
After dropping from Diamond 3 to Diamond 2, I returned to Diamond 3.
Is this the River of Souls…?
That’s how it is.
In the end, we have no choice but to increase what we can do until we win.
In such a state, if you just say “That’s good!” it will make you look like a protagonist!
Yesterday, I was trying hard to correct my habit of spamming small punches to using a mix of small and medium punches instead.
In the end, I was able to correct it a little, but I still can’t get rid of the habit of rapid-fire hits…
You’re accumulating matches.
If you increase the things you can do, it will be easier to move up.
I’ve recently been challenging rank matches shirtless.
>>6
Wrap yourself in tattered cloth.
Monday and Moranka are at MR1600, but Molly is stuck at Diamond 2.
Bullet characters are difficult.
If you win 10 in a row, you’ll get 1000 LP, so it will be quick.
I thought it was about Molly, but it turned out to be just Molly.
>>9
Molly has dropped to MR1300, so I’m leaving it alone.
Molly wants to go to the master quickly too.
It seems like Switch2’s Street Fighter 6 is better than I expected… that’s what I’m thinking.
I might as well buy one for when I’m out.
Ranks 2 to 4 are the hardest, so take your time there.
Even though I think I’m stagnant, I’m gradually improving, and that’s a good thing.
Because it’s Terry Bogard and Lily Hawk.
Isn’t Mogard and Moke good enough?
>>14
Now it’s starting to overlap with Modern Luke.
I think M Lily and M Terry are good.
Well, I went to Diamond 2, but I’m not really motivated to do the next ranked match, so I just keep dragging on and ended up dropping to Platinum 5, just like me.
Even if you have the right conditions for diamonds, if you suddenly get promoted to Master, that would be tougher.
Let’s take it slow.
Seriously, it’s better to take it slow with diamonds. I’ve seen many people who got so fixated on winning strategies today that they fell to the bottom of Master MR and couldn’t play ranked matches anymore…
Getting stronger little by little.
The diamond rank is quite high level now too.
It’s good to do things steadily.
>>21
When I watch streams, I’m often surprised that the Diamond rank is this strong now.
Since the income and expenditure report connects to my motivation, please do it more often.
Keeping screenshots of my ranked match progress boosted my motivation.
I thought Molly was the simplest character, but it turns out it’s Molly…
I want to try various characters instead of getting stuck in the Master swamp, so I’m working hard to make my fifth Master.
It’s sad that I always end up at Diamond 1 in ranked matches.
It’s okay to practice at the hub before going for certification, you know?
Today’s morning activity started at 1500, went up to 1550, and then dropped to 1370.
I will stop now.
See you tomorrow.
The 4F reversal from Riva only beats delayed strikes and throws that are wary of the opponent’s Jasper’s invincibility, right?
Should I stop them since acquaintances who just ranked up to Diamond often end up getting stacked and die? It probably won’t lead to that level of mind games, and looking at the current Diamonds, it doesn’t seem likely that there will be stacking mistakes either.
>>31
I don’t think it’s intentional; it seems more like a habit, so I think it would be better to make them stop.
I understand my friend’s feelings because I often do the same thing out of old habits.
>>35
Thank you for stopping me.
Everyone is already good at the attack side, so if we’re going to Master, I have to teach defense.
If you go down, just keep spamming the 4F technique anyway!
I’ve made it to Diamond 4, but I’m starting to experience frequent counterattacks, and I’m like, “Whoa, this is what fighting games are all about!”
And I realize that Jamie’s standing middle kick is really terrible.
I will retire since I dropped from 1350 to 1250.
Thank you for everything until now, but I will never play this crappy game again.
Well, I’ll practice a bit when I get home today.
>>34
I think there are a lot of strong people during this time at Master Rank, so it can’t be helped.
First, jump to get out of the edge of the screen for now.
When I wasn’t dropped in a turning rising dragon and it ended up like an arranged marriage.
There have been many incidents where I’ve been thrown back and returned to the edge, so I’m wondering what the stable approach would be.
>>36
I guess it’s okay to take weak hits twice before jumping.
>>36
Isn’t it fine to delay the grab from a jump in the air?
It’s common to see someone read an opponent’s jump and then perform a backward throw upon landing.
In that scene, I think the possibility of being hunted in a short-term battle is low because pro players rarely see things like delayed grabs, shimmying, or verticals.
It’s scary to think that you want to do something but feel like you can’t.
>>36
When the center of the screen is still close, it’s common to get thrown backward, so it’s okay to just backstep to return to the center for now, or against an opponent who tries to throw you during a rush, using D-reversal is also a good option.
