cool combos im at the start but i cant se them as viabul u do so litel dmg and get burnd out, why play chung when uthers can do more dmg and not get burnd out?
It’s not ky woe swept a lot of what the jellyfish pirates have done in lore there Robin Hood stealing from the obscenely rich or the 1 percent if u will woe also may be hiding money in hidden accounts to fool the tax collectors witch coud be illegal or dewing ther own illegal business witch open a path to investigate them when they complain to the cops bout being robbed n ues excuses bout being so rich n views law that u or me must live by as poor people laws so cops of almost every country occasionally have turned a blind eye to this band of sky pirates Johnny was once arrested in the first game witche is why may was at the tournament to try n ues the wish to bail him out woe arrest Johnny may have been a overzealous cop or even ky himself he was a cop before he became a king n the reason why sol had a bounty on his own head for taking the fire seal
This is something I actually wonder if Capcom might patch against just because it seems like it really hurts the attempt to fix defensive options for weak defensive characters.
The main thing about drive reversal for those characters is that it beats meaty throw. The presence of wake up drive reversal making the opponent want to throw less and opt for something like this option select only buffs wake up perfect parry so their defense is much better overall regardless. And the characters were usually designed without reversal specials for a reason anyway.
@@SeaLeafDojo does the oki need to be a certain amount of frames ? I can’t do the option select with Blanka in the corner after a blankachan thrown with +5 frames. Whether I try 5lk,parry,2lp or 2lk,parry,2lp; if they get hit it doesn’t combo, but if I try to do it faster the parry doesnt come out on wake up reversal. Is it strict timing for the parry into second jab?
This OS immediately loses to parry or you can just block the light string and take your turn back. Just because the defensive option doesn’t beat everything doesn’t mean it’s useless, it means it’s balanced :)
Hi i find this video extremely usefull and i would really want to translate it into Chinese and upload it to a chinese social media platform called bilibili. Since many sf6 fans there doesnt have access to youtube, I'd like to spread this information for them. May I have your consent in translating and reuploading your video?
I'm glad you found this video helpful and I appreciate you asking for permission but I'd prefer my videos to not be edited or uploaded in ways that I cannot control. I hope you can understand.
If you think that's bad, try SF4 OS that requires 4 BUTTONS (one of which is the taunt button) to OS meaty, grabs and empty attacks. Super useful for vortex characters like Cammy and Rufus. But holy hell playing SF4 on the arcades and you're player one...I didn't know your pinkie can reach that far.
Unless I'm blind and don't see it stated 2LK corner combo #1 doesn't work on crouching opponents, you only get +6 from the OD kikoken. This can be fixed by doing 2LK, 5LP, 5LK, [4]6P+P instead and be +7 regardless of stand or crouch. DR2LK #2 seems to not work on crouch either, if someone wakes up with their crouching 4f in either of these but you're already doing them it's worth knowing they don't work. Unless counter hit confirming into something stronger is implied when those happen but in the case of the first combo I think it's worth going for always since it doesn't affect damage anyways
You're right about 1LK, 1LP, 4LP not working on crouching opponents. The string you suggested does work for most characters but does not work for characters that have wide crouching hurt boxes. So both need to be used based on character. DR 2LK #2 works on crouching opponents. You may be stopping the DR momentum before 2LK is coming out. However for crouching opponents, it's better to go for 2MP instead of 5LK.
Option select is a bit boring in fighting games. I also hate 50/50s, so I'm probably just biased. Both have been around forever in street fighter though.
nah it shows emergent gameplay and how players have managed to use all the various properties and figure out ways around them. having options like these makes it a lot nicer than just braindead 50/50. with no delay tech goodluck
It doesn't defeat the entire purpose of the drive reversal. The drive reversal is meant to mitigate strike/throw pressure. If the attacker is using this option select, that means that they are not throwing as often- which means that the defender can rely less on drive reversal and go back to blocking/delay teching. So, the wheel of options keeps spinning for both players- and crucially, the larger the wheels get, the weaker throw loops become
Raven on selecting may brutfoce good it’s time for a beating sure getting beaten up by a teenage pirate girl woes strong enough to ues a anchor that’s as big as her summon a dolphin that can travel through solid material like it’s water then Thers the cannon she stuff u in that’s ontop of her ship n fire u out of when it thousands of feet in the air his reaction to to the canon during her Instant kill shows how much of a freak he is
Also, Chun already has a meter-free safe jump midscreen if she sacrifices damage by doing j2mk jmp. Timing is pretty standard… so now she has option to spend meter to have both damage and safe jump
i’m pretty sure the reason faust tells Zato=1 to “step into the morgue” is mainly just due to the resentment he has towards him. Zato was originally hired by the Assassians Guild to kill faust because he was about to discover the secret to eternal life, but he decided to kill the infamous innocent girl he was healing instead. Xrd is where Faust finally confronts Zato about these events, so while it is likely a nod to Zato recently coming back to life, i feel like it’s more due to their history, considering his delivery is much more sinister and intense compared to how he interacts with the other characters. anyways god i love faust.
Really enjoyed this video series, thanks for seeing it through Mr Dojo. Xrd is the GOAT. Commenting for in-match quotes, menu options and an offering to our algorithmic overlords.
aboutt the stance overhead, you check old footage on hit to spot the difference. Before the opponent was reacting like if they were hit by a stand hp. now they react like all the overhead move
This is nice. I'm really trying to incorporate 6k into my game cause I see Moke using it in so many situations as a poke, for frame trapping after drive rush etc.
Updated parts from previous video. Any parts with Luke or Cammy with the dummy is new. Parts with Jamie are not new for this video but are updated parts for season 2. 2LK #8-#10 00:57 2LK (corner) #1-#4 02:36 2MK (corner) #2 11:03 2MK (corner) #4 11:24 2MK #10 11:47 2MK (corner) #6 11:55 DR2MK (corner) #2-#3 12:32 4/6MP (corner) #1 13:11 4/6MP #2 13:20 3HP #1 14:05 対空MK 18:25 236K+K 18:49 空中2MK #2 21:57 2HP #2-#3 22:13 DI (side switch) #3 28:20 6HK #1 29:29