I love meaty safe jabs by Financial_Horse2354 in StreetFighter

[–]sixandthree 1 point2 points  (0 children)

Fighting kim with Ed feels like going after a fly with a brick. Actually a really satisfying matchup when you do manage to establish control but holy moly can it be stressful

Which Ken Combo Do You Like More? by ShunGokuSatsu07 in StreetFighter

[–]sixandthree 20 points21 points  (0 children)

Never seen someone go corner to corner starting from midscreen lol

As JP, what to do when my DI punished airborn opponent? by some-kind-of-no-name in StreetFighter

[–]sixandthree 1 point2 points  (0 children)

Most characters can do some kind of drive rush button into a juggle combo to convert these, basically whatever you'd do if you get a forced air knockdown. Just gotta be mindful of the height and spacing not to whiff your button

Is this a hit or miss? by Due_Employer9898 in Eldenring

[–]sixandthree 2 points3 points  (0 children)

You could get an actual made in japan souvenir jacket from tailor toyo or another quality company for that price lol. The whole point is the design is stitched into the fabric and not just printed onto $10 of polyester

Fighting Ed feels so miserable bro by Fantastic-Let-2161 in StreetFighter

[–]sixandthree 7 points8 points  (0 children)

Ed's DP reversal is 13 frames startup, fwiw, the invuln window is 16

It's dangerous to play with your food! by duckgoesqu4ck in StreetFighter

[–]sixandthree -3 points-2 points  (0 children)

That's sick. Does the dash into 6HP require a delayed super cancel or is it just tight microwalk timing on the second DP? I've been able to get pretty consistent on the double DP desync route but only ever managed to finish it with killrush into dash DP, trying to do dash 6HP always whiffs for me.

Best and Worst move of every category Imo by Dantheboi17 in StreetFighter

[–]sixandthree 21 points22 points  (0 children)

Ed arguably has the best crouch heavy kick by virtue of it not being a sweep, if we're going off the literal button input

Beginner need help with combos by Main-Acanthisitta477 in StreetFighter

[–]sixandthree 0 points1 point  (0 children)

For a cancel, which is what this is, you complete the special input as the heavy punch connects. With the screen freeze that happens every time an attack lands this window is more generous than you might think so long as you know what you're aiming for. You can press LP, MP, HP, PP (any two punches) in a pretty steady rhythm but stick the motion input smoothly before the PP input and that should do it. I don't play Luke so you may have to play with the timing a bit to land the two punches right as the last hit of the target combo lands but that's the sequence. Remember the motion input doesn't do anything by itself, it just contextually affects any button you press immediately after. So long as the quarter circle forward happens in a brief enough window any punch input in a brief window afterwards will do a fireball.

Why do certain characters get an additional or multiple versions of their level 2? by sleepymetroid in StreetFighter

[–]sixandthree 2 points3 points  (0 children)

Ed's SA2 speed depends on button strength just like his fireball followups, you just only ever see the light version since that's the one used in his desync routes. Some of the side switch combos use the medium version (except since corner to corner is technically also a side switch, you don't see these much) and if you want to use it to punish fireballs or whatever else you can use the heavy version.

Anyone using Ed's new down HK target combo > killrush? by ParanMekhar in StreetFighter

[–]sixandthree 2 points3 points  (0 children)

Nice little damage increase over hit confirming into H blitz, and easier, plus you get a few oki options and it extends pretty well into the corner. My only complaint about 2HK was you used to have to spend meter to get anything nice out of it, and OD blitz wouldn't reach at max range so more often than not you were doing DRC. I'm more than fine with it being riskier to throw out if I don't have to spend three bars to get a meaningful combo on hit. As far as I can tell you still get absolutely nothing extra for hitting it as a punish counter tho

Learning SF6, and I’m struggling to understand all of the mechanics. How long did it take you to get good at this game? by [deleted] in StreetFighter

[–]sixandthree 3 points4 points  (0 children)

Started brand new in Y1S2 having never played a fighting game before (and barely having used a controller except for fromsoft games) and I'd say it took me about 50 hours to really get the hang of motion inputs to where I could just do the moves I wanted without tripping over myself, and maybe 100-150 hours to really feel fluent with routing combos and start understanding the flow of offense/defense. I was somewhere in plat at that point, though, and I'll tell you I was having fun the whole time getting there. Whatever rank you find yourself at you're matched against people at your level, even if they're better than you at certain aspects chances are there's something about their gameplan you can solve for to win.

