I think light and medium fireball/hashogeki should just come out as normal and not consume the denjin charge. So you're not forced to choose between denjin hashogeki and being able to throw a fireball in neutral
Or even a Denjin Shoryuken. I know his CA is already a Denjin Shoryuken though, so maybe they can make his normal DP like a... diet Denjin Shoryuken, ya know? A weaker version of the super.
@@R4V3NU5along with being entertaining first of all, moderating his chat , planning UA-cam content, explaining his thought process, etc. This is all aside from his other job of actually being a professional commentator and flying out to production locations to work with broadcast teams. It's a cool and particularly unique job but it's still work dude
For the Deejay rythm super comment, Master Deejay here. There is no 'rythm' to the super, you simply press the corresponding button when the music note appears on screen. You don't have to worry about rythm at all. Try it in training mode and it will work everytime.
I almost want to use Modern because I can not reliably execute the start of the move when I need it. I find I can do the heavy version easiest, but Modern takes it away, so it just is a reversal.
@@rafdes you came this far just to downplay him? Tourney nerves are tourney nerves. Sajam isn’t bad at any fighting game he touches. It’s not a kinda sorta thing. I’m prepared to go even harder on you. Do you think the current pool of commentators are just color commentators that hop on the mic because they drowned in pools? Sajam, Jiyuna, Yipes, tastysteve, Aris, James Chen; these are all equivalent to pool sharks. Just because they aren’t wearing jerseys doesn’t mean they won’t wash the entire FGC that isn’t playing in tourney. I’m embarrassed for you. Please give these people more respect.
@@jevonsw1 damn dude. you need to increase your experience with other people so you can expand your knowledge of how people speak. The guy was clearly, uncontroversially joking.
i feel like it would be cool if every character with an install move had it recover drive gauge if they already have the buff on them. i have no idea how broken it would be but it seems like a funny and cool change lol (obv also wouldn't apply to install supers that aren't jamie's lvl 2, not like you can gain meter while using an install super anyway)
If you do Jamie’s 6hk 4hk p target combo and delay the punch at drink level 4, he staggers back and chugs like his SA 2. I’ve never done it in match or seen anyone use it either.
Really nice to see a level headed video like this. A lot of the time in SF6(or any fg really) people are pretty extreme lmao. Thanks for the positivity dude
Love the mentality on characters and learning basic stuff. Keep it simple stupid. I get too caught up thinking fancy = better, so this is a great reminder.
I am so happy to hear the "Just play the character you think is coolest" mentality. Most seem to suggest going with an easy character first, but like... a victory with a character you're meh about is still not going to be as exciting as brutally failing with Cam- I mean with whatever character you might personally find appealing.
One thing that really irks me when people say Manon should lose her medals each round like how Jamie loses drinks is this: If she lands nothing but command grabs in a clean round to get the 5 medals her opponent is left at roughly 10% health, thus making that 5th medal useless because even a lvl 1 grab would kill at that point. If they reset every round the gimmick would be entirely worthless.
She should at least lose 1 or 2 depending on how many you already have. She shouldn’t lose all of them because unlike Jamie drinks or Juri Fuhajin you can’t get it for free with distance
Yeah we work tooo darn hard for the medals and the damage isn't improving much from level 1 to 5. Jamie takes a sip and boom he's back but with Manon you literally have to go to a danger zone up close... Hell no she's already having a tough time keeping up with all these rush down characters and zoners. People could complain if level 5 had the same damage as Giefs Screw Pile Driver, but it doesn't Soooo it's a no go.
@@Step43099but why would Manon lose medals if it's literally her own reward system she has in place in her head? With Jamie it makes sense for him to lose them as he is sweating it out and maybe between battles he has a toilet break but hers is like a mental medal where she constricts herself to not go beast mode from the get go but she keeps count of her moves in her head, she rewards herself mentally to be able to go ham on her opponent once she reaches those internal rewards, she needs to feel worthy of them and she respects her opponents in that regard. Manon is not like Gief that just demolishes his opponens from the get go, she rather has a more fair method. Shes not like Jamie either, Jamie is like the rebellious sinner type. Jamie takes shots and have parties all up in the place , Manon is his opposite, where with her it's all about self control and constricting herself to not just indulge in her strength, but only to indulge once she deserves to. Let the swan 🦢 spread her wings with her level 5 medal, she deserves to be free. 😅
1:10 this was basically my thought process learning Skullgirls. I just thought, “ what are my basic options for my combos, mixups, and neutral?” I learned that, and I was set for like 6 months before I had to learn some more advances techniques.
Currently Gold with everyone, Plat with 8. Plat 4 with Chun, and Plat 2 with Marisa. I’m nowhere near tournament level, but I’m having fun and think I’m ok.
I am also Platinum 4 Chun Li, but I believe Diamond would be easy if I had more time. I could maybe reach it today. I am trying to get other characters close to Platinum 1 when I need a break.
Sajam's been playing fighting games for a long time, and he has a lot of experience with older SF titles as well. A lot of that carries over. And like he said, he's only focusing on the basic elements of each character. Having good fundamentals and being able to understand what your opponent wants to do in a match and acting accordingly takes you very far.
At 4 drinks the level 2 super gives him drive gauge, it doesn’t take away drinks because it doesn’t give you any drinks to take, since you were already at the max.
@@Prodighee it can’t be used to it’s fullest potential because most Jamie players dont make the effort to get to 4 drinks, they’d rather keep the pressure after 1 or 2 and just win like that instead of having to reset neutral and give the enemy more chances to win.
Super Art 2 is best used as a combo extender; if you confirm into it near roundstart, you can then do c.HP into double Palm and now you're a Jamie with 4 Drinks while your opponent is already missing 40% of their health. You can easily snowball with this install, but you better win the round afterwards, since during the install you don't get any super meter for dealing or receiving damage, but your opponent does. Chances are, you're gonna start the next round with 1 bar of super while the opponent has 3. That, unless you do SA2 while at Drink Level 4. The install timer doesn't start, so you can still get meter and snowball *even harder.* (Although if you're at DL4 as Jamie, then you're most likely near the end of the round anyways) You can also just use it to make moves safe on block. Personally, I like to throw out random OD Bakkai's (his breakdance special move) on neutral, and then cancel them into SA2, to make an otherwise -46 on block move actually PLUS on block. And if it connects instead, you get a full combo out of it ;D
10:40 I'm so happy you said this because it's been my argument every time someone said that silliness. Comparing a mechanic that only gives you damage to one that gives you a fucking dive kick and command grab that can potentially lead to more raw damage than Gief CA is wild Proves some people just see big number and the primordial brain activates
Honestly one of the best recent sf6 videos. Really unique to see a full sf masters opinions from experience. I'm a plat Juri player, since sf4. Been playing a bit on my off hours. It's her best iteration, even better than sfxtekken. So, I love her. She's just so disrespectful, with her animations, even her moves are taunting. It's the best!
Watching your Road to Master series was a big inspiration for me to get back into SF6. This was a ton of fun to watch, and every video was super informative. Looking forward to seeing what's next!
I noticed this at Evo , Sajam has really good observations and nuances on his commentary. For example , I remember him commentating a Mena watch and pointing out a delay in a button press to get a counter hit.
