You might notice a certain JP character is missing from this list. Don’t worry, he deserves his own vid lol: ua-cam.com/video/sWhEK2oMhMg/v-deo.html Kim guide on its way as well, trying to make it really comprehensive.
@@teezief the are intractable it’s a guess either her grab lands or you jump before you see it and you get a punish counter. Check out rooflemongers Manon tips and tricks guide to see how her whole kit and frame data works
@@teezief on hit with her hp and mp target combos, shes plus enough that she’ll beat any button with her heavy command grab . thats probably the crux of it
Ah yes. In order to beat a brain dead Honda or Blanka you must simply be 100x better than them so you can simply react and land a perfect parry so you can deal super scaled damage that's probably the equivalent to them having just hit you with one special...
Lil tip if anyone happens to see this a year after this vid came out. Marisa can very very easily deal with headbutt and Blanka ball. Using her normal stance is a natural counter, and you can hold it if they try to mix up their timing
It’s interesting to me that at low levels people use Drive Impact as an offensive tool (like me, I’m people), which is of course very risky. But seems like where Drive Impact is actually at its strongest is as a DEFENSIVE tool to counter a lot of the belligerent special moves in the game
OK this is such a great video. Thank you for labbing for us. So sick how you can create all those situations so quickly in the training mode btw, gotta learn that
For blanka rollin, you can drive impact at the last frame and punish it in juggle. Or Perfect Parry and Drive Rush St.hHp. I made a video with Ken and I think it works too with Kimberly
Not likely you’ll see this now but your tips have been beyond helpful for me. Was hard stuck in iron when I first started playing and after week 1 I am almost in gold 3. Focused practice/fun has been huge for my improvement
Honda H.headbutt goes far behind you for a set distance as long as you jump and he passes you no matter the start distance. However H.Blanka ball has a set moving distance, if the start distance is far, he'll land close and vice versa. So back jump against Blanka ball works better than headbutt usually. You can also attempt perfect parry Honda's jab after blocking slam, he should not be in throw distance...but I can't be sure. When trying perfect parrying headbutt, if he used light version and landed, you can drive rush and press a button, if you do it on point it's a punish.
my main issue is dealing with command grabs, especially when they use them as a follow up after you block a hit from them. Especially against Lily and Manon. I seem to be able to avoid Zangiefs better
I know for a fact and I've done it before when Honda does his headbutt an blanka does his Role and you have Ryu you can Shin Hadoken or his EX Shoryuken.
Hey, all the Blanka balls are reactable with an air invuln move at least on Kim. I've been playing Blanka players and it doesn't matter if it's horizontal or rainbow ball, H bushin kicks will just beat all of them without really trying. If you feel like you have good reactions you should give H kicks a shot; I believe modern controls gives you H kicks on the special button so you get it easy there even.
I still have no idea who I want to main and I'm 50 hours in. Everyone keeps saying "just play who looks cool" but many of them look cool and they're ALL hard for me. its my first fighting game I'm getting very frustrated because I just want to have a main to focus on but I'm struggling REALLY hard to find one that clicks. I was a Ramlethal main in Strive but her archetype doesnt exist in SF6. I've had people suggest JP but his mental stack is pretty high for me atm at remembering each move for each button on top of reacting to what the opponent is doing. I've had people suggest Juri but she just doesnt feel great on arcade stick to me. I've had people suggest Cammy and this is who I've the most time on but I'm hitting a wall with her too where I feel like I'm doing mental gymnastics on trying to learn frame perfect bnb's and hooligan Grapplers are too slow so they arent fun for me, manon feels cheap. I don't want to win with that, it makes me feel scummy. Charge characters feel slow shotos are just.... boring Idk. I really like the game but this wall is really upsetting
Idk if you saw the twitter tech from angry bird on dealing with butt slam. He did a drive rush into full punish after avoiding the slam completely. Any thoughts on that?
We sure that all di can punish blanka ball? Could of sworn not all the di are the same in this game.. Some go further than others. Or maybe im mistaken on that.
make sure you understand how to perform DR during combo: dash during cancelable normal on hit/block neutral: parry then dash (helps to hold parry) ('frame 1' neutral DR is to start dash input with forward, then hold parry + forward; ie input dash timing with hold parry during) fyi, for juggle combos, can 'buffer' and just hold parry during non-cancelable juggle normal/move, and it will trigger on frame 1, thus only have to worry on timing for dash input near end of recovery (it will auto DR on frame 1) important note: you can buffer attack immediately after DR triggers. ie dont have to wait for dash movement before input attk (thus allowing quick follow up for combos/juggles) glhf
I am glad that Zangief is not on this list. I know people are annoyed by his command grabs and grappling style but I honestly feel like he is where he needs to be. At high levels I think Zangief play can be very tactical and even though his grabs do massive damage, he really doesn't have that much in terms of combos and he has no projectiles. It evens out. I'm new to Street Fighter but I heard that Zangief really sucked as a character in SFV so I'm glad they propped him up as a viable character now with a very unique style within the realm of this game. I truly hope that he doesn't get nerfed. If you don't play him tactically and just go for grabs left, right and centre, you will get punished easily and the same applies with players who rely quite heavily on drive impact punish counter (like me). That drive impact punish counter combined with a command grab is something I use a lot as a very casual player but I have played against people who were able to completely neutralize that entirely. I think Zangief is exactly where he should be. He shouldn't be nerfed. I hope he doesn't get nerfed because I hear a lot on the battle hub about people being annoyed at him.
