▲ 4 r/Reina

What helped you rank up from Tekken King/Tekken Emperor?

I'm currently at Tekken King. I can hold the rank solidly now and will probably reach Tekken Emperor next time I play. I just added a hellsweep at the wall Oki, and can actually throw-break and perform somewhat consistent electrics in neutral now which has helped me win games I definitely would have lost before. Additionally I've added f2,3 delay for counterhits which has been nice.

My combos aren't great, I'm practicing the staple combo but it's slow. I understand what to do for the instant while rising but it's going to take time. I need to stop procrastinating and learn the low parry combo route too because half the time I just df,2 then 2,2,2,2. If a wall isn't close I don't get much out of it. I'm waiting on my switch to leverless to really drill electrics and proper Wavu mixup,

Any advice I can implement now would be appreciated. Hopefully there's some tech I haven't heard before that can give me that boost.

reddit.com
u/lawrenceugene — 11 days ago

PSA: Double check you're actually using your Ethernet cable. You may not be.

After 6 months of playing and half of my matches being denied I finally said to myself "I'd understand if I was a Wi-Fi player, but why are seemingly half of people queued up not accepting matches?"

Then it hit me, what are the odds that I've had my Ethernet cable plugged into my PlayStation for six months and am actually connected to the WiFi network?

Yep. I have no idea how long that has been the case, but at some point along the line my connection switched over. I deleted the Wi-Fi network entirely to make sure it can't switch back, and now my matches aren't denied anymore.

If you're using a wired connection, don't leave a wireless connection available, just in case your cat walks across your controller, or the power goes out, or your cord is unknowingly yanked and it switches for 6+ months.

reddit.com
u/lawrenceugene — 11 days ago
▲ 21 r/Tekken

PSA: Double check you're actually using your Ethernet cable. You may not be.

After 6 months of playing and half of my matches being denied I finally said to myself "I'd understand if I was a Wi-Fi player, but why are seemingly half of people queued up not accepting matches?"

Then it hit me, what are the odds that I've had my Ethernet cable plugged into my PlayStation for six months and am actually connected to the WiFi network?

Yep. I have no idea how long that has been the case, but at some point along the line my connection switched over. I deleted the Wi-Fi network entirely to make sure it can't switch back, and now my matches aren't denied anymore.

If you're using a wired connection, don't leave a wireless connection available, just in case your cat walks across your controller, or the power goes out, or your cord is unknowingly yanked and it switches for 6+ months.

u/lawrenceugene — 11 days ago

Tips and tricks for intermediate Reinas

I hope this advice helps other intermediate players or those who are even newer than me, because advice from higher rank players can often be high-execution, inapplicable for people at lower ranks or simply very obvious ("better combos and consistent electrics? You don't say!?" Lol).

Intermediate players largely understand (we hope) what their limitations are as far as fundamentals, and are actively working on them. So, I wanted to skip past that and share specific techniques that actually helped me win matches and understand the game/character better.

I welcome any higher-level players to correct or clarify anything I may have gotten wrong.

  1. Practice SEN.2,d\~WRA > WRA.1d\~UNS > UNS.d4\~SEN then repeat. This allows you to cycle through these three stances infinitely. Interestingly these are each stance's fastest, safest or least reactable options. Try to input a specific option for one of the stances after a few cycles. This is not a recommendation for a match, but is a drill to help build familiarity with how these stances work together and how to option-select from the stance you transition into.

  2. You can start stance pressure with f2,d > Unsoku.d4. f2 is typically -9 on block but goes into Unsoku at neutral frames oB. The Unsoku.d4 is unreactable with no visible Unsoku animation preceding it. This cannot be interrupted with standing 10f jab at any point, even on block. It is highly step-able however.

Because f2,3\~SEN is a common neutral tool and counter-hits into a guaranteed Heat Engager (if you delay the 3, which you should do, but make it a short delay to avoid SWL evasion too) opponents will often not risk a crouch jab or fast mid to stop the unreactable Unsoku low for fear of being hit by the heat engager if they guess wrong. This makes a delayed f2,3 vs f2,d > Unsoku.d4 a true 50/50. I cannot find an option other than perhaps a perfectly timed SSR-block that avoids the mix. Use them both to avoid being predictable. 

