If your opponent perfect parries your safe jump, you are left -2. They almost always try to back throw you into the corner, so after being parried, try going for a grab punish if available (things like instant air legs, instant dive kick, jump cancel command grab, and so on)
I really wish there was a way to share dummy recordings. If I could just download all the drills people talk about instead of recording them myself I'd probably do way more of it.
Hello Mr. Broski, just a heads up you can neutral or forward/back jump several level 1 supers on reaction during the screen freeze and make them even more minus on whiff than what you showed in the video here, it also helps when you are in chip range and can't afford to block them or if you wanted to side switch
I like the last point a lot, people don't optimize super punishes. Another thing people don't do, and Nemo has talked about it, doing meter optimal combos. For a lot of these supers you can start off with a drive impact, this builds 30% but also scales the combo to cram in a lot of hits. In many cases you can build close to a bar.
Broski is a true scientist. I think he's the best at teaching general tech like this. There's no theory, nothing abstract, just techniques to optimize your play in certain situations.
I like to disrespect drink on Lily and Gief SA3 but I never knew you could do that for Manon SA2. Thank you broski edit - I watched more of the video and didn't see there were more supers👁
To be fair to the manon tip. Nobody in their right mind playing manon uses that move, its terrible as a reversal, it wastes 2 bars of super, doesnt always get the hits it should.
@@shaunmcisaac782yeah but you can just forward jump over it post patch and not get caught in it. You’ll always land behind Manon and get the easiest punish counter of your life
about using your install during heavy plus frames on whiffed super. I have never been rage quit on more than after doing this. So sure it's optimal but beware the rage quit haha.
Brian_f used to be chilled. But now he's all hyperly clickbait like the rest of them youtubers. I guess there's a huge market for it, but not for me. P/s: I miss Infexious. He was king of chill.
How the hell were people supposed to know getting stunned while blocking scales the damage after? I looked a little at the things the game has in the guides and was actually impressed it talked about footsies, but I'd be surprised if something like this was in there as well. I thought this before, but it's weird hearing an actual human being go "It makes me want to throw a controller out of rage because people aren't being optimal".
It's an exaggeration, don't take everything so seriously. Also regarding your first point, that's why people lab, game can't teach you what to do in every single scenario for every single character.
So I understand the purpose of showing off how to punish properly for super combos but do you really have to do it to my nan the worst character in the game and teach people how to punish something that she only had to escape
It is strange how many supers in this game are full jump in punishes (or whatever is optimal) OB. In SFV, pretty sure it was only Abigail's CA that was -105 OB
To point 4: Ken might not kill you after the blocked DI. But he might throw you and then go for the DI sequence afterwards and kill you. Block loses to throw, so blocking is not the universally correct answer, is it?
Pretty much any competitive game becomes like this at the highest level. Not just fighting games, or even just video games. As Broski says at the start, these tips are mainly for advanced players. I don't think that sweaty optimization is the only valid way to enjoy the game. If you can't or don't want to do the amount of labbing and practice required to optimize your gameplay to this degree, don't worry about it. You're still allowed to enjoy playing the game. Depending on your skill level, there are probably plenty of ways you can improve your game that'll be much more rewarding (relative to the amount of effort spent) than labbing optimal situational punishes like this.
@@bwnnn you need more baseline knowledge in SF6 and there's a lot of hidden things like micro walks that's needed for combos along with base line meter managements, not to mention countering throw loops. The base line surface level of the game feels really harder. Pressure feels easier because so much of the mechanics surrounding it, but everything else in the game feels like a greater challenge. I think most of these are unintentional because Capcom's few patches did make characters more universal and consistent like Ryu's od DP working regardless of distance, or Manon lv2 floating opponents correctly, but outside of pressure and modern controls, I think SF6 is a pretty hard game at low to intermediate level.
@@whitemonkey7 i thought charged hooligan was mostly useless but yeh seems like it can do more damage on punish counter (only 30 -110 more). If you're using a single drive rush then charged hooligan only does more damage if you aren't in or near the corner, it does less damage otherwise. Still fairly useless imo
on your point at 4:21, all it does is just add a single unscaled hit and in 80% of scenarios, it doesnt really matter. You're talking about 600-800 damage on average, which doesnt make much of a difference at all in MOST scenarios. Yeah, sure, you're optimizing, but with how awful inputs in this game are, not worth the consistency really.
@@shaunmcisaac782 Its just such a niche point to improve. its only going to work on your setups on wakeup and when you have different setups, risking and memorizing like 4-5 different setups just to squeeze in 600 dmg on a situation that literally gambles with your meter and the input issue of the game, no thanks.
