@@tomkrawecYou're wrong about that, jumping is something you'll pretty much never see in this game for the simple fact that they can just anti air it.
I had a friend I played SFV with he only played on rare occasions and this tech increased his enjoyment of the game many times over. Teach it to your friends guys
There is a training mode in practice for this. Very handy when you want to practice delayed tech. I think its in Simple Training settings -> Throw Escape Practice.
The Hadouken (236+P) technique is literally Maxmillian’s tech. Yes, there are receipts, he made a video about it. Dood’s call it the Max Fireball. Give credit where credit is due and don’t claim it as your own and give the person who found it some respect
There's a training mode recording in game that demonstrates this very well. The tech window is like 2-3 frames (idk for certain), which means there's a very brief period where you can get a kind-of fuzzy Option Select to both block and tech a throw.
@@johnhiewSY This is a great idea. If you haven't tried the different Recording options in Training Mode, I think you'd find it really interesting. You can load several recordings in one dummy and then have it randomly pick between one of them. If you want to practice against a Zangief or Manon match-up, you could specifically add a Command Grab recording in there too!
Bbbbbbbut I don't want to get combod! I don't like guessing! I want Capcom to nerf strong things so I can guess correctly 100% of the time. I mean that with a 1000%.
Looking forward to trying this out. I've been annihilated a bunch of times for guessing wrong in the 50/50 of the "should I block or should I tech?" gamble of the throw loop. Anything to help mitigate that even just a little bit will make a huge difference. Much appreciated!
The answer is adjusting to your opponent and setting traps. Keeping in mind if they go for a combo in wakeup or throw. Letting them land whatever they want on wakeup to make them think that their guesses are right. And punishing them when they are comfortable in their offense.
I came up with this idea in my head a couple nights ago and while I actually haven't tried to put it to use yet, it's amazing to see that it works this well! I'm definitely gonna start using this!!
WRONG. The delay tech throw loop has a major flaw that is the delayed delay attack that by itself has an answer as the delay delay delays tech throw who itself has as an aswer the delayed delay dela...
JURI PLAYERS after throw, if the opponent tries to neutral or forward jump, you can cover both options. After your grab wiffs, you can DP the neutral jump. If they jump forward(behind you) then you can react and jump back airgrab. It will throw them back into the corner
Wasn't the tech window in this game enormous during the beta? Did they change that? It seemed like the designers wanted to get rid of throw loops and then changed their minds; like throws would basically only be used as punishes.
I legit tried this in SF6, and honestly helped a lot trying to do the delay throw tech. Legit compared to Guilty Gear. I am having more trouble in SF6 learning. But this simple idea helped alot, didnt always work but did help give me at least a answer. Thanks. If I could I'd legit pay you for coaching lessons lol
This is the same evolution as happened in SFV: First it was throw loops - Beat by mashing throw. Then it was 50/50 mixups of either throw or meaty - Beat by delayed tech throw Then we got the shimmy on to the mix - Time to guess again. However shimmys are harder in SF6 due to the massive throw range we got. So… We are relearning the same things we learnt in V, but somehow are again current due to the sheer amount of new players that didn't play V. It's curious, but at the same time this makes your time in V actually worth because even though it's not an equal game by no means, much of the knowledge and techs can be transferred/adapted to play SF6.
Delay tech. I got a new mission in life and it's learning delay tech. And the dp shortcuts were god tier, too. Now if Jiyuna could teach me how to 100% charge dp into super with Cammy next.
I already knew about delay tech from SF4. My problem is, I try to delay tech, and invariably, they do a string that's two buttons into throw, or 3 buttons into throw, but using the same delay tech timing for each button gets me either counter hit or thrown anyway.
@@ANIMEILLUMINATI that's what I'm trying to do when I get hit. The throw tech window is generous, but if I try to wait, they just press a button. They basically mix staggered normals in, and it's tough to deal with. Probably easier if I practice tho
@@ITNoeticbasically, you can’t try to do it every time. If you watch the pros, they still get throw looped regularly. At the end of the day, its still just a guess.