6:10 There's really only two wishlist changes I have for Ryu, and they're both for Denjin Charge. First: Only heavy fireball/hashogeki should use your Denjin charge. Let ryu keep throwing light and medium fireballs while he has Denjin charge without spending it, it really sucks that if Ryu has denjin charge he has to stop throwing fireballs or waste it just throwing it out in neutral. Second: Let Ryu cancel directly from Denjin charge into Hadoken/Hashogeki, kinda like Akuma's VS2 in Street Fighter 5. It would just give Ryu more flexibility with his Denjin charge in neutral and a much stronger fireball game against other fireball characters.
New to SF and was *trying* to learn to play Ryu fundamentally well, glad to have some validation in thinking that most Ryus seem to just eschew fundies to play like lunatics because the mirror has turned into one of the most frustrating MUs for me as I climbed into gold and bronze
11:27 Glad I wasn't the only one wanting a bit more range for some of Kim's normals. She was the first character I tried cuz she seemed neat and had a lot of different moves, but eventually dropped her for that reason. Not saying she's bad, and I get that she's a speed character, but it just didn't feel "good" to me.
It would be nice if ryu either A. had more speed options when denjin was active like suggested here or B. could choose to not use a charge once he has it (maybe you need to hold punch when throwing fireball to make denjin come out).
I agree. I think both of these would be HUGE improvements at least in terms of how he feels. Biggest issue is the dissonance of setting up your BUFF only to put you in a position where you don't want to use any specials
Me whos never played sf6 - "aah yes these were my opinions already glad you agree with me" For real this is a weirdly super interesting video even though ive never played lol
Playing Aki reminds me of one LordKnight's video where he says "it's like you're losing on your own offense" and I think that applies perfectly to her. You can get jabbed out of pretty much anything, and after a blocked sHK stance cancel kick you're -3. Sure, it's "safe" but you just put yourself in a 50/50 in point blank after attacking... The throw should mitigate this, but it takes forever to come out and anyone who labs can do a delay jab OS to deny both options every time. It's infuriating.
Manon is so frustersting because shes like almost there. Shes like 1 change away from being a undeniably strong character but i also imagine the devs are scared to touch her because it would not take much for her to be infuraringly strong aswell
She’s strong. She’s just a little too honest at the highest levels. She doesn’t really have any cheap shit that she can just do and make an opponent deal with.
@@CoolBossFights the problem is shes the strongest grappler in a game where everyone else has strong throw loops and better damage then her. Her risk reward is very bad early on so she has to be right on several interactions in order to be competitive with better characters damage wise and shes often prone to dying on her own offense.
Honda's HP headbutt definitely should be unsafe on hit or longer recovery if it mises so jumping can be an option to punish. LP and MP headbutts are fine the way it is. Also the buttslam needs bigger hurtbox so DP's won't get stuffed as much. DP should be the obvious answer so it should punish it if it's timed right. It doesn't make sense if your spacing is slightly off you're getting punished for it. It's bad design when the only options for both moves is to perfect parry. Just buff other areas like his normals so he can play neutral better and invincibility on EX headbutt so there is a way to escape throw loops.
Kim just needs slightly better range on some of her normals and better frame data on some of her options, right now literally everything she has is incredibly unsafe and can mostly be jabbed out of just on startup
@@DeadKaat Don't sweat it. Sajam's been playing FGs for very long and has a good mentality for learning, hence his content's really good for breaking it down.
@@GaminexPro I just recently got into Sajam but I'll definitely take your word for it and watch more! Do you think his road to mastery series is good for learning from?
So you said Sim is one of the surprisingly fun characters, but also put him just above the fellers that need help. Is it that because he's fun as is that makes him not need much for changes? or is there something you think he could also use to help boost him to that even floor with luke an the others?
Not Sajam obviously, but imo I think Sim is A) one of the harder characters in the game and B) is good while having specific weaknesses. Classic Sim buttons, teleport, good fire balls, and good setups while having intentionally bad defense, slow/floaty, commital pokes, and needs that setup to be threatening. It isn’t so much that he’s over/under powered, it’s that he’s locked behind an unorthodox playstyle that takes more skill to abuse, making him a more average character. It’s not that he needs buffs, he needs more time/a good player to unlock more of his potential.
@@lukezane7952 appreciate the response either way- I think thats a good take. Not weaker at maximum function, just harder to get there (so will perform weaker from the same people). Good spot to be if you wanna feel good about playing the character haha.
Great feedback and insights. If you're not approaching a character with the intent to find a new main and you play a lot of characters, then each character's shortcomings stand out more.
I thought the second you started doing this that this'll give you a lot of insight into what makes characters good/bad in this game & how they work. Seems like a win win for commentary!
Thank you for vindicating me saying I hope Jamie doesn't get easier access to drinks. I'd much rather they buff his stuff he gets when he gets drinks, but keep him weak without them. He's got a really cool install based playstyle, and letting him skip or ignore that goes against the draw of the character.
I play Zangief, and honestly I'm fine with him where he is. On lariat not hitting crossup, it really seems like they want you to use different anti-airs for different situations, so crossups need jump back jab (or jump back borscht if you're spicy) as an air-to-air. I would prefer they just change the animation so that it doesn't /look/ like it should hit crossup, and that would make people feel better about it. Having said that, if they want to buff my main I'm not going to oppose that, lol. On hellstab into level 2, if you press 2,3mp,6,2,3,6k. First you do the 3mp with the 2 just before it, like doing a sloppy hadoken, then it's just 6236k like a sloppy shoryken. EDIT: Having said that, I'm at the bottom of platinum, so grain of salt etc.
I haven't finished watching/listening to your Juri videos, but hearing how you didn't do Feng Shui Engine and still got to Master is what I wanted to hear. I felt like I got to Plat not knowing a lot and wondered how far I would get with that and learning a combo you were doing to maybe squeeze out some more damage. If I play enough, I'm sure I'll get diamond.
I know you're talking specifically about a book or other written media, so if you're already aware of this just disregard this comment, maybe it'll help someone else. That said, if you go to his channel's page, he has two playlists that add up to basically what you're talking about. One is titled "Learning How To Learn" and the second is titled "Sajam Talks General Fighting Game Strategy." If you add them up, they're basically the equivalent of a beefy audiobook version of the Old and New Testaments for fighting games. If you finish both of them and want the extended apocrypha and deeper hidden wisdom, then there's a third titled "Sajam Talks Fighting Game Design & Philosophy."
I like how Sajam calls Delta Red Assault busted, yet he doesn't even mention Vulcan Blast, which is by far the best lv1 in the game on a character who is a meter building machine.
Also the game has built-in LP inflation. If two people of the same rank fight, the winner gains more points than the loser loses. This means that, over time, the relative skill level of a rank goes down, because everybody is slowly climbing the ladder even if they don't improve. That's another explanation for why your win rate has increased over time. I've experienced the same.
