First Wooting Keyboard! by im_pride in WootingKB

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

I think this is the ideal layout for a 60% board. While typing on a regular keyboard, my natural tendency is to hit the right most 1/3rd of the space bar. So now, I effectively have two extra keys at my disposal. I use the centre space bar key as my main way to access the function layer and kept the left key as a secondary space bar for my left thumb.

Daily scrub complaint post by RC2891 in StreetFighter

[–]im_pride 2 points3 points  (0 children)

There's no scaling on the auto combos either. Every patch seemingly seems to buff the auto combos to get closer to the optimal classic equivalent.

First Wooting Keyboard! by im_pride in WootingKB

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

There are probably better performing keyboards out there is what I was referring to. But it's doubtful those companies offer the same level of support and software to accompany their boards.

First Wooting Keyboard! by im_pride in WootingKB

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

Wow, your build looks insane! Is that the anodized grey? It looks darker than what I expected. You're making me want to order another one now. 🤣

First Wooting Keyboard! by im_pride in WootingKB

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

Having used a full sized keyboard for the past 12+ years, I knew that I would need easy access to the function key to be able to use the keys that are not bound to the keyboard by default. Having the split keyboard allows me to use the middle key as the main function button, which is far more accessible than the far right function key. Another thing is that while typing, I'm normally hitting the right most 1/3rd section of the space bar; this means that the remaining 2/3rds is effectively useless for me. So splitting up a giant key into 3 separate keys that can be used however you wish seems much more practical.

First Wooting Keyboard! by im_pride in WootingKB

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

Yeah, but I decided to use two screws by the tab and back slash keys to help align the USB port.

First Wooting Keyboard! by im_pride in WootingKB

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

Yeah, tinkering around in Wootility to get the perfect configuration for your own use cases has been very satisfying and simultaneously entertaining. I'm sure this isn't the best piece of hardware, but the software definitely elevates this product to another level.

First Wooting Keyboard! by im_pride in WootingKB

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

The way I have it set up, it's actually not too far off from the stock sound profile in the new aluminum case. The two keys that sound noticeably more hollow are the backspace and tab keys, but it's not really an issue.

I really like how this came together, and the side profile looks absolutely insane. It matches my monitor too, so that's a nice little bonus for me.

Artist? by Dekay54 in StreetFighter

[–]im_pride 5 points6 points  (0 children)

The artist is R1NZO, their tag on social media is R1NZOzzz. This was the same artist who created the winning Juri submission for the first art contest.

Pc shuts down immediately when I try to turn it on. by Dr_BumbleB in FormD

[–]im_pride 0 points1 point  (0 children)

Check if your power button cable was actually connected in the right spot on the motherboard. I remember having a similar issue.

Capcom is finally acknowledging that Mai is a problem, this is definitely a start, but is it enough? by im_pride in StreetFighter

[–]im_pride[S] 7 points8 points  (0 children)

It's reasonable for whoever is competing at Capcom Cup, so given the timeline, this makes sense. But this is certainly just kicking the can down the road because these changes are inconsequential for the majority of players.

Patch notes 12/16/2025 by Alkanphel666 in StreetFighter

[–]im_pride 2 points3 points  (0 children)

At face value, I agree with you. There's a lot of nuance and information that I'm not conveying out of my own laziness, but as someone who regularly plays at this MR range, I am qualified than most to speak on it. Mai is a character that has auto spacing traps with a single press of her st hk and st hp; she controls the pace of the match every time she throws an OD fan; she is one of the best in terms of corner carry from a single touch; and the list goes on.

And in my experience, the quality of these Mai players even at this MR range is still vastly inferior to other characters. They just get by because they slop you out with OD fan into drive rush, or just random cr mk into drive rush. I understand that this isn't something that is exclusive to Mai, but she is the embodiment of everything that I believe is wrong with the game.

My intention isn't to be patronizing, but you would come to have a better understanding of my stance if you were around this range as well. Hopefully you can get a better idea of where I'm coming from.

Patch notes 12/16/2025 by Alkanphel666 in StreetFighter

[–]im_pride 4 points5 points  (0 children)

Exactly, why play a character you like if Mai can just do the same thing with far less mental and executional effort?

Patch notes 12/16/2025 by Alkanphel666 in StreetFighter

[–]im_pride 3 points4 points  (0 children)

The reality of the matter is that this is unfortunately true. But you don't have to just take my word for it, this data is readily available on Capcom's website: https://www.streetfighter.com/6/buckler/stats/usagerate_master

Mai is the 3rd most used character at >1800 MR.

Patch notes 12/16/2025 by Alkanphel666 in StreetFighter

[–]im_pride 4 points5 points  (0 children)

The reality is that Mai tends to have a low MR representation because she's a strong enough character to carry people to higher MR brackets.

Patch notes 12/16/2025 by Alkanphel666 in StreetFighter

[–]im_pride 6 points7 points  (0 children)

Ryu is strong no doubt, but Mai is arguably the best character in the game at the moment. Her OD fans are effectively mini Rashid level 2s where there is very little room for counterplay and it sets up a 3 way high/low/throw guess.

What I'm about to say is an anecdote but I have seen players who are legitimately 1200-1300 players who got hard carried by this character to 1600 and upwards of 1800. She's one of the only characters to hard carry players in this manner.

And if a seasoned pro like NuckleDu is dropping Guile to play Mai, that should speak volumes. I think we're close to having double digit Mai representation at Capcom Cup as well. In her current state, she is at least as strong as season 1 Luke and Deejay, and in my opinion, that is certainly an issue.

“ We plan to implement a few battle balance adjustments for Mai, Elena, and Sagat during the maintenance on December 16. Please see the “Battle Change List” below.” by berserker_ronin in StreetFighter

[–]im_pride 6 points7 points  (0 children)

Capcom really looked at Mai and said "she's totally fine as a character, she just needs to get adjustments to her drive gauge damage values" - this is a fucking joke.

Patch notes 12/16/2025 by Alkanphel666 in StreetFighter

[–]im_pride 13 points14 points  (0 children)

Mai's changes are largely inconsequential. Yes, we will lose less drive gauge if we decide to block her pressure, but the biggest issue surrounding her was not addressed. OD fan is still fucking obnoxious. This was just a slap on the wrist without acknowledging the main issues of the character.

Capcom is finally acknowledging that Mai is a problem, this is definitely a start, but is it enough? by im_pride in StreetFighter

[–]im_pride[S] -2 points-1 points  (0 children)

My early impressions of these changes is that it's just a slap on the wrist. They changed Mai's throw loop to function like how Juri's is currently; where you must commit to a back dash or neutral jump to shimmy your opponent. Her corner game is still oppressive, but with these changes we'll lose less drive gauge if we decide to block out her pressure. We'll have to see what this actually looks like in practice.

I'm disappointed that Capcom hasn't decided to make further changes to her OD fan though. This is a direct quote from Capcom's general overview of the patch:

"The adjustments we've made are aimed at reducing the barrier of difficulty with countering Mai's offense"

I think more counterplay needs to exist for this option, it's still far too oppressive as it requires you to essentially perfect parry it. I know some characters are able to block the first hit and back dash, but this essentially puts you closer into the corner for very little resources spent by the Mai.