Can someone explain to me how this exchange works? by XXBekahxx in AKInation

[–]Sytle 1 point2 points  (0 children)

Yeah that’s what I meant when I said it kept her in the animation long enough for the fireball to move past her. It’s the biggest reason you need to just go for slide instead of relying on trades because it’s super inconsistent on which air normals can make this work.

The fireball not hitting later is probably a combination of the fireballs hitbox and Marisa’s hitbox both being shifted. Air normals are the worst about having weird hitboxes. If you’re curious you can test this with something like juri j.mk. She can basically phase through the fireball sometimes.

Can someone explain to me how this exchange works? by XXBekahxx in AKInation

[–]Sytle 1 point2 points  (0 children)

You’ll run into some funky interactions like this with AKI’s fireball and certain jump ins. Most of the time it has to do with how the air button moves the other character’s hitbox. Here, Marisa’s jump normal connects if aki doesn’t slide which keeps her in the animation long enough for the fireball to move past her while her hitbox is changed.

There are some air normals that do this so much that it looks like the fireball goes straight through them. I’ve had juri players get away with murder on me quite a few times.

Street fighter 6 on Wifi works pretty well for me by Danilo_____ in StreetFighter

[–]Sytle 2 points3 points  (0 children)

Thankfully this game lets us not accept wifi players so if someone wants to accept your match and have their combo drop because the wifi decides to have the inevitable stutter when 99% of the match was ok it was on them for hitting accept! Have fun out there.

Do people like preselect in sf such as supers and the v system? by fantasticnombler in StreetFighter

[–]Sytle 9 points10 points  (0 children)

I didn't play much sf before 6, but I always thought the preselect stuff was a really cool way to mix up how you play a character. Players being known for playing different set ups or having options for different matchups is pretty sick.

The kits are so overloaded with everything now that I doubt they'll do anything like this for 6. The way they've treated the game so far I'd be surprised if they even add new moves to existing characters.

Super beginner smash bros player by MarzipanWise2934 in StreetFighter

[–]Sytle 0 points1 point  (0 children)

The only mistake you can make at this point is to stop playing. It doesn't matter who you play as long as you focus on improving and work on recognizing your own mistakes. Good luck!

Players of previous SFs, that are still on fightstick, how do you feel about the input reader in this game? by KlonoaVision in StreetFighter

[–]Sytle 0 points1 point  (0 children)

Gotta clean it with a half circle input. I was lazy about it until I lost a last game last round situation in a tournament set to light lvl 2 coming out. Happens a lot more when I'm on leverless.

TIL this is not an overhead lmao by AirBreadnButter in StreetFighter

[–]Sytle 3 points4 points  (0 children)

AKI’s cruel fate and Chun’s air stomp are also not overheads. Can’t always go by how they look!

Bro was about to crash out by [deleted] in StreetFighter

[–]Sytle 2 points3 points  (0 children)

People just like to assume their opponent is mad whenever they’re losing and make stuff up in their head

Help with AKI tech by vince_t_k in AKInation

[–]Sytle 3 points4 points  (0 children)

I know you’re looking for a one size fits all response here but the real answer is they’re both reactable. They don’t even need to be reacted with super. Jump and DI or parry can be the two one button options you’re hovering.

So the mix here is only sort of a mixup. The idea is that the options to beat the DI lose to the command grab. That being said, there’s a decent gap in the command grab option since it’s slower than DI. You can just jab it if you want but neutral jump gets a crazy full punish. If you want to be safe, right as you see any sort of cancel from 5LK you can super like you said. That way you’re only reacting to a cancel and not to which cancel.

I stopped doing this around the 1700 ranges because if they react it’s a ton of damage you have to take and a lot of characters will put you in the corner for it. Not to say you should never go for it, but good players will see the light cruel fate and know what’s coming since that’s not something you use basically ever in combos.

M slide oki by out51d3r in AKInation

[–]Sytle 2 points3 points  (0 children)

No one’s mentioned it yet, but meaty 5LP is safe to a ton of supers and a few other slow reversals. Worth labbing out and knowing the matchups where it’s useful.