Getting hit by a Shoryuken after jumping forward and turning around is not just an awkward situation; it’s still a disadvantageous situation that requires caution.
It’s something everyone experiences when they first get attacked in a fighting game, and it can become a habit since beginners often go through this together. Even if it means temporarily reducing your LP until the habit goes away…
It would be better to make them stop.
I’m currently a 4-star diamond, but I feel like I’m just a piece of crap… I can see the days when that happens! But I can’t tell the difference between those days and the days when I feel like I can see it too…
Anti-air is very important, you know.
>>41
Sleep, diet, exercise
>>49
Oh, and that thing, the bath!
If I do it after taking a bath, I’ll end up losing hopelessly.
Looking back, being full is also unpleasant.
Since it’s become easy to access, let’s watch the replay!
Street Fighter 6 requires a lot of thought, so if you get plenty of sleep, eat well, and do some light exercise before playing, you’ll do really well.
It depends on the individual whether they go that far in a game.
If you get too caught up in the ups and downs of the diamond rank, you might accidentally go to Master and start with a sudden drop of 100 or 200 MR, which could break your spirit.
I’m launching an attack while jumping forward to escape.
Guile’s attack hitbox is so thin that I thought I’d get hit by landing recovery or thrown instead.
In the Guile commentary video, it was said that his cross-up performance is poor, so if you want to make a move, just go for a landing throw.
I really want to stop doing unconscious small attacks and anti-air parries as well.
Is there a good practice to get rid of bad habits?
>>47
Practice a different action that can replace the habitual behavior in that situation.
>>47
To fix a bad habit, it’s not about practice, but rather learning better actions.
If you have a dragon punch, make sure to perform it no matter what, and if not, make sure to use an early normal anti-air to definitely catch them.
When using a technique that results in a down state in the air, it’s important to focus on getting a larger return from anti-air moves.
>>56
I think I mostly understand, but even though I’m doing the anti-air practice that Tachikawa was doing in the SmaLog, I end up parrying in actual combat.
I guess I really have to lock myself in training mode until I absolutely master it, huh?
>>82
I think that’s more of a real match than a training room.
In the past, it was introduced as an extreme example of “impact impact impact” while guarding the edge of the screen.
Let’s play while chanting “Rising Dragon, Rising Dragon, Rising Dragon” as a mantra.
Even so, if you manage to parry, I think it’s better to stop the consecutive battles for a moment, catch up, and then recite your chant again.
>>82
I think it comes out when you’re under pressure, so I don’t think you can really get past it just by practicing in training mode.
>>82
I haven’t seen that video, but I think the rest will be about moving while playing, so the only way to improve is to either fight in a CPU battle, play Monemon, or be able to develop while getting hit in actual combat.
Let’s physically rip out the parry button!
I have no choice but to input the dragon ascent even if I take a hit from the anti-air.
>>52
I… I can’t make it in time! Guard!!
Correcting this is quite difficult.
Even characters that are weak against aerial attacks can push forward for now, and high chances of something good happening make anti-air parry a sin.
Both those flying and those performing are uncomfortable, and at some point, those doing it will also face painful consequences.
The air parry habit is troublesome because there are quite a few successful experiences.
I’ve been feeling a limit with M Ken, so maybe I should transition to C.
I can’t change to a combo that outputs firepower when a large attack accidentally goes into a panic.
You have to be thorough in that area, right?
The anti-air Jasper is really unpleasant when it’s like, “You just had a late anti-air reaction, didn’t you?!”
“You’re always lamenting that you’re not great, aren’t you?”
The bath is relaxing but also tiring, and being full draws blood to the stomach.
>>60
It seems like a solution to get angry and raise my blood pressure when I lose.
>>69
The total amount of blood doesn’t change, you know!?
While saying “Shoryuken,” I deliver an uppercut.
Air defense is fine just as it is.
>>62
Kubo-yan
Even though there should be a distinction between characters with invincible anti-air dragon punches and those with only regular anti-air moves, the fact that you can parry an anti-air and get a better result than using a dragon punch shows a flaw in the system.
It’s not good to do things when your mind isn’t functioning properly, right?
I usually drink when I do it, so being sober actually makes my movements slower.
Fighting games require a lot of thinking…
What’s really good is to not get attached to habits and to utilize various options for both offense and defense.
Why is it so difficult?
When it comes to rock-paper-scissors at high speed, it always becomes one-sided.
