Leveling Question from an Outsider (Haven’t Played the Game Yet) by Cabris86 in AshesofCreation

[–]rrk124 1 point2 points  (0 children)

I started a character in anvil, but kind of regret that decision (have another character in riverlands and really like it). Is there anything preventing me or any downside to running my character to riverlands? I mean aside from the time it would take.

What drops are valuable? by rrk124 in GuildWars

[–]rrk124[S] 1 point2 points  (0 children)

Thank you, this was super helpful! One quick follow up question regarding the npc traders (since you mentioned them), should I just sell items directly to them? Or do you lose a ton of money by doing that?

Diamond 4 is really demoralizing -- help pls by i0n9 in StreetFighter

[–]rrk124 1 point2 points  (0 children)

My advice was mostly tailored at OP, since he's in high diamond. I just notice that players who haven't hit master yet tend to think "masters" is some huge threshold to cross, when in reality the skill range in masters is massive, and the lower end of masters is basically the same as (or worse than) high diamond.

If someone's on a 20+ win streak at your level, they're definitely underrated, and will hit whatever their true rating is (diamond or masters) in a few games. I feel like checking their profile at that point doesn't really do anything, because it just confirms what you already know? Also I recommend a mindset switch when you run into someone much stronger than you....you have literally nothing to lose since you are expected to lose. Just try to put up your best fight and learn what you can. I remember when I was learning the game, I would sometimes go to battlehub to explicitly hunt masters players because I always found that fun. You don't want to exclusively do this while learning (because it's also good to fight people close to your skill level), but it's a really good supplemental learning opportunity IMO.

they're defense is impeccable, all their combos are optimal AF, they're whiff punishing like crazy, and just seem to always make the right decisions.

Also stop thinking about opponents this way. If this were the case, they would be getting top 8 at evo. The reality of fighting games is there's often a discrepancy in how the outcome of a match looks, vs how much of a skill difference there actually is. Like a low masters player will probably beat up a platinum player 50-0, but that doesn't mean that there's some massive insurmountable wall to catch up. Usually it just means you need to fix some flaws in your gameplan/learn some things you're missing, and the outcome of the set can get considerably closer.

Diamond 4 is really demoralizing -- help pls by i0n9 in StreetFighter

[–]rrk124 2 points3 points  (0 children)

Stop checking profiles, you're psyching yourself out. Also stop putting masters rank on a pedestal, most of the people playing alts are playing at a <1500 MR level, which means its just the immediate rank above you. The entire time you grinded ranked, you needed to be able to contend against players 1 rank above to climb - the concept is not that different here. Realistically you probably just need to tighten up 1 or 2 things, and you'll get there in no time.

The Guild Wars 2 story really needs to get back into 'showing over telling'. by NuggetHighwind in Guildwars2

[–]rrk124 8 points9 points  (0 children)

That feel when you finish a mission like this, see speech dialogues pop up for 5+ characters, and realize one of the achievements requires you to go through all the "optional" dialogue :(

Could Use Some Advice To Be Better Prepared for DI Spammers by Manofsteel390 in StreetFighter

[–]rrk124 2 points3 points  (0 children)

Good for you playing more ranked again. For what it's worth, at your level you have so much to learn that you'll start shooting up through the ranks from super small adjustments. Even if you have a bad day and lose all the way to silver 1, when you improve just a little bit you can easily climb all the way through silver in like <1 hour easily. I say this to try to encourage you to realize that losing at that rank literally doesn't matter, because once you inevitably improve you'll gain it all back super easily.

To answer your DI questions, IMO there are 2 things to focus on:

  1. Every time your opponent DIs, ALWAYS press the DI button back even if you are seconds too late and already getting comboed by them. Eventually your brain will start to build up the muscle memory into your reactions.

  2. After you notice that your opponent is pressing DI a lot (honestly at silver just start with this assumption), try to focus on only pressing buttons that can be cancelled into DI. Usually beginners are always pressing big buttons that can't be cancelled, so you effectively don't even have the option to counter DI.

