Gotta love how cyclical discussions in the FGC are, FGC content creators got infinite content since everything they cover bound to flare up again in the future lol
@Chanse19892 ай бұрын
Its happening a lot more recently since there seems to be a lot more people getting interested in the genre. That and the FGC as a collective has the memory of a goldfish.
@Johnnymeloveo2 ай бұрын
@@Chanse1989mark my words. The "new game bad, old game good" disscussion is gonna come back again with sf6 season 3 and fatal fury city of the wolves
@joqqeman2 ай бұрын
@@Chanse1989why learn new ideas for content ehen you can do the same videos for new game
@Drtrmptman2 ай бұрын
You think that’s a clever point but literally describes everything
@cheef8252 ай бұрын
@@JohnnymeloveoPeople "old game gooding" over sf5 is still crazy to me 😂
@rachelespiritu42152 ай бұрын
Saw the title, VERY FIRST thought: "Wasn't there some little tournament in Vegas not too long ago where Big Bird literally lost grand finals to one missed anti-air against Punk?"
@snowoncedars8215Ай бұрын
Just a small one though
@PhiDX2 ай бұрын
😀
@jamgUNoh2 ай бұрын
nice crosscuts bro
@cpulevel22 ай бұрын
my goat
@yoshitsune56912 ай бұрын
Now u gotta remember to take your oki after the dps 😂
@Passion84GodAlways2 ай бұрын
Hey Phi! 😃🙋🏾♀️👋🏾
@legend0945Ай бұрын
Yooooooo!
@manuelito12332 ай бұрын
Holy fuck that 3rd strike parry line are words to live by LMAO
@starroceann75292 ай бұрын
What everyone fails to consider is that I can't input DP consistently
@paintbrushes52 ай бұрын
There are a bunch of different dp inputs and shortcuts in sf6. It might be useful to experiment with them to find one that suits you. Sorry if you already know this.
@deadfr0g2 ай бұрын
“Classic problems require modern solutions.” “Sir, I think you’ve assumed that I’m looking for a solution.”
@lowercasevisor5942 ай бұрын
millia pfp this tracks
@philsteinberg69852 ай бұрын
Typical Ryu main
@starroceann75292 ай бұрын
@@paintbrushes5 yeah I do 33K, which is to say, I do crouching light kick with Cammy and die
@SonicBoyster2 ай бұрын
This conversation seems to happen about most offensive feature in most fighting games. Defense is always 'weaker' in fighting games because if the defense was too strong everybody would just hold down back after they caught a life lead instead of engaging with the mechanics. Defense has never been about killing the other guy as much as it has been about swinging momentum the other way. Hitting the other dude is how you win, proper defense just lets you stop getting hit long enough to punch back.
@RockBottom76262 ай бұрын
Case in point: SF3 (Third Strike specifically). SF3 is a strong defensive game, because parry is so strong and that there are multiple layers of option selects which one can choose. If you look at the top tiers, the top tiers are "lame Chun" who builds meter to then finish it "easily" and Yun who quite literally goes nuclear. Both whiffing normals and playing relatively passive and are extremely hard to open up, but become borderline unbeatable for the low tiers after they achieved their win con (getting that sweet meter).
@aristaljunior2 ай бұрын
SF3 is a very unbalaced game tho, im not even su if thats a good point to prove how games with strong defense is bad, even more when you can look at KI wich has amazing defensive options all over the roster and is a really good game. The problem with SF3 was that the top tiers could use the defensive options really well and had no reason to go in because of the meter build on whiff, if you play a "normal" character in that game and you land a parry you could at max get a button > super and start you pressure from that, but the top tiers in that game can very easily take half of your HP bar from one parry and on the worst case scenario of this example is Makoto with SA2, the optimal play there is straight up to not interact with her when se has her back in the corner because you can literally die from a single hit if she lands a parry.
@someaccount52002 ай бұрын
Offense being too strong is generally bad cause then neither person would want to hit each other in fear of counterpokes or whiff punishes
@SimoneBellomonteАй бұрын
@@someaccount5200Thats counter-offense thren, not offense lol.
@BlazeConspiratori2 ай бұрын
I think the problem is for beginners to intermediate players. It is much, much easier to learn one good combo and jump in all day to cash in big damage on a random hit than it is for the beginner/intermediate player to learn about proper follow-up pressure after an anti-air to condition them to stop jumping. I'm not sure what the solution is to that, but I do think that is a little bit of a problem in modern Street Fighter. It's not that there are no answers to jump-ins, it's that the answers are a little more advanced than the tactic you're trying to answer.
@androgynousaardvark74152 ай бұрын
I think you're right. I didn't really start focusing on oki after any kind of knockdown until recently because I didn't understand the kind of pressure you could apply as an opponent is waking up. I knew what a meaty was, but for whatever reason, it didn't occur to me to take advantage of the plus frames from a meaty or to mix up what I tried to do to an opponent on their wakeup. I guess it just seemed like too much of a gamble when I probably wasn't going to land a combo that way anyway because that seemed too advanced too.
@ChibiRuah2 ай бұрын
I don’t know if there is a clean solution to this. Although theoretically not impossible, it’s imho very impractical to make actions take the same effort/practice counters. And trying to balance them perfectly can cut in to the feel of the game or fun. It’s kind of a bit bitter pill as friends I show the game can be a bit turned off from things like DI which I feel have a similar learning curve of “if you can’t counter this, your opponent will mindlessly check you”.
