As a Cammy player ed gives me a lot of trouble because I lack the understanding of what my options are to deal with him. I appreciate this video and I'm looking forward to more
People complain about Dragonlash, but Bison's DKP is infinitely worse to deal with. Can be safe, can lead to throw/strike/bait mixup, can space trap, low crushes, can DI back in time, hard to DI against, way less reactable, can lead to big damage on counter hit. You can pretty easily DI or jab or parry, or drive reversal Ken's H Dragonlash. Bison's DKP? Good luck.
Yeah, I can see the argument how something that can be safe, can lead to throw/strike/bait mixup, can space trap, low crushes, can DI back in time, hard to DI against, way less reactable, can lead to big damage on counter hit is _much_ better than something that is always safe, always lead to throw/strike/bait mixup, doesn't need to space trap since you're always plus, low crushes, can DI back in time, can lead to big damage on counter hit, can't be neutral jumped, but is balanced because you have 6 extra frames to react with DI. You Ken mains are way too high on Phenom's propaganda, lmao.
@@rax-ism Ken main??? 🤦 You can EASILY react to Ken H DL in neutral due to its unique and obvious animation. You cannot react to DKP, especially the lighter versions which Bisons ALWAYS use. At the distances Ken can use DL he's easily DI punishable. Whereas with Bison, he's SAFE, unpunishable, and can DI you back in time... AND does a lot of drive gauge damage. Plus the mental stack of his PLUS FRAME unreactable st.HP, and (b?)HK. You can easily differentiate and react/punish/take your turn accordingly between Ken's various options. You CANNOT do the same with Bison. Try neutral jumping on him as a read against DKP and you eat a Psycho Crusher, for instance. There's no question which is more abuseable.
@@Shorins22 Some things I find harder to play around: Jamie's blockstrings and rekka, Juri's projectile, Marisa's pressure in the corner, Akuma's fireballs, Aki's whip
I like using a reversal a couple of times as early as possible in my games, sometimes back to back. By doing that, even if I miss once or twice, imprints into some opponents that I'm a filthy masher who's going to reversal at every opportunity. That means they block more on my wakeup and try other tactics that allow me to steal my turn back. Feels really nice when this conditioning works.
You should make a quiz video like give different situations and give like 3 options and we have to pick the right option I feel like that would help us. Please and thank you of course
@@ericgrose9403 Kinda yeah! I think you should analyze your risk taking and decision making after you’ve made your decision too. The more you analyze decisions the better decisions you will make. (This can be especially helpful in replay analysis)
Thanks for this video! It really changed my perspective - I used the spreadsheet you linked, checked out the discords of a couple of the local FCG's, and just came back from my first local offline tourney. It was a lot of fun, and I am planning on going to more.
Great video! As soon as I started climbing ranks a little, I realized how I was waking up was actually one of my biggest weaknesses. I was being really predictable and going for invincible DP way too much. Gonna watch this a couple more times to make sure it sinks in.
Waking up with buttons is often overlooked, but it has to be considered in the spread of options, as while it loses to both meaties and throws, it uniquely forces the attacker to commit to one or the other, and not do anything strange, like a slightly delayed button, which I find to be another option warranting mention. It's not quite the same as a shimmy, as you aren't reacting to your opponent, but still not actively losing to any option on the list besides maybe DP, depending on how much you delay the button by. I would generally consider button to be equally risky to a forward jump. A throw is 1200 damage while a crosscut dp is 1400 but you get out of the corner, and it stops the opponent from shimmying or doing other weird things
@@bartekkko well said! Wake up button is a pretty strong option, especially if the attacking player looking to beat delay tech with a delay button or shimmy.
@@diogogarcia7970 it also depends on the level you’re playing at. imo wake up button becomes stronger at higher levels of play because people are more likely to shimmy/delay button for okizeme. If someone is just hitting you out of your button every time there’s no point to keep mashing. It’s something you can do to force your opponent to do “real” oki.
I feel like your first good reversal, if the aki dodged it and it started a comeback people would call it bad. That doesn't make you wrong, but so often these moments get analyzed by the outcome, even the outcome after a couple more interactions go badly, rather than the situation beforehand. Very helpful video
@@jpVari I agree, No matter how well you mitigate risk, if your opponent makes a crazy good read they’ll still win. If something doesn’t work it could still have been a good choice, and if something does work it doesn’t always mean it was the right decision.
@@EldritchMephi Of course! It’s a super difficult concept to understand in my opinion. I try not to worry about making the best decisions every time, but the more decisions I make while thinking about this framework the better I get at it :)
Thanks for liking them! Hopefully I get into the 2xko beta tomorrow and I’m able to show what it’s like for me to learn a new game. I haven’t really played team games (besides kof which doesn’t have assists) super seriously before so I’m excited to learn!
There are some other archetypes that havnt been yet in Street Fighter 6 that I'm hoping would be dlc in the future. Such as:- 1. Menat - puppet character 2. Vega - stance character 3. Kolin - setplay character 4. Dan - joke character
3:21 Didn't know that inputs worked this way. The whole time, I'd thought that after each move, I'd have to separetely input the motion I'd wanted for the next move as if it were new- not that you could "share" motion inputs between moves.
Just as an fyi Ed's OD Blitz and Spark are safe cancels against DI, in particular 5MK > OD Blitz is a proper frame trap into an easy 5k damage punish with SA2. So you can't necessarily just tunnel vision DI when Ed turns yellow and OD Blitz counterhit can blow up people trying to mash at ranges where 5MK looks unsafe.
Because of this move and crHK Ed has some of the best pokes in the game, even if they are slightly slower than average they make up for it with range and they both special cancel. He doesn’t have super good pressure thanks to the lack of an overhead and too much pushback on his normals, but trying to escape Ed when you’re cornered can feel impossible if they’re good and patient.
It's the most broken button. Ed's a better Dhalsim. And at least with Dhalsim you can whiff punish his buttons easier. Something I saw the pros do at EVO is they DR in after whiff MK to whiff punish it. I thought the same after nhis video mentioned 18f of whiff recovery. Fastest DR is 11f... Not counting the button used to DR after. So add a 4-7f normal on the DR against whiff MK would work. Realistically would have to use 4f normal.
I would say Ed also falls under the setplay subtyoe, due to his really strong Psycho Flicker and Kill Rush oki, topped off with great meaties and safe jumps after almost every conversion
@@Shorins22 I love him so much. I'm a diehard Ed player. Whiff Punishing and Okizeme are my 2 favorite things in fighting games. Ed was like a match made in heaven, since I decided not to get into SF6 until I got a boxer (I was hoping for Dudley. I got something I liked much better), and I've never been happier playing a fighting game
@@averysketchygamer3241 he’s so cool to watch! I main chun li, but I’ve played a bit of every character. Ed was one of the ones I definitely enjoyed most.
I needed that 3 for 1 special. The dummy settings practice the anti-air, the reaction to DI, and the PC Combo. These are my biggest weaknesses right now. Thank you.