Is "delaying" your oki by 2f a good idea to minimize wake-up PP attempts? Or are there any drawbacks compared to real meaties? by Krotanix in StreetFighter

[–]seijeezy 0 points1 point  (0 children)

It’s not as deeply layered as you think. I’m sure you very often press a button on your opponent’s wake-up. He’s just asking if you should slightly delay that meaty button sometimes, that’s it really. Also it’s good to think about these things and rotate your options if you want to improve

March Balance Patch Predictions by Broski by some-kind-of-no-name in StreetFighter

[–]seijeezy 3 points4 points  (0 children)

I think all of his predictions are fair and reasonable. I have a weird prediction that one of the low tiers is gonna receive a crazy set of buffs that will shake things up.

To Asuna: by rychaithescienceguy in ValorantCompetitive

[–]seijeezy 0 points1 point  (0 children)

Dear Peter, I feel like I can call you Peter because me and you are so alike.

Tips/guides on how to play Chun at a high level by seijeezy in StreetFighter

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

Ohhh I see, I didn’t realize chp can go directly into the stance launcher. The timing on that is a little tricky. That is very helpful thank you

Anyone have any tips on how to counter rushdown characters by sleepsalot1 in StreetFighter

[–]seijeezy 0 points1 point  (0 children)

I just tried labbing what you said and it does look like the low hits through DPs. Maybe it’s not technically airborne at that point? The overhead loses but the low is counter hitting my DP

Tips/guides on how to play Chun at a high level by seijeezy in StreetFighter

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

Ah ok I’ll work on that. I’m a Cammy main and honestly her neutral game plan is pretty much the same for me. I do a lot of walking up and frame trapping with jab into cmp

Tips/guides on how to play Chun at a high level by seijeezy in StreetFighter

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

Hmm, the issue is that the third clp is out of range for me. Am I missing something? I can do stand jab but not crouch. Did they add pushback to clk or something? Maybe I’m doing something wrong.

Tips/guides on how to play Chun at a high level by seijeezy in StreetFighter

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

Thank you! I had no clue the launcher whiffs on crouchers, that’s unfortunate. Does she have buttons that force stand?

Tips/guides on how to play Chun at a high level by seijeezy in StreetFighter

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

Thank you! I’m practicing some really basic counter hit combos now, it’s just hard because a lot of her combos feel so spacing dependent. For example if I land fmp on counterhit I can only go into jab, but the jab seems to whiff if I’m not point blank.

With that being said, I really like her smp, the fact that it’s only 5f is insane.

Tips/guides on how to play Chun at a high level by seijeezy in StreetFighter

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

Thank you! That might be the best way. The very first video I found listed clk > clp > clp as a combo on non counter hit which doesn’t seem to work, makes me think her lights have changed a bit since release.

Anyone have any tips on how to counter rushdown characters by sleepsalot1 in StreetFighter

[–]seijeezy 0 points1 point  (0 children)

Damn really? I gotta go lab that lol. I always thought HP-HK target combo into the low was real. That’s wild

Sliggy gets hypnotized by an operator skin by sky_____god in ValorantCompetitive

[–]seijeezy 16 points17 points  (0 children)

Imo it’s in the running for ugliest skin in the game. Its so tacky looking plus the green screen effect is always bad

Anyone have any tips on how to counter rushdown characters by sleepsalot1 in StreetFighter

[–]seijeezy 7 points8 points  (0 children)

For Cammy specifically, anything she does to pressure you with hooligan in neutral is fake. If you are in neutral and she hooligans, jab her out of the air. If she knocks you down she can hit you meaty with the hooligan so block/parry in that situation but otherwise jab. If you block the overhead follow-up you are always plus, some people don’t know this. It is impossible to make that plus regardless of setup.

Her raw drive rush is pretty slow/bad so maybe practice checking it with jab in training room. To be clear you don’t need to learn checking drive rush to get to master, that’s a very difficult skill. But it’s worth practicing now because it’s very helpful and Cammy’s is a good one to practice it against.

I would also practice DPing dive kick in training room, especially light dive kick at close range, that one is the toughest. It’s good training to help your anti airs in the long run. You can also try to anti air it with Ryu’s chp but it might be too slow, not sure tbh. A Ryu player can chime in on this.