@@martingutierrez2665 every response requires reaction time to do, though. the moves are good, you're not supposed to be able to just beat them every time, but if you have a good anti air special, you can use that and take the guesswork out of it while still getting good reward
All of Lily's condore spires are a guaranteed drive reversal. Especially for her EX one which is unreactable, its usually better to just trade the meter and drive reversal.
yea if your taking some pressure and their spending meter on it, as long as you have a little of you own Its a good disruptor. But yea it doesnt do alot of grey health even.
Thank you for the tips. This is my first time with Street Fighter (Tekken and GG previously) and your videos have been extremely helpful in getting me out of the lower ranks.
I am allergic to the Kimberly mu. however I have my own way to deal with the hisen kick: If you backdash (not on reaction) the move has a pretty huge recovery and you can punish counter. So at a certain range of you know the opponent is going to abuse this move: just backdash.
I've seen so much conversation about Honda, but I played a really good Blanka in a super long set and by the end I was only trying to deal with Blanka ball. I think they noticed cuz they started doing it over and over like a little online training session. I think I perfect parried it like 3 times in about an hour and idk if I missed the timing, but I never punished it once with Marisa.
Marisa is my main and i have so much trouble against those characters damm .... Blanka spam ball all the time ONLY , that hawk kid just do that move all time too , man it made me so salty
E. Honda will literally make casuals rage and cry in the lower ranks due to his linear design and specific moveset (especially some of his spammable specials being plus on block). Blanka is annoying but way easier to defend against and counter, you can be patient and bait out long reaching horizontal Blanka balls. You should be able to DP or air grab the vertical Blanka ball (or at least trade hits with it), I like to bait and DI the horizontal Blanka balls as it leads to a good punish and conditions them to not be too careless going forward (which means no free moves to get big bounce back and out of reach). I'd rather deal with Blanka over E. Honda any day of the week lol, but I need to learn that match-up better. I've dealt with Blanka with my main Zangief and secondary characters Guile and Chun-Li, in comparison I've never beat a similar level E. Honda in ranked mode yet lmao.
Lily enhanced spire is actually 3 hits, the first hit comes out early so that’s why she isn’t breaking armor with it from far, so don’t drive impact if she does it close.
Can we just all agree it's AT BEST horrible design, anti fun and anti interaction with Blanka and Honda? SF is about execution and reasonable reactions. A 2frame 1 button window is not any of those. I wouldn't mind them having offensive priority (they decide when round actually starts) if they didn't have command grabs and some insane normals. Footsies doesn't exist, spacing barely exists, frame data barely exists. But yet fireballs do wonders leaving the none fireball and none command grab characters out in the cold. Just make them actual characters. Give them buffs in other areas and nerfs on the bs. Minus 2 on block, reaction based timings on each version and ffs sort the janky cross up but actually not a cross up butt slam. Anti air normals in some pixel ranges go the opposite way during a brief (but the main timing) window only to miss and be hit the original side. Or even better make it more reactable (technicallly is already) to normals and hit them out OR better yet give some better disjointed counter normals for those types of moves. Juri's cr.MP is so close to being perfect but just isn't.
Here are some of my tips that Diaphone missed; If you just arrived at home from work or school and you don't want to cook, you can try to perfect parry your hunger. If you are in depression you can try to perfect parry your thoughts. If you are having a heart attack you can try to perfect parry you heart at every beat. Jokes aside thanks for the informative video @Diaphone
Small addendum to blanka ball: Blanka also has the option to do light blanka ball, which is faster, easier to punish on block but goes a much shorterdistance. Mixing it up between whiff light blanka ball into throw and heavy blanka ball makes reacting to it much hard imo. You can differentiate them from their startup but with an added mental stack, this is hard. Heavy blanka ball is -15, if you block it or normal parry, just be happy about the space you got.
As someone that hasn't played a fighting game since the SNES, your videos have been fantastic. Keep up the great work. I took the advice and started with modern controls and am slowly incorporating classic in now. Now I can practice against these moves.
thought kens cheesy jinrai low kicks loop was gonna be here. other than DI'ing or parrying it, you cant do anything but block and take damage when burnt out....jumping out isnt an option either 🤨
Its an absolute waste of kf time saying a counter to a move is to perfect parry.. thats literally the counter to every single move in the entire game. Lol its not consistent, and you get punish countered if you wiff. That isnt a strategy unless the timing is guaranteed.