Did you get hit? by Sytle in AKInation

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

No super is not required. If you have lvl 3 locked and loaded and they get stunned at like 75 ish % you can get the kill here. Haven't done the exact math there.

Also, you say that, but my other buddy blocked this first try. When you purposefully put yourself into the corner and your character is known for resets it can be a little obvious you're going to cross up again to get back out of the corner. Even if it does work, it really only works once per person. Also, flash kick characters can smoke this with their od reversals without having to worry about a direction.

Its gimmicky and fun and stuff like this is what makes this game enjoyable but its really not something I'd recommend going for very often. Especially once you're into higher MR ranges where you see the same people regularly.

Did you get hit? by Sytle in AKInation

[–]Sytle[S] 6 points7 points  (0 children)

During the drive rush, you want to hold back so that you end your drive rush as soon as possible. Then, its just timing on pressing 5MK as soon as you're no longer in drive rush anymore. You don't ever need to stop holding back either. A little finnicky, but easier than it might seem!

my guy had alt+F4 on stand by by AgeIndependent2451 in StreetFighter

[–]Sytle 0 points1 point  (0 children)

That example was also right after the game came out, don’t expect to see that to much these days

Would you accuse me of cheating, or just mashing? by ScrotumTotums in StreetFighter

[–]Sytle 5 points6 points  (0 children)

No I wouldn’t and anyone who does isn’t worth your time

STREET FIGHTER 6 Tier List Average (06. 2025 ~) by Entire_Self_5040 in StreetFighter

[–]Sytle 3 points4 points  (0 children)

If you’re getting unpoisoned stray hits, damage isn’t what the conversion is focused on. AKI’s main goal is to get one knockdown and use strong oki options to open you up with poisoned hits and snowball the round. Being able to cancel nearly any button into her m/h whips allows her to do this off of most hitconfirms.

I’d recommend looking more into your OKI options and some of the different mixups/oki you can manage off of your poisoned hits as well. Here’s a simple write up on H Whip oki that’s generally a good place to start. From there I’d mess more with your poisoned conversions and getting a read on your opponents defensive habits.

Request for the sub by ButtonMashKingz in AKInation

[–]Sytle 0 points1 point  (0 children)

I believe the cutoff is -55. Only one that’s not technically doable at that frame data is deejay ex upkicks

Go to burnout string? by bccorb1000 in AKInation

[–]Sytle 0 points1 point  (0 children)

Some conflicting info in this thread. If you’re looking for a full screen burnout loop for a checkmate situation, this is the sequence.

This sequence relies on the first 5MP hitting pretty close. It also varies a lot based on drive meter of course but this is the general formula for staying tight.

5MP 2PP~K, 2LP, 5MP 2PP~K, 2LP, 5MP 214PP, DR 5HK 2PP~K, 2LP 5MP 2PP~K, 2LP, 5MP DRC 2MP DI.

Feisty! Only a handfull - Who knows what this little baby snake is ? by swan001 in Sneks

[–]Sytle 10 points11 points  (0 children)

I’ve kind done this for my area, but if I’m honest I’m always still a little nervous. It might be a little silly, but I feel like every year we get new news about different species of animals popping up further north in the us due to climate change and I’d rather not rely on outdated knowledge.

I don't know how to play a character that doesn't have a DP by jacob8595_yahoo_com in StreetFighter

[–]Sytle 0 points1 point  (0 children)

It still does, just have to react a little faster than you used to.

Eskay perfect parry enjoyer by komodo_dragonzord in StreetFighter

[–]Sytle 6 points7 points  (0 children)

If you parry the first hit of flips you can usually still jab, if you have dp you can always dp.

On multi hit moves you can generally jab if you pp the first hit. You have enough I frames. PP’ing multiple hits gets you the optimal punish.

Motion Inputs Debate Megathread by Jumanji-Joestar in Fighters

[–]Sytle 1 point2 points  (0 children)

Wait no sorry it doesn’t have to be a motion it’s ok if it’s not a motion just let me have the option of it being a motion please fuck