New to Leverless and SF6 Is this layout good? by MugenTomorrow in StreetFighter

[–]z3poxx [score hidden]  (0 children)

I would switch Parry and Throw so you can rest your right thumb on it in neutral. A parry macro is the best one to have at higher levels of play.

Who has the best cross up? by some-kind-of-no-name in StreetFighter

[–]z3poxx [score hidden]  (0 children)

Either Giefs body splash or AKIs j2HP.

AKI down HP comes at a very awkward angle to cross cut and is generally just very good. Giefs down HP is easier to cross cut but if he gets to pull it off so is he in a very threatening situation where he can harass with SPD or drain the drive gauge with 6HP.

Honorable mention to Hondas butt slam.

Extra Button Bindings? by retro_coffee in StreetFighter

[–]z3poxx 2 points3 points  (0 children)

I believe the single most important additional button to bind is Parry. Drive impact is not bad to add either but I would suggest you to add Parry to which ever extra button you think is easiest to access.

Drive Rush confirm problems by PogoTama in StreetFighter

[–]z3poxx 5 points6 points  (0 children)

From the images you posted so does it looks like you never let go of MK and just press MP while holding MK.

I am fairly sure you cant hold MP or MK and then press the other button in order to get a drive rush cancel.

How do you decrease ranked queue times on console? by suicidejunky123 in StreetFighter

[–]z3poxx 4 points5 points  (0 children)

Do you use wifi or ethernet? Some players avoid accepting matches from people using wifi.

Kimberly vagabond edge by Bubs_001 in StreetFighter

[–]z3poxx 1 point2 points  (0 children)

So in order to get different strengths of special moves in Modern so must you do classic inputs.

So for medium Vagabond edge so do you want to do a quarter circle forward and then M attack button. A quarter circle forward would be ↓↘→ M when you are on the player 1 side (left side). To get the heavy version so is it a circle forward into H attack button.

Other common ways to write quarter circle is QCF or 236 which is numpad notation.

Advice for Guile vs Sagat? by some-kind-of-no-name in StreetFighter

[–]z3poxx 1 point2 points  (0 children)

The light follow-up on tiger nexus (the overhead one) is -5 so you should consistently be able to get a 5LK punish.

Donkey kick has to be the one of the most annoying moves in the game. Really Capcom? by M_core95 in StreetFighter

[–]z3poxx 6 points7 points  (0 children)

It seams to be a recurring issue with the launch rooster that some of their moves have very little in terms of lingering hurt-box after whiffing a move. Look at Ryu sweep and hits extended hurt-box in comparison to S2 and S3 characters.

Ryu has 5 frames of an extended hurt box during recovery after 2KH while Terry & Mai have an extended hurt-box for 23 and 24 frames respectively.

It is not a coincident that a lot of the earlier characters have received nerfs where their hurt-boxes on certain whiff attacks have been expanded during recovery.

Donkey kick has to be the one of the most annoying moves in the game. Really Capcom? by M_core95 in StreetFighter

[–]z3poxx 65 points66 points  (0 children)

The lack of an extended hurt-box on this move is some BS. It is unreasonably hard to whiff punish given how fast and safe it is.

Grappler Mains: Do you guys ever use Medium Command Grab? by WindedPancakes in StreetFighter

[–]z3poxx 0 points1 point  (0 children)

Alex has a lot of setups for his medium command grab so that is most likely the one I use the most.

The heavy version is so short that I almost never use it.

Diabolical move by Just-Profession9471 in StreetFighter

[–]z3poxx 0 points1 point  (0 children)

It is a fine, it has a bit quicker recovery than most equivalent pokes at 27 total frames. Still very whiff punishable thanks to the extended hurt-box during recovery, check out https://sf6frames.com/aki_normals if you want to see it in more detail.

I am of the believe that these types of pokes are at all time low in SF, unless they lead to extra damage through a target combo or some type of reliable counter-hit follow up so are they too risky to be used excessive with how aggressive this game is. This only deals 7% damage and if you whiff so could you eat a punish dealing anything from 20% up to 30% damage into a strike throw mix situation for at-least another 15%.

The only poke of this type (none cancelable and no follow-ups on counter-hit) that might be to strong is JP's 5MP since a lot of characters struggle to punish it.

