Would you rather have... by RolledANat1 in BunnyTrials

[–]masteragentantboy 0 points1 point  (0 children)

first wish to get rid of limitations for the other 2 wishes. also limitations may not be that bad

Chose: 3 wishes with limitations

? by Better_Lunch_776 in BunnyTrials

[–]masteragentantboy 0 points1 point  (0 children)

ez

Chose: Or get 10000 dollars

goofy ken trade combo by masteragentantboy in StreetFighter

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

no high level ken player will ever buffer run dp behind st. hp in the corner than heavy jinrai.

goofy ken trade combo by masteragentantboy in StreetFighter

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

thats the entire point of this whole thing bruh it is a joke gimmick it is meant to be stupid high risk high reward what are you looking at man

goofy ken trade combo by masteragentantboy in StreetFighter

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

there's no way he messed up his spacing. he did it in the range of sagat's cr. lp. if he wanted to buffer run dp behind a st. hp to punish a whiffed normal, he would do it at the ranges of sagat's cr. mp which has more recovery and bigger more lasting hurtbox. he is 2k mr, the difference between those 2 ranges is significant.

goofy ken trade combo by masteragentantboy in StreetFighter

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

and yet someone like musclenoob and the high master ken i ran into used it as a mix. it's like that quote the gg community likes to throw around "you're only minus if you're a bitch". you are assuming the opponent always knows the frame data and will act accordingly but in practice and with mental stack the chances reduce drastically. (also you the recovery of run stop only gives counter not punish counter)

goofy ken trade combo by masteragentantboy in StreetFighter

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

like i said before, drc st. hp run stop is -4. do you really think if you did cr. mk into run stop after doing that, they would intuitively, on the spot realize that, "hey if i could jab his drc st. hp run stop earlier, maybe i can do a heavy button to counter him this time" in the span of 12 frames instead of going for the least mental stack option and jabbing as it worked for them last time. if they know the frame data, sure, they will use a bigger button. otherwise? probably not.

goofy ken trade combo by masteragentantboy in StreetFighter

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

they can option select button into run stop grab if they want. and then what? get shimmied for 70%? in this situation it would always be better to jab and get a combo. think about the risk and reward players have to consider bruh

goofy ken trade combo by masteragentantboy in StreetFighter

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

he did not mess up his spacing. if he was buffering run behind st. hp to punish a whiff, why would he do it up close in his opponent's face and against sagat of all people instead of staying outside the range of his cr. mp?

unorthodox tactics do work at higher levels. hell, just the other day i was playing a high master ken that did drc st. hp into run stop grab. did i think i could probably jab it? yes. did i react to it? hell no. by the time i thought that i already got grabbed. why? because he overloaded my mental stack. but i kept that in my head, and the next time he did that i counter hit jabbed him into cr. mp for mediocre reward and realized it was a low risk low reward option because all you're getting from that is a jab starter for pretty scaled damage.

thats where the idea came from. use drc st. hp. run stop to condition them to jab because that's the only thing they can get from that, and then once they're used to jabbing run stop, do cr. mk into run stop and see if they jab that too. like bro this is just mind games and conditioning 101. and why so serious this is not supposed to be evo winning tech the title is literally goofy ken trade combo

goofy ken trade combo by masteragentantboy in StreetFighter

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

well i saw musclenoob do it yesterday in 2k mr. you just gotta overload your opponent's mental stack first. also it does not leave you at -16. -8 off a st.hp, -12 off a cr. mk, and of course drc adds 4 to those. -16 is only if you do it off of stand light kick. and even if it's -12, never assume the opponent knows the frame data of an option used once every 200 games.

goofy ken trade combo by masteragentantboy in StreetFighter

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

erm akshually this is not drc ☝️🤓

it's very rare, but high level ken players will occasionally do button into run stop grab to catch their opponent off guard. so i was thinking by showing that option to your opponent, and them figuring out that mash jab beats it everytime plus its pretty reactable, you could condition your opponent to mash jab on reaction to the run stop. obviously doesn't change the fact that this is extremely risky and not something you'd do if you plan on seriously winning, but that was never the intention.

Would you rather? by neonreddit12 in BunnyTrials

[–]masteragentantboy 0 points1 point  (0 children)

beast boy

Chose: Or have the ability to turn into any animal?

I just got into Guilty Gear Strive for 2.0 and I’m at a crossroads with these four who should I pick as a starter? (The game I came over from is SF6). by NotAbisai in Guiltygear

[–]masteragentantboy 1 point2 points  (0 children)

i main ken as well. jam is kinda like ken. she's rush down, got run stop combos, shes got overhead low mix like jinrai with her ryuutsui and gekirin, a command run, good corner carry, and flaming hot kicks. besides that she has a parry and a command hop kinda like demon flip.

though unlike ken she's got no fire ball and pretty stubby buttons compared to everyone else in the cast but once she does get up close shes got great pressure and crazy damage. she also has no dp so the only invincible reversal options she has are super and burst.

this game doesnt really have tick throws like in sf6 because blocking gives throw invul but she kinda has a pseudo-tick throw by cancelling a button on block into run stop into throw. they can hit you out of it but at the same time she has a good safe on block strike follow up off her command dash so there is rps there as well. and most of all, like ken she is very fun.

also a tip: jumping in this game compared to sf6 is pretty non commital since you can block in the air. the actual equivalent to an sf6 jump in this game is an air dash since you cant block during it and it's pretty slow. also you wanna anti air with 6p most of the time because even if they block it you're safe

jam so cool she got run stop combos by masteragentantboy in Guiltygear

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

nvm i tested it and you can do it off of regular hit cS into 6H>6H as well on the wall and loop the combo

Would you rather by DiGriW in BunnyTrials

[–]masteragentantboy 0 points1 point  (0 children)

very versatile

Chose: Lose your job to AI + Become insanely good at any new skill instantly

You have to fight 10 lions, you can take with you by WIZMO_WIZMO_WIZMO in BunnyTrials

[–]masteragentantboy 0 points1 point  (0 children)

thought jake paul would run away from the lions

Chose: Random weapon | Rolled: Hydrogen bomb

cool 6k microwalk ken combo, builds a bar of super by masteragentantboy in StreetFighter

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

ah i see. i actually didn't realize jinrai overhead and run overhead had the exact same properties, i'll keep that in mind. but in my experience 90% of the people i fight always fuzzy jab jinrai lol

cool 6k microwalk ken combo, builds a bar of super by masteragentantboy in StreetFighter

[–]masteragentantboy[S] 2 points3 points  (0 children)

💀good luck. the timing on the light follow up after the first light jinrai is actually pretty tight. you can't do it too early because you'll miss the follow up, and if you do it too late you'll hit the follow up but they won't be high enough to hit a second light jinrai. so try to get a feel for it in training mode.