Point five can be summed up with "a round is the most important resource." If you can win the round, it doesn't matter how much you spend. People want to save meter to carry over, but you should prioritize a one round lead over bringing over two and a half bars to a fresh round with the opponent a round up. You should recognize when you can kill with one or two meters over three to save one, but if you're unsure, just cash out.
There are times when getting greedy to save the 3 for the final round can be huge, with many characters it can be 1 jab combo with 0 drive bar for like 45 percent and you start the final round with a huge lifelead. You're right most of the time though definitely
Five mistakes made in fighting games by players. 1. Only relying on patch notes. 2. No back roll. 3. Not punishing. 4. Letting your opponent loop you. 5. Not punishing.
I think punishing is difficult, because i dont realize when we are even or my enemie is minus and i can get an attack in. Doesnt help that people randomly end their strings (on block) with a lvl 1 or some od move which i tend to catch.
A possible addition to #5: learn a few burnout combos that can end in each level of your super. Obviously we all want to avoid burnout, but it will happen eventually and you don't want to lose a round because your hands go on autopilot looking for a DR combo when you have no drive meter...
Tip 4 is litterally the most important thing. Even just taking a fraction of a second to just do nothing and wait is massive game changer. Doing nothing can turn into a mixup all on its own. Another example: They got u close to the corner and u are thinking they are gonna try to DI wall stun you, dont just start spamming DI, take a breath and wait for it. Be patient, and poke with a couple jabs with your finger on the DI trigger just waiting for color.
When playing a fundamentals-focused character(Ryu, Chun) tip 4 is even bigger. Playing patiently with them causes opponents to lose their nerve, tilt and play stupid, which is exactly how such characters create the openings they like.
Indeed. I took some time off because I was stuck in the lower end of Silver. Came back and just dialing down the aggression in general got me up to Gold pretty easily. And yeah, without a doubt, most of those times I tried to take advantage of their burnout I got messed up 🙂
I would modify the first point slightly. Backroll should be the default, but you _definitely_ want to be on the lookout for times where it's beneficial to recover in place. You never want to give more space to Guile, JP and Dhlasim for example. Even if they are the type to rush you down after a knockdown, they have normals that'll reach even a backroll. You're better off holding your ground. Against Honda/Blanka you can throw off the timing of their oki Headbutt/Ball by switching options. Blankas in particular love to DR 3HP after a knockdown and that's only safe if you backroll. You can punish Dejin charges be recovering in place and parrying the meaty fireball too. You will *always* want to backrool Marisa's superman punch safe jump setup, but if she does the 3HP one you'll want to recover in place to have her cross you up and put herself near the corner. Things like that.
Modern Sifu Jiyuna always delivering... I'm gonna be honest I didnt even know about backroll and I don't remember if the game even mentions it in the world tour missions or the character guides
Tip #3: Use Your Meter "If you're not using it, you're 'losing' it". This advice definitely applies to other games as well. Sitting on max meter while landing hits/getting hit/(moving forward in guilty gear's case) is essentially additional meter you're missing out on.
i literally did not even know you could backroll like that. i'm never touching a ranked match but this is gonna totally change my battlehub cabinet game. thnx Ji 👍
homie this is good content. Can definitely see stuff like this shooting the channel up to 100k also, passed by you at Evo but didn't say hi because some people already just did lol. It was late. Hope you had fun
I REALLY want to spend more better offensively, but between Marisa being a character with no OD reversal, her level 1 being a terrible reversal, and her level 3 being *so* huge in the outcome of the match, I always end up sitting on it for either a l2 reversal or the l3 cash out 😢
Yeah I'm trying to focus on using meter correctly with some of my characters. It's more so about when to use meter and getting the damage necessary to get back in the game.
Right on time with this new to SF grind. In this really weird spot where modern controls are definitely helping me in a way where i can focus on punishing jump ins and whiffs. Ima need to work on some more max damage combos to close out sets more consistently
@@ANIMEILLUMINATI I went in to casual queue last night and made it my mission to back roll on each of my knockdowns, so hopefully forming a good habit.
Thank you for the practical tips. I definitely (in Plat) only have one combo, I need to pick up a resource heavy one for Lily. I'll try to work a throw bait game into my plan, I haven't tried that at all. Luckily, since I get SA1 constantly when trying to SPD, I always use much more meter than I intend to.
