Mandy Mixups
Mandy Mixups
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A Bad Player's Perspective On Street Fighter 6's Ranked Matchmaking
Street Fighter 6 is the most recent, and also probably best, Street Fighter game. Not since Street Fighter 4 released fifteen years ago has there been more eyes on Street Fighter from the wider gaming public, and when Street Fighter finds itself in this position it's very important that it makes as good of an impression as possible in every regard. Does the ranked matchmaking system live up to the rollback induced hype? I had to find out for myself.
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Відео

THEY NERFED HIM!
Переглядів 12 тис.Рік тому
LMAO www.guiltygear.com/ggst/en/news/post-1859/
WHATS WRONG WITH: SIN KISKE
Переглядів 39 тис.Рік тому
Sin is the latest DLC character for Guilty Gear Strive, and is widely seen as the worst character in the game. Bedman is going to be coming out soon, and just as before there’s probably gonna be some rebalances to other characters and I’d be SHOCKED if Sin went completely untouched by it. So, I want to make this video as a time capsule for what Sin was before the release of Bedman? If you want ...

КОМЕНТАРІ

  • @sleepybones5726
    @sleepybones5726 7 місяців тому

    In sfv, if you lose silver rank, you go right back to the edge of ultra bronze/silver right? Honestly, that game's ranked system was relatively representative until the infinite masters grind. i went all the way from a bronzie up to diamond over the course of the game, and looking back, it's hard to argue with my rank/ the ranks of most people around me relative to their skill levels. The whole time, all the way up into diamond, ESPECIALLY gold, i felt like I was trapped in some kind of matchmaking hell, but maybe it was where i truly belonged all along 🤔 I didn't get to platinum until i was actually competent, and didn't get to diamond until i was actually alright.

  • @heroicsquirrel3195
    @heroicsquirrel3195 Рік тому

    I’m plat 5 in sf6, levelled up my deejay from gold4 but realised I’m not learning so go into battle hub and ask to fight masters or high diamonds, I’m better already just from doing this a few times, I even beat a master player once and got a perfect on one round, grinding training mode has made a big difference for me

  • @Limit5482
    @Limit5482 Рік тому

    Sf6 is easy mode ranked

  • @ZachStarAttack
    @ZachStarAttack Рік тому

    where nago video

  • @JT_VA
    @JT_VA Рік тому

    I feel like a Sin change I would like to see is a change to how his stamina gauge works, I would prefer if instead of 3 large segments it had 6 smaller segments, the dash takes up 1 while the follow ups take two, I feel that since you usually use both actions in combos and pressure they should take different amounts of the bar, also allow it to recharge faster, I recently found out the it doesn’t recharge while attacking so that’s just another thing that sucks, I wish we just had some way to recharge the gauge.

  • @roguepenbot
    @roguepenbot Рік тому

    I'm looking through this comment section on a video praising SF6 and I'm seeing a lot of people getting upset about the section about the SFV ranked system. Pretty much the whole video is positive. I personally love SFV and I play the crap out of it. I had a few people comment on my original comment with the same sentiment. Is this really that weird of a take?

  • @MandyMixups
    @MandyMixups Рік тому

    not me spreading misinformation calling drive impact an anti-air option 💀 sorry about that, just me having written and recorded this like three days after the game came out means I didn't have the experience to fact check that.

  • @tallburrito4657
    @tallburrito4657 Рік тому

    I also went 5-5 in my placement matches, but got to gold 5 one rank a day(I grinded ranked for 3 days). Everyone in bronze silver and gold just gets impatient. Only thing you need to learn to win are anti-airs and how to punish their unsafe approaches, ezpz.

