Finding gaps and punishing them with really obscure and wild options is one of the best things about fighting games
@kronotrigger3 ай бұрын
That replay takeover feature is going to make this way easier
@RNGuice3 ай бұрын
I kinda hate it ngl😭 I’m blocking 90% of the time until I know something unsafe is coming
@ΚρανίΩ3 ай бұрын
@@RNGuiceso you would prefer just blocking juri's heavy kick thingy and if you get hit you lose like 1.5 to 2k life but if you block it they're still safe, while being halfscreen or more. that approach is braindead and shouldve never been in the game in the first place, the only saving grace is a 2 frame window to perfect parry it and get at most 1.5 k damage as a punish
@RNGuice3 ай бұрын
@@ΚρανίΩ I mean I guess so. Trying to think of more complex solutions to things kinda stresses me out, and I don’t really like having to think about every single possible interaction in a game. So I just block till they do something unsafe. Like that move is just so huge and safe even without drive rush that it’s usually best to either block or try to parry if you react in time. And a lot of the time that’s not a great approach anyways cause they’re not getting any reward if I just block except for a bit of drive damage. So yeah I’m cool with blocking/parrying it.
@JoNNyCLOUD1713 ай бұрын
It's clearly an oversight that you CAN interupt that string. SF6 has tonnes of these interactions that give options to both players and the "safe" choice is the opponont blocking then taking the turn back. But Juri HAS TO store to get better frame data and has to do so TWICE. The store resources are valuable for her hit confirms and what was supposed to be pressure. Her EX store is near pointless and the same now shown for her 2 EX Fuhas that are designed for safety at a huge meter cost. 4 bars (maybe 3 actually can't remember it's been ages since I use that string) or 2 stores to now have years to level 1 2 or 3 in some cases and a huge combo starter for others. She is literally locked in making her stores and most specials unusuable in block strings. S tier btw according to 801 Strider *facepalm* I actually fully expect to see this buffed out this season. I'm a Juri player and I have known this a while but until now it's not mainstream data. I can probably say Broski was told this by someone instead of learning it himself which does annoy me considering he's a pro and a very obvious gap for a pro. It just makes sense to have the cancel window start sooner and OR leave the stock Heavy Fuha minus 3 or better yet 2.
@ComputerFace243 ай бұрын
Note regarding the Juri punish for Zangief players, you can OD Lariat in the gap before Juri lays down the projectile because OD Lariat is frame one projectile invul and is 12f startup so it will punish regardless. And obviously you can cancel that OD Lariat straight into lvl2 or lvl3 if you want for massive damage.
@sidneylloyd58343 ай бұрын
What about sonic blade ?
@JoeyCentral3 ай бұрын
Great make life even harder for Juri mains facing gief…
@JohnDoe-nf6yk3 ай бұрын
@@JoeyCentralgood juri players deserve it.
@ComputerFace243 ай бұрын
@@sidneylloyd5834 I generally just use 2lk, 2mp, or 2hk (sweep) when in range.
@ΚρανίΩ3 ай бұрын
@@JoeyCentraland explain to me why you deserve a more than halfscreen 2k damage safe on block approach. unreactable btw
@zachwatts46903 ай бұрын
If I keep watching these “punish these moves” videos, maybe eventually I will remember to actually practice and implement them into my gameplay. Great video!
@shwoistensleeves2333 ай бұрын
Something to be aware of with the Juri string is that Go Ohatsu can also be cancelled into Saihasho on the first hit rather than the second one to create a true blockstring and still be safe. If you're not paying attention and try to reversal anyways, you can be easily punished.