As someone that's new to fighting games, these videos help a ton. Great content Diaphone! I'm Pureboo from your stream, can't wait for that Kimberly guide!!!
I like this kinda stuff. When I was getting into Strive I didn't see anything quite as well formatted. I hope this video does well because it's what I would've wanted back in Strive.
@@BreadBeardFGC So I love dustloop but to be clear, getting into the FGC it is difficult to process how that information could be useful. This is directed at people who have no idea how that is helpful.
As Zangief, I should test it more, if someone does drive rush in neutral (especially against characters with fast far moving drive rush's) I've had success with spd as soon as I see them activate it.
So, dealing with most of annoying moves boils down to 1) perfect parry/just parry, 2) invincible move, and 3) get in the zone and react with optimal punish. I guess we'll see "4) dash through them" for JP projectiles.
Any tips on defending against tick throw setups? It seems like Ken (and others) just get to do meaty wakeups that either confirm into high damage or lead into throws when blocked. Or sometimes they hit and still lead into throw.
Imo if you block or DI they really shouldnt get that distance to be safe that's the issue, i characters have outs to it but that comes down to reaction but still obnoxious moves to deal with.
Im new to this genre but is anyone else kind of disappointed that some of the more problematic moves are countered by perfect parry? It feels like maybe that shouldnt be the case but that might be a noob opinion from me
I understand what you are doing here but you need to simplify it for newer players, just throwing out do a DI move will leave some people scratching their heads. Also explain things like a perfect parry and how to achieve it.
Hitting blanka ball seems like the only option that bypasses the layers, because the rest of those Blanka can just feint with another version of ball and have you whiffing. There's a bit of mental stack listening for the H ball audio tell and then doing the counter, so beware of that I guess.
@@skbj6782 That is an interesting way to approach the matchup. My problem is that once he got me in his blender I dont know how to get in. I use parry here and there but not with much success. There got to be some space to sneak in a drive rush. Also got no idea when to take my turn. The big tournament in Berlin is in 8 days and i really need to beat this one guy who mains JP. His rashid bodied me in SFV every time for 5 years straight. He is the kind of player who goes full auto pilot and overwhelms you with knowledge/reaction checks. If i keep losing to him over and over in SF6 again it would be tragic for me. I have to kick him out of the tournament and POP OFF BIG TIME 😤😤
For blanka I think you could just parry for free, if u get perfect parry you could even just dash in and connect a normal, the fact that he go away make non perfect parry not risky at all imo
Damn . This game is really hardcore. I thought sf got casual with sf V and the death of the 1f-link. But damn. The punish in some cases is simply and only : „yea. You need to react to it, fast , with a motion input preferably. There you go.!“ Ex condor spire is plus on block (with wind) , right? So if you not have to execution on your motion inputs(if you dont play modern). And/Or the reactions. You have to deal with her mixup afterwards the whole time. I am tekken player and i always heard from 2d players, that tekken is hard (at least extremely hard and „unfun“ to get into) cause it has so many options,moves,knowledgechecks , but jesus christ in tekken even a 10F punish (fastest punsih you have to do, usually , on block). Is PISSSS EASY ,compared ro reacting to headbutt,stomp,condor spire. This game is sick. Love it.
Watching you just makes me realize how bad I am at the game lol, I'm mid bronze atm, modern controls and focus on distance, timing and anti-airs etc, but man... the combos you do on classic just look insane. Wish I was that good haha
@@TheCJRhodes Definitely will stick to it! Will only get better over time and I'm starting to learn Drive Rushes now which is spicing things up a bit for me.
This was insanely helpful advice to me (new to SF here). Not only did I learn specific counters to things, I actually kind of get the core game mechanics a bit more. You explain things well and use great visuals to help. Thanks!
Hi @Diaphone, this is a great video and I've been sharing it with everyone. Could you consider making a video about playing in burnout and countering common tactics people use on burned out opponents, such as Cammy spamming Spin Knuckle, Manon spamming sMP, etc? Keep it up :)
Question is: Why does Blanka & Honda have these super easy to do/spam moves that are super hard to punish? They really need to hire game testers that have the “annoying” gamer mindset. The ones that abuse and spam mindless shit to frustrate everyone they run into. That would alleviate a lot of online frustration for the majority of the player base.