  • @emmett_m
    @emmett_m Рік тому

    The idea that trying to get out of bronze is a struggle from going between super bronze and standard bronze. That is really not how it works. Losing to a higher rank like silver loses you less points than losing to someone at you rank. I played a lot of SFV and in that game you gain the most elo by beating players at or above your skill rating. You do not need to win against silvers to get into silver and I assure you, you will never fight so many silvers that you derank from your division. That is because you lose much less points for someone 2-3 divs higher than you that EVEN if you only played against them your elo would stay the same so long as you are winning occasionally (as often as you should be for your current rank) the idea that there is some huge gap between a bronze and ultra bronze player or super bronze and silver player just isn’t true. ESPECIALLY AT LOWER RANKS where the difference between ranks is so little elo. Players that are stuck at a rank ESPECIALLY BRONZE are not suffering from frequent rank ups and rank downs they are more often losing and winning inconsistently due to holes in their game plans. While the idea of someone being “stuck between ranks” exist in GGST with floor 10.5 being a result of the huge difficulty spike to get into celestial such a place does not exist in SFV. If you are consistently beating players in bronze then you will be able to beat players in silver. If you cannot win to players in base silver then you still have much to learn in ultra bronze. Any ranking system will need you to prove to them that you can beat the rank you are approaching. And every game will doc you ELO for your loss. You also mention that most players do not leave bronze, and that is because fighting games have a drastic skill distribution, even in games with placement matches like GGST there is a large amount of players in floors 1-4 and then the rest of the committed players are found around floor 9-C. SFV’s ranking system is not really a result of the communities hatred or dislike but simply because a vast majority of fighting game players do not play ranked

    • @MandyMixups
      @MandyMixups Рік тому

      damn that's a whole lotta words to not really directly address anything I say in the video at no point did I say that SFV's ranked system doesn't require you to win roughly 50% of the time to steadily rank up, only that the way the elo system works means that you're more likely to get hard stuck at a certain rank because it doesn't do a good job at facilitating improvement, and at no point did I say that the way the SFV ranked system is is because of "community hatred" toward it. I'm not really sure which video you watched before accidentally writing this novel in my comment section, but you might wanna figure that out and post it there instead.

    • @youssefehab8748
      @youssefehab8748 Рік тому

      🤓

    • @emmett_m
      @emmett_m Рік тому

      @@MandyMixups your video just talks a lot about SFV ranked system and it’s problem. It has problems yes. But the ones you highlighted with the exception of placement matches are not the problems I have with it. I guess that’s the distilled version. It’s fair that you don’t like SFV ranked I just don’t agree with your reasoning. I don’t like the points you made against SFV ranked and personally think your premise is flawed as stated above. I think you came to the right conclusion (SF6 ranked is better absolutely) but not entirely for the right reasons

    • @emmett_m
      @emmett_m Рік тому

      @@youssefehab8748 nice one 👍 maybe respond next time to show you have a brain

  • @SuuBrainrot
    @SuuBrainrot Рік тому

    Good video but I just wanted to say that the 17:15 part doesn't quite feel correct - using drive impact as an anti-air tool isn't very reliable as usually the person who jumps in recovers fast enough to just drive impact back on reaction. The talk about it costing meter or whatever doesn't really make much sense either as the initial drive impact would also cost drive gauge by that logic The reason being in the air in street fighter is dangerous is simple - you just can't block in the air, and unlike many other games, jump arcs are predetermined and linear, lining you up for an easy anti-air punish. However, you don't really get much reward off of an anti-air (the drive impact example you mentioned isn't even really an anti-air at that point since it hits on the ground, which is why you even get a combo), and the reward for successfully landing a jump-in is so much higher

  • @Copperhell144
    @Copperhell144 Рік тому

    Does anybody know why fighting games don't just straight forwardly utilize ELO without any leagues or stuff? It seems so obvious and yet no fighters do it, which makes me feel like I'm missing something very obvious.

    • @MandyMixups
      @MandyMixups Рік тому

      simply put it's easier to quantify how good the game thinks you are based on a medal rank than a large number. It's easier to say "I'm gold ranked" and to have someone else immediately understand roughly how good that makes you at the game as opposed to saying "I'm 2800" or something.