This is Jiyuna’s Grandmaster Arc. He’s a literal FGC Sifu and you 1st Dan smart alecks doubt someone who is considered a GOD. I won’t even mention 2015, that was ages ago….
... YES. ... I was watching Max play Marissa and I saw him do something strange that I never seen her do before. ... went straight to the Lab to find it myself and well i'll be damned. There sure is! ... Marissa has a 2HP that I believe can only be used when jumping directly upward. (No angles). I think it is chargeable as well since it is a Heavy. ... haven't found myself trying it in actual combat though. Wonder if it has any uses. ... what have YOU found...??
Here’s my question about training: I’m on a fight pad. Can I set things to record/play on player 2 controller? Because I use. All of the buttons my fightpad has, including the shoulders for easy Three-buttons and Parry/DI. Right now when I’m in training it just overwrites those, which means I’m handicapping myself while training (which I suppose isn’t the worst thing but if this is about muscle memory it’s not actually helping in some cases). Anyway! I’ve seen multiple channels giving this advice, haven’t been able to implement it properly since it seems like a tight window still but I do love how this game has no “Easy Answers,” it’s all mindgames and guessing, which means against even matchups of experience games really can go both ways.
I've been playing fighting games since I was a teenager (as a kid I wasn't really into fighting games) and I still don't understand what is the big deal here, aren't we always supposed to be trying to guess what our opponent is going to do?
Yes but no, the thing here it's that you're FORCED to guess, not all the time in the match you're supposed to guess, I'd even say that most things are reactable in this game and avoidable, that's why throw loops are so strong, because of the loop, the amount of bar it generates and how much shimmies hurt in this game
True 50/50 guesses are rare - they usually have to be earnt in some way by say spending resources or incurring some risk. Throw loops don't have any of that which is what makes them particularly strong and not that interesting.
SF zoomer here but bear with me, wouldn't forward jump be a good answer? You might eat a crosscut DP but you get out of the corner right? Assuming you have enough hp to survive a DP and/or follow ups of course.
Yes, it's better than jumping back but still not a safe option. Good players can do crazier stuff than just a DP, and it will still lose to the meaty attack option.
I love that this is once again a rock paper scissors haha. Either they throw you, quick input you, or shimmy you. At least this technique covers 2 of 3 options.
You could try explaining to newbies why it's a bad idea to jump and dash constantly in street fighter. This video taught them how to lose 40% less, so a video covering movement would up it to at least 50%.
Backdashes are also invul to throws, this can be use for both offense and defense Juri for example, can throw you, dash up an get a throw loop going, BUT she can also dash up to bait you into teching and then immediately backdash and hit st HP to punish your tech
How bad is back dash as an option? It beats throw, causes a scramble if he shimmys, loses to meaty but its at least not counter hit? Do I have that right?
Don't worry about the 'Max Rush' thing. Lots of people figured it out simultaneously and he even says in his video, "*we* figured this out during the first beta" - so he's just the first person to put it in a video, not necessarily the first person to figure it out. I figured it out during the demo on my own, too. It's a pretty obvious shortcut to experiment with. People gotta chill with the commentary. 🙄
No matter how you decide to answer this question just avoid the corner if possible. Guessing in a fighting game should not be a realistic thing, but it exists.
The shimmy is one of the hardest things to do in SF. It sounds easy in theory, but in practice most players for one play too defensive to attempt it, and also you have to godlike footsies to make your opponent bite on it. Edit : A lot of y’all are tying to make it sound it easy, well sf6 records all your matches so send the footage and prove your hitting shimmy’s then, in ranked :)
bro just walk forward and then back instead of forward and then throw it's not that deep 😂 EDIT: I've uploaded a video, as requested loool ua-cam.com/video/ke9y2VNKwb4/v-deo.html
@@dixiesama It depends on your opponent's habits on wakeup. It goes beyond walking forwards and backwards. If you notice they tech too much, react to forward walk, or play super defensive, you need to adjust your shimmies or make a decision on whether to shimmy or not.
@@dixiesama yea in theory it’s simple. But you don’t see a lot of people attempt or pull it off to be believable. I’m on hi elo on SF6 and I never see anyone even try to do it. And if they try it’s not good because I never bite. You really only see high level players really use it effectively.