Its annoying from a game design perspective that while they try to encourage new players to get into the game with modern controls, which works, they also have so many moves, including drive impact which is universal, which are designed specifically to annoy new players So you get the new players from modern controls, but then the low ranks of sf6 is a very degenerate game plan of DI spam and difficult to punish moves which will then scare off those new players
don't try to Drive Impact Marisa's Superman Punch every time because the OD version breaks armor (actually, pretty much all of Marisa's OD specials break armor). When I'm playing Lily, I usually just try to stuff it out with a button so I don't have to react to whether or not it's OD
so basically, how to punish lily ex wind spire: "just have really good reactions and be far away" like ..... wow OK. assuming we have good genetics for reacting, what if when i move far enough to react and not get my armor broken, she, i dont know, moves forward? Then i just get cornered for free and lose? I literally don't understand how to handle ex wind spire. like you said its the freeest neutral skip, and its not like she has limited access to this. she gets wind so easy and EX regenerates in this game. i really hope this brain dead character gets nerfed hard. She carries people to extremely high ranks and is really really good on modern controls, with free anti airs and instant spires to make reactions even harder. the wind spire just plays the entire game for her. Canned neutral and offense with a simple 50/50 after. all on one move from nearly full screen. in any MU where you cant stop her from running away to get wind, its really hard to fight her. shes horribly annoying and unfun. please gut this character capcom please. blanka and honda are honestly completely fine, they are minus, they don't get free mixups, and they are charge characters, so if you back up to give yourself room to react, THEY CANT FOLLOW YOU. not without losing charge anyway.
@11:55 HEH-HEMM.. AS A LILY PLAYER, I WOULD ADVISE NOT DOING YOUR DI AGAINST HER ENHANCED CONDOR SPIRE (OR ANYTHING FOR THAT MATTER!) BECAUSE WE LIKE TO WIN!.. BUT SERIOUSLY, DONT DO IT, CUZ LILY PLAYERS GOT MANY MORE WHERE THAT CAME FROM, AND WE EAT YOUR GUARD GAUGE FOR BREAKFAST.. IT AINT WORTH IT..
I would not recommend neutral jumping guile in this game because of drive rush followup, you will get smoked. If they're prepared to meet your neutral jump you'll lose 40% of your life bar
You might notice a certain JP character is missing from this list. Don’t worry, he deserves his own vid lol: ua-cam.com/video/sWhEK2oMhMg/v-deo.html
Kim guide on its way as well, trying to make it really comprehensive.
I was wondering about JP, I would like to see Manon as well.
@@teezief Manon main here do you have any questions?
@@thesaltmerchant4564 I don’t know how Manon moves work, it’s hard to react to her grab moves even if you know they are coming.
@@teezief the are intractable it’s a guess either her grab lands or you jump before you see it and you get a punish counter. Check out rooflemongers Manon tips and tricks guide to see how her whole kit and frame data works
@@teezief on hit with her hp and mp target combos, shes plus enough that she’ll beat any button with her heavy command grab . thats probably the crux of it
i tested most of the supers in the game and the only ones I've found that punish blanka ball are Guile lv1 and Cammy lv3 :(
GOAT. Thanks for checking, way less than I thought
don't forget my main zangief, his lv 2
I think I saw somewhere Shinku Hadoken being able to punish it also
Zangiefffffff
@@lewiscarrol6193 yeah if you drive impact with certain timing it will hit
Ah yes. In order to beat a brain dead Honda or Blanka you must simply be 100x better than them so you can simply react and land a perfect parry so you can deal super scaled damage that's probably the equivalent to them having just hit you with one special...
Correct, it's very fair and balanced
Lil tip if anyone happens to see this a year after this vid came out. Marisa can very very easily deal with headbutt and Blanka ball. Using her normal stance is a natural counter, and you can hold it if they try to mix up their timing
Thanks for the vid dude, helped me alot
It’s interesting to me that at low levels people use Drive Impact as an offensive tool (like me, I’m people), which is of course very risky.
But seems like where Drive Impact is actually at its strongest is as a DEFENSIVE tool to counter a lot of the belligerent special moves in the game
Agreed!
totally
Yes! Some strings have gaps in them that let you di your opponent for an easy crumple if they are auto piloting their offence
Yeah, I figured out quickly that I'll use it offensively in the corner and on reaction everywhere else to another DI
OK this is such a great video. Thank you for labbing for us. So sick how you can create all those situations so quickly in the training mode btw, gotta learn that
So the solution to most of these abusable, no brain, easy moves is to perfect parry. Kudos to the devs
For blanka rollin, you can drive impact at the last frame and punish it in juggle. Or Perfect Parry and Drive Rush St.hHp. I made a video with Ken and I think it works too with Kimberly
Not likely you’ll see this now but your tips have been beyond helpful for me. Was hard stuck in iron when I first started playing and after week 1 I am almost in gold 3. Focused practice/fun has been huge for my improvement
What character
absolutely top tier educational content for sf6
I need some tips against JP man! He's dominating me everytime.
Honda H.headbutt goes far behind you for a set distance as long as you jump and he passes you no matter the start distance. However H.Blanka ball has a set moving distance, if the start distance is far, he'll land close and vice versa. So back jump against Blanka ball works better than headbutt usually.
You can also attempt perfect parry Honda's jab after blocking slam, he should not be in throw distance...but I can't be sure. When trying perfect parrying headbutt, if he used light version and landed, you can drive rush and press a button, if you do it on point it's a punish.
The number of people who'll happily jump, walk or try to jab into the superman punch is kind of amazing. Absolutely fantastic bullying tool.