@rodrigoreismarinho95522 ай бұрын
I have a strange idea that i think could work but also push away many newcomers. What if we limit/don't let the new players do any comboes at all? Like, first one would have to play many games of neutral alone and after getting a grasp of what normals are capable of they unlock specials/supers, then short combos, then the so called bread and butter, and after all of that they finally unlock the full comboes. That would prevent they from getting stomped online (they only play with people with the same limitations[not excluding high level ]), and would force them to actually learn neutral to win games. Maybe some tweaks would be needed for the game to flow nice purely on neutral but besides that i think it would be a great tool
@SlothWindGod2 ай бұрын
@@rodrigoreismarinho9552isn't this just that one fighting game with one button specials?
@rodrigoreismarinho9552Ай бұрын
@@SlothWindGod which one? Theres many, i know of draco fighters, 2xKO(i think), fantasy strike, grandblue fantasy (kinda), tough love arena. Are there more?
@rakesh_Xx2 ай бұрын
For me, anti-airs in street fighter are kind of like breaking a throw in tekken. You SHOULD be able to react to it and punish a jump in or break the throw every time. But in the most crucial of situations you are still going to fuck it up somehow.
@radumotrescu38322 ай бұрын
Yeah, Aris's response to "What do you even gain by breaking throws????" was basically "you get the ability to neutralize one part of the opponent's gameplan, isn't that enough?", and it was so obvious but its just one of those things that you need to hear someone else say
@radumotrescu38322 ай бұрын
Furthermore, in Tekken, people at lower ranks duck the throws, which leave them open to launchers. If you can break throws reliably then the only things that threaten you are low pokes.
@yoshitsune56912 ай бұрын
100%, that’s how punk won evo, because of one jump in 😂 soo even at high lvl people still fuck it up.
@gwen99392 ай бұрын
@throwthrow-c7e I think you're underestimating Street Fighter jumps in that comparison. You absolutely do need to drill your anti-airs, and it's not just a DP reaction check. You have to consider angle, what you're going to anti-air with, timing, if the character has any way of changing its timing or trajectory, and how early or late you registered the jump. It does not take hundreds of hours to learn to anti-air, but if you've played the game for 300-400 hours and just played normally with a healthy balance of gameplay and practice, you're probably still not that good at anti-airing. Jumping is a question that is constantly being asked that determines your spacing and what moves you're pressing in neutral with what timing, because if you miss-space or hit just a medium button a bit too late to when they happen to be jumping, you're going to eat a jump-in. Just as someone can be good at anti-airing, another can have a good intuition for timing their jumps.
@bug-deal2 ай бұрын
so rare to see a "yeah that's fair" response to disagreement lets freakin go
@dogemans3951Ай бұрын
I feel like this is a fundamental thing I see missing from a lot of introductory fighting game stuff: they will teach you some concept like anti-air, pokes, combo, knockdown etc but not address what you do after this to take advantage of the situation. So you end up with a lot of new players just wobbling around in neutral throwing anti airs or pokes and lacking a gameplan to create and exploit advantage. Basically, they are presented as a bunch of "unconnected dots" typically
@BigGhoul534252 ай бұрын
Guy at the end was not paying any attention lmao
@Jorgec2242 ай бұрын
Just mad all the time lol
@dismasthepenitent5692 ай бұрын
The dan theme coming in at that part was brutal
@Quince4772 ай бұрын
@@dismasthepenitent569 Nice catch LMAO
@HotCrossB1S2 ай бұрын
🚨 *PSA* 🚨 Fellas -- for me and everyone here you hold dear -- please do not reply to bots! It only gives them the engagment they need to spread their wretched kind! Report and ignore to keep our favorite creators healthy and clean!
@bolognious22632 ай бұрын
PSA Fellas -- for me and everyone here you hold dear -- please do not reply to bots! It only gives them the engagment they need to spread their wretched kind! Report and ignore to keep our favorite creators healthy and clean!
@HotCrossB1S2 ай бұрын
@@bolognious2263 I was thinking the same thing! 😳 We finish each others sandwiches~ 🥪
@I_recommend_suicide2 ай бұрын
Nothing you do matters, they don't need your engagement
@bernardomartorelli66762 ай бұрын
Brian_F and Brawlpro together. Its like a dream team
@twoshirts18422 ай бұрын
NO SHOT BRAWLPRO IS ON BRIANS TEAN
@yaboytony30282 ай бұрын
@@twoshirts1842so is doki :)
@dingusdangus92992 ай бұрын
SF4 DP into ultra were the golden ages for anti-airing.
@mrblooper19942 ай бұрын
Ryu players' wet dream
@BlueLightningSky2 ай бұрын
You can still do that here. In fact cross cut into level 3 is actually thing here.
@nairdacnalbel2 ай бұрын
@@BlueLightningSky ultra comboing after an invincible reversal feels different, don't forget where that bar came from.
