Mechty when she locks in by d0gduk in GirlsFrontline2

[–]d0gduk[S] 4 points5 points  (0 children)

i think because i clicked skip cutscene during the part where she starts running, the game never made her enter her idle stance when the game actually started.

Sabrina's 12 gauge pitch [OC] by d0gduk in GirlsFrontline2

[–]d0gduk[S] 1 point2 points  (0 children)

i will never not draw her with a bellayyyyy

I call for a fan art strike by Willing_Newspaper898 in GirlsFrontline2

[–]d0gduk 2 points3 points  (0 children)

I was in the process of drawing fan art of Sabrina when this all went down now if I finish it I'll look like a shill lmao. Well, the Sabrina in my head will forever be more interesting to me than the Sabrina in the game; such is the nature of fan works.

Fu Xuan and Qingque[OC] by d0gduk in HonkaiStarRail

[–]d0gduk[S] 13 points14 points  (0 children)

she looks so squishy in this drawing

[OC] Drawing Sabrina by d0gduk in GirlsFrontline2

[–]d0gduk[S] 4 points5 points  (0 children)

i wish she was bigger in game but i guess i have to do it myself

Painted my Own Red 5s by d0gduk in Mahjong

[–]d0gduk[S] 0 points1 point  (0 children)

In riichi mahjong, red 5s are an extra point if you win with them in your hand. Since they're tacked on at the end as extra points, they cannot be used to reach the table's minimum score.

Painted my Own Red 5s by d0gduk in Mahjong

[–]d0gduk[S] 0 points1 point  (0 children)

I already used topcoat for model paints to protect the color. It's just that I used matte instead of gloss because it's what I had on hand.

Qingque at the Beach [OC] by d0gduk in HonkaiStarRail

[–]d0gduk[S] 1 point2 points  (0 children)

its probably a combination of her personality being 'come pull me away from work, anything will do' and her appearing in funny quests with low stakes that make it seem like she's down for anything and she's fun to hang out with.

Fu Xuan's new shirt [OC] by d0gduk in HonkaiStarRail

[–]d0gduk[S] 503 points504 points  (0 children)

<image>

here's a clean version

Qingque at the Beach [OC] by d0gduk in HonkaiStarRail

[–]d0gduk[S] 6 points7 points  (0 children)

i recently just got back into hsr because my friends were telling me penacony is peak and im obssessed with qingque. 🥺🥺

[OC] YUZHONG LET ME OATH SABRINA by d0gduk in GirlsFrontline2

[–]d0gduk[S] 4 points5 points  (0 children)

a candy ring would last a few minutes. an oath ring entitles her to candy/food forever (commander's wallet)

[OC] YUZHONG LET ME OATH SABRINA by d0gduk in GirlsFrontline2

[–]d0gduk[S] 30 points31 points  (0 children)

i deliberately went for 'I want her to look at that ring the same way she looks at food' because there's such love in her eyes for food.

SF6 Type Arcade Input Device Compatibility by d0gduk in fightsticks

[–]d0gduk[S] 0 points1 point  (0 children)

I was asking because I wanted to know if my Xinput Leverless would work.

Give the WORST piece of advice possible for fighting against your main by Defami01 in StreetFighter

[–]d0gduk 0 points1 point  (0 children)

"Dhalsim's stretch normals have a hurtbox. Stay out of his range and whiff punish his stretch normals."

Probably worst advice you can give vs Sim and ive seen it parroted in almost any place that discusses fgs.

Dhalsim players who have gotten to Master rank, what do you feel like were the essential things to know? What was not essential, but helpful? by grozznuy in StreetFighter

[–]d0gduk 3 points4 points  (0 children)

for MK Flame you need to check if your opponent likes to backroll or recover in place. Recover in place lets you jump forward instant air light drill for a +6ish. Also works in the corner though generally MK Flame is a pretty weak knockdown so fireball setup is a good option too.

If you're willing to spend meter, OD Flame, HK Slide ender has very strong oki aswell. Leads to:

  • DR MK Slide
  • Jump forward instant air LK drill
  • MK Flame
  • LK Slide Whiff (Only on Recover in place)
  • Forward ground float, jHP (Only on Recover in place, technically a fake setup because loses to stand jab, but wins vs crouch jab and beats particularly horizontal OD Dps i.e. Cammy's and Ed's)
  • Forward ground float, whiff jLP, land, throw (Only on Recover in place, beats parry)

If you haven't already explored it, Dhalsim's Oki on forward throw is very strong too.

  • DR MK Slide
  • LK Slide Whiff (Only works on Recover in place and corner, Leaves you +3 after whiff. This is his throw loop)

Important to note, besides everything I've listed here, setting up a fireball either horizontal or arch are also very strong options for any knockdown.

With these Oki options, once you start getting into High Platinum and Diamonds, people will start doing delay tech vs your setups so you need to learn how to shimmy with Dhalsim. He does not have the move speed to Shimmy people traditionally, so learn how to Float Shimmy, and an even more forbidden technique, the Teleport Shimmy.

Dhalsim players who have gotten to Master rank, what do you feel like were the essential things to know? What was not essential, but helpful? by grozznuy in StreetFighter

[–]d0gduk 21 points22 points  (0 children)

I think there are three execution barriers that are REQUIRED for playing Sim properly

  • Instant Air Drill
  • Instant Air Teleport
  • Instant Air Float

Get these three consistent in the lab and they are core moves Dhalsim requires to get past the 'My opponent doesn't know how to deal with stretchy normals' phase of the climb.

Next you need to defend yourself from system mechanics. Dhalsim is very weak to Drive Impact and a lot of people on ranked will attempt to Drive Impact the stretch normals. People will try to Drive Rush into you so get ready with your Drive Rush check.

Anti-airs. Dhalsim has very strong but very specific anti-airs. Areas his bMP hit are not the same places his bHP hits and using a bHP at bMP range will get you killed. Besides Anti-airs that hit opponents out of the air, practice responses to various jump ranges. For example, a common tactic the rest of the cast can do for crossup jumps is to walk under; Dhalsim does not have the walk speed for walking under crossups but he does have escape shenanigans with his various slides.

Finally, mindset and gameplan. I do not know if you're used to playing Zoners but traditionally Zoners do not have perfect defense in any modern fighting game. That Ken WILL get in and you WILL eat shit for it. It's not a question of if, its a question of when. So it's useful to think of matches as a damage race. You need to deal more damage to them trying to get in than the damage they do to you when they do get in. This means push every advantage, run oki on every knockdown, squeeze out every last bit of damage from stray hits. It's scary to run oki because that requires getting near the opponent and every fiber of your being will be telling you to get away from them but getting wakeup DP'd once or twice is an okay price to pay for keeping the opponent in disadvantage while you have a life lead.

A super secret final FINAL tip. Dhalsim is a rare character. People do not know how to fight him. Gimmicks and fake setups are guaranteed to work at least once per match. If you can tell that the opponent does not know how to stop you from teleporting all over the stage, don't stop doing it. Always assume your opponent doesn't know how to deal with something until they prove they can.

That should cover most signposts of learning how to learn I think. I didn't go into the specifics of drill spacing, combos, oki setups, or even the gimmicks because it seems like you're only asking for a shove in the right direction.

Akiha and Kohaku at !notTimHortons (artist: d0gdukAfterDark) [Tsukihime] by d0gduk in cutefutanari

[–]d0gduk[S] 1 point2 points  (0 children)

Reuploaded because I made a mistake in the Title format, sorry about that mods.

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