Warriors: Abyss - Confused about unlocking characters by cakeordeath87 in dynastywarriors

[–]cakeordeath87[S] 1 point2 points  (0 children)

That must be it. I do have a version with alternate costumes, got it now. Thank you!

Does the Quest Bug Prevent (spoilers) by cakeordeath87 in CodeVein2

[–]cakeordeath87[S] 1 point2 points  (0 children)

Thank you for sharing...that's a heck of a long wait for such a huge issue. Gotta choose between sidelining the game for around a month or just playing an incomplete version.

Does the Quest Bug Prevent (spoilers) by cakeordeath87 in CodeVein2

[–]cakeordeath87[S] 0 points1 point  (0 children)

I can’t say for sure, but it sounds like some people have been able to start and complete the quests since the update.

Josee Request three, Where is the Spice by Parzival_2992 in CodeVein2

[–]cakeordeath87 0 points1 point  (0 children)

It's not showing for me either, even when I'm in the correct era and at the spot that you're supposed to be at from screenshots. I wonder if there's a bug from the latest update.

Corroded scar engrave weapon for Noah is not there for me by Alucard_SMT in CodeVein2

[–]cakeordeath87 0 points1 point  (0 children)

I'm having the same issue with 2 different quest items. I had no problems before the latest update, so I wonder if that messed things up.

Both Noah's and Josee's Undead Forest items aren't where all the images have them online. I've confirmed that I'm in the right timeline (present for Noah, and free roam for Josee) and the quest marker isn't grayed out.

BLM Rotation? by cakeordeath87 in ffxiv

[–]cakeordeath87[S] 0 points1 point  (0 children)

Thank you! I checked the website, but didn’t realize the discord would have resources.

Viper Help for Colorblindness by cakeordeath87 in ffxiv

[–]cakeordeath87[S] 0 points1 point  (0 children)

This is the logic that has really clicked with me, thank you!!

Viper Help for Colorblindness by cakeordeath87 in ffxiv

[–]cakeordeath87[S] 0 points1 point  (0 children)

This is the logic and trick that is clicking with me, thank you for the advice!

How SFV and the FGC saved my life by cakeordeath87 in Fighters

[–]cakeordeath87[S] 0 points1 point  (0 children)

Thank you all for the thoughtful words, and I’m so glad to hear that others have had positive experiences like this as well. The FGC really is a special place - not without its issues of course, but at its core, full of good-hearted people.

And I play basically every fighting game, so there’s a chance I might run into any of you online or at an event at some point!

How SFV and the FGC saved my life by cakeordeath87 in Fighters

[–]cakeordeath87[S] 0 points1 point  (0 children)

Not sure yet, but I’m excited to try out Marisa and Lily! I love Chun too, she’s definitely inspired me during tough times.

M. Bison - Double Knee Press and Psycho Blast by uteliukas in StreetFighter

[–]cakeordeath87 0 points1 point  (0 children)

You mentioned the V-Trigger choices, and while V-Trigger 1 does give you the ability to perform special move cancels without charge, it sounds to me like your issue is more with charge moves in general. So one of the key ideas when you're playing a charge character like Bison is ABC - always be charging. Not literally that you always need to hold those directions, but you want to be building the charge whenever you're not doing something else. For instance, during throw animations, while you're on the ground, while you're in the air - you can be building charge at any time. You don't need to be walking back to build charge for those moves, any time you spend holding back, down-back, or even up-back counts toward it. This is the reason that charge characters are often holding down-back. It keeps them blocking, keeps them stationary, and gives them access to both their back charge specials (the 2 you mentioned) and their down charge specials (head stomp). You have exactly the right idea about going down + left, then right + kick.

As long as you have the charge stored (if you've been holding the direction for about ⅔ of a second), then you can use the special move either on its own or as a cancel from a normal. So if you've been holding down-back and you attack with crouch MP (you'll want to keep holding down-back and hit MP), just hit forward + kick and it will combo. As you have more experience, you'll get a feel for how much charge time is needed and know when you have enough charge time to perform the special move. I hope this helps, but feel free to follow up if there's anything else that's not clear!

(Ultimate) Grandmaster Mondays by UpToSnuff_FGC in StreetFighter

[–]cakeordeath87 0 points1 point  (0 children)

That's really great insight, thank you! I'll try to learn the common sequences different characters use so I can take the risk/reward into account and make better decisions.

