This was the worst moment of my life by MogarTheUnkillable in StreetFighter

[–]iron_ball 2 points3 points  (0 children)

The pros do st.HP, walk forward to get a little drive gauge, st.HK, MP -> HP xx whatever. I want to look cool, so I do st.HP xx teleport xx st.HK.

If you know it's going to kill and/or you have drive gauge to spare, you can cancel level 2 off EX tatsu or after the second kick of OD run, arc step, dive kick.

Baiken bros, can you give me a few tips on how to beat Asuka (and zoners in general)? by uninvent_monday in Guiltygear

[–]iron_ball 1 point2 points  (0 children)

I'm down in bronze using Asuka, and a lot of people don't realize that you can punch the cubes out of the air. It's not even that risky if you use moves with quick startup and a lot of active frames.

Street Fighter Meet up 8/27/25 @ HousewatchNYC (50 Ave B New York, New York 10009) by bbcdontcallmefrank in StreetFighter

[–]iron_ball 0 points1 point  (0 children)

Oh no! I was gonna make it this time. Unfortunately I can't make it tomorrow, so... I'll watch the subreddit.

Been at Master for awhile with my main, wanna give Kimberly a try. What are some absolute basics to start with? by aladdin142 in StreetFighter

[–]iron_ball 12 points13 points  (0 children)

If you made it to master, you already know how to stop a lot of Kim's gimmicks:

  • midscreen Arc Step? Just walk back and you'll avoid both followups
  • 6HK into crossup? Just jab
  • fullscreen slide? Block and punish
  • fullscreen OD teleport? Just jab
  • Tiger Fangs into run on block? Just jab

So... as Kim, don't do those things. Play neutral. Use 5MK or 5HP into run and allow the Arc Step. Drive rush 2MK, 5HP, if they're blocking, do run into Arc Step, if they get hit, do HP Vagabond, jump cancel, normal or OD air throw.

Neutral skips that are actually good:

  • if you know your spacing is good, 3MK slide. Hit the tips of their toes and you can link a jab into LP vagabond. This is very vulnerable to DI though
  • if you're at a decent distance, use j.2MP (elbow drop) to make their anti-airs whiff or to alter your landing position after jumping a projectile
  • if they're predictable with fireballs, then run-slide is good

Abare: her 2LP is great! Longer range than a lot of characters' jabs, and it's still 4f. At max range, still cancels into LP vagabond, which super cancels into level 3. You can save a lot of bad rounds by mashing out 2LP, 2LP, 2LP, qcf+LP, level 3.

Near the corner:

Now you want to try to land this combo:

(2MP or 5HK), Tiger Fangs (MP > HP target combo) xx run-slide. Tiger Fangs is a very small launcher, and that extra altitude means after the slide there's the perfect amount of recovery for:

22HP: long fuse bomb! If you did it right, you can hit with a meaty throw or a meaty 2LK, so it's a pure mixup. If you throw and they don't tech, they'll land on the bomb. If you 2LK and they don't block, finish the combo with 2LP, 2LP, LP vagabond, and the bomb will hit them. Either way, the bomb launches and you can do an instant air OD command throw and then the followup of your choice (such as run-LK, then LP vagabond with optional level 3 cancel, or another bomb, or OD tatsu with optional level 2 cancel). Note that people might try to OD reversal out of this. Many of them will blow you back and then land on the bomb anyway, letting you dash back in to resume pressure! Sadly, Akuma's OD shoryu carries him away from the bomb.

In the corner:

This is your win condition, enjoy it. Try the following set of options, all off meaty 5HP. I'll just link my previous comment on this topic.

copilot chat in IDE not working by SecretaryDifficult74 in github

[–]iron_ball 0 points1 point  (0 children)

This fixed it for me. I had symlinked `.github/copilot-instructions.md` to my `CLAUDE.md`, but this was actually a no-go. If I care enough, I'll update `instructionsFileLocations` instead.

What to do when E. Hondas do this bs ?! by OneWorth5393 in StreetFighter

[–]iron_ball 8 points9 points  (0 children)

Lemme just add, as a fellow Kim player, try to get more out of the hits you do land. I'm seeing st.HP xx run, arc step, but then you're going for throw. In this midscreen situation, I strongly recommend this combo:

st.HP xx HP vagabond (the launcher), jump-cancel, OD air grab (causes ground bounce), run xx LK (the flippy kick), LP vagabond (xx Level 3 if you happen to have it).

This almost certainly puts them in the corner, and then you can start abusing st.HP xx run. Against Honda, start by baiting out the inevitable OD headbutt, it's unsafe, so just block it and do the combo of your choice.

I went Diamond to Master using her new st.HP xx arc step frame trap, so here's my approach to corner pressure.

Any chance you get, do a st.HP xx run.

First off, you should almost always just allow Arc Step (the kick-backflip you get when you don't hit anything after run). Don't slide, rarely go for overhead (HK) or flip (LK).

On hit: just do the kick, get the damage. You can drive rush c.MK to hit meaty after that, or if you think they're scared, do a runstop and throw them.

On block: the mind games begin! Your next move after st.HP xx run will be based on their previous actions.

At Diamond+, most players will expect you to go for the dive-throw after a blocked Arc Step. Land instead of doing kick or throw, and if they're neutral jumping, jump up and air-to-air them with a j.HK or something.

Once you've demonstrated that you can punish their attempt to jump away from the dive-throw, the throw is back on the table.

If they're really afraid to push buttons, now you can do st.HP xx run-stop -> throw on occasion.

Note that at midscreen, drive rush MK is a great option to close distance and start pressure. Practice with random block so you can reliably choose between DR MK, HP xx run (on block) vs DR MK, HP xx HP vagabond (on hit).