@Sarkhamy3 ай бұрын
So one important that about Juri Go Ohsatsu into Saihasho is with level 1 reversals specifically. Saihasho is a projectile, and many level 1 Reversal supers are not projectile immune
@JadeJackal43 ай бұрын
That's why he did a lvl 3 and ex dp options, he never mentioned Lvl 1
@bug-deal3 ай бұрын
@@JadeJackal4 he DID just start off saying "super", and i didn't realize it was a projectile until he showed the perfect parry option, so, it's a good note
@JadeJackal43 ай бұрын
@@bug-deal you didn't realize it was a projectile? She's had the same string since SFV
@CurryMeniac3 ай бұрын
'every' lvl1 supers are not projectile immune except Gief. but you know
@bug-deal3 ай бұрын
@@JadeJackal4 i didn't play sfv
@user-et3xn2jm1u3 ай бұрын
"I don't know what a counterhit combo is" Broski that's a Manon, she doesn't have those
@FranticFoxBass3 ай бұрын
As a juri main i do not appreciate roughly a fifth of this video.
@vegas33523 ай бұрын
Good
@tswrangle10003 ай бұрын
A FIFTH???
@pepsiman_20513 ай бұрын
Good
@CauaCarvalho-kb3cl3 ай бұрын
You can always cancel the FIRST hit of Goh-Osatsu into Saihasho for a true blockstring
@kain1852 ай бұрын
@@CauaCarvalho-kb3cl I was waiting for someone to say this lol
@efarjeonfgc3 ай бұрын
As a Juri player I'd like to also let people know that juri can cancel the first hit of heavy fuha into light fuha, meaning she can save that into a safe confirm
@CauaCarvalho-kb3cl3 ай бұрын
More like a safe true blockstring. Cause there's no gap
@Moonney.13 ай бұрын
Insanely useful contents right there.
@wordcroutons3 ай бұрын
Another Juri note: she can cancel the first hit of that hk fuha into the fireball as well, and that is actually a true block string. It's specifically the 2nd hit into fireball that creates the gap. Also, there's no gap if the opponent is in burnout because of the extra block stun. This is still great tech. These are just some things to keep in mind.
@Aakirakaa3 ай бұрын
You can punish me, stepbroski
@ntwrk563 ай бұрын
Weirdo
@Vinicius-pg2hq3 ай бұрын
Bro...
@zackswitch96563 ай бұрын
@@ntwrk56stop shaming
@bigde85383 ай бұрын
I love it
@TheOnlyDolphinX3 ай бұрын
This made me spit out my drink 😂😂😂
@MrThaes3 ай бұрын
Thanks, Broski! I'm pretty bad at fighting Guile, so hints like this are very welcome.
@МирославКръстев-с7и3 ай бұрын
Guile is pretty difficult to deal with, since you can play him both aggressively and more passively. (I'm no pro but my winrate against Guile is decently high so take everything with a grain of salt but if it worked out for me, it would probably work out for you) If he's playing aggressive and likes to drive rush behind a Sonic boom, it's important to learn to react to his overhead. His 2MK has decent range, Sonic Blade is punished by lows and his 6HP misses crouchers, so you should already be crouching by default against him. That's why you want to react to DR overhead (which leads to a ton of damage and oki if it hits you). Also don't be afraid to jump on him, the moment he does DR, he loses his Flashkick charge. On more passive playstyles, it's as simple as parrying and moving forward. Once you're near him, stay a bit outside his 2MK range, so if he wants to hit you with 2MK, he has to move forward and lose flashkick charge. His sweep is punishable on block, but wait for the second hit before you punish. At that range, sonic boom can be risky, so Guiles will be scared to throw one. If they do that despite everything, either take your turn back with ground normals or jump on him immediately after the boom. If you time it well, he'll not have time to charge for flashkick. Little tips that help against both playstyles: His 4LK (the little hop) keeps his boom charge but not his flashkick charge 2MP-2MP target combo is punishable on block and the second hit can even whiff if spaced correctly. Don't let him get away with autopiloting it. Learn when he loses flashkick charge. Flashkick charges for 45 frames, so don't allow him to scare you into not jumping. Guile players like to crouch low and hold back. Use your throw and use shimmy a lot more than you would in other matches. He's not moving anywhere, so he can't make you miss your button and punish counter. You're the one supposed to do that. Guile has a lot of safejumps, but Guile mains will sometimes do a fake "safejump" that you can DP cleanly. Learn his most common setups and try to spot fake stuff and counter it. It may lose you some games by obscure setups you haven't seen before, but it's better than just holding it against every Guile. If you're close enough for a crossup jump, do it. All his options whiff, even flashkick.
