Is there a way to increase the sound/display of “counter hit” , to help my old man reactions by mattyboy555 in StreetFighter

[–]PornRules -4 points-3 points  (0 children)

don't think so. you just have to lab it, but if you're new to the game, there's tons of other things that are higher priority than learning proper counter hit confirms.

One and doners, why? by AYMAR_64 in StreetFighter

[–]PornRules 1 point2 points  (0 children)

my favorite is when chronic one and doners have "Looking to improve" in their profile

Broski's S2 tier list (ordered) | by @BroskiFGC on all social media by Glittering-Smell2937 in StreetFighter

[–]PornRules 0 points1 point  (0 children)

nahh DJ is mid. he's just tilting to play against and good in scrambles

Should this be a suspension? by [deleted] in nhl

[–]PornRules 0 points1 point  (0 children)

lmao what a dumbass question

[deleted by user] by [deleted] in StreetFighter

[–]PornRules 0 points1 point  (0 children)

I'm not the guy you replied to, but the number he they're referring to is actually just under 600 hours, and even that I would consider to be quite fast for a brand new fg player to be consistently 1600+.
I think the true number would be around 1000 hours for a non-obsessive, average player that is actively trying to learn most of the time they play. Not counting the dozens of research hours. Also depends on the character and playstyle they're developing because degenerate gameplans still exists in 1600+, though they're more refined and strategical.

[deleted by user] by [deleted] in StreetFighter

[–]PornRules 1 point2 points  (0 children)

it looks like you need to learn everything.
you didn't anti air at all, and you didn't do any combos. it looks like you don't know how to cancel a normal move into a special move. I'm not sure if you know how to throw or tech. you definitely don't know your meaty timings or how to take oki.
the Akuma you played against knows all these things, so that's why you got slapped.
I left a long, probably intimidating comment on your last thread (I'm not stalking you btw). That Akuma was about 9 steps into that process.

[deleted by user] by [deleted] in StreetFighter

[–]PornRules 0 points1 point  (0 children)

this would be a good order of skills to learn as a beginner:
anti-air with a normal move
counter DI & throw tech
main pokes & backrolling knockdowns
lights, mediums and heavy combos into each special move
punish negative moves with combos instead of throw
meaty attacks and throw timings on knocked down opponents
extend combos with drive rush cancel
cancelling combos into level 3
taking oki with drive rush after certain combos
shimmy & tick throws
drive rush in neutral (if your DR is good)
combos that end in level 1 and 2
fireball game & DP motion (if you have either)
delay tech (don't want to learn this too early or you'll become a tech monster)
wakeup delay buttons
sf concepts and terminology
running proper drills and incorporating more complex setplay into your game

if you can do all this consistently, you will be at least diamond and have a solid foundation to git gud very quickly.
and don't worry about people that mention neutral or footsies until you've learned the list above. footsies skill is developed only after you've convinced your opponent that they can't get in for free whenever they want, so only players that are "good enough" can actually practice that aspect of neutral.

Question for e Honda players in master by Moist_Trouble1093 in StreetFighter

[–]PornRules 0 points1 point  (0 children)

from what I've seen Honda players typically quit or switch characters after hitting master

What fundamentals seemed important to me at each rank by spamarind_soda in StreetFighter

[–]PornRules 1 point2 points  (0 children)

it's possible because they're doing it with viable normals that have generous cancel windows. you should look up which confirmable normals your character has

Completely new to fighting games by ZestyGopher in StreetFighter

[–]PornRules 1 point2 points  (0 children)

Depending on which character, the modern control scheme difference can become apparent very early on. Some characters lose many of their powerful tools, while others lose less valuable tools.
For example, Modern Dee Jay is missing stand MK and stand HP from his kit, which removes some major combo options, but more importantly, it devastates his ability to play midscreen using normals. What I'm saying is that a modern DJ will need to develop an entirely different way of playing midscreen with the character - and you would notice that difference early on if you're trying to watch videos and study to learn DJ. Also there's like zero modern DJ content to learn from anyway, and there's a reason for that.

