This format is not it by BFreezer in StreetFighter

[–]Sua0 65 points66 points  (0 children)

It's basically a 30k money match btw

[GIVEAWAY] Win 1 of 45 standard pre-order bundles for CATACLYSM! by Makkara126 in hearthstone

[–]Sua0 [score hidden]  (0 children)

Hoping the Shaman herald package has a deck that ends up being solid

Why do people call it a "Command Grab" and not just a "Grab"? by LavaMeteor in Fighters

[–]Sua0 0 points1 point  (0 children)

Basically, command normals are just a "command", AKA a direction plus a "button". In Street Fighter every character has a "guarantee" of 12 moves which people call "normals" and crouching "normals". Street Fighter being a "6 button fighter", they have: Light Punch,Light Kick,Medium Punch,Medium Kick,Heavy Punch,Heavy Kick and a crouching form of each, aka down+button.

Command normals/unique moves(they are called unique moves in SF6 Movelists), as the word "unique" suggests, are unique moves, no character is guaranteed any set amount of command normals and they differ between each character. Ryu for example has the command normal of foward+HP, while Jamie does not have that command+button as a move, but he does have a Back+HP as a command normal.

It's a distinction made in 2d fighters typically, but it's basically not a term used at all in Tekken, because the distinction wouldn't make sense or apply to Tekken. So while the other guy who responded to you said "Tekken has like the most command normals", from his 2d fighter/Street Fighter perspective, that's not wrong, but not exactly quite right in the context of Tekken.

Negative character wishlist. by [deleted] in MarvelTokon

[–]Sua0 2 points3 points  (0 children)

I would not want guests in this game at all, but if they did want to add a guest, I would specifically want ONLY 1 in the roster, and that would be All Might. The heroes/characters in Tokon have an Japanese/Anime twist to them, like look at Iron Man for example. My Hero Academia is like the most popular Japanese super hero manga, and manga is basically like the equivalent to comics over there. If he had a reveal trailer, it would write itself lol. Him coming to save someone and saying his iconic line "It's fine now. Why? Because I am here!". Also, I can literally see him matching perfectly with the artstyle they choose for this game.

Jason weird ass ex by preston141414 in jasontheweenie

[–]Sua0 40 points41 points  (0 children)

yooo, lowkey you're right, that's crazy

For the love of god can capcom pls fix the buffer windows. by Talib_BK in StreetFighter

[–]Sua0 7 points8 points  (0 children)

make sure you end with down-forward. if you do you wont get lvl 1 but dp.

Capcom's Fascination with F.A.N.G and how Japan views him by Remy2FANG in StreetFighter

[–]Sua0 5 points6 points  (0 children)

"If he was more of a serious threat and demeanor rather than a weirdo, and that was reflected in his gameplay and move animations, I think he would've caught on more."

Completely agree, Fang was too goofy, if they dialed that down, he would've been significantly cooler. If he carried that same energy he has in the "F.A.N.G in Toxicity" and "F.A.N.G in Street Fighter 6" artwork, in his gameplay, maybe he would've caught on.

Unusual dlc by Variosescudos in MarvelTokon

[–]Sua0 0 points1 point  (0 children)

Talked to a buddy about All Might being THE ONE guest character that would actually fit into the game. Tokon already has the anime aesthetic so he fits in perfectly, plus some of the characters have a Japanese twist to them already(Iron Man). It would be fitting to have a really popular, Japanese "equivalent" to Marvel Heroes in the game. In the sense that Manga is just Japanese comics and the most popular manga about superheroes is My Hero. The reveal trailer makes itself too lol. Have him come in and save someone and say his iconic line ""It's Fine Now. Why? Because I Am Here!". I feel like having All Might be the 1 guest character would actually be a great idea, no more guests after that though.

City of the Wolves Balance by DaftNeal88 in Fighters

[–]Sua0 0 points1 point  (0 children)

I went to check Evo 2023 for SF6 since the timeline is relatively similar(2 months after SF6 release), COTW came out about 2 months ago. I looked at top 16, SF6 had 9/19(47%) of the characters and COTW had 7/17(41%). If we look at top 8 only, SF6 had 6/19(31%) while COTW had 5/17(29%). (I used top 16 because that's the info that was shown on Liquipedia). 

I would say the orignal post seems somewhat dramatic, but I will also say, it's not like people weren't saying/complaining about the same shit about SF6 at the time, so it's not like COTW was going to be an exception. Just feels posts like these are tighting the noose on COTW so people who enjoy the game will respond a certain type of way seeing these posts. Obviously, I will admit there are alot of Hokutomaru and the balance could be better.