My biggest gripes about Aki are 2 fold. The first, is a lot of her pokes feel very redundant. 5HP, 6HP, and 236LP are all pretty similar risk reward. All slow to recover, very risky in DI scenarios. I'd include 2HK but it at least has a function of being an AA and a way to pick up a combo off DR after crouch punch in the corner. Couple that with her 5mk and 2mk both being non cancelable and it makes her mid range feel unnecessarily skewed in risk reward. My second his her 5lp>5lp target combo. This thing feels out of place. She has so few scenarios where it even makes sense to attempt. Very few self imposed +5 situations and if you were +6 you would just 5mp. Honestly if I wanted to just buff her right now, I'd just make more of her lights chainable into each other. Maybe thats too much or would be contrary to her design but it feels bad relying on cr lp so much when its so short range. Thats just my take
I get what you're saying on Jamie's drinks. I think the best way they could do it is let him keep Drinks-1, with a max of 1. So basically if you get 2+ drinks, you get to start the round as a mid tier lol
Unless it's a combo ender I only use it on opponents jumping away. Seems to be the only time it's reasonably consistent to hit. Even then it can be dicey.
@@benlevett2354it works when they jump back or up. I'm in Plat and people are scared of Drive Rush SPD so they jump on wake up and it catches them every time
@@Cheltastiqueeven on neutral jump I find it dicey doing it on reaction. It's generally fine to hit if you do it in anticipation and guess right no matter which way they jump. But on react it's spotty as hell. And if you guess wrong and they stay grounded it's super punishable.
I think Jamie should keep drinks between rounds, but not like Manon. This is what I came up with. End with one, start with zero End with two, start at one End with three, start at two End with four, start at two Maybe this would be too strong but it isn’t too absurd
ryu denjin charge should affect his level 3 like his level 1 and 2. Ryu should be able to store up to 2 charges. His shoryu should have bonus properties with denjin charge. Maybe 2 more hits and more damage, maybe his light dp with denjin charge launches higher for another shoryu or donkey kick.
Your road to master will be missed, i just enjoyed watching you play and i watched eveery single character, also helped me learn A LOT about the game and helped with my own climb. Thanks Sajam ❤
I feel completely the same way with maining Ryu over Ken. It took me a while to get to Diamond I (now Diamond II) with Ryu and it feels very tame. But on day 1 of playing Ken i get to Diamond I and maintain it easily. The power and game plan are sort of just too obvious or clear for me to know in that regard and it’s boring, especially with the same strings. Ryu on the other hand I have fun figuring out despite some of his very simple combos. Ken is my party character, especially with his combos. What I mean is that Ryu is more fun than Ken, end of story
"Play a character that's cool and fun to you." Oh my GOD yes, this. I keep saying this when the question comes up and people worry so much about the tierlists and all that nonsense. You're going to be playing this game for hundreds of hours, if you're getting into it, and if you don't vibe with your choice you're not going to have that drive to push past plateaus, which will happen no matter how good your character may or may not be. You have to enjoy it or you're just... not going to like the process enough to get past the hurdles. I am bloody clipping that bit for later.
Ryu has a very good base: - Separate denjin charge from normal hado. 1 charge is fine. Many options to seperate: holding has drawback of couple frames input reading extra time, HP loses normal HP hado. Good compromise might be LK + any P gives denjin hado for FB motion. - Give him diagonal lvl 1 super option like Guile. - Buff f.hp start up by 1 or 2f. - Make HP hado slightly faster moving due to 35f recovery. Making LP hado slower moving with its already good 31f recovery (Guile non-OD booms have 30f for reference) might be too much. Alternatively give HP hado 33f recovery and MP hado 32f. - Either remove Ken's OD hado combo (make it knock down) or give Ryu non-knockdown comboable OD hado too. Let him rock from there.
I think the advice about just playing the character you want to use is the best for new players. If you're going to spend time on a game might as well do it with the character you'll be motivated to play as (For whatever reason) and get better instead of being like "Well to learn the game I need to play this other character, then later I'll switch to the character I actually want to play". Meanwhile if you have a bad experience on the first character you might just lose motivation to play at all and never get to step 2.
Master with everyone!? Damn i didnt know he was THAT good. I just got D4 with Ryu and its been a grind. Really wosh i knew what he’s doing that im not. Wonder how many hours he puts into the game
As a manon main of platinum rank with a lot of time in the lab with her. I notice depending on situation and pressure from the opponent most drive rushes can be punished with crouching M.p sends them back to where they came. Manon doesn’t have anything + on block however her pokes are amazing you should check out idom game play footage.
8:58 this is so true, if i learned anything from sf6 discourse is that the more balanced your game actually is, the more cancerous and hyperbolic the discourse about character strength gets, as players convince themselves that microscopic differences in power level between characters is the reason they lost
I've heard it said that Kimberly's big problem is that she doesn't have a very good momentum starter out of neutral that isn't a huge risk. Other strong characters do, while Kimberly has to bet on some seriously risky options that will eat huge punishes if they're wrong. Having something in her kit become a bit safer to start her momentum with would go a long way - I think that's part of why people want a reversal too. Because they'll go for those huge risks, get punished, and now they're in a worse position than arguably their opponent would have been if their risky option worked, and they don't have any reversal to break out.
Probably not. Except for characters that actually doesn't work (like their buttons are bugged and don't do anything), you could and should learn whoever you want; and since modern fighting games don't have characters that are just bugged out, I can't think of anyone that you shouldn't learn if you want to.
In old fighting games sure. There are games with 10-0 matchups out there where you literally cannot play the game. In modern games, anyone is fine legitimately.
I absolutely agree about getting really far with simple stuff... coming from ST, I rarely even remember to quick rise. And even though I put relatively little time in to SF6, I still hold my ground against most people with just solid defense, spacing, and anti airs. To many people just killing themselves doing fancy things and not knowing why. And can't start an offense except to do a random guess/risk.
I think going into the climbs with incredibly strong fundamentals already built up is what allows you to get away with minimal training mode time and only doing really simple stuff with each character. Not that "keep it simple, stupid" isn't a good idea, but the average player isn't gonna have the experience of being able to climb all the way to Master with just a couple of basic bnbs and an anti air. Though even with a decade and change of fighting game experience, I've been struggling just to stay afloat in diamond 🤣
@@NickJJU Oh, for sure, but it's the difference between someone who has a basic understanding of them and someone who literally does this for a living.
Am I missing something about Giefs Hellstab into lvl 2? Its the same input (basically) as a Shoto doing DPxxCA and no one seems to complain about that. Edit: It IS mad annoying being locked out of Training Mode features while matchmaking is connecting. You can't even reset to a save point.
probably about 10 years ago i went for the "from C to Shining C" achievement in super street fighter 4. i wanted to do it again in 6, so i got everyone to bronze (+ Random Select which i actually placed silver). which was mostly fun and manageable enough, but since then i've been having a much harder time, especially in the battle hub for daily challenges where i almost only ever fight people dramatically better than me. i spent about a month only using zangief for the sake of picking a main for tournaments, so now i've gotten him to silver along with maybe ken? i don't know if i have it in me to get everyone to silver, but it's just one tier higher -_-
Trust me. In bronze you just need to focus on anti-airs and the random Di's and you will get to silver easily. Just don't be too agressive and over complicate things.
