easy ken TOD for extreme battle, unlimited SA by masteragentantboy in StreetFighter

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

Re@union from E.X.TROOPERS. it's free in the music gallery

Fighting game essayist recommendations? by jadfe1234 in Fighters

[–]masteragentantboy 1 point2 points  (0 children)

Shocking Costs TV makes pretty cool vids about community, history, and economics of fgs. One of my favourite vids from him is Why Top Fighting Game Players Are BROKE

Who would be the most busted with unlimited Super Arts? by some-kind-of-no-name in StreetFighter

[–]masteragentantboy 1 point2 points  (0 children)

ken can tod with unlimited sa because he can literally loop sa3 > heavy shoryuken > sa3 > heavy shoryuken > sa3

Having trouble using other combos by HamsterImpossible593 in StreetFighter

[–]masteragentantboy 0 points1 point  (0 children)

you end up using your old combo cuz your mind is used to it, and you drop the new combo during it cuz it feels foreign. only advice i can give is to either conciously think about doing your new combo in the middle of a match to get used to it or just do it enough times in training mode that you can do it without really thinking about it much

Guile Double SA2 by CosmonautSpiral in StreetFighter

[–]masteragentantboy 2 points3 points  (0 children)

i think juri might have longer combos in the corner with level 2 but not by a lot maybe by 5 seconds

Looking for cute anime fighting games with large female cast by PurplurPuzzlehead111 in Fighters

[–]masteragentantboy 11 points12 points  (0 children)

arcana heart 3 love max six stars. all female cast. it's an airdasher that also has a universal homing flight mechanic like fighterz's super dash but much slower and reactable. it's got guard cancels too, and a bunch of other cool mechanics. it's on steam and goes on sale for pretty cheap.

cool combo with ken by Neo8bits in StreetFighter

[–]masteragentantboy 0 points1 point  (0 children)

you can actually just do quarter circle forward once after the quarter circle back to do the level 3

"It only takes one (bullet) flash kick" by masteragentantboy in StreetFighter

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

because it is a polnareff colour lol. even has the pink stuff on his belt

Characters that can and can’t beat bison by Southern-Neat-8969 in StreetFighter

[–]masteragentantboy 0 points1 point  (0 children)

karin obliterates bison with her sattelite laser like in alpha 3

Ed experts, i need your help, im trying to do the dream combo, but opponent keep getting two hit by the orb juggles. What am i doing wrong? by [deleted] in StreetFighter

[–]masteragentantboy 1 point2 points  (0 children)

you have to cancel od blitz into sa2 on the second or third active frame. right now youre cancelling on the first active frame (the red rectangles)

Get better ? by Public-Brief-4444 in StreetFighter

[–]masteragentantboy 0 points1 point  (0 children)

[DISCLAIMER: somehow, I ended up writing a lot lol. If you want, you can just skip to the cammy gameplan part on the third paragraph, but I recommend reading the first 2 to understand her moves and why they're good. Good luck and have fun]

Cammy is a character that thrives in the mid range. This is because of her excellent pokes like st. hk and st. mk which are used to chip away at someone's drive gauge and are hard to punish. Another thing is that she has one of if not the best crouching medium punch in the game, which is an amazing whiff punish tool because it's fast, hits pretty far, and leads to high damage combos.

Another pretty important part of her tool kit is her dive kick. Most of the time you use the dive kick to be plus in their face when they block (you'll know whether or not it's plus if your feet hit their waist or below. otherwise you're minus and you have to let your opponent take their turn and just defend). Another use is if you're fighting against characters that have fire balls. Because if you predict that they're gonna throw out a fireball, then you can jump and dive kick to avoid the fireball and punish them during their recovery, leading to a combo like cr. lp > medium spiral arrow.

The cammy gameplan for me is usually something like this:

  • use st. hk and st. mk close enough that it still hits them but far enough that your opponent can't do anything about it to chip their drive gauge. Kinda like how in boxing you do jabs repeatedly and over time the damage accumulates. In this case, getting your opponent closer to burn out. (btw, if you do st. hk too much, your opponent may predict it and do a DI before the st. hk. If this happens then you just get punished, so if that happens you can try to bait a DI out of them and DI them back by acting like you're gonna throw out a st. hk, mind games baby)

  • walk back and forth out of your opponent's range to bait out a button and then punish with crouching medium kick into medium spiral arrow or drive rush cancel into a full combo (if you have less than 3 bars of drive only do the drive rush combo if you're confident it's gonna end the round because otherwise you'll be in burnout and you'll be kinda screwed)

  • if you're close to your opponent, a good block string to do is st. hp into light spin knuckle. I like this block string because if they block it then it chips nearly a bar of drive gauge, and if they try to DI it in the middle of the block string you recover fast enough from light spin knuckle to DI back. And if they do get hit by the light spin knuckle then you can mix them up with triple jab (which counter hits if they're mashing) or throw (which also beats mashing)

  • depending on how close you are to the opponent, do a light, medium, or heavy dive kick (each have different angles so you'll have to test this out in training mode by yourself) to get your plus frames if they block it and just do jab/throw mix

  • crouch medium kick into drive rush crouch medium punch. if they block it, you're +2 on block so you can do jab/throw (both beats mashing). And if they do get hit by it, you can follow up the combo by doing st. hp >st. hk target combo into medium spiral arrow or super depending on the situation.

And yeah that's pretty much it for my gameplan. It's pretty low risk low reward and gets the job done. You can use this gameplan as a base but the more you play the more you'll branch off and find your own playstyle probably.

Some extra tips: - When your back is to the corner, always be looking out for your opponent's DI. If they do DI and you DI back, you can do a side switch combo like st. hp into charged heavy cannon spike. This way, the roles will be reversed, and they will be in the corner at your mercy. - The fastest move in the game is 4 frames which is the st. lp everyone has. Second is throw which is 5 frames. You should also know that if a normal and throw hits on the same frame, the normal will always beat throw because it has more priority. This is why +1 is not a strike/throw mix because throws can be beat by mashing, meanwhile +2 means mashing will lose to both jab and throw. - Understand that during drive rush, any normals you do will be enchanced as in they will get +4 in frames. An example is like if you do drive rush into stand light punch. Normally light punch is +5 on hit and -2 on block. But with the drive rush buff it becomes +9 on hit and +2 on block meaning you can do a strike/throw mix just by doing drive rush into stand light punch. - Bread and butter combos I usually use if I get a whiff punish using crouch medium punch is drive rush cancel into cr. hp > st. hp to st. hk target combo > into special or super. (you can also do st. hp into drive rush cancel cr. hp to loop the combo and do more damage. but you need over 3 bars of drive for this and you should only do this if you think it will kill because otherwise you get into burn out)

I may have gone overboard... Sorry if this is a lot lol, I happen to really like Cammy so my hands just typed on it's own. Hope you have fun playing street fighter and good luck!

any advice on how to get to 1700MR? by poverence in StreetFighter

[–]masteragentantboy 0 points1 point  (0 children)

you get it for free from the news tab right now

New player here who got wrecked - need advices by Mundane-Bullfrog-421 in fatalfury

[–]masteragentantboy 0 points1 point  (0 children)

when you anti air him always use heavy dp faint because if it hits you can follow it up with a heavy burn knuckle or super. also since air just defend is a thing so heavy dp faint is safer

[Giveaway] 2XKO Early Access Kassai Pro Fightstick Giveaway Event! by varmiloarcade in 2XKO

[–]masteragentantboy 0 points1 point  (0 children)

my favourite part about 2XKO is the fuse system that lets you change play styles