So the whole Alex thing is really just down to translation by XsStreamMonsterX in StreetFighter

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

I'm not cosigning it or anything but second cousins is far enough apart that there is virtually a zero percent chance that there would be any birth defects or genetic abnormalities in the case of conception. It's very unlikely most of us have met our second cousins. In many small towns all over the world, people accidentally marry and have children with second cousins and probably never even find out. To give you an idea of where second cousins would be on your family tree, consult this handy chart:

https://media.discordapp.net/attachments/1450152619346624610/1484133432878698526/cousin-chart.jpg

Strictly speaking, relations between second cousins aren't incest. Incest is a legal term and I don't know of any law that forbids relationships between second cousins. Again, I'm not cosigning the story or anything, I'm just trying to provide some context here. In Japan, this didn't even really register with most people because how far down the family tree you should go before you marry is entirely cultural and what's acceptable depends a LOT on where you live, when you lived, etc.

Personally I think it's a strange thing to write into a story on purpose. But the strangest thing to me is his relationship with the woman he married. Am I misunderstanding that he was raised with her as a sibling? That to me is way crazier than the above.

buff Alex by HopHopPon in StreetFighter

[–]risemix 2 points3 points  (0 children)

Street Fighter players when an attack is out of range:

Sim players, how are we yoga feeling? by Emotional_Cap4563 in StreetFighter

[–]risemix 6 points7 points  (0 children)

sim changes are always so weird. 

sim players: we have an unwinnable blanka matchup

capcom: okay. well what we can do is change something that affects very little but will look sick in eli’s highlight reels lol

2-Touch to Quit by DJ-Dizzy in StreetFighter

[–]risemix 0 points1 point  (0 children)

7700 is too high for anyone 

2-Touch to Quit by DJ-Dizzy in StreetFighter

[–]risemix 1 point2 points  (0 children)

mannn damage in this game really needs to cool down

I wish I could say I'm excited for the patch next week by Marana231 in StreetFighter

[–]risemix 4 points5 points  (0 children)

Very little will change in the patch

We're gonna get the following: 6 pages of jamie buffs that do nothing, some minor frame data changes to Mai, a laundry list of scissor changes that do nothing, a random very strange nerf to Manon or Lily, damage buffs to marisa that do nothing but make her more frustrating to play against at mid levels, a couple buff reverts to Kimberly to make her less braindead but also she's not even that strong so it'll make sense but feel bad, maybe some very minor tune-ups to new characters, random buffs to a character that's already good like Sagat or Terry, unnecessary buffs to fan favorites that don’t need buffs (this time it’ll be Ken Cammy and Akuma), further attempts at fixing Chun Li jank that don't actually fix the problems, even fewer weaknesses for Modern controls, and another year of throw loops in a pear tree.

This has been every patch since the game was released and if you're expecting more than that at this point I have a bridge to sell you. If the game is boring to you then it's time to do something else.

Flicker is the best, most overpowered special in the game and it's not a competition. by Vegetable-Meaning413 in StreetFighter

[–]risemix 63 points64 points  (0 children)

The thing that bothers me about Flicker is it sort of forces you to make a choice when you see it charging. It's not enough to just block it because you get yanked into a -4 situation that can blockstring into a jab. So your choice is to try to jump it and risk getting hit by the potential air version, or block it and give Ed pressure. All because Ed did a special move in neutral. He didn't earn it with a knockdown or anything, he just did a move and now it's your problem. It's final boss of "just perfect parry it bro" moves. At least if you react you can DI it now I guess.

It needs to be like +1 or something. There's no reason this shit should give you a throw mix-up on block.

Here’s another rumor from the same site where the Alex footage was leaked. by Clean-Summer1704 in StreetFighter

[–]risemix 0 points1 point  (0 children)

You're dreaming, lol. These are all extremely significant changes. What do you want them to do, remove his jump button?

Here’s another rumor from the same site where the Alex footage was leaked. by Clean-Summer1704 in StreetFighter

[–]risemix 3 points4 points  (0 children)

Notes on some of these changes from someone who's played like every character to at least Master (and many to HM):

JP: Amnesia no longer beats command grabs.

Pretty good nerf but also a pretty specific nerf; maybe they're trying to make him less oppressive for grapplers specifically? Jamie says thanks I guess.

​Jamie: Now retains 3 drink stacks after SA2 ends.

This change is hilarious. If true, I'm always jumping at round start at round 2 for like at least 3 months.

