Little pauses in SF6 and how I think they can help

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str anger strang er stra nge r

str anger strang er stra nge r

Күн бұрын

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@Flexium_GG
@Flexium_GG Ай бұрын
I’m in d4 now and I still autopilot pressing a jab after I block an aerial. I think it’s because for so long, that would work often enough since they mess up their timing 😅 What you’re saying also applies from the Ryu POV as well. If you do 3 lights and they get blocked, watch how they respond. Do they walk back? 2mk or 2hk could work Do they instantly press a light? Can look to whiff punish Do they jump forward or neutral jump? AA Do they walk forward to try to pressure? You can delay another 2lp after your 3 string ends and anticipate a CH by linking to 2mp Are they playing reactive? Walk forward and delay button could ch if they’re trying to check the range or throw tech Are they scared now and just sitting there? Walk forward and do a +OB move or throw Are they doing delay tech now? Walk forward then back and shimmy Basically, whenever there’s a pause in a sequence, whether you’re on offense or defense, take note of what the other person does and then come up with a response to beat it next time. This conscious level of play where you observe and adapt is IMO what it’s all about. The idea is to beat their autopilot/tendencies, and whoever can do that better (ie who adapts faster) is typically who wins. This is the core and I think it’s far more important than combos, oki, set play etc. glad the algorithm put your video on my feed, subbed!
@astrangeriremain
@astrangeriremain Ай бұрын
I think I'm D3 or D4 rn with ryu and I also autiopilot jab after a blocked jump in lol. Throw also, its a bad habit and really difficult to get over. But you put all of that perfectly, the main thing I've been focusing on recently is that idea of more consious or focused play and I've seen a lot more growth than I normally do. Glad I was able to put these ideas out there and have it help
@dakota182
@dakota182 Ай бұрын
Love the ideas here, especially just the meta idea of needing more of these nuanced infobits spread throughout the FGC. Thanks much, dude.
@astrangeriremain
@astrangeriremain Ай бұрын
@@dakota182 Dude awesome, I'm so glad something like this can be helpful. Knowledge is power!
@ChadCorrin1985
@ChadCorrin1985 Ай бұрын
This video really helps me be more aware when playing. Thank you!!
@astrangeriremain
@astrangeriremain Ай бұрын
@@ChadCorrin1985 Hell yeah brother
@DocSteeze
@DocSteeze 28 күн бұрын
Your mic sounds like you're talking to me through a McDonald's Drive Thru
@astrangeriremain
@astrangeriremain 28 күн бұрын
@@DocSteeze May I take your order?
@Ness315
@Ness315 29 күн бұрын
Aka learn frame data
@emmarose3000
@emmarose3000 Ай бұрын
this really helped me thank you king
@JustinHampton-l5j
@JustinHampton-l5j 28 күн бұрын
Its a knowledge check, you cant really react to most of these, just the sequence your opponent is likely to use. In 6 a lot of buttons that used to be + are now - unless greendashed, so by pressing an unsafe string, the opponent is frametrapping themself. Another (easy) gap in this sequence is the jumpin; even if you cant react with a dp, cr.hp, a2a, etc will all break out
@GarrettComics
@GarrettComics Ай бұрын
How do you identify "pause moments" from true strings that'll blow you up if you press?
@astrangeriremain
@astrangeriremain Ай бұрын
@@GarrettComics It's really dependent on a lot of factors, but I would say to just try and cycle your options when you do discover one of those moments until something works. For instance the light string I showed with ryu ends with him being -3 so you can press or throw and ryu will be in disadvantage there if he guesses wrong. But during that whole sequence were moments where you can parry, do an invincible attack/super, or drive reversal. If you encounter some kind of pressure where no matter what you do, you end up dying. I would try to interrupt them before hand like with those examples. I hope that helps :)
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