The BIG Problem with Anti-Airs - And How to Fix It (PhiDx vs Speedkicks analysis)

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  • Опубліковано 30 вер 2024
  • Anti-airs have poor reward in street fighter 6?Let’s learn how to increase our reward after landing one!
    Original video clip can be found here:
    x.com/speedkic...
    Also be sure to check out ‪@PhiDX‬ bc his tekken content is FIRE
    / @phidx

КОМЕНТАРІ • 44

  • @shmixedNshmooved
    @shmixedNshmooved 28 днів тому +11

    In short, it's the fact that the person successfully anti-airing isn't looking to approach on the ground or do anything after to force their opponent to make a separate action.

  • @millenniumstarfury2482
    @millenniumstarfury2482 22 дні тому +1

    Oki is such a big deal in most fighing games, how did a discussion start about this? Phi's viewers are fighting game ppl too so its just weird

  • @ectothermic
    @ectothermic 28 днів тому +13

    A lot of people went ballistic about this without considering the fact that it simply was working and phi dx wasn't punishing properly.
    It's something that takes a while to get and people were making it a much bigger deal than it should be.

    • @aquaticnstuff7666
      @aquaticnstuff7666 28 днів тому

      phidx can keep playing tekken IMO i dont want to see him play sf6

    • @ectothermic
      @ectothermic 28 днів тому +12

      @@aquaticnstuff7666 Why? That's such a weird take.

    • @aquaticnstuff7666
      @aquaticnstuff7666 27 днів тому

      @@ectothermic you don't want to know

    • @ectothermic
      @ectothermic 27 днів тому +9

      @@aquaticnstuff7666 okay so you're 14 years old and grumpy for no reason.
      Noted. Labelled. Dismissed.

    • @Chris_F
      @Chris_F  27 днів тому +3

      This wasn’t so much about PhiDX, more about me seeing a common issue that a lot of newer players probably have and using this clip to demonstrate it! Huge fan of both of the players in this clip

  • @every_kyle
    @every_kyle 28 днів тому +9

    In SFV, one of my favorite parts of playing Karin was getting the command dash after anti air normals. I can't imagine anything more tilting than getting anti-air'd into a shimmy :D

    • @Yan4yan
      @Yan4yan 27 днів тому

      Playing Sagat in 5 litterally felt like Phidx in the video. Sagat would get ass cheeks after a DP. And would be minus if he dashes in. He gets a meaty fireball at most.
      I forgot who said it, (maybe Zaf) but against some character he gets "reverse oki". where if you throw a fireball, ex grab would punish you, and if you dont, she would ex kunai and you had to hold that.

  • @javiercisnerosmoronta4692
    @javiercisnerosmoronta4692 28 днів тому +2

    Amazing video Chris, my like! Moving forward, Chris please create a video teaching counter strategies to beat C.MK from Ken, Cammy, Bison and in general all those spammers... Please don´t say ´´Use a reversal and consume two meters or a super´´, I mean Footsie-wise, where should I be standing, what to do when I'm blocking their C.MK pokes and cannot move, because I'm still at reach after blocking two C.MK to get out of the loop, this mechanic is too powerfull. Please help us, we are dying here. 😂😂😂

    • @Chris_F
      @Chris_F  27 днів тому +2

      Will try my best, came down with a bad cold so I can’t record any videos at the moment

    • @Liliphant_
      @Liliphant_ 11 днів тому

      Yes please I get hit so much by these

  • @Alexxneverdies
    @Alexxneverdies 28 днів тому +2

    What's wild is seeing more of the light tap, jump, and cross-up when you get higher in rank. Juri, Ed, and Cammy are notorious.

  • @silvarafafeitosa
    @silvarafafeitosa 27 днів тому

    Any tips on what I get if I use a normal as an anti-air? Usually I don't get a knockdown from it but I wanna know if I can get something else

    • @Chris_F
      @Chris_F  26 днів тому

      That’s going to vary greatly on the character you use, the AA button, and spacing

  • @YoucanfindBenWarwick
    @YoucanfindBenWarwick 28 днів тому +9

    I think this shows an issue with the average players experience with this game though. When you can get 70% for a jumpin but only 10% for the antiair, you get the current experience of people just jumping and DI-ing and essentially rolling a D20 to get a win
    This also isn't even acknowledging the person getting bodied is crosscutting and most players have a hard time doing a normal DP
    IMO the dp input is generally higher "risk" and so the reward should be higher, I think if correctly timed DP's allowed a DR LP combo to up the damage and flow of the game a bit, it would be more reasonable. People would be held more accountable for bad jumps, and the reward wouldn't be locked behind guessing correctly

    • @Chris_F
      @Chris_F  27 днів тому +1

      Agree that this is something the average player struggles with. I can’t recall many popular mainstream competitive fighting games where the reward for anti-airing is equal to or more than the reward for a jump-in; I just think that’s the way these games are

  • @xjunebug1452
    @xjunebug1452 27 днів тому

    I genuinely don’t like the fact that DP’s from wake-up lead to offensive pressure in this game. Anti-air I understand should be rewarded for reacting to jump in, but I think that wake-up DP should just reset neutral.

