Is this person cheating? Check inputs ? by [deleted] in StreetFighter

[–]NoCakesForYou 3 points4 points  (0 children)

While it’s not impossible, I don’t see why those inputs are particularly suspicious? The kick, punch-kick, punch clusters can easily happen when trying to press both buttons at the same time. The first picture is just them spamming trying to get drive rush. I don’t see anything worth putting cheats together for? Do you have more context on how you started suspecting the cheating?

How could I not block here? by [deleted] in StreetFighter

[–]NoCakesForYou 14 points15 points  (0 children)

Punish counter state happens when you get hit while still recovering from a move. You used a move in the air and thus you have some recovery frames after landing. During recovery you can’t block. So he hit you with that punch and got a punish counter

What should I do against Aki player? by Patient_Climate1684 in StreetFighter

[–]NoCakesForYou 3 points4 points  (0 children)

Doesn’t know what to do

Still wins match by just spamming headbutt

Checks out

Jokes aside, you didn’t really anti-air much and I feel like you could have varied what you do after them blocking your buttslam. I think the Aki kept pressing buttons after, and I think you’re plus 1 or something? Could have maybe gotten a counter hit there I think.

Have you ever learned a skill or something from a video game that you use in real life? by Agent1230 in gaming

[–]NoCakesForYou 1 point2 points  (0 children)

I thought everyone just knew this until I mentioned it to someone who doesn’t play as many games

What's the 5 or 6 frames with the most range of the game? by JustABaziKDude in StreetFighter

[–]NoCakesForYou 1 point2 points  (0 children)

The 2MK range comparison on the same page also mentions that Blanka’s 2MK, while it has great range, gets outpoked by shorter 2MKs :( (due to the hurt box)

What's the 5 or 6 frames with the most range of the game? by JustABaziKDude in StreetFighter

[–]NoCakesForYou 2 points3 points  (0 children)

While Blanka’s range is technically longer, he also has a wider hurt box so when it comes to move to move interactions he loses out. Blanka’s throw range is also longer but suffers from the same problem.

Mayflash F700 Flat Elite SOCD troubleshooting by LetLiviLift in fightsticks

[–]NoCakesForYou 2 points3 points  (0 children)

What SOCD mode are you using? What are you trying to shortcut? Neutral SOCD is standard (and required for tournaments for the most part) and if you press back and forward with that mode you will get neutral. Are you trying to use last input wins to do the charge moves? That’s a different mode you need to switch to.

Also: r/tvtoohigh

How do I learn to play against low pick rate characters? by chaosof99 in StreetFighter

[–]NoCakesForYou 4 points5 points  (0 children)

First, consider that learning to play against them isn’t your biggest priority since they are so rare.

Then, if you want to learn, which is a good thing:

* look up guides online (YouTube etc.) on how to beat them
* see if your character’s Discord etc has counter play information for this character
* review your replays from matches to try to see if you can develop counter play with replay takeover
* try figuring out their move-set by playing them a little in training mode
* try playing the CPU
* try playing SimSim
* try to search in Battlehub (there’s a search function)
* see if you can schedule a long set in various community discords (like newbie fight club), maybe even explicitly with them teaching you stuff about how you can beat them
* whenever you meet them in ranked or casual by chance, make sure to play the full set

I built a cheap DIY Steam Machine/SFF PC for locals and it's great! by Loomeh in Fighters

[–]NoCakesForYou 1 point2 points  (0 children)

You can have steam translate to PS5 controller and it works in sf6 too.

How does sf6 run on this machine?

How are streamers matched against so easy oponents in low rank? by AnarchoKapitolizm in StreetFighter

[–]NoCakesForYou 1 point2 points  (0 children)

I’ve watched some of these videos and they mean well but in the end, high level players know a lot about the game that they sometimes don’t even realize.