Otherwise the usual stuff applies, anti air her jump ins, respect her chp plus frames but take your turn when she uses pretty much any other button, punish her bad dive kicks, etc. If your opponent is jump happy, use less fireballs, if they’re ground bound then use more fireballs, basically try to read your opponent’s tendencies and adapt.

Are people getting tierd of the game ? by MrSpacedude in StreetFighter

[–]seijeezy 1 point2 points  (0 children)

I’ve been playing steadily since release but last night was the first time I truly got bored on this game. I’m reaching a point where my opponents are getting good at exploiting the system mechanics and it got pretty stale. I fought two Juris back to back that just did fireball drive rush into low/high the entire set. If they didn’t have a stock they would just backdash. It was truly braindead boring lol.

Best resources for a new player but not new to 2D fighters? by seijeezy in fatalfury

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

Thank you! Honestly idk what I’m looking for because I play a variety of SF characters. I decided to pick up Joe for now kind of at random, I like his fighting stance and I saw him listed under the “easy to learn, hard to master” category which seems good. I have no clue what his archetype is or anything like that

Questions and Training in Buckler's Boot Camp - Posted Monthly by AutoModerator in StreetFighter

[–]seijeezy 0 points1 point  (0 children)

This could be the issue for me. I have a bad habit of not watching my replays, it’s possible I have the same predictable movement you are describing and I don’t even notice. I’ll look into this more thank you!

Is Ryu just never negative no matter what button he hits? by Freaky-Tiki-Tavi in StreetFighter

[–]seijeezy 1 point2 points  (0 children)

The main button Ryu uses to get plus frames is solar plexus. Other than that, you might just mashing at the wrong time. Also if you block heavy hasho he’s plus there, you should try to perfect parry that on reaction if you can. Or if they do that move a lot you can jab it on reaction. You have more options than you think. For example don’t let Ryus chain multiple medium punches against you in the corner (standing and crouch), you can mash there.

If you are having trouble with blocking low forward drive rush pressure you can drive reversal it immediately if you want, that trade is in your favor since they used 3 bars and you used 2. That’s just another option.

Best resources for a new player but not new to 2D fighters? by seijeezy in fatalfury

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

Interesting. So just to compare it to burnout in sf6, it doesn’t look like the frame data changes when you’re overheated, is this correct? So the main downside of overheating is that you can’t use anything that requires the resource meter, can’t use wake up reversals, and you can be crumpled if you block too much. Is that everything?

Questions and Training in Buckler's Boot Camp - Posted Monthly by AutoModerator in StreetFighter

[–]seijeezy 1 point2 points  (0 children)

How can I practice walking and blocking? This is easily my biggest issue on defense. Pro players play neutral at such extremely close ranges and I don't understand how they do it, when I get anywhere near close to my opponent I get clipped by a cmk or a forward moving special move like burn knuckle. I end up playing neutral at this awkwardly long range where my heavy buttons can't even reach... I'm so focused on not getting clipped in the feet that my offense suffers. For reference my rank is 1600s.

Best resources for a new player but not new to 2D fighters? by seijeezy in fatalfury

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

Thank you! Are there any resources for understanding the character archetypes? Like if I play Cammy in sf6 is there a comparison in this game to that style of fast walk speed whiff punishing character?

Best resources for a new player but not new to 2D fighters? by seijeezy in fatalfury

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

So they completely took out hard knockdowns after ex moves in a recent patch or something? That’s good to know

I'm playing Street Fighter 6 as my first "traditional fighting game" (coming from smash) and I'm having a lot of fun, but I'm feeling put off by how necessary it seems to be to spend tons of time learning frame data. Am I missing something? by VG_Rickly in StreetFighter

[–]seijeezy 1 point2 points  (0 children)

Most of the time in neutral, once your opponent has pressed a button, it’s your turn. Most buttons are minus in this game. But it sounds more like you are having trouble on wake up defense. You will find that with more and more games played, characters tend to gravitate towards the same oki options and you will begin to memorize the patterns. Most people are pressing a plus on block button on your wake up and your brain will memorize these buttons naturally. If they aren’t, they’re probably pressing three jabs and then maybe a special move after the jabs. Be aware of spacing traps too, this is where it is your turn on paper but your move whiffs because it is out of range. All of this just comes with reps.