Edit 7/15/23 - I'll update this post with new option selects that are found: DP/Parry OS twitter.com/JustfogQ16/status/1680122295132749832?s=20 Parry in blockstring OS th-cam.com/video/jCB6QbegE5E/w-d-xo.html SIA OS th-cam.com/video/m7KfKv_xAnk/w-d-xo.html (This OS was removed, cause it was too broken lol) If more are found, that aren't in the video or above, let me know. Also subscribe or else 😅 Original Post: Hey! Read through all the comments and appreciate the support and feedback. A couple comments: There are more important things for beginners to learn than option selects. Stuff like combos, system mechanics, training reactions, etc. For beginner players, realistically you only need to worry about the first couple minutes of the video. I’ll make a more thorough video on this but wanted to include here for completion sake. Most of the OS in this video are just to show you what’s possible at a high level, and for intermediate + players to use. Most pro players aren’t doing all these OS yet either and are slowly adding it to our gameplay. So don’t worry about being behind, etc. Also I can’t believe how many people are calling this cheating LOL. That kind of mentality is going not just hold you back in fighting games but in life. These are tools that are part of the game, everyone has access to them, so if you want to play at a high level you need to learn them. Option selects exist as part of every fighting game, you can’t just “remove” most of them without introducing another issue, these typically are the result of intentional design decisions. That being said, compared to a game like SF4, OSs are WAY weaker in this game, so I don’t really see the issue.
@@Vanity0666Do you have a list of option selects they’ve patched out of a game? I can only think of one example (jump back OS in sfv). SFV/SF6 removed a lot of OS that were in 4, but those weren’t patched out, just part of the game on launch. I don’t think it’s likely any of these OS are removed since nothing is particularly egregious .
@@Diaphone comes from the mouth of combofiend during sfv, specifically with the jump back light OS Capcom doesn't remove OS that are difficult to perform, but with the advent of the new control scheme that becomes an entirely different issue where performance is no longer a factor in many OS setups, they will be proactive about it but the game is still fresh so it remains to be seen what kind of impact stuff like this will actually have on a larger scale.
The low tier main option select is another good variant I do in alot of games. If you lose, it's because of your character pick, so whatever. If you win, you can get that ego boost knowing that you're that much better than the other player
Honestly, just try to can work in the first 3 from the video and you'll be in good shape. Part of the reason high-level players are able to perform so well is because of option selects like this. Option selecting away situations lets you focus more brainpower on the smaller set of situations you do need to worry about.
I didn't realize the screen freezes "eat" inputs, making this stuff possible. Playing against Ryu with that DR option select made me feel super slow lol, now it all makes sense. Thanks for these guides!
It's not just Street Fighter either. If you play Strive, the Punish Counter OS can be used on the big counterhits in that game as well. For example, Leo inputting 2H then 236S 214S in quick succession will have the second, unsafe launcher come out on CH because the first is eaten by the screen freeze. On normal hit, the second special is eaten because you're already in the animation of the first special, which is safe on block.
There's another useful OS for Drive Reversal: sometimes your opponent will leave a gap in a string and you get a Drive Impact instead of DR (which they counter DI for a full punish). What you can do instead is (while blocking) push forward and piano Drive Parry->Drive Impact, then immediately resume blocking. If they left a gap you get a quick whiffed parry but you can still block. If they push a delayed button you can get either a normal parry into DR, or if you get a perfect parry then the DR/DI doesn't come out and you do your normal punish. The entire setup loses to throws, but a baited accidental DI loses to throws anyway, and at least you avoid getting blown up with a full counter DI combo.
Some people seem to get confused by the terminology used in this video (and other recent ones), remember that if you are new to fighting games, or you simply don't remember some of the stuff mentioned, you can check out The Fighting Game Glossary by Infil. Really easy to use, almost 900 concepts explained and some of them also have short video examples. Tried to cover most of the terms mentioned in this video (wanted to add descriptions directly into the vid but I think it's not necessary): - Buffered Attack: Whiffing a normal attack in front of you, and inputting another attack as a cancel afterwards. When your attack whiffs, nothing further happens, but if your opponent accidentally runs into the attack, the cancel happens automatically. - Neutral: The stage of a fight where neither player is blocking or getting hit by anything, and you are trying to figure out the best way to start or continue your gameplan. - Whiff: An attack that neither hits nor is blocked. You swung and you missed entirely. - Hitstop: An extremely brief moment where the game pauses for dramatic effect whenever an attack successfully hits. - Meaty: An attack that hits an opponent on the very first frame possible after they rise from a knockdown. This guarantees the opponent must either block the attack, or immediately do an invincible move (like a dragon punch). - DP: A powerful rising uppercut attack that is great for anti-air and is usually invincible, making it great for reversal attacks. - Hitstun: The period of time when your character cannot perform any action after getting hit by an attack. - Safe Jump: A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block - Negative Edge: The act of releasing a button (instead of pressing it) to perform a special move. - Kara Cancel: The ability to very quickly cancel a move into another move, before the first move completes its startup. Normally, in order to cancel a move, you'll have to make contact with your opponent, but kara (or "empty") cancels bypass that restriction and cancel immediately, often before you even see the first move on screen at all.