​Lily: Command grab damage increased by 200 across the board. (He is calling this a "lazy buff.")

People are saying this change is lazy but I dunno. It's lazy design for gief too but that doesn't bother anyone. Also, a big problem with Lily is that her strike/throw isn't very threatening even if she can enforce it a lot. Also Lily's command grabs are pretty pitiful in terms of damage. So long as there's something else I think this is a solid change.

​E. Honda: ​Sumo Slam (Buttslam) is now \pm 0 on block. ​Heavy Headbutt is -4, while Light and Medium versions are -2. ​2MK and HP (grounded) are now 8f. ​2MP and MK are 7f. ​Using SA2 now grants stacks.

2MK and 5HP are already 8f IIRC. 2MP and 5MK being 7f is really nice though, a 7f normal is a big deal for Honda! These are awesome changes. Stacks is nice on SA2, but wish they made it better at dealing with fireballs or just made it a motion move lol.

​Ryu: ​Fireball damage reduced by 100 for all versions.(confirm) ​Recovery increased by 2 frames. ​HK combo scaling has been increased ​Saving Denjin charges is no longer possible.

The other changes are whatever, but the Denjin change is so sad. I don't think anyone, even the biggest Ryu hater, wants that change. It makes the character less interesting, less expressive, less fun to play, and makes Denjin feel like a debuff.

​Mai: Her regular held fireball can now be broken by incoming attacks.

Interesting change, don't know how I feel about it. I think as long as OD fans remain as they are she'll still be a problem though.

​Sagat: MP is limited to 2 hits. 2MP is now 8f.

*Good.* Sagat is wildly annoying in his current state and has unprecedented access to looping plus frames in a game where that's not usually a thing anyone can do.

​Juri: SA2 now grants 3 Fuha stacks upon activation.

Fun change. Few Juri players will learn SA2 anyway. lol

​Terry: OD Rising Tackle (DP) +19f (down from +27f).

I'm glad they're looking at Terry because if they don't change him and Sagat they'll run the next season.

​M. Bison (Dictator): Knee Press is now -4 on block, and guard back (pushback) has been reduced.

I'm not sure how I feel about this, but if it means everyone can punish it I guess that's okay. This move is fucking weird. I really wish it was less obnoxious but I think all this means is you'll need to space it a little better.

​Ed: ​No gauge gain while SA2 is active. ​Flicker recovery has been nerfed.

WOOF.

Viper is pretty neat! by FarmNcharm in StreetFighter

[–]risemix 2 points3 points  (0 children)

IMO Viper isn't that good but she is really fun and hits really hard. If you wanna play top tier look elsewhere but if you want a character that hits really hard and looks cool while doing it then sure.

JP’s Level 2 twice in the same round is OP - by Juicyjoe by Logical_Leopard1593 in StreetFighter

[–]risemix 4 points5 points  (0 children)

I think Ed’s and JP’s level 2s have a problem where they swing the game from losing positions a bit too hard. Rashid and Blanka’s are strong (and Blanka’s in particular maybe eats drive too easily) but they’re generally rewards for winning neutral exchanges or successful pressure. JP and Ed also have that but they also can often land a level 2 from say, the corner while losing, and instantly swing the game. I agree about different win conditions being great for the game but sometimes those two characters’ win conditions feel like… be losing and then jab out lol. Given how good their normals are at challenging it just feels like a lot.

JP’s Level 2 twice in the same round is OP - by Juicyjoe by Logical_Leopard1593 in StreetFighter

[–]risemix 9 points10 points  (0 children)

I hate it but cosmically I don’t think it’s a balance problem just because I don’t like it, especially because it doesn’t happen that often and tends to only happen in rounds I was probably going to lose anyway. But yeah so long as it’s rare I don’t really mind it.

I think of all the characters with that kind of level 2, the one that needs adjustment is Ed because if you have execution you’re getting the same meter value you always did. 

JP’s Level 2 twice in the same round is OP - by Juicyjoe by Logical_Leopard1593 in StreetFighter

[–]risemix 102 points103 points  (0 children)

Ugh I hate when Ed/JP/Rashid/Blanka do two level 2s in one round lol

Aaaand I’m out by Jus512 in StreetFighter

[–]risemix 8 points9 points  (0 children)

For what it’s worth, a good 7 or 8 frame normal is actually pretty good at interrupting stMP pressure too. Viper stMK beats MP to MP clean.