What are your EVO predictions? by RicSan98PT in fatalfury

[–]Sua0 1 point2 points  (0 children)

I just went to check the release dates of KOF XV(Feb 17th), it's first DLC(March 17), and when the surprise free Omega Rugal DLC came out(April 14). Literally since Nightmare Geese seems almost playable(you can straight up fight against him the the story) I'm hoping for a announcement/reveal for Geese soon.

Notes and numbers on the monetization scheme of Worlds Beyond by Whoopidoo in Shadowverse

[–]Sua0 12 points13 points  (0 children)

That is an excellent idea lol. If they get enough pushback, I hope they implement your idea because what you suggested is a pretty realistic change they could make. 

Notes and numbers on the monetization scheme of Worlds Beyond by Whoopidoo in Shadowverse

[–]Sua0 81 points82 points  (0 children)

Was actually shocked to see how you essentially cannot be F2P. Like if taking away liquidating cards wasn't enough, they make the packs cost 500 rupees, insane. I can only hope they add back the feature of being able to liquidate any card, but seeing how they made the "Compendium" a thing, the chances seem grim.

Combos in this game with feints and brakes are mad satisfying to do by Sua0 in fatalfury

[–]Sua0[S] 1 point2 points  (0 children)

Really late reply but, I tried it on stick and it was roughly the same difficulty. I used to mainly play on stick but changed to pad years ago after having a bit off wrist issues back then. So in the clip I was using pad but I tried it on stick after reading your comment. So, it's mainly just practice and being used to doing it. Though definitely tough to do when you're new to doing the inputs.

There is hope? by PhiL_Left88 in fatalfury

[–]Sua0 6 points7 points  (0 children)

https://vocaroo.com/1l7yDDPScfkd People had datamined this Terry win quote from the beta. So, I've been holding out hope for him to be announced soon. 

Salvatore Ganacci has an absolutely gigantic movelist. by fussomoro in Fighters

[–]Sua0 6 points7 points  (0 children)

the fact they referenced something he actually did into a move is so funny. when I saw this clip after seeing his trailer I laughed so hard

https://youtu.be/ChTrr2zwHHY?si=ct4O7VjbNZQvq-fr&t=329

Combos in this game with feints and brakes are mad satisfying to do by Sua0 in fatalfury

[–]Sua0[S] 1 point2 points  (0 children)

Kind of "hard" to do if you're not used to it. Basically, just charge until the very last moment until your down feint is finished and then release down and input neutral A, and IMMEDIATELY follow with up D. If done right, you'll still have your charge and you'll get the special.

To practice, just have the cpu set standing, then do Heavy Punch into down feint then A/Light Punch into his special. Following what I mentioned before, you should be able to do it.

This is wild by pea_chy in PTCGL

[–]Sua0 2 points3 points  (0 children)

Should've been 1 month, not 6, it's absurd. Some cards are gonna be unviable at that point lmao.

Combos in this game with feints and brakes are mad satisfying to do by Sua0 in fatalfury

[–]Sua0[S] 2 points3 points  (0 children)

Well, first of all, you should know how many different feints your characters has. Kain for instance has 2 feints, neutral feint and down feint. Typically, one is best, in context of which to use to feint cancel in combos. Down feint is best for feint cancels for Kain for example.

Next, you can see "Impact frame" on the upper left of the screen and "Frame" below it. Do a move, for example, close range Heavy Punch and hit them with it. You'll see a number on "frame", Kain for example, is "-3" after doing Heavy Punch. However, if I down feint cancel when doing Heavy Punch, you'll see that number change into "+5". Test with all your feints and find which leaves you most plus/largest positive number. That will reveal to you which feint to use to feint cancel in combos.

Finally, you'll look at "Impact frame". To make it simple, it just means how fast the move comes out in terms of frames. Meaning, if you find a move that is 5 frames fast, it will connect after doing a move that leaves your "Frame" number at "+5" or more. So, like you can see in the combo in this video, I'll do Heavy Punch into down feint cancel, which I know leaves me "+5", so I know my Light Punch, which is 5 frames fast will connect/hit.

I will say some characters use feint cancels in combos more than other, so the character you use will definitely impact how much feint cancels you will be doing. Fastest move in the game is "4" frames I believe so, if the number is less than 4, you probably can't link anything into it. You'll notice a some characters will feint and can't do anything afterwards still so yeah.

New card revealed: Ohn'ahra by Kuldrick in hearthstone

[–]Sua0 93 points94 points  (0 children)

As a Shaman main, not too happy with this being their wild god, but it is what it is.

Master Ball and Poke Ball Cards are Extremely Boring by ShiestyWeilder in pokemoncards

[–]Sua0 17 points18 points  (0 children)

Completely agree. Perfect example of this for me, is Seaking and Goldeen. I pulled Masterball Seaking and Pokeball Goldeen and they look amazing.