@@Ivanprofen you can tell people really never actually even made a shimmy work by how some people are responding. They don’t realize it’s a high level mind game if you want to make it work. People like Punk make it look so simple but he’s a god at reading habits on the fly.
Wait, teching doesn't mean delay tech?! I always thought that when high player talked about teching, they meant delay tech. I figured that when they were talking about teching being risky, that was because your opponent can shimmy you (and do huge damage). I'm confused.
Sorry for the repeated comments. I’m in Diamond and delayed throw tech will get you to lose a game instantly because to counter to delayed throw tech is neutral jump or shimmy. You’re better off eating a throw for 1200 damage than get shimmy’d or neutral jump for 3300 damage
This is more so reacting to the opponent, you block and if you can confirm them attacking you hold block if you confirm a pause and a grab you throw break, which yea is your only real option other than just guess
I think that in SFV they are pretty similar. IDK about SF4. In 3s it's not a thing. In alpha 3 I don't think it's a thing? But in SF2 tho... I think they exist and in a WAY more fucked up way. Like some borderline checkmate kind of shit, specially in the older SF2 versions without the reversal mechanic I think?
@@mousefire777 a throw loop by definition needs that throws beat the fastest normal a character has. This is impossible in 3s since characters have 6 frames of throw invincibility on wakeup, and every character has a normal that's faster than that. The chun corner abuse is pretty similar to SFV/SF6 style throw loops though, but it works under slightly different mechanics.
It's easy. Just read your opponents mind and know what he will do before he even knows. Simple
actually, the easier way is to pull up to their irl address with a glock!
Oh thank you!!! It's just that? Ez cool
It's time to come clean: I didn't tech that.
You monster
Nevaaaaa!
sorry but i cant believe we just found the only honest person in the internet and in a jiyuna video of all places
Speak for yourself I always tech
finally someone in the FGC that's honest about their L
HE’s wrong about that, combos are something you’ll pretty much never see in this game for the simple fact that they can just block it.
You’re wrong blocking is something you’ll never see in the game because you can just command throw
@@tenryuublackrose2176 You're wrong command throws are something you'll never see in the game because jumping exists.
Lmao crouch guarding is Hella op
@@tomkrawecYou're wrong about that, jumping is something you'll pretty much never see in this game for the simple fact that they can just anti air it.
@@GMMesmerize You're wrong about that, Anti-airing is something you'll never see in the game because you can just Yoga Teleport behind them.
I had a friend I played SFV with he only played on rare occasions and this tech increased his enjoyment of the game many times over. Teach it to your friends guys
There is a training mode in practice for this. Very handy when you want to practice delayed tech.
I think its in Simple Training settings -> Throw Escape Practice.
The Hadouken (236+P) technique is literally Maxmillian’s tech. Yes, there are receipts, he made a video about it. Dood’s call it the Max Fireball. Give credit where credit is due and don’t claim it as your own and give the person who found it some respect
I’m sorry
Chill out meatrider he never claimed to have invented this
@@cookiecrisp8951lol
There's millions of players I've been doing it . If it's in the game technically devs created it lol
@@cookiecrisp8951 its a copy pasta
Thank you Jiyuna as a Honda player I had no concept of what throw loops are as a I don't need them in the first place.
There's a training mode recording in game that demonstrates this very well. The tech window is like 2-3 frames (idk for certain), which means there's a very brief period where you can get a kind-of fuzzy Option Select to both block and tech a throw.
All is good until they add in a 3rd option. Shimmy
@@johnhiewSY This is a great idea. If you haven't tried the different Recording options in Training Mode, I think you'd find it really interesting. You can load several recordings in one dummy and then have it randomly pick between one of them. If you want to practice against a Zangief or Manon match-up, you could specifically add a Command Grab recording in there too!
“Just tech the grab”
The "Dark Neos" grab tech.
It’s really that easy
@@TheCJRhodes He's so good, did you know he always wins the Capcom Pro Tour and EVO's,m
Bbbbbbbut I don't want to get combod! I don't like guessing! I want Capcom to nerf strong things so I can guess correctly 100% of the time. I mean that with a 1000%.
