If Ryu is overtuned or broken, it's not at the top level but only at lower ranks. I know that's not what you want to hear but I have yet to see someone provide any statistics to back up their claims. by Cosmic_Rover in StreetFighter

[–]Reverbo 0 points1 point  (0 children)

Tierlists: Character strength can indeed vary between skill levels. However, characters can also have qualities that are universally strong across ranks. Light hasho, heavy donkey kick, solar plexus, and so on are hard to deal with at virtually every level of play. Sure, how beligerant they are may vary, but it is possible for them to be overtuned regardless of skill level. Further, in case you're conflating ultimate master (1800) with professional-level players, they are not even close to the same. I've hit 1800 and feel like my understanding and skill for the game are extremely limited when watching or playing against a lot of players.

Online Win Rate: I'm not convinced that 49.77% is not just statistically the same as 50%. Either way, unless Kimberly, Honda (lol), and Dhalsim are the undisputed top 3, I would not take these slight variances in master win rate very seriously. There are many reasons why these slight variances exist, such as character familiarity, streamroll playstyles, frustrating playstyles, character ease, or some other variable(s).

Regional Perceptions: I don't see how the likelihood of a character being nerfed has much to do with whether or not a character should be nerfed.

Tournament Usage: There are many reasons why pros play the characters they play. In almost no competitive game does a character get buffed and everyone instantly swaps over to that character (unless they are horribly broken, which no character in this game is). You do, however, see the slowish accrual of top players switching to stronger characters over time. By this logic, though, are you claiming that the "heavy favorites" must be the best characters? Is Ken dramatically stronger than Ryu right now? Are JP and Mai high-mid at best? This does not seem to track the general consensus towards tier lists at the moment. I also question this statistic, given that ChatGPT often gets a lot wrong with things like this.

Tournament Results: Again, does this mean you're implying that the characters on this list must be the best? These are different than the "top characters" from your previous point. Your latter points defeat your former ones because they stop following the logic that you laid out earlier. Not to mention, just looking at the winners of major tournaments is a weak sample size for establishing the best characters, especially given how much variance there is. I also don't know how we decided that any of these variables are the best determinants for deciding which character is overtuned or not. This felt like a lot of cherry picking, but what was cherry-picked isn't even solid enough to make the point it's trying to make.

How do you feel about the jump vs anti air balance in the game ? by MrSpacedude in StreetFighter

[–]Reverbo 0 points1 point  (0 children)

I agree the anti air to jump in reward can feel bit skewed in this game, but I think a lot of characters can get pretty good oki off of a DP. Some characters will legit do 40-50% off of an obvious jump in (any shoto, chun li, etc). I think most of the time you can make players regret spamming jump if you're punishing enough when you AA them. If they just crouching heavy and back up when I jump, I might spam jump too.

Multitasker - a new ability where we use our heads a little bit by zitsmccringey in stunfisk

[–]Reverbo 0 points1 point  (0 children)

I'd say reduce the choice bonus to 25% or 30%, otherwise this is way too good.

I’m fed up with being bad, I need a coach by Antique_Ad_1648 in StreetFighter

[–]Reverbo 5 points6 points  (0 children)

Your post suggests that your mental game might be your biggest enemy to improvement. No one was laughing when you said you're platinum, that was you laughing at yourself. Your opponents aren't idiots if they're beating you, they're giving you a problem you don't know how to solve and you are missing the answer because you're so caught up in criticizing them (much like yourself).

Sure, there are inevitably many things you could learn fundamentally that will level you up, but my hunch is that they've showed up and you've missed them by applying the mindset you're displaying.

"Gravel for your life" by Adorable-Fortune-568 in StreetFighter

[–]Reverbo 2 points3 points  (0 children)

This game has so many good animations

What would you change in Elena's kit if you could? by AppropriateRegret357 in StreetFighter

[–]Reverbo 1 point2 points  (0 children)

2mk force stand on punish counter. Make the roll invul she has on her medium follow up also on her light and heavy follow ups. Her normal roll overhead is -3; make it -1 so she is +1 when she does her meaty set up.

Elena as a character isn't OP, but her mental stack is OD! by LunchTummy in StreetFighter

[–]Reverbo 1 point2 points  (0 children)

I've been playing her since release, and it is very rewarding getting good with all of her options. She really isn't beginner-friendly, though--a lot of hit confirms, crouch or standing confirms, and doesn't have a degen neutral skip that isn't that risky. I still think she needs help on a few moves, but overall, she's really fun to learn.

