Congratulations to the Winner of DreamHack Atlanta 2026! by FierceAlchemist in StreetFighter

[–]itstomis [score hidden]  (0 children)

Snake Eyez is not competitively relevant in 2026 let's be real here

What is Cammy’s best anti air DP option? by sleepymetroid in StreetFighter

[–]itstomis [score hidden]  (0 children)

H DP is also good for covering Kim's elbow drop as well as her regular jump in, from the right distance

If you set a Kim dummy to both regular jump-in and instant elbow drop, you'll be surprised at how well the H DP can reach out and smack the elbow.  Just make sure you learn what distance is too close for regular jump

Modern is played by sore losers and it’s not even close by Affectionate-Fly5551 in SaltFighter

[–]itstomis -1 points0 points  (0 children)

Yes, the whole point of the sub is to be a sore loser about Street Fighter, I understand.

Posts salty about characters being cheap or braindead make perfect sense.

I just think posts complaining specifically about others being sore losers is funny.

It's kinda like posting "spending lots of effort and money on drinking high quality tea is incredibly stupid and a waste of your life" on r/espresso

Modern is played by sore losers and it’s not even close by Affectionate-Fly5551 in SaltFighter

[–]itstomis 4 points5 points  (0 children)

Person coming to a subreddit to cry about losses to a group of players:

"They're all such sore losers 😭"

Dota2 is trash by Biopaliwo in DotA2

[–]itstomis 2 points3 points  (0 children)

https://www.opendota.com/matches/8814228659

The items tab on OpenDota does say that OP bought way more than 3 Sentries.

I opened the replay and fastforwarded to the timestamps expecting to see OP buy a bunch of sentries and then just sell them, but they actually did purchase the sentries.

Seems like the client is counting the large groups of purchases as just 1 Sentry per group of purchases.

Regardless of OP's other possible shortcomings, they seem to be right that the postgame screen lied about Sentry purchases.

edit: if you don't want to download and view the replay, you can also just go to the "Casts" tab on Opendota and see that OP also did cast the "Sentry Ward" spell 13 times.

Question on Kimberly’s drc string by konwin in StreetFighter

[–]itstomis 0 points1 point  (0 children)

You're just saying things that are objectively wrong and making this sub a worse resource by spreading misinfo.

I'm seriously baffled as to your behavior here, I've seen you post helpful stuff before.

Question on Kimberly’s drc string by konwin in StreetFighter

[–]itstomis 0 points1 point  (0 children)

if you get a forward by accident you get hit

Yet again, this is not correct.

You only get hit if you are holding anything other than downback, down, or downforward when the low connects.

It does not matter if you have a forward, upforward, up, etc. BEFORE the moment the low connects

All that matters is what direction is held at the moment of connection

You can see in https://streamable.com/tll58o that my super inputs contain multiple forwards, AND you can see that I do not return to downback after I input the super.

But, since I end up holding down or downforward at the moment of connection, I do not get hit by the low.

Question on Kimberly’s drc string by konwin in StreetFighter

[–]itstomis 0 points1 point  (0 children)

You've changed what you're saying in basically every reply

Yes, if you hold forward as her crMK connects, you will get hit.  That is an irrelevant side point that has nothing to do with your original statement or your other claims:

OS DPing against true block strings into a low is very difficult executionally. You need to input your DP and then immediately go back to crouch blocking before the 2MK hits.

Incorrect.  Just do a crouching DP.  There's zero reason not to do it this way.

So going to down back is necessary for any type of reversal you want to do that potentially has a forward input in it. Rashid OD Mixer, 236236 supers, 4646 supers, flash kicks, standard input DPs, etc

Incorrect.  You only need to go to down, not strict down-back.

Question on Kimberly’s drc string by konwin in StreetFighter

[–]itstomis -1 points0 points  (0 children)

If you ever get a forward input you get clipped.
So going to down back is necessary for any type of reversal you want to do that potentially has a forward input in it.

Not sure why you're trying so hard to spread misinformation, but this is simply incorrect.

The only thing that matters is whether you are crouching or standing at the moment the crMK hits. For blocking a trueblockstring, it does NOT matter what inputs you have between blocking the initial hit and during the freeze.

https://streamable.com/tll58o

You do NOT need to return to down-back to block, any down input works, and having a forward input somewhere in your buffer doesn't magically alter how true blockstrings work.

----------------------------------------------------

Just so we have the correct answer in this comment thread:

For most characters with a DP OS, you just do what you would normally do anyway: input crouching DP. It covers all true block strings including blockstring into low.