That thing about Ryu players is the most accurate stereotype in the game so far. I can count on my fingers the amount of Ryus up until master rank that actually played neutral and used his good stuff, literally all of the rest of them think this shit is a platformer and will mash reversal super or dp whenever they have to block one attack
sajam can you make a quick guide on your game plan with rashid. im currently stuck in D2. and i know its bc im not utilizing him, even close to his full potential.
very insightful to hear how you approached playing the basics of each character! I just reached master for the first time, I'm definitely going to implement those strategies for my next character. also random but I think a fun and unique change to ryu would be to for his shoryuken. By holding the punch button on an shoryken attack, Ryu would attack instead with a grounded uppercut, where he stands in place to gain a denjin charge. it launches your opponent away like a normal uppercut, but ryu sacrifices any chance of pressing the attack on an uppercut in exchange for a denjin charge. what do y'all thinkk
@@bartekkko Oh yeah! I didn't have any real practical change in mind, more that i thought it would be cool. If Ken can have things change with the fire on his shoryuken in 6, why can't Ryu have new effects with the lightning on his?
it's really awesome to hear your perspective on this game, especially as you now have actual insight into every character and how they work. when i played this game, i really enjoyed playing lily and i like her gameplan generally, but i do see where your criticisms come from. i'm just not really sure where to make the changes to make the kit more interesting without it feeling a little, for lack of better words, "gimmicky"
I still for the life of me don't know what that word means outside of the context of ryu/shoto mains throwing it at any character who doesn't share their game plan
@@BoomtetrisforJeff yeah, because it usually just boils down to "this character is different, reee" instead of "this character has a one dimensional shtick" like the poison mechanic A.K.I has isn't a unique mechanic, it's a gimmick, that sort of thing
@@doctordice2doctordice210 I always assume it means that their unique mechanics aren't backed up by good fundamental tools or a varied gameplan. So when you play as or against them they can do their one thing to you but they're bad once you know how to deal with it. Like how Sajam described Honda in this video.
I've been hard stuck in Plat 1 with Cammy for about a week. Her meaty setups hardly work anymore, so I'm just sort of lost. It's funny how easy you guys make this look sometimes.
My experience with this game is to never try a meaty unless it is drive impact or a jump in on a non-reversal character. You can also just have them block a jab and grab them. Platinum 1 and 2 seem the hardest.
It's odd, I've watched lots of replays of like Plat 3-Diamond 4 and I swear it looks easier. I think because at Plat 1-2 people are still kind of playing Wild, and I've always struggled with against that play style. Thanks for the advice btw
Maybe you're going for the meaty setup too many times. Try mixing it up with throws, shimmys, and neutral jumps. Also setups depends on the player. If he tents to block on wakeup a lot, try throwing. If he techs a lot, try shimmy or meaty. If he mashes jab, meaty. If he's blocking all meaties and teching(delay tech), shimmy or jump up.
As a Lily main, all i need is just for one of my tomohawk busters to have strike invulnerable frames, even if that's only with windclad. Having her lvl1 be her only strike invulnerable move and then giving it a 13f startup is garbage and leaves her defense nonexistent. Trying to punish a meaty on wakeup or a jump in at the top of their arc with lvl 1 often just gets blocked cause the startup is so slow. Meanwhile, I'm getting punished with Ryu's ex-DP for trying to link two lights together.
I just wish they give more combo damage or more sbd damage. There is no reason as to why lily is so meter and super heavy and then does the least amount of damage in the game. Or the fact that her sbd does less damage than every other command grab in the game and then sets her full screen.
I agree with Sajam on denjin. He should get extra fast fireball on HP, extra slow fireball on LP, and extra medium fireball on MP
the most medium fireball you ever did see
Medium fireball should just be normal medium fireball that doesn't spend denjin
I think light and medium fireball/hashogeki should just come out as normal and not consume the denjin charge. So you're not forced to choose between denjin hashogeki and being able to throw a fireball in neutral
Or even a Denjin Shoryuken. I know his CA is already a Denjin Shoryuken though, so maybe they can make his normal DP like a... diet Denjin Shoryuken, ya know? A weaker version of the super.
@@BadmanOfBanterburythis!
Dude this is why you're a commentator goat. Getting every character to Master thinking how that'll give better insight to match commentary is godlike.
Learning characters would help you know what you're talking about. Who would have thought?
Bro, this is his job. All he has to do is sit in front of monitor all day and press the buttons
@@R4V3NU5along with being entertaining first of all, moderating his chat , planning UA-cam content, explaining his thought process, etc. This is all aside from his other job of actually being a professional commentator and flying out to production locations to work with broadcast teams. It's a cool and particularly unique job but it's still work dude
@enrique7934 go ahead and do it then no one's stopping you boss
Wait, I can just press buttons in front of a monitor and become rich? Sounds better than working a boring office job, sign me up!!!
For the Deejay rythm super comment, Master Deejay here.
There is no 'rythm' to the super, you simply press the corresponding button when the music note appears on screen. You don't have to worry about rythm at all.
Try it in training mode and it will work everytime.
i have a plat deejay and i've never even bothered with his level 2 before lol. might give it a try now
I almost want to use Modern because I can not reliably execute the start of the move when I need it. I find I can do the heavy version easiest, but Modern takes it away, so it just is a reversal.
Holy shit the winrates are INSANE
It’s definitely impressive, but this is just what happens when a player is on their way towards the higher rank their level of play actually is
Lots of people don't realize it but Sajam is a good player kinda sometimes
@@rafdes you came this far just to downplay him? Tourney nerves are tourney nerves. Sajam isn’t bad at any fighting game he touches. It’s not a kinda sorta thing.
I’m prepared to go even harder on you. Do you think the current pool of commentators are just color commentators that hop on the mic because they drowned in pools?
Sajam, Jiyuna, Yipes, tastysteve, Aris, James Chen; these are all equivalent to pool sharks. Just because they aren’t wearing jerseys doesn’t mean they won’t wash the entire FGC that isn’t playing in tourney. I’m embarrassed for you. Please give these people more respect.
@@jevonsw1 the dude was just making a little jibe, not even at Sajam's expense but at anyone thinking he's not a good player
@@jevonsw1 damn dude. you need to increase your experience with other people so you can expand your knowledge of how people speak. The guy was clearly, uncontroversially joking.
I had no idea jamie level 2 just cleaned half his buronout timer like that lol, is there anything else like that?
no just jamie, afaik. since drinking after 4 drinks gives him drive gauge anyway.
i feel like it would be cool if every character with an install move had it recover drive gauge if they already have the buff on them. i have no idea how broken it would be but it seems like a funny and cool change lol (obv also wouldn't apply to install supers that aren't jamie's lvl 2, not like you can gain meter while using an install super anyway)
There's a few semi obscure mechanics like that. Like blanka lvl 2 making his lvl 1 hit full screen
Only if he’s level 4
If you do Jamie’s 6hk 4hk p target combo and delay the punch at drink level 4, he staggers back and chugs like his SA 2. I’ve never done it in match or seen anyone use it either.
Really nice to see a level headed video like this. A lot of the time in SF6(or any fg really) people are pretty extreme lmao. Thanks for the positivity dude
Bot.
@intellectic9155 ok? Thanks for the input
Love the mentality on characters and learning basic stuff. Keep it simple stupid. I get too caught up thinking fancy = better, so this is a great reminder.