That said, the Shoryu in this game has a lot of deceptive jumps, so it’s not necessarily solid…
When I’m on a winning streak, I feel good and can say to myself, “I’ll stop here,” but when I’m on a losing streak, I become stubborn and just keep losing more and more…
Do it the other way around.
>>68
I understand too well…
I recommend using the three-continue system and quitting if you lose three times in a row.
In the moment when this guy who has solved everything with air defense Jasper starts throwing panic cans everywhere, I feel a bit relieved.
I’m more irritated than that, so overall it’s a negative.
At a recent internal match, I was praised for my sudden anti-air Jasper that was visible to the spectators, and while I was thinking, “N-no…! That’s not it…!” I ended up losing the match.
>>71
The jasper I randomly obtained, read through all of it.
I’ve been thinking that having a relaxed mindset is quite directly linked to winning, isn’t it?
So even if you get outplayed or hit with an impactful move, it’s better to just grin and say, “I’ve shown my hand, haven’t I?” This is serious.
>>73
Recently, I’ve been so annoyed by Jamie’s crouching kick that I’ve been practicing countering it with a standing medium punch in training mode, and I’ve been getting a decent success rate.
Then, during the battle with Jamie, even when the medium kick was being thrown around, I wasn’t annoyed like before; rather, I thought, “Hey, there’s not enough medium kicks! I can’t show off the results of my practice!” So, I think that’s the truth.
Regarding scam jumps, the DJ has too many variations, it’s really impossible.
Your physical condition directly affects the outcome, so when I’m tired and can’t concentrate, I promptly go to sleep.
Since switching from modern to classic, the number of things I can do has dramatically increased.
I can no longer perform the stable actions that consistently dealt damage as I used to.
That’s good.
There are definitely good and bad times, so let’s only try to do well when the time is right.
At least don’t think about going back to the original, just cut your losses.
I started using Ken as a sub-character, but unlike my main character, I can easily return the impact, so am I getting weaker because my knowledge is increasing…?
It’s not really bad manners or anything, but the most frustrating action that can be done to you is definitely skipping the winning animation of the opponent in a round.
>>81
If the opponent doesn’t skip the initial greeting, you can surprise them by skipping right after the 2P side’s greeting starts.
>>81
I’m the type of person who skips my own victory animations, so I wouldn’t even notice it in the first place.
When the opponent’s victory animation was full length, I wondered if they were someone who wanted to see the whole thing… Because who wouldn’t want to see some breasts… It’s something that makes me curious.
I’m relying on Assist Control and staying in Diamond, but it’s scary how the others are casually finishing combos and wrapping it up with a super attack.
There are many frauds in DJing, but the strength of fraud in a knee shot is the fraud itself.
Don’t worry too much because the advantage of using a big attack to guard and chip away at DG has been lost.
Even though I’m bad at combos, I take pride in my ability to stay in Diamond, despite being bad.
If you’re going all the way to Diamond, then the main combo is stable up to SA.
>>87
Huh…?
>>87
I’m hanging around the MR1500 range, but I often end up with a whiffed weak punch at the end, which is a bit embarrassing.
I think that’s inefficient for practicing anti-air techniques, not to mention combos.
I’m not criticizing the character, but isn’t it weird that when Chun-Li’s SA is guarded, SA2 continues to the kick, while SA3 stops before that?
>>92
Better than the slightly detached Luke SA3.
>>96
That gun being away is frustrating.
>>92
SA2 is, how should I put it… tradition, perhaps…
>>97
I guess you want me to go, huh?
>>92
I want them to stop having variations depending on the character.
Jamie’s SA1, even when it misses or is blocked, he says something like “This is the peak!”
CPUs around 6 or 7 are just right for learning new things compared to the older ones.
>>93
The V rivals are strong… aren’t they too strong?
They will soon become a master rival, and they can complete long combos, which is scary.
It’s probably only AKI who has a lot of room to improve in combo decision-making, even with a full arsenal… Seriously, optimizing it is tough.
>>99
There are endless points of reflection about Jamie and Gouki.
The only time I’m not skipping the direction is when I’m struggling with what to do.
When the MR comes up, it doesn’t dive in at all anymore, so it’s a problem.
I get frustrated with those people who sometimes seem to fly, and it turns out to be a hundred demons, or a sky blade, or a slashing wave.
I sometimes think that since I’ve made it to Diamond 5 even without going to TC, I wonder if I could go back to Gold or Platinum now…
>>102
You can activate the target control just by mashing the buttons.
Not coming out could be due to being aware of the end of a technique and, when viewed long-term, it might be a commendable possibility.