@yoshitsune56912 ай бұрын
@@mrblooper1994I mean u can still do it in sf6
@workoutfanatic78732 ай бұрын
Also the golden age of jumping yourself into the corner when you got the corner 😂
@Siinory2 ай бұрын
That's something I really have to work on, I get an AA DP and just do nothing so I'll have to learn oki with Ed and convert it
@DSKBR5562 ай бұрын
a good antiair in a high power game can get you 30%-50% into corner and very strong oki. But that's for games where air offense is an actual thing and not just jump and pray. In sf there is no airdash, no double jump, no air block or parry of any kind, divekick air stalls still lose to the good DPs and if your opponent jumps when you are not doing something stupid its 100% free unblockable damage. What more do sf players want for doing a simple dp input, does the AA need to do your taxes for you too?
@theuzi85162 ай бұрын
Simply the option to spend meter to increase the reward. That's really the only issue: Jump-in > no-meter combo is fine but once you factor in how much damage and corner-carry you get by spending even just Drive, no Super, in this game, anti-airs lacking this option makes them underpowered in comparison. "It shuts down a gameplan" argument doesn't work either, at least when compared to other FGs because take, say, Tekken throw breaks: They deal less damage than even a basic combo and don't have as great corner-carry and oki as a simple combo in SF6. Heck, you can take the risk and go for a duck > punish on a read but a jump-in read in SF6 is just increased ease for the input without any change to the reward. And in anime fighters, anti-airs 99% of the time lead to a full combo so the scale is balanced.
@DuppyBoii1872 ай бұрын
@@theuzi8516you can get that on Akuma and a few others if you want it.
@matmachin99922 ай бұрын
Thank you Brian. To some this may seem obvious. I still need a lot of help. My actual bro who has about 10 masters told me the other day, always think what you're going to do next. That didn't sink in. Watching this video helped me loads.
@matmachin99922 ай бұрын
I only really started playing right at the end of sf5 to get ready for sf6. Other than playing sf2 when I was a kid but I didn't play serious it was just fun, I also hated HP being on the left shoulder button, couldn't use it properly so I got a fight box now.
@ryuzakiuchiha47062 ай бұрын
wow i cant believe i got to master and never even tried capitalizing my anti airs i would always just let my oponent get back up. this is gonna help me out alot
@twoshirts18422 ай бұрын
2:45 PhiDx looking at the screen to turn it off. Is funny af.
@TenjinZekken2 ай бұрын
It feels weird that so many people don't understand that the knockdown is what matters with anti airs. It seems like such a fundamental FG concept, (and by that, I mean Oki, and the fact that you're advantaged when you're presenting your Oki), that it baffles me that it's not something people are already thinking about when they hit the KD.
@chalefoo2 ай бұрын
Bro is jerking himself off in the comments for what's supposed to be a helpful video
@verbatim75082 ай бұрын
It doesn't help that not all anti-airs knock down. Chun's sMK is her most reliable AA, but it does next to 0 damage and it doesn't give you a knock down-but you have to use it, because Tensho is finicky and 5HK, while extremely powerful, is too slow to go for every time. This is why it was so stupid of them to nerf 5HK's damage scaling, because she really does need everything she can get when to comes to her AA game.
@nicorobin77622 ай бұрын
most anti airs don’t give the best oki
@yoshitsune56912 ай бұрын
@@nicorobin7762yeah the discussion was about dp anti airs
@tinhkhangdu5202Ай бұрын
Isnt jump in gives Oki also, so that make the advantage void
@WoWisdeadtome2 ай бұрын
It's not just the damage from a missed anti-air that's the issue. You also have to deal with the corner carry, oki and just generally being in a worse position than you were a second ago. Even if you don't eat a combo and just block the jump-in you are still in a worse position than you were. Anti-airs are important if for no other reason than to maintain your position. You can be dominating a round and just like that, one blocked jump in and you're scrambling for your life.
@loganmcgee182 ай бұрын
The real strength lies in Drive Rush, not Jump ins. Cammy doesn't eat 70% damage without it. I'm not saying either is overpowered (perhaps Drive Rush in neutral should cost 2 bars landing a hit from DR gives back .5 -1 bar, and checking a Drive Rush should absolutely give you a Punish Counter instead of just a CH). The point is, Jump attacks aren't the issue, so weakening them is pointless. On the other hand, buffing anti-airs would make characters with strong neutral or fireballs too powerful. Saying Jump ins are too strong is the same as saying Punish Counters are too strong
@ytrilogy10912 ай бұрын
So I'm new to fighting games, sf6 being my first. From silver to diamond 5 classic cammy, I always found it weird how the conversation is mostly center around damage and not the other benefits of moves. Like I started anti-airing with back medium punch cause I couldn't DP consistently but at least it stop pressure in the air. I still remember beating another gold cammy just using back medium punch cause he jumped at me constantly. And the use of standing heavy kick to drain my opponent's drive gauge has been clutch in slowly chipping my opponent down. Even my other main Manon can do some crazy conditioning with her fast overhead to force my opponent to back up and block and give me space. Even recently I beat a diamond modern ken by just stand light jab to counter hit dragon lash and standing heavy kick to punish his over extending standing heavy kick. Before the ken realized, he started panicking cause he couldn't play his usual neutral and just fell apart. And I didn't have to spam heavy spin knuckle to beat fireball cause I didn't need it. That simple gameplan worked out way better for that ken, so why bother What I'm trying to say is that you can beat opponents in other ways, not just focusing on big damage combos. You can play the most basic neutral game and get the win
@eebbaa55602 ай бұрын
“anti-airs are NOT weak,” said the ed player
@JJames666male2 ай бұрын
Boy do I miss Ryu's sf4 antiairs though. Better reward for riskier callouts
@SoggyHotDoggy2 ай бұрын
Light DP was like saying, “So, you have chosen death?” In that game. Hitting someone with the super after hitting that at the height of their jump is an incredible high.