    • @Copperhell144
      @Copperhell144 Рік тому

      @@MandyMixups IDK man, AoE2 players seem to deal with the lack of leagues just fine when it comes to having a rough guess of competence (though, I never asked that fandom how they would feel about introducing leagues). And I feel as though 500 point intervals could serve the same purpose fine-ish as well, maybe. 0-500 Iron 500-1000 Silver 1000-1500 Gold (800-1000 ELO is supposed to be around average I think? So this lines up nicely) 1500-2000 Platinum 2000-2500 Diamond 2500-3000 Master (The current best chess player Magnus Carlsen has an elo of 2853 and all of the top 100 players have more than 2600, so this also lines up nicely)

  • @ryuquaza
    @ryuquaza Рік тому

    I remember in sfv it took me weeks to get to base plat. Meanwhile in this game I got plat 5 with Marisa in placement matches and while I got gold 4 with JP I got to diamond in a couple hours and now I’m about to get master with him. The ranked grind is so much less time consuming and I really enjoy it.

    • @ryuquaza
      @ryuquaza Рік тому

      To be fair though I consider myself actually very good at fighting games because I’ve played on and off competitively for a lot of years now.

    • @ryuquaza
      @ryuquaza Рік тому

      Also you mentioned anti airing with Marisa and cr.HP is usually her most consistent option even more than qcb.LP. Saying this though they aren’t good and Marisa has some of the worst anti airs in the series imo.

    • @xSaintxSmithx
      @xSaintxSmithx Рік тому

      @@ryuquaza Serious question, why do SF players say qcb.LP instead of 214 LP? Are the number notations only used in anime games?

    • @MandyMixups
      @MandyMixups Рік тому

      @@xSaintxSmithx to my understanding, anime players invented numpad notation and SF players stick to the old system of notation mostly out of traditionalism, even though frankly numpad notation is strictly better.

    • @ryuquaza
      @ryuquaza Рік тому

      @@xSaintxSmithx I flip flop between them because I play anime games and SF games. Numpad notation is better though.

  • @faaltov
    @faaltov Рік тому

    No one cares

    • @MandyMixups
      @MandyMixups Рік тому

      ok?

    • @roguepenbot
      @roguepenbot Рік тому

      @@MandyMixups Yeah. Like why though? This person also commented on my comment. It's just confusing.

  • @oipio101
    @oipio101 Рік тому

    I watch this video and kinda makes me feel at ease at the tought that platinum players are still trash and I cant even say I know how to play the game yet.

  • @mattjereza6541
    @mattjereza6541 Рік тому

    Great insights, but my guy, u really gotta edit your video scripts. This could have been a 3 minute video if you didn’t keep repeating yourself over and over. Maybe consider asking chatgpt to summarize your video or something haha

    • @roguepenbot
      @roguepenbot Рік тому

      I mean, I guess. But most of the video was made up of the online matches. Didn't really seem that repetitive to me.

  • @Cursed_Fruit
    @Cursed_Fruit Рік тому

    Fantastic insight! I'd never considered how strange it was that ranked distribution didn't follow a bell curve

  • @roguepenbot
    @roguepenbot Рік тому

    Heyehey. I love SFV but I will never say that the ranked was good. I was always stuck around Silver to Ultra bronze and I kept getting booted back by Laggy Kens. Not always ken but that Idea. It was embarrassing and awful because wifi players always seem to stick around that rank which made it so hard to progress. Now in SF6 I'm a gold ranked Chun. I'm not a platinum or diamond player but I am where I think I should be. I can do combos, I have setplay, my neutral is ok. I felt rough when the SF6 rank placement select thing said that bronzes in sf5 couldn't do combos.

    • @youssefehab8748
      @youssefehab8748 Рік тому

      WiFi Brazilian Ken is a 10-0 matchup

    • @roguepenbot
      @roguepenbot Рік тому

      @@youssefehab8748 It was always either Colombian or Mexican Kens for me.

