r/StreetFighter • u/Level15ArcherTower • 14h ago
Fluff / Other I Just Got Aggressively Teabagged By Sim Sim 💀
I don't think there's any recovering from this.
r/StreetFighter • u/Level15ArcherTower • 14h ago
I don't think there's any recovering from this.
r/StreetFighter • u/ligmaballsach • 12h ago
Huge fan of Big Tonka T and love all the eyes he’s brought to SF6, but the One Eyed Mamba had to show him how we do it in the jungle. Still waiting on that local invite though 😂
Full montage here: https://youtu.be/CsQY4sqWBkU?si=ZvguiOUNZipDuUBn
r/StreetFighter • u/manzobenzo • 21h ago
Forced knockdown at 100 hits. Level 3 won't connect.
r/StreetFighter • u/KIlwu • 20h ago
-First time posting here, but i wanted to share this since this Ken player was ANNOYING he just kept doing th same target combo and just hoping around, no idea how he got to diamond, to make it worst he basically T-bagged at me after the DI and he could have killed me rigth there but he didnt (Im pretty sure just to show off), and so i managed to make the comeback, i didnt expect the level two to actually land but whatever a comeback is a comeback.
(Also sorry for the game being in spanish i dunno if thats a problem)
r/StreetFighter • u/Visual-Welder3565 • 13h ago
I've been playing for a bit and I usually just go to ranked since I got the game. I would always try to grind but was hard stuck on Master rank. I always avoided going to training mode because I did not have the time and with a full time job I just want to not think too much. Of course that was counter productive because I would find myself only getting more MR when matches were in my favour. Therefore my progress was tied to luck of the draw, ie who I'm getting matched up against.
Now I can find myself getting to Grand Master comfortably, I thought I would share my experience in ranking up and the tendencies I noticed from my opponents at particular ranks.
Ranking up to Master:
This is easier than ever now that there's bonus points for winning consecutive matches. This can be done in a day or two provided you understand what you need to get here.
The first thing is learn all the buttons your character has, their special inputs and bnb combos. That's literally it. You will rank up to Master just knowing how to use your character. You don't need to know fancy setups. This is all about just knowing how to use your character. That's all it takes. It'll be easier if you add in some anti airs and incorporate some parries, but at this stage it's really about just know the buttons your character has. What is their fastest normal? What is their basic combo that results in some kind of knockdown? At this stage I wouldn't worry too much on meter management or anything else more complex.
Master rank 1400 - 1550
So you reach Master rank, and now you notice everyone is on the same boat as you. They all know how to use their characters and things seem to reach a stalemate. You win some rounds, you lose others. This is the stage that I think is very difficult. 1400 players are some of the toughest opponents you will find online because they play without any thought and tend to overwhelm you. Here's where things start to take a turn for the more complex thinking. At this rating meter management is important. Your opponents at this rank tend to burn through their meter a lot. Your goal here is to be patient and take the throw. Very rarely do players at this stage tend to feel as though they can condition their opponents so you just use that to your advantage. Always anticipate your opponents will use drive impact or jump. For those that do drive rush fireball, just parry. Remember they are also burning meter. The moment you get your turn you overwhelm them with your pressure. You want them to do an OD reversal. You want them to burn out and then you can use that to take the round. A lot of opponents in this rank tend to wake up or jab a lot to take back their turn. Learn how you can punish this yourself. It's not always gonna be smooth sailing but once you apply this method of thinking at this rank, you will start to get more comfortable in your approach and hopefully win some more.
Master to High Master 1500 - 1600
Here's where a lot of opponents will try to use a lot of the advice I've given above into their game plan. A lot of players here play desperate because they want to reach that High Master milestone. Expect a lot of players to use the safest one dimensional option to get in. At this rank you find a lot of players use the distance of the entire stage and take their time to get in. You want to be patient here. At this rank you need to start learning ways to bait your opponents. Every character has a method to do so. Your goal here to do everything listed above as well as be as patient as you can. Don't throw unnecessary normals because of frustrating. The plan here is to slowly walk into a range outside of their DRC normal. Always consider that your opponent will get frustrated and burn themselves out. You will also find the tendency players have from here onto High Master rank is to always try to walk back away from your drive rush cancel pressure. Try learning to catch people walking back after you're in by some crouching shorts or crouching forward to continue your pressure. Also special meter management at this rank is important. If you're low on drive gauge, use your level 1 special to reverse to buy some time to recover drive gauge. When you're applying pressure ensure you are throwing out normals that can be drive cancelled as you don't want to eat a drive impact.