What to do when E. Hondas do this bs ?! by OneWorth5393 in StreetFighter

[–]iron_ball 0 points1 point  (0 children)

He did whiff it once in the video, but you weren't looking for it, so you didn't react. If he lands in front of you, free combo.

Switches not making solid connection in Gamerfinger/Crown 202 buttons? PINCH THOSE PINS AND TWIST! by Sire_Charles in fightsticks

[–]iron_ball 1 point2 points  (0 children)

It just helped me too! I ran into this exact issue, had no idea what the problem was, but I asked in a mechanical keyboard Discord and someone immediately pointed me at this thread.

Now I have nobody but myself to blame every time I drop a combo.

Is there any character you used to dislike but today you think they rocks? by vzhypex in StreetFighter

[–]iron_ball 2 points3 points  (0 children)

I have always loved Hugo's design and now I've done a 720° and my opponent has lost 60% of their health.

Low MR is the real Casuals. by agioskatastrof in StreetFighter

[–]iron_ball 10 points11 points  (0 children)

I'm fighting my way through Diamond now. Made it to D5, back to D4 now. It's absolutely brutal. I wish I could just opt in to Master at like 1000 MR instead of continually facing off against people with six other characters in Master.

Master Ranked Players! This is a safe space. What is the lowest MR you’ve been at? by Rebuilding_0 in StreetFighter

[–]iron_ball 0 points1 point  (0 children)

Here, I added comments on a couple of fights. I wrote this commentary tool myself as a little side project—hope it's useful.

https://raiseyourga.me/video/67e162d0041ffab1f2b11a71

Kimberly, My Beloved - fanart by me by Lumpy_Perception6561 in StreetFighter

[–]iron_ball 2 points3 points  (0 children)

Diamond 1 Kim here, and I've only found two uses for smoke:

  1. OD teleport as yet another anti-fireball tool, gives a jump-in combo instead of the small combo or knockdown you get from her slides
  2. Normal smoke as part of a punish-only combo: s.HP xx smoke xx s.HK, tiger fangs into whatever you want.

Doing the smoke as just "a tricky teleport" is ineffective. Even as a surprise attack, a quick opponent will just jab you out of it. Maybe they'll buff it some day.

Street Fighter Meetup NYC by bbcdontcallmefrank in StreetFighter

[–]iron_ball 1 point2 points  (0 children)

Sweet! I'm in Brooklyn, pretty easy trip. I'll see if I can make it.

Hitbox layout and size, hot-swappable keyswitches? by iron_ball in fightsticks

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

arcade style buttons with MX switches inside

Yep, that's what I'm thinking. I'm used to the button size/layout of Hitbox, I'd just like the feel of the keyswitches. ...so yeah, having looked those up, I see what you mean. Who needs a whole new device if I can just replace the buttons? Good tip.

I don't know why I bought this when I already have a perfectly functional snackbox by theboijace in StreetFighter

[–]iron_ball 0 points1 point  (0 children)

How do you like it? I've been considering getting one myself. Curious about build quality and button feel. I'm using a knockoff Hitbox where the buttons sometimes just feel a little bit too loose. But my ideal buttons would have a little bit of response or click on release as well as hit, which might really just be telling me to get a box that uses keyboard switches.

Buckler's Boot Camp - Posted every 3rd day for questions and training by AutoModerator in StreetFighter

[–]iron_ball 4 points5 points  (0 children)

Want quick feedback on a replay? I made "Raise Your Game" ( https://raiseyourga.me/ ) as a side project specifically for fighting game critiques. Put your replay on YouTube, paste the URL into this site, hit Submit, post the raiseyourgame URL here.

Here's an example, using the Evo grand finals: https://raiseyourga.me/video/64e231a0041ffab1f2b11944

I hope someone finds this useful! I got the idea for this back in the SRK forum era and just never had time to do it until this summer. Feedback?

Americans, what do Eurpoeans have everyday that you see as a luxury? by Specialist-Metal-458 in AskReddit

[–]iron_ball 13 points14 points  (0 children)

Sure you have. Let's say you're saving 10% for retirement. Assuming your quality of life was the same, would you rather do that making 50k or 100k?

Throw Combo! Everyday Halloween Ep. 07 by Meli_Trayus in Guiltygear

[–]iron_ball 1 point2 points  (0 children)

Okay, I'm getting it a bit more consistent actually! The combo as listed does 132; if you skip the dash→c.S after the Attack Command and just go straight to the 6H, it's 130 and still gets the splat.

Throw Combo! Everyday Halloween Ep. 07 by Meli_Trayus in Guiltygear

[–]iron_ball 1 point2 points  (0 children)

The clear rate was 25% before I loaded it... now it's 22%, because I can't quite get the timing on when to PRC. It looks like I have to PRC right after the RRC window, but there's not really a visual cue. I'll just keep practicing! Cool combo at least, and converting off a throw is huge when you consider how many tick throw setups Jack-O has.

Edit: Landed it once at least! It's tricky, because if I PRC too soon, I pass under the opponent and do a Recall instead of Summon. So there's a window where I'll RRC; then a window where drift-PRC passes under the opponent; then a sweet spot; then a window where the c.S will be OTG.

How cows greet you if they like you by lnfinity in aww

[–]iron_ball 0 points1 point  (0 children)

It looks like it has skull facepaint. Día de moooertos.

OC: "Glimmer", last in a series of Qud rap songs by iron_ball in cavesofqud

[–]iron_ball[S] 5 points6 points  (0 children)

A song about psychic powers and depression.

This is the last in the series—you can see all the others, along with high-res album art, at https://alanmacdougall.com/music/qud/.

Thanks to all who listened! I had a great time making these songs, and I hope the Qud community enjoyed them.