    • @faaltov
      @faaltov Рік тому

      Sounds like you deserve to still be bronze to me

    • @roguepenbot
      @roguepenbot Рік тому

      @@faaltov @faaltov Legit, why were convinced that commenting this was a good idea. Like, who messed with your morning? Are you ok?

    • @youssefehab8748
      @youssefehab8748 Рік тому

      @@roguepenbot dw he just salty he's in iron

  • @mrh7290
    @mrh7290 Рік тому

    I came back to strive played a sin that kept mixing me and i just got my ass beat. Had no idea when it was my turn to attack

  • @LatinaCreamQueen
    @LatinaCreamQueen Рік тому

    This is so sad... Can we nerf him?

  • @sr.dumaas7757
    @sr.dumaas7757 Рік тому

    Something to note is that pretty much every dlc character gets released, a patch comes out, the new character doesn't get changed because they're too new, and then they have to wait till next patch to get changed enough to meet the power level of the newest patch. Each DLC character is usually a patch behind when they first come out (or a patch ahead for chaos). It happened with goldlewis, bridget, (idk the consensus on baiken on release), and it's currently happening with sin. ArcSys balancing is unpredictable, so can't say he will get buffed, but the statistics say he will be, and he definitely needs it.

  • @kingfz8961
    @kingfz8961 Рік тому

    man i not a pro player, but i play Sin and he is my main because i am a new player in tower 10 but celestial i will never be

  • @shaynehughes6645
    @shaynehughes6645 Рік тому

    Imagine needing to "bug fix" a character you've been tweaking in beta version after beta version for longer than the game has been out. Y'all joke about this not being a nerf when in all likelihood they genuinely want sin to be bad and not have access to universal tech however small the impact may be.

  • @the_real_boogeyman
    @the_real_boogeyman Рік тому

    ArcSys on their way to buff the best character in the game and nerf the worst character in the game:

  • @beansyummydesu
    @beansyummydesu Рік тому

    Seeing the thumbnail of your next video after watching this video is hilarious.

  • @minervafracaro558
    @minervafracaro558 Рік тому

    I love Giovanna having Portuguese named attacks, cuz I can laugh at people saying "trovão" as "trovao"

  • @kbthegoatw
    @kbthegoatw Рік тому

    I might have missed it but I dont think you mentioned that his “eat” is litteraly useless lmao

  • @CrippledKittens13
    @CrippledKittens13 Рік тому

    I just want them to release Dizzy. She's always been my main since X... It doesn't feel like a GG game without her

  • @yasagani
    @yasagani Рік тому

    Except Ky doesn't have a win condition either. RTL into wallbreak is generally not something you want to be wasting meter on unless it kills, and if anything making sure you always hav 50 meter on Ky for the huge threat of Stun Dipper RC is probably closest to having a win condition. And not having a win condition is not a problem either, having a more open-ended flow to your game is fine. I'm sure Sin needs some assists but not every character needs a specific win condition they need to be pidgeon-holed into.

    • @ariestheram3610
      @ariestheram3610 Рік тому

      A hard knock down and positive bonus is absolutely worth half a bar

  • @kell9629
    @kell9629 Рік тому

    Fact that I played mostly Anji for my entire time in this and have been picking up Sin makes 1:05 funny specifically to me.