@@gameclips5734 600 dmg is NOT huge at all in a game where 50-60% damage combos with level 3 literally earn you one round for FREE every game. The meta is hold onto level 3 to ensure youre going to win round 2/3. 600 dmg is dogshit ESPECIALLY in a drive impact cash in scenario because drive impact scales combos heavily to the point where unless it secures the kill its NEVER wprth it to spend extra gauge to get increased dmg output because it scales so bad. Notice how he used his level 3 in his example? Its because thats the only meter use thats worrh it aftwr a DI. Anything else you spend to gain "600 damage" is meaningless. Each interaction you get anywhere between 2000-4000k damage on average. Each character has 10,000 health. lets say youre a great player and you get 4k damage each hit in a round. 4k x2 gets 8k and lets say you "maximize" damage and get an increased 600 damage more on each of those hits. Youre still not killing in less than 3 interactions. Now, lets say youre a bad player and you get 2500 damage per interaction. Never will happen because people know how to cash out well and kill, but theories sake lets do it. 2,500x4 hits is 10k Now lets add that amazing 600 damage to EACH interaction. You get 9.3k, which is STILL not killing in less interactions. 600 damage is NOTHING. Youre a fucking idiot because you dont understand the game. lol. Risking a game w shitty inputs just to squeeze a pointless 600 damage will MORE THEN NOT dictate an outcome of a match/round. If you need to squeeze damage in a drive impact situation to kill (drive impact is awful as a defensive tool anyway and most people who are good do not use defensively) then youre barking up the wrong tree to improve.
After the set with MenaRD at Red Bull kumite I’ll listen to anything you tell me.
This goes so hard, the only person to give Mena a hard time during Kumite
That set was legend 😁
EXACTLY BRO!
😂😂😂
@@mommabison1457 and with "trash tier" AKI against "braindead/robbery tier" Luke
If your opponent perfect parries your safe jump, you are left -2. They almost always try to back throw you into the corner, so after being parried, try going for a grab punish if available (things like instant air legs, instant dive kick, jump cancel command grab, and so on)
I’m late but this tip is gold 🔥
@@sammythijs8641I'm glad it worked! Thank god we play busted characters with throw punishes 😈
Only real broski twitch fans know how many takes the Ken combo took.
I really wish there was a way to share dummy recordings. If I could just download all the drills people talk about instead of recording them myself I'd probably do way more of it.
Wow I was just talking about this with my training partner. Would be so helpful.
Idk why thats not a thing already at least a step by step on how to set the dummy
Not a bad idea. I would love to have a saved list of drills I can just pull up when I need. The game already does it with its own drill setups as well
@@mele1024 Pfp (Profile Picture) and / or Banner Sauce (Source [Artist])? 🗿
@@thejokergotham384Maybe thereshrelkrtrdzszh a mored that allowshre thishlrekrtrdzszh.?,
Another tip to take your game to the next level: Drop Manon if she's your main 😔 😟 🙁
Manon needs help
Give her a plus on block move please Capcom 😢
manon is my main :( patiently waiting for her season 2 buffs because she cant feasibly get worse
Based suggestion.
Keep crying, take exemple on gief players
Nah bro take the Raid sponsorship, get that money we’ll just skip the ad
Nah, israeli company, don't
@@ZeludeRose Was not aware of that.
@@ZeludeRose very true, don't give em money
@@ZeludeRosebrother, what?
@@carldalord What's there to be confused about? Supporting genocide is bad
I have NEVER seen the shorter Jamie ult into drink. What the heck.
pre patch that version would leave you -1 in the corner, so most of the time people just took the oki there instead of giving up a turn for a drink
Imagine having enough reaction to add an extra button in before DI 😂. I'm too worried about even landing the counter DI.
You know I've noticed that the extra button buys you a little more time actually. I would still suggest plinking it regardless.
@@CodyDavidHolmesIsnt plinking gone in SF6?
@@SimoneBellomonte As a cancel from a normal to a Drive Impact? It works for me.
Manon players: jazz music stops
Thanks dude!!!! So informative. Really need more of these! Keep it up
I did not know guard break DI stun scaled until today.
Thanks for the tech Broski!
You're a true Bro.
Ski
The fireball perfect parry + drive rush right after is an incredibly good tip 🔥
Hello Mr. Broski, just a heads up you can neutral or forward/back jump several level 1 supers on reaction during the screen freeze and make them even more minus on whiff than what you showed in the video here, it also helps when you are in chip range and can't afford to block them or if you wanted to side switch
I like the last point a lot, people don't optimize super punishes. Another thing people don't do, and Nemo has talked about it, doing meter optimal combos. For a lot of these supers you can start off with a drive impact, this builds 30% but also scales the combo to cram in a lot of hits. In many cases you can build close to a bar.
damn perfect parry os was new to me... jeez broski, you're really a broski! awesome video.