@@TheCJRhodes "Throw loops aren't even a thing"
Looking forward to trying this out. I've been annihilated a bunch of times for guessing wrong in the 50/50 of the "should I block or should I tech?" gamble of the throw loop. Anything to help mitigate that even just a little bit will make a huge difference. Much appreciated!
Just wanna say dont let delay tech become a habit, its very exploitable if your opponent picks up on you always delay teching
Just like all things in this game. Its another tool you add to your repertoire to disrupt your opponent.
The answer is adjusting to your opponent and setting traps. Keeping in mind if they go for a combo in wakeup or throw. Letting them land whatever they want on wakeup to make them think that their guesses are right. And punishing them when they are comfortable in their offense.
I thought VesperArcade came out with the Perfect Drive Rush tech? He has his receipts months prior to Max.
No one comes out with Fighting Game tech. Just because you hear it from someone first, doesn't mean they invented it.
Commenting on every video requesting Arakune BBCF combo trials, video 30. "Just tech the throw" is like saying "Just block all of the mixups"
I love arakune 2nd fav fighting character of all time OH HOW I MISS CALAMITY TRIGGER KUNE
Throw loops is a great scrub filter so I like it even more!
"I thought I explained it properly but I guess I did not." Damn at that shade lol. We all know you explained it right the first time...
It's actually the Max loops! Give respect where respect is due!
Here's me getting thrown five times in a row, I didn't realise I could "just tech it" smh.
you can also back dash in the corner then its your turn to throw
You aren't invulnerable to attacks during the backdash though, so it's still guessing.
@@Syphilis_Buddy Correct, if you're gonna guess its better than tech tho because it has actual reward
@@Syphilis_Buddy its technical all guessing. you can identify patterns in your opponent, but you are never truly sure what they are going to do.
“Just tech the grab” sounds like "Just buy a house" level of problem
I like that every iteration of SF we have to strip back down to fundamentals and discover what we can use from previous entries.
This delay tech is in one of the tutorials. I haven't played fighting games since 95 so I took the time to do the tutorials. Guess it was worth it.
Nice. I haven’t done the tutorial but heard it was really good.
More vids for buffering moves & option selects please?
There's always a counter, but it atleast forces the attacker to add layers.
Does it work the same if you crouch block?
Yup
Literally every time I’m in block stun I mash throw tech just in case they mix it in lmao
I came up with this idea in my head a couple nights ago and while I actually haven't tried to put it to use yet, it's amazing to see that it works this well! I'm definitely gonna start using this!!
WRONG. The delay tech throw loop has a major flaw that is the delayed delay attack that by itself has an answer as the delay delay delays tech throw who itself has as an aswer the delayed delay dela...
Until it resets back to 0.
@@ANIMEILLUMINATI 9000 IQ plays and 1 IQ plays are just 2 different sides of the same coin.
Funny enough, I actually found this tech out on accident trying to work on my reaction to throws
JURI PLAYERS
after throw, if the opponent tries to neutral or forward jump, you can cover both options. After your grab wiffs, you can DP the neutral jump. If they jump forward(behind you) then you can react and jump back airgrab. It will throw them back into the corner
Gonna test this and judge you immensely if you’re wrong
@@RanOutOfSpac it works. Infiltration showed it off on stream. I was practicing it for 30 minutes yesterday, it really improved my throw loop pressure
Juri players... get ready for nerfs.
@@Khemith_Demon_Hours Man, don't say that, I'm having fun.
@@RanOutOfSpacit is more fun if there is more balance
bruh I be abusing these in iron rank. unironically haven't developed any actual jamie gameplan
Wasn't the tech window in this game enormous during the beta? Did they change that? It seemed like the designers wanted to get rid of throw loops and then changed their minds; like throws would basically only be used as punishes.
9 frames iirc
It's still the same, it's still gonna exist anyway.
Your never get thrown again because of this one secrect technique. Dark Neos has saved us all!
I legit tried this in SF6, and honestly helped a lot trying to do the delay throw tech. Legit compared to Guilty Gear. I am having more trouble in SF6 learning. But this simple idea helped alot, didnt always work but did help give me at least a answer. Thanks. If I could I'd legit pay you for coaching lessons lol
I still remember my first successful shimmy…..it was glorious!
