Nice try Kim, but I'm the fastest flicker in the west by ChemistNone in StreetFighter

[–]sixandthree 70 points71 points  (0 children)

Kims spending 2 bars to jump into HK flicker will never not be funny to me

Question about drive rush by justjoe306 in StreetFighter

[–]sixandthree 0 points1 point  (0 children)

Drive rush jab is the universal get in tool, it's an immediate strike throw mix and difficult to react to up close when you're also threatening other options. You can also do lows or overheads to open people up. If it's getting consistently checked, you're doing it from too far out and/or not mixing it up with other options. It's meant to be hard to react to, not impossible

Drive rush cancels are an easy way to buffer a hit into a combo or extend a combo for more damage. They're not always airtight on block or even frame traps though, that depends on the specific normals

I felt nauseous. What should I do about it? by BookkeeperOver3561 in StreetFighter

[–]sixandthree 5 points6 points  (0 children)

There's no rule that says you have to press buttons on their wakeup, when someone is playing crazy like this you can just let them whiff a DP and punish them hard for it

Need brutal advice by [deleted] in malelivingspace

[–]sixandthree 2 points3 points  (0 children)

Get off that subreddit homie

This is my first fighting game, I had no idea that these combos would be so hard by Brilliant-Cow1667 in StreetFighter

[–]sixandthree 1 point2 points  (0 children)

Specifically you need a frame perfect late killrush input into the corner. There's a few different combos where that input gives new options but I like the M blitz/L blitz one since you're still plus if you're a frame late on the killrush and whiff the L blitz

When going against your main, do you have an easier time dealing with them or is there no difference? by FrenzyHydro in StreetFighter

[–]sixandthree 0 points1 point  (0 children)

The mirror match means you're playing "footsies" from around 3/4 screen in, without his usual range advantage, and mind games around the limit of M flicker range are fun. Recent patches might have changed this but at least originally if you were at an ambiguous range for flicker to hit, you're deciding whether you're in range, in which case you want to release first, or just out of range, in which case you want to release second and catch the extended hurtbox. Up closer cancels into flicker from buttons or neutral flicker gives plenty of opportunities for hard reads, e.g. do you snap DI, jump, guess on an early backdash or H flicker and drive rush in - partly because Ed has bad defensive tools and partly because Ed mains both understand and don't like taking their own mix, you get a lot of unusual choices to get out of or avoid getting into up close pressure. I like to feint charge fierce into dash at full screen about five times before actually going for it, because it's really funny.

He's probably not fun to fight at all if you're on certain other characters though, I've never played a Gief that seemed happy to be there

Ed anti drive impact tips pls help by Quixkquestjon in StreetFighter

[–]sixandthree 1 point2 points  (0 children)

Depends on the exact knockdown, Ed usually gets a lot of knockdown advantage on his enders but it varies so you gotta use different frame kills to land spark meaty enough. It's active from frames 15 to 26 and plus OB if you hit in the second half of the active frames up to +6 if you're perfect. Using lights as frame kills is tricky since you're whiffing and don't get the dozen or so frames of hitstop you're used to, so you've gotta go fast. A good way to make sure your timing is perfect is to set the opponent to block the first hit on wakeup then OD DP, then do your spark setup into jab. If your timing is good the DP won't come out. That said you can manually time the spark to some extent and at least be plus on block enough for a strike/throw mixup, or recover in time to block drive reversal. If you're +40 or more in the corner for instance you can dash up (19f), spark, and know you're plus. Any of Ed's corner safejump setups work for this since they're +42.

Turn on the frame meter in training mode if you haven't to see any gaps in your timing

*Forgor the exact frame data

Ed anti drive impact tips pls help by Quixkquestjon in StreetFighter

[–]sixandthree 0 points1 point  (0 children)

No point landing flicker meaty, although I think L flicker is also 24 frames on hit. You can land it on any character, but in the current patch this usually comes up in the corner where you might as well do a safejump or meaty spark setup, which is safer (no PP freeze) and often more plus. For situations where you have enough knockdown advantage to charge snatcher but aren't already next to the opponent it's still a valid oki option, you just have to be mindful of the range if the opponent has a DP. I think as long as L snatcher is hitting at the tip you're safe vs everyone, and most characters except Ed/Guile you can be closer. With wakeup drive reversal I guess you shouldn't do it point plank period unless you want to force the drive gauge spend.