@pastorofmuppets9346Ай бұрын
The last game where most of his legacy normals were still around and actually good. Like, ive never seen anyone use axe kick in 6, even in 5 only barely
@Calhasnopals2 ай бұрын
I’ll reiterate what I said in Sajam’s replies: There’s a lot of overlap between people who find Anti Air DPs weak and people who’ll tell you Ken is an honest mid tier. Do with that what you will
@Lexicon8652 ай бұрын
That explains why I never thought AAs are weak because I also think Ken is Top 5 rn
@ellachino47992 ай бұрын
😂 reading people bully ken brainrot downplayers never gets old
@MrThaes2 ай бұрын
Anti-airs are good, but just having that skill isn't enough if you can't capitalize on your antiairing. Kinda like how getting Punishes doesn't matter too much if you don't follow the Punish Counter by further pushing your offence.
@verbatim75082 ай бұрын
The point is that's a lame reward. The reason I play Chun is because she gets to do over 20% with her anti-airs without even having to spend meter, on top of the pressure she gets to exert afterwards, which is a PROPER reward.
@kinoleogeo79982 ай бұрын
I think that there should be a reward for a proper special AA beyond the oki presence besides damage. Maybe it does additional drive damage or meter gain just to incentivize the commitment and promise of the follow up being more dangerous even if the opponent has an invincible reversal. Not to many will spend 2 bars of Drive if they are closer to burn out.
@AnthanKrufix2 ай бұрын
The moves which don't KO are there for the benefit of other moves which will. It's why a combo which ends in oki is better than one which does double the first one's damage.
@verbatim75082 ай бұрын
Nah, guaranteed damage is better. Oki just means you get to be in a situation where you can guess wrong and lose. That's objectively worse, especially if you're naturally unlucky (which is a real thing-if you don't believe in luck, you're just not intelligent).
@obswalb47902 ай бұрын
@@verbatim7508 biggest cope ive ever seen in my life congrats bro
@verbatim75082 ай бұрын
@@obswalb4790 Remember to keep your knuckles lifted off the ground when you walk
@obswalb47902 ай бұрын
@@verbatim7508 holy shit nice one bro, ur rly clever & actually not subhuman dreg of society blaming irrelevant shit on luck (which doesnt exist) instead of taking any agency or responsibility for the fact u suck at everything u ever do in ur life XD
@jerrysandoval2001Ай бұрын
@@verbatim7508With proper Oki, the most unfortunate outcome should still leave you at advantage
@caliburnleaf9323Ай бұрын
I think a problem a lot of players have is that they treat certain actions as if they're in recovery frames for longer than they actually are, like there's an imaginary lag between the character being able to act and the player actually acting, and it's because of this that they never transition into an offensive state off of their defensive action. You can't react to your own animation ending; you have to start inputting *before* it's visually over.
@tiagoj80202 ай бұрын
IMO Jamie is the best example of anti-air to pressure. It's required for him to win.
@gntyh2 ай бұрын
Fighting game players whining about something on twitter? Colour me surprised
@TekkLuthor2 ай бұрын
Having a hair line left only for someone to beat you flawlessly is always heart breaking
@Amaling2 ай бұрын
The game has no air blocking so the reward of each anti-air is not particularly high. Meanwhile in airblock games anti-air conversions can do just as much damage as other conversions if not more so in some cases
@invertedcrab82852 ай бұрын
"Anti-Airs are too weak" And so is a throw if you don't take advantage of it. It's like people forget that the on-block situations are just as important as the on-hit situations.
@SomniaCE2 ай бұрын
Good guy Brian, coaching both his team and the other teams in the Sajam Slam! Also if Zangief actually hits Lariat in the Noah vs Itabashi clip he gets the kill. For both players, the proper anti-air was the key to winning the round.
@Akashityan2 ай бұрын
As for Cammy specifically, her b.HK also puts the opponent into a juggle state. She gets a m.spiral from anywhere, and a dp afterwards in the corner. So you get amazing corner carry and decent damage from anti-airing as Cammy, if the jump in is predictable. She can even do a drive rush pickup which allows her to go for a sideswitch or some kind of setup. It also goes straight into level 1 and level 3 for absurd damage. Do not think you can jump freely into a good Cammy, and at worst take 1k damage. You can lose the entire round because of that.
@TheShotgunShovel2 ай бұрын
"An anti-air is just an anti-air, and a jump-in, is just a jump-in..." - Aristotle
@lawnbb123722 ай бұрын
I do think anti-airs need more air invincibility. With so many gimmicky strong jump options, you can still get stuffed if your timing is even slightly off. Chun-li especially suffers from this.