I think to add to tip 4 - Depending on their health, it might help to keep them in burnout for long instead of chasing stun. Like hassle them and chip away at their life to the point where a stun is a guaranteed kill. I've seen people go for stun when the opponents life is almost full still, and it like you're letting them off easy
Great tips that I will definitely take on board. Another mistake I notice is people overusing DI, when it gets predictable you can really punish your opponent for it.
Totes agree with the burnout one. I actually try not to stun early,the control your opponent gives you when in burn out I personally think is valuable Their offence is off,you can quite safely chip them...
Solid stuff! 3 out of these five are things I need to focus on. I have a terrible habit of waking up with throw break so I am working on "detoxing" by just forgetting that teching exists for a while until I give myself more options. Case in point, I have to do more backroll. Not sure why I'm not using it as often, especially after throw. Finally, kill combos. I play C-Marisa and I should be bringing the pain so I've been observing Big Bird and other pros to see what big damage combos they've got.
Good points. Taking notes so I remember. Finally getting into vs. Don't want to take the command grab from Gief, Manon, etc. But I get what you mean in general on throws. Got to gold in SF5. Not going for Master, but maybe gold or something again. Started SF in arcades before ranks. 🙂Nice vid.
imo that's interesting to mix between waking up options in some cases, because sometimes (near to corner for example) it can be dangerous (in particular in a burnout state) to only counting on backroll wake up (even if there is the throw loop some options as delay teching can help to deal with it, i know yes you take the risk of the shimmy but that still a risk as a DI next to the corner after all). Plus be carrying by cammy in the corner is not fun at all to defend.
While I agree mostly with the backroll part it can easily make you end up in the corner if you do it too much so once you force them to dash in or do whatever you shouldn't do it as much to stop yourself from too quickly getting into the corner which while still getting the benefit of backrolling.
These are excellent. All of them. I'm master chun li (somehow) but I still need to keep all of these in mind. Esp the burnout one. How many times where I got supered during my DI and then felt stupid that I was too obvious/thirsty lol For #5, one of the best things about Chun I never see anyone talk about is how great and easy to use all 3 of her supers are. I can combo into any of them from ex sbk or hard legs. It's almost brain-dead. That's a huge Chun advantage imo. SA2 is arguably the best one but all 3 have great utility and ease of use.
Tip 5 is something I’ve been trying to focus on because I noticed it’s lost me games. I play a lot of Like and he’s one of my mains. So he can kind of do similar routes for his max damage punishes just changing the starter. But confirming his Standing/Crouch Jab is something I needa practice. I needa sharpen my skills so I can drive rush confirm off stand/crouch jabs consistently.
I'm so bad at remembering to use meter. I'm not looking at it enough outside of punish counters and super animations. Any adjustments I can make on where my eyes should be focused?
If youre fighting jamie as a jamie main you dont wanna always back roll. If jamie grabs you then drinks if you backroll you cant punish but if you dont you can drive rush and get a punish for it
Cashing out a combo that doesn't kill leaving yourself with few resources when you yourself are very low on life can cost you the match. Gotta save a little bit for backup.
I play zangief mainly, I realised I only ever really use his level 3 super, since I started using his other supers I’ve seen a big improvement, my favourite thing atm is countering Rashids level 2 with the “JACKHAMMER!” Whenever I see my opponent use any projectile super you bet I’m mashing out my level 2 now!
Commenting on every video before Arakune BBCF combo trials, video 53. I love these SF videos tbh but I kinda miss the older anime game videos. edit: My biggest tip would probably be to use training mode. Not just use it as a space to practice combos, but as a space to fully practice the game. SF6 has an amazing training mode with some really good presets even. If you want to practice anti-airs, it's already set up for you. If you need to practice reacting to DIs, already set up for you. Whiff punishes? Throw teching? Dealing with a character's offense? Like all of these things are just in the training mode. It is crazy because I have climbed out of rookie (i know im bad at fighting games) into plat on multiple characters now, and I really don't think that anyone below gold has used the DI or anti-air practice tool at all. So just please, use training mode for more than a combo lab.
Yeah cashing in early with your meter is super useful. I know players also like to hold on to meter for securing a guaranteed kill but that would be a lot of meter that WOULD'VE been generated going to waste because your tank is already full.
I would like to put forward, what do you get out of the stun that you dont get from beating them down a bit first. the burnout is the prize, getting a stun is the cherry on top.