When the Unsoku.d4 hits, you go into sen at +3, this allows two options that trade with a 10f jab (sen.1,2 or sen.2,d). The Sen.2 option puts you in Heaven's Wrath which is powerful in heat due to its auto-parry. This stance route is a low-risk way to apply heavy mixup pressure off a simple safe f2 poke.

Try this sample flowchart:

f2,d > Unsoku.d4 > SEN.2,d >WRA.1+4

  1. After a heat engager d2,1+2 is your best option. It cannot be stepped, ducked or countered (even by Yoshi, but you have to be quick) and puts you into Unsoku with plus frames. There is no guaranteed Unsoku option but it's a good mixup.Unsoku.3 is preferred for its counter-hit launch. After conditioning them to respect this, use hellsweep.

  2. Unsoku gen (b+3) then Unsoku.4 randomly. This is an amazing tool to control space and shut down opponents advances. I see high level players get caught by this over and over in the same match. it's very powerful and easy for low rank players to do.

  3. Try practicing these hit-confirms: ff2 > sen.3 (this is Reina's bread and butter flowchart, and is precisely what makes ff2 so strong). df1,2 is a bit confirmable heat engager as well, if it is blocked do df1,1. db4,1+2 is guaranteed on Counter-Hit only, this is a very difficult one to intentionally confirm but may be worth attempting against the wall near the end of rounds as it wall splats. db4 by itself is already a good low poke, unreactable and not any less safe than Reina's other lows. And of course f2,3\~SEN on counter into SEN3 for the heat engager, from tip 2. Set your opponent to "random block" to practice these. For the db4,1+2 set to punish on hit and record two random punishments, one a slow move, just stand still when you record the other. You'll need to jab first to get the cpu to hit back (or not).

  4. EWGK (CD.3 with timing) is -9 on block. Many opponents will jab check to enforce your minus status and stop continuous pressure. EWGK forces you into crouch. You can hold DF to avoid standing and input FC.df+3 to punish the jab and even many mid checks, it hits very low.

  5. When learning her d,db,b,f2 command grab, slow down after inputting the quarter-circle-back. It's her toughest input but there's plenty of time between the quarter-circle-back and f2, it feels like half a second.

  6. Don't overlook her Shenshin mini-stance (F1+2). Using SSH.3 directly after a successful Rage Art is surprisingly effective. The animation is smooth and fluid and many players just stare at it or attempt to wakeup attack and get Counter-Hit (which triggers a grab with heavy damage). It's worth trying once per opponent to see if they'll just eat it. There's not much risk after starting the roll because if your opponent rolls back or does something else you can 50/50 them by canceling into an iwr move by inputting uf. While running 4 catches them stepping. If you try this, look for when her hands reset after the Rage Art, that's the exact moment you have control for the fastest roll.

  7. Her Heat Smash is FAST with great range. The start-up is the slowest in the game (making it subpar as a close up panic button), but her movement speed when zipping forward is sudden, increasing its effectiveness at the end of its range. You can reliably catch people stepping in at mid-range. Take advantage of its excellent carry and use it when they're within range of a wall bound or balcony for maximum return.

  8. Stepping forward is technically a stance (wind step) which has a just-frame punch parry. You cannot break a throw if it catches you during a parry. If you ever get thrown and can't break it this is likely why. Be careful pressing with a simple forward input for this reason.

  9. If you whiff a ff2, it can still transition to sen on whiff. It is not a bad idea to attempt a sen.1,2 power crush on a ff2 whiff. Top tier Reina's do this, and you can too.

  10. In heat use 2,2,2,d\~wra. to catch with Reina's parry. If the opponent doesn't press, immediately wra.df3+4 to catch them low. If they know to throw or crouch jab, fake them out next time by entering FC.df rather than heavens wrath. It will either duck the throw and give you a punish opportunity, or parry the crouch jab. Both options are even better than catch the parry.