@ChibiRuah2 ай бұрын
Not the best player and still mess up AA but at my current level, I tend to not be too bother by jump in (though things like honde but slam can still tilt me at times). I feel that jump ins are a bit like DI for some people. If you’re bad at stopping them and your opponent can sniff it, your life is going to be hell. I also think the level of play you need to start doing DI/jump in vs countering them is weight in favor of DI/jump ins (though I don’t think they are mindless). But with time I think it’s usually not to hard to stop people from mindlessly doing it, and over time countering them can be more second nature or at least not consuming most the mental stack. I am personally not bother by it like I said but I also like to add on my skill of the game is over meh and should be taken more as a middle tier player/fan of the game vs actual value judgement (which I think is hard to do)
@zappelins89422 ай бұрын
I think the reason that anti-air DP's feel bad in SF6 due to how hard it is to react to jump ins with them. Their lack of immediate reward makes them really whatever to hit for how difficult it can be to use them properly. Not due to any aspect of the DP or jump in itself, but more so due to how much SF6 taxes your mental stack. There are so many options you and your opponent have in neutral that reacting to jump ins (and judging how to anti-air) can become very hard and the immediate reward for doing so isn't great, especially if they backroll. Only getting about 1100 damage and no oki unless I spend drive feels terrible in my opinion.
@rhomak19552 ай бұрын
unpopular opinion I loved sf5 jab anti airs
@TheThingAndTheOtherThing2 ай бұрын
I'm curious about your opinions regarding characters without an anti-air special, like your former main JP. His anti-airs feel pretty effing weak.
@idiothead55112 ай бұрын
i mean, geif's zoning is pretty weak too, characters are allowed to have weaknesses
@Zetact_Ай бұрын
A master class in bulldogging, active defense, awareness & making the most of a single opportunity.
@Dabbingduck4202 ай бұрын
What you failed to mention is not all dp’s are created equal. For example Ed’s dp is absolute doo doo. His normal AA is not bad, but his dp has so much start up its insane. I find my light one gets stuffed 7/10 times or I do it too early and it whiffs. The medium and heavy versions both suck ass. The fact that Ed has to step forward is absolute nonsense. Please capcom, buff Ed’s dp’s. This is the sole reason I dropped Ed. I get so frustrated doing a dp only for it to get stuffed.
@loganmcgee182 ай бұрын
First match with juri v cammy .... check the 18-win streak above Juri... homie was on suicide watch for real after that
@Lunchbox2242 ай бұрын
I always look at things in fighting games the way I do in RTS games. When I put a single tank destroyer on my flank in Wargame or Steel Division, it's to delay my enemy so I can react. It slows their advance and removes a line from their flowchart. Anti-airs are the same way. Yeah, I just bat my opponent out of the sky for minimal damage, but I cut off an avenue and now interrupt their flowchart. In some cases, such as with Manon, I can even punish anti-airs with good damage and possibly a medal. Some anti-airs are just kinda weak, though. Things like crossups just completely confound some characters on a technical level who don't have strong AA attacks. I think there are problems related to jumping in SF6 that should be addressed, such as the typical issues we're having with normal throws these days.
@zacharypilot82562 ай бұрын
So excited for this. Was pumped when I saw you were a coach. Dokibird looks like she will be an astute warrior!
@joqqeman2 ай бұрын
Its all about the ease of execution after a jump in. In an old game its hard to get a big combo, in new games its easier. People get pissy when bad player can do big damage but in the end, if they themselves were better they wouldnt fail those anti airs.
@Zenopid2 ай бұрын
This being the 1st street fighter with full resources on round start + continuing the easy links of sfv just means that if you mess up, u die more often anti airs r still good albeit more risky, just have to take ur oki
@caiooaАй бұрын
sir, alpha 3 have full resource on round start
@ZenopidАй бұрын
@@caiooa i was talking more about the combination of easy links + more resources, but i didn't know that. neat
@LealFireball2 ай бұрын
I feel like people would probably be more okay with these super good jump-in attacks if their total hitstun didn't allow you to do max damage combos if you decide to press and hit the opponent really high up but still allowed for max reward if you waited to hit them deeper, weighing the super high damage with the risk of giving the opponent more time to anti-air.
@laffy72042 ай бұрын
You can also react with jump crouching medium punch if you're feeling brave, get huge reward too
@twoshirts18422 ай бұрын
14:24 😂 dude had to just join the stream.
@jheymann69Ай бұрын
I am definitely guilty of anti airing and doing nothing after, this is a good reminder of another thing i need to focus on improving, that and backrolling! haha
@workoutfanatic78732 ай бұрын
Maybe I need to jump more lol. I almost never jump in b/c it’s too commital, you don’t have control of your char; only when there’s a hard read or safe jump (real or not). But yes, you should absolutely try it a couple times to see if your opponent can or will AA. I still think you should AA every jump-in
@Ilovevidgames123Ай бұрын
There's at least one thing wrong here that I can think of: the person Speedkicks was coaching wasn't taking the full reward associated with a successful anti-air. He anti-aired successfully, but didn't perform any kind of a juggle from it (I haven't followed SF6 closely and don't know if Cammy is even capable of that, seems unlikely given how she bounces away from the character upon her dp hitting but I know some characters can do short juggle combos from anti-airs) and doesn't try to exert any offensive pressure after the dp, they simply allowed Speedkicks to get up uncontested and do it again. Any tactic in any fighting game becomes much stronger when you learn how to properly claim the full reward associated with doing it correctly.