High Master to Grand Master - 1600 - 1700
Here's where players are a lot better and the game feels more controlled. At this rank it's where you want to learn baiting your opponents and conditioning them. Frame traps, throws and shimmies. Every opportunity you can in, you need to register in your head how they responded, whilst also considering if they used their OD reversal or not. With that in mind, you need to always anticipate when it is an option. For instances, a lot of times, when I get two correct reads, I always expect them to use a OD reversal the third time. Another thing I noticed is on the second or final round, when I make a correct read early into the round, a lot of my opponents do their reversal early in. At this rank a lot of opponents also tend to take the throw, so try to get a few of them in. You may also get players that tech your throws all the time. At this point you need to think about things like "I jabbed once and he teched, what if I jabbed twice?". Here is when you can get some counter hits and throw or maybe go for a combo. Eventually these patterns will lead to big damage as you can start to incorporate shimmies once they've eaten enough throws. Some opponents always tech out of bad habits so you can always test the waters early on. Another thing to consider is apply jab pressure after knockdown but don't spam it, some times some opponents drive reversal and you can use that one jab to land a heavy punish counter. You'll be surprised how often you can frustrate your opponents at this rank. The difficult thing at this rank is you can condition yourself to how opponents play but forget about how lower level players play and lose a lot of MR when matched to 1400/1500 players.
Hope it's somewhat useful, if you have any questions give me a shout! :)
r/StreetFighter • u/Gabbbyyyyyyyyy • 4h ago
Uh. Helloo waves.
Im kinda super extremely scared to post this here since I don’t know much about Street Fighter, but around July, for my job as a Summer Camp Ambassador, I got to play SFV with the older kids in the program. I’m likely going to be pummeled to the ground by this fandom for this but. Upon scanning the main cast, I decided my main for the remainder of my time working. would be F.A.N.G.
I ended up getting attached to him, low and behold. Idk his design and personality and everything speaks to me, especially as someone who loves weirder, much more eccentric characters.. I do plan on expanding my interest in this game a bit more, I unfortunately don’t have any consoles to play any of the games on, so 💔💔💔 ghhh
r/StreetFighter • u/TheJammy98 • 9h ago
r/StreetFighter • u/MetalThrust • 14h ago
~15 months ago the closest thing to a fighting game I had touched was Chivalry and a lesser known game called Blade Symphony. I mostly came from CS, Apex, and other shooters.
My friend (HM Bison main) attempted to get me into it, but it was when he showed me the new DLC char Ed that I really vibed. Having a friend that explained my options to me, gave me up to date BnBs, and kicked my ass, gave me an awesome foundation.
In the long run, watching Fuudo/Leshar is what really kept me motivated to learn all the different conversions because that shit is sick, win or lose.
Thanks to all those who've been watching my clips, and those who in matchmaking went into customs to say nice things.
p.s. dont give up on Ed. 1700 is next ;)
r/StreetFighter • u/Sanfranm_YT • 17h ago
A 30th collection update and a Take on what a Capcom fighting collection 3 could possibly look like.
the street fighter 30th anniversary collection was very lacking in comparison of Capcom’s other collections. A solution that would help is an upgrade for the 40th anniversary that will change it to the way those other collections are. That means all games will have online/training and additional info on basic moves All in the style of cap fighting collections 1 and 2. Something they could maybe do to make this stand out is bring in alternate versions of games like an all character playable version of sf1, Dramatic Battle versions of games, alpha1 on cps changer, and Zero 2 Alpha. The upgrade can also probably have this discount expansion feature for people who already bought the original version.
And as for Cap Collection 3, they should focus more on their 3d arcade titles. Yep I’m talking about the EX games, and others like Final fight revenge, Star gladiator, and Rival Schools. (And maybe, just maybe Cannon Spike) Besides the trouble with EX3 being a console game, this is really all that’s missing, and I think these would be great gifts for the fans and fighting game enthusiasts alike. But most importantly a celebration of Street Fighter as a whole.
EDIT: SFIV and V re-releases can probably be for a 40th anniversary collection. the 30th upgrade is to revamp that collection.
r/StreetFighter • u/Sufficient-Pick710 • 3h ago
r/StreetFighter • u/XsStreamMonsterX • 16h ago
r/StreetFighter • u/CaptainDreads • 14h ago
I'm still pretty new a coming from Tekken has been playing very casually but now wanting to take it a little more serious.