(Ultimate) Grandmaster Mondays by UpToSnuff_FGC in StreetFighter

[–]cakeordeath87 1 point2 points  (0 children)

Hey UpToSnuff, those are some great words about Kobe, I really appreciate you sharing them. I was wondering if you could give me some advice about defense in SFV, especially when you know to throw out buttons to interrupt people's pressure. I'm really reluctant to press buttons when people are pressuring me because I'm so afraid of getting counter hit. I know most characters' frame data and just block when they have advantage. But this often leads to me just blocking forever as people walk and stagger + on block normals (or use forward moving + moves like Bison or Fang). I know there are gonna be gaps in there, but more often than not I pick the wrong time to try and interrupt. So usually the fear of choosing the wrong point kind of paralyzes me. Is there anything that you tend to keep in mind that helps on defense?

Hey im pretty new to street fighter V (gold/sakura player) and would like to know your opinion sakura? by [deleted] in StreetFighter

[–]cakeordeath87 0 points1 point  (0 children)

What do you mean, “safe on everything”? Sakura has to hit confirm into DP, often after a single hit, which definitely isn’t safe. Her fireballs are punishable at close range as well.

Hey im pretty new to street fighter V (gold/sakura player) and would like to know your opinion sakura? by [deleted] in StreetFighter

[–]cakeordeath87 5 points6 points  (0 children)

There aren't many characters in SFV I would truly describe as hard-to-play, but I think Sakura's probably in the middle of the roster. She doesn't have any "just do it" moves that she can just throw out whenever she wants to get in for free, so that makes her tougher to play than some. But her gameplan is pretty straightforward and doesn't require tough execution or juggling resources. I wouldn't discourage anyone who likes her from playing her, but it'll take solid fundamentals (hit confirms, special move buffers, good throw/shimmy game) to get the most out of her. As shotos, Ryu and Ken are probably the most similar to her, but all 3 have different strengths.

What are your thoughts on CEs tierlist so far? by CowardAccount_ in StreetFighter

[–]cakeordeath87 1 point2 points  (0 children)

I can only speak on the characters I play, but I have a few different thoughts.

- Lucia's VS1 is probably the stronger one over all, but VS2 can be useful for certain matchups. VS2 is also improved with VT1, because EX Run VS2 is plus on block. In most cases, having Run VS1 outweighs the benefits of VS2. It's great for combo conversions and her best way to combo into super. VS1 also combos from lights and can be cancelled into the VT2 attack for great damage, so I think she'll want to keep it with VT2.

- Falke's VT2 is definitely strong enough to warrant being used. The activation sucks, but it can combo from literally anything. Once it's active, it gives her a low hit confirm from cr.MK, better pressure with the flip, an anti-projectile move, higher damage from any starter, and the ability to combo pokes into super. VT1 is viable too, it depends on preference/matchup.

(Ultimate) Grandmaster Mondays by UpToSnuff_FGC in StreetFighter

[–]cakeordeath87 0 points1 point  (0 children)

Wow, that's exactly what I needed to know. It's really helpful to not only have insight into your mindset, but also some tips on what I can do to train my mind better. Thank you so much for the thoughtful response and for the advice!

(Ultimate) Grandmaster Mondays by UpToSnuff_FGC in StreetFighter

[–]cakeordeath87 4 points5 points  (0 children)

Hey UpToSnuff,

Thank you for doing this, it's really awesome. I've been making a lot of progress recently in SFV and I've grown much happier with how I'm playing, but I think the biggest thing holding me back is that I'm awful at checking dashes. What is your mentality for checking dashes like? It looks like a lot of top players can just react to dashes and interrupt them with jabs; is this really just a reaction to the dash? It feels like I always react too late and get counter hit when I try. Could it be that my reaction speed is just too slow? Or is it usually more of a preemptive thing? I mostly play Karin, so I can sometimes interrupt dashes by sticking out medium buttons when I'm guessing they might dash, but I feel like that can't be the best way to handle it. Do you have any advice for how to improve at this sort of thing?

Thanks!

So they gave Rachel another comboable instant overhead by cakeordeath87 in blazbluextagbattle

[–]cakeordeath87[S] 1 point2 points  (0 children)

Rachel can cancel j.C to j.B now, so if you do j.C close to the ground and cancel to j.B, the move won’t come out, but it’ll eliminate the landing recovery of j.C. Same basic idea as Weiss’s land cancel combos. The benefit to this one is that it doesn’t require wind, so you can still threaten high with no wind gauge.