@1SquidBoy24 күн бұрын
When your opponent is too predictable when jumping you should really have one of the "suboptimal" anti airs at the ready that let you convert into huge damage. I had anti neutral jump and anti jump in combos for kim that would do 5k damage. Same thing when i started learning akuma, practiced the normal reaction based anti airs, then worked out how to cash out from an anti air using 4hk.
@2DFightergaming2 ай бұрын
Yeah... I don't like anti-airs in SF6 either. I play Cammy, so I've got Cannon Spike, which hits at very specific angles. Anything outside of those specific angles and it will whiff, unless you wait until your opponent is near the ground. But waiting until they're near the ground can be very risky, since most people will have pressed their jumping heavy button to hit you long before that. And I've got back + medium, which is fairly good, but does like no damage. It can lead to a throw, or side switch with Hooligan, or something... but in my experience, my opponents just don't care and will immediately jump again anyway. It's not enough to discourage them from just carelessly jumping again, and again. People tend to fear the air throw much more than being anti-aired. Compare that to Guilty Gear Strive, where I play Millia. I can Mirage beneath a jumping opponent and catch them with a punish counter close slash that leads into an 18 hit, wall break, air combo that does about 35-40% damage, and leaves me in positive bonus. Or I can catch them with my own jump slash for a similar result. Makes them think twice about carelessly jumping again. This relates to the problem I have with anti-airs in SF6... they aren't punishing enough to discourage people from just mindlessly jumping at you again. Can lead to some annoying rounds where your opponent is just holding up, and you're just anti-airing for 90% of the round. It's not a lot of fun.
@lonnelwright3182 ай бұрын
yeah I'm in platinum and I have this issue where people start panic jumping after taking one combo. and it's like ok, anti air... they immediately jump again. anti air... they immediately jump again. it's like a loop until they inevitably wake up with a lvl 3 instead of a jump. I can't even stand to watch those replays lol
@Adderflail2 ай бұрын
B hk gives you juggles, and air to air j mp us also high reward Cammy can actually do high damage AA unlike most of the cast
@Brian_F2 ай бұрын
If your opponent is just jumping over and over it should literally be a free win, you're expected to land your anti air. Cammy do works at almost every angle just delay it. This is a skill issue. And like I said in the video, you get PRESSURE after you land an anti air. If you aren't converting the anti air into offense, you're playing bad.
@Lepogans2 ай бұрын
I suffered the same issue back when i was in plat (and still do at times even in masters) of giving the enemy too much respect. Expecting them to change their gameplan when they have repeatedly shown that they will not. If they keep jumping, you need to lock in and focus purely on punishing it repeatedly until they learn and stop, otherwise you're just gonna let them mental stack you with random shit and you're gonna get tilted.
@2DFightergaming2 ай бұрын
@@Brian_F I never said I couldn’t anti-air. I said opponents usually don’t care and they’ll just take the damage and jump again anyway. I haven’t found anything that’s discourages them from jumping again. Like, I’ve been using back+medium then cancel into Hooligan, cross under, dive kick, into back+medium, back+heavy, jumping medium, dive kick. Even though that does decent damage (5 hit combo and side switch off an anti-air), it’s not enough to discourage people from just holding up and immediately jumping again. I’ve had rounds where I’m just anti-airing like that, or mixing in a throw, on a loop. It’s not a lot of fun. I’ve even altered that combo to do Cammy’s lvl 2, instead of the dive kick as the fifth hit, into charged Cannon Drill, into Level 1… doesn’t matter. I can only do that once. They take the damage and immediately jump again. The difference I was pointing out is, in Strive, there’s no limit to how many time I can close slash punish counter and get huge anti-air damage. So it’s easier to put the fear of the anti-air into my opponents. In SF6… people don’t fear the anti-air outside of master rank, where everyone jumps way less often. I think it’s because people can quickly determine “I can do my most damaging combo if I land this jump heavy” vs “if I get anti-aired, I’ll take maybe 20-30%”… or maybe they just panic and jump. I don’t know. But I don’t like the anti-airs in SF6 for that reason. They don’t feel threatening enough compared to what happens if they land that jump heavy.
@tiagoj80202 ай бұрын
Jamie's 2LKMK anti-air is my favorite!
@GUYSnGAMES2 ай бұрын
The 1st thumbnail was good 😂
@CineGoodog2 ай бұрын
Boxbox will dominate this sajam slam, he already have all the basics
@hykeen2 ай бұрын
Gill can anti air in sf5 for atleast 30 percent
@WrathMilten2 ай бұрын
"Dude, this guy who took no oki or offense at any point during the match perfectly exemplifies why jumpings bad and needs to die except my characters"
@Giraffinator2 ай бұрын
Thank you for your service, KZbinr
@omrmajeed2 ай бұрын
Cant wait to see Brian try to teach Doki.
@EditorSebas2 ай бұрын
Jump in combos have always been strong since SF2 and they could lead to instant death there, but I'm fine with how anti airs work in this series. In Granblue Versus you can lose half of your life from getting anti air'd, and that makes jumping feel like it's not even a viable option in any situation unless it's a safe jump, making the game feel incredibly restrictive.
@Tomoka512 ай бұрын
This is a problem I've been having a LOT lately, where my offense is so lacking and pressure so bad that I can't actually threaten people even after I do the proper defense against what they did. Just being able to punish bad offense has gotten me pretty far, so I've built a lot of bad habits and now I'm way out of my depth when it comes to cetain aspects of the games. Is there any advice you (or other folks in the comments) would give for practicing oki and other kinds of pressure so I can actually start leveraging the defensive skills i built up again?