Harder than it looks.
When I started playing SF6 this _throw me for a loop_
This is the same evolution as happened in SFV:
First it was throw loops - Beat by mashing throw.
Then it was 50/50 mixups of either throw or meaty - Beat by delayed tech throw
Then we got the shimmy on to the mix - Time to guess again.
However shimmys are harder in SF6 due to the massive throw range we got. So… We are relearning the same things we learnt in V, but somehow are again current due to the sheer amount of new players that didn't play V.
It's curious, but at the same time this makes your time in V actually worth because even though it's not an equal game by no means, much of the knowledge and techs can be transferred/adapted to play SF6.
Hold back and mash throw on wake-up, got it.
Mashing (a low) beats shimmy though! So...
Strike/Throw > Mashing > Shimmy > Delayed Tech > Strike/Throw > ...
Low medium buttons beats shimmy. Lights will get beat by their medium buttons.
Everyone I fight is passed this. Now everyone does shimmy and goes for whiff punish or free block strings.
Time to wake up with buttons now.
Delay tech. I got a new mission in life and it's learning delay tech. And the dp shortcuts were god tier, too. Now if Jiyuna could teach me how to 100% charge dp into super with Cammy next.
I already knew about delay tech from SF4. My problem is, I try to delay tech, and invariably, they do a string that's two buttons into throw, or 3 buttons into throw, but using the same delay tech timing for each button gets me either counter hit or thrown anyway.
You can Delay Tech each hit of the string.
@@ANIMEILLUMINATI that's what I'm trying to do when I get hit. The throw tech window is generous, but if I try to wait, they just press a button. They basically mix staggered normals in, and it's tough to deal with.
Probably easier if I practice tho
@@ITNoeticbasically, you can’t try to do it every time. If you watch the pros, they still get throw looped regularly. At the end of the day, its still just a guess.
Jiyuna back at it again with the goated content.
Good ole counterception
Playing rock paper scissors in the corner fighting for your life
Finally, this tech will help me be less tilted in the corner
It's all fun and games until they add in a neutral jumpscare on your delayed tech wakeup.
Whats the prefect rush from Maximilian? Haven't seen his recent videos
It's a joke.
Can u tell us exactly how much frames I need to delay the throw?
I dunno, 4~ frames or so? You can test in Training Mode.
Throw loops are essential to the game when you have characters like Honda and Guile that can hold down back forward
Forever*
I always thought tech was meant to be delayed. Isn’t that first one just waking up grab?
Great video! It just shows that there is a solution, nerf is not the default answer for everything.
I'm a noob so this may be a dumb question, but is it not possible to input throw when they grab you and do a Throw Escape?
You cannot do it on reaction. You have to guess they will throw and input it early.
@@ANIMEILLUMINATI ahh that makes sense. Thanks
It's weird how much people complain about throw loops, did everyone just forget that delay tech exists?
Wtf is a delay tech
Never mind
Then u get shimmied and eat 50% damage boi
Scrubs that never learned it
Shimmy helps alot when you notice the dude is delay teching.
This is Jiyuna’s Grandmaster Arc. He’s a literal FGC Sifu and you 1st Dan smart alecks doubt someone who is considered a GOD. I won’t even mention 2015, that was ages ago….
there's been a twitter video of being able to actually buffer moves like DP when you whiff the throw if they jump out
Yup, jumping is not safe.
I've been max rushing all day man, thanks god max came up with this tech!! =V
i can always count on jiyuna to help us scrubs 👍 🔥🔥🔥
Has anyone else noticed that some characters have secret inputs for certain attacks that aren't listed in the command list
No, but I now I want to know!
... YES.
... I was watching Max play Marissa and I saw him do something strange that I never seen her do before.
... went straight to the Lab to find it myself and well i'll be damned. There sure is!
... Marissa has a 2HP that I believe can only be used when jumping directly upward. (No angles). I think it is chargeable as well since it is a Heavy.
... haven't found myself trying it in actual combat though. Wonder if it has any uses.