Backroll is fine, just gotta be careful about completely cornering yourself. Some characters almost prefer you backrolling too. Regarding meter, I play Manon and almost never use her level 3, that said I use her level 2 constantly for round enders, anti-airs and easy kill confirms. Jab Jab ex-legs, level 2. It can also be good corner carry at that. Plus even better, I can use it when people think I'll wake up with level 3, and swat them out of the sky lol. To add on a small point of meter usage, not everyone is blessed to have invuln reversals, and sometimes you gotta level 1 through some bs just so they know that you know. Ya know?
The problem with the combo thing I see a lot is players not adapting them to the situation at all. For example the Ken players who do the Auto+M combo just position switch even when their opponent is at the wall. Even though you can switch the DK for a OD DP or OD Tatsu and keep position advantage fairly easy. If you learn the one combo and you learn to adapt it, you suddenly know 4 combos. Another good tip: just like DI you can counter an enemies super with your own super.
Please make a guide on what to do when you are cornered. Sf6 i noticed you really want to corner your opponent and fighting characters like Ken and Cammy to name a few have really strong corner carry. Thank you!!
1 - Not being subscribed 2 - Not turning on the bell 3 - Not labbing against characters they consider hard to fight 4 - Always doing anti-airs, even if the opponent predicted them more than once 5 - Forgetting to tech
Back in SFV there's a ryu(kage?) meaty that requires them to double dash and do a meaty medium punch. Not backrolling actually messes up their meaty and let you counter them on wakeup. I also been told that not backrolling actually useful to not let yourself get corner carried, this was on a anti-guile matchup tips btw. So I always thought not backrolling can be useful in some cases. Idk about this on 6 tho
I realise this isn't a big deal compared to the really good players, but just wanted to say, your videos have helped me out a ton and I finally got my main, Cammy (modern) to gold. To me that's a big achievement. Thanks!!!
At least I don't do the 4th one xD I almost never cash out the stun... and at this point as a new player, not only I need to work more on my execution to be able to hit the supers more consistently, what I often encounter is that I don't have space on my mental stack to add the supers. I'm still learning and I'm sure I'll get it in time but only now that I'm assuming more of my bnb's and working on my antiairs and my mental stack is slowly getting a bit more free space I get to think of adding the supers (then, I fail at the execution so it didn't matter in the end hahaha)
Not back rolling can help against Rashid, when he charges his projectile you can punish him if u don’t back roll then he would be forced to change his play style
I definitely noted that Manon goes up and down two tiers depending on whether people know how to backroll. Unfortunately I'm in Master now, so the times when people would just stay where they fell giving me oki from anything are long gone.
MANY times, I've had two or three bars and a couple drive bars to burn, about to lose, YOLO burn it all for the W. If you've been playing...non-yolo, I guess...up til then, it tends to work because they expect a calculated response. Same reason Ken dp works even when you know he's Ken. Don't lose the match with a buncha meter left. It's there to burn for a win, a comeback, whatever. Use it.
Great video. Off-topic. How are you liking the snackbox with street fighter? Hearing you play modern cammy/guile, i gotta imagine its making life very easy for you? 😅 Keep up the great work boss
Spending bar is situationally good, it really depends. I’ve seen people spend meter for lvl2 round one get rolled round two and then lose round three to a lvl3. I personally apply the idea of sf6 being a two round game game. If I win round one, I should win round two by using all my resources when they’re around 50% or less. This differs character to character though. Blanka, Juri, J.P all have good level 2 and should use it where applicable.
Legit question, I always backroll except when I'm playing against a Dhalsim or Guile where I DONT want to create space between us, is that a good idea or should I ALWAYS backroll?
I think it really depends on the situation. If theyre pressuring you on your wakeup maybe you shouldn't backroll. I think it depends on the character too. You need to think about this, not really the youtube comment section tbh.
It depends on the knockdown but it's not a bad idea in general for zoners unless it's a knockdown they'll be able to get offense on afterwards. I'd say backteching is still generally the default way to deal with most knockdowns, and regular getup for specific things. A big one for example is NOT backrolling after Jamie OD palm. If you don't backroll you can DR punish his 2nd drink.
Yes no.5 is the reason why we should practice all kinds of combos and conversions into level 3. The best SF6 players know how to win those standoffs and mind games in the 3rd round out of a jab.
are you using the animation time of your normals to buffer the super input? you can do the motion for the super input before you're done doing the normals as long as you time the end of the motion withe super's attack input
about the lethal stuff, It's not 100% IMO. for example if you're in kill range spending your level 3, but your health is full and your opponent is in burnout or close to it and it's not the last round, spending the meter so you get round 2 and then go into level 3 with no meter against an opponent with full 3 bars might be a really bad situation to put yourself into. sure if you can kill with a level 1 or something always go for it, but don't waste a low risk opportunity to get to the last round with that level 3 full, that is really important.
