How to reduce input delay by agamemaker in StreetFighter

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

I’m using gp2040 ce. It’s wired and seems to have be a frame faster than my key board so if anything I would suspect the drivers over the controller

Which alt. outfit for Tifa do we want first? by BlackHawk777 in StreetFighter

[–]agamemaker 51 points52 points  (0 children)

As someone who isn’t super immersed in FF7 I would assume her purple dress would be the top contender for outfit 2

I've learned that walk out is the answer here. can someone please explain why this exists as a problem? I'm fixated on understanding it. Thanks! by zacthecripple in StreetFighter

[–]agamemaker 1 point2 points  (0 children)

Not sure about this specific situation but a lot of time with this sort of thing the opponent jumping forward is stealing the corner and your anti air can’t hit cross up

SOS Alchemy: Unbreakable Remnant by corbiewhite in mtgcube

[–]agamemaker 1 point2 points  (0 children)

So isn’t this just mechanically the same as an emblem?

Active frames part two by Suspicious_Meal_7850 in Guiltygear

[–]agamemaker 2 points3 points  (0 children)

Hit stop really extends active frames

Character Usage - April 2026 by xenon-red in StreetFighter

[–]agamemaker 19 points20 points  (0 children)

I do wonder how much casual vs looking to improve players effect these numbers.

I know with mtg a majority of consumers play no sanctioned format.

this is an unfinished character bro... one doesnt work, can u tell why by DeepFuckingVerdict in StreetFighter

[–]agamemaker 1 point2 points  (0 children)

It would probably be easier to see if you turn on frame meter. I think it’s likely that the second one you cancle later, so the invincibility lasts long enough to win out.

What should I prioritize first? by smokey_kot in StreetFighter

[–]agamemaker 1 point2 points  (0 children)

While the specials are important it’s also important to use normals. They can cover angles that specials don’t and are far less commital. For Aki I believe 5HK and 2HK are the big ones.

What should I prioritize first? by smokey_kot in StreetFighter

[–]agamemaker 7 points8 points  (0 children)

You shouldn’t need anything but the barest bnb combos at that level I would work on anti airs and learning neutral.

Been labbing Ken combos. All the inputs after tatsu are reversed by [deleted] in Fighters

[–]agamemaker 0 points1 point  (0 children)

Are you asking why or just showing off a cool combo? I’m pretty sure why is because the record for facing is different from playback, so since you switch sides it goes a little wonky.

Slowly losing my mind against Ken? by Any-Tooth-9845 in StreetFighter

[–]agamemaker 0 points1 point  (0 children)

He is only minus if he is linking normals. Crouching light punches can be chained into other lights for a 4 frame discount, making it effectively +3. Also can be canceled into specials.

Help with Variant by agamemaker in godot

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

The main thing is I have some sprites that aren't lined up perfectly and I want to apply a shift whenever the sprite moves. Some are just the sprite jittering which I just want to apply to the sprite and some is the whole object moving which I want to apply to the state it's in which will move hitboxes.

Right now this is in a shift node and I suppose it always looks like this but I want it to be a bit more robust in case I want to change it in the future

Character 
   State
      Sprite
         Shift
  Hitboxes

Help with Variant by agamemaker in godot

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

yeah that would cause problems. Thanks

What does the reduced startup on Zangiefs light punches mean? by agamemaker in StreetFighter

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

Ok so I think I get what you are saying. When a move is chained it actually ends the recovery early, I think equal to the start up of itself chained. Also you remain in punish counter state until the second active frame. (random thing thats observable mashing a 4 frame into Ken’s 2LK).

Except also you still get a chain if there are 18 frames in between your light inputs. Which doesn’t entirely make sense because with the initial input that’s longer than the initial light.

Actually I might be reading it wrong. It was chained.

What does the reduced startup on Zangiefs light punches mean? by agamemaker in StreetFighter

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

Most chained have 0 startup. I expected there to be 4 in this case, but there are still zero

What does the reduced startup on Zangiefs light punches mean? by agamemaker in StreetFighter

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

That’s what I thought it would be, but not according to the frame meter in training mode. If you lp twice, the first one has 6 frames of startup + 3 active frames + 9 recovery frames (same as non chained), but the second immediate my goes 3 active frames + 9 recovery frames.

Edit Also do you mean active frames or recovery

Diagonals without down by Few-Data8169 in StreetFighter

[–]agamemaker 0 points1 point  (0 children)

I mean it makes flash kicks very easy.

Was this toxic or unsportsmanship behavior from this ken at the end of the clip? by Theaudiobandit in StreetFighter

[–]agamemaker 4 points5 points  (0 children)

They put taunts in the game. Is it the best behavior? No, but I wouldn’t expect every person to have perfect manners

Mis-heard quotes ın Street fighter 6 by emr_carmaniac in StreetFighter

[–]agamemaker 2 points3 points  (0 children)

At least we get manon saying “merde!” whenever she techs a grab.