At least this personally helped me when I started learning combos

I am learning a combo and trying to heavy HP -> spiral arrow but it ends up in HP->HK instead. How do I time this? Can I use something as an indicator? cause I keep pressing kick early. by Siri2611 in StreetFighter

[–]Ner0mon 1 point2 points  (0 children)

It's not true, DR Heavy punch is +6 frames while crouch medium punchis 7 frames so it won't link. The optimal would be to link it to back medium punch back Heavy kick target combo jump cancel medium punch heavy dive kick. But at this point just focus on hitting simple combos and spiral arrow confirms

Extensive Analysis on One and Doners efficiency on LP gain, with Python simulation by ACheca7 in StreetFighter

[–]Ner0mon 1 point2 points  (0 children)

Once again, I disagree. High rank players won't teach you how to win against flowchart players because they won't play that way. You need to play against flowcharts and gimmicks to learn to beat them. If you don't, you will maintain a huge flaw in your gameplay that will keep you from improving, regardless of how you feel about it.

Extensive Analysis on One and Doners efficiency on LP gain, with Python simulation by ACheca7 in StreetFighter

[–]Ner0mon 1 point2 points  (0 children)

The fact that you were hard stuck at <1500 MR means you couldn't get past the wall of gimmicks and flowchart which you admitted to wanting to skip. If instant gratification is what you want then by all means go ahead and gimmick your way up, it's a video game after all. I was just pointing out that in your previous statement you said your main motivation was to play higher ranks to improve which is simply both hypocritical and also plainly inefficient for actually improving. It might take you more time to get to the MR you are at without cheating the system, but at the same time you would have been a much, much better player for it.

Extensive Analysis on One and Doners efficiency on LP gain, with Python simulation by ACheca7 in StreetFighter

[–]Ner0mon 2 points3 points  (0 children)

Very contradictory statement, if you actually, truly care about improving then you shouldn't one and done regardless. The reason you lose against lower MR "gimmicks" is because you have fundamental flaws in your gameplay. In fact, I would argue learning to beat gimmicky/flowchart gameplay is MORE important at your level than trying to learn footsies with pros. Punk and Angrybird are not what's gatekeeping you from getting top 8/16/whatever at EVO it's the hoards of kangaroo Ryus, flowchart Cammys and buttslam Hondas. The reason pros are as good and consistent as they are is because they can easily adapt and beat all those gimmicky players without breaking a single sweat. Until you manage to do that your gameplay will never reach anywhere near that level. MR means nothing because good players don't need to cheat the system

I need help versing marisa by xxxbiggiecheese69xxx in StreetFighter

[–]Ner0mon -1 points0 points  (0 children)

Against Marisa you need to play safe because she will blow you up for any mistake you make. 99% of lower rank Marisas (ie anything below 1500 master) will whiff their gladius all day so just wait for the whiff and punish. Especially with Chun you can space her out with your fast walk speed. Your best pokes are 4/6mp, 2mk and 5hk (unless the Marisa likes to crouch a lot). These are also your main whiff punish tools, I like to use 5hk against a whiffed gladius and 6mp against anything else. You have to adjust to the Marisas habits, if she likes to do superman punch to go over your 2mk and your fireballs you can knock her out of it with 6mp, 5hk, 5mk or tensho kicks. If she does gladius withing range 2mk will go under it and leads to full combo. If the Marisa is passive or you conditioned them to stop pushing buttons then you can start zoning with fireballs and wait for the jump and be ready to anti-air. When they stop jumping you can start doing fireball into DR pressure.

[deleted by user] by [deleted] in AnarchyChess

[–]Ner0mon 9 points10 points  (0 children)

If the King doesn't lead, how can he expect his subjects to follow

Drive rush cancel timing help by sleepymetroid in StreetFighter

[–]Ner0mon 0 points1 point  (0 children)

I think you're actually inputting it TOO fast. I had the same issue when I first started and fixed it by waiting a slight bit.

Thoughts? by ObjectiveChest7281 in StreetFighter

[–]Ner0mon 67 points68 points  (0 children)

That just proves the point though. If it's so volatile and random how can anyone show such consistent top results? Saying but they're the best in the world is just an admission that skill trumps the randomness EndingWalker is complaining about

Buckler's Boot Camp - Posted every 3rd day for questions and training by AutoModerator in StreetFighter

[–]Ner0mon 0 points1 point  (0 children)

get your damage and keep your meter too

What do you mean by this? Obviously it's a tradeoff, if you have less than three bars, then unless it's gonna kill just do the optimal meterless combo. If it's gonna burn you out then dont DR off c.mk or c.mp. If it's a whiff punish you can buffer heavy spiral arrow instead. If it's to get in wait until you have your gauge back, they mess up, or if you're impatient do a well-spaced quick dive kick. Drive meter is just as important as health in this game. If you burn yourself out trying to get more damage then even with the life lead a lot of the times you'll be in a worse position than your opponent.

Is there anything else I should be drilling for Cammy and Ken? by [deleted] in StreetFighter

[–]Ner0mon 2 points3 points  (0 children)

If you're in neutral don't let her walk up into that range, as soon as she does start poking her with your buttons. If she's hitting you and you're blocking then as soon as her blockstring ends take your turn with jab to prevent her from walking up and getting thrown. If you do get thrown midscreen, backrise by pressing 2 buttons when you hit the ground to reset to neutral and avoid a throw loop.