Commenting this after listening to the opening lines about how tricky it is to find good moves compared to other character's kits - this is an actual John World Tour moment. You could check out how some moves would work out in other characters with John and might even see some ideas while checking them out.
Avatar Battle enthusiast here. Kimberley's air grab, Akuma's air fireball, and Dhalsim's forward air teleport are really good on most characters, the first is just an extra combo extender that most base chars don't have, the second plays neutral by itself and the third just works naturally with most air normals, but without Dhalsim's floaty jump. Like Broski said, SPD is really good and so is Manon's 180, any command grab is better than none. I really like Ed's KK dash even without flicker, it helps chars with bad dashes or drive rushes stay in. But this kinda defeats the purpose of the video because John Streetfighter uses these special moves with other movesets to often achieve different goals or get better rewards. There's simply no way SPD is one of the best moves in the game just because of John Streetfighter, not while Zangief is as slow as he is.
@@Korvisio nice to see an avatar battle enthusiast. And yeah, it does defeat the purpose of the video a bit, but using John for testing gives a bit of a better view, with the chance to see the move "in a vacuum" in game.
'Would you shut the fuck up bison" has to be the single most relatable thing ive heard in a long time. That man is out here speakin yapanese nonfuckingstop with how much he chatters in the background good god.
@@anso3886 you could do a thing to make it so the tornado never disappears on block. i cant remember if it does on hit? so at the time, you're stuck in block stun,until drive runs out and then get chipped. If you parry, you're stuck in parry forever. Drive reversal would end up with you getting hit, I think that's what it was?
@@manuelito1233 Yep. There was a bug where as long as Rashid walked forward at a specific rhythm so the opponent stayed right in the outer edge of Ysaar's hitbox, it would just never go away.
@@adityamisra4207there is technically one counter play as long as the rashid pops it in neutral and you're not blocking or waking up. you gotta be jp too and the what you do is jp level 3. now that is a little big specific but hey
Cammy’s level 3 can counter Rashid’s level 2 if she’s close enough too. I remembered a played against a Rashid who kept on spamming it till I started doing level 3 and then he stopped after the 4th time 😂
@@Aefaxyou gotta be at most in iron. the is litterally zero counterplay to this move, it gets you from midscreen to corner in an instant, blows your drive gauge, it stays there even if you hit rashid. if you succesfully throw rashid, you still need to block the tornado, therefore he gets pressure and it depletes your drive gauge, again. if you get hit, he gets 4k midscreen and 5-6 k corner. anyone with a brain knows this move is broken asf
You may find in this list the best moves for winning, but the best move for crushing your rivals' soul while displaying your impeccable reads it's in the other list.
Lmao the thumbnail is perfect broski also your content is fire bro. One of the best for sf6 that i love tuning into. Keep up the great work and thank you!
Gief's level 3 is absolutely terrifying, especially when you're playing a modern Gief. Those fuckers will be MASHING that thing, looking for any gap in a block string.
I feel like I should add this piece of tech in here. If you set up a safe jump against gief and when you doing the air attack from the safe jump, as usual, input up shortly after you hit it and then the next attack, if you do this OS correctly, when the screen freezes for his super the game will read as you've jumped, if he doesn't wake up super you'll attack normally
Actually for 5HP, Ryu’s got a bigger disjointed hittbox compared to Ken’s, and he can cleave 1.1 bars of drive by canceling it into Medium Hashogeki. Although this does mean that he doesn’t get High/Low mix like ken does, but Ryu’s is probably better in a vacuum
Effectively it's the same hitbox because Ken's moves him forward but yes Ryu's is disjointed. Ed's 2lk was in the same situation where it's only included here because Ed gets dream combo off it but there are better 5-framers in a vacuum
Gladius has a gap in it's armored frames that makes it very inconsistent in a lot of scenarios so it can't hang with the absolute best of moves. But yeah, it's the only thing keeping Marisa in bottom 5 instead of bottom 1. Buffs wen plz?
@@adityamisra4207 I mean, even Broski put her around bottom 6 on his tier list. 'Bottom X' doesn't really mean anything, but she's a struggle for sure.
@@adityamisra4207 master on 9 characters and placed pretty good at the largest tournament in Italy. She's bottom 5 come back when you learn how to play my child.
Jamie's 5HP has got to be at least an honorable mention. It's such an absurdly versatile button. It's a godly drive rush button, great at checking drive rush, blows up spacing traps, leads to a lot of punishes that are very forgiving on spacing, has a truly dirty DI cancel in the corner as a gimmick, and gives you your turn back without even needing to think about what you're pressing half the time. I mean, can you imagine Jamie without that button?
its only downside is the absurdly tight cancel window, if it's needed in a juggle combo you better have practiced that real good or you're gonna drop it and eat dirt
I know people have been memeing on them lately, but every frame 5, 1f air invincible DP deserves at least an honorary mention. A single move that changes so many situations, both in neutral and on defense, with the only caveat being your ability to execute it on demand.
plenty of moves "go through it" but the fact that rashid can walk back and forth or jump etc making it hard to judge whether you'll be safe by using your anti projectile move.
Like hearing your take Broski! For me, it’s Chun st. Jab, Luke’s perfect punches, Jamie’s command grab, and Akuma’s teleport (really fun, too bad no cancel), and Ed’s snatcher mixups.
Rashid’s lvl 2 tornado should disappear if you manage to hit Rashid. He also shouldn’t be allowed to kick it backwards if you manage to evade past it to the other side. I think thats more fair.
