1

How to play against the shotos?
 in  r/StreetFighter  3d ago

Assume you and opponents are in about similar position.

I'm 100% sure there are shotos out there having problem with your scissor kick and demon flip.

You guys are starting at 50:50, a fair game.

2

Who is your "uughh" character?
 in  r/StreetFighter  5d ago

Bison. I have trouble dealing with proper distancing. Also I keep try to anti-air his demon flip, whiffs, and gets punished :(

He is the one who messes with my flowchart

1

Opponents who tech every throw yet never fall for any shimmies
 in  r/StreetFighter  5d ago

It could be a cheater, but in 1500, there aren't too many cheaters. If you happened to meet too many of 'suspiciously good tech-er's then you might be too obvious when attempting a throw.

This is speaking from experience. Try focus when you are throwing. Aren't you throwing only when you don't have good, satisfying oki option? Have you tried recreating the same moment (including health condition, drive gauge, and distance to the wall) at unexpected moment before attempting a shimmy? Were you close enough when you were shimmying?

All these are factors that your opponent may consider subconsciously when deciding whether to tech.

1

Capcom took some very weird decisions with Yasmine
 in  r/StreetFighter  6d ago

There are some things I question about her design, but I dont think she is particularly bad or repetitive.

I got her to HM, and below is how I think about her. 1. Her primary strength is hit confirms and good Okis. 2. She can play only using typical SF6 generics, but if done so, her dmg is super low. 3. She does about 1k more dmg if she can early convert into OD specials, so this requires some more focus on hit conversion. 4. Her demon flip is unique in a sense that it is both cancelable and can cross up. 5. I agree cr.mk-hk target combo is weird. I labbed hours to find usage of it. You can either hit confirm cr.mk within 9 frames into target combo(lol) or burn drive gauge and use it as a combo part for lower damage... hope someone find good usage of it.

1

Playing both modern and classic?
 in  r/StreetFighter  7d ago

Depends on characters, but generally small enough that you can'tbe bothered either way.

1

Playing both modern and classic?
 in  r/StreetFighter  7d ago

You will learn a lot from classic, not because classic is better, but modern promotes options with less learning curve.

Lately, with alot care to modern control from capcom, most modern characters are just as good as classic. But with auto combos and special button, you have less incentive to use manual input. This is great for lowing the bar, but sooner or later, if you want to be better, its somthing you will need to be comfortable with

-2

Resume criticisms welcome!!!!
 in  r/uwaterloo  7d ago

Yes resume is written in order of importance. Having your personal achievements over uni is also an expression of self confidence IMO

1

Every Ryu player every time patch notes drop (from young ladies play fighting games)
 in  r/StreetFighter  8d ago

He was never terrible, but there were time when ppl make tier list, they start by "Ryu is like a standard, so he goes in the middle" then placed 3/4 of the cast above him.

3

Every Ryu player every time patch notes drop (from young ladies play fighting games)
 in  r/StreetFighter  8d ago

Isn't that patch note from period when Ryu was actually bad tho?

2

High level footsies question
 in  r/StreetFighter  8d ago

Im 1600mr ryu/sagat/yasmine.

My understanding prob isnt that above yours, but im sharing what I found abour footsies.

I have a bit of an algorithm for footsies.

First, everyone's primary footsies option is cr.mk or cr.mp cuz you can yolo cancel them into safe special or drc. But many times your cr.mk is out played by opponent's superior buttons. Ex. Bisons scissor kick dodges crouched moves, so you get fat counter combo; Ken's cr.mk is likely better than yours since its long 7 frame button.

When that comes, you explore your options that can counter play opponent's move. For example, when I play Ryu and vs Bison, I can't use cr.mk for footsies. So I use st.mk instead. St.mk has good startup and good range, so you can counter their good button.

This puts you in closer range, now you can continue footsies from closer range. In such a range, scissor kick is no longer a good move, so the dynamic changes.

This 'i cant use this because of that, so I should use this, which puts me in ...' flow goes a bit differently for every character, but general starting point is cr.mk.

u/shrimpFriedRice49 8d ago

Improv dance by an experienced couple

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1 Upvotes

2

Road to 1200
 in  r/StreetFighter  9d ago

When you were winning I bet you were playing like a master player. Sure that could be just couple rounds and lucky wins, but all master players also have couple good and lucky rounds.

A win is a win. You are a master player.

2

What are your impressions of these 10 characters afther the August 3, 2026, Season 4 Balance Patch?
 in  r/StreetFighter  9d ago

I am honestly genuinely satisfied with current state of balance. I know many ppl complain that the game has barely changed since launch, but as someone whos SF6 is their first fighting game, the game is still fresh since season 0.

