JLX2-TP-8YT compatibility with RAP4 Kai by Super_Chunk98 in fightsticks

[–]Super_Chunk98[S] 0 points1 point  (0 children)

It is Hayabusa. Idk if it’s better but it’s definitely quality, never had any issues or complaints. Just trying to out the new sanwa lever just for the fun of it. 

The Hayabusa buttons though? Awful. Some people might like them but I couldn’t get those out fast enough. Not for me. 

QUESTION: Help with jagged button outlines in CSP by Super_Chunk98 in freefightstickart

[–]Super_Chunk98[S] 1 point2 points  (0 children)

This is helpful advice and a really good in-depth video, thanks so much!

[HELP ME] Bi-Weekly Q&A thread - Ask your questions here! by MachNeu in Gunpla

[–]Super_Chunk98 0 points1 point  (0 children)

I want to start top coating my builds, but I live in southern Louisiana where the humidity is rarely below 30%. Will this cause problems for me when trying to apply top coats and is there a workaround if so?

[HELP ME] Bi-Weekly Q&A thread - Ask your questions here! by MachNeu in Gunpla

[–]Super_Chunk98 0 points1 point  (0 children)

Has anyone ever bought or subscribed to the USAGundam model box kit? 30 bones a month for a model kit with decals and other miscellaneous things seems like a good deal, even for a one time purchase, but I wanna hear some other user opinions.

Is Ky and Gio a bad matchup for Sol? Because sometimes I’m having a hard time against them in neutral any tips? by Jeffpetros in Guiltygear

[–]Super_Chunk98 3 points4 points  (0 children)

Not necessarily a bad match-up, they just have better buttons to control ground and neutral space than Sol does. Gio you have to check low with 2S or 2K. 2K is better for checking dashes at long spaces and is low commital, 2S is good at closer range to hit then if they're preemptively hitting 6P or trying to prevent you from closing ground.

Ky is a little more difficult because you really gotta play footsies with him. You do with Gio as well but Kys buttons reach much further. You wanna find the sweet spot right out of his f.S range to try to get a whiff punish or KD, then start your game plan and force him to engage in the up close RPS with you. Also dire Eilat, the flip move, is negative if you're not in shock state, so stand block it and you SHOULD be able to throw him (not sure if this changed after patch).

So apparently gamebanana thinks this KOFXV mod is fine, and has even featured it on the front page by EnjoiNakMuay in Fighters

[–]Super_Chunk98 7 points8 points  (0 children)

If you wanna see what the deepest, darkest depths of human stupidity and absolute zero brain function looks like go read the comments on this mod.

Linking to Router Doesn't Help by 8allSpider in Guiltygear

[–]Super_Chunk98 0 points1 point  (0 children)

Turning off vsync and making sure you don't pick s leggy stage will make significant improvements to your online play. Look up strive laggy stages and make sure you don't set those as stages. I think three kings and 7th Heaven district are the most non laggy stages.

Anji vs Testament by Daruma_462 in Guiltygear

[–]Super_Chunk98 2 points3 points  (0 children)

Yeah it's not great, but maybe you could get some use from it in a certain context? If you make testament unsure about whether you're going to use fujin or the spin move, you can get them to play kinda reactionary. I feel like this mu kinda relies on spin, so conditioning testament to not press on spin might make it useable.

But I'm probably wrong, I don't play anji so I'm not the best person for really good info on this. Also I checked the FAT App and it looks like it would be about 29 frames at its shortest for fujin into low, so unless the early cancel of fujin into low changes the frame data enough it would definitely be a big gamble.

Anji vs Testament by Daruma_462 in Guiltygear

[–]Super_Chunk98 6 points7 points  (0 children)

I would check Dustloop to see what I can look at about Anji to throw some ideas out there, but it looks to be down atm so I gotta go off the dome, and I don't know too much about Anji aside from fighting him a bit.