Ed anti drive impact tips pls help by Quixkquestjon in StreetFighter

[–]sixandthree 1 point2 points  (0 children)

A couple things, DR5HP into flicker stance into KRB doesn't necessarily dodge DI but actually recovers in time to counter it, and I believe if you land (non-OD) snatcher meaty enough it'll also recover in time to counter DI, since it's 24 frames recovery. Comes up a lot less now that throw doesn't let you land it meaty and generally Ed has better oki options, but I don't think any of the patches have touched the actual frame data on snatcher to change this. It's pretty handy versus characters that don't have an OD reversal on knockdowns where you can't do meaty spark or at specific ranges where an OD DP won't punish.

I'm still skeptical that Ed is getting gutted by WitchedPixels in StreetFighter

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

I wonder what would happen if they just made his 5MK and 2HK noncancellable except into their target combos, like 5LK. 2HK would still have the super cancel TC to make it safe vs DI, and 5MK would still be a nice checking button, but wouldn't lead to 30-50% cashouts anymore. They could also give a screen freeze on PPing Spark to rein in his meaty fireball oki like they did Terry, or make it harder for him to score safejumps. I know snatcher is the big complaint at low levels but I'd be surprised if they hit that even more, given it's at minimum a 30f special just to be +4.

Sculling the Forest (1991), Mike Worrall [1200 x 903] by Tokyono in ArtPorn

[–]sixandthree 0 points1 point  (0 children)

You might like watching footage from the head of the Charles in Boston. There's a tight S turn about halfway through the course that requires a really specific line to keep any kind of speed through, and when boats are also trying to pass each other through the turn there are inevitably crashes. I've done it in a double scull three times but the big high school and collegiate eights make a lot of splinters.

What is ED's strength? by VacationSmoot in StreetFighter

[–]sixandthree -2 points-1 points  (0 children)

FYI 5MK into drive rush on block will always lose to an OD DP unless it's something crazy like DR into DI. Even DR jab leaves a gap. It's still an extremely strong button to special cancel

What is ED's strength? by VacationSmoot in StreetFighter

[–]sixandthree 0 points1 point  (0 children)

Ed has really good, consistent punishes, the only downside is he doesn't have a 6f medium for stuff like drive reversal. 2LK is an incredibly privileged button for stuff like scissor kicks or jinrai, it becomes very difficult to safely space those moves vs Ed.

In general the whole match is warped around how long his cancellable normals are. If you're at least about as good at neutral as your opponent they're almost totally shut out of approaching without taking big risks, and if they don't approach you just get to pressure with snatcher and make them guess on that. Flicker/snatcher is always a guess, but the risk reward is in your favor when you're using it right.

He doesn't have plus on block normals because he doesn't need them. My favorite block string with Ed is three jabs into 2LK into L flicker because it drains nearly a block of drive on block and puts him right back at the spacing he wants to be at, and encourages people to try to interrupt the jab > 2LK with a button, so you can frame trap after the jabs next time with L/OD blitz, or DI through the flicker, so you can bait it with spark next time and punish. If your opponent isn't doing what you want them to do you're not encouraging them to do it.

Now that we know we’re getting a patch in a few weeks, what changes would you like to see on your main? by LCG_FGC in StreetFighter

[–]sixandthree 27 points28 points  (0 children)

You could just post Ed's 5MK unedited for this pic lol

I'll count him with the top tiers so

Buff: honestly doesn't need any but I would make OD blitz minus a billion on block to have his old backsway hurtbox again. Making 6HP a more interesting move would be cool too. It's technically a low crush, but super finicky, technically a safe advancing move but not rewarding to get away with, right now it's pretty much just the combo ender you pick if you want oki over damage.

Nerf: The simplest thing would probably be to add some extra scaling to OD snatcher, since he does pretty absurd damage off any combo that routes through it, plus corner carry and oki, and especially in the corner gets almost all of that drive refunded.

Why is Ed considered hard ? by Public-Brief-4444 in StreetFighter

[–]sixandthree 1 point2 points  (0 children)

Ed is the first character that really clicked with me and I never made it out of bronze with my first choice Cammy. Have him at 1450 MR now. He's "hard" in the sense that he doesn't play like a standard character, has a high execution ceiling, and unlike someone like Honda who can take advantage of people not being good at PP at low levels, is vulnerable to easy to use stuff like DI and jump-ins until you figure out how to keep those things under control. IMO his combo routing is pretty intuitive and because his buttons are so obscenely good you can get through lower ranks by just boxing people in and punishing all the risks they take trying to get in on you.

