14:30 that wasn't just a lesson in fighting games but also a lesson for life. Learning to take a small lost for the bigger picture. Thanks for the wisdom broski.
About finishing stunned opponents with throws: it's double edged sword. If you are at full meter and your opponent is not you give him more meter, because your attacks also generate that, and you gain nothing. I thought it's worth mentioning :)
The stun issue takes me back to SF4 when everyone would start stun combos with a level 3 focus, which scaled the combo for two hits and didn't do much damage for those two hits.
Clever stuff! I'm still on the level where I'm having trouble watching the opponent's drive bar to make burnout decisions, but maybe I'll be able to implement this eventually.
another tip: If you have lvl 2 into lvl 1 (Like Ryu, Chun or Juri), its sometimes best to not go for lvl 3 if you can burnout your opponent. you will get less damage, but most lvl 1 gives oki in the corner so you can get a guaranted stun in the corner
Love this content, the internet is flooded with beginner info (which I do need) but heavily lacking stuff like THIS. I know it probably doesn't do as good as Aki 100-0 burnout check mate click bait, but its heavily appreciated.
There's insight like this all over if you're willing to look for it. I didn't screw up a super, I teabagged you then did a normal that won't kill just to assert dominance.
I clicked on this vid when it had no views and was up for one minute and my god am I happy I did. I don't even play SF6 actively but the explanation of really high level, nerdy, optimal FG techniques is so valuable for anyone who wants to improve. Shit like this just gets my brain going man. Well done!
Hi Broski these are all cool tips and i personally learned a new thing which is that a grab build more super gauge than heavy normals :) That aside, i do wanna say that the example situation for the "sacrifice some life to avoid a burnout" with JP's OD Triglav is not a very good example, because after you take the hit from that move you'll still be put in the exact same situation (get knocked down fullscreen) and JP can just do another meaty Triglav until Aki decides to block it. Sure, Aki may recovers some drive back while in the process of getting hit and knocked down, but i think for Aki to actually build enough drive to be able to block the attack without burning out will sacrifice quite a lot of the life bar.
The graphical thing with JP's CA is not a glitch exactly. That's what it looks like without the cinematic camera angles being used. Because you saved the state part way through the animation you're reloading into that state without having triggered the camera sequence so you're seeing it from a normal angle instead. There are videos of super animations on RU-vid done with a modded fixed camera. They all look like that often even taking place well off the ground in all that negative space above the stage.
I wish you would’ve touched on optimizing your bar against the opponent as well. As in, if you were to switch the bars of you and your opponent that you showed in the setup. In that case you would have max bars and they would have none, making the optimal play actually using lights to minimize THEIR meter gain since you’re already maxed out. Great video as always broski!
Some characters can do 5HP or 5HK into DI which also does a shit ton of drive gauge damage but is a lot faster to come out. I use that on Honda Buttslam
For tip 4 what I do is try to get flipped out by the normal by holding up forward If I get flipped out I can punish counter their DI, if they don't do anything and wait I might be able to either crossup them or just get anti aired on the other side
What if number 4 is happening just when you're about to recover your bars? (which is normal, since people try to stun you in the last seconds of burnout). You use super 1 and is back at your feet full bar.
You a real @$$hole for that perfect Parry tip and you use Aki(Aki is Cool), the "burnout is checkmate" Queen...so what I am saying is KEEP UP THE GREAT WORK
I haven't played fighting games since street fighter 2 turbo. There was no Internet where I live when I played. I randomly got recommended this and I don't even understand the lingo at all. It reminds me of when I went to university for jazz. You guys have a lot of nomenclature and I don't know if you all understand how little of this makes sense to anyone else. This seems informative and good but I really don't know.
perfect parrying lily's ex spire in midrange seems extremely hard because of how fast the move is, so I don't know how realistic that is for the majority of players
i purposely burn out in the first round if im ahead and still have close to full health. i then corner myself and let them di me since they wont have a lvl 3 for max dmg and most bots cant resist di for a stun. then i gain all my gauge back after they just used half or even all of theirs if they are bots.
I can’t see due to your beautiful facial hair, but the note of finishing the opponent with a throw for optimal meter gain *might* go both ways. That is, your opponent may also gain some meter (this is certainly the case for punish counter back throws where you gain half a meter and the opponent gains a quarter). Basically, if you have full or near-full meter, it might be optimal to finish the opponent with a regular combo. Anyway, great vid! Will watch more 👍
13:17 To be fair, the question you're asking is "How do I interrupt this string?" not "SHOULD you interrupt it". Saying they're wrong with their answer of "level 1 super" is unfair.
A comment about the section on finishing stunned opponents w a throw to gain meter for the next round. The meter resets at the beginning of each round....
I don't get the one with the stun and the grab. Why would it matter to get more Drive refill when you ko them and the round starts with everyone having full drive gauge?
DJ can't do his maracas taunt to build meter after stun if he wants any guaranteed damage/kill. you maracas or you kill, not both. edit: just found out that this is incorrect. DJ can combo after maracas but only if he has less than 2 bars of super after the stun
Broski was talking about the SUPER ART bar, not the Drive bar. The super meter/bar carry over to the next round like in every previous SF games aside from Super SF2 Turbo.
@Rupix15 thanks for clearing that up. I thought he was talking about the drive gauge too. I just rewatchd and he was talking about the super art meter. I don't know how I got that mixed up.
I deleted the game a few days ago. I hit Master rank and the game wasnt fun anymore after i wanted to play Luke from a low rank and it put me in Diamond
Any game that has situations where its bad to block and avoid damage is poorly designed. The burnout system is so awful in this game because it creates checkmate scenarios. No fighting game should have checkmate scenarios where you have 0 options unless its at the END of your healthbar. If a game pins you in a situation where "if you block this your X gauge goes out and then you're basically screwed" is so flawed by design. I've been playing since the PC crack and honestly, the crack was the best build we've had. Kim was better, Ryu was better, Luke was toned down slightly, Guile was better, and even Juri was better. It was a more polished and refined game and the best and most fun version. If that version we had was the final release, game would be in a better state and the meta would have been better off too. but nah, here we are playing with JP and Luke who basically dominate the entire game and creating chipout scenarios when you have half heath but if you have 0 bar, game over. How stupid is that?
What a terrible take. Having so much depth that it can actually be good to take a hit on purpose in certain situations is absolutely not a indicator of poor design. Also yes, there are checkmate scenarios. Once again, way more depth than just "health gone first, me win."
@@ryo-kai8587 Youre mistaking depth for stupidity. There are countless other ways fighting games can have depth and feel complete and unique from one another other than "different blockstrings in a chipout situation whwre if you dont have super 90% of the cast jails you!" So many characters in this game have stupid easy to do strings that leave the opponent in a terrible situation when blocking. If you dont have super.....0 options at all? Its awful. 1v1 fighters can have links, target combos to links, 1f links, option selects, viable different playstyles, unique meter build per character, install supers that are rare and dont apply to every character practically, damage output separation per character, character health differences, different frame data per character clone types, different hurtbpxes allowing for different character specific combos, different wakeup rise timings. These are all things SF6 doesnt do. Alllllll of these things can create better depth then "Burnout blockstrings!" SF6 is better than 5, but its in an awful state. Game sucks. It doesnt reward the playerbase for engaging and playing like other games dude. Fort nite, COD, Mortal Kombat, The Finals, Battlefield 2042, Pokemon, and just about any othee game out there constantly rwward players with calling cards, emblems, gun camos, music, and countless other things for playing. SF6 says, "Heres ranked mode." Thats it. Game blows.