Sagat can do this meterless
(ignore the drop at the end)
#SF6_JP
Camelopardalis_FGC retweeted
The entire Democratic Party owes a massive debt of gratitude to Zohran Mamdani.
Before his rapid rise, the party was largely rudderless, suffering from a loss of direction, momentum, and self-confidence. By drifting away from the working class, the party naturally saw voters walk away in response.
Mamdani single-handedly corrected the course, bringing vital energy, ideological clarity, and an authentic connection back to the very people who had been left behind.
Without his influence, the party’s current standing would look very different.
Camelopardalis_FGC retweeted
Os merecéis que Konami no saque nada nuevo jamás y encierre sus sagas en las Pachinko. No os gusta nada nunca, quejarse es válido pero nunca aportais nada constructivo solo es "boring ass" "netflix-vania" pero no elaborais nada de eso y solo repetís lo que habéis leído de otros
Camelopardalis_FGC retweeted
Replying to @V_rbatim
Look, Verbatim, this is what Fighting Games are. You’re basically saying that Fighting Games are all luck UNLESS everything can be reacted to. But that just isn’t true.
Fighting Games are about reads. Sometimes hard reads, sure. But that’s the essence behind them. Without that factor, Fighting Games would cease to function as a competitive genre. The best players are the ones that make the best reads.
Sure you may never know if the opponent was going to throw a Fireball or whatever, but people fall into patterns. And you can learn to read that. If a player does the same pattern repeatedly, YES, it’s a bad Fireball.
Again? I’m not discounting your concept that no Fireball can be a bad Fireball. But people fall into involuntary patterns all the time. Fighting Games are largely about tension. Think of not Throwing a Fireball as a rubber band you keep stretching. When the tension gets too strong, you cave and Throw the Fireball.
People can READ that tension. Instinctively. Especially once you gather more information on the player from other interactions. So while there’s no way to know if your opponent would actually throw a Fireball at a given moment, that doesn’t mean there’s no bad Fireballs. Because most people will throw Fireballs at given tension points. The best players are the ones that can stretch that rubber band just a tiny bit further, or even not wait until it gets to the tension point at all.
I call it syncopation. Fighting Games have a rhythm, a beat. That’s the first thing I try to learn about a Fighting Game: the rhythm and beats of a Fighting Game. And then you have to learn how to not do everything in those rhythms. That’s what makes a player strong.
In a vaccuum, we can’t ever know if a player will ever throw a Fireball. But when you have played so many players and have gathered information on player archetypes, you understand their rhythms. And thus they become predictable: you can make reads on them. And so the Fireballs they always throw on beat, when they reach the same tension points, those are bad Fireballs.
The thing is that it always comes down to psychology. Talking about Fighting Games in a bubble of isolated moments never tells even a fraction of the true story. You are ALWAYS fighting another human, so there will ALWAYS be reads and patterns to detect etc. There’s always a story told across games, rounds, etc. that lead up to the decisions you make.
You even admitted that many Akuma players you’ve fought tend to throw Fireballs in similar patterns. That doesn’t make you LUCKY that you Hazanshu’ed over them, that means the Akuma players played predictably, and that means the Fireballs they threw were not good Fireballs.
The main point here is that it has to be understood that the human brain is very flawed. And people fall into patterns, even in groups. That doesn’t make the “guessing game” bad by nature. There’s so much information that can be used for psychological pattern recognition, and instincts oftentimes bear fruit.
Don’t view every interaction in a Fighting Game in a vacuum. It does a massive disservice to the genre as a whole.
Practical 5hp xx EX Ghost sideswitch Lvl 2 combos:
1. Safe from LVL 1 DI, doesnt work on projectile supers
2. Safejump that allows for fuzzy j lk
3. Safejump that is +19 ob, punishes perfect parries if they press (they will), and hits certain DPs (Juri, Chun li)
#SF6_JP
Camelopardalis_FGC retweeted
JP just can't do it in this meta anymore
No results, half the cast invalidates his zoning, Top players can't make him viable. The only player who made him work had to retire cus winning with him made him ill. He really is Potential Top Tier #BuffJP
Camelopardalis_FGC retweeted
If you still think JP is top 1 right now with Mai, Terry, Ed and Sagat running around completely dominating every top 8/top24 chart, you're playing and watching this game with your eyes closed.
Does JP have the highest potential/ceiling in SF6? Sure, but he's not top 1.
Camelopardalis_FGC retweeted
墓場まで持って行くつもりだったコン
ここまでなるの知ってたからやっぱ棺に入れてた方が良かった感ある
裏からの引き中P中グルを小技*3(→小足スカ)→前ステ弱設置にすると少しだけ対応キャラ増えるけど、そもそもそんなキャラには別ルートに行くのであんま関係ない
#SF6_JP
Replying to @wewifuruyoni
@wewifuruyoni This combo is great, you can even turn it into a DI protected stun on 90% of the characters

