  • @lunarcollect1280
    @lunarcollect1280 Рік тому

    nerf sin bros mix up is too brocken

  • @Imanifestchaos
    @Imanifestchaos Рік тому

    Honestly I feel like sin suffers the same fate KY had at strive launch saw how they were in xrd and changed and put them in strive to compensate for xrd rather than looking at how strive was going to play. KY I can forgive cause launch character ( kinda forgive) sin is lol

  • @khhnator
    @khhnator Рік тому

    not that Sin is good i'm not arguing on that; but i feel like people think "I'm spending resources it should be good!" is getting the things wrong. because a interaction with Sin with resources is something and a interaction with Sin without is something else. and THAT is the intent behind him having a resource. and you can't just average "resource Sin" and "resourceless Sin" and compare it other other characters. you are technically flowing between two characters Sin is just playing a different game and maybe that different game is not good enough compared to other characters and need a buff, and that's valid. but direct comparisons just won't work. also it will never get old how English speakers can't say "Trovão" like i really don't care either way is just funny. for curiosity sake it is spelled "troVAM-UM" without a interval

  • @aganaom1712
    @aganaom1712 Рік тому

    elk hunt was probably the worst of sin's specials to use an example of his lacking power relative to the rest of the roster a -8 low profile approach option in this game is actually not bad and that's completely ignoring the possibility of follow up you want to talk about a bad low profile approach option? try using one that's -17 on block, cannot be followed up or special cancelled at all and has a full standing hurtbox while active that can lose to fucking *anti airs* elk hunt is borderline privileged you want to talk about a bad special move on sin? you talk about hawk baker or beaker driver, not fucking elk hunt

  • @Shanflanplan
    @Shanflanplan Рік тому

    Just give my man at least 1/2 more bars of stamina meter and buff some number, and he will be Faust level

  • @moadsnake104
    @moadsnake104 Рік тому

    Constructive feedback. 0:40 Correctly identified Sin's gameplan. Use stagger pressure and followups to condition opponent and run strike throw. 0:51 Sin's mixups are reactable. You just established that Sin is a strike throw character that uses conditioning. Saying his "mixups" are reactable makes no sense given your original statement. Sin is not a mixup character. 1:53 Without using stamina, Sin's neutral isn't very good Incorrect, without using stamina, Sin's neutral isn't as good as it is when you use stamina. There are plenty of other characters in this game that have worse neutral reward without using roman cancel which is a much more precious resource than stamina. So you can think of the reward using stamina as a bonus. 2:26 "No other character has to make this trade off, between spending a precious resource or just giving up your turn" I hate to break it to you, but literally every character in the game has to make this trade off. That's the whole point of resources. Play Ky for a bit. 2:40 Comparing Sin's elk hunt to Gio's spiral kick is an unfair comparison. You're comparing them as tools to skip neutral essentially rather than looking at spiral kick as a pressure reset. If the opponent has the reactions to be able to block your neutral, low profile elk hunt, then they also have the reactions to 6p Gio's neutral spiral arrow. The rest of the situation doesn't play out. 4:46 Happy chaos and Nagoriyuki. Yeah both these characters outclass sin in most ways except for not having a meterless reversal. Also I'd like to point out that none of Nagoriyuki's special moves are that amazing on their own anyway. The reason they're good is because they can be cancelled into fukyo and other specials. Try playing nago without special special cancelling and you'll see why your comment at 5:05 makes no sense. 5:18 Lack of solid game plan. Just read the first point I think you could've improved this video by identifying different areas of weakness in Sin's kit such as the weak frame data. You spent a bit too much time focusing on comparing Sin to other characters in ways that didn't make sense.

  • @StubenhockerElite
    @StubenhockerElite Рік тому

    "Look at me, i am the Anji now!"

  • @EliTheGleason
    @EliTheGleason Рік тому

    The poor boy is so hungry for buffs 😢 give him a steak

  • @dextra_24703
    @dextra_24703 Рік тому

    I always wanted his follow ups to be separate moves so he can have special to special canceling, how I understand nago works as well, this would immediately give his stamina a better use than restricting him, also using the run like a heat engager from Tekken 8 would have been crazy

    • @HeirofDacia
      @HeirofDacia Рік тому

      That's how Sin worked in xrd, and he was awesome.