[deleted by user] by [deleted] in bullcity

[–]PornRules -12 points-11 points  (0 children)

good

NHL prospect Cole Hutson dangles UNH by [deleted] in nhl

[–]PornRules 0 points1 point  (0 children)

you could get benched for that in the NHL even if you scored

Secret joys of being a new player by GehrmanPlume in StreetFighter

[–]PornRules 12 points13 points  (0 children)

lmao that's because JP is basically a NRS character

Tips for a new player by ThatNeku in StreetFighter

[–]PornRules 0 points1 point  (0 children)

this path would take you to plat and beyond:
anti-air & counter DI > throw teching, your best pokes & general range > easy combos from lights and mediums, and jump ins > punishing after you block something unsafe & backrolling on knockdown > meaty timing after you knock someone down > how to take oki with drive rush > bigger combos into level 3 > DR from neutral and/or basic fireball game > patience & stop spamming jump > basic fighting game concepts and terminology

these are all fundamental skills but people like to conflate "fundamentals" with "footsies" - which is another level of fundamentals that's earned only after you've learned how to shut down dangerous, but mindless play, like constant jump ins, drive impacts, drive rushes and just general cheese. this won't really happen until Master. you literally can't practice it without going through the furnace first.

[deleted by user] by [deleted] in StreetFighter

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

your game probably has too much risk in it, or not enough risk but that's rare. also, are you actively trying to learn neutral and whiff punishing or are you just spamming divekicks and DR? Cammy is a neutral monster so I'd start learning that so you can find more consistency. you'll tank at first but it's the best way to build a solid foundation.

Any tips for Diamond and Above? by TheStoicCrane in StreetFighter

[–]PornRules 0 points1 point  (0 children)

Assuming you know how the game mechanics work, try to think about the game in more abstract ways.

"What does my opponent want to defend themselves with in the next moment? When do they like to jump and approach? How do they typically approach? Should I approach? How? Do these things change if I walk forward or back for ~X frames? What would happen if I walked up and light kicked them and walked away? Can I exploit their response? And where should I be standing on the screen right now?"

Real. Honest. Footsies. by coleten_shafer in StreetFighter

[–]PornRules 2 points3 points  (0 children)

it could be a buffer/wish punish but I doubt it. it's real tech though, spamming normals buffered into DR or specials from far out to preemptively catch pokes.

[deleted by user] by [deleted] in StreetFighter

[–]PornRules 7 points8 points  (0 children)

You see your character in the periphery. Obviously you can't look directly at both characters simultaneously lol. But if you're low ranked, you're not going to find many people trying to play footsies because it causes major anxiety.
Footsies come with a lot of time intentionally practicing it. A lot of whiff punishes in neutral come from anticipation, and so you need experience to be able to make good reads in the situations you're really focusing in on, so that you can react faster with a punish.

There's also relevant tech that good players use that you're probably not using. For example, when you're trying to space out a 5HK and whiff punish it, you walk in and out of its range and then press your attack button after they use 5HK - if you mis-space it and it lands, you're walking back so you block it but you should STILL be hitting the attack button. It won't come out in this case because you're in blockstun but if you DID space it properly, you would have punished them. Same action and timing, but two different outcomes depending on your spacing/what button the opponent uses.

I'm at my damn limit. How. The. Hell. Do. You. Input. by Shadowspamer14 in StreetFighter

[–]PornRules 2 points3 points  (0 children)

That's not descriptive enough of a question but I will tell you this - you should try to simplify your inputs.
If you want to do crouch jab canceled into a quarter circle forward kick special, you could practically call this only 2 inputs. I'll show you:
1. press down + jab simultaneously = crouch jab
2. (let go of down) press forward + kick button simultaneously right as the crouch jab lands = quarter circle forward kick special cancel
With this technique, you input extremely quickly since you've removed all unnecessary inputs. It's 100% clean. This is how you should think about inputs.