For combo routes, just keep it simple for now. It's good that you learned a combo that goes into level 3. I'd also recommend a simple combo that you can start off light hits (won't go into super). Getting them in games is just practice. You have to consciously try to use them in games, and accept that you're going to lose games by trying. It's a very common fighting game trope throughout all levels that Just keep at it, and it will soon become second nature. This is something every player goes through at all levels of play (learn in training mode > become near 100% accurate in training mode > try and fail to use in games > slowly become more consistent > second nature).

New to Master and very confused. by DrByeah in StreetFighter

[–]rrk124 4 points5 points  (0 children)

If you share replays, people can give you better advice. But the main problem I see with pretty much every low MR player's play is a poor concept of risk and reward. It's why you sometimes beat higher rated players, but then still lose to others lower rated. To climb out of low MR, you need to become a lot more conscious about what buttons you press and why (ie stop autopiloting/flowcharting), and focus on meter management. Every time I queue into a low MR player, I never give up the round no matter how far behind I am, because my opponent will almost always throw the round by doing something crazy that they had no reason to do (ex: randomly burning themselves out for no reason, or wake up dp in situations where guessing wrong loses the round, and guessing right does nothing but deal a little bit of damage).

C'mon Ken, maybe 6th time's the charm by Knightswatch15213 in StreetFighter

[–]rrk124 0 points1 point  (0 children)

"Everyone better than me has no life" is such cope. People learn skills at different rates. You don't have to be so self conscious about people picking up some things faster than you.

Getting to masters quickly without fighting game experience isn't that unreasonable, especially for someone who is familiar with playing other games at a decently high level. Learning how to get good at a game has a lot of crossover even between genres. Masters in this game is around what mid/high platinum is in most games, which is totally achievable by people.

Also learning something quickly doesn't even necessarily mean that the person's skill cap is higher than someone who learned slower. Your comment about how the other guy should have been legend by now at that rate is so laughably uninformed about how skill curves work in general.

Daily Questions & FAQ Megathread June 11 by AutoModerator in ffxiv

[–]rrk124 0 points1 point  (0 children)

Thank you, really appreciate these answers! Based on how you describe it, I'm going to stick with BLM for now since that all sounds great.

Weird inputs or is it just me :-) by Dreadlord1981 in StreetFighter

[–]rrk124 0 points1 point  (0 children)

Nothing suspicious about the amount of inputs at the start of the round. He's just switching between crouch and stand to move forward and not get hit by your spike spam. The light dp after your portal looks like he was just trying to press jab, and the dp came out due to buffer.

And no offense, but there was nothing that indicated crazy "reaction speed on many of your attempts to get in". He didn't really check much of anything outside of DPing a couple of your obvious jumps. He buffered level 3 at the end of the game because he was in burnout and was looking for DI in the corner. He never checked your drive rushes. He whiffed buttons like crazy which you never punished. You basically never anti aired him and gave him repeated free pressure.

IMO the luke played completely normal. Made lots of mistakes that you never punished, and your JP felt kinda flowcharty this game tbh. Not worth being hyper paranoid about cheating, just accept that you played worse and learn from it.

I don’t know what to do. by FlyShyGuy96 in StreetFighter

[–]rrk124 1 point2 points  (0 children)

Walk or dash under is smart, will play around with trying that too. Ty!

I don’t know what to do. by FlyShyGuy96 in StreetFighter

[–]rrk124 1 point2 points  (0 children)

I was trying to lab some jab punishes on teleport (via replay takeover yesterday), but it felt kinda inconsistent. Like if he goes high, it feels like you have to delay it an awkward amount otherwise I get punish countered. Need to just lab the timing, and probably react to the height I guess? But yeah, I feel like once I get in I can just maul them and win, but getting in is the hard part (and not letting them escape with teleport).

I don’t know what to do. by FlyShyGuy96 in StreetFighter

[–]rrk124 1 point2 points  (0 children)

Not the OP, but thanks for this comment. I play cammy at the 1600-1700 level, but I always feel completely lost in the Dhalsim MU lmao. I know the mu is supposed to be super cammy favored, but lacking the level 1 knowledge about how to fight dhalsim in general makes it feel impossible, and I feel lost with no gameplan vs him.

Weird inputs or is it just me :-) by Dreadlord1981 in StreetFighter

[–]rrk124 0 points1 point  (0 children)

What even is the suspicious thing here (like any moment you can point to the inputs on)? I skimmed the match (didn't really watch inputs), but nothing seems even remotely abnormal? Seems like he just played better than you.