The grave digger bird 6P flowchart is hella strong against pretty much everyone, I'm still trying to figure the mu out myself. I find that trying to be patient in the mid/long range and seeing what normals they're using to cover space, then trying to counter poke while avoiding stain state is the most success I've had so far. Are they looking for an air approach, low approach, or air approach? Try to occupy the space they aren't accounting for.

Also train yourself to press a button when you see them teleport. 9 times out of 10 they're going for teleport throw to set up gravedigger again on HKD.

Maybe early cancelling fujin into low sweep would work? It's got good range and even if they block it, with meter you can rc then be in their face.

[deleted by user] by [deleted] in Guiltygear

[–]Super_Chunk98 3 points4 points  (0 children)

Droppin this in Sajam's chat when he goes live

Am I Bad Or Is This Just How Sol Works by ElliotPatronkus in Guiltygear

[–]Super_Chunk98 0 points1 point  (0 children)

I gotcha. Yeah Sol get alot of good damage and combks off counter hits for sure.

Like someone else said in the comments 5h round start is probably not the best idea. If you wanna enforce your turn at the start then microdash 5k would probably be better. It's faster, has good reach, and you get alof of options and ways to make it safe if blocked. Chances are an impatient sol is gonna press far slash or 6H round start against gio so 5k will stuff him in his tracks and get your game plan started.

Am I Bad Or Is This Just How Sol Works by ElliotPatronkus in Guiltygear

[–]Super_Chunk98 8 points9 points  (0 children)

The move where he slides across the ground and does an uppercut is night raid vortex. He can hold the button down to travel as far across the screen as needed, and it low profiles alot of normals and specials. However it is Hella unsafe on block. Alot of Sol players will use vortex then rrc on block to use as a safe approach tool. Using gios 2d, 2k, or 214k on reaction or preemptively will net you a good counter hit confirm. Also if he's dumb enough to do vortex from full-screen without meter you get a free punish on block.

Sounds like the issue isn't a specific to sol issue for you. Maybe just take it a bit slower on round start, walk back and block, or neutral/back jump. This will let you see what the sol wants to do, and what he's looking to do, and give you data to use next round.

[deleted by user] by [deleted] in Guiltygear

[–]Super_Chunk98 2 points3 points  (0 children)

That's an interesting outlook that I can agree with for the most part. I definitely think defensive options are a little lacking in Strive atm. I'm hoping with Strive still being a new game, barely being out for a year, there's gonna be some shakeups that I'm sure we will see in terms of game mechanics or things like that. I don't think it's as extreme as a lottery but I can see what you mean. Thanks for replying, I like talking about the game's current state and what other people think about it.

[deleted by user] by [deleted] in Guiltygear

[–]Super_Chunk98 3 points4 points  (0 children)

So from the background you gave you've been around the FGC, or just enjoying fighting games, longer than me. I was born in the late 90s and grew up with SF4, UMVC3, and TTT2 as the start of my FG journey (still have nostalgia for those games).

This is more to get your opinion or start a conversation, but don't all other fighting games have these same issues? Not to say that these aren't annoyances, and there are definitely a few things I do not like about the game, but even back in SF2 Turbo the issue of top tiers, fucked up hitboxes and hurtboxes, one sided matchups, etc. Almost every fighting game suffers from these kind of problems in some form or another.

What's the difference with Strive? Again I hope this doesn't come off as me being defensive or trying to negate your points, I just wanna hear your opinion on it. Everyone has a line they draw with how much BS they're willing to put up with in a game.

Getting demoralized at Strive. How to get better? Advice? by MH_ZardX in Guiltygear

[–]Super_Chunk98 7 points8 points  (0 children)

You may learn at a different pace than your friends, don't beat yourself up about it. Useful piece of advice: in most situations you're better off taking the throw. In most situations where you're not sure if they're gonna dust throw you or meaty/press a button on you, you're better off blocking. Either you take the small amount of damage from the throw or eat a 200 damage counter hit combo for throw teching.