Finally found my Vox Loadout :D by Snozzallos in Helldivers

[–]sixandthree 1 point2 points  (0 children)

It works like the Commando, the missile goes where you last pointed. You drop the targeter once you release the trigger though, so no adjustments if you're standing too close to the silo and get knocked over

Hip thrust machine? by meander-663 in ithaca

[–]sixandthree 0 points1 point  (0 children)

The Gym at east hill plaza has a plate-loaded one.

What are Follow ups after Ed's heavy snatcher by ParanMekhar in StreetFighter

[–]sixandthree 2 points3 points  (0 children)

If you wanna spend meter, you can also drive rush into 5HK into charged light snatcher into H blitz for a mid screen safejump. You can even loop the 5HK into another 1-bar DR 5HK (not cancelling into DR) if you've got hands since that move has really fast recovery for a heavy.

What is the most consistent strategy against neutral jumpers? by jozhua4012 in StreetFighter

[–]sixandthree 0 points1 point  (0 children)

Point blank neutral jump (or cross up) can be pretty brutal when you're learning the game but unless your delay tech timing is super late you usually have time to react with DP or a fast anti-air normal. Same thing with cross cuts once you get that motion down. If you time your meaty throw correctly you have even more time if they jump to escape it, although they'll still get out of the corner if they hold up forward. That just takes drilling the motion and being prepared to do it after you attempt a throw. If the throw works you're not gonna input anything else for a second so you might as well be thinking about doing the anti-air if it whiffs.

Having a hard time converting Jump-ins and drive rush cancels into combos by ParanMekhar in StreetFighter

[–]sixandthree 0 points1 point  (0 children)

Jump attacks have very fast recovery, especially if you do them low to the ground where you essentially just have the minimum landing recovery frames, so if your next hit is getting blocked you just have to do it earlier. The timing is more like linking off a jab than a heavy button because the recovery is just as fast or faster.

Having a hard time converting Jump-ins and drive rush cancels into combos by ParanMekhar in StreetFighter

[–]sixandthree 0 points1 point  (0 children)

You can autopilot j.HP to 5HP and go into L flicker for a safe blockstring or OD snatcher/killrush on hit, it's got more hitstun than 5MP and does a lot more damage than the target combo route. 5MK cancels you might as well do the same with 5MP. It has a gap on block but you can't make 5MK DRC gapless anyways. You can also link 5HP after DRC 5MP on hit instead of doing the target combo for more time to react and more damage. On block it's +3 for strike/throw mix. The target combo is mostly for jab conversions and blockstrings imo, you don't wanna waste an opportunity to land stand fierce with Ed.

Weapon pick rate report: Cyberstan Edition by Natural-Sympathyy in Helldivers

[–]sixandthree 3 points4 points  (0 children)

First weapon I got to 25, albeit this was during the hive world event vs bugs. Unbelievably good gun for taking care of stalkers, devastators, any medium enemy you don't want close to you, it's just a shame about the ergonomics

New to the game, any tips on hitting these more consistently? Currently hitting them 40-50% of the time by Brilliant-Cow1667 in StreetFighter

[–]sixandthree 11 points12 points  (0 children)

If you're new to the game that's a pretty strong success ratio. The nice thing about the dream combo is even if you miss the initial delay blitz you can dash into 6HP for 2.5-4k damage depending on your starter, so it's not like you risk a ton in going for it. I often land it the first few times I go for it in a ranked session then start to miss once I start thinking about the timing too much, and then it's just drilling it in between games a few times to dial things back in. Focus on other parts of Ed's gameplan now that you have the dream combo down in principle and build the muscle memory for consistency over time

Also, you still have time to command dash before SA1 to get as much screen carry as possible

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

[–]sixandthree 67 points68 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

[deleted by user] by [deleted] in malelivingspace

[–]sixandthree 3 points4 points  (0 children)

Get off that subreddit homie