@@ANIMEILLUMINATI yeah.... but sometimes, shit happens. I'll agree that more often than not, it's better to kill whenever you can, no matter how much resource you have to spend. I guess the proper way to say it is to also don't spend meter unncessarily. I mean, beware of not comboing into level 3 when comboing into level 1 would be enough and stuff like that because entering the last round with some meter is VERY important in this game. if you do spend your CA to win round 2, and go into round 3 with a 1-1 score and 0 meter against the full 3 from your opponent, the disadvantage is quite large.
Biggest mistake is playing on wired. Unplug that ethernet cord and watch your LP skyrocket 😎 Great points though at all levels of play. When should we attempt a delay tech vs just taking a throw? Feels like some characters get so much off their throws even midscreen with a good DR...
Point five can be summed up with "a round is the most important resource." If you can win the round, it doesn't matter how much you spend. People want to save meter to carry over, but you should prioritize a one round lead over bringing over two and a half bars to a fresh round with the opponent a round up. You should recognize when you can kill with one or two meters over three to save one, but if you're unsure, just cash out.
Don’t be greedy.
Cant take your meter to the grave.
AKA a stay in the fight AKA kick the field goal
There are times when getting greedy to save the 3 for the final round can be huge, with many characters it can be 1 jab combo with 0 drive bar for like 45 percent and you start the final round with a huge lifelead. You're right most of the time though definitely
Five mistakes made in fighting games by players. 1. Only relying on patch notes. 2. No back roll. 3. Not punishing. 4. Letting your opponent loop you. 5. Not punishing.
I think punishing is difficult, because i dont realize when we are even or my enemie is minus and i can get an attack in. Doesnt help that people randomly end their strings (on block) with a lvl 1 or some od move which i tend to catch.
@@newphonewhodis7152 Then you need to study the character and player match up more.
I'm pretty sure number one should be "looking at what's happening on the screen"
@@whizthesugoi yes
A possible addition to #5: learn a few burnout combos that can end in each level of your super. Obviously we all want to avoid burnout, but it will happen eventually and you don't want to lose a round because your hands go on autopilot looking for a DR combo when you have no drive meter...
I have lost so many games to this exact thing when I absolutely could’ve killed but instead tried to do an EX move im burnout.
Tip 4 is litterally the most important thing. Even just taking a fraction of a second to just do nothing and wait is massive game changer. Doing nothing can turn into a mixup all on its own.
Another example: They got u close to the corner and u are thinking they are gonna try to DI wall stun you, dont just start spamming DI, take a breath and wait for it. Be patient, and poke with a couple jabs with your finger on the DI trigger just waiting for color.
I mean doing nothing is never a mix-up but it often allows your opponent to hang themselves by jumping in when you are just waiting.
When playing a fundamentals-focused character(Ryu, Chun) tip 4 is even bigger. Playing patiently with them causes opponents to lose their nerve, tilt and play stupid, which is exactly how such characters create the openings they like.
@@no_nameyouknowdoing nothing is where the phrase "the no mix-up mix-up" comes from. It works best when the mental stack is high.
Indeed. I took some time off because I was stuck in the lower end of Silver. Came back and just dialing down the aggression in general got me up to Gold pretty easily.
And yeah, without a doubt, most of those times I tried to take advantage of their burnout I got messed up 🙂
@@antonsimmons8519doing nothing with guile while crouching is like his whole game, and it works
I would modify the first point slightly. Backroll should be the default, but you _definitely_ want to be on the lookout for times where it's beneficial to recover in place. You never want to give more space to Guile, JP and Dhlasim for example. Even if they are the type to rush you down after a knockdown, they have normals that'll reach even a backroll. You're better off holding your ground. Against Honda/Blanka you can throw off the timing of their oki Headbutt/Ball by switching options. Blankas in particular love to DR 3HP after a knockdown and that's only safe if you backroll. You can punish Dejin charges be recovering in place and parrying the meaty fireball too. You will *always* want to backrool Marisa's superman punch safe jump setup, but if she does the 3HP one you'll want to recover in place to have her cross you up and put herself near the corner. Things like that.