@Purlypurlington2 ай бұрын
damn those are some fantastic coaches
@xdragon2kАй бұрын
Wait... can Zangief air throw your DP/Flash Kick?
@decidueyedude42802 ай бұрын
Brian!! Brian!! You’re coaching the wrong team!! Briaaan!!
@VegaVibing2 ай бұрын
Thanks for telling me to quit Brian. Needed that one! jk great video, hope that chatter at the end took that as motivation to lab afterwards.
@SonaSoniaSona2 ай бұрын
That's why I love granblue, you get anti-aired and lose 40% hp
@MrCrimsonftw2 ай бұрын
Thank you Brian F
@GerM_tbo2 ай бұрын
Koeff and Eskay? I have no excuse to root for my boy Brine
@pastorofmuppets9346Ай бұрын
When my opponent anti airs me its too strong. When i fail to its not strong enough
@SpawnPirate2 ай бұрын
Nah, anti airs need to do a bit more 100%. The reward is too good for the jump in due to drive rush combos.
@midorixivАй бұрын
Honestly the thing that throws me off about SF anti airs is that I'm far too used to games where I can explode someone for like 40% of their health for the crime of jumping at me, so just getting one DP hit and basic oki feels weak to me
@scootsmcgoots77392 ай бұрын
Gotta have those anti-arials to win sets
@lilpoetat2 ай бұрын
Thanks 🎉
@MDToboggan2 ай бұрын
I don't think anti air dp's are too weak, but I do think certain jumping normals and certain air approaches are too strong and I think a lot of anti air normals are too weak unless you have a god normal like Blanka's stand HK or Lily's cr HP. When your character doesn't have a DP fighting characters with insane jumping normals like Luke that can just stuff your anti normals by pressing their jumping attacks early and still get a massive combo because of the punish counter system is infuriating. In 5 stuffing an antiair normal doing an early jump normal usually meant you could only get a jab punish or sometimes nothing. Now for characters with annoying air approaches like Cammy, Bison, and Akuma I think these are bit overtuned, Cammy literally wins match ups based on if the character that can't antiair divekick and goes about even or still wins mu's against characters that can beat divekick, dealing with Akuma's air approach without a dp is basically a guess anytime he takes to the air and telling the difference between a normal jump/heavy demon flip is almost impossible so he gets out of the corner for free way too often. Bison's devil's reverse is just a flat out braindead move and it's one of the few air approaches in the game where characters with DPs won't DP it because he can easily make them whiff changing trajectory and getting a punish counter for it. Ik people will tell you to wait for him to do the devils reverse before antiairing with a normal, but this isn't as reliable as people think as he can make your normal whiff pulling back with devil's reverse and reverse has basically 0 frames of landing recovery so if your antiair normal is a heavy with a lot of recovery he can punish instantly with light scissor kick, he can also just delay his reverse and go behind you making your anti whiff if you weren't already walking back and reading he was going to travel further than usual, he doesn't hit you with the reverse, but again since reverse has almost zero landing recovery he will still recover before you and either punish counter your normal or recover before you and win a scramble and counter hit you with jab before you press jab. Overall I think Akuma and Bison's are the only air approaches that need nerfing and aren't healthy for the game right now. On a final note I think jumping cross up normals are too weak. I don't know why cross up normals can beat anti normals so easily, but somehow get stuffed by jabs all the time and they seem to whiff completely when your opponent microwalks even for a split second and I can't even count how many times I've jumped out of the corner in this game my cross up normal whiffs, but yet they're somehow close enough to land a punish counter throw and put me back in the corner.
@joqqeman2 ай бұрын
Its part street fighter that some characters get to junp more and some characters struggle to anti aie
@MDToboggan2 ай бұрын
@@joqqeman yeah, but street fighter has also never had a punish counter system before allowing these characters get insane rewards for punishing anti air attempts and the Capcom devs have also changed things before that would also fallen into the category of "It's just part of street fighter bro." like for example non meterless dps were fine in games where all you got was a dp, but then you started to be able to easily mash dps in strings and cancel them into supers that they realized the risk/reward needs to be higher for just mashing DPs, command grabs for a long time were a lot harder to punish on whiff until they realized the risk/reward for doing a command grab that beats normals and regular throws need to be higher so extra recovery was added to command grabs universally in 5. Capcom has even realized how strong and oppressive these air specials are and added a forced juggle state to punish them, the problem is the forced juggle state isn't always that viable especially when the best option to deal with something like Akuma's airfireball when you don't have a DP is to instantly air to air to him and the most consistent way to punish bison doing devil's reverse is to also air to air him, so most times you aren't even getting the forced juggle state punish. In my personal opinion these annoying airiel moves are too volatile in a game where one mistake leads to a losing round and there needs to be more risk associated with them just like how they increased the risk involved with doing DPs or command grabs because the juggle state risk they added to doing these moves are a non issue for these moves a lot of times.
@joqqeman2 ай бұрын
@@MDTobogganthey key to your issue is the part about your personal opinion. If its widely shared opinion, it may change in future patch or game. However, some kind of air bullshit will probably always be there judging from the fact that they keep creating it.