In the first place, if you get better, your rank will naturally increase, so it’s best to approach ranked matches with a mindset similar to that of a training mode.
It’s pointless to level up due to character differences or luck.
For now, I’ll practice anti-air while murmuring “Shoryuken, Shoryuken” around CPU 6 or 7.
Jamie’s optimal solution changes with alcohol, so it’s not difficult anymore.
>>108
In SA3 and CA, there are some routes that we will have to change quite a bit.
Many people have a tendency where instead of just doing an anti-air parry, it becomes more like “I’ll just parry after my turn ends” level, and I think if they’ve really gotten used to it, it would be quite difficult to break that habit.
After the SA chase, there are many times when I get confused about making the lethal judgment.
Does that SA stop there when it misses?
Are you going to bring it all out until the end…?
If you don’t want to deal with ranks, it’s better to practice anti-air in casual matches or the battle hub.
The CPU type doesn’t come unexpectedly, and when you get used to it and develop a waiting habit, the balance becomes strange with Thai people.
Yesterday, I started around 1550, peaked at 1590 for a personal best, and then returned to around 1550.
The numbers haven’t moved, but I felt a response.
>>115
It’s so much fun when you can feel the response!
You should check all characters…! The counterattack after SA Guard is…!
>>116
Official Bomber!
When I’m at a disadvantage and a little distant, I accidentally press Parry. I wonder if you’ll forgive me. You’ll forgive me, right?
Thank you, Perfect Parry.
It’s really tough to be left behind by the people we started the dojo with and to not be able to connect anymore… I’m tormented by feelings of inferiority.
Rank matches for training are beautiful, but there are times when I want to grind in rank matches to relieve stress.
Being trapped by numbers can cause you to lose sight of the essence of competition and can ruin your mentality, potentially leading to an early retirement.
It’s the easiest and most straightforward way to report to others quickly.
After guarding, I’m instinctively throwing out a medium punch that doesn’t hit and keep getting punished with panic cancels…
It’s about time to sort out my bad habits.
>>123
Since I understood that they were aiming for a counterattack that would miss, I started to think about initiating an attack myself instead.
>>123
If it’s someone who uses automatic replacement, I’ll get ducked!
If you mess up a basic combo, the difficulty level is way too different between characters that can punish you up close and those that allow you to get away with it.
>>125
Dya! Hn!
>>126
Well, strong follow-ups have risks if you miss, so I’ll let that slide.
Inserting is nonsense.
>>125
When Mai misses, it’s really annoying that being close-up gives her an advantage with continuous hits.
Figuring out that this strategy has the highest expected value is probably the best way to rank up.
Today, let’s go all out! I’m really feeling like I want to go all in and attack with bullets! It’s fun to change my movement and play around like this.
There’s no way I’m going to quit when I’m winning.
I won’t quit even though I’m losing.
Anti-air starts with quickly and accurately inputting the Shoryuken command in any situation…
Practicing awareness distribution is also necessary, so for someone starting from scratch, it would take several months of serious effort.
Rather than that, it’s true that we should practice combos.
It’s not a combo mistake; it’s a reset!
I sometimes feel that even if I make combo mistakes with Ed, the situation is still pretty good, so I use him for fun.
>>132
When you think you’ve messed up and press the button, you end up getting hit by the counter…
It’s important to only do wake-up pressure at points where you can perform it.
Even though I can’t perform an offensive wake-up attack, rushing in with a “Whoa!” is just throwing away health and meter… I know this, but whoa!
The regular anti-air dragon punch comes out fairly well.
When the Dragon Punch and Rush are used during a flip, the Dragon Punch won’t come out if the opponent is in the air.
I’ve been using a character that has a continuous dragon move, so I thought using a single button for normal anti-air was cheap.
In reality, when I used it, the normal anti-air was really difficult… the dragon punch is seriously strong.
>>137
When I see a shoryuken that wins one-sidedly despite the opponent’s jump being buried up to their waist, I seriously think, “What the hell…”
https://note.com/storm_kubo/n/n0a636134453a
Kubo says that if he struggles to improve, he should switch to Shoryu.
>>140
That’s too timely.
Zuri-chan’s Wind Break > SA1 or 3, so it’s three times a tornado or tornado wave wave, which sometimes causes my fingers to get tangled.
The previous 6 middle P was also quietly messed up.
>>144
It’s often easier to input with resilience, but it can also be done with a tornado forward wave.
The initial tornado’s lower elements are alive, and a SA is established at a diagonal forward position.
I want an AI that points out my bad habits.