  11. Against very mashy opponents (Laws) try 1 > 2,2,2,2. Because Reina is in a back-turned animation by the end of 2,2,2 and it looks like the end of a four hit string with that 1 at the beginning. Many players will mash into it and get caught. Some twice some three times. If a player mashed even earlier after 2,2 just 2,2,1 next time to get them to respect the string.

  12. 1,1,2\~SEN.3>1,1,2\~SEN.3>1,1,2\~sSEN.3 etc. Always check this and see how long they fall for it. I've lost a match to an opponent only to realize in game 2 that they simply could not get out of this at all, and proceeded to win 3-0 back to back. Never let this go unchecked in blue ranks.1 in 5 will fall for it for at least 4 cycles. Then they won't rematch.

  13. You can WGS straight out of Unsoku and heavens wrath, with unsoku being instant and allowing electrics, and HW taking a second due to its start-up frames and now allowing electrics. CD then hold back to instantly cancel out of either stance. Stop feeling stuck or limited in these stances, you have access to two stances worth of moves from both of them or can leave them manually.

  14. Some alternate inputs may be easier than the main one first listed. fF1+2 is easier than uf1+2 for Stonehead. D3+4 is easier for her Counter-Hit grab roll. U+1 is easier than Uf+1. U4 is easier than Uf+4. These are just my opinions though.

  15. Don't bother learning Wra.4,3,2,1+2. Just hit Wra.4 and then spam your 1+2 button. Similarly spam your 1+2 and 3+4 buttons like a maniac after 2,2,2,3 to easily flex your 10-hit combo if you're so inclined. (But don't really)

  16. Learn your 10,12,13 and 15 frame punishes first. Work on electrics later, and ignore 1\~2

That's pretty much all I can think of. Hopefully this reaches someone who's stuck and needs some new ideas to break through!

reddit.com
u/lawrenceugene — 28 days ago
▲ 9 r/Reina

Tips for blue rank players after hitting Tekken King

This is everything I learned from when I entered blue ranks until I made Tekken King. I've been playing since earlier this year on and off and it's the first fighting game I've ever learned.

I hope this advice helps players who are even newer than me, because advice from higher rank players can often be high-execution, inapplicable for people at lower ranks or simply very obvious ("better combos and consistent electrics? You don't say!?" Lol). So I wanted to give a fresh look back as a new player at things that actually helped me win matches and understand the game better, focusing only on Reina specific advice.

I welcome any higher-level players to correct or clarify anything I may have gotten wrong.

  1. Practice SEN.2,d~WRA > WRA.1d~UNS > UNS.d4~SEN then repeat. This allows you to cycle through these three stances infinitely. Interestingly these are each stance's fastest, safest or least reactable options. Try to input a specific option for one of the stances after a few cycles. This is not a recommendation for a match, but is a drill to help build familiarity with how these stances work together and how to option-select from the stance you transition into.

  2. You can start stance pressure with f2,d > Unsoku.d4. f2 is typically -9 on block but goes into Unsoku at neutral frames oB. The Unsoku.d4 is unreactable with no visible Unsoku animation preceding it. This cannot be interrupted with standing 10f jab at any point, even on block. It is highly stepable however.

Because f2,3~SEN is a common neutral tool and counter-hits into a guaranteed Heat Engager (if you delay the 3, which you should do, but make it a short delay to avoid SWL evasion too) opponents will often not risk a crouch jab or fast mid to stop the unreactable Unsoku low for fear of being hit by the heat engager if they guess wrong. This makes a delayed f2,3 vs f2,d > Unsoku.d4 a true 50/50. I cannot find an option other than perhaps a perfectly timed SSR-block that avoids the mix. Use them both to avoid being predictable. 

When the Unsoku.d4 hits, you go into sen at +3, this allows two options that trade with a 10f jab (sen.1,2 or sen.2,d). The Sen.2 option puts you in Heaven's Wrath which is powerful in heat due to its auto-parry. This stance route is a low-risk way to apply heavy mixup pressure off a simple safe f2 poke.

