If your opponent perfect parries your safe jump, you are left -2. They almost always try to back throw you into the corner, so after being parried, try going for a grab punish if available (things like instant air legs, instant dive kick, jump cancel command grab, and so on)
I really wish there was a way to share dummy recordings. If I could just download all the drills people talk about instead of recording them myself I'd probably do way more of it.
Hello Mr. Broski, just a heads up you can neutral or forward/back jump several level 1 supers on reaction during the screen freeze and make them even more minus on whiff than what you showed in the video here, it also helps when you are in chip range and can't afford to block them or if you wanted to side switch
I like the last point a lot, people don't optimize super punishes. Another thing people don't do, and Nemo has talked about it, doing meter optimal combos. For a lot of these supers you can start off with a drive impact, this builds 30% but also scales the combo to cram in a lot of hits. In many cases you can build close to a bar.
Broski is a true scientist. I think he's the best at teaching general tech like this. There's no theory, nothing abstract, just techniques to optimize your play in certain situations.
To be fair to the manon tip. Nobody in their right mind playing manon uses that move, its terrible as a reversal, it wastes 2 bars of super, doesnt always get the hits it should.
@@shaunmcisaac782yeah but you can just forward jump over it post patch and not get caught in it. You’ll always land behind Manon and get the easiest punish counter of your life
I like to disrespect drink on Lily and Gief SA3 but I never knew you could do that for Manon SA2. Thank you broski edit - I watched more of the video and didn't see there were more supers👁
about using your install during heavy plus frames on whiffed super. I have never been rage quit on more than after doing this. So sure it's optimal but beware the rage quit haha.
Brian_f used to be chilled. But now he's all hyperly clickbait like the rest of them youtubers. I guess there's a huge market for it, but not for me. P/s: I miss Infexious. He was king of chill.
How the hell were people supposed to know getting stunned while blocking scales the damage after? I looked a little at the things the game has in the guides and was actually impressed it talked about footsies, but I'd be surprised if something like this was in there as well. I thought this before, but it's weird hearing an actual human being go "It makes me want to throw a controller out of rage because people aren't being optimal".
It's an exaggeration, don't take everything so seriously. Also regarding your first point, that's why people lab, game can't teach you what to do in every single scenario for every single character.
To point 4: Ken might not kill you after the blocked DI. But he might throw you and then go for the DI sequence afterwards and kill you. Block loses to throw, so blocking is not the universally correct answer, is it?
So I understand the purpose of showing off how to punish properly for super combos but do you really have to do it to my nan the worst character in the game and teach people how to punish something that she only had to escape
It is strange how many supers in this game are full jump in punishes (or whatever is optimal) OB. In SFV, pretty sure it was only Abigail's CA that was -105 OB
Pretty much any competitive game becomes like this at the highest level. Not just fighting games, or even just video games. As Broski says at the start, these tips are mainly for advanced players. I don't think that sweaty optimization is the only valid way to enjoy the game. If you can't or don't want to do the amount of labbing and practice required to optimize your gameplay to this degree, don't worry about it. You're still allowed to enjoy playing the game. Depending on your skill level, there are probably plenty of ways you can improve your game that'll be much more rewarding (relative to the amount of effort spent) than labbing optimal situational punishes like this.
@@bwnnn you need more baseline knowledge in SF6 and there's a lot of hidden things like micro walks that's needed for combos along with base line meter managements, not to mention countering throw loops. The base line surface level of the game feels really harder. Pressure feels easier because so much of the mechanics surrounding it, but everything else in the game feels like a greater challenge. I think most of these are unintentional because Capcom's few patches did make characters more universal and consistent like Ryu's od DP working regardless of distance, or Manon lv2 floating opponents correctly, but outside of pressure and modern controls, I think SF6 is a pretty hard game at low to intermediate level.
@@whitemonkey7 i thought charged hooligan was mostly useless but yeh seems like it can do more damage on punish counter (only 30 -110 more). If you're using a single drive rush then charged hooligan only does more damage if you aren't in or near the corner, it does less damage otherwise. Still fairly useless imo
on your point at 4:21, all it does is just add a single unscaled hit and in 80% of scenarios, it doesnt really matter. You're talking about 600-800 damage on average, which doesnt make much of a difference at all in MOST scenarios. Yeah, sure, you're optimizing, but with how awful inputs in this game are, not worth the consistency really.
@@shaunmcisaac782 Its just such a niche point to improve. its only going to work on your setups on wakeup and when you have different setups, risking and memorizing like 4-5 different setups just to squeeze in 600 dmg on a situation that literally gambles with your meter and the input issue of the game, no thanks.
@@gameclips5734 600 dmg is NOT huge at all in a game where 50-60% damage combos with level 3 literally earn you one round for FREE every game. The meta is hold onto level 3 to ensure youre going to win round 2/3. 600 dmg is dogshit ESPECIALLY in a drive impact cash in scenario because drive impact scales combos heavily to the point where unless it secures the kill its NEVER wprth it to spend extra gauge to get increased dmg output because it scales so bad. Notice how he used his level 3 in his example? Its because thats the only meter use thats worrh it aftwr a DI. Anything else you spend to gain "600 damage" is meaningless. Each interaction you get anywhere between 2000-4000k damage on average. Each character has 10,000 health. lets say youre a great player and you get 4k damage each hit in a round. 4k x2 gets 8k and lets say you "maximize" damage and get an increased 600 damage more on each of those hits. Youre still not killing in less than 3 interactions. Now, lets say youre a bad player and you get 2500 damage per interaction. Never will happen because people know how to cash out well and kill, but theories sake lets do it. 2,500x4 hits is 10k Now lets add that amazing 600 damage to EACH interaction. You get 9.3k, which is STILL not killing in less interactions. 600 damage is NOTHING. Youre a fucking idiot because you dont understand the game. lol. Risking a game w shitty inputs just to squeeze a pointless 600 damage will MORE THEN NOT dictate an outcome of a match/round. If you need to squeeze damage in a drive impact situation to kill (drive impact is awful as a defensive tool anyway and most people who are good do not use defensively) then youre barking up the wrong tree to improve.