I'm not seeing many Kimberly guides since launch. Will you create one in the near future?
my main issue is dealing with command grabs, especially when they use them as a follow up after you block a hit from them. Especially against Lily and Manon. I seem to be able to avoid Zangiefs better
I know for a fact and I've done it before when Honda does his headbutt an blanka does his Role and you have Ryu you can Shin Hadoken or his EX Shoryuken.
1:28 on top of that you can block during the recovery frames of drive parry.
Extremely useful for the "average" player like me, thank you!
Great help for people, except one thing:
You blocked the center of the frame counter with your head lol
add this to the list: LP(Jab) Spam- Cammy
Amazing video, as always.
Thank you for the tips lord diaphone we appreciate it 🙏
Great info bro
Thanks! Great upload.
Very useful information 😊
Playing against blanka has been by far the worst experience in the game.
Hey, all the Blanka balls are reactable with an air invuln move at least on Kim. I've been playing Blanka players and it doesn't matter if it's horizontal or rainbow ball, H bushin kicks will just beat all of them without really trying. If you feel like you have good reactions you should give H kicks a shot; I believe modern controls gives you H kicks on the special button so you get it easy there even.
Is throw against spin knuckle no good ?
it's only projectile invul and the animation makes her look airborne-ish but she's still on the ground.
I still have no idea who I want to main and I'm 50 hours in. Everyone keeps saying "just play who looks cool" but many of them look cool and they're ALL hard for me. its my first fighting game
I'm getting very frustrated because I just want to have a main to focus on but I'm struggling REALLY hard to find one that clicks. I was a Ramlethal main in Strive but her archetype doesnt exist in SF6.
I've had people suggest JP but his mental stack is pretty high for me atm at remembering each move for each button on top of reacting to what the opponent is doing.
I've had people suggest Juri but she just doesnt feel great on arcade stick to me.
I've had people suggest Cammy and this is who I've the most time on but I'm hitting a wall with her too where I feel like I'm doing mental gymnastics on trying to learn frame perfect bnb's and hooligan
Grapplers are too slow so they arent fun for me, manon feels cheap. I don't want to win with that, it makes me feel scummy.
Charge characters feel slow
shotos are just.... boring
Idk. I really like the game but this wall is really upsetting
Show us the timing to get up from the ground using super arts... i see some actualy being successful doing it but i just can't do it lol
Idk if you saw the twitter tech from angry bird on dealing with butt slam. He did a drive rush into full punish after avoiding the slam completely. Any thoughts on that?
No. Why’s blanks gotta be annoying. I’ve only played like an old arcade sf 2 and I loved blanka
We sure that all di can punish blanka ball? Could of sworn not all the di are the same in this game.. Some go further than others. Or maybe im mistaken on that.
How did you toggle what the dummy does
Could you make a guide for using drive rush optimally? Or at least in a combo or something
use DR AFTER using your meatiest hits so they do the full damage before scaling
make sure you understand how to perform DR
during combo: dash during cancelable normal on hit/block
neutral: parry then dash (helps to hold parry)
('frame 1' neutral DR is to start dash input with forward, then hold parry + forward; ie input dash timing with hold parry during)
fyi, for juggle combos, can 'buffer' and just hold parry during non-cancelable juggle normal/move, and it will trigger on frame 1,
thus only have to worry on timing for dash input near end of recovery (it will auto DR on frame 1)
important note: you can buffer attack immediately after DR triggers. ie dont have to wait for dash movement before input attk (thus allowing quick follow up for combos/juggles)
glhf
How to do drive reversal
My counter for all those moves : i just play Modern Ryu
dis why diaphone da goat
I am glad that Zangief is not on this list. I know people are annoyed by his command grabs and grappling style but I honestly feel like he is where he needs to be. At high levels I think Zangief play can be very tactical and even though his grabs do massive damage, he really doesn't have that much in terms of combos and he has no projectiles. It evens out.
I'm new to Street Fighter but I heard that Zangief really sucked as a character in SFV so I'm glad they propped him up as a viable character now with a very unique style within the realm of this game. I truly hope that he doesn't get nerfed. If you don't play him tactically and just go for grabs left, right and centre, you will get punished easily and the same applies with players who rely quite heavily on drive impact punish counter (like me). That drive impact punish counter combined with a command grab is something I use a lot as a very casual player but I have played against people who were able to completely neutralize that entirely.
I think Zangief is exactly where he should be. He shouldn't be nerfed. I hope he doesn't get nerfed because I hear a lot on the battle hub about people being annoyed at him.
I feel like DPing marisa's move is the easiest
How do you perform a drive counter as shown in 15:00?
Do DI while blocking
The fact that you took so many tries in a non pressured lab environment to counter hondas moves shows that these are not reliable 😅😅
The pain of dealing with Blanka Ball and Headbutt was the main issue to dealt.
Haven't ran into a blanka but tons of Hondas. His headbutt gives me a headache 😅
@@MrShinTensei That's the magic of the technique. He rams you with his skull yet somehow you're the one that ends up with a migraine.