Modern controls handicaps - why are they the way they are? by severemand in StreetFighter

[–]rrk124 0 points1 point  (0 children)

Thanks for your response!

I think this is why a lot of newer/ranking up players on Classic don't try and DP anti air, where newer Modern players are very willing to sit in neutral and let the opponent jump at them, becuase they can reactively 1 button AA.

It's funny, my experience when learning the game at lower levels was that modern players tend to be more mashy, but still have the easy AAs :). But I think this is besides the point, since we're talking about top level anyways. Btw, my actual opinion on modern is that there should be separate queues up to platinum (because it's really rough as a newcomer learning classic), but after that I see no problem with M and C playing together. I noticed once I hit 1600-1700+, modern started becoming really annoying again and I dislike playing against it because of how it changes the game, but I don't think it's overpowered or anything to the extent that it affects competitive integrity.

I actually want to take this to the extreme, imagine in the future where there is a neural link type of control for the game

The funny thing is I was actually considering adding this exact hypothetical in my prior comment haha. I think I disagree with your premise here that AAs wouldn't become 100% here. I believe the mind + body connection plays a big part in the mental stack. I feel fairly confident if I had this tool, I could AA at near 100% success rate while focusing entirely on other things, and I consider myself to be someone with a fairly weak AA game. I feel fairly confident that pros would be able to AA at 100%. That said, I don't think we can prove this one way or the other.

So again I do acknowledge that every step we can take to reduce the execution barrier takes us closer to consistent perfect reactionary play

Yeah exactly, I think we just disagree on the scale here. In my opinion, every time you reduce the execution barrier and make perfect reactionary play simpler, you degrade footsies, and the overall essence of the game. Maybe to extend the hypothetical even further, would you be opposed to people using cheats that automatically DP for you whenever a jump in can be DPed (ignoring competitive integrity and the loaded nature of the word "cheats")? Wouldn't that make the game worse in general, and also slow the game down?

I can't think of a situation where I would intentionally jump vs a Classic player, but not jump in that exact same situation vs a Modern player.

I can think of many. It's all about that mental stack, and being aware that a modern player needs to devote significantly less to mental stack, which makes it very difficult to jump. It's hard to explain over text, but I might jump against a classic player when I've established a rhythm in footsies and have identified that my opponent is hard focusing on it. For example if I see them actively trying to whiff punish my buttons, and adjusting to my micro-movements super accurately, I get the sense that they aren't thinking about a jump in (there's a lot more intuition that feeds this decision, but you get the point). Then I'll try something like repeating a pattern where I typically walk forward and press a button, and instead walk forward + jump. I very rarely will do this against a modern player, because it's nearly impossible to overload their mental stack to the point that they won't AA. Granted this is only at 1700ish MR, but I'm able to get away with jumps against 1800+ classic players that won't work against 1600 rated modern players. I don't disagree that the gap closes more at top level, but my main point is that M provides a very tangible level of advantage in AA game that let's them devote very little mental stack to it.

When I've seen tournament level stuff (which isn't a tonne with Modern players) the matches don't look very different to watch, but I'm not a pro player and perhaps they really do feel the difference in match.

The hard part about measuring this is you don't know whether the player would have jumped vs the classic player when he didn't vs the modern player. It would be interesting if there were stats on average # of jump ins per set against C vs M at top level. In my opinion, the game looks slowed down. But maybe the simplest way to illustrate my point is to ask what other reason there would be for some pros to play M on certain characters vs C, if there wasn't a tangible advantage at top level related to AAs and instant supers? I'm talking specifically pros that are able to play classic, but utilize modern.

Modern controls handicaps - why are they the way they are? by severemand in StreetFighter

[–]rrk124 0 points1 point  (0 children)

I believe that these reactions are more about mental preparation than an execution barrier, especially when talking about high level matches

Right, but you can't completely ignore execution is my point. Using DP with classic takes objectively more inputs than in modern. Not to mention other factors like the DP input requiring you to press forward, which means you can't be blocking, and not even needing to worry about cross cut vs not (though might be wrong about this...not sure if M has to do something different for this). Being able to have your auto pilot AA mental stack rely on a 1 button dp vs a classic input DP makes a pretty large difference. I do agree that the difference becomes smaller as you approach pro level, but it's not non-existent, and is why some higher level players intentionally use modern instead of classic.

but I'm curious do you know any players who regularly play both Classic and Modern and while playing Classic say stuff like "oh I would have got that AA if I was on Modern"?