  • @Talklsgoated
    @Talklsgoated 28 днів тому

    But good video to say the least be safe stay healthy I’m out

  • @jheymann69
    @jheymann69 28 днів тому

    Your phrasing was very good here for a new player like me, I need to think about what I do after my anti airs and try to pressure from them more... So many timesd i just AA and let them full reset. Gotta seize the moment!

    • @Chris_F
      @Chris_F  27 днів тому +1

      Glad I could help! I always try to keep things simple for new players but detailed enough that experienced players can gain something too

  • @feroce82
    @feroce82 28 днів тому

    Good video, as always! I was super motivated to work on this, then I remember I'm a Jamie player😅

    • @Chris_F
      @Chris_F  27 днів тому

      Thanks! Yeah Jamie is struggling a bit in the meta right now

  • @QuietLunacy
    @QuietLunacy 27 днів тому

    Thanks for saying it Chris! Game rewards proactivity. Gotta take advantage of the advantage given from hitting that anti air.

  • @jettmanas
    @jettmanas 28 днів тому

    Sounds good on D.Rush after an AA (HP or charged special for me).
    Then alternate between a normal>combo or a bait. Nice & concise vid. 🙂

    • @Chris_F
      @Chris_F  27 днів тому +1

      Thx!!

    • @jettmanas
      @jettmanas 27 днів тому

      @@Chris_F Sure thing. 😎

  • @remylebeau34
    @remylebeau34 27 днів тому

    Seems to be an almost universal rule in this game that after your Dp (anti air or on the ground) you get drive rush pressure that gives you enough time to rush then block a Dp, while still being able to get meaty attacks. I think a lot of medium or light dps lead to a drive rush overhead too. I think the damage in this game is insane so it is a bit unfair how much reward you get by just fishing for hits compared to how little you get for solid defense, most mixup are safe or even plus on block so even when you block highs lows etc you still don't really get a punish unless you perfect parry. And when most mixup are safe but minus 1 to 3 you can't reliably take back your turn as you only really get jab or sometimes medium then you're minus.

    • @Chris_F
      @Chris_F  27 днів тому +3

      All the major competitive fighting games have definitely moved in a more offensive direction. I don’t have much of an opinion on it, I kind of just accept them for what they are at this point

    • @remylebeau34
      @remylebeau34 27 днів тому

      @@Chris_F yeah that's understandable I think it's OK but just wish it wasn't all of them, I get it though, they want games to be exciting for casual players to watch

    • @DF_Rekkas
      @DF_Rekkas 22 дні тому +1

      It would be cool to have a character similar to a grappler but instead of grabs they would have different command parries. Basically like a command perfect parry that damages the opponent and gives oki after. A character that could be rewarded for good defense.

    • @remylebeau34
      @remylebeau34 21 день тому

      @@DF_Rekkas that's a really cool idea, there's not really any counters like that in this game, giefs tundra storm is the closest or jps amnesia, there's a couple of armour moves but I would love to see your idea, something like gouken back in sf4 maybe

  • @Talklsgoated
    @Talklsgoated 28 днів тому

    There was a skill gap tho speedkicks knows his big combos & also you don’t have to go for a dp every time he could have pp. idk one player knew the game and another barely did. It’s a 2d game guys gotta be on your toes out here

    • @Chris_F
      @Chris_F  27 днів тому

      This video wasn’t really about the players in the clip, I just used them to demonstrate something I think a lot of new players struggle with

  • @abnormal_titan26
    @abnormal_titan26 27 днів тому

    So if they land an anti air we lose 50% but if we anti air them we have to spend resources drive rushing for oki and no guaranteed damage. Nice…. One takes skill and the other doesn’t… amazing

    • @gutsbadguy50
      @gutsbadguy50 15 днів тому

      Jump-ins are reactable and most characters have tools specifically designed to counter them. If they didn't have a high reward for landing successfully, they would be completely worthless.

  • @SamSarracino-r6q
    @SamSarracino-r6q 28 днів тому

    We're finally talking about how all characters with a dive kick are broken?

    • @Chris_F
      @Chris_F  27 днів тому

      Jamie is broken?!?!

    • @DF_Rekkas
      @DF_Rekkas 22 дні тому

      Jamie's dive kick is not good, it has zero priority and its extremely slow compared to cammys and he has to get one drink to get the dive kick in the first place. I mostly only use the OD divekick because It's pretty fast with a ground bounce effect on hit BUT you have to spend meter for it plus successfully do your 50 frame drink at least 1 time in the round. It's not needed but honestly his divekick could be made better or at least available at 0 drinks