More of these! So valuable
Broski is a true scientist. I think he's the best at teaching general tech like this. There's no theory, nothing abstract, just techniques to optimize your play in certain situations.
I don’t even play 6 much anymore, but I’ll always watch some good Broski content
11:36-11:42 This got me to laugh WAY too loud! 🤣
I'm currently 17XX MR and thought I knew most tech but this is eye opening. Learned a ton. Thanks Broski.
Broski have the best tip
TIL that blocking DI stun scales down damage
16:05 today we learned that Broski hates grapplers.
And Jamie.
More like Capcom is the one hating grapplers and Jamie.
Broski's mentioned that he's a Hugo Main.
I like to disrespect drink on Lily and Gief SA3 but I never knew you could do that for Manon SA2. Thank you broski
edit - I watched more of the video and didn't see there were more supers👁
I subscribed to support what you say 😂
to add to the list: dhalsim's lvl3 is -62 and guile's lvl 3 -59
great tips
To be fair to the manon tip. Nobody in their right mind playing manon uses that move, its terrible as a reversal, it wastes 2 bars of super, doesnt always get the hits it should.
It was patched, should now "work" when the L2 hits instead of the opponent falling out of the combo half the time
@@shaunmcisaac782yeah but you can just forward jump over it post patch and not get caught in it. You’ll always land behind Manon and get the easiest punish counter of your life
I think it depend on situation. Manon lvl 2 can still good to caught opponent love doing meaty fireball from certain range.
Every manon pro use lvl2 most than lvl 3
" you are a ken player"
*i immediately vomit*
Woo more broski tips. Game game
I'm everyone. Let's go!
200,000 years took my ass out 😂
about using your install during heavy plus frames on whiffed super.
I have never been rage quit on more than after doing this. So sure it's optimal but beware the rage quit haha.
Love misc. tip videos ❤
when is the right time to take damage to prevent yourself from burning out?
When blocking will burn you out
It kinda fucking blows that nearly none of this applied to manon
Sf6 game mechanics in general barely apply to Manon
136 views in 6 minutes, bro's up
Honestly these types of comments are so annoying. Anyways broski you're the chillest sf youtuber ever
Brian_f used to be chilled. But now he's all hyperly clickbait like the rest of them youtubers.
I guess there's a huge market for it, but not for me.
P/s: I miss Infexious. He was king of chill.
@@PeasantTestwait how is he clickbait
@@PeasantTestI don't think Brian does clickbaits lol
When you parry are you holding back? I wasnt sure when you were showcasing the os
Regarding PP option select , it's a read or do you react at JP stand HP ?
That anti-shadowlegend-deal is the best deal ever. Please, hate-subscribe, folks!
How the hell were people supposed to know getting stunned while blocking scales the damage after? I looked a little at the things the game has in the guides and was actually impressed it talked about footsies, but I'd be surprised if something like this was in there as well.
I thought this before, but it's weird hearing an actual human being go "It makes me want to throw a controller out of rage because people aren't being optimal".
It's an exaggeration, don't take everything so seriously. Also regarding your first point, that's why people lab, game can't teach you what to do in every single scenario for every single character.
In my completely (Ma)non-biased view, you should take out that last tip, it's no good I promise
In this situation, 12:18, can you do light rising uppercut before DI hits to jump over Ken?
22:28 Why ya gotta do this to me man? 😢
You didn't need to teach people how to beat Manon fam... She's bad enough lol.
14:41 what about with a blockstring pre stun for extra chip?
Tip 5, hmmm. Deejay maracas 88/95/168f minimum depending on where his superbar is... I'll keep dreaming
6:19 does anyone have any tips on executing this on a stick? I feel like its impossible for me
Bookmarking just in case he does a RAID sponsor again
How in the fuk do you remember all of these combos for all these characters
You're messing with piwers you do not comprehend. Raid has long reached a state of ultimate power you can not refuse their offers for much long
So I understand the purpose of showing off how to punish properly for super combos but do you really have to do it to my nan the worst character in the game and teach people how to punish something that she only had to escape
It is strange how many supers in this game are full jump in punishes (or whatever is optimal) OB.
In SFV, pretty sure it was only Abigail's CA that was -105 OB
I think if mena take blanka 5_1 maximum
subbed but on god if i see a raid shadow legends ad i'm unsubbing on reaction
It's good information, but I find it weird that he's mad people don't properly punish the worst characters in the game that people don't play as much.
17:11 I did this with Jamie and I was to kill
10K views in 8 hours is insane
Is there a way to set dummy in burnout state permanently so you can lab? I can’t seem to figure it out.
Go to parameter settings, however over the drive gauge of the opponent and hit (on PS5) triangle. Then go to drive gauge options and set it to fixed.