@Crouton-3 ай бұрын
Also another thing to note about guile Is his safe jump off of target combo heavy flash kick. In the corner you can just walk forward and the attack will whiff unless, putting him in the corner. I'm pretty sure this works on all his jump attacks so another thing to keep in mind.
@WoWisdeadtome2 ай бұрын
@@Crouton- This sounds incorrect to me or the Guile did not execute the safe jump properly. Safe jumps connect meaty when done properly, that's literally why you're able to block reversals even after the 3F recovery on landing for sticking out a button, it's what makes it safe. 1F after wake-up hits (or whiffs on invincible reversal attempt), 2-4F safe jumper recovery, 5F reversal becomes active and is blocked. How are you going to walk out of a meaty?
@WoWisdeadtome2 ай бұрын
@@МирославКръстев-с7и This is generally sound advice against Guile a couple things to add though: - DR 4MP is +1 on block or parry, if you press here you're going to get counter hit by my follow-up cr. LP for cr. LP, Cr. MP xx Flash kick. - DR 2MK is -1 on block or parry, you can challenge here. 2MP > 2MP target combo is cancelable and always should be canceled into boom on block or into flash kick on hit. DI can punish auto-piloting the block into a boom but as with most usage of DI is vulnerable to DI counters. Not all my anti-air options whiff against close jumps. While close jumps are tricky there are options, most notably jump back jab still works quite well for it's intended purpose and keeps you from jumping back over me again immediately. Air throw can also catch you. A few words of caution: Be very careful going airborne against a drive rush behind a LP sonic boom and especially careful against a LP sonic cross. If the Guile is good he can anti-air you with Cr. HP and juggle with H. Flash kick or even level 1 or full animation level 3. Cr. HP, H. Level 1, OD Flash kick is also completely possible and really hurts, alternatively he can just safe jump on you after the level 1. Against a sonic cross it is even possible for you to get hit by Cr. HP, H. Flash kick, land on the sonic cross into level 1. (Very situational as it required the opponent to land on the sonic cross as it was about to exit stage left and a bazooka knee to hop into range while maintaining charge. Only saw this once on a highlight reel but it was sick and did around 40%).
@Crouton-2 ай бұрын
@@WoWisdeadtome not sure but it happend again a few hours ago so its live lol. Target combo into have flash kick safe jump heavy kick loses to walk forward. If I remember correctly it's 41 frames instead of 42 so that might play a role into why it has such a huge weakness.
@matenator133 ай бұрын
Thank you professor Broski time to make like a janitor and sweep some guiles
@ricniclas3 ай бұрын
Against Chun, she can only perform her safejump that bounces on the opponent from +45, if she is at +46, she will land on the ground even after doing j.2MK. That means: if she is left at +45 (EX spinning into M legs, H legs into L legs), she is vulnerable against 5f DPs (most light DP's in this game are 5 frames) If she is left at +46 or more (After most timmings of stomp, stomp fierce fierce, although with the right timming she can still get +45), she can't bounce after the safejump.
@Raposo55423 ай бұрын
This need to be a series OMG!!!
@TheLivelyraccoon3 ай бұрын
Good video! One I've noticed go unpunished even in some top level matches is when blanka runs out of level two upon doing a blanka ball, he falls pretty close and is -28. Can catch you off guard if you're not looking at his meter but can net a big drive rush punish
@numa2k1473 ай бұрын
Thank you so much for this Broski. Now we need to pressure Capcom to add hitboxes in training mode.
@EvilPineappl3 ай бұрын
I hate hitboxes like Sonic Blade. I know changing hitboxes is a million times easier than changing animations but that really should have more of a step forward animation to signify where you can actually hit him.