Modern Sifu Jiyuna always delivering... I'm gonna be honest I didnt even know about backroll and I don't remember if the game even mentions it in the world tour missions or the character guides
If you ever watched a MenaRD match and seen him do 2 level 2 supers with Blanka in 1 round you know how important spending meter is.
He does it all the time. So strong.
Tip #3: Use Your Meter
"If you're not using it, you're 'losing' it". This advice definitely applies to other games as well. Sitting on max meter while landing hits/getting hit/(moving forward in guilty gear's case) is essentially additional meter you're missing out on.
i literally did not even know you could backroll like that. i'm never touching a ranked match but this is gonna totally change my battlehub cabinet game. thnx Ji 👍
That's why you do the tutorial 👍
homie this is good content. Can definitely see stuff like this shooting the channel up to 100k
also, passed by you at Evo but didn't say hi because some people already just did lol. It was late. Hope you had fun
I REALLY want to spend more better offensively, but between Marisa being a character with no OD reversal, her level 1 being a terrible reversal, and her level 3 being *so* huge in the outcome of the match, I always end up sitting on it for either a l2 reversal or the l3 cash out 😢
Always love these quick videos of simple things that the beginners can use without talking down to anyone. The coach of the people.
Yeah I'm trying to focus on using meter correctly with some of my characters. It's more so about when to use meter and getting the damage necessary to get back in the game.
Right on time with this new to SF grind. In this really weird spot where modern controls are definitely helping me in a way where i can focus on punishing jump ins and whiffs. Ima need to work on some more max damage combos to close out sets more consistently
Definitely some strong points you make here and there’s a couple of things this points out to me that does help me out. Thanks dude
I'm definitely knocking on diamond's door after like 1300 ranked matches and never once backrolled.
The game does a shit job of making newer players aware of things like that.
today i get my first diamond and i dont used backroll at all.
So it is not requiered:))
@@Substantial-hf1rm The funny part is I'm aware of it, I just don't remember to use it, ever.
Do it!
@@ANIMEILLUMINATI I went in to casual queue last night and made it my mission to back roll on each of my knockdowns, so hopefully forming a good habit.
Damn. all five of these helped me out so much man haha! Great video.
Thank you for the practical tips. I definitely (in Plat) only have one combo, I need to pick up a resource heavy one for Lily. I'll try to work a throw bait game into my plan, I haven't tried that at all. Luckily, since I get SA1 constantly when trying to SPD, I always use much more meter than I intend to.
1. Rematching Honda
Honestly that backroll thing is so real, i swear there was only ONE time where i didn't backroll and that's because my opponent gave ME space
I think to add to tip 4 - Depending on their health, it might help to keep them in burnout for long instead of chasing stun. Like hassle them and chip away at their life to the point where a stun is a guaranteed kill. I've seen people go for stun when the opponents life is almost full still, and it like you're letting them off easy
Great tips that I will definitely take on board. Another mistake I notice is people overusing DI, when it gets predictable you can really punish your opponent for it.
Definitely a common mistake and an easy way to counter people.
thank you Jiyuna. I will keep this in mind.
Fantastic tips, all of these are things I either have been planning on implementing or need to add to my game plan.
Totes agree with the burnout one.
I actually try not to stun early,the control your opponent gives you when in burn out I personally think is valuable
Their offence is off,you can quite safely chip them...
Solid stuff! 3 out of these five are things I need to focus on. I have a terrible habit of waking up with throw break so I am working on "detoxing" by just forgetting that teching exists for a while until I give myself more options. Case in point, I have to do more backroll. Not sure why I'm not using it as often, especially after throw. Finally, kill combos. I play C-Marisa and I should be bringing the pain so I've been observing Big Bird and other pros to see what big damage combos they've got.
You have to just conciously think, "Ok I'll take the throw here."
Good points. Taking notes so I remember. Finally getting into vs.
Don't want to take the command grab from Gief, Manon, etc. But I get what you mean in general on throws.
Got to gold in SF5. Not going for Master, but maybe gold or something again. Started SF in arcades before ranks. 🙂Nice vid.
imo that's interesting to mix between waking up options in some cases, because sometimes (near to corner for example) it can be dangerous (in particular in a burnout state) to only counting on backroll wake up (even if there is the throw loop some options as delay teching can help to deal with it, i know yes you take the risk of the shimmy but that still a risk as a DI next to the corner after all). Plus be carrying by cammy in the corner is not fun at all to defend.
