@@biggamallafluer2758 Well. If you like the character, stick with with. Work towards being really good at it. Or try others... I started with kimberly, got frustrated during ranked with her limitations(and my own), shifted toward blanka after I saw menaRD playing, looked fun, so here I am at my humble 1500 mr with the green boy. Left my Kim in Gold XD
Should probably mention you can get caught not blocking low if they drive rush into c.lk. Can be avoided with doing the 323DP motion. Flashkicks and supers are can still get caught.
That random but repeating training mode selection is so real LMFAO, I wish there was a way to make it not truly random, like guarantee to get it once every few cycles. Tetris 7-piece bag type beat.
You can adjust the odds of each replay option, not really the same thing but it can help you focus on the more common option while being ready to check others
Another fun one is against Luke is mash drive impact on medium knuckle, if he overcharges you can can a DI combo, if he does perfect knuckle nothing happens
To anyone wondering, there is some meme tech counterplay to this. Aside from Akuma, rashid, guile, chun, and cammy, you as the attacker can do crMK>dr immediate DI to beat the dp. Akuma and Rashid do enough hits to break the di. The others will go over you and land, though they are still not punishable after landing. Guile and chun will be +2, cammy will be -2. I tested this with Luke and Jamie as the attackers, it is possible other characters with weird DI’s may have special interactions.
@@ΚρανίΩ All the characters that I did not list are indeed punishable through various ways. For some, the DI hits directly like Ken and Jamie, for others they land are very negative.
I mean all this is, is using an invincible reversal on a frame trap. Since they can do a block string, you are using an OS to D yes, but still the DP only comes out when it would be a frame trap.
no people have known about this for about 7-8 months now and its been actively used in pro play also if you look at it its actually pretty balanced. no free offense with drive rush cancel you gotta go into lights so that gives limited approaches, if you do a heavy and nothing you can block a reversal but you are suseptible to getting punished for it and grabs lose in all cases to reversals. that is some of the most perfect balancing possible for this kind of move
This kind of tactic also does numbers for me with modern Marisa. I can mash out a level 2 or level 3 super after a low forward drive rush on block, and it will only come out if they don’t maintain a true block string. Risk-free opportunity to abuse the modern in most situations, unless the cancelled button does allow them to block like what you showed with Luke’s heavy punch (also true of Marisa 6HK DRc.) LOL and of course now I finished the video and you demonstrated with super as well. Good shit.
One important thing is, try to lab against a character with a 4 frame 2LK, they will punish your DP input if they catch you before you finish it Chun Li, Marisa and Zangief have 4 frame 2L, probably a lot of other characters as well
Would a low beat this OS (like cr.MK>DRC>cr.LK)? I remember that lows are not automatically blocked in some games even if the string is gapless but I don't know if that is the case in SF6.
Not if you're doing this OS properly. You can enter the DP input during the buffer window and return to crouch blocking before their Cr.LK hits you. It requires some execution though.
I'm still new, especially to high level tech like this so first off thanks for the video. Is it similar to buffering a move, afaik and I've only just kinda learned that, so it's like doing the move really early so it only comes out if the first hit hits. Is this similar but with just holding block instead of pressing a button? Have to do the move early and if it's able to come out it will but if not it won't? Thanks.
Is this high level? Ive been doing this since forever lol. And i suck! And you dont need to block right away after dp since the lp is a true blockstring, your character will auto block it. But you do need to block the next atacks after the jab.
@@ΚρανίΩ yep ur right. U can still dp 2lk but the timing is harder. Wonder if dp then parry OS could also work. That would be a even better option cuz u have a chance to perfect parry. It'd be also easier, at least for me doing dp then going back to down back really quickly is tough
I fought a Marisa as Akuma, we both jumped at each other and I air fireballed but the fire ball went straight through her and she was able to hit me with a normal. Was this a bug or something else?
air fireball is treated as an air attack not a projectile so if she used that one uppercut thing that’s prob what happened since it’s immune to air attacks
a lot of jumping attacks have projectile invincibility on the lower parts of their hurtboxs so that when you correctly time a jump with an opponent throwing a projectile you can punish them without trading with said fireball. In your case, Marisa probably pressed a jump in to air to air you that happened to have that invul. Very rare to happen since there are so few air fireballs.
I knew this since the beta cus daigo and other jp players were doing this os a lot. I have yet to implement this in my gameplay cus it takes me too much mental stack. Plus when i try to ex dp super fast i get miss inputs.
For a long time I was like well, I guess random means sometimes I'll get the same option out of 4 15 times in a row, but it happens constantly. There might be something screwy going on
thats what random is probabilities if you go to a friend right now you say heads or tails whatever they they say they will be right about 50% (this is just a fact) of the time but they might win 3 times in a row (chances of that happenning are 1/8 but still very possible) ive also done some video game programming and it does look like the computer tries to emulate randomness in a flawed way but it is still 10000 times better than the way a human would do it
drive rush into a true blockstring low lk or jab low lk catches people trying to do the dp os, but the damage you get from lights in this version of the game is pathetic
Okay so obviously I’m DOG at fighting games, but to me as a casual player OS’s like these seem kinda busted. Like the whole point of fighting games is kinda about guesswork, mitigating those guesses so that your option works no matter what option they choose seems kinda nuts to me. I dunno
Option selects make the game too mechanical, for me, it takes away from the fun of it frankly. I see why pros do it, but not sure I care to play that way...
Option selects add another layer of play. The most basic os you'll see is delay tech, where you delay a throw tech to option select strike or throw. But it gets punish countered by shimmy. So now instead of the normal options you have higher risk options that cover more normal options but open you up for harder punishes.
@@thecoolkid440 yeah, but the extra inputs you have to do is what I don't care for. OS have been secret tech for ages it seems, kind of makes the game loaded with stuff to do, prefer a good guess than try to answer 2 options with an OS. Just a play preference...
I'd agree if the number of option selects in the game was high enough. All and all i like having the delay tech to counter throw loops, since they can be nasty. I'm less of a fan of the os in this video, but in general i'd say it depends on the context, os doesn't always take away the fun
This is not a very technical OS and I really think this is totally an uncharitable view. It's a strategic decision, it's still a guess. All fighting games have many common techniques that are "OSs". Do you delay tech? Do you mash dp while in block stun? Do you buffer normals into specials in neutral? Congrats you are using option selects. Don't group all OSs together. It's not a productive or consistent way to judge them and is kinda just anti-intellectualism applied to gaming. Might as well say "I prefer to be worse at the game". Which is fine if tmyou don't want to learn everything, but that's the true nature of it.