... what have YOU found...??
1:41 - 1:55 I cannot stop watching this part. This guy is actually funny. 😂
That's true I can remember Max playing the SF6 demo and explain the PDR
🤓
Is this the tutorial video on the Maximilian delayed throw tech?
Dood Tech
Had to Max Rush my way to the comments to say I appreciate the guide
Wake up back dash is grab invincible and as long as youre not cornered, you can wake up with a delayed recover/roll away.
Can you even throw loop outside of a corner? I feel like you're too busy jogging to get close to them to be applying advanced calculus on them.
Actually, found out that wake up backdash is throw invincible EVEN if you're cornered
JP has an extra option with his EX counter that works on throws too... but of course that can be baited.
Lily who's throw sets her too far back to do throw loops in the first place: 😐
She can Drive Rush and loop. Many characters have it.
Probably worth learning who does and doesn't have loops as well
Here’s my question about training: I’m on a fight pad. Can I set things to record/play on player 2 controller? Because I use. All of the buttons my fightpad has, including the shoulders for easy Three-buttons and Parry/DI. Right now when I’m in training it just overwrites those, which means I’m handicapping myself while training (which I suppose isn’t the worst thing but if this is about muscle memory it’s not actually helping in some cases).
Anyway! I’ve seen multiple channels giving this advice, haven’t been able to implement it properly since it seems like a tight window still but I do love how this game has no “Easy Answers,” it’s all mindgames and guessing, which means against even matchups of experience games really can go both ways.
Not sure, but you can’t use touchpad for recording?
I've been playing fighting games since I was a teenager (as a kid I wasn't really into fighting games) and I still don't understand what is the big deal here, aren't we always supposed to be trying to guess what our opponent is going to do?
Yes but no, the thing here it's that you're FORCED to guess, not all the time in the match you're supposed to guess, I'd even say that most things are reactable in this game and avoidable, that's why throw loops are so strong, because of the loop, the amount of bar it generates and how much shimmies hurt in this game
True 50/50 guesses are rare - they usually have to be earnt in some way by say spending resources or incurring some risk.
Throw loops don't have any of that which is what makes them particularly strong and not that interesting.
SF zoomer here but bear with me, wouldn't forward jump be a good answer? You might eat a crosscut DP but you get out of the corner right?
Assuming you have enough hp to survive a DP and/or follow ups of course.
Yes, it's better than jumping back but still not a safe option. Good players can do crazier stuff than just a DP, and it will still lose to the meaty attack option.
So what you're saying is that for the question of "would you rather have telepathy or fly?" I should go for telepathy to win that million 😂
What about when there is no jab and they just walk up meaty grab?
It still works, the jab is just to help timing.
Everybody overlooking the obvious Heart Player's answer. Just guess right every time.
I love that this is once again a rock paper scissors haha. Either they throw you, quick input you, or shimmy you. At least this technique covers 2 of 3 options.
You deserve a million subs lol you are helping me so much
You could try explaining to newbies why it's a bad idea to jump and dash constantly in street fighter. This video taught them how to lose 40% less, so a video covering movement would up it to at least 50%.
Backdashes are also invul to throws, this can be use for both offense and defense
Juri for example, can throw you, dash up an get a throw loop going,
BUT she can also dash up to bait you into teching and then immediately backdash and hit st HP to punish your tech
That shit is so fun to do fr
How bad is back dash as an option? It beats throw, causes a scramble if he shimmys, loses to meaty but its at least not counter hit? Do I have that right?
nope. If you are hit during a backdash, you will get counter hit every time. Same thing as if you get hit forward dashing.
I don’t think it’s counter hit in 6? But yeah it’s one option if you guess throw
Tech the throw.
Saved you 8 minutes.
If you're losing, just win.
what about crouching block? doesn't it save you from grabs and also for hits?
Crouching block does not avoid throw.
You cannot duck throws in Street Fighter or most 2D fighting games. That only works in games like tekken.
@@ZenithPotentia you caught me, i'm a tekken player
Max rush. Lol I literaly thought I came up with 5hat name. Seems a lot of people were using it already.