I have a combo that fails 1/7 times maybe, it does 50 more damage but it looks cooler
here for boots
I am so happy to hear the "Just play the character you think is coolest" mentality. Most seem to suggest going with an easy character first, but like... a victory with a character you're meh about is still not going to be as exciting as brutally failing with Cam- I mean with whatever character you might personally find appealing.
Sanford Kelly would like a word
One thing that really irks me when people say Manon should lose her medals each round like how Jamie loses drinks is this: If she lands nothing but command grabs in a clean round to get the 5 medals her opponent is left at roughly 10% health, thus making that 5th medal useless because even a lvl 1 grab would kill at that point. If they reset every round the gimmick would be entirely worthless.
She should at least lose 1 or 2 depending on how many you already have. She shouldn’t lose all of them because unlike Jamie drinks or Juri Fuhajin you can’t get it for free with distance
Yeah we work tooo darn hard for the medals and the damage isn't improving much from level 1 to 5. Jamie takes a sip and boom he's back but with Manon you literally have to go to a danger zone up close... Hell no she's already having a tough time keeping up with all these rush down characters and zoners. People could complain if level 5 had the same damage as Giefs Screw Pile Driver, but it doesn't Soooo it's a no go.
@@Step43099but why would Manon lose medals if it's literally her own reward system she has in place in her head? With Jamie it makes sense for him to lose them as he is sweating it out and maybe between battles he has a toilet break but hers is like a mental medal where she constricts herself to not go beast mode from the get go but she keeps count of her moves in her head, she rewards herself mentally to be able to go ham on her opponent once she reaches those internal rewards, she needs to feel worthy of them and she respects her opponents in that regard. Manon is not like Gief that just demolishes his opponens from the get go, she rather has a more fair method. Shes not like Jamie either, Jamie is like the rebellious sinner type. Jamie takes shots and have parties all up in the place , Manon is his opposite, where with her it's all about self control and constricting herself to not just indulge in her strength, but only to indulge once she deserves to. Let the swan 🦢 spread her wings with her level 5 medal, she deserves to be free. 😅
@@louisfacadeare you really trying to apply that kind of logic to fighting game balance? 😂
@@dizzygunner Jamies drink input is Soooo easy and quick after one drink boom man is next level.
1:10 this was basically my thought process learning Skullgirls. I just thought, “ what are my basic options for my combos, mixups, and neutral?” I learned that, and I was set for like 6 months before I had to learn some more advances techniques.
Currently Gold with everyone, Plat with 8. Plat 4 with Chun, and Plat 2 with Marisa. I’m nowhere near tournament level, but I’m having fun and think I’m ok.
I am also Platinum 4 Chun Li, but I believe Diamond would be easy if I had more time. I could maybe reach it today. I am trying to get other characters close to Platinum 1 when I need a break.
@@sigurdtheblue ‘easy’ isn’t in my vocabulary lol. I’m ADHD(C-Type) and also have to work on my reactions. Also been trying to clean my inputs a bit.
I'm silver with Marisa. That's all.
I don’t even know how people get this good at fighting games. every character is like a different language to me I have to focus on one or two max
Sajam's been playing fighting games for a long time, and he has a lot of experience with older SF titles as well. A lot of that carries over. And like he said, he's only focusing on the basic elements of each character. Having good fundamentals and being able to understand what your opponent wants to do in a match and acting accordingly takes you very far.
Idk if it was because he was in burn out but it looked like Jamie didn't lose his drinks if he uses his Super 2 when he's at full drinks.
At 4 drinks the level 2 super gives him drive gauge, it doesn’t take away drinks because it doesn’t give you any drinks to take, since you were already at the max.
@@SquidwardProfilePic yeah this super is CRIMINALLY underused
@@Prodighee it can’t be used to it’s fullest potential because most Jamie players dont make the effort to get to 4 drinks, they’d rather keep the pressure after 1 or 2 and just win like that instead of having to reset neutral and give the enemy more chances to win.
Super Art 2 is best used as a combo extender; if you confirm into it near roundstart, you can then do c.HP into double Palm and now you're a Jamie with 4 Drinks while your opponent is already missing 40% of their health. You can easily snowball with this install, but you better win the round afterwards, since during the install you don't get any super meter for dealing or receiving damage, but your opponent does. Chances are, you're gonna start the next round with 1 bar of super while the opponent has 3.
That, unless you do SA2 while at Drink Level 4. The install timer doesn't start, so you can still get meter and snowball *even harder.* (Although if you're at DL4 as Jamie, then you're most likely near the end of the round anyways)
You can also just use it to make moves safe on block. Personally, I like to throw out random OD Bakkai's (his breakdance special move) on neutral, and then cancel them into SA2, to make an otherwise -46 on block move actually PLUS on block. And if it connects instead, you get a full combo out of it ;D
10:40 I'm so happy you said this because it's been my argument every time someone said that silliness. Comparing a mechanic that only gives you damage to one that gives you a fucking dive kick and command grab that can potentially lead to more raw damage than Gief CA is wild
Proves some people just see big number and the primordial brain activates
MY LOYAL FANS!
Honestly one of the best recent sf6 videos. Really unique to see a full sf masters opinions from experience. I'm a plat Juri player, since sf4. Been playing a bit on my off hours. It's her best iteration, even better than sfxtekken. So, I love her. She's just so disrespectful, with her animations, even her moves are taunting. It's the best!
Watching your Road to Master series was a big inspiration for me to get back into SF6. This was a ton of fun to watch, and every video was super informative. Looking forward to seeing what's next!
“I think he’s way more fun when you go through the process of drinking, and leveling up, and getting cool stuff, and then beating people up”
~Sajam
I noticed this at Evo , Sajam has really good observations and nuances on his commentary. For example , I remember him commentating a Mena watch and pointing out a delay in a button press to get a counter hit.
6:10 There's really only two wishlist changes I have for Ryu, and they're both for Denjin Charge.
First: Only heavy fireball/hashogeki should use your Denjin charge. Let ryu keep throwing light and medium fireballs while he has Denjin charge without spending it, it really sucks that if Ryu has denjin charge he has to stop throwing fireballs or waste it just throwing it out in neutral.
Second: Let Ryu cancel directly from Denjin charge into Hadoken/Hashogeki, kinda like Akuma's VS2 in Street Fighter 5. It would just give Ryu more flexibility with his Denjin charge in neutral and a much stronger fireball game against other fireball characters.
New to SF and was *trying* to learn to play Ryu fundamentally well, glad to have some validation in thinking that most Ryus seem to just eschew fundies to play like lunatics because the mirror has turned into one of the most frustrating MUs for me as I climbed into gold and bronze
jamie getting an ex drink thats like, fireball immune or some super armor or smth would be funny
Ah, stealing one from Hakan... and I don't mean drinking olive oil.
Damn, He’s Good
11:27 Glad I wasn't the only one wanting a bit more range for some of Kim's normals. She was the first character I tried cuz she seemed neat and had a lot of different moves, but eventually dropped her for that reason. Not saying she's bad, and I get that she's a speed character, but it just didn't feel "good" to me.
So this is where that quality Singapore commentary knowledge came from.