Try this sample flowchart:

f2,d > Unsoku.d4 > SEN.2,d >WRA.1+4

  1. After a heat engager d2,1+2 is your best option. It cannot be stepped, ducked or countered (even by Yoshi, but you have to be quick) and puts you into Unsoku with plus frames. There is no guaranteed Unsoku option but it's a good mixup.Unsoku.3 is preferred for its counter-hit launch. After conditioning them to respect this, use hellsweep.

  2. Unsoku gen (b+3) then Unsoku.4 randomly. This is an amazing tool to control space and shut down opponents advances. I see high level players get caught by this over and over in the same match. it's very powerful and easy for low rank players to do.

  3. Try practicing these hit-confirms: ff2 > sen.3 (this is Reina's bread and butter flowchart, and is precisely what makes ff2 so strong). df1,2 is a bit confirmable heat engager as well, if it is blocked do df1,1. db4,1+2 is guaranteed on Counter-Hit only, this is a very difficult one to intentionally confirm but may be worth attempting against the wall near the end of rounds as it wall splats. db4 by itself is already a good low poke, unreactable and not any less safe than Reina's other lows. And of course f2,3~SEN on counter into SEN3 for the heat engager, from tip 2. Set your opponent to "random block" to practice these. For the db4,1+2 set to punish on hit and record two random punishments, one a slow move, just stand still when you record the other. You'll need to jab first to get the cpu to hit back (or not).

  4. EWGK (CD.3 with timing) is -9 on block. Many opponents will jab check to enforce your minus status and stop continuous pressure. EWGK forces you into crouch. You can hold DF to avoid standing and input FC.df+3 to punish the jab and even many mid checks, it hits very low.

  5. When learning her d,db,b,f2 command grab, slow down after inputting the quarter-circle-back. It's her toughest input but there's plenty of time between the quarter-circle-back and f2, it feels like half a second.

  6. Don't overlook her Shenshin mini-stance (F1+2). Using SSH.3 directly after a successful Rage Art is surprisingly effective. The animation is smooth and fluid and many players just stare at it or attempt to wakeup attack and get Counter-Hit (which triggers a grab with heavy damage). It's worth trying once per opponent to see if they'll just eat it. There's not much risk after starting the roll because if your opponent rolls back or does something else you can 50/50 them by canceling into an iwr move by inputting uf. While running 4 catches them stepping. If you try this, look for when her hands reset after the Rage Art, that's the exact moment you have control for the fastest roll.

  7. Her Heat Smash is FAST with great range. The start-up is the slowest in the game (making it subpar as a close up panic button), but her movement speed when zipping forward is sudden, increasing its effectiveness at the end of its range. You can reliably catch people stepping in at mid-range. Take advantage of its excellent carry and use it when they're within range of a wall bound or balcony for maximum return.

  8. Stepping forward is technically a stance (wind step) which has a just-frame punch parry. You cannot break a throw if it catches you during a parry. If you ever get thrown and can't break it this is likely why. Be careful pressing with a simple forward input for this reason.

  9. If you whiff a ff2, it can still transition to sen on whiff. It is not a bad idea to attempt a sen.1,2 power crush on a ff2 whiff. Top tier Reina's do this, and you can too.

  10. In heat use 2,2,2,d~wra. to catch with Reina's parry. If the opponent doesn't press, immediately wra.df3+4 to catch them low. If they know to throw or crouch jab, fake them out next time by entering FC.df rather than heavens wrath. It will either duck the throw and give you a punish opportunity, or parry the crouch jab. Both options are even better than catch the parry.

  11. Against very mashy opponents (Laws) try 1 > 2,2,2,2. Because Reina is in a back-turned animation by the end of 2,2,2 and it looks like the end of a four hit string with that 1 at the beginning. Many players will mash into it and get caught. Some twice some three times. If a player mashed even earlier after 2,2 just 2,2,1 next time to get them to respect the string.

  12. 1,1,2~SEN.3>1,1,2~SEN.3>1,1,2~sSEN.3 etc. Always check this and see how long they fall for it. I've lost a match to an opponent only to realize in game 2 that they simply could not get out of this at all, and proceeded to win 3-0 back to back. Never let this go unchecked in blue ranks.1 in 5 will fall for it for at least 4 cycles. Then they won't rematch.