Eventually you want to use all the options, but it's better to Back Roll 100% of the time than 0% of the time.
Jiyuna: "Your not using your meter."
Me: "Laughs in full screen shinku hadoukens!"
Legit feel like this is the hardest fighting game I’ve played but also the most fulfilling
Yeah just hearing you say it I can think of places I can immediately work things in.
While I agree mostly with the backroll part it can easily make you end up in the corner if you do it too much so once you force them to dash in or do whatever you shouldn't do it as much to stop yourself from too quickly getting into the corner which while still getting the benefit of backrolling.
These are excellent. All of them. I'm master chun li (somehow) but I still need to keep all of these in mind. Esp the burnout one. How many times where I got supered during my DI and then felt stupid that I was too obvious/thirsty lol
For #5, one of the best things about Chun I never see anyone talk about is how great and easy to use all 3 of her supers are. I can combo into any of them from ex sbk or hard legs. It's almost brain-dead. That's a huge Chun advantage imo. SA2 is arguably the best one but all 3 have great utility and ease of use.
Tip 5 is something I’ve been trying to focus on because I noticed it’s lost me games. I play a lot of Like and he’s one of my mains. So he can kind of do similar routes for his max damage punishes just changing the starter. But confirming his Standing/Crouch Jab is something I needa practice. I needa sharpen my skills so I can drive rush confirm off stand/crouch jabs consistently.
Thanks Much will practice your advice
I'm so bad at remembering to use meter. I'm not looking at it enough outside of punish counters and super animations.
Any adjustments I can make on where my eyes should be focused?
More Modern Cammy videos please!
If youre fighting jamie as a jamie main you dont wanna always back roll. If jamie grabs you then drinks if you backroll you cant punish but if you dont you can drive rush and get a punish for it
Cashing out a combo that doesn't kill leaving yourself with few resources when you yourself are very low on life can cost you the match. Gotta save a little bit for backup.
I play zangief mainly, I realised I only ever really use his level 3 super, since I started using his other supers I’ve seen a big improvement, my favourite thing atm is countering Rashids level 2 with the “JACKHAMMER!” Whenever I see my opponent use any projectile super you bet I’m mashing out my level 2 now!
Commenting on every video before Arakune BBCF combo trials, video 53. I love these SF videos tbh but I kinda miss the older anime game videos.
edit: My biggest tip would probably be to use training mode. Not just use it as a space to practice combos, but as a space to fully practice the game. SF6 has an amazing training mode with some really good presets even. If you want to practice anti-airs, it's already set up for you. If you need to practice reacting to DIs, already set up for you. Whiff punishes? Throw teching? Dealing with a character's offense? Like all of these things are just in the training mode. It is crazy because I have climbed out of rookie (i know im bad at fighting games) into plat on multiple characters now, and I really don't think that anyone below gold has used the DI or anti-air practice tool at all. So just please, use training mode for more than a combo lab.
I like SF6 so I’m talking about what I like!
Yeah cashing in early with your meter is super useful. I know players also like to hold on to meter for securing a guaranteed kill but that would be a lot of meter that WOULD'VE been generated going to waste because your tank is already full.
I would like to put forward, what do you get out of the stun that you dont get from beating them down a bit first. the burnout is the prize, getting a stun is the cherry on top.
Agreed, you can get a lot of damage from chip/pressure while they are still in burnout.
Backroll is fine, just gotta be careful about completely cornering yourself. Some characters almost prefer you backrolling too.
Regarding meter, I play Manon and almost never use her level 3, that said I use her level 2 constantly for round enders, anti-airs and easy kill confirms. Jab Jab ex-legs, level 2. It can also be good corner carry at that. Plus even better, I can use it when people think I'll wake up with level 3, and swat them out of the sky lol. To add on a small point of meter usage, not everyone is blessed to have invuln reversals, and sometimes you gotta level 1 through some bs just so they know that you know. Ya know?
Manon level 3 is good as a mixup blast, but yes, her meter is far better used for her 1 and 2, generally. Especially as 1 is her only reversal.
The problem with the combo thing I see a lot is players not adapting them to the situation at all. For example the Ken players who do the Auto+M combo just position switch even when their opponent is at the wall. Even though you can switch the DK for a OD DP or OD Tatsu and keep position advantage fairly easy. If you learn the one combo and you learn to adapt it, you suddenly know 4 combos.