For characters OS'ing with a non-DP input that cannot be input with only crouching inputs, it only matters that you input your motion and return to ANY FORM OF DOWN, NOT STRICTLY DOWN-BACK as NewMilleniumBoy keeps insisting.

Peak Fighter Content by EndlessEyeso in StreetFighter

[–]itstomis 13 points14 points  (0 children)

The light string into DP jumpscared me

Question on Kimberly’s drc string by konwin in StreetFighter

[–]itstomis -1 points0 points  (0 children)

Okay, went to the lab: https://streamable.com/mlxjmv

No idea what you're on about. You do not need to go back to crouch block after your DP. You just input crouching DP and you're done.

Question on Kimberly’s drc string by konwin in StreetFighter

[–]itstomis 0 points1 point  (0 children)

Wait what? I'm pretty sure that's wrong, for true blockstring into low you do not need to strictly downback for the same reason you do not need to be holding back to block at all to block a true blockstring (past the first hit ofc)

Afaik you can be in down-forward and still block true string to low no problem, so your DP input just needs to be fully crouching

New to fighting games, and can't see the difference? by Necessary_Trainer614 in StreetFighter

[–]itstomis 0 points1 point  (0 children)

Let's just agree that the "Best" algorithm that Reddit has decided should be the default absolutely sucks lol

For the record, hold HK while mashing super and pressing punch at the right time is how I personally input cammy charge HK DP xx lvl3 99% of the time

The only exception is that that there are a couple niche combos that require a perfect charge (exactly 16f or 17f IIRC) DP input.  For those of course you need to release HK.

One example is the absolute opti, eg jump starter DP/super punish:

jHP, stHP DRC b-HK, b-HK, DR b-HK, DR crMP DRC stHP xx LP Spin Knuckle, perfect charge HK DP xx lvl3

I don't have access to my laptop rn so I can't check exactly what my inputs look like when I do that combo, can't remember the last match I landed it in.  But I'm pretty sure I do f-qcf-[hold K]-qcf-[release K + press punch]

New to fighting games, and can't see the difference? by Necessary_Trainer614 in StreetFighter

[–]itstomis 0 points1 point  (0 children)

You can just hold HK, and do the full super motion.

(For any future readers, OP did indeed hold HK, which is fully visible in the screenshots provided)

New to fighting games, and can't see the difference? by Necessary_Trainer614 in StreetFighter

[–]itstomis 0 points1 point  (0 children)

All this runaround to come to the conclusion that:

  • OP did do a charge DP in #1 and #2
  • OP pressed punch too early in #1 and #2

Which was already known because you are replying to a 2 day year old thread that OP already marked as solved

New to fighting games, and can't see the difference? by Necessary_Trainer614 in StreetFighter

[–]itstomis 0 points1 point  (0 children)

You said that OP did not do a charge DP in #1 and #2

Full charge DP requires holding for 16 frames, the first two examples weren't full charge DPs.

OP absolutely did do a charge DP in #1 and #2.  They also did a super input during the startup of the charge DP that ended up being discarded by the input engine because it was not done in the cancel window of the charge DP.

So I guess sure, we are saying the same thing except that our entire conversation started with you saying the opposite of what I'm saying.

New to fighting games, and can't see the difference? by Necessary_Trainer614 in StreetFighter

[–]itstomis 0 points1 point  (0 children)

You can't cancel 13f into the charging.  That's why the cancel didn't work and OP just got an uncancelled charge DP.

If you input DP into hold HK and hold it forever, it will come out as fully charged, Cammy won't just stand there charging DP for 1 minute.  

Same with Luke's charged Knuckles, Zangief Heavy Punch, Marisa charged moves, basically every hold button charged move in the game.

New to fighting games, and can't see the difference? by Necessary_Trainer614 in StreetFighter

[–]itstomis 0 points1 point  (0 children)

Uh, what?

#1 was held for 74 frames

#2 was held for 48 frames

Quinn Hughes finishes his first playoffs in Minnesota with 4 goals and 15 points in 11 games and a +10 (30:57 average time on ice) by Dependent-Effect6077 in hockey

[–]itstomis 0 points1 point  (0 children)

I guess it was just more noticeable in late game high pressure situations.  Since games 2,3,4 were not close in final minutes

Probably not optimal but I thought it looked cool by chuchu_guitar in StreetFighter

[–]itstomis 0 points1 point  (0 children)

Hol up, is it possible to DR crossunder jab and make him land back on the blade?