  13. You can WGS straight out of Unsoku and heavens wrath, with unsoku being instant and allowing electrics, and HW taking a second due to its start-up frames and now allowing electrics. CD then hold back to instantly cancel out of either stance. Stop feeling stuck or limited in these stances, you have access to two stances worth of moves from both of them or can leave them manually.

  14. Some alternate inputs may be easier than the main one first listed. fF1+2 is easier than uf1+2 for Stonehead. D3+4 is easier for her Counter-Hit grab roll. U+1 is easier than Uf+1. U4 is easier than Uf+4. These are just my opinions though.

  15. Don't bother learning Wra.4,3,2,1+2. Just hit Wra.4 and then spam your 1+2 button. Similarly spam your 1+2 and 3+4 buttons like a maniac after 2,2,2,3 to easily flex your 10-hit combo if you're so inclined. (But don't really)

  16. Learn your 10,12,13 and 15 frame punishes first. Work on electrics later, and ignore 1~2

That's pretty much all I can think of. Hopefully this reaches someone who's stuck and needs some new ideas to break through!

reddit.com
u/lawrenceugene — 29 days ago
▲ 1.2k r/GodofWar

What actually was Fimbulwinter?

Come to think of it, we never got a specific answer to what Fimbulwinter exactly was. The prophecy says a 3 year winter will occur after Baldur dies which will not stop until Ragnarok. However, is it Baldur's actual death which is the cause? And if so, how? And even further why does it stop when Ragnarok is over? That seems like a pretty arbitrary timeline.

I don't think you can just say "because that's the prophecy". The prophecy is a description of what is going to happen, not the cause of what happens, everything that happens needs to work on its own logic. Apparently (according to old Cory Barlog statements and comments made by podcaster Luke Stephens) many things from 2018 and Ragnarok will be given new explanations and context in Laufey as the story runs concurrently. I think it's worth speculating about which things might be awaiting new answers.

Personally I predict Fimbulwinter was caused by an event happening in The Everywhen, possibly Baldur's arrival to the realm, which is corrected at the end of Ragnarok after Atreus breaks the mask and sends it through the rift to seal it.

u/lawrenceugene — 2 months ago
▲ 6 r/Spyro

Is The Reignited Trilogy unplayable on PS5 for anyone else?

I tried The Reignited Trilogy and it stutters and frame dips horribly. Even with motion blur off the visuals are a massive smudge with the slightest movement. It just feels awful. Is it better on PS4? Is there something I'm missing?

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u/lawrenceugene — 2 months ago

What's the fastest way to swap controls during practice?

Please tell me there's a hotkey or a quicker way to take control of the opponent than recording an opponent action?

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u/lawrenceugene — 3 months ago
▲ 1 r/Tekken

After months at a Battle Ruler/Fujin I shot to Tekken King in 5 hours.

Two 9 win streaks and for the first time I beat a Tekken King, then another, then another, and now I am one. Inflation or not I was hard stuck yesterday getting smoked by other Fujin more than half the time.

Here's what clicked:

  1. I got more aggressive with the power crush, I don't care if it's toxic anymore, it works and I have a good instinct with it.

  2. I stopped whiffing into nothing to "do keep out".

  3. Started spamming moves that were working and didn't stop until they stopped working. Don't assume they're going to adapt or even understand what they're getting launched.

  4. Stopped panicking with the rage art, way more accurate with the counter hit rage now.

  5. Stopped hoping for scenarios to work out and started playing what was happening in the moment and predicting based on patterns I've actually seen.

5a. No more random "duck and launch" until I SEE jab spam is happening

5b. No more 20f moves at range 0 because I was going to do it before they got close, just move on.

5c. No random mashing while under pressure, eat the lows and hold back

  1. Started using command throws, they're just.. better.

  2. I simply recognize the characters better. Frame trap the fujin Eddy, let the Law whiff, duck and launch King/Steve/Victor, evasion then counter hit the fujin Kazuya because he can't stop dashing

  3. Much better execution on the stace pressure sequences I labbed and better understanding of each ones purpose and when to use them

u/lawrenceugene — 3 months ago
▲ 167 r/freefightstickart+1 crossposts

Can I get some help with this?