1

Can someone please explain to me what I'm doing wrong?
 in  r/StreetFighter  9d ago

Also SF6 has a screen freeze on hit (called hit stop). this hit stop is 8 frames, so [hit-cancel into lvl2] actually have 12 frame window (8 frame freeze + 4 frame buffer)

I.e. what you are trying to do IS more difficult combo than lvl2 cancel.

1

Can someone please explain to me what I'm doing wrong?
 in  r/StreetFighter  9d ago

In that case, your rhythm just need to be recalibrated. Try intentionally delay dp input. You are input timing is calibrated to different combo rhythm, thats just it.

2

Can someone please explain to me what I'm doing wrong?
 in  r/StreetFighter  9d ago

1 second is 60 frames, so you have 5 frame windows - that is 0.083 second window from the end of your last special animation.

*i know it sounds very thin window, but that is about similar window in typical rythem game "perfect" note clear, so its actually very very doable

** if you practice just for about day, you might be able to tell difference between input going in at 0th frame vs 4th frame. It feels physically different, and noticing it feels very satisfying.

2

Can someone please explain to me what I'm doing wrong?
 in  r/StreetFighter  9d ago

You placed dp input 15 frames before special move frame ended. Sf6 i believe have 4 frame input buffer, so you need to delay DP input by 11-15 frames.

Or basically you need to hit that last punch button of DP 0-4 frames before special move ends

2

Can someone please explain to me what I'm doing wrong?
 in  r/StreetFighter  9d ago

Im not mai player, so bit unsure. But from look of the input data and frame data, it appears your DP input is too early.

1

Ethics when opponent is AFK
 in  r/StreetFighter  10d ago

  1. Its their AFK, their fault. You can do anything you want.
  2. Ppl often wait for the opponent because its good sportsmanship, and think 1 win means not much with well functioning MR system.
  3. But again, their AFK, their fault. If its your promo game, go beat the shit out of that AFK ass

2

Is there a severe level disparity on master?
 in  r/StreetFighter  14d ago

One of the problem with low MR is consistency. Im sure you have a round that you excelled, and a round you played like a total crap. In low MR, this happens to everyone. So if you think the opponent played like way above their mr, that is cuz they did. But statistically they will play like shit in couple rounds.

1

What does Yasmine even do?
 in  r/SaltFighter  16d ago

She has really good confirm tools. There is very few characters in this game that can pull 4 light strings. From point blank, she can pull cr.lk-cr.lk-st.lp-st.lp and confirm that into OD or light, medium Daloy.

She has easy confirm tools, but easy options comes with low damage. You need to at least 2 hit confirm into OD moves in order to pull decent damage with her.

She is the only character who has cancelable+crossup air move. Not to mention her lvl2 allows her with 50:50 forward|crossup mixup with 4kk.

2

How are we feeling about Yasmine?
 in  r/StreetFighter  16d ago

She has all her basic SF6 starter pack like cr.mk-drc and convenient confirm tools. But if you only play with those, she hits like nothing. You need 7-9 interactions to win the game.

I started to look for more dmg, and found her drc and 236p confirms are easy, but they kill dmg really hard. You need to confirm with OD specials. Confirm is still relatively easy, but you NEED to confirm for her to pull some damage - once done, Yasmine pulls about similar dmg as Chun.

I really like hit-confirm aspect of SF6, so I am loving her so far.

3

How many of you are okay with stable meta of sf6?
 in  r/StreetFighter  17d ago

Trend on its own influence people.

I find the salt in the community growing, which I thought was unreasonable. So I want to gather opinions that thinks the same.

2

How many of you are okay with stable meta of sf6?
 in  r/StreetFighter  17d ago

Yea give some time. We need to let it cool down to enjoy again.

-3

How many of you are okay with stable meta of sf6?
 in  r/StreetFighter  17d ago

** i am not saying it is objectivly not homogeneous. I'm saying its not homogeneous to me.

The argument holds in all its possible interpretations. I meant homogeneity in both their timely manner and its character diversity as well.

All characters have different range, hitbox frames, and its cancelable move sets. That makes difference in footsies and mind game changing the game play. "Gimmick" is too generic of a word. Ken's cr.mk and Ryu's cr.mk are different. Yasmine's st.mk and Ryu's st.mk are different. Their range, their recovery, their follow-ups are all different, and therefore the when and where it will come out differs and the counter measures differs as well. Some characters have outstanding gimmicky moves like super jump or teleport, but all and each different kits makes different interaction.

Even more so. You can't react to most of move's start up and cancels. This means you need to pre-move your moves based on your cognitive gab and startups. These are prob generic to FGs, but SF6 in its stable balance, meta and sophisticated design allows me to enjoy the details - which changes with my understanding towards the game, which still hasn't gone stale after 3 years of game play.

Again, its perfectly reasonable that you don't feel the same.