Another good tip: just like DI you can counter an enemies super with your own super.
Please make a guide on what to do when you are cornered. Sf6 i noticed you really want to corner your opponent and fighting characters like Ken and Cammy to name a few have really strong corner carry. Thank you!!
1 - Not being subscribed
2 - Not turning on the bell
3 - Not labbing against characters they consider hard to fight
4 - Always doing anti-airs, even if the opponent predicted them more than once
5 - Forgetting to tech
That’s right.
Back in SFV there's a ryu(kage?) meaty that requires them to double dash and do a meaty medium punch. Not backrolling actually messes up their meaty and let you counter them on wakeup.
I also been told that not backrolling actually useful to not let yourself get corner carried, this was on a anti-guile matchup tips btw. So I always thought not backrolling can be useful in some cases. Idk about this on 6 tho
The frame data does not change in SF6. So if the setup is double dash and meaty, it will work on both techs.
Using your meter is a solid advice specially if you’re playing a character that doesn’t do too much damage like Jamie or Cammy.
I'm definitely guilty of trying to tech throws too much and noticing how much I have left in resources when the rounds end.
Once you’re aware you can focus on fixing it.
I realise this isn't a big deal compared to the really good players, but just wanted to say, your videos have helped me out a ton and I finally got my main, Cammy (modern) to gold. To me that's a big achievement. Thanks!!!
Modern Cammy is the way.
Improvement is always a big deal regarding of your tier congratulations dude, keep going!
At least I don't do the 4th one xD I almost never cash out the stun... and at this point as a new player, not only I need to work more on my execution to be able to hit the supers more consistently, what I often encounter is that I don't have space on my mental stack to add the supers. I'm still learning and I'm sure I'll get it in time but only now that I'm assuming more of my bnb's and working on my antiairs and my mental stack is slowly getting a bit more free space I get to think of adding the supers (then, I fail at the execution so it didn't matter in the end hahaha)
Not back rolling can help against Rashid, when he charges his projectile you can punish him if u don’t back roll then he would be forced to change his play style
Thanks for the tips bro🤙🏼🤙🏼
I definitely noted that Manon goes up and down two tiers depending on whether people know how to backroll.
Unfortunately I'm in Master now, so the times when people would just stay where they fell giving me oki from anything are long gone.
Super helpful! Banger of a video.
"Number 1: Using Classic Controls" -Jiyuna, probably
Never.
The irresistible force (forehead) vs the immovable object (forehead)
2:16 I was doing cr hp + cr mp instead of just st hp, I didn't know it did 60% on modern holy crap. I have to try this later
I over extend trying to get chip damage when ai have opponent in burn out 😅😅
MANY times, I've had two or three bars and a couple drive bars to burn, about to lose, YOLO burn it all for the W. If you've been playing...non-yolo, I guess...up til then, it tends to work because they expect a calculated response. Same reason Ken dp works even when you know he's Ken.
Don't lose the match with a buncha meter left. It's there to burn for a win, a comeback, whatever. Use it.
Been playing sf6 since launch, and i didn know how to back roll lol thx for the tips
I played for 125 hours...didn't know you could backroll.
🥲
Great video.
Off-topic. How are you liking the snackbox with street fighter? Hearing you play modern cammy/guile, i gotta imagine its making life very easy for you? 😅
Keep up the great work boss
Snackbox/Leverless controllers are great for movement in Street Fighter.
Spending bar is situationally good, it really depends. I’ve seen people spend meter for lvl2 round one get rolled round two and then lose round three to a lvl3. I personally apply the idea of sf6 being a two round game game. If I win round one, I should win round two by using all my resources when they’re around 50% or less. This differs character to character though. Blanka, Juri, J.P all have good level 2 and should use it where applicable.
Legit question, I always backroll except when I'm playing against a Dhalsim or Guile where I DONT want to create space between us, is that a good idea or should I ALWAYS backroll?
I think it really depends on the situation. If theyre pressuring you on your wakeup maybe you shouldn't backroll. I think it depends on the character too. You need to think about this, not really the youtube comment section tbh.
It depends on the knockdown but it's not a bad idea in general for zoners unless it's a knockdown they'll be able to get offense on afterwards.
I'd say backteching is still generally the default way to deal with most knockdowns, and regular getup for specific things. A big one for example is NOT backrolling after Jamie OD palm. If you don't backroll you can DR punish his 2nd drink.
@@VocalTK oh thats good to know! Im gonna have to lab that haha, thanks!