Also if you have an air invincible move (like a DP or something) you can DP on reaction and beat it clean
@@NeoBoneGirl that's if you have reactions lol.
@@martingutierrez2665 every response requires reaction time to do, though. the moves are good, you're not supposed to be able to just beat them every time, but if you have a good anti air special, you can use that and take the guesswork out of it while still getting good reward
Manon players your qcf P od has upper body invincibility so if you can call out Hondas head butt or blankas balls you can trade and get a medal!
All of Lily's condore spires are a guaranteed drive reversal. Especially for her EX one which is unreactable, its usually better to just trade the meter and drive reversal.
i keep forgetting drive reversal exists, no one talks about it
@@skbj6782 Cuz it's a pain in the butt to get it out. Way too much reaction needed to get a simple reversal
@@solairedude7119 and the damage is too low.
yea if your taking some pressure and their spending meter on it, as long as you have a little of you own Its a good disruptor. But yea it doesnt do alot of grey health even.
Thank you for the tips. This is my first time with Street Fighter (Tekken and GG previously) and your videos have been extremely helpful in getting me out of the lower ranks.
Same here, but I was playing smash and mk9 before, both casually. Now that I wanted to learn more these videos have been a god sent
I’m also here I don’t like Tekken 8 so I’m in the streets now
I am allergic to the Kimberly mu. however I have my own way to deal with the hisen kick:
If you backdash (not on reaction) the move has a pretty huge recovery and you can punish counter.
So at a certain range of you know the opponent is going to abuse this move: just backdash.
I've seen so much conversation about Honda, but I played a really good Blanka in a super long set and by the end I was only trying to deal with Blanka ball. I think they noticed cuz they started doing it over and over like a little online training session. I think I perfect parried it like 3 times in about an hour and idk if I missed the timing, but I never punished it once with Marisa.
Marisa is my main and i have so much trouble against those characters damm .... Blanka spam ball all the time ONLY , that hawk kid just do that move all time too , man it made me so salty
@@niltonnunes5971 I go around playing every character, and I also had a problem dealing with all those moves using Marisa especially lily
I've mostly played Marisa too and these characters twerk on her pretty freely. Only advice is if/when you finally catch them, make sure they feel it.
@@oklimboLilly's condor spire is a free drive reversal if that helps
E. Honda will literally make casuals rage and cry in the lower ranks due to his linear design and specific moveset (especially some of his spammable specials being plus on block). Blanka is annoying but way easier to defend against and counter, you can be patient and bait out long reaching horizontal Blanka balls.
You should be able to DP or air grab the vertical Blanka ball (or at least trade hits with it), I like to bait and DI the horizontal Blanka balls as it leads to a good punish and conditions them to not be too careless going forward (which means no free moves to get big bounce back and out of reach). I'd rather deal with Blanka over E. Honda any day of the week lol, but I need to learn that match-up better.
I've dealt with Blanka with my main Zangief and secondary characters Guile and Chun-Li, in comparison I've never beat a similar level E. Honda in ranked mode yet lmao.
Can you make a video of every knowledge check for each character? E.g this is plus, this is punishable, the counterplay to this setup etc
My brother in Christ you have training mode might as well ask him to make a detailed character guide for the entire cast all at once
That might be a 2 hour video lol 😭
@@Diaphone hey man it would be a damn good 2 hour video though lol
Lily enhanced spire is actually 3 hits, the first hit comes out early so that’s why she isn’t breaking armor with it from far, so don’t drive impact if she does it close.
What I've learnt from this video: "Just perfect parry it" :D
Don't forget to DI 😅
Can we just all agree it's AT BEST horrible design, anti fun and anti interaction with Blanka and Honda?
SF is about execution and reasonable reactions. A 2frame 1 button window is not any of those. I wouldn't mind them having offensive priority (they decide when round actually starts) if they didn't have command grabs and some insane normals. Footsies doesn't exist, spacing barely exists, frame data barely exists. But yet fireballs do wonders leaving the none fireball and none command grab characters out in the cold.
Just make them actual characters. Give them buffs in other areas and nerfs on the bs. Minus 2 on block, reaction based timings on each version and ffs sort the janky cross up but actually not a cross up butt slam. Anti air normals in some pixel ranges go the opposite way during a brief (but the main timing) window only to miss and be hit the original side.
Or even better make it more reactable (technicallly is already) to normals and hit them out OR better yet give some better disjointed counter normals for those types of moves. Juri's cr.MP is so close to being perfect but just isn't.
I'm quite spoiled as Gief. You can just st HP armor through Honda's headbutt and punish. Obviously not EX but thats unsafe on block anyway.
Here are some of my tips that Diaphone missed;
If you just arrived at home from work or school and you don't want to cook, you can try to perfect parry your hunger.
If you are in depression you can try to perfect parry your thoughts.
If you are having a heart attack you can try to perfect parry you heart at every beat.