  • @Midnightxzone
    @Midnightxzone Рік тому

    nerf bedmam

  • @gr4vediggers194
    @gr4vediggers194 Рік тому

    I'm so glad I made the decision to secondary main him. He's fun af, but man is he doo doo in some MU

  • @spugediwestern78
    @spugediwestern78 Рік тому

    ?!*

  • @abouken6434
    @abouken6434 Рік тому

    Tbh the real balance patch will be coming after Asuka (or whoever the fuck they are baiting us with) will come out so no worries i believe in the Sin buffs my bros.

    • @mr.m0lam0la
      @mr.m0lam0la Рік тому

      ROBO KY SWEEP, THATS WHO ITS GOING TO BE GET REAL. NOBODY WANTS ASUKMA BALLS

  • @velvetdraws3452
    @velvetdraws3452 Рік тому

    whats the remix of slayers theme if i may ask?

  • @WARLORD626
    @WARLORD626 Рік тому

    GUILTY GEAR XX ACCENT CORE IS BETTER THAT'S WHAT HAPPENED.

  • @mrblooper1994
    @mrblooper1994 Рік тому

    The thing with Trovao is that it's 6p'able (that's a word now). As long as you're not caught doing something always be ready with a 6p and you'll be fine it's reactable. I think they didn't want Elkhunt to become Sol's slide move (I forgot what it was called) in Xrd where it was +2 I believe and a low profile that you can't poke. So usually when he throws it you just take it and block which wasn't fun to deal with. Edit: question Mr UA-camr, do you consider unreactable mix a positive? I don't think that's a good thing even Ino the Mix queen has reactable mix, Millia's is a blender too off of Oki but it's also blockable. I think Sin's kit is just too linear which can be said about Gio as well but Gio has way more options off of her block strings that you sometimes have to just take it while Sin has two options at every moment which is the same as fan Boy

    • @youssefehab8748
      @youssefehab8748 Рік тому

      Sin's mix *IS* reactable. And just having an overhead/low option is always a positive, but you cant compare it to characters like Millia and Ino because their mixups have layers on layers(especially millia because you're essentially guessing with her mix).

    • @mrblooper1994
      @mrblooper1994 Рік тому

      @@youssefehab8748 I agree, I did not compare their mix to Sin. I just said that most characters' mix Is still reactable it just needs more processing power to defeat than sin's because it's too linear

  • @animatrack
    @animatrack Рік тому

    2:25 "no other has to make this trade-off, between having to spend a very precious resource or just loosing your turn." Yes there is... that's Anji. If Fuujin and it's follow ups are blocked, you loose your turn immediatly. The good extender out of Fuujin is Shin: Ichishiki (the one where he throes two fans in the ground) that is +7 on block. BUT GUESS WHAT, not only it is reactable, is safe to jump out of the move, to DP off the move and some characters can 6P counter hit depending on the timming. In summary if Anji does not have metter to RRC/PRC mid pressure, he loses every time, to basically any character. and this is post buffs. So yeah Sin is in a worst spot because Anji has other good tools at his disposal to get some big reward to captalise on, but I'd say that SIn, Anji and Pot are the worst characters in the roster and need buffs.

    • @youssefehab8748
      @youssefehab8748 Рік тому

      in a real match, people wont raw react to fan toss. If the anji player is ALWAYS doing either the high/low followup and getting punished on block, it is the anji's fault for not introducing a 3rd option. The way you spoke about anji is as if you've tested all these options in a vacuum. When, in reality, you do not play in a vacuum. the opponent must be aware of all of anji's options, however limited you make them seem. If you tested these yourself in training mode by setting the dummy to do something after blocking, then your conclusions(dp excluded) are incorrect because no one is going to 6P on reaction, not because it just will NOT work, but also because it would potentially beat 1 option of anji's and get smoked by the rest. Dp is fair because its a very common buffer on defense. Describing anji as needing of RRC/PRC to aid pressure means that you have a flawed understanding of Anji's pressure. Anji excels at either blitzing the opponent with quick and almost random options, or playing slower and conditioning the opponent(both equally as effective). Also, Anji is NOT bottom 3, he is a mid tier(low mid tier at worst). Comparing him to Pot and Sin is crazy downplay imo and Anji is in a much better spot than both of them. Anji does not need buffs. This is all my opinion tho, feel free to discuss :)