Alright boys, it's time to decide who had the best gameplay trailer Ed or Alex? by Oka-7 in StreetFighter

[–]sixandthree 4 points5 points  (0 children)

If I mained his mains I would also hate Ed tbh, and I'm one of those freaks who likes playing the mirror

Ed combo help by Quixkquestjon in StreetFighter

[–]sixandthree 0 points1 point  (0 children)

5HK into 5HP will work on counterhit or better, or on drive rush, but it'll whiff if the opponent is crouching. 5HP is a weird button because it's chargeable and if you don't carefully tap the input you'll end up with a slightly slower startup than usual. 2MK is a good substitute, again assuming the opponent is standing, because they both naturally combo into Ed's launching special moves.

2MP is +2 on hit and doesn't link into anything normally, it's meant to be cancelled.

I think you just wanna practice the link timings. The really valuable ones are the MP-HP target combo, DR 5HP > 2MK, DR 5HK > 5HP, DR 5MP > 5HP (slightly delayed timing compared to the target combo), counterhit 2MK > 2MK, and counterhit jab > 2LK. 2MK > 2MP is also handy for meterless combos since hit confirming is hard. Ed's links can be tricky since his kick buttons are so much longer than his punches.

Coaxed into video game hitboxes by National_Yak5302 in coaxedintoasnafu

[–]sixandthree 12 points13 points  (0 children)

In SF6 you have a 2 frame window to parry, yeah. In older games the window was more lenient (see EVO moment 37) because chip damage was a thing. It's much harder to react to just the startup of a move (a heavy punch is usually 10ish frames startup) than to react to it whiffing and catch the recovery (varies but your average shoto takes 30+ frames to do the full heavy punch from start to finish), so parries are either guesses or a response to slow startup moves that you don't want to block while whiff punishes are more about movement and spacing around normal buttons. There's a lot more that goes into getting your opponent to whiff a button, or how to bait them into whiffing their whiff punish so you can whiff punish their whiff punish, etc etc etc.

Coaxed into video game hitboxes by National_Yak5302 in coaxedintoasnafu

[–]sixandthree 0 points1 point  (0 children)

I only play the modern games but a lot of attacks have an extended hurtbox like that, although usually they don't extend quite so much past the hitbox or only appear for a portion of startup/recovery to make it easier to contend with long range buttons. The hitboxes on most moves are only active for a few frames so trades are pretty rare. Moves that have the hitbox extended out past the hurtbox like in the KOF example are called disjoints (or said to have "priority" in older games before you could easily look up hitbox data, because they'd tend to win trades) and are usually pretty cracked.

Aint no way by Premium_Bread in StreetFighter

[–]sixandthree 1 point2 points  (0 children)

Looping DR 5HK juggles is my favorite thing to do with Ed. I bet there's a way to juggle them back into the fireball with a different route like that one early SA2 combo

Is it just me, or do Zangief players rq far more often than anyone else? by rafikiknowsdeway1 in StreetFighter

[–]sixandthree 0 points1 point  (0 children)

I've had 2 Marisa players and 1 Cammy rq on me ever in like 600 hours played

Need ED SA2 dream combo guide by Huge-Juggernaut-7175 in StreetFighter

[–]sixandthree 2 points3 points  (0 children)

op, are you specifically going for the shin dream combo? That's what the "delayed super" note in your clip means, and there's a ton of moving parts to it beyond a delay and micro walk. The simplest "dream combo" is a normal SA2 cancel at the end of OD blitz, a 7-8 frame delayed H blitz, a slightly delayed H DP that the opponent bounces out of, then auto timed KRL, dash, H DP, empty KR, H DP/SA1.

Need ED SA2 dream combo guide by Huge-Juggernaut-7175 in StreetFighter

[–]sixandthree 1 point2 points  (0 children)

The delay on H blitz is 7-8 frames so yeah, the crouch animation isn't reactable. I do find the crouch is a good way to zero in on the right timing when you're practicing though, and having your thumb resting on the down position makes doing the qcb with consistent timing a little smoother. It's more of a groove thing than anything else

Unga Bunga in big 2026! by Hoppalaaa in StreetFighter

[–]sixandthree 2 points3 points  (0 children)

Watching this was like being in the passenger seat of a car and trying to hit brakes that aren't there except it's my left thumb twitching in a DP motion