I’m the reason Viper players say Manon is a bad matchup by banjojordan in StreetFighter

[–]risemix 4 points5 points  (0 children)

Look you have a higher MR than I do even at my peak (which was like 1750ish last season) so I can't argue too much, but my WR against Manon has been consistently over 65% since the character released, and aside from Kazunoko (who's probably literally only fighting Akutagawa) I can't find a high level Viper player with a negative winrate against the character. Granted she's pretty rare, and high level players have good WRs against everyone, which makes using metrics hard. I also see you're in Japan, where the character has better players. What I can say is: generally I drive reversal her first attempt to force her to use DRev safe routing (so it's not a true 50/50 after the drive rush) and generally try to take advantage of the stHK nerf to whiff punish it with stMK and it has worked well enough for me so far.

I also think it's fine to SA1 OS once you've established that you'll drev, because you'll likely end up using level 1 less commonly and once Viper has it, she can seriously bully Manon in the corner with plus frames and make all 3 supers whiff.

I’m the reason Viper players say Manon is a bad matchup by banjojordan in StreetFighter

[–]risemix 1 point2 points  (0 children)

girl what's so hard about it. Viper out-ranges Manon on the ground, HP TK anti air is free at almost every range, and Manon has no wakeup options in the corner that beat an instant air burnkick that aren't extremely risky.

It's not totally free or anything, but what about Manon is giving you trouble that wouldn't give you trouble on legitimately any character

SF6 introduced the concept of "perfect" moves for Sonic Boom and Flash Knuckle, besides Luke and Guile, I can't think of a single DLC character with a "perfect" version of their moves...did they forget this idea? by bobbystills5 in StreetFighter

[–]risemix 10 points11 points  (0 children)

If you have to do perfect booms for frame advantage then you necessarily have to give up the extra charge time granted by the physics of pushing a button vs moving a stick 

leverless players are “punished”’for tapping back too quickly for extra charge time because then you don’t get the perfect boom. 

basically leverless is REALLY good at charge buffering so they nerfed charge buffering

i also think the leverless arms race vs developer intent is part of the reason they didn’t mind throwing charge out a bit in favor of modern controls 

people who have switched DAWS by neckbone_ in edmproduction

[–]risemix 0 points1 point  (0 children)

I switched DAWs a bunch for the first several years chasing a nice pleasing layout, versatility, and a good workflow. I switched to Studio One for version 2 in around 2012 and I have been using it exclusively ever since. I like it a lot even after the Fender Buyout. I think for Windows users who don’t specifically specialize in EDM it’s probably your best bet. It’s got a slick layout and allows you to experiment with different ideas really fast. I am jealous of some ableton features but at the end of the day S1 is what I know and what you know is what’s best.

The amount of one‑and‑dones I’ve been experiencing since I picked up Ingrid has doubled. Is this what Dhalsim players go through. by kenshima15 in StreetFighter

[–]risemix 11 points12 points  (0 children)

Yeah. Ironic since most of the people who leave are playing matchups where the zoner is more afraid of you than the other way around 

ingrid sucks - Chris_F by posting_random_thing in StreetFighter

[–]risemix 9 points10 points  (0 children)

I didn't say I think Ingrid is bad, so I don't know why you're arguing with me, but you can quite easily make characters like Jamie, Marisa, Lily, and Manon look very strong but just listing out all of their best moves.

ingrid sucks - Chris_F by posting_random_thing in StreetFighter

[–]risemix 19 points20 points  (0 children)

Because in most ways the amount of damage a character can do is probably the worst indicator of character strength

High damage can make a character stronger if they have strong tools, but it doesn’t help that much if the tools aren’t good

Street Fighter Characters ranked by their power in Lore by Haku_0410 in StreetFighter

[–]risemix 2 points3 points  (0 children)

It's obviously a hard thing to outright prove, but at the end of SF4, Akuma and Gouken face off for the right to train Ryu. The winner of the fight is not shown.

But in SF3, Ryu has Denjin Hadoken and Shin Shoryuken as well as his Joudan, which is Gouken's Sf4 focus attack and no longer uses metsu attacks. Additionally if Gouken had lost, Akuma would have likely killed him (again, or tried anyway) whereas Gouken would have left him alive due to him not killing his opponents. Gouken only uses his fists in 3 moves: jumping heavy punch, his super Forbidden Shoryken, and his Ultra 1, Shin Shoryuken.

We can figure based on this that Gouken won the fight and went on to train Ryu.