>>146
It’s better to return the impact with an impact.
>>146
When you get attacked by your opponent, you keep grappling every time! You might be getting hunted down a lot with shimmy?
Aren’t you getting worked up when they hop around at close range? Let’s calm down and sort out the situation.
Every time we have an omiai, you’re always swinging your middle foot at the same timing, huh?
>>146
Microsoft is currently developing a game assist AI that provides game advice.
It seems like I was giving advice while playing OW during the demo.
Today’s midday activity ends with dropping MR50 (down from 150 during its peak).
See you later~
I’ll never get past MR1700! There’s no way I can get good results in ranked matches when I’m exhausted from work! This is ridiculous!
The “try it out first” Storm Kubo style has some aspects worth emulating.
Even if it’s really gross.
Every time I miss an aerial shot, I see Coach Anzai talking about rebounds.
I resumed the diamond rank match, but even if I do well, I only stop around 7 consecutive wins, and getting to 10 consecutive wins for 1000 points is tough.
I’ve slowly piled it up and reached Diamond 5, so I’ll steadily chip away at it, 60 at a time.
In diving, there is an aerial attack, but it doesn’t come from close range to a vertical position.
I’m panicking the moment it’s created closely.
When my opponent uses SA3 in the second round after they have taken the first, even though it’s not a lethal situation…
This guy is looking down on me, and it’s really frustrating.
>>154
It’s no use wasting the gauge, so it’s probably a judgment to take the damage advantage early on, thinking that if I use it now, I might build up about one SA1 again.
>>154
I feel like I’m too focused on lethal moves and my perspective is getting narrow.
>>154
Focusing only on the 3rd round and dropping the 2nd round is underestimating it, right…
In the first place, using it earlier than lethal in the second round is stronger because it builds up by the third round.
It is important to practice strong techniques by observing vendors and grinding them down hard.
>>155
After rubbing for a long time, it’s important to understand things like “Isn’t this ◯◯ good?” correctly…
Since I started playing ranked matches, I stopped drinking at home.
It’s good for health, but the stress keeps accumulating.
If the gauge is filled in the first round and it’s an early stage in the second round, it’s advantageous to use SA3.
Anti-air parries are really hard to fix, aren’t they…
Looking only at the return, it’s not necessarily a mistake.
It is one of the mind games against jumps that don’t fit the space.
It’s definitely correct to be able to deploy anti-air.
Even if we lose that round after firing SA3, we’ll probably have 3 stocks by the important moment in the 3rd round.
It’s not about Naruo-san, but aiming for Kubo is what he himself said, and your reaction and follow-up skills are quite remarkable.
>>164
Aiming to become Naruo is the path of a practitioner…
Kubo is an online university.
In the second round, immediately using SA3 makes me worry about the pressure since there’s no setup for a wake-up attack…
After watching a video about learning counterattacks, Ed realizes for the first time how slow he is when looking at the frame data.
I finally understood why this character is difficult.
Let’s go with the delicious mindset that they screwed up the gauge operation under my pressure.
For now, if we establish a power advantage, the opponent will have to attack, and we can adopt a stance that it’s fine for us if time runs out. So it’s better to use the gauge rather than let it go to waste.
I thought I was guarding against the dragon landing because I couldn’t fit into the anti-space, but then I got landed on by a just frame, and everything was completely wrong, so I just wanted both myself and my opponent to die.
Recently, I realized that using SA1 or SA2 is important.
>>176
In lethal situations, when you’re likely to win the second round after losing the first, using one gauge first or using it to chip away at the drive gauge can be quite effective.
The attitude of being completely okay with throwing is important.
>>177
After all, it’s just 1200.
Are you actually creating commands after seeing the anti-air rising dragon?
>>178
I’ll make it.
>>178
Well, just look at it first and then do it.
>>178
Yes
So it’s not just about the reactions, but also about the technical skills.
People who are referred to as so-called auto-anti-air have incredibly fast input speeds.
When I’m using the dance and have three SA filled up, I reflect on how I’m not properly managing my gauge.
Ah~ I just used the gauge earlier~ It feels good to be able to burnout like that~
Modern Modeen
Storm distance learning must be very helpful for those below the legendary level.
>>185
Is it the prestigious schools that are useful for over 90%?
My brain reacts when the opponent jumps, but even though it’s just one button, I can’t execute an anti-air!
I’ve been doing this for dozens of hours and it still feels like this.
It’s difficult to perform a sudden Rising Dragon when you’re in the back.
If it’s not put in the back, you can look and take it out.