@@ZachHenkethank you lord
let me get some timestamps broski.
To point 4: Ken might not kill you after the blocked DI. But he might throw you and then go for the DI sequence afterwards and kill you. Block loses to throw, so blocking is not the universally correct answer, is it?
Just unsubbed as I want that raid sponsorship
i unsubbed and then resubbed
Street fighter is so starved for content😔JUST FUCKING RELEASE AKUMA!! WERE FEENING
LOL @ anyone saying JP is no longer S tier after seeing broski casually do 73% on the Jamie level 1 punish 🤣🤣🤣 braindead char
I gotta admit that I've given up trying to be good at this game. The micro nuance is too layered
Pretty much any competitive game becomes like this at the highest level. Not just fighting games, or even just video games. As Broski says at the start, these tips are mainly for advanced players.
I don't think that sweaty optimization is the only valid way to enjoy the game. If you can't or don't want to do the amount of labbing and practice required to optimize your gameplay to this degree, don't worry about it.
You're still allowed to enjoy playing the game. Depending on your skill level, there are probably plenty of ways you can improve your game that'll be much more rewarding (relative to the amount of effort spent) than labbing optimal situational punishes like this.
@@bwnnn you need more baseline knowledge in SF6 and there's a lot of hidden things like micro walks that's needed for combos along with base line meter managements, not to mention countering throw loops.
The base line surface level of the game feels really harder. Pressure feels easier because so much of the mechanics surrounding it, but everything else in the game feels like a greater challenge.
I think most of these are unintentional because Capcom's few patches did make characters more universal and consistent like Ryu's od DP working regardless of distance, or Manon lv2 floating opponents correctly, but outside of pressure and modern controls, I think SF6 is a pretty hard game at low to intermediate level.
sad that cammy doesn't get to do anything worthwhile with the long recovery supers...
Charge hooligan?
Other than being Cammy?
She does! Charge hooligan has 58f startup and does more damage as a starter for meterless combos and single drive rush combos
@@whitemonkey7 i thought charged hooligan was mostly useless but yeh seems like it can do more damage on punish counter (only 30 -110 more). If you're using a single drive rush then charged hooligan only does more damage if you aren't in or near the corner, it does less damage otherwise. Still fairly useless imo
If I sub you promise to never make a tier list video
5 views in 2 minutes, you fell off
lmao aight
on your point at 4:21, all it does is just add a single unscaled hit and in 80% of scenarios, it doesnt really matter. You're talking about 600-800 damage on average, which doesnt make much of a difference at all in MOST scenarios.
Yeah, sure, you're optimizing, but with how awful inputs in this game are, not worth the consistency really.
If you have that one specific setup, and you have it down pat, it is OK to optimize. If you're fighting 5f delay 12f rollback... not so much.
@@shaunmcisaac782 Its just such a niche point to improve. its only going to work on your setups on wakeup and when you have different setups, risking and memorizing like 4-5 different setups just to squeeze in 600 dmg on a situation that literally gambles with your meter and the input issue of the game, no thanks.
@@yourstillwithme there's no gamble, that's why it is a setup and 600 dmg is huge, what are you talking about?
@@gameclips5734 600 dmg is NOT huge at all in a game where 50-60% damage combos with level 3 literally earn you one round for FREE every game. The meta is hold onto level 3 to ensure youre going to win round 2/3. 600 dmg is dogshit ESPECIALLY in a drive impact cash in scenario because drive impact scales combos heavily to the point where unless it secures the kill its NEVER wprth it to spend extra gauge to get increased dmg output because it scales so bad.
Notice how he used his level 3 in his example? Its because thats the only meter use thats worrh it aftwr a DI. Anything else you spend to gain "600 damage" is meaningless.
Each interaction you get anywhere between 2000-4000k damage on average. Each character has 10,000 health.
lets say youre a great player and you get 4k damage each hit in a round. 4k x2 gets 8k and lets say you "maximize" damage and get an increased 600 damage more on each of those hits. Youre still not killing in less than 3 interactions.
Now, lets say youre a bad player and you get 2500 damage per interaction. Never will happen because people know how to cash out well and kill, but theories sake lets do it. 2,500x4 hits is 10k
Now lets add that amazing 600 damage to EACH interaction.
You get 9.3k, which is STILL not killing in less interactions.
600 damage is NOTHING.
Youre a fucking idiot because you dont understand the game. lol.
Risking a game w shitty inputs just to squeeze a pointless 600 damage will MORE THEN NOT dictate an outcome of a match/round.
If you need to squeeze damage in a drive impact situation to kill (drive impact is awful as a defensive tool anyway and most people who are good do not use defensively) then youre barking up the wrong tree to improve.