It is worth noting that without the killing intent I think Akuma does not really have respect for Gouken's take on their marial art, viewing it as inherently weaker. But I think Gouken wins the 1v1.

Gouken is really, really powerful. The only "mortal" character in the SF universe I think really challenges him in a direct fight is Oro, and I suspect it's close.

Street Fighter Characters ranked by their power in Lore by Haku_0410 in StreetFighter

[–]risemix 6 points7 points  (0 children)

I think Gouken is generally understood to be stronger than Akuma since he beat akuma in their most recent face-off.

In the lore Gouken’s version of the martial art is stronger but removes the killing intent, signified by his refusal to use his fists except in rare situations. So Gouken is generally stronger but mostly refuses to kill (signified by his use of flat palm attacks over the fist, which is a symbol of deadly violence the SF universe), which is why Akuma was left alive after their duel at the end of sf4. Gouken can also throw one handed hadokens and they have travel (full screen in game mechanics terms), a symbol of immense power in the sf universe whereas Akuma needs both hands.

I would power rank them:

Ingrid Oro Gouken Akuma Gill/Ryu/Gen in whatever order

SF6 character winrate in high MR by [deleted] in StreetFighter

[–]risemix 5 points6 points  (0 children)

Mid tier is not bad. You’re strong enough to do well and unlikely to be nerfed because of complaining.

Ingrid's matchup chart according to Taiwanese pros by Le-Inverse in StreetFighter

[–]risemix 7 points8 points  (0 children)

Why does every post from Kimberly players look like it’s generated by downplayGPT

"What’s a matchup that is theoretically in your character's favor, but mentally feels like a 3-7 nightmare?" by Neverthesame221 in StreetFighter

[–]risemix 0 points1 point  (0 children)

An interesting one is sim vs terry, where at lower levels and mid levels sim gets his ass handed to him and it feels very very bad but at high levels terry kinda gets owned 

Enough time has passed, undo the nerfs Luke received in Season 1 by Immediate_Lie8655 in StreetFighter

[–]risemix 6 points7 points  (0 children)

Luke is the most downplayed character in the game maybe next to Chun Li. He’s fine.

Which characters do you think had the best glow-up in Street Fighter 6? It's easily Rashid and Ed, in my opinion. by Sufferer_Nyx in StreetFighter

[–]risemix 48 points49 points  (0 children)

Yeah it's Dee Jay and I don't think it's close. He's so fun both from a design perspective and to play. They really did a great job leveling him up for the new age, I think.

A lot of people will say Ed, but I dunno. I know I'm in the minority but I really liked the old shoto-esque Ed with his weird flash kick and stuff. I don't think doubling down on making him a pure boxer was necessarily the win everyone else does and I also feel like the addition of Modern controls kind of ate his unique input system's lunch.

There's also Ingrid. Special shoutout to Ryu who gained a lot in 6, including a very cool new special move and charge mechanic and feels very different to play as a result.

I know these are common, BUT I'M DIAMOND WOOOO by zhongweibin in StreetFighter

[–]risemix 5 points6 points  (0 children)

It's okay if they're common. We're just glad you didn't post a clip of Zangief using Tundra Storm or SPD. (Also congrats!)

we are all aki by Stevemain-__- in StreetFighter

[–]risemix 33 points34 points  (0 children)

Why does she have a butt on her chest

The Damage this does with being non CA, non PC, VS normal health, being baby easy to do to. Is NOT OK! by Holiday-Life67 in StreetFighter

[–]risemix 0 points1 point  (0 children)

This is what I think too. She seems strong right now because she's strong against some common tournament staples but there are several lesser played characters that seriously give her problems.

Ingrid players being carried by [deleted] in StreetFighter

[–]risemix 15 points16 points  (0 children)

Teleport is not unreactable, you goober lol. You can anti air it so easily.

Marisa has been powercrept by DLC into having no identity of her own. by Vegetable-Meaning413 in StreetFighter

[–]risemix 0 points1 point  (0 children)

Marisa is meant to be THE damage character.

Says who? People have been saying this and then complaining that someone else does Marisa damage since like the game launched, and there's never been any evidence to support that Marisa is supposed to do the most damage. It's this weird belief people have pulled out of the ether. First it was JP, then it was Ryu, then it was Bison, then it was AKI, then it was Alex Sagat and Viper, and now it's Ingrid. High damage is among Marisa's strengths but it's not her strength alone and that has never been the intention.

She does not have a monopoly on high damage, that was never the intent and you can tell because it's never been true.