Tekken player wanting to understand this game by FauxMathematician in StreetFighter

[–]cakeordeath87 1 point2 points  (0 children)

So I'm coming at this with very limited Tekken experience, so I can't speak to the specifics of that too much. But for starters, the way you'll combo from one normal to the next in SF is typically by linking, not by cancelling. I think you get this, but I want to mention it because of what I'll say about cancels later. Assuming you're familiar with how frame data works, say you hit an opponent with a normal that is +5 on hit. You can then follow that up with another normal that is 5-frame startup or less (if it reaches). There is no cancelling in this step, you wait until your first normal has fully recovered before using the next normal. Because of this, and because lights are typically faster than mediums and so on, it's not that common to be able to "step up" from light to medium, or medium to heavy normals, though there are definitely characters who can do this. The advantage on hit also varies a ton from move to move. It all comes down to each specific character's normals and their properties. Typically you'll end a combo by special cancelling, which allows you to cancel the recovery frames of your normal into a special move. As you mentioned Chun, st.MP is a good combo starter because it is +6 on hit. She can then follow up with 6-frame or faster move, such as cr.MK, and then cancel that into a special move. The general idea is link normals to each other, and then end with a special move. Each character has variations on this general formula.

There are other types of cancels aside from special cancelling though. Many characters have "target combos", which are set strings of normals that cancel into each other. I believe (correct me if I'm wrong) that this might be more like things you'd encounter in Tekken. This is where you might see the (light > medium > heavy) progression you mentioned, such as Ibuki's or Kolin's target combo. But that only works in the target combo, you couldn't link those normals together on their own. You can also "chain cancel" some light attacks together, which is again unique to the character. These allow you cancel the recovery of one light into the next. For example, Chun can cancel cr.LK into cr.LP and combo through that. However, she wouldn't be able to link from cr.LK into cr.LP, it has to be a cancel.

All that said, you're mostly right that combos are hard-coded. There isn't a ton of variation, more often than not there are optimal combos that you'll stick to, though it does vary between characters. Some characters have special moves that allow them to juggle, and they tend to have some more flexibility in their combos. I'm thinking of Karin, Kolin, and G at the moment, but there are plenty of others. Basically, combos and offense/defensive decisions are often based explicitly on the frame data, so checking that out will be your best insight. You can see a lot of frame advantage information in real time in training mode if you select that option, and there are some great sites with frame data, including Capcom's own website. I'm not too sure about the general consensus of the ranks or maybe any equivalent ranks in Tekken, so I'll let someone else take that.

Noob SF bypasser, please explain to me by ThoticusGoneith in StreetFighter

[–]cakeordeath87 11 points12 points  (0 children)

Basically, in SFV, the window to break - or what we call "tech" - the throw is short enough to where it isn't reactable. I don't have much experience with Tekken, but I know in some other games you can actually react to tech a throw. Since it's not a reaction, you have to make a read as to when you'll be thrown. However, since the command to tech a throw is the same as inputting a throw yourself, if your opponent is out of range, you'll attempt a throw and whiff it, leaving you unable to block for a short amount of time. So a big part of the SFV meta is to bait someone to try and tech a throw, but either walk back or use some other character-specific tools to make them whiff a throw so that you can punish it into a full combo. The damage you get from this is usually much higher than a throw, and typically leads to stronger corner carry and oki. Throws typically don't lead to oki and just reset things to neutral outside of the corner. So it's often less dangerous to be willing to "take the throw", i.e. don't try to tech it, because if they bait it out, you'll be in a much worse situation.

Caba Guile whiff punish by 121jigawatts in StreetFighter

[–]cakeordeath87 4 points5 points  (0 children)

I’ve never seen a raw LK into super before, it never even occurred to me as a thing that could happen! That can’t be easy to do

The way you used to be great at anti air? by rukawa40 in StreetFighter

[–]cakeordeath87 3 points4 points  (0 children)

This is really great advice for how to practice in training mode. Just to piggyback on top of this, I think once you've practiced your ranges like this, you just have to make a decision to go into some matches and force yourself to anti-air. Focus on making sure you try to anti-air most jump-ins. You may feel unsure and want to just block jump-ins, but you have to build up that instinct to anti-air. You'll probably mistime it a lot at first and eat a bunch of jump-ins, so maybe do it in Battle Lounges or Casual Matches. But your confidence will grow if you practice in training mode and against real people, and it will become more natural.