@SimoneBellomonte2 ай бұрын
100%, this is kind of the reason why FGs used to turn me off so much, theyre just full of knowledge checks, thankfully SF6 manages to be so fun to make it mostly irrelevant, *mostly* anyways. But yeah they couldve definitely just changed the animation to reflect that tbh.
@chopman51523 ай бұрын
One knowledge check I think more people should be aware of is Bison trying to meaty psycho crusher after putting a mine on you. If you have a move with frame 1 air invincibility, like a non-EX DP, you can just DP him on reaction.
@TheSlyBandit3 ай бұрын
You gotta watch out with this one if it’s not ex crusher, the knockback of a medium mine special puts you at perfect range to safely whiff a light crusher to bait a wake-up and then get a maximum damage mine punish combo. This doesn’t apply to the corner but you wouldn’t use a meaty crusher in the corner anyway
@Crouton-3 ай бұрын
isn't it safer to just do the free drive reversal?
@ΚρανίΩ2 ай бұрын
@@Crouton-no thats stupid if you have a dp, cause you waste 2 bars when you could get free damage for no drive meter
@SimoneBellomonte2 ай бұрын
@@TheSlyBanditPfp (Profile Picture) Source (Link to full Image and Artists Names?) 🗿
@ImPrinceVicious3 ай бұрын
I screamed out loud when you revealed the Guile one. I did not know that. The punish range on that is insane
@arctichawk99983 ай бұрын
Definitely 5 things I will be practicing a lot. You should make this in to a series
@WoWisdeadtome2 ай бұрын
As a Guile main I just have to say thanks a lot Broski, now everybody knows.
@zhenluo35633 ай бұрын
The real method to punish Akuma's Adamant Flame is to watch out what their neutral buttons are. - Medium version buttons can only connect with Medium Adamant Flame, unless they are in Counter / Punish Counter so that they can connect with Heavy one. 5MP itself cannot connect with Medium Adamant Flame. All Medium buttons can connect with OD Adamant Flame. - Light version buttons can only connect with Light Adamant Flame, unless they are in Punish Counter (to be safe) so that they can connect with Medium one. 5LP cannot connect with Light Adamant Flame. All Light buttons CANNOT connect with OD Adamant Flame. - All Heavy buttons can connect with Heavy/Medium/Light Adamant Flame, except 5HK, 6HP. Unless the player want to connect with Medium or Light version, usually they will go with the Heavy version. 5HP -> Heavy Adamant Flame is not a true string, hit it with 4-frame jab. Light version has a very fast and short distance, -8. Medium version has a decent distance but slower, -4. Heavy one is -2, but very slow, just punish counter it like Luke's 214HP. OD Adamant Flame is -3, just parry it. You can try perfect parry the Heavy Adamant Flame too.
@alessandromyer3 ай бұрын
Excellent help, Broski! Thanks a lot for this.
@HellecticMojo3 ай бұрын
That Guile counter is really unfair knowledge check.
@ishmaelmiles22163 ай бұрын
Loved the video idea,im sure alot of people will watch this Cant wait for part 2🎉
@fegoondez3 ай бұрын
Jamie’s lp>lk target combo is -8. No one ever punishes it
@ΚρανίΩ3 ай бұрын
fr?
@Arctanis-vt3hl3 ай бұрын
because people usually add it to a drive rush making it invincible.
@Sang-Drax2 ай бұрын
Really? Almost everyone punishes it even in plat in my experience, they'll only hesitate if you keep cancelling it into rekka, DI or DR.
@SimoneBellomonte2 ай бұрын
@@Arctanis-vt3hlunpunishable*.
@Gould-r3l3 ай бұрын
This is helpful, thanks! I'd love to see more videos like this one so we can learn more about this game.
@j.w.13672 ай бұрын
This would be a great series! Love it!
@michaelcunningham81773 ай бұрын
You are one of my favourite FGC people, Broski 😍
@Darrekt3 ай бұрын
Proper, concise knowledge sharing. Man delivers the real stuff.
@jt4tado3 ай бұрын
holy shit that dhalsim combo was so cool haha
@xnopyt-aaajjj3 ай бұрын
We should be outside Capcom HQ waving signs with pictures of that Guile hurtbox on them, protesting in demand of a hitbox display option in training mode.