You can tech in place if they’re not pressuring you, so zoners and Jamie it’s good to neutral tech.
I’m the opposite, I’m too impatient and will use like six lvl 1’s before I ever get lvl 3 lol. I just like chun’s kikosho too much
Yea I love that move too.
Feels good when you got three of em in the tank.
The combo you did at 845 is what I’m trying to perfect but my inputs are trash still
That Cammy Cake not a mistake.....Ever. Goodness
Whats the most comfortable way to backroll? I use the throw button on pad but is that a bad habit?
Anything works. I just mash on 2 buttons; it's not a difficult technique or one that requires precision.
For tip 1 I just keep pushing after the grab to keep my loop going
You do not get grab loop mid screen if they back roll. It will lose to mash.
Which 2 buttons for backroll?
Any 2 attack buttons
I like how Jiyuna is whaling on his old main 🥲 no love lost between tiers
gotta break the habit of being stingy with my meters
I keep forgetting to backroll. And then, when I remember to, somehow I mess it up XD
Just mash 2 buttons every time
Yes no.5 is the reason why we should practice all kinds of combos and conversions into level 3. The best SF6 players know how to win those standoffs and mind games in the 3rd round out of a jab.
Yeah even I am surprised with the conversions players like Punk make
i find that trying to do supers after normals is extremely hard. am i just supposed to be faster?
are you using the animation time of your normals to buffer the super input? you can do the motion for the super input before you're done doing the normals as long as you time the end of the motion withe super's attack input
You need to cancel, so yes. Or just play MODERN.
@@gunpeiyaboi5280 yea i do that but it’s just hard to do on faster attacks like mediums
Helpful tips, thanks.
With blanka I try to spend 2 lvl 2’s a game and keep a level 1 around as much as I can just in case I get burned out
Good strat.
Good stuff!
I seriously thought no 1 would be not playing modern
They're not ready for that discussion yet...
I never once thought to tech mid screen
I choose to believe it's because I'm so good at the game
its better to continue doing that
The game has a backroll?
about the lethal stuff, It's not 100% IMO.
for example if you're in kill range spending your level 3, but your health is full and your opponent is in burnout or close to it and it's not the last round, spending the meter so you get round 2 and then go into level 3 with no meter against an opponent with full 3 bars might be a really bad situation to put yourself into.
sure if you can kill with a level 1 or something always go for it, but don't waste a low risk opportunity to get to the last round with that level 3 full, that is really important.
We just saw 2 people in the Saudi Arabia tournament lose A LOT of money because they were greedy and didn't spend the meter to kill.
@@ANIMEILLUMINATI yeah.... but sometimes, shit happens.
I'll agree that more often than not, it's better to kill whenever you can, no matter how much resource you have to spend.
I guess the proper way to say it is to also don't spend meter unncessarily.
I mean, beware of not comboing into level 3 when comboing into level 1 would be enough and stuff like that because entering the last round with some meter is VERY important in this game.
if you do spend your CA to win round 2, and go into round 3 with a 1-1 score and 0 meter against the full 3 from your opponent, the disadvantage is quite large.
Thanks for the help
This gonna sound dumb, but i made it to diamond not knowing how to backroll. This is going to help a bunch.
Many people did. Now you’ll be even stronger!
Thank you Junior. You are the savior of all Bronzes.
This tips are godlike
so for backrolling, i don't think you should backroll when jp has you full screen, but that's about it.
I made it to silver yesterday, super happy!
Grats!
Biggest mistake is playing on wired. Unplug that ethernet cord and watch your LP skyrocket 😎
Great points though at all levels of play. When should we attempt a delay tech vs just taking a throw? Feels like some characters get so much off their throws even midscreen with a good DR...
Whatever it takes
I cant believe i made it to diamond level 3 without knowing how to backroll
Lots of people like that... I was surprised.
IDK why but I thought I heard someone say a while back that back rolling was bad... After seeing this i feel kinda dumb. 😆
With Kimberly, I get 2 lvl 3s per game almost everytime if it goea 3 rounds
Yup, that should be the strat.
i thought this was gonna be a "not playing modern" as the only mistake lmao
Back roll every single time? Guile players EATING
Better to do it all the time than never.
Idk tip 4 not working on guile 😂
great video
How to adapt in SF6 by Jiyuna.
Also, choosing the classic control scheme. Join the modern army!
That’s the biggest mistake. Modern or bust!