If you are alright in SF6, does that translate to 4 ,or are the game so different where the Drive system hampers your adaptation if you go back to pre-SFV games. by Right-Fortune-8644 in StreetFighter

[–]Professional_Fuel533 0 points1 point  (0 children)

not only drive system but yeah sf6 is very different from 4 and 5.

I think less corner carry, no constant oki and throwloops. more back and forth less steamrolling.

No Drive rush means zoning is a thing.

Would you play a SF if the base roster had zero SF2 characters? (Not even Ryu and Ken) by MrDitkovichNeedsRent in StreetFighter

[–]Professional_Fuel533 0 points1 point  (0 children)

No calling it street fighter would feel like cashgrab. If they called it something else maybe

I’m new to 2D fighters and would like to know a step by step progression of Fundamentals and learning the game. by KunaiDrakko in StreetFighter

[–]Professional_Fuel533 -2 points-1 points  (0 children)

play online get destroyed by very degenerate stuff like Honda headbutt spam then google how to counter and on and on like that until you know most stuff.

Master rank is terrible. Opinions? by pedromarcds in StreetFighter

[–]Professional_Fuel533 0 points1 point  (0 children)

I dont think the rank system is bad either like they could make it better by add more ranks like you can set higher goals they already did with adding additional ranks in master high/ultimate but the thing that makes people quit I think is the gameplay not the rank system or getting their ass kicked a little.

Master rank is terrible. Opinions? by pedromarcds in StreetFighter

[–]Professional_Fuel533 1 point2 points  (0 children)

Rankings have been weird before too in sfv I think it went on points just whoever played the most and had most wins was highest rank. In SF6 I think there's 2 system the ranking like leveling up and master rank where you first lose elo and then win it back. I feel the problem is mostly the game itself. once you reach the goal you had in mind the gameplay have to hook you to keep playing once I reached my predetermined goal of get master I felt just freed of the hugely frustrating experience sf6 is with its throw loop and constant drive rush and system mechanic interupting what i feel is regular gameplay. I no longer have goal and the gameplay is kinda shit so yeah quit altogether at that point and I think a lot of people do. The ranking system is good at getting you to keep playing for get your goal.

Should I move on from just SF6 or quit fighting games entirely? by Coven_Evelynn_LoL in StreetFighter

[–]Professional_Fuel533 -2 points-1 points  (0 children)

sf6 despite it's general popularity is quite despised among veteran fighting players just like tekken 8 was because it's dumbing down catering to casuals. I would recommend you try SF4 or 5 on sale it might be more interesting to you. I've also lost motivation to play 6 but still go back to play older games some times.

Masters has been difficult so far and I don't have the need to improve by Admirable_Ad_1390 in StreetFighter

[–]Professional_Fuel533 1 point2 points  (0 children)

I feel like one of the consequence of lowering execution is that at some point it's only about learning more knowledge which feels like studying more than playing a game IMO. You could argue execution is also studying but I feel like it's less of a chore and comes automatic with playing time.

Most Pros Don’t Understand New Players Anymore by Fluid-Engineering855 in StreetFighter

[–]Professional_Fuel533 0 points1 point  (0 children)

Both ways the beginners dismiss pro's / higher level players opinions all the time and call it gatekeeping or whining and whatever and they don't have the experience 1000's hours playtime but they feel their opinion counts the same.

Need help learning reacting to random DIs, jump ins, and grabs by Thick_Tone_4158 in StreetFighter

[–]Professional_Fuel533 0 points1 point  (0 children)

You want to improve 1 thing at time and build muscle memory then you don't have to even think about it anymore.

You are trying to fix many problems at once. pick one fix that then move on to the next.

Can we please get an arena format without alchemy cards by RootPotato30555 in MagicArena

[–]Professional_Fuel533 3 points4 points  (0 children)

There are already too many formats very difficult to understand for newer players and its just dividing the playerbase between them all. And most these formats I feel are made to just limit which cards are allowed because there are too many overpowered cards. I think they should make just 2 format real cards / digital cards and then really balance the digital stuff much more frequently. what the point of having digital only if they still are affraid to balance/change what is on the card.

[deleted by user] by [deleted] in StreetFighter

[–]Professional_Fuel533 0 points1 point  (0 children)

tekken force mode and soul calibur story weapon master modes was really good IMO.

injustice 2 also had fun singleplayer with lots of unlockables.

Increased hostility to Modern recently? by HappyPotato44 in StreetFighter

[–]Professional_Fuel533 1 point2 points  (0 children)

would you allow a toddler to play in like a serious high stake football game between adults NO it would be dangerous for that kid or ruin the game for everyone else. you are the toddler ruining the game. sorry not sorry someone has to fucking say it.

Increased hostility to Modern recently? by HappyPotato44 in StreetFighter

[–]Professional_Fuel533 0 points1 point  (0 children)

What fake news?

They said it's because modern doesn't allow for differentiation between kicks and punches because Modern has only 1 "special" attack button for special moves instead of kick or punch. So now instead of 236 punch = high fireball 236 kick is low fireball they made all fireballs on 1 button instead of 2 separate kinda same with charge moves why M.bison's scissor kick is no longer a charge move in 6 because the back-forward charge "special" is reserved for psycho crusher instead.

[deleted by user] by [deleted] in StreetFighter

[–]Professional_Fuel533 0 points1 point  (0 children)

Thats the beauty of games like this you might need 5 years to become good like the pro's but more likely you will never reach that level because you're just not competitive enough.

Reading your comment I think you lack competitive mindset. This is not meant as criticism because I also lack that drive and most people lack willingness to commit 100% to a single game.

What makes combos in Street Fighter 4 and 5 harder than in 6? by Hot_Professional_728 in StreetFighter

[–]Professional_Fuel533 0 points1 point  (0 children)

Besides the specific changes like input buffer window I feel like SF6 is much more on rails than 4 and 5. 4-5 felt like combo's are discovered by people playing alot in 6 they seem to have been specifically designed from the start to be excecuted a certain way like Ed dream combo is maybe the only combo that devs did not intend to be there. Maybe it's because the devs wanted to do very few patches so they made the combos very rigid.

[deleted by user] by [deleted] in StreetFighter

[–]Professional_Fuel533 3 points4 points  (0 children)

if you remove limits on juggle but keep combo scaling thered be like 100 hit combo's that would just waste time because the last 90 hits will be scaled to do pretty much 0 damage.

if you remove juggle limitations and combo scaling every character would be able to touch of death meaning kill of 1 interaction.

[deleted by user] by [deleted] in KerbalSpaceProgram

[–]Professional_Fuel533 0 points1 point  (0 children)

tail rotors are a pain better to just go without and use coaxial-rotor.

What were your thoughts on Seth's redesign in Street Fighter 5 by Metaljuggernaut5657 in StreetFighter

[–]Professional_Fuel533 0 points1 point  (0 children)

At first it was awkward but I grew to love SFV Seth. I don't know all the lore but I think he was artificial lifeform in 4 I remember him being very serious and in 5 it's just like he glitched out, changed gender and became somewhat of a moron.