@vegas33523 ай бұрын
They can put the hitbox display in the fighting game collections but can't in their main fighting game. Like cmoooooon
@ΚρανίΩ2 ай бұрын
they should also reduce the pushback and makes bison kick -6 on block
@SimoneBellomonte2 ай бұрын
As well as an animation change.
@RandomDude6473 ай бұрын
that guile one is a game-changer
@MarcusSlater3 ай бұрын
That Dhlasim trade punish... Vicious.
@antoniosapienza94803 ай бұрын
This was such a great watch. Give us more!
@Leafblade153 ай бұрын
13:25 bruh you need to buy akuma for this
@leonidkorkulenko48383 ай бұрын
Thank you for your work, brother! Would love to see your daily drills (if you have any of those). Would be super cool!
@jettmanas2 ай бұрын
Good info on Juri, Ed, AKI, Guile & Akuma. Yep, I wonder on Akuma. With so much else to remember, maybe light punish is ok. Good vid.
@subterraneanretrogames5562 ай бұрын
This is very helpful. I only punish DPs…everything else is +7 in my head.
@evilded22 ай бұрын
11:07 fun fact: if you play bison neutral sonic blade is a free slide every time.
@SupernovaOneFourOneАй бұрын
Really useful! The juri one is crazy
@IndyNDYT3 ай бұрын
Very helpful, thank you! The different versions of that one Akumer special having drastically different frame advantage on block despite having almost the same animation really sucks, though... That one's a really unfriendly design choice imo. The heavy one's easy enough to see because of the longer windup, but the other two at a glance and in the heat of the moment are pretty tough for me without audio cues.
@carlosabad91833 ай бұрын
love you man, now you have a new suscriber thanks.
@jamespatterson44732 ай бұрын
Very much appreciated and easy to implement thanks
@Chaoticom23 ай бұрын
Very useful thank you for sharing broski
@dpwhale2 ай бұрын
Added to my match up notes... thank you!!
@ernestobalderramos54883 ай бұрын
Fantastic video!! Thanks broski
@Luun_unn72 ай бұрын
I'm pretty sure it's been said but I can't be bothered to look through the comments, Juri can cancel her fuha heavy on the first hit and make it a true blockstring into fireball. (or at least it was that way in season one, I don't think that's changed) so you have to look for the second hit of her fuha heavy before mashing your invincible move also ryu hashogeki is criminally under punished, I guess it's because like akuma, people can't distinguish between the strengths and one is actually + so they might be scared but : Hashogeki light is fast and -3, you can't punish it but he stays close so you can go for throw if you want Hashogeki medium is -6, so you can punish with a medium punch on most characters Hashogeki heavy is +2, you can try to interrupt it if you're brave or drive impact it (careful if he has 3 bars of super, he canc cancel it into level 3 if you try to drive impact in this case) the heavy version is a 2 hit so if you're unsure about light or medium and it was 1 hit, just press a 6frame button, if it was light, he can't mash fast enough, if it was medium, you get a clean punish counter.
@jonathanjerome172 ай бұрын
Ayy Shout outs to Liston the Prince!! Played with him at Next Level for a long time!
@vetri99tsukuya202 ай бұрын
A lot of people don't go for the 8f-9f punish on zangief overhead kick
@kleavage19833 ай бұрын
That sweep against guile is sick. Thanks for that
@dredgen-hawk51793 ай бұрын
Honorably mention. Sweep, I’m terrible at optimally punishing sweep.
@fissilewhistle3 ай бұрын
Just punish with your own sweep if you don’t know the optimal punish. A hard knockdown is still a pretty good thing to get. Just don’t try it on Chun-Li’s sweep.
@ricniclas3 ай бұрын
With Ryu, try to punish with 5HP into H hashogeki, the damage and corner carry he gets is pretty good
@BrotherCheng3 ай бұрын
@@fissilewhistle The annoying thing with sweeps is that everyone's sweeps have different startup and frame advantage, so you need to have some matchup knowledge to know what is or is not safe, plus on burnout / drive rush situations.
