The restraint for real lmao. She’s different though and maybe thats why they didn’t feature her since she can’t trap people like ken or ryu by canceling the third jab into a grounded special but she can divekick out of the last jab and get plus frames to keep the pressure going. Either she fucks someone up like this with a punish counter if they went for a low or get fucked herself if she gets clipped in the air.
Ironically, she's a bad demo of what he's trying to show off- her jabs are -2 so pressing a light kick after gets beat clean by mediums instead of generating a trade
Important added context: You don't have to do three lights. If your opponent is expecting the kind of situations Sajam shows in this video, you can surprise them by changing your offense. Do two lights, or just one. Go for a throw afterwards. Do two buttons, and then just walk forward and start over. Switch things up to keep your opponent guessing! If you vary your stuff enough, you might even dull their senses enough to get away with a cancel into DI for a wall-splat that turns the game around. Try things out and see if you can make it work.
Yeah that's the RPS and why doing 3 lights in the first place still makes sense. Because at any point mashing lights can be changed into going for any other option now you're losing to the opponent just mashing jab on defense, so you stick to your 3 lights and now you beat mashing. Just like delay teching will beat a jab>tick throw, a delay jab can beat a lot of follow-ups(including throw) of just doing 1 or 2 lights and going for another option, though the timing is pretty tight. So now on offense instead of chaining 3 lights you can do stagger jabs where you can even do tiny steps in-between to catch delay options which is essentially stealing turns with a frame trap, which isn't a new concept added in SF6. But it's a good example of how jab pressure changes a lot as the skill level of both players increases and how it's understandable that even the best players get smoked in these situations when the timing is quite precise and there's a lot of options on both sides to account for.
it's insane how much better you are at getting fighting game information into my brain than any resource i've come across. accidentally scared a few of my friends away from sf6 after i had a random select phase from watching all the road to masters in season 1 but its chill
My first thought as well. I thought this was going to be about something like Tekken players being forced to say like the game so Bamco doesn't blacklist them.
On the plus side, LP > LP target combo is a frame trap and you can also try doing crLP > Gladius to blow up mashing. That said, it does suck ass to not be able to do the same pressure everyone else gets, but I'd settle for having a good anti-air.
@@jasonslade6259 Sure, but it being a frametrap also means that (correct me if I'm wrong) you can tap parry it. I just want a better anti air, and for 2LP to not be interruptible during the chain on block.
@@VarthDaver a normal parry won't change much unless they get lucky with a perfect parry. And once you see them fishing for it you can bait them into getting themselves stuck on 33 parry recovery frames
Oh my god I'm an idiot, I cannot believe I've been playing this game for a year in mid-masters and never saw this meta. I guess that's what I get for playing a character without a jab for a year, structuring offense like this makes this game make so much more sense now in my head. Sajam you are my savior
i learned this last month after playing since launch and it seriously upped my win rate. i was already in masters but now im more consistent rather than having a good win streak followed by a losing streak.
For context on the thumbnail: This is based on an episode of Star Trek. The quick summary is that Picard was captured by the enemy. And as part of their torture, he was being gaslight that there are 3 lights in the room. Picard kept saying "There are four lights", which is the truth. The torturer claims he' let him go as soon as he says there are 3 lights, (for context, the torturer gave his word as he is high in the chain of command, same as Captain Picard) At the end of the episode, Picard broke down to the ship psychiatrist that he actually considered saying there were 3 lights, just so he could be let go.
A related concept is using a medium/heavy that's minus, but spaces you out so that the opponent can only hit one light normal. So after your attack is blocked, you block one normal and then mash your best medium/heavy Anyone who's ever played against Jamie will probably recognize 5HP, block jab, mash 5HP again
Im so glad i watch these. Learning ed in basically my first figjting game im getting into and im learning good stuff. Executing this stuff however is the tricky part
I've only been somewhat seriously getting into fighting games for a bit over a year now, so obviously my brain is not hardwired to see stuff like this but god damn do I feel stupid for not figuring this out. Thank you, this is unbelievably helpful and I even learned something specifically about my main
I just made it to Diamond and I didn't consciously realize that this was a thing, but I do tend to have trouble understanding when it's my turn against opponents who do this. Thanks for making this vid Sajam!
This is one of the things that replay takeover showed me was a big issue with my gameplay. I play real passive against this kind of stuff so people get free pressure or they just get to walk up and throw.
Oh god this explains so much. An embarassing amount of hrs in fighting games and I never knew this. Usually was either confused/angry, why they're 'plus' on a blocked jab or just held the mix and pressure.
I never even thought of it like this. I always thought people did multiple lights to give them time to hit confirm into a special or DR. Time to start figuring out how to use this for guessing games/pressure.
I wondered how people spent so much time in training room only to see videos like this. Makes me remember theirs a lot of stuff i'm ignorant to in this game due to not labbing.
That's pretty muxh how sf6 pressure will evolve: spacing traps instead of frame traps. Take kim's 5MP without the target combo, on Block it pushes you so far out that 5HP will catch most Buttons afterwards
Wow, I always wondered why high-ranked players always continue their pressure after three lights. This makes so much sense. Can you make more videos like this about other stuff common among high level players but are niche to intermediate players.
This sounds simple, but I never knew until this video that the end frames of light punch are cancelled if you do light punch into light punch. I thought only special moves could be cancelled into like this. I always just thought light punches were too quick for people to react to with their own light punch/dp. I didn't realize there is literally no gap between light punches for opponents to try to counter.
I wonder if we're ever gonna go back to plus frames games. It's gonna rotate back eventually I hope. I know it's a lot more oppressive, but it just feels more natural to me than the modern rule of everything being minus on block.
The auto pilot is so strong. I’ll see someone jumping I’ll say dp and throw out my heavy kick 😂, my body can’t keep up with my brain when I get tilted.
Startup is still there but if you're doing a 4 frame jab...-1 on block doesn't hurt you too much. Especially if the opponent reacts with something over 5 frames
Hello Sajam ! I play Chun Li. I have a +1 medium punch. Do you have any tip about ruling my offense ? I struggle because after my mp, I'm +1 and my opponent can simply walk backward. I can't frame trap, I can't throw, I can't counter hit, I can only crouching medium kick, and this will cost me 3 bars. It's ok if I got the drive, it's not if I don't. I feel paralised and ressourceless. Could you help with it please ? I'm Master 1471 MR right now. I'm down for anything helping me to improve. Even a Discord call, even a lab session. Anything for real, I'm rlly trying to improve. Thanks
As a Tekken player, the idea of a 5 frame move is crazy. Like, it seems that most of the counterplay in this game comes from reads and prediction. Whereas a good portion of counterplay in Tekken comes from reaction. You don't get much reactions in SF because the moves are so fast 😵💫
the main reaction checks in sf are jumps, drive moves, and overheads. generally it’s too hard to react to an individual normal but it’s fairly easy to react to blocking it
Tekken is pretty heavy on reads and conditioning too though. The basic Tekken mind-game of df1 (or *insert -1 mid here*) into step (to beat jabs) or jabs (to beat mids) is a similar concept to what Sajam is talking about. Tekken reactions mainly pertain to throws, certain lows and whiffs.