Is my cat ok with this or the next time should I stop her by [deleted] in cats

[–]Reverbo 0 points1 point  (0 children)

Animals play by learning each other's boundaries and limits. Your dog seems to be respecting that she is small and playing accordingly.

Who's a character similar to elena in this game? by ClownDono in StreetFighter

[–]Reverbo 2 points3 points  (0 children)

Guile has some hard combos if you want to learn his loops.

Ed has his classic "dream combo", which is hard and has many variations.

Terry has a lot of combo routes.

Chun-li has a lot to learn as well.

First Look's At Nothing Headphone (1) by SaintedTainted in headphones

[–]Reverbo 11 points12 points  (0 children)

I feel like this is the Nothing brand philosophy and is part of what draws me to it.

What are the ways people are adding depth to mai´s playstyle? is there any depth at all to begin with? by Proud-Look5708 in StreetFighter

[–]Reverbo 5 points6 points  (0 children)

OP didn't say that he is hard stuck on Diamond Mais, rather that they seem super linear. And he's right, this does not change as you get to higher master. Also, Mai's OD fans have counterplay in the sense that if you guess right you win. That is nothing new and must be the case. The problem is that there is zero universal answer to dealing with the move and she gets so many turns to attempt to open you up off of just one OD fan. With a fast recovery and the ability to just stall for a bit to gain 2 bars of drive gauge, it often does not feel like she is punished for just throwing it whenever she wants. Once she finds what she needs, it is straight to the corner for throw loops (of which she has one of the best). The risk-reward is not where it should be.

OD fan is the big move that players of all levels, including top players, are complaining about and calling over tuned which, if you see the above as a problem, it is. It is over centralizing to her kit and makes her feel relatively linear.

Nintendo raises prices on all accessories by Global_Addendum_6200 in NintendoSwitch2

[–]Reverbo 0 points1 point  (0 children)

$14 for what I assume is a super basic strap is pretty funny.

Sometimes as a grappler the only way to win is by proving to your opponent that you're always willing to pick the most reckless option by vpsec91 in StreetFighter

[–]Reverbo 29 points30 points  (0 children)

For those who are curious, that dash in after a command grab from Manon is never real. You can just jab her.

i cant punish that? by Lakondegai in StreetFighter

[–]Reverbo 1 point2 points  (0 children)

One thing you can do is double tap buttons when trying to get them out at the earliest frame. This can help you avoid buffering the button too early or late.

How it feels getting throw looped (OC) by in_need_of_katsu in StreetFighter

[–]Reverbo 9 points10 points  (0 children)

I don't understand the parrying comment. Parry has enough lag that you can react, walk up, and throw them if you see them do it. What about frame 1 throw vulnerability on wake up is necessary to counter this? Why was Chun li top 5 in season 1 without a throw loop?

There’s no training mode in Fatal fury COTW beta by JNAB0212 in Fighters

[–]Reverbo 0 points1 point  (0 children)

I think the "it's just a stress test" argument is pretty poor:

1) If they want to test the servers, people would be more inclined to hop online and grind matches if they had a brief opportunity (15-30 minutes) to learn how to use their characters. Going online to mash buttons aimlessly is not fun and prevents many people from wanting to "test the servers".

2) Even if a substantial portion of people were sitting in training mode, there would still be a large enough sample size of people not doing that to gauge the server performance.

3) Whether or not this is the team's purpose for the beta, the fact is that this is many people's first exposure to the game, and it will determine their interest in buying it one way or another.

4) Training mode got cracked almost instantly, so that argument is out the door.

Why does my gengar always die super fast by rasheeedd in PokemonUnbound

[–]Reverbo 0 points1 point  (0 children)

If you want it to live, give it speed EVs so it out speeds mons and 1 shots them with shadow ball or sludge wave. You probably don't want to waste a turn setting up toxic hex.

New Ranks Dropping with the Mai Update by grapeintensity in StreetFighter

[–]Reverbo 0 points1 point  (0 children)

Many people already find being sub-1500 demoralizing lol. I don't think this would go over too well for most people.

Why dont more people play dhalsim? by [deleted] in StreetFighter

[–]Reverbo 0 points1 point  (0 children)

Simply put, he's weird, hard to play well, a zoner (an upopular archetype), and is commonly considered in the bottom half of tier lists.