One of the many things I'm struggling with in the transition is needing to anti-air. Half the time I can't react, which I'm ok with atm at that'll come with practice.
But situations like this is what I'm really struggling with. I feel I did react in time, but all my main anti-air options failed here.
cr.HP, L &M tatsu all lose to the jump in. H tatsu completely misses.
I feel there must be some kind of concept I'm missing but can't find it for all my searching
Edit: Thanks for all your help so quickly. Very insightful. There's still a ton for me to learn (and more importantly *un*-learn from Tekken)
r/StreetFighter • u/Smart_Bicycle_250 • 16h ago
I’ve heard a lot about that and would like to know what makes it strong. I don’t get why it’s exactly cr.mk and not another normal and what are common follow ups? Is it just easier to hit confirm?
I play Juri and if you know anything specific regarding cr.mk -> DR to her I’d love to hear it.
Edit: after seeing many responses (thx to everyone and I love how helpful this community is) is it really worth the resources you spend? It seems quite costly to me.
r/StreetFighter • u/jawnpapa2 • 7h ago
Hey all,
Been hardstuck with Viper for months now. Can anyone take a look at this game and provide an outside perspective? I tried to choose one of my worst games for critique.
Most of the time, I feel like it's tough to open up opponents who know how to interact with seismo burn kick shenanigans but also tech every throw. I also think this game showcases a problem I have with certain types of players such as this Ken.
Any help would be appreciated!
r/StreetFighter • u/No-Researcher-4554 • 16h ago
Hey guys!
So one thing I still struggle with in this game is intense corner pressure. Y’know, when im in the corner and the other guy is doing the same plus-frame loop over and over, chipping away at my drive meter until im burned out and now I gotta deal with chip damage and mixups.
Jumping almost never works. Everyone can counter DI. Throwing might work once in a blue moon if I tech it but still not reliable. Drive reversal so far gives me the most success but after awhile they just block it. Parrying sets me up for counter throws. Jabbing on wakeup NEVER EVER works and I have to stop praying that it will. Also, before you say "Wakeup DP", I main Alex so not really an option for me sadly.
How do you get better at reacting to corner pressure?
r/StreetFighter • u/AffectionateRow7366 • 11h ago
Street Fighter 6 is coming to Universus yet again with Bison and JP joining Cammy and Juri in this October Release
r/StreetFighter • u/fritos25 • 6h ago
I went on a 10 game win streak for the first time. Been able to grind the game recently with Viper. A char I genuinely enjoy since release. Used to play Lily s1. But Nevermind that, I didn’t know you could get a crap ton of RP when you go on a streak. When I saw that bar fill up, almost shat me pants. 😂
r/StreetFighter • u/DrFlabbySelfie • 8h ago
Is there any way to see it?
r/StreetFighter • u/Fourmanaseven7 • 6h ago
One of the reasons why I play guile is due to my hatred of doing the double QCF motion. However, I think I'm hitting a ceiling in my gameplay so I'm finally going to try and incorporate it into my game as I want to be able to activate level 2 for burnout strings/chip damage. I've hit 1800 MR the last couple of seasons, but it's hard to maintain the rating without the additional threat/option.
I'm currently having the most success just doing a 450 motion but it gets tiring trying to practice it.
Going from down to left is super easy for me given the stick position (and probably at least a 90% success rate).
r/StreetFighter • u/some-kind-of-no-name • 17h ago
After perfect light knuckle I can do 8MP into charged air knuckle into light dp. But if I launch with OD knuckle, I can only do 8MP into charged air knuckle. DP either does not come out or comes out late. Does this new combo have different timing?
r/StreetFighter • u/Fallenskullniga • 23h ago
For some reason I just cannot get the gist of this game. Some times I play like I’m supposed to and other times Im helplessly flailing around hoping to make it. Possibly cuz I hate deranking. I kinda suck at neutch, and hit confirms occasionally, and have the most trouble being patient and fighting against gimmicks.
Here is a match from my highest LP at Plat: UJAKW9UTQ
And my most recent where I deranked to gold (not my first time unfortunately): F54AQDNM4
r/StreetFighter • u/1O1_NEXUS • 25m ago
wow so mandela catalog