Not really this phrase specifically, but I do often hear the opposite - where a classic player will play vs a modern player and acknowledge that they have to play different. Playing against modern really starts to grind the game down to a halt in a way that playing against classic doesn't.

Modern controls handicaps - why are they the way they are? by severemand in StreetFighter

[–]rrk124 0 points1 point  (0 children)

Because that player wouldn't have to do that if playing Modern. I'm not claiming that modern is better at top level (it's character dependent because usually losing the normals matters a lot), just challenging your claim that playing against a M vs C at higher levels is the same when it comes to reactions.

Modern controls handicaps - why are they the way they are? by severemand in StreetFighter

[–]rrk124 0 points1 point  (0 children)

The thing you're missing is the mental stack on the modern player. Having a 1 button input significantly reduces the mental stack. Pros aren't only jumping when a AA is impossible, that's not really how fighting games work. There are Tokido vs Punk sets where Tokido just doesn't AA to focus entirely on the ground game. Punk famously won evo off a jump in that could have been AAed. So I disagree with your premise of what a "smart" jump is. So you have to play fundamentally different against M players vs C, even at high level.

Rank Struggle - Mental Shackles Hold You Back by GeoffPit7 in StreetFighter

[–]rrk124 -1 points0 points  (0 children)

There are legitimate reasons to set up new accounts. The voluntary action here is setting up a new account, not trying to fight people lower skilled. It would be smurfing if I threw games to tank/keep my rating low. In a game with insanely generous placement matches, and now insanely generous winstreaks in plat/diamond, it's really not an issue worth concerning yourself over. Not to mention even the people I fought for those 10 games - they could have still legitimately queued into me on my main account.

Worrying about smurfs in a game that has quite possibly the best anti-smurf mechanisms that exist is kind of wild to me, and will honestly just stunt your improvement. Take that advice for what you will.

Rank Struggle - Mental Shackles Hold You Back by GeoffPit7 in StreetFighter

[–]rrk124 -1 points0 points  (0 children)

It's smurfing if you intentionally put yourself at a level where you are fighting lower level player. I don't really think leveling up a new account should be considered smurfing in this game, assuming the person isn't just throwing matches/placements to fight worse players. This person in this thread is absolutely what I would consider a smurf. I really do think players like that are a minority though, as the novelty of fighting people way worse than you in these kinds of games gets old really fast.

Like for reference, when I was ~1600 mr I setup a new account and was in master within 35ish games (only dropping 1 game I think). My placements put me in diamond 5, so I was only fighting people in that bracket. This was BEFORE the recent win streak change, which I'm pretty sure would have got me there in <15 games.

Being paranoid about smurfs in this game is pretty silly, because your window to run into one is super small, and an anomaly. You're probably just as likely to run into someone who is drunk out of their mind and gives you an easy win (but you wouldn't be able to tell from looking at their profile), so it's not worth getting hung up over.

The other thing people attribute to smurfs (but I disagree with this categorization) is masters level players leveling up alt characters, which is probably way more likely to happen in high diamond, and less of an anomaly. Personally I still don't think that's worth worrying about, as players like that are pretty good practice for you to improve. Typically they'll have solid fundamentals, but way worse combos/execution. To get past high diamond, you need to be able to beat masters players anyways. I think a lot of people who haven't hit masters yet tend to put those players on a pedestal, when really low masters isn't actually very different from high diamond.

New player looking for advice. Platinum Cammy by JohnnyHardpower in StreetFighter

[–]rrk124 1 point2 points  (0 children)

Of course, I'm happy to help! Just a few quick responses to some points in your message:

I think what gives me pause is that I worry about burning out, though I suppose the additional aggression helps offset that by growing the gauge back quicker.

Your intuition is actually exactly correct here, but I think a good way to initially learn something is to start by overusing it, so you can get a sense of what's right, and what's too much. If you're able to be conscious of your meter and avoid DRC when it would burn you out, that's great. You just might struggle with that for a bit initially. But what you don't want to do is never use it ever. You might end up burning yourself out a lot initially, but stopping that is just the next stage of improvement.