@ΚρανίΩ3 ай бұрын
if you don't play dj or guile you wont ever get a combo if they space it out well. if you play dj and you think its close enough, you can try level 1 as a punish, its not that risky, and if you're guile well for somereason on punish counter you have a sweep combo. also if you have a luke super where it goes far and its fast on startup you can do that, but i'd recomend it just to close rounds
@ryo-kai85873 ай бұрын
For the first tip, keep in mind that if Juri cancels Go Ohatsu into LK Saihasho followup after the _first_ hit instead of the second, there's no gap, and it's a true blockstring that's safe. It requires a faster confirm for the Juri player, but this allows them to throw it out (especially 2MK > Go Ohatsu) to fish for a meterless confirm-even at a high level where this punish is known.
@shadef39153 ай бұрын
I often see ed throw the blitz at a spacing where only the later hit connects. Still often punishable but the most often I see L blitz used is as a way to try and stop someone from taking their turn after a few jabs
@bluerocketgarcia83163 ай бұрын
Super useful tricks 👍👏🏼 thank you 😊
@Siinory3 ай бұрын
The Guile is why we need hitbox/hurtbox viewer which should be a standard by now. Now time to lab!
@PomadaGaming2 ай бұрын
3:20 lmfao big punish
@PomadaGaming2 ай бұрын
4:29 who the hell has ever said that. As an ed player this is one of the first things i tested with the char,make sure there is almost zero to none interactions where that doesn’t just lose to a jab punish,even if it’s meaty or “spaced”,it’s still very punishable 6:22 drive rush jab/5 frame punishes it which is p good. As also a jamie player if he does dr st.hp he gets a beefy one 6:40 yep 8:34 lmfao that’s big. Big matchup stuff 9:42 lmao that’s sick i didn’t know that. It didn’t look like it 11:03 that’s good
@Ma_Ricky2 ай бұрын
The juri one highly appreciate 🙏 🙌 lap session today is on
@chronoxiong3 ай бұрын
I keep losing to Guile players because I dont know how to counter that darn projectile move he does. I need to remember to try to sweep him. Thanks for this video.
@jakeenglish82243 ай бұрын
I play an Aki all the time who likes to do the fireball extension. Can't wait to show this off!
@farhan_jiwani3 ай бұрын
Thank you for these!
@CodyDavidHolmes3 ай бұрын
BROSKI - As a fellow A.K.I. main I really wish you didn't include the Nightshade part, lol, but I guess you had to be fair 🤔. As far as Akuma goes, it might be helpful for you to know that his grunts are different for each version of Adamant Flame, so you can use the audio to tell the difference.
@bitbangs3 ай бұрын
thank you broski!!!! 🧡
@dasmaniac13 ай бұрын
This was very useful man. Thank you
@Shadowdancer7772 ай бұрын
Cool. This kind of video helps me. Thank you.
@femshepFGC2 ай бұрын
Does Marisa still get a punish on the Aki move? Only 5-frame that comes to mind is stubby 2LK (I’m on modern as well.)
@SaucyCheeseburgerwithRanch3 ай бұрын
I wish people would talk more about Ken’s Jinrai kicks And run step kick. You can actually punish them!
@RagMuffin3 ай бұрын
Thank ye Professor Broski!
@2centstudios3 ай бұрын
Knew about the Guile one and the Akuma one, had no idea Juri was -12 if she stopped so I was definitely guilty there. I was also letting Ed get away with blitz stuff.
@pyromab50293 ай бұрын
Thanks Broski.
@1mangoman13 ай бұрын
If akuma only does heavy palm, you can jab check it between any of his normals and the special. If he does crouch mk into heavy palm, just mash jab and get a combo
@LortOfTheStones3 ай бұрын
From a Juri players perspective it's rare that people know about the gap, but if one does you just do the fireball after the first kick, and just get rid of the gap. Also something something conditioning and punishing DPs and LV3s you expect.