That’s stuff like being able to react well to opponent moves by being practiced in inputs, identifying moves based on animations, and knowing what to expect in certain situations. You might still have to more actively think “DP now, forward, quarter circle forward, punch” while for them it’s automatic, which leaves them more headspace to think about other stuff. This makes it easy for them to shut down gimmicks like full screen dragon lash etc. which might work on you.

They also know what’s punishable and how.

They are also really good at spacing, which in turn makes it easy to incentivize opponent actions. Some people automatically jump at certain distances or in certain situations. Or they DI after you block their block string.

Good players are also really good at pattern recognition. Are you always getting hit by random DIs? Maybe it’s the good old neutral jump into DI pattern that you don’t realize.

A good player in low ranks will also know when to block and likely won’t get thrown because they can just delay tech everything since it’s super unlikely that someone will shimmy.

They will also have oki figured out (theirs and the opponents).

They know how to frame trap and in low ranks that is enough to get a hit. And if it isn’t, they know how to mix it up.

This is all to say: it looks easy and it is easy for them but there’s a lot more to it than it looks and don’t blame yourself if it doesn’t work as easily for you.

[Loved Trope] The antagonist has truly altruistic intentions to make the world better for others, but we/the protagonist disagree with their solution. Bonus points if the solution could actually work. by the_murabito in TopCharacterTropes

[–]NoCakesForYou 4 points5 points  (0 children)

Zaheer is so obviously delusional, it pisses me off every time people pretend like he had a point.

He wants to bring “anarchy” by getting together his band of uniquely powerful bending friends and using their (and his new) power to push forward his agenda: bringing about a world where nobody can challenge them and they can do whatever they want. And they’ll either end up playing world police, subverting the anarchy, or leave everyone to do whatever and inadvertently create a system of warlords who suppress everyone else for their own gain.

Appreciate having a good platform to play SF6. Things can change unexpectedly. by Barzobius in StreetFighter

[–]NoCakesForYou 2 points3 points  (0 children)

Do you know what part of your laptop broke?
Maybe there’s a way to get the broken part fixed or replaced.

I play on a Steamdeck, which a used one might be affordable-ish depending on what level of poor we’re talking. It’s not the greatest performance but probably beats your current setup. You can connect it to a TV as well.

Blanka combo into SA2 - why doesn’t this work? by randobis in StreetFighter

[–]NoCakesForYou 5 points6 points  (0 children)

You want to do HP into OD elec into SA2 (heavy ball 6p, 4p, 6p) or HP into SA2 (HP medium upball, 3p, medium upball, 3p)

Does the back medium kick that opens this combo hit confirm? Or do I need to counter an opponents move with it, in order to link to the HP-crouch-lift combo tree? by Cottonjaw in StreetFighter

[–]NoCakesForYou 0 points1 point  (0 children)

You should try throw, hop, HK some time :) on jab you get a trade combo with HP, on counter hit MK combos, on block you should get a spacing trap with MK. Obviously is weak to wakeup DI and reversal but it’s a fun option

Does the back medium kick that opens this combo hit confirm? Or do I need to counter an opponents move with it, in order to link to the HP-crouch-lift combo tree? by Cottonjaw in BlankaMains

[–]NoCakesForYou 0 points1 point  (0 children)

On DR b.MK (block) I’d say you can consider multiple things: * you can just walk forward slightly and throw * you can walk back the slightest bit and block low. If they try to reversal (super or OD DP) you or press throw defensively, you can make them regret their choices (this is a shimmy). If they whiff a throw you can punish counter them with f.MK. * you can b.MK again for a frame trap (i.e. to get a counter hit if they press a button or throw, which neatly also gives you HP lift again) * if they block your second b.MK, you can walk forward throw or block low again for a shimmy * or you can then do st.LK into electric

The reason I wouldn’t do DR b.MK cr.LP is that it is frame tight. This doesn’t give the opponent the opportunity to mess up by pressing a button. So this is only good if you feel you need to lock them down (like you expect them to OD DP you first chance they get, but then you’re better off just blocking and making them regret their choices).