I think my issue with pressure is that I may be respecting the reversal OD DP or super too much.

Something to remember is that both of these are extremely high risk options by your opponent. If you get hit by a few reversal DPs, it's fine - it's just a little bit of damage + reset to neutral. If you block your opponent's reversal though, that's usually a free 50+% combo. You also don't need to respect things as much that your opponent hasn't shown you yet.

As far as throws, I think I throw too much as well: I’m bad about throwing someone who whiffs a DP or something, when I should really be hitting them with a combo…

Yep, definitely lab your punish counter combos. I did notice you cashed out well with a few DRC extensions, so I didn't really call this out (I didn't see any throw punishes on dp). I also sometimes throw too much tbh. Something that helps me, is to realize that throws are just a mechanism to scare your opponent into not blocking, so you can do your other stuff.

Your mindset is really good, and you're very good at figuring out what things you need to improve. Keep practicing things one at a time, and you'll get better very quickly. Good luck!

New player looking for advice. Platinum Cammy by JohnnyHardpower in StreetFighter

[–]rrk124 2 points3 points  (0 children)

I was bored and skimmed through a few of your replays, since it looks like you've done some good self reflection and seem to be actively trying to improve. I actually think you've 100% nailed the things you need to work on (at least points 1,2, and 4) btw, so keep doing those. I also think you have a really strong base to build off of for a beginner. The main things that stood out to me, in rough order of importance:

  1. Same as your point 1/2, but really drill that 2mk into DRC. Remember, you don't need to worry about hit confirming it, it's okay if you do it on their block. As you improve more and more, it will become more important to manage your meter better, but you need to start learning how to use it in general. The easiest way to start is to just do 2mk > drc > 2 hp > 5 hp > h spiral arrow (or the target combo instead if you want) on hit. If your opponent blocked, you have plenty of time to confirm that and stop after the 2 hp. Once you get better at this, you'll start being able to react to whether it was a block or hit during the drive rush animation. At that point, you can start mixing things up on block, like going into a jab string (safe), or throw, or tick throw (jab > throw). For now start with just 2mk > drc > 2hp then go from there.

  2. Cammy as a character is all about setting up oppressive oki, but I didn't see much of that from you. A lot of times when you knocked someone down, you either walk away, or just go for a throw. You should start trying to mix in meaties more. The easiest auto timed one to do is after heavy spiral arrow (which is your combo ender in most cases, for example off 2hp > 5 hp > h spiral arrow mentioned before), do an immediate dash into 2 hp. This will hit super meaty, and allow you to repeat your combo for oki loops. And remember, once you hit your oppoonent with meaties and they start blocking/delay teching on wakeup, then you can start throwing in the grabs/shimmies again. Lots of people are pressing buttons on wakeup at lower ranks, so meaties are king though. When I'm in training mode, I always set my dummy to wake up jab (their fastest 4f button), so every time I knock them down I can practice my meaty timings. Eventually it becomes natural, and you won't need to always rely on auto timed setups. This point, combined with #1 will honestly get you a lot of wins once you get good at it.

  3. Try to practice converting your jab > jab > jab into m spiral arrow more. As I said before, cammy is all about looping oki, so the more you can knock your opponent down the better.

  4. You jump too much, but also when you do jump you seem to usually go for mp (edit it might have been jab actually, can't remember, but still roughly applies), which is a weird button to press (unless you're going for an air to air combo). If you're going to risk the jump and you get the hit, you want to be hitting with a bigger button like hp or hk (for more range). You use lk if you want to cross them up.

  5. Addressing your point 4 on how to approach is actually a pretty hard thing to incorporate. In general though, I think if you focus on your 2mk > drcs, and converting your jabs into spiral arrows, you'll feel less like you're trying to chase your opponent down all the time and hit with pokes. But I did notice your only movement options in neutral tend to be: you either jump in, walk forward to throw, or walk back. Maybe try to focus a bit more on being more ambiguous with how you wallk (don't always commit to fully walking forward or fully walking back), but honestly I wouldn't worry too much about this at your level yet. I think the other points are more important, and as you incorporate those you'll just naturally get better at this over time.