It would be nice if ryu either
A. had more speed options when denjin was active like suggested here
or
B. could choose to not use a charge once he has it (maybe you need to hold punch when throwing fireball to make denjin come out).
Yeah it's weird you get the charge and immediately want to stop throwing plasma so you can use the charge on hasogeki in a combo
Yeah that's like the only thing I have a problem with on ryu
I agree. I think both of these would be HUGE improvements at least in terms of how he feels. Biggest issue is the dissonance of setting up your BUFF only to put you in a position where you don't want to use any specials
Me whos never played sf6 - "aah yes these were my opinions already glad you agree with me"
For real this is a weirdly super interesting video even though ive never played lol
Damn, congrats. Can't say it's not a little disheartening though, seeing this when it took me 1600 matches to climb from bronze to diamond with Manon.
"don't trick yourself into thinking she's honest" Trueeeeee
Playing Aki reminds me of one LordKnight's video where he says "it's like you're losing on your own offense" and I think that applies perfectly to her. You can get jabbed out of pretty much anything, and after a blocked sHK stance cancel kick you're -3. Sure, it's "safe" but you just put yourself in a 50/50 in point blank after attacking... The throw should mitigate this, but it takes forever to come out and anyone who labs can do a delay jab OS to deny both options every time. It's infuriating.
kimberly having a invincible reversal would be a massive nerf because kimberly players are ham and would wake up DP every knockdown
Manon is so frustersting because shes like almost there. Shes like 1 change away from being a undeniably strong character but i also imagine the devs are scared to touch her because it would not take much for her to be infuraringly strong aswell
She is infuriatingly strong honestly, people are just playing her wrong, i fully believe this. She is the strongest grappler Capcom ever made.
She’s strong. She’s just a little too honest at the highest levels. She doesn’t really have any cheap shit that she can just do and make an opponent deal with.
@@CoolBossFights the problem is shes the strongest grappler in a game where everyone else has strong throw loops and better damage then her. Her risk reward is very bad early on so she has to be right on several interactions in order to be competitive with better characters damage wise and shes often prone to dying on her own offense.
@@CoolBossFightsNo. Just no. She really isn't.
She needs a projectile. Let her toss her medals like they're fireballs, but she loses a level every time she does so. Hire me, Capcom.
Honda's HP headbutt definitely should be unsafe on hit or longer recovery if it mises so jumping can be an option to punish. LP and MP headbutts are fine the way it is. Also the buttslam needs bigger hurtbox so DP's won't get stuffed as much. DP should be the obvious answer so it should punish it if it's timed right. It doesn't make sense if your spacing is slightly off you're getting punished for it. It's bad design when the only options for both moves is to perfect parry. Just buff other areas like his normals so he can play neutral better and invincibility on EX headbutt so there is a way to escape throw loops.
Kim just needs slightly better range on some of her normals and better frame data on some of her options, right now literally everything she has is incredibly unsafe and can mostly be jabbed out of just on startup
I honestly think just giving her a cancelable cr mk would go a reaally long way for her.
Brother i cant even get ken far, how do you do these things? You're the goat Sajam great video
Easymode character too
@@Gankstomper I'm not very good at SF6 yet lmao it's my first SF game
Time and experience
@@DeadKaat Don't sweat it. Sajam's been playing FGs for very long and has a good mentality for learning, hence his content's really good for breaking it down.
@@GaminexPro I just recently got into Sajam but I'll definitely take your word for it and watch more! Do you think his road to mastery series is good for learning from?
So you said Sim is one of the surprisingly fun characters, but also put him just above the fellers that need help. Is it that because he's fun as is that makes him not need much for changes? or is there something you think he could also use to help boost him to that even floor with luke an the others?
Not Sajam obviously, but imo I think Sim is A) one of the harder characters in the game and B) is good while having specific weaknesses. Classic Sim buttons, teleport, good fire balls, and good setups while having intentionally bad defense, slow/floaty, commital pokes, and needs that setup to be threatening. It isn’t so much that he’s over/under powered, it’s that he’s locked behind an unorthodox playstyle that takes more skill to abuse, making him a more average character. It’s not that he needs buffs, he needs more time/a good player to unlock more of his potential.
@@lukezane7952 appreciate the response either way- I think thats a good take. Not weaker at maximum function, just harder to get there (so will perform weaker from the same people). Good spot to be if you wanna feel good about playing the character haha.
Great feedback and insights. If you're not approaching a character with the intent to find a new main and you play a lot of characters, then each character's shortcomings stand out more.
"you have to stare at that mother fuckers face and play that character in every match" as chun Li main Im not staring at the face much
Is Zangief one of the harder characters to hit Master with?
I thought the second you started doing this that this'll give you a lot of insight into what makes characters good/bad in this game & how they work. Seems like a win win for commentary!
Thank you for vindicating me saying I hope Jamie doesn't get easier access to drinks.
I'd much rather they buff his stuff he gets when he gets drinks, but keep him weak without them. He's got a really cool install based playstyle, and letting him skip or ignore that goes against the draw of the character.
I play Zangief, and honestly I'm fine with him where he is. On lariat not hitting crossup, it really seems like they want you to use different anti-airs for different situations, so crossups need jump back jab (or jump back borscht if you're spicy) as an air-to-air. I would prefer they just change the animation so that it doesn't /look/ like it should hit crossup, and that would make people feel better about it. Having said that, if they want to buff my main I'm not going to oppose that, lol.
On hellstab into level 2, if you press 2,3mp,6,2,3,6k. First you do the 3mp with the 2 just before it, like doing a sloppy hadoken, then it's just 6236k like a sloppy shoryken.
EDIT: Having said that, I'm at the bottom of platinum, so grain of salt etc.
What rank are you these days? Did you reach Master.
Bottom of Diamond, I reckon Master about this time next year, lol. @@markchavez738
@@markchavez738 I just reached master. In hindsight, I would very much like for Gief to have a more consistent anti-air, lol.
Ah the video I've been waiting for
I haven't finished watching/listening to your Juri videos, but hearing how you didn't do Feng Shui Engine and still got to Master is what I wanted to hear. I felt like I got to Plat not knowing a lot and wondered how far I would get with that and learning a combo you were doing to maybe squeeze out some more damage. If I play enough, I'm sure I'll get diamond.
Ever though about writing a "fundamental" book for the FGC. Sort of like a bible or guide.
I know you're talking specifically about a book or other written media, so if you're already aware of this just disregard this comment, maybe it'll help someone else.
That said, if you go to his channel's page, he has two playlists that add up to basically what you're talking about. One is titled "Learning How To Learn" and the second is titled "Sajam Talks General Fighting Game Strategy." If you add them up, they're basically the equivalent of a beefy audiobook version of the Old and New Testaments for fighting games. If you finish both of them and want the extended apocrypha and deeper hidden wisdom, then there's a third titled "Sajam Talks Fighting Game Design & Philosophy."
I like how Sajam calls Delta Red Assault busted, yet he doesn't even mention Vulcan Blast, which is by far the best lv1 in the game on a character who is a meter building machine.