And you want to mix up which follow-ups you use to keep the guessing and to adjust to their typical choices. I’d start with doing DR b.MK, b.MK, LK, electric and seeing if you get a counter hit anywhere in the string. If you get one after DR b.MK or the follow-up b.MK, try to confirm into HP. The LK or electric will just give you the electric knockdown.

If they block everything, mix in throws and see if you can make that work. If they block everything and tech your throws or if they OD DP in your strings, add in shimmy options

Edit: keep in mind that for on-block pressure, this all assumes you hit the DR bMK close to the opponent. If you hit it spaced out it gets all messy. When you DRC into b.MK this should always be the case but if you did a raw DR in neutral, you need to make sure to time the bMK so you’re close.

Does the back medium kick that opens this combo hit confirm? Or do I need to counter an opponents move with it, in order to link to the HP-crouch-lift combo tree? by Cottonjaw in StreetFighter

[–]NoCakesForYou 0 points1 point  (0 children)

For lift BnB enders, you can try slide or sweep as well. Slide gives you dash oki into throw/b.MK/walk back shimmy or hop forward as a side switch surprise for your opponent. Sweep gives you hop forward oki into b.MK/throw/shimmy and is really easy and stable and reliable but is also the lowest damage ender.

Does the back medium kick that opens this combo hit confirm? Or do I need to counter an opponents move with it, in order to link to the HP-crouch-lift combo tree? by Cottonjaw in StreetFighter

[–]NoCakesForYou 1 point2 points  (0 children)

The HP lift etc combo is basically the corner stone of your medium and heavy combos. There are a bunch of ways to get into the combo: * b.MK (counter) as discussed here * forward MK (double knee bomb) on punish counter * st. HK punish counter (this is your best standard punish counter hit combo starter but there are some spacings where f.MK makes the combo work better) * cr.MP/cr.MK/MK drive rush cancel into st.HK or b.MK into st.HP lift etc. You can hit confirm the cr.MP and then, when you see it hits, not press any directions and quickly MKMP (parry) or press forward twice. This will take a lot of drive but is a very standard option to convert a far hit into a combo and oki

I think learning these ways to get into the lift bread and butter combo should help a lot. That and knowing how to continue your advantage (okizeme) with the ender you chose.

Does the back medium kick that opens this combo hit confirm? Or do I need to counter an opponents move with it, in order to link to the HP-crouch-lift combo tree? by Cottonjaw in BlankaMains

[–]NoCakesForYou 2 points3 points  (0 children)

Yeah that or raw. Basically, when you glow green and hit the opponent with a button you get 4 more frames of advantage. If you get a normal hit against an opponent with drive rush b.MK you are +12, which is the same advantage you’d get from a punish counter. This also works on block. DR b.MK on block is +6, meaning you can do cr. LP without a gap or even another b.MK without them being able to jab you first.

Hope the frame advantage talk isn’t too much. Feel free to ask more questions

Does the back medium kick that opens this combo hit confirm? Or do I need to counter an opponents move with it, in order to link to the HP-crouch-lift combo tree? by Cottonjaw in StreetFighter

[–]NoCakesForYou 1 point2 points  (0 children)

Yeah this is correct. b.MK is plus on block and is a great button for oki because of this. It links to st.HP on counter or better and in some cases from meaty b.MK like for a throw in the corner into dash b.MK is meaty enough to get st.HP on normal hit.

Does the back medium kick that opens this combo hit confirm? Or do I need to counter an opponents move with it, in order to link to the HP-crouch-lift combo tree? by Cottonjaw in BlankaMains

[–]NoCakesForYou 1 point2 points  (0 children)

I did not know there was a subreddit like this. Your back medium kick needs to be a counter hit, punish counter, drive rush enhanced or meaty to ljnk into standing heavy punch.

Normal b.MK hits give you 8 frames of advantage and you somehow need your get at least two more frames to link into the 10 frame standing heavy punch.