@saunterrrr2 ай бұрын
3:20 There was an edit/cut and I was over here thinking Juri just double jumped 😂😂
@Zomgbbq6673 ай бұрын
Awesome! More like this!
@tyrantla71202 ай бұрын
Ive been stuck at 1550mr. This is going help! Thanks!
@Battle_One2 ай бұрын
Its game over for Guiles!
@mickeiloumbra90953 ай бұрын
Juri Player here. Her Can cancel that 1st special into fireball in the first hit, making it true blockstring. One thing you can do is trying a perfect parry that 1st hit, or doing a OD DP, because there’s a gap.
@TheFatManatee3 ай бұрын
This is a minor pet peeve of mine, but I’ll accidentally misinput gief 2HP on block which is *-20* on block, but it has a bunch of pushback. People will whiff a jab from a mile away instead of doing basically and long range heavy or medium and breaking my bones
@BLewTheKake2 ай бұрын
Thank you so much!
@veegpp3 ай бұрын
there's a hitbox viewer you can install in re framework, might help
@cyrelltube3 ай бұрын
Thanks for the heads up on sonic blade! I think people let jamie rekkas fly too much
@MegiDolaDyne3 ай бұрын
why would you do this, why would you tell people that juri's h > l fuha string can be punished?
@JohnDoe420693 ай бұрын
I needed this
@kanavi23 ай бұрын
my issue punishing Ed's light blitz comes from delay on the match I always knew it was punishable but no matter the timing I'm pressing the jab it never punishes and he blocks it I don't know if I'm being too slow or a combination of being slow with the forced delay on the netcode, but I can NEVER punish that move
@CauaCarvalho-kb3cl3 ай бұрын
Juri can always cancel the string with saihasho in the first hit of Goh-Osatsu for a safe true blockstring. But most of Juris don't do that because there are not maney people who punish that
@demonreturns43362 ай бұрын
what about when it comes to Ken and Ryu? I mean besides Akuma he's a popular character so it'll be nice to see what moves of his/ theirs can be punished also blanka (heavy rolling horizontal ball) and bison scissors kicks etc
@eukaliptuz39223 ай бұрын
I've been doing the sweep to counter sonic blade for a long time because I saw Endingwalker do it. I just assume my kick goes under the projectile and never question why it didn't work while the projectile is already floating.
@VirusRD3 ай бұрын
Do you have one against Jamie ? Idk his movements are confusing me all the time.
@coolman52423 ай бұрын
I always considered these 5 and Bison to be the most annoying high tiers in the game so it's cool to finally see what moves from them you can punish.
@Vilinear3 ай бұрын
What reward is Akuma getting off of 214LP? I feel like I only see people use 214HP to lose turns safely and charge fireballs to greed their turn back.
@ShinOwen22 ай бұрын
Thank you
@Splootmon3 ай бұрын
Nice punishment class!
@pkcoffee333 ай бұрын
Useful indeed
@NevermoreFE3 ай бұрын
you didnt have to talk about that guile one
@dddaaa69653 ай бұрын
BLOODY HELL MATE. now that a propper punish innit mate bloody hellllllllll mate, now thats a proper punish INNIT, mate. when i fink about a punish thats what im finkin bout BLIMEY hell bloody mate blimey bloody.
@psychosemantics3 ай бұрын
As far as the Akuma punishes go, you can listen to the sounds Akuma is making, this is exactly how dragon lash for ken works. The light one is a HU, the medium is a HUYA and the heavy is a HURYAA
@МирославКръстев-с7и3 ай бұрын
Thank you! I don't have Akuma and I knew that HUURYA was the heavy version so I never got memed on, but never knew the difference between light and medium and my punishes were usually mashing 3 jabs into special out of panic. Jinrai Kicks on the other hand, I learned way too late that you can jab the light version 100% of the time, so I was holding every followup from Modern Kens' autocombo
@ΚρανίΩ3 ай бұрын
ed has his light whip on aki's fireball followup, i'd say thats the best punish