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Volta

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Posts posted by Volta

  1. 18 hours ago, Sonero said:

     

    Can't believe people are mad over this. I miss when anything involving Nazis and Hitler on the internet was instant comedy. We really are in the worst timeline.

     

    😭

    Oh my god that is fucking hysterical, Hitler-Steve has to be the funniest thing I've ever seen in fighting games. Once SF allows this level of character customization, you better believe I'll be the first one to create Third Reich-Blanka with the orange comb over and toothbrush moustache. All hail Führer Jimmy!

  2. The combo lengths in this game are getting ridiculous. I'm not talking about the no. of hits, but the actual duration of the sequence. There's a Shang Tsung combo that goes on for 54 seconds. Yes, 54 seconds, damn near a whole minute that you're getting juggled, and I think it could go over a minute had they mixed in a FB somewhere near the end. Once you're launched you can put the controller down, get a drink, walk the dog, learn a language and come back before it's your turn again.

     

    Not that anyone cares, the game's been out for 4 months so its standard NRS 3-month competitive lifespan is already over.

  3. 2 hours ago, TWINBLADES said:

    I present to you the play: Coping and Seething.

     

    I'm not sure whose side to pick here. On the one hand, it's pretty stupid that you can get to Master rank with a negative win rate, let alone 43%. On the other hand, if you can't get past Diamond 3 with Ken and Cammy you're in no position to criticize anyone and we should all just point and laugh at you.

  4. 6 minutes ago, -PVL93- said:

    Do you guys think Capcom have sort of out themselves into a tight spot in terms of balancing 6?

     

    For example let's say Season 2 patch drops and they make major changes to either of the Drive mechanics. But because of how deeply integrated and closely tied all of the system elements are, since there's no Groove like system, a buff or nerf to one of them could cause such a massive domino effect where suddenly another mechanic becomes more dominant or weaker as a result, so that mechanic now also needs to be touched within the same patch or as a rapid update before the CPT season kicks off proper 

    I was thinking the same thing. If they were, for example, to nerf parry even slightly, JP would be triple S tier.

  5. On 12/20/2023 at 7:40 PM, Phantom_Miria said:

    I've been watching a little of the Mike Z/Skullgirls drama recently, and I was very glad to see Ian Walker being brought into that and get shat on.

     

    What an obnoxious cunt that guy was, and apparently still is.

    I googled him and the first hit was someone who wrote that he is a cunt for ignoring a source to push his own narrative. Then I googled again and someone else called him a cunt for an unrelated reason. Just thought it's a funny anecdote that everybody seems to agree he's a cunt. I don't know the guy, but considering he's a Kotaku writer, he probably really is a cunt. 

  6. This game, I swear...

     

    I wasn't going to play it anymore until they fix the dropped reversals thing but I thought, to hell with it, I'll just abandon my cagey, deliberate playstyle and go full spaz mode with Blanka like a coked out green gorilla. Result: I went from 23,900-something points to over 25,400 in the span of one day. By throwing all caution in the wind and just going apeshit, I did better than I ever did when I was trying to 'play' the game. If SFIV and previous games can be likened to rock, paper, scissors and chess, then SFV and SF6 are like playing basketball on a minefield. 

     

    I guess the days of slower-paced, footsie-oriented fighting games are gone for good. Can't say I like where this is going. Oh well, at least I'm in Master now, so I got that monkey off my back. Took me over 28 hours, but better late than never, eh?

  7. 1 hour ago, Illwill88 said:

    Glad to see I’m not the only one with reversal trouble it tilts there fuck out of me when that happens. Plus I play blanka so it’s not like ex vertical ball is a hard input .

     

    I haven’t been playing the game at all really but decided to get drunk and play some casual matches. Run into a master ranked Ken I barely win but scrape by with a win almost every time. I get a friend request and he ask if we can play in a custom room..sure.  
     

    I know he’s low key salty and like a pansy i try the nice guy route and tell him I’m just a drunk guy trying to shake off the rust then the cockiness starts “yeah I can tell lol you’re not reacting to anything just being random”  I  3-0 him and start talking shit and the excuses start rolling in😂. I could have played him more but he was being a condescending bitch after every match.  “You’re only winning off throw damage, Ken is negative on almost everything, you’re playing blanka wrong etc etc”

     

    i know I suck but the amount of delusional people who think they’re gods is kind of funny. 
     

     

    Imagine a Ken player taking the 'my-character-is-low-tier' route. Was it LTG you were playing?

  8. 1 hour ago, purbeast said:

    I barely played SF5 and don't really remember the reversals in that game, but I played the shit out of SF4 and those reversals were super easy lol.

     

    I play Dee Jay and still mess up my EX kicks sometimes on wakeup, for the reasons I mentioned before.  Usually I get it the second time once I realize why I screwed it up.

     

    EDIT:

     

    I wonder if you have the 5 frames to pull it off as you mentioned, but like if someone meaties you to be hit on your first active frame, then in theory you don't have those 5 frames to pull it off.  You have that 1 active frame.  Like I don't see how you can have the next 4 frames to "pull it off" if the meatie has already hit you.

     

    But if it's someone trying to throw you or something that isn't meaty, then you'd have more active frames to actually pull it off.

     

    (if that makes any sense)

    I'm not really that knowledgeable on the technical side of SF, but I think the reversal window has an input buffer of 5 frames on the wake up animation before the active frames, i.e., you can input your reversal in the last 5 frames before you regain control of your character. I may be wrong on this though, maybe the hardcore frame data nerds can weigh in on this.  

  9. 1 hour ago, purbeast said:

    I do but I think it's just the timing is much stricter in SF6 than previous games.  I notice if I mess it up and eat an attack, and then REALLY focus on the timing of my next one, 9/10 times it comes out the next time. I think it's just something with the animation of the opponent coming in and attacking that causes me to miss my timing on them.  Like I am looking at my opponent rather than my own character and do my reversal based on my opponent attacking and not my character getting up.

    I used to do that too. I would wait for the opponent to act and then delay the up motion on the stick/controller depending on what they did, causing me to fumble the vertical ball. I practiced that extensively, and learned how to 'disassociate' my opponent's movements from my reversal timing. I got this down to a T by the time SFV came around, and I never had any issues in that game. Also, I believe both SFV and 6 have a 5-frame reversal window.

     

    I'm the first to point at myself in these situations because my execution in general is garbage, but I really think there's something wonky about SF6's input system.

  10. Does anyone else have a problem with dropped reversals? Not just during DR, but also on wake up or during gaps in attack strings and especially after air resets. I look at the input reader and the correct input is there, so I know I'm not fumbling the move. I never had this issue in Street Fighter V (praise its holy name, what a great game that was).

  11. On 9/27/2023 at 10:31 AM, elliephil said:

    Do you have negative edge turned off? It was messing up everything for me.

    I found out what it is. After the clone disappears, there's a 5 second cooldown (heh) until you can do the move again. I'm guessing this was done intentionally, so you can't simply keep using it over and over when you're up against a character that has no projectile or screen-clearing move.

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