It’s definitely the best level 1, I won’t argue that. Cammy level 3 is just ham
i have never saw a jamie use their divekick or any of their new drink moves ever in my 80 hours so far
well a) dive kick sucks and b) how often do you even see jamie players
I think a good Honda buff would make Heavy Head Butt unsafe and let him cancel is forward HK.
Also the game has built-in LP inflation. If two people of the same rank fight, the winner gains more points than the loser loses. This means that, over time, the relative skill level of a rank goes down, because everybody is slowly climbing the ladder even if they don't improve. That's another explanation for why your win rate has increased over time. I've experienced the same.
thats him, he is the street fighter now.
My biggest gripes about Aki are 2 fold. The first, is a lot of her pokes feel very redundant. 5HP, 6HP, and 236LP are all pretty similar risk reward. All slow to recover, very risky in DI scenarios. I'd include 2HK but it at least has a function of being an AA and a way to pick up a combo off DR after crouch punch in the corner. Couple that with her 5mk and 2mk both being non cancelable and it makes her mid range feel unnecessarily skewed in risk reward.
My second his her 5lp>5lp target combo. This thing feels out of place. She has so few scenarios where it even makes sense to attempt. Very few self imposed +5 situations and if you were +6 you would just 5mp.
Honestly if I wanted to just buff her right now, I'd just make more of her lights chainable into each other. Maybe thats too much or would be contrary to her design but it feels bad relying on cr lp so much when its so short range. Thats just my take
This makes me feel so incredibly stupid and bad but I'm still very inspired haha.
I get what you're saying on Jamie's drinks. I think the best way they could do it is let him keep Drinks-1, with a max of 1. So basically if you get 2+ drinks, you get to start the round as a mid tier lol
The thing about Feng Shui is that the most optimal way to use it is the easy shit
2:05 had to stop and think about this, but im pretty sure the easiest character would have the highest skill floor, no?
I do wish Zangief’s level 1 was better at hitting airborne opponents. Right now its super situational
Unless it's a combo ender I only use it on opponents jumping away. Seems to be the only time it's reasonably consistent to hit. Even then it can be dicey.
@@benlevett2354it works when they jump back or up. I'm in Plat and people are scared of Drive Rush SPD so they jump on wake up and it catches them every time
@@Cheltastiqueeven on neutral jump I find it dicey doing it on reaction. It's generally fine to hit if you do it in anticipation and guess right no matter which way they jump. But on react it's spotty as hell. And if you guess wrong and they stay grounded it's super punishable.
Capcom should just come here and steal like 80% of the balance suggestions.
15:20
I do not understand why more people aren’t talking about this stuff. That shit is just miserable
I think Jamie should keep drinks between rounds, but not like Manon. This is what I came up with.
End with one, start with zero
End with two, start at one
End with three, start at two
End with four, start at two
Maybe this would be too strong but it isn’t too absurd
ryu denjin charge should affect his level 3 like his level 1 and 2. Ryu should be able to store up to 2 charges. His shoryu should have bonus properties with denjin charge. Maybe 2 more hits and more damage, maybe his light dp with denjin charge launches higher for another shoryu or donkey kick.
The pokes I use aren't very diverse i.e. st heavy punch, but it works!
Streamer talks about fundamentals being Anti-Air, Poke, and Basic Combo, plus some drive info - what are these for Cammy please?
"You pop that shit round 2, round 3 and start twerkin on em" 😭😭😭
Your road to master will be missed, i just enjoyed watching you play and i watched eveery single character, also helped me learn A LOT about the game and helped with my own climb. Thanks Sajam ❤
I feel completely the same way with maining Ryu over Ken. It took me a while to get to Diamond I (now Diamond II) with Ryu and it feels very tame. But on day 1 of playing Ken i get to Diamond I and maintain it easily. The power and game plan are sort of just too obvious or clear for me to know in that regard and it’s boring, especially with the same strings. Ryu on the other hand I have fun figuring out despite some of his very simple combos. Ken is my party character, especially with his combos. What I mean is that Ryu is more fun than Ken, end of story
“pop that shit in round 2 and start twerking on em”😂😂😂
"Play a character that's cool and fun to you." Oh my GOD yes, this. I keep saying this when the question comes up and people worry so much about the tierlists and all that nonsense. You're going to be playing this game for hundreds of hours, if you're getting into it, and if you don't vibe with your choice you're not going to have that drive to push past plateaus, which will happen no matter how good your character may or may not be. You have to enjoy it or you're just... not going to like the process enough to get past the hurdles.
I am bloody clipping that bit for later.
nah bro pick a top tier
Can somone elaborate on the parry/dr os vs lily's cr hp x stock?
3:48 This is a big problem and can really hurt if even if you're in SPD range
Ryu has a very good base:
- Separate denjin charge from normal hado. 1 charge is fine. Many options to seperate: holding has drawback of couple frames input reading extra time, HP loses normal HP hado. Good compromise might be LK + any P gives denjin hado for FB motion.
- Give him diagonal lvl 1 super option like Guile.
- Buff f.hp start up by 1 or 2f.
- Make HP hado slightly faster moving due to 35f recovery. Making LP hado slower moving with its already good 31f recovery (Guile non-OD booms have 30f for reference) might be too much. Alternatively give HP hado 33f recovery and MP hado 32f.
- Either remove Ken's OD hado combo (make it knock down) or give Ryu non-knockdown comboable OD hado too.
Let him rock from there.
I think the advice about just playing the character you want to use is the best for new players. If you're going to spend time on a game might as well do it with the character you'll be motivated to play as (For whatever reason) and get better instead of being like "Well to learn the game I need to play this other character, then later I'll switch to the character I actually want to play". Meanwhile if you have a bad experience on the first character you might just lose motivation to play at all and never get to step 2.
I just bought the game, picked Cammy, played 30 games, won 2 matches and 2 rounds so fun
Master with everyone!? Damn i didnt know he was THAT good. I just got D4 with Ryu and its been a grind. Really wosh i knew what he’s doing that im not. Wonder how many hours he puts into the game
As a manon main of platinum rank with a lot of time in the lab with her. I notice depending on situation and pressure from the opponent most drive rushes can be punished with crouching M.p sends them back to where they came. Manon doesn’t have anything + on block however her pokes are amazing you should check out idom game play footage.
8:58 this is so true, if i learned anything from sf6 discourse is that the more balanced your game actually is, the more cancerous and hyperbolic the discourse about character strength gets, as players convince themselves that microscopic differences in power level between characters is the reason they lost
I've heard it said that Kimberly's big problem is that she doesn't have a very good momentum starter out of neutral that isn't a huge risk. Other strong characters do, while Kimberly has to bet on some seriously risky options that will eat huge punishes if they're wrong. Having something in her kit become a bit safer to start her momentum with would go a long way - I think that's part of why people want a reversal too. Because they'll go for those huge risks, get punished, and now they're in a worse position than arguably their opponent would have been if their risky option worked, and they don't have any reversal to break out.
Exactly, when she’s found the momentum she needs she can be really oppressive but until then she struggles in comparison to everyone else
Does a character exist (in any FG not just SF) that you actively WOULDN'T recommend someone learn, for any reason?
Street Fighter 4 Adon. His voice is the worst thing I've ever heard.