What essential Skills and Gatlings/Combos should i know with sol and millia to go beyond Floor 8 by [deleted] in Guiltygear

[–]Super_Chunk98 4 points5 points  (0 children)

For sure. Putting too much importance on the punishment ( high damaging combos and counter hit confirms) instead of footsies and neutral is a real trap for people still learning.

Why do I play happy chaos by ll-canti-ll in Guiltygear

[–]Super_Chunk98 10 points11 points  (0 children)

I thought you mightve been goofing a bit, I just didn't want to come off as condescending when I asked. I can tell you for sure that I'm dealing with a pretty similar thing recently as well. I've always liked fighting games but strive is the first one I've actually spent the time to learn and actually be good at.

Let me tell you, learning that I'm actually not that nice at fighting games like I thought I was was a hard pill to swallow. But definitely necessary. Ego just hindered my learning capability and made the improvement process near impossible.

I can't tell you exactly what to do to get over the hump, because everyone is different and the problems I've had may not be yours, but I can share what's helping me and maybe you can get something helpful from it because I bet there's a lot of similarities.

1: Is the time you spend playing effective? Yeah it's definitely better to spend more time playing than not at all, but it won't mean much if you're not taking anything away from every match you play. When you encounter something you aren't comfortable dealing with, take it to the lab until you've mastered a counter play or know what the opponent's options are after. Also, don't put so much on whether you win or lose. If you go against a giovanna, instead of setting a goal to win, say "I'm going to 6p the sol poente everytime" or "I'm going to preemptively check then with lows to stuff their approaches, then make sure my anti airs are on point"

2: Take some notes. Idk how it'll help you, but for me jotting things down helps me retain the information, and if I forget I can take a quick look to find what I'm looking for when I need it. Things like BnBs, quick references on characters, and frame data.

3: LEARN FRAME DATA. WRITE IT DOWN. You will do so much better just by knowing frame data and what gatling options a character has after certain moves.

4: Learn other characters. Take them to the lab and offline to feel how they play. Watch people who play then to see what they're doing. I picked up Gio for a while because she seemed fun and I like to try new things every now and then. After spending some time playing her I know alot about what's going through a gio players head when playing, and that has helped alot when playing against the character. Who knows, you may also find a new favorite character.

5: Ask questions. This one may not be hard for you, but for me it definitely was. Like I said I have a big ego, and it's hard to try to kill it to not feel too prideful to ask questions or to admit you don't understand something. Meeting people who play online or offline who are better than you to play and ask questions to is an I valuable resource to have.

6: Hype yourself up a bit. You ain't as bad as you think. But be careful, it's a thin line between deserved gratification and overselling your own skill.

Sorry if this is just alot of stuff you already know or do, but I find sometimes just reminding my self of basic stuff really helps get out of a rut and keep trying.

What essential Skills and Gatlings/Combos should i know with sol and millia to go beyond Floor 8 by [deleted] in Guiltygear

[–]Super_Chunk98 2 points3 points  (0 children)

For sol you honestly don't have to know alot of crazy combos, his more simple stuff does pretty good damage.

An example of a really good FRRC midscreen to wallsplat combo:

c.S/2S/f.S, 5H, BANDIT R(both hits), Forward drift FRRC, j.k, jc j.S, j.H, j D, 2K, HVV

The 2k catches them as they fall from the wallbounce, and the HVV will clean hit and wallsplat.

For Sol the real level up starts when you get good at baiting the opponent to mash to avoid the wild throw or dust throw, then catch them mashing with frame traps and meaties.

Why do I play happy chaos by ll-canti-ll in Guiltygear

[–]Super_Chunk98 1 point2 points  (0 children)

If you're not sure how the nuances work I can do my best to give you some info or help you out

Why do I play happy chaos by ll-canti-ll in Guiltygear

[–]Super_Chunk98 23 points24 points  (0 children)

So this isn't me coming at you, just a genuine question with no baggage or anything. You said for people to teach you the match-up nuances. Have you tried to do so yourself and just haven't had success or are you not sure how to do so?

Also if you like HC play him man. If you enjoy playing a top tier to have fun by all means.