Jokes aside thanks for the informative video @Diaphone
Small addendum to blanka ball: Blanka also has the option to do light blanka ball, which is faster, easier to punish on block but goes a much shorterdistance. Mixing it up between whiff light blanka ball into throw and heavy blanka ball makes reacting to it much hard imo. You can differentiate them from their startup but with an added mental stack, this is hard. Heavy blanka ball is -15, if you block it or normal parry, just be happy about the space you got.
As someone that hasn't played a fighting game since the SNES, your videos have been fantastic. Keep up the great work. I took the advice and started with modern controls and am slowly incorporating classic in now. Now I can practice against these moves.
7:49 kens standing heavy kick counters marisa jump punch everytime
thought kens cheesy jinrai low kicks loop was gonna be here. other than DI'ing or parrying it, you cant do anything but block and take damage when burnt out....jumping out isnt an option either 🤨
Its an absolute waste of kf time saying a counter to a move is to perfect parry.. thats literally the counter to every single move in the entire game. Lol its not consistent, and you get punish countered if you wiff. That isnt a strategy unless the timing is guaranteed.
I'm putting in so much practice and getting nowhere. not even sure why I'm playing anymore I don't know how to deal with the frustration.
0:11 parrying is so worthless in this game..
you got a whole 5% damage for that, wow amazing..
As someone that's new to fighting games, these videos help a ton. Great content Diaphone! I'm Pureboo from your stream, can't wait for that Kimberly guide!!!
I like this kinda stuff. When I was getting into Strive I didn't see anything quite as well formatted. I hope this video does well because it's what I would've wanted back in Strive.
I think what you were looking for is Dustloop.
@@BreadBeardFGC So I love dustloop but to be clear, getting into the FGC it is difficult to process how that information could be useful. This is directed at people who have no idea how that is helpful.
As Zangief, I should test it more, if someone does drive rush in neutral (especially against characters with fast far moving drive rush's) I've had success with spd as soon as I see them activate it.
tbh the hardest thing for me to deal with is chunli heavy legs why do i lose a whole bar of drive gauge and cant punish
So, dealing with most of annoying moves boils down to 1) perfect parry/just parry, 2) invincible move, and 3) get in the zone and react with optimal punish. I guess we'll see "4) dash through them" for JP projectiles.
My personal favorite way to counter superman punch is just light DP. It's consistent. It's fast. It gives a nice KD.
Any tips on defending against tick throw setups? It seems like Ken (and others) just get to do meaty wakeups that either confirm into high damage or lead into throws when blocked. Or sometimes they hit and still lead into throw.
Delay tech
As a Dhalsim player, I find lk slide under and throw Marissa's superman punch effective. Just make sure you're not too late in sliding.
With any of these, if you're Guile you can flash kick
Headbutt and blanka ball are both airborne, so any air immune specials(most DPs) wins without taking damage
Great video. Thanks for being a positive force in the #FGC !
Imo if you block or DI they really shouldnt get that distance to be safe that's the issue, i characters have outs to it but that comes down to reaction but still obnoxious moves to deal with.
Im new to this genre but is anyone else kind of disappointed that some of the more problematic moves are countered by perfect parry? It feels like maybe that shouldnt be the case but that might be a noob opinion from me
I understand what you are doing here but you need to simplify it for newer players, just throwing out do a DI move will leave some people scratching their heads. Also explain things like a perfect parry and how to achieve it.
if you havent played the tutorial then knowing how to punish this stuff isnt really relevant to you
Doesnt the world tour mode teach u all these things u asked about?
I'm a guile player and I punish Marisa's superman punch by jumping at it and air throwing them 😂
It's satisfying as fuck
Guile’s air throw is soooo fucking classic man and it never gets old for 😂
Great video, super helpful, but please remove the part about Marisa, thanks.
12:19 Just be aware that the ex condor can be cancelled into Lily's lv 2 if you try that.
I feel called out by the picture of Deejay for 'random neutral drive rush'
Hitting blanka ball seems like the only option that bypasses the layers, because the rest of those Blanka can just feint with another version of ball and have you whiffing. There's a bit of mental stack listening for the H ball audio tell and then doing the counter, so beware of that I guess.
lol SF6 being this popular is going to make it actually hard since almost everyone is aware of punishing these moves.
it's like a double edge sword
Thank you for creating this. We are all waiting for your "how to deal with JP" video. Having a really hard time against that char.
i'm struggling against him too. one strategy i have come up with is to try to reduce his health to zero before he KOs me.
@@skbj6782 That is an interesting way to approach the matchup. My problem is that once he got me in his blender I dont know how to get in. I use parry here and there but not with much success. There got to be some space to sneak in a drive rush. Also got no idea when to take my turn. The big tournament in Berlin is in 8 days and i really need to beat this one guy who mains JP. His rashid bodied me in SFV every time for 5 years straight. He is the kind of player who goes full auto pilot and overwhelms you with knowledge/reaction checks. If i keep losing to him over and over in SF6 again it would be tragic for me. I have to kick him out of the tournament and POP OFF BIG TIME 😤😤
@smokingred5813 did he pop off on you?