Probably not. Except for characters that actually doesn't work (like their buttons are bugged and don't do anything), you could and should learn whoever you want; and since modern fighting games don't have characters that are just bugged out, I can't think of anyone that you shouldn't learn if you want to.
@@HanMashoclassic street fighter fan allergic to fun
In old fighting games sure. There are games with 10-0 matchups out there where you literally cannot play the game. In modern games, anyone is fine legitimately.
I don't think I'd encourage someone new to pick up a grappler, unless they really like wrestling or they're playing Tekken.
Ggs that was a fun journey i watched a lot of it
I absolutely agree about getting really far with simple stuff... coming from ST, I rarely even remember to quick rise. And even though I put relatively little time in to SF6, I still hold my ground against most people with just solid defense, spacing, and anti airs. To many people just killing themselves doing fancy things and not knowing why. And can't start an offense except to do a random guess/risk.
I think going into the climbs with incredibly strong fundamentals already built up is what allows you to get away with minimal training mode time and only doing really simple stuff with each character. Not that "keep it simple, stupid" isn't a good idea, but the average player isn't gonna have the experience of being able to climb all the way to Master with just a couple of basic bnbs and an anti air.
Though even with a decade and change of fighting game experience, I've been struggling just to stay afloat in diamond 🤣
I think it just goes to show how incredibly important strong fundamentals are.
@@NickJJU Oh, for sure, but it's the difference between someone who has a basic understanding of them and someone who literally does this for a living.
Am I missing something about Giefs Hellstab into lvl 2? Its the same input (basically) as a Shoto doing DPxxCA and no one seems to complain about that.
Edit: It IS mad annoying being locked out of Training Mode features while matchmaking is connecting. You can't even reset to a save point.
I’ve had my jabs beat by Aki’s stand Mp several times, similar to Jamie’s Stand HP.
How do you get this view with the win rate % ? I have seen it in multiple videos but I can't find it
Worst part is most people complaining about you not getting random select to master will never hit master with any character
probably about 10 years ago i went for the "from C to Shining C" achievement in super street fighter 4. i wanted to do it again in 6, so i got everyone to bronze (+ Random Select which i actually placed silver). which was mostly fun and manageable enough, but since then i've been having a much harder time, especially in the battle hub for daily challenges where i almost only ever fight people dramatically better than me. i spent about a month only using zangief for the sake of picking a main for tournaments, so now i've gotten him to silver along with maybe ken? i don't know if i have it in me to get everyone to silver, but it's just one tier higher -_-
Trust me. In bronze you just need to focus on anti-airs and the random Di's and you will get to silver easily. Just don't be too agressive and over complicate things.
That thing about Ryu players is the most accurate stereotype in the game so far. I can count on my fingers the amount of Ryus up until master rank that actually played neutral and used his good stuff, literally all of the rest of them think this shit is a platformer and will mash reversal super or dp whenever they have to block one attack
sajam can you make a quick guide on your game plan with rashid. im currently stuck in D2. and i know its bc im not utilizing him, even close to his full potential.
very insightful to hear how you approached playing the basics of each character! I just reached master for the first time, I'm definitely going to implement those strategies for my next character.
also random but I think a fun and unique change to ryu would be to for his shoryuken. By holding the punch button on an shoryken attack, Ryu would attack instead with a grounded uppercut, where he stands in place to gain a denjin charge. it launches your opponent away like a normal uppercut, but ryu sacrifices any chance of pressing the attack on an uppercut in exchange for a denjin charge.
what do y'all thinkk
You can already end combos in donkey kick and get a charge that way.
@@bartekkko Oh yeah! I didn't have any real practical change in mind, more that i thought it would be cool. If Ken can have things change with the fire on his shoryuken in 6, why can't Ryu have new effects with the lightning on his?
We love Sajam here
Do you think Ken and JP should be nerfed to the ground like what most people on twitter want? How would you change those two characters?
I had to drop rashid
The anti air problems were driving me crazy
What do you think of making jamie have 3 drink levels instead of 4? Just combine his drink level 1 and 2.
Should probably be a bit better spread than that. Her power spike after one drink would be crazy
@@Amaling i think combining drink 2 and 3 would be an even bigger spike
I don't think it's necessarily designed for you to get to max drink level every match
@@Switcheroo4542 yeah but what if you want to play a character that isn't shit
it's really awesome to hear your perspective on this game, especially as you now have actual insight into every character and how they work.
when i played this game, i really enjoyed playing lily and i like her gameplan generally, but i do see where your criticisms come from. i'm just not really sure where to make the changes to make the kit more interesting without it feeling a little, for lack of better words, "gimmicky"
I still for the life of me don't know what that word means outside of the context of ryu/shoto mains throwing it at any character who doesn't share their game plan
@@doctordice2doctordice210 gimmick?
@@BoomtetrisforJeff yeah, because it usually just boils down to "this character is different, reee" instead of "this character has a one dimensional shtick" like the poison mechanic A.K.I has isn't a unique mechanic, it's a gimmick, that sort of thing
@@doctordice2doctordice210 I always assume it means that their unique mechanics aren't backed up by good fundamental tools or a varied gameplan. So when you play as or against them they can do their one thing to you but they're bad once you know how to deal with it. Like how Sajam described Honda in this video.
@@prodigaIProdigy that's the idea, (I think) but the word itself is kinda just as blindly overused as calling something "broken"
Ken can only link small to medium on crush
I've been hard stuck in Plat 1 with Cammy for about a week. Her meaty setups hardly work anymore, so I'm just sort of lost. It's funny how easy you guys make this look sometimes.
My experience with this game is to never try a meaty unless it is drive impact or a jump in on a non-reversal character. You can also just have them block a jab and grab them. Platinum 1 and 2 seem the hardest.
It's odd, I've watched lots of replays of like Plat 3-Diamond 4 and I swear it looks easier. I think because at Plat 1-2 people are still kind of playing Wild, and I've always struggled with against that play style.
Thanks for the advice btw
Maybe you're going for the meaty setup too many times. Try mixing it up with throws, shimmys, and neutral jumps. Also setups depends on the player. If he tents to block on wakeup a lot, try throwing. If he techs a lot, try shimmy or meaty. If he mashes jab, meaty. If he's blocking all meaties and teching(delay tech), shimmy or jump up.
As a Lily main, all i need is just for one of my tomohawk busters to have strike invulnerable frames, even if that's only with windclad. Having her lvl1 be her only strike invulnerable move and then giving it a 13f startup is garbage and leaves her defense nonexistent. Trying to punish a meaty on wakeup or a jump in at the top of their arc with lvl 1 often just gets blocked cause the startup is so slow. Meanwhile, I'm getting punished with Ryu's ex-DP for trying to link two lights together.
I just wish they give more combo damage or more sbd damage. There is no reason as to why lily is so meter and super heavy and then does the least amount of damage in the game. Or the fact that her sbd does less damage than every other command grab in the game and then sets her full screen.
9:18 lol every western player always *almost* forgets about deejay. i cry :(
Does anyone feel weird about this game's throw range? It feels weirdly far. I see noticeable gap between characters, but still get thrown
You are so right, I feel like people whining so much instead of just being better at the game
sajam reminding me why i want to learn accent core i-no, thank you king