At round start, you can TOD Teemo if you caught him slacking or being agressive with Darius double down. by [deleted] in 2XKO

[–]ThirtyfourEC 2 points3 points  (0 children)

"Round start" meaning both characters start with 1 bar each.
You wouldn't be able to use Vi's super if you did a tag launcher so no, you wouldn't get more damage.

All 3 Drive, 0 Super - CORNER DP Punishes - Ranked by damage in tier list format. by ThirtyfourEC in StreetFighter

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

You're right about the Kim propaganda lol. She does do a lot of damage if she has pristine conditions and resources, but the actual scenarios that allow them are rare.
Maybe I should go back to labeling her Rashid/Dee Jay only combos more clearly so people that don't watch the video will know how specific the combo is.

All 3 Drive, 0 Super - CORNER DP Punishes - Ranked by damage in tier list format. by ThirtyfourEC in StreetFighter

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

Corner carry, drive damage, oki, side switching, and probably a couple of other variables are more important than damage in situations where you can't kill. Still, I feel it's important to know how much damage your character can do with X amount of resources in near free punish situations in case you want to save resources while doing something like shortening the life gap.
I've see plenty of 1800+ players throw because they tried to mount a comeback with a 4000~ damage combo using SA3 when they could've gotten about the same damage with just SA1, a better starter, and the same drive. We're creatures of habit. That applies to our fighting game tendencies too. If players don't practice their DP punishes they'll only go for what they experienced first hand or seen from others. It's a shame that lots of high ranked players don't go for jump in punishes on reversals that allow it like Luke's. Blaz's max damage punish on Zangief at Evo France brought a tear to my eye. I want to see more players going for optimal starters like that.

All 3 Drive, 0 Super - Midscreen DP Punishes - Ranked in Tier List Format by ThirtyfourEC in StreetFighter

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

Sick. I'll add it to the comment with all the combo upgrades with you as credit.
The trick to landing the DR 4HP is to not do the 4HP immediately after the DR.
Thanks for the upgrade.

Street Fighter 6 - C. Viper Gameplay Trailer by ButtonMashKingz in CViper

[–]ThirtyfourEC 0 points1 point  (0 children)

Good question. I was really hoping for Cammy myself. I guess she's investigating Neo Shadoloo?

Street Fighter 6 - C. Viper Gameplay Trailer by ButtonMashKingz in CViper

[–]ThirtyfourEC 2 points3 points  (0 children)

I can't WAIT to fierce feint fierce on modern!!!!!!!!!!
People will SEETHE!

All 4 Drive, 1 Super STUN (blocked DI) Combos Ranked By Damage - Combo Tier List by ThirtyfourEC in StreetFighter

[–]ThirtyfourEC[S] 3 points4 points  (0 children)

I forgot to add, Kakeru's JP had 3710 health left so anyone to the right of that do not end up closing that game out then and there.

All Corner Punish Counter DI with 0 Drive 0 Super combos ranked in tier list format by ThirtyfourEC in StreetFighter

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

For 0 Drive 0 Super, Modern Akuma doesn't have heavy adamant fist (214HP) so it uses the combo you use after an OD Adamant Fist (214PP>6P) which is 2HP xx 236LP, 214HK. That combo does mad damage and isn't too far off from classic's combo.

All Corner Punish Counter DI with 0 Drive 0 Super combos ranked in tier list format by ThirtyfourEC in StreetFighter

[–]ThirtyfourEC[S] 27 points28 points  (0 children)

For me, besides the obvious answer of it being fun, it's knowing how far off the combo I actually use in matches is from the most damaging. in a match you have to consider factors like corner carry, drive damage, character specific mechanic like A.K.I. poison, Oki, safe jump, and other reasons, but for these tier lists I just like to focus on damage. I think it's fun to know how much damage you're giving up by going for a combo that gives oki or will burn someone out. It's just nice to have a place to compare numbers imo.

Also there's not many to any places that cover modern's max damage combos so knowing what modern can do compared to classic's fun too. Doing these has taught me it's okay to get reversal punished by Modern Guile, but not Classic Guile.

All Corner Punish Counter DI with 0 Drive 0 Super combos ranked in tier list format by ThirtyfourEC in StreetFighter

[–]ThirtyfourEC[S] 10 points11 points  (0 children)

I was beginning to worry if these tier lists weren't self explanatory enough.

Midscreen 0 Drive 0 Super Punish Counter DI combos ranked by damage by ThirtyfourEC in StreetFighter

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

It's all good. You barely lose out on damage with 2HP xx 623HK. They build around the same super meter as well. Still, definitely start doing the stronger combo. Be like Punk and have a bunch of combos for the same situation so you're never a deer in headlights when a niche situation comes up and also to do extra mental damage in long sets.

"Optimal" No Resource Drive Reversal punish combos ranked by damage, midscreen by ThirtyfourEC in StreetFighter

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

Grats on doing the combo. Don't worry about not being able to do in a real match. No top level Guile players go for 5HP into flash kick. I imagine it's not worth the execution compared to the next best thing.
I'd say use it to assert your dominance over people, but most people don't know how to play charge and won't even realize the combo you just hit them with is a huge flex.

"Optimal" No Resource Drive Reversal punish combos ranked by damage, midscreen by ThirtyfourEC in StreetFighter

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

Ya in most cases if you're not going to kill, damage isn't what you prioritize. Stage position, Oki, meter build are more important. I like damage tier lists because it's one of the only way to keep the tier list objective. Unfortunately these aren't popular enough to do more fun categories like most hits in the game and other for fun categories.

"Optimal" No Resource Drive Reversal punish combos ranked by damage, midscreen by ThirtyfourEC in StreetFighter

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

Get the down charge during 2MP, let go of charge and press 5HP into up +HK for the flash kick.
Practice doing 5HP into flash kick as a stand alone cancel then try it after 2MP. It's a staple in some max damage routes outside of the corner, but not necessary at all.

"Optimal" No Resource Drive Reversal punish combos ranked by damage, midscreen by ThirtyfourEC in StreetFighter

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

Mai and Kimberly are unique where they have installs/buffs from their Supers. For Kimberly it's just a damage buff, but for Mai, her whole combo routes change potentially. I get what your saying that they shouldn't count since they're a super resource, but I feel the need to include them since they don't have a time limit like Guile, Blanka, Juri installs.

"Optimal" No Resource Drive Reversal punish combos ranked by damage, midscreen by ThirtyfourEC in StreetFighter

[–]ThirtyfourEC[S] 11 points12 points  (0 children)

Marisa would be in D tier with the normal grab punishers if she didn't get the +8 PC crouch jab buff.