Nah bro I'll help you Manons style Tundra storm Aki slide Any air tatsu Condor dive Gief lv1 Manon lv2 Any lv3 thats not giefs, cammys, or akumas Thank me later bro
This video should be more about the best supers in Street Fighter 6 rather than best moves cause Rashid's lv2 super is both the best move & super in the entire game. In fact for me personally if I were to make a top 5 characters with lv2 supers in SF6, it would be:- 1. Rashid (Yasaar) 2. Guile (Solid Puncher/Sonic Break) 3. JP (Lovushka) 4. Blanka (Lightning Beast/Rolling Cannon) 5. Ed (Psycho Cannon) And these are just the majority install supers that either do more damage than a raw lv3 (when doing combos with them I mean) or chip out one's drive meter/life (without meter).
The stHP on it's own is better on Ryu. But with the other tools that Ken has the utility makes it obviously better on Ken. Maybe they meant to compare just the button itself and not the surrounding game around that button.
I love situations where I did the correct thing against Rashid's level 2 (just blocked, took the throw, parried, etc depending on the situation) and still feeling like I've been punished for trying to do the right thing. It's easily the worst feeling "yaaaaay SF6 is so fuuuuun" moment in the game.
I've seen Zangeif's lvl 2 counter Rashid's lvl 2. By grabbing Rashid if he pokes his head out a bit too far you become invincible during the throw animation and you can use it to pass from one side of the tornado to the other w/o getting hit. The one time I saw it was with the back version of it, but it might also work w/ the forward version that was part of your worst move list, which would be pretty ironic.
Lily her ex command grab is filthy disjointed. I have caught so many drive rushes with it. They cant do anything. When they start the drive rush they get caught by it lo'
@HellecticMojo why would you make it a level 1 and keep all the same properties?... If they keep it as is it needs to be a level 3 with no CA.. other than that, it needs to be tuned
@@SHendrixx2 Hey, you are the one complaining that it's a level 2, not me. It's perfectly placed in the super slot as a level 2 super over any other move slot. Also not being a CA but a level 3 is idiotic because you are just trying to break basic design of the game for your inane and illogical complaint.
I don't know how Sonic Boom is not on this list. It ruins drive gauge , controls the stage, and has tremendous combo potential. For better or worse Guile is completely defined by this move and on most other characters it would be bonkers broken. The only thing it doesn't do for you is anti-air, and Guile has a move for that. I don't think there's a situation where you'd look at another character's fireball, replace it with Sonic Boom and the character isn't dramatically better.
Ysaar has been a privileged-ass move since SFV. Ed's VT1 (now his SA2) was very similar to it, and since I played Juri and her EX kickflip was fireball invincible, if Ed threw it out at a bad time, I could punish him big with only 1 EX bar. But if you tried that kickflip against Ysaar, you'd learn that the move was anti-fireball invincible somehow. I'm pretty sure it counted as a projectile in every other way, but it also beat out fireball invincibility, and I don't know any other moves that did that.
11:18 Out of curiosity, I checked which characters can do that. Basically grapplers, characters without DP... and Juri for some reason. Marisa (6HK, held 4HP, held 6HK) Lily (2HP) Gief (6HP) Manon (4HP) JP (6HK) Bison (4HK) Juri (5HP)
I think Cammy's level 3 should be here. When she has it, your game changes completely as you can't throw fireballs or jump at her (depending on distance) and it's full screen. It can also go through Rashid's level 2.
For those who've played World Tour and actually played around with characters specials being transplanted into other character's styles: I just wanna say I beat the majority of the game by utilizing Ryu's free + frames after FHP to SPD every time. It's hilarious how easily other characters can set that move up.
I did accidentally find a move that can blow through, and leave you safe after Rashid's Tornado, and allow you to block. Akuma's OD DP, if you get the full hit, and the animation starts on the way down, Akuma can't be stopped from hitting the ground, and doing his pose after. As a bonus, if the Tornado is still on the screen, you can block As you leave the animation.
1:31 oh yeah i agree. I remember talking with someone ab gief’s lv3 and how it’s amazing since it’s unjumpable after the cutscene,they simply said “it’s really easy to bait at higher level dw”. BAM 3:02 real. Amazing 4:24 standing medium kick?? 4:38 oh. Well it is a really really good 5 frame,sp paired with his flicker charge shenanigans 5:14 yep 5:19 fr. Like namely,bison kicks 6:13 yep,tho for him it Can still be spaced out 7:53 yep cr.hp 11:49 jinrai? Or standing heavy punch it might actually be standing heavy punch 12:07 exactly yeah this button is ridiculous 14:23 real
What about AKI OD snakestep vs Rashid SA2? It's not invincible for the entirety of the move, but if timed right it could just pass through it during the invincibility, or am I missing something?
Zangief's level 3 fear factor is almost stronger than throwing it out. Just having it on deck, people will just give up pressure or spam jumps to bait it out, which you can punish by literally doing nothing on wake up
he didnt try parrying the level 2 once, or drive reversal on the blockstrings once the tornado was gone level 2 super for 2 bars of drive is a fucking horrible trade. the move is strong but y'all are really acting like there's nothing that can be done.
Hey I thought this was an amazing video, although for videos detailing different moves I think it would help to include timestamps for each move in the future as a suggestion!
If the past game is anything to go by, the solution to Rashid's tornado being the strongest move in the game is to introduce a character with an unlockable armour breaker so people complain about that instead
hopefully reworked into a slightly different mechanic that is enhanced by a SA instead of just converting meter into free health, if not axed altogether
I want to try Ed out, but I don't play with the music on and I just can't stand the tippity-tapping sound of his shoes whenever he stands still for longer than a millisecond.
If I had a nickel for every time a SF6 season 1 DLC character had a Lvl 2 combo making them repeatedly shout, “You’re mine!” I would only have two nickels. Which isn’t a lot, but it’s convenient for the structure of this comment that it happened twice.