Don't worry about the 'Max Rush' thing. Lots of people figured it out simultaneously and he even says in his video, "*we* figured this out during the first beta" - so he's just the first person to put it in a video, not necessarily the first person to figure it out. I figured it out during the demo on my own, too. It's a pretty obvious shortcut to experiment with.
People gotta chill with the commentary. 🙄
Jiyuna vs dark neos ft5 money match when
Thx for the vidéo everybody talk about throw loop and i have no idea what they talking about
No matter how you decide to answer this question just avoid the corner if possible. Guessing in a fighting game should not be a realistic thing, but it exists.
Yeah, throw loops are your punishment for getting cornered.
I dunno if it's just me but teching grabs in this game feels so much easier than in SF4 and SF5.
They made the tech-able frames bigger
The shimmy is one of the hardest things to do in SF. It sounds easy in theory, but in practice most players for one play too defensive to attempt it, and also you have to godlike footsies to make your opponent bite on it.
Edit : A lot of y’all are tying to make it sound it easy, well sf6 records all your matches so send the footage and prove your hitting shimmy’s then, in ranked :)
bro just walk forward and then back instead of forward and then throw it's not that deep 😂
EDIT: I've uploaded a video, as requested loool ua-cam.com/video/ke9y2VNKwb4/v-deo.html
@@dixiesama It depends on your opponent's habits on wakeup. It goes beyond walking forwards and backwards. If you notice they tech too much, react to forward walk, or play super defensive, you need to adjust your shimmies or make a decision on whether to shimmy or not.
@@dixiesama yea in theory it’s simple. But you don’t see a lot of people attempt or pull it off to be believable. I’m on hi elo on SF6 and I never see anyone even try to do it. And if they try it’s not good because I never bite. You really only see high level players really use it effectively.
No it isnt, its extremely simple
@@Ivanprofen you can tell people really never actually even made a shimmy work by how some people are responding. They don’t realize it’s a high level mind game if you want to make it work. People like Punk make it look so simple but he’s a god at reading habits on the fly.
I hear the Blanka stage music: have you tried Blanka yet?
Not for me. He’s looking scary though.
Who tf calls a Drive rush shortcut the Max Rush
Doods
just like onions, fighting games have layers
I've never heard just tec the grab before just take the throw bros were mad silent when bro said that 😮💨
Wait, teching doesn't mean delay tech?! I always thought that when high player talked about teching, they meant delay tech. I figured that when they were talking about teching being risky, that was because your opponent can shimmy you (and do huge damage). I'm confused.
Sorry for the repeated comments. I’m in Diamond and delayed throw tech will get you to lose a game instantly because to counter to delayed throw tech is neutral jump or shimmy. You’re better off eating a throw for 1200 damage than get shimmy’d or neutral jump for 3300 damage
And then another throw… and another.. and another… you have to attempt an escape eventually.
this is so simple how did i struggle so much with this
Takes practice. It's simply vertically. The the practice to harness the skill is horizontal.
This is more so reacting to the opponent, you block and if you can confirm them attacking you hold block if you confirm a pause and a grab you throw break, which yea is your only real option other than just guess
Jab beats everything
Don't worry bout the doods. Pretty lame of them for hounding you bout tech that is built into the game and would inevitably be discovered by anyone
were throw loops always strong in the street fighter series?
Does he know?
I think that in SFV they are pretty similar. IDK about SF4. In 3s it's not a thing. In alpha 3 I don't think it's a thing? But in SF2 tho... I think they exist and in a WAY more fucked up way. Like some borderline checkmate kind of shit, specially in the older SF2 versions without the reversal mechanic I think?
@@Unit_00it was totally a thing in 3S, you ever fight a chun?
@@mousefire777 a throw loop by definition needs that throws beat the fastest normal a character has. This is impossible in 3s since characters have 6 frames of throw invincibility on wakeup, and every character has a normal that's faster than that. The chun corner abuse is pretty similar to SFV/SF6 style throw loops though, but it works under slightly different mechanics.
@@Unit_00 Oh, sure. My B, chun's just so good she makes it look like 3S has grab loops.
Nice, more videos like this please 🙏