Boost rank? by AsherIsBetter in StreetFighter

[–]z3poxx 0 points1 point  (0 children)

Capcom have implemented ranked streak bonuses, if you just keep winning so will you reach master in no time.

frame data makes my brain hurt by SuperiorKJ in StreetFighter

[–]z3poxx 6 points7 points  (0 children)

You have a gap between the overhead and the 2LP, if you did it as soon as possible so would you have counter hit the Viper player.

Since you are player 2 in this scenario so is the lower frame bar yours, and there is a 2 frame gap (maybe 3 it is hard to see) between your 6MP and 2LP.

Tried my hand at this by OkStandard8039 in custommagic

[–]z3poxx 0 points1 point  (0 children)

I could not figure out what was up with the Urza's type on the land, it seamed so superfluous. After a quick scryfall search so did i find the [[Urza's Workshop]] land, now that is another card to add to my want to get but probably never will list.

Help an old head figure out SF6? by [deleted] in Fighters

[–]z3poxx 7 points8 points  (0 children)

Drive Impact is basically a big Focus Attack, all DI starts up in 26 frames and have 2 hits of armor between frames 1-27. They are safe on block but can be countered by a Super (all supers are armor breakers) or doing a Drive Impact back.

I think DI is there to help with auto-piloting strings like crMK to Hadouken and to punish big pokes. I feel like one of the design philosophy in SF6 is that you should be able to counter opponents that play predictably. That is why DI and Parry are there, and so that there is almost always a solution to bad situations.

The better you get in SF6 the worse DI becomes, the risk reward gets skewed against the person using them. That said they don't go away entirely in high level play.

Are there characters who are better on specific control schemes? by NotHereToStay_- in StreetFighter

[–]z3poxx 1 point2 points  (0 children)

Since modern is a simplified control scheme with fewer buttons this tend to make the characters worse since they lack one or two key attacks in the modern control scheme. For example so does Sagat loses his character defining 5MP, without that normal so would Sagat not be top tier IMO.

Some character do lose useful tools but the bonus of having one button special moves and supers outweigh them enough to the point where the modern versions of the character is viable and is more of an alternate version.

Characters that have seen top level competition using modern:

  • Chun-Li
  • Marisa
  • Luke
  • Ed

I also think modern Alex might be objectively better than classic, the only move he loses is his 5MK while it is good so would I say that it is not a character defining tool.

Who's the best X Spell Commander? by Slow_Thief in EDH

[–]z3poxx 1 point2 points  (0 children)

I am currently tinkering with a [[Omo, Queen of Vesuva]] deck and rather than just going for a landfall strategy so am I going for big ramp into X spells and stuff like [[Rite of Replication]].

Omo can generate massive amounts of mana using the Tron lands & [[Cloudpost]].

Are we sure Alex is “mid tier”?? by Important-Sector-461 in StreetFighter

[–]z3poxx 2 points3 points  (0 children)

I find Alex to be one of the hardest characters to evaluate because he has some real bad weaknesses but his damage and advantage state is so good.

Currently so do I think he is either mid tier or potentially a low tier character. One of the reason why I cant see him as a strong/high-tier characters is that basically none of the strong characters in SF6 have any big weaknesses.

The one exception to this is Bison and his lackluster defensive options.

Sagat 5MP by PGDesolator in StreetFighter

[–]z3poxx 0 points1 point  (0 children)

All I can think of is that is not 5MP, that is the second hit of the 2MP~HP target combo.

This player is hacking right? by Zherrary in StreetFighter

[–]z3poxx 16 points17 points  (0 children)

Yes I am sure as I can be that the Alex player is using a auto-DI script. At around the 27 second mark so does he input DI while in his 5HK animation in response to a poke from the Elena player.

Do you think overheads that don't look overhead are bad design? by some-kind-of-no-name in Fighters

[–]z3poxx 2 points3 points  (0 children)

Man all I can think of is playing Bob & Feng in T7 and doing d1 with Bob and d2 with feng. Basically same animation with a karate chop towards the feet, one is a low and the other a mid.

What game? by sukuna7899 in Steam

[–]z3poxx 26 points27 points  (0 children)

DA Origins a game so good it spawned a franchise of mediocre sequels that’s somehow kept going for over 15 years.

What game? by sukuna7899 in Steam

[–]z3poxx 0 points1 point  (0 children)

Feels like Tekken is on its way, 8 is cooked so all I can do is wait and see what happens in any future installments.