I used Gemini for ideas for my Quanba Sapphire and I really like this design.

My plan is to use this version of The Great Wave with the textile clouds and indigo stripe, go with the wood border and make the movement, main attack and auxiliary buttons different woodblock color patterns. Probably red for movement, blue for the main 4-8 and gold for the others. I also like the gold for the button labels

The problem is that AI can't possibly handle this task. It won't even give me a high quality version of the center artwork without cutting out the buttons, changing the colors etc.

Here's what I need:

  1. A way to extract or recreate this center artwork with gold blue and red pattern clouds and the indigo top stripe (and possibly one on the bottom?)

  2. Clean images of the same three cloud patterns to use for the buttons.

I'm sure I could Photoshop the gold icons beside the buttons.

I feel like this is very doable, but man am I out of my league when it comes to getting a clean image of the wave and clouds.

I don't love using AI art, but because it's an AI assisted rendition of an existing artwork I'm fine with it on an integrity level, however I feel like in a few months I'll notice some artifact in the image. With some careful trimming I'm sure I could recreate it using a high quality image of the wave, then add a background vector? I'm probably going to be unable to make the clouds look right though.

I'd appreciate any advice or assistance!

u/lawrenceugene — 3 months ago
▲ 19 r/Tekken

Leverless players, which one?

Which layout would you choose/ do you have and why?

u/lawrenceugene — 3 months ago

Can I get some help picking out my first stick?

My budget is $150 and I'm on PS5, I intend to use it for Tekken. If the controller needs an adapter that needs to be part of the $150 budget

I'm interested in either a leverless or a Korean lever (Because I hear it's good for KBD and seems more fun, but my main goal is to improve in skill). Leaning towards leverless. I intend to use it in my lap. I might not want something too light? But something sufficiently heavy might go over budget

If I had to choose now I'd pick a Haute42 T16 but I'm open to input from the community based on what I'm looking for. Thanks guys!

reddit.com
u/lawrenceugene — 3 months ago
▲ 4 r/OCD

I have OCD and two debilitating phobias: agoraphobia and fear of medication and contamination from unfamiliar chemicals/substances. I won't even take a vitamin, and have several deficiencies I'm not treating because of this lifelong phobia.

I haven't left the house more than twice this entire year. I get very confused and disoriented when things move out of place or my environment is unfamiliar. When I deep clean (which is very often) I have to do it one area at a time and have rituals I follow because I can't handle the furniture being moved. I feel like I'm in a dream and disturbed until it's all back.

I just spent five days in the hospital an hour away (specialty hospital) which is the most difficult thing I've ever had to do, and the longest time I've been away from home in 3 years. I was ordered to go two weeks ago but put it off and continued declining because I couldn't tolerate leaving the house.

The entire time I was in the hospital I felt like nothing was real and I was just in a dream. I had to spend two days in a public setting basically in a hallway with 10 other people outside the ER until a room opened up, then had a roommate who was confused and would aggressively yell randomly. He was also incontinent which definitely was a bad match for me.

I was given 8 medications including IV contrast (iykyk) which was pure terror for me. I've had a gun pointed at me in the past and this was still the worst thing I've ever gone through. I held on because I was certain that soon I would be back home and this might even be good exposure therapy in the long run.

When I got home my bedroom was completely empty, floor torn up and changed etc. and everyone was smiling like I was supposed to be happy. I had a complete meltdown and now everyone is mad at me. I literally don't know what to do, I feel like I want to hurt myself. I told everyone on the way back that I've never wanted to go home so bad in my entire life and cried the whole car ride. Now home is gone forever. I feel like I haven't left the hospital and I never will.

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u/lawrenceugene — 4 months ago
▲ 13 r/Cuphead

After attempting Honeybottoms for 2 hours I looked around the room and everything was scrolling up. It seems like this is what's called the "Waterfall Illusion" and happens after staring at a down-scrolling scene for an extended period.

Does anyone else remember this happening to them? It was super trippy.

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u/lawrenceugene — 4 months ago