@chalefoo2 ай бұрын
I just finished playing Amour a few hours ago haha
@bigshorty48552 ай бұрын
I still hate how they took away the invincibility of dp's against non jumpers. It's a risky move if missed, but something that had to be respected. Also, in the sf4 series, the dp trade into ultra was always 🔥. Edit, how do you crosscut in this game btw? Normal dp but press button later after they pass over, or reverse dp? I don’t have sf6, only 5 which I dislike a lot and hardly ever play. Sf2 till 4 were my games when I actually played a lot (especially 2 till ts). And snk fighters.
@sourcemercury70382 ай бұрын
In five you delay the input in six its a half circle
@bigshorty48552 ай бұрын
@sourcemercury7038 so on the left side I press forward, then hcb?
@sourcemercury70382 ай бұрын
@@bigshorty4855 no you would want to end in down forward (3 in anime notation)
@YaarmeheartyАй бұрын
Since SF5 jumping and aggression in general has been too strong. It's not to say that you shouldn't he able to be agressive but defensive play is really discouraged to the point that the likes of Guile and 'Sim are now able to be rush-down characters. Turtle characters that force a player to take risks and beat them defensively without pressuring after the anti air and instead going back to neutral don't exist anymore, defence only exists to start offence. It used to be that you could get a knockdown and then lock players down with fireball pressure and force them to try to get in again and risk getting his with projectiles or an anti air and then repeat that, but that kind of character doesn't exist anymore because everybody has an easy way around zoning pressure.
@Kymynoji2 ай бұрын
I understand the point you make, but DP is only for some characters, while you can get oki out of it it also applies to the one jumping in, he will deal his maximum damage on success and still get oki and pressure, even if he fails, he will be plus ( don't worry I already stopped playing ;D )
@BiggBossChanel2 ай бұрын
The thing is that the jump in is a risk while anti airing in theory is riskless. Once they are in the air your DP will hit if you're on point. So yeah the jump in is low on skill and is more rewarding but also completely unsafe while the DP it's harder to do, less rewarding but guaranteed if you can do it.
@IfYouWantBlood12 ай бұрын
In the FGC, nothing is ever 100% correct.
@Karuari_2 ай бұрын
Anti-airs can't be "weak" when the whole neutral game falls apart without them. I gotta say though, coming from anime games and GBVS, the reward for anti-airing in SF6 is wack and I wish you got more damage.
@rudySTi2 ай бұрын
OD Lariat does pretty good damage
@idiothead55112 ай бұрын
isnt gbvs an airblock game tho?
@rockyino992 ай бұрын
i dont think anti airs are the problem, its the damage. why does everyone in sf6 do the same damage as brian f oro combos from 5. modern fg devs think high damage = more fun for new players. but i dont know how to get it through to them that it is worse for a casual to lose in 2 interactions on some rounds.
@joqqeman2 ай бұрын
Perhaps you should try some other medium besides comment on youtube to communicate with devs my friend
@Jorgec2242 ай бұрын
Ok but, what's the point of jumping if I'm just gonna land?
@mattersondoom2 ай бұрын
I had no problems with dps not being so good. My problem is that modern games don't reward good footsies but is more focus on landing the same optimal combos and in 2 or 3 interactions u die or if u guess wrong 2 times after playing really well u die
@TerracraftyАй бұрын
it's reassuring to know that anti-air is actually hard and it's not just me that sucks lol
@sykesisyikes2 ай бұрын
hold that
@brunocarvalho65562 ай бұрын
In my opnion is not about the anti air, is about the damage dealt on hit. It should scale the damage, it is basically heavy button starter combo without the risk of a punish counter like a heavy button has on neutral.
@Ninadayoo2 ай бұрын
Bro did that last guy actually top deck 4 lands on a row with their zero land hand, then proceed to do the thoughtsize glitch and get another Murktide?! Im soo pissed he robed us from the 5-0 😒
@GinkgoPete2 ай бұрын
The "Kids today are so lazy" of the FGC Well its either that or "This game takes no skill and is made to be easy"
@MSlocum6693 күн бұрын
If your AA execution is perfect your oponents cannot jump.
@HellecticMojoАй бұрын
I don't know how you are gonna say anti airs are not weak then show Gief doing OD lariat and lose to a jump in.
@hermontarmand24042 ай бұрын
Anti air normals in SF6 are too strong, imo. But then again, jump in are strong too. Jump in attacks hit stuns are very long.
@tiagoj80202 ай бұрын
Is that a bug on your wall?
@bruh-wj1wy2 ай бұрын
Really enjoyed the vids! Looking forward to more videos ❤
@tiagoj80202 ай бұрын
Proper street fighter? What's that? If someone jumps constantly than you punish them til they stop or lose. Eventually, you'll end up back in neutral... There's no such thing as "Proper" in any fighting game! Part of the fun is figuring out your opponents moves and patterns.
@hoagiesupreme2 ай бұрын
It's not just that jump ins lead into giant damage and anti air dps (generally) dont. It's also that jumping in is effortless, while anti air reactions require skill and reactions, it loads the mental stack, and cross cuts are probably the most difficult part of fundamentals. Don't even get me started on the input reader in sf6 gifting your opponent 60% damage combos because your dp was read as a super 1 that doesn't have anti air properties... there are a lot of variables that make sf6 anti air dps weak when comparing them to the exact thing they are supposed to check.