@@Nawstyyy he robbed me then said ggs with a smirking face
For blanka I think you could just parry for free, if u get perfect parry you could even just dash in and connect a normal, the fact that he go away make non perfect parry not risky at all imo
Ahh, so your suggestion for most of these is to be psychic. Got it.
Damn . This game is really hardcore. I thought sf got casual with sf V and the death of the 1f-link. But damn. The punish in some cases is simply and only : „yea. You need to react to it, fast , with a motion input preferably. There you go.!“ Ex condor spire is plus on block (with wind) , right? So if you not have to execution on your motion inputs(if you dont play modern). And/Or the reactions. You have to deal with her mixup afterwards the whole time. I am tekken player and i always heard from 2d players, that tekken is hard (at least extremely hard and „unfun“ to get into) cause it has so many options,moves,knowledgechecks , but jesus christ in tekken even a 10F punish (fastest punsih you have to do, usually , on block). Is PISSSS EASY ,compared ro reacting to headbutt,stomp,condor spire. This game is sick.
Love it.
Watching you just makes me realize how bad I am at the game lol, I'm mid bronze atm, modern controls and focus on distance, timing and anti-airs etc, but man... the combos you do on classic just look insane. Wish I was that good haha
Well, you have something to shoot for then man. It’s all totally doable, but will take lots of practice and game time.
@@TheCJRhodes Definitely will stick to it! Will only get better over time and I'm starting to learn Drive Rushes now which is spicing things up a bit for me.
This was insanely helpful advice to me (new to SF here). Not only did I learn specific counters to things, I actually kind of get the core game mechanics a bit more. You explain things well and use great visuals to help. Thanks!
diaphone becoming my new favorite fgc content creator frfr
Hi @Diaphone, this is a great video and I've been sharing it with everyone. Could you consider making a video about playing in burnout and countering common tactics people use on burned out opponents, such as Cammy spamming Spin Knuckle, Manon spamming sMP, etc? Keep it up :)
My answer to all these moves, except the fireball spam, is... FLASH KICK!!! 😂
RANDOM YOLO DRIVE RUSH
I think Cammy CA can punish Blanka ball, but it's a really tight window.
We need a updated list just to ficus on how to beat Rashid's Top Ten Annoying Moves.
Question is: Why does Blanka & Honda have these super easy to do/spam moves that are super hard to punish?
They really need to hire game testers that have the “annoying” gamer mindset.
The ones that abuse and spam mindless shit to frustrate everyone they run into.
That would alleviate a lot of online frustration for the majority of the player base.
Its annoying from a game design perspective that while they try to encourage new players to get into the game with modern controls, which works, they also have so many moves, including drive impact which is universal, which are designed specifically to annoy new players
So you get the new players from modern controls, but then the low ranks of sf6 is a very degenerate game plan of DI spam and difficult to punish moves which will then scare off those new players
don't try to Drive Impact Marisa's Superman Punch every time because the OD version breaks armor (actually, pretty much all of Marisa's OD specials break armor). When I'm playing Lily, I usually just try to stuff it out with a button so I don't have to react to whether or not it's OD
so basically, how to punish lily ex wind spire:
"just have really good reactions and be far away"
like ..... wow OK. assuming we have good genetics for reacting,
what if when i move far enough to react and not get my armor broken, she, i dont know, moves forward? Then i just get cornered for free and lose?
I literally don't understand how to handle ex wind spire.
like you said its the freeest neutral skip, and its not like she has limited access to this. she gets wind so easy and EX regenerates in this game.
i really hope this brain dead character gets nerfed hard. She carries people to extremely high ranks and is really really good on modern controls, with free anti airs and instant spires to make reactions even harder.
the wind spire just plays the entire game for her. Canned neutral and offense with a simple 50/50 after. all on one move from nearly full screen.
in any MU where you cant stop her from running away to get wind, its really hard to fight her. shes horribly annoying and unfun. please gut this character capcom please. blanka and honda are honestly completely fine, they are minus, they don't get free mixups, and they are charge characters, so if you back up to give yourself room to react, THEY CANT FOLLOW YOU. not without losing charge anyway.
@11:55 HEH-HEMM.. AS A LILY PLAYER, I WOULD ADVISE NOT DOING YOUR DI AGAINST HER ENHANCED CONDOR SPIRE (OR ANYTHING FOR THAT MATTER!) BECAUSE WE LIKE TO WIN!.. BUT SERIOUSLY, DONT DO IT, CUZ LILY PLAYERS GOT MANY MORE WHERE THAT CAME FROM, AND WE EAT YOUR GUARD GAUGE FOR BREAKFAST.. IT AINT WORTH IT..
I would not recommend neutral jumping guile in this game because of drive rush followup, you will get smoked. If they're prepared to meet your neutral jump you'll lose 40% of your life bar