  • @notsterbenscix1224
    @notsterbenscix1224 Рік тому

    This version of him is such a far cry of what he use to be it's really sad

  • @Dridentz
    @Dridentz Рік тому

    Sin is definitely under tuned but I find a lot of the points in this video be disingenuously made likely on the account of a misinterpretation of the character. The video implies Sin's pressure revolves around, and his win condition is unlocked through, the RPS triggered by his follow-ups. In my opinion, this is just completely wrong. Sin runs a pretty linear and good pressure game revolved around the threat of Hoof Stomp to warrant defensive responses from your opponent. Removing the possibility of 50 meter, overheads in Strive are generally categorized into two types: Type 1 would be a super fast (20-21F startup), low return (soft-down or stagger on hit), and punishable on block (-8F) overhead. Think of Chipp's Rekka 3 and Anji's Rin. Type 2 would be a super slow (28F startup) overhead that lacks key frames (Like the glow from dust), has solid return (2K2D), and is safe on block (+2). Think of Millia and Zato's 6K. Hoof Stomp falls in the Type 1 category but the Stamina mechanic skews the risk return in his favor. Follow up leaves you -8, just like the other overheads, however unlike others, the pushback is far enough to make it "safe" (As in you're negative but nothing fast enough can reach you in time to punish). When you start RPSing with the follow up you get chances to blow up your opponent for mashing, chances to use Hoof Stomp raw, and you can attack their IB timing if you so choose. The reward on Hoof follow up (granted you have the appropriate amount of stamina) is huge, and you are very close to winning if it hits and you have the appropriate stamina to convert with. Hoof Stomp applies way more mental stack because it's better with meter (Stomp > Super is cheap), and lacks a "pre-requisite" to perform. Chipp cannot perform Rekka 3 without committing to Rekka 1, and Anji cannot perform Rin without going into Fujin. These "pre-requisites" isolate the rest of the character's kit and simplifies the situation. You are not just randomly getting hit, you have time to brace yourself. Hoof Stomp, however, can be used from any special cancellable normal at any time. This is incredibly useful considering there's moves in Sin's kit like Elk Hunt which are incredibly dangerous to even block. You also have to look out for other options, like throw. You also have ways to attack fuzzy timing with 6K, as its a low that also has 21F startup. Sin's win condition is to get you in this position, which can theoretically happen just off catching you blocking. Type 1 overheads are 21 Frames, so yeah, they're reactable by definition. Lets be real though, there's no way you consistently block them 100% of the time. This is more so the case for Sin than any of the other characters in the game with such a overhead. Calling his pressure bad or reactable is completely disingenuous. In my opinion, the main problem with Sin is his buttons. They're slow, they have high recovery, some of them are stubby, some have pushback issues, and some of their hurtboxes are really shit. Its really hard to place buttons and by extension its hard box someone out. You cant have that in Strive, which is full of these mid-range "neutral," but not really because someone is slightly minus, situations. Sin by legacy is supposed to be the character okay with returning to neutral. You can tell by how Stamina is designed they wanted that for him in Strive but they just fell short in designing his buttons. I mean, Sin probably puts himself in those situations the most because of how all his follow ups are slightly minus. I do think they should increase the Stamina bar, maybe by like 1 or 2, to help leviate the situations where its like "Okay this situation I worked for is super good but I need 2 stamina bars to make the best of it."

  • @fgccasual11
    @fgccasual11 Рік тому

    SKILL ISSUE 😂

  • @ImaNeedHalf
    @ImaNeedHalf Рік тому

    We Sin players still stuck at the bottom ig