I'm a boomer who is kinda new to the FGC and i've been watching a lot of videos to try and improve since i got all the way up to Platinum on "luck" i guess (lol) and now i'm stuck... Most of those videos didn't adress the issues that were preventing me from improving, but this video is by far the best one and deals with almost all of them! For example those "delayed" defensive moves and buffering blew my mind and imma learn them ASAP! Because i am TERRIBLE against rushdown characters (being pressured/guessing grabs at the corner) and my reflexes arent that good to only use skills after a hit confirm.
That last one comes up a lot. Don't forget to say "See me in a real game, X," after either option. X being your game of choice (or something very out there).
the "i dont even play this game " OS most notorious used by Adrian Riven. Despite being known mostly for playing League of Legends and refered to as a League player whos "pretty good at fighting games" he played fighting games even before league and startet playing riven because she reminded him of fighting games. So when he plays he often uses this option ... because u know hes just a LoL player ;D
Diaphone! As new SF player, I love the content and the help you’ve provided. I think a great video would be how to maximize the “simple training settings.” I find it a little intimidating
Such a good option select video. I've watched it a few times over the past couple weeks and it always reminds my ape brain of something I've forgotten.
Nice, thanks for the video. I played street fighter 5 alot, and the only os i used was delay throw, but i also played back in the day street fighter 4 on a begginer level but i knew that the game had lots of setups and option selects, but never learned any of them. Always wondered how it would feel to grind these type of stuff, seens fun. Once i get a job i'm planning to buy this game, hoje it stays popular for at least 7 years. But the downside of getting late into the game is the possibility of losing the cool things about the current patch, hope they keep the cool stuff of all the characters.
One option select you didn’t cover is the JP tbag/spike OS. If you input 22P, it’ll shoot a spike, but it also has the added bonus of being perceived as a tbag ONLY IF the enemy is already pissed off
Not 100% sure if this qualifies as an OS, but a strategy I've been doing with JP is to 5hp and hold parry. If it's a regular hit, block, ch, or whiff i just let go of parry and nothing comes out, BUT if i get a punish counter, I go into parry> drive rush hp xx 236hp. Makes the confirm really easy and only cost 1 DR bar instead of 3. Idk if it counts cuz there's still a reaction you have to do of when to let go of parry, but *shrugs*
I find it useful to do an Option Select when trying to hit confirm target combos so if I do them too late a normal attack will come out instead and still combo
Great vid! Some of this is too advanced for me right now but I saved the vid and liked/subscribed. Only played SF casually against cpu as a little kid a long time ago. Really hope more vids come. I was surprised to place gold and climbed to 1 match from Plat but lost that set. Now I'm looking to actually learn FG mechanics. Also, my motion inputs are rusty but that just needs practice. I remember you from GBVS and the positive streams. That is the game that got me excited for fighters again. Loved it but online wasn't great and I just didn't have the time then, so gave up. Really excited for rising and relink though and SF6 has been incredible. So fun so I find ways to make time. Really great to play street fighter again.
I am confused with the Buffed thing, you are suposed to just do the movement and if you hit you then press the punch/kick button, or you just do the whole special and if you happen to not hit it will not come out but it will if u hit?
this game has alot of mechanics to learn... it's kinda overwhelming but i guess since i'll be playing for years to come i should get better - eventually.
2:56, Im kinda very confused here if u can explain, ur ending with down left.. You arent doing a cross cut DP I get how u are still blocking becuz of down left, but how does it DP come out if it isn’t a cross cut dp and ur facin kim so its sposed to end in ↘️ not ↙️ unless shes jumpin over u.?
Cool vid - my brain hurts from fighting game knowledge. I heard the Rashid Update changed some of the eaten inputs from drive rush - does that change some of these option selects?
I main kymberlee. Brand new to the genre and 48 hours in I can confidently say that Iv gone from beginner to novice with classic controls. I just have a hard time triggering my super 😢.
Can you confirm if plinking 2LK~LP is an option select against both throwloop and shimmy? It works against the throw escape training script set to 2 or 4, but 4's backdash shimmy isn't exactly the normal kind players do. The slide input will make the crouching kick come out to catch his backdash, but plinking the throw input turns it into a throw escape. It loses to meaty but there's delaytech and hold block that both deal with that.
How do you set up those "Throw Escape Practice" in replay? I can't seem to see an option to switch to it, or a way to rename your replays saves...so confused.
“Option select” I found using modern controls..auto timed fireballs.. normally if you throw a fireball and it makes contact with your opponent.. you don’t know EXACTLY when the fireball will make contact with them since they move around while the FB is in the air.. and if you then input your fireball too quickly it won’t come out… and you lose valuable frames if you input too slowly.. so usually I just set it up to where I lose a couple frames. But with modern controls all you have to do is mash special and a fireball will always come out on the first frame it can… this sounds non powerful but in practice it was making my fireball game a menace. As long as you make sure that your first fireball is blocked or hit at a range that you have frame advantage, your next auto timed fireball will recover quick enough to mash easy input DP. Also east input DP when someone jumps over your fireball is the same. Just mash it and if it has a chance to come out… it ALWAYS WILL. If it didn’t then that meant you ate a jumpin so it doesn’t matter that you were mashing DP… this basically means with easy inputs you should always be mashing DP when you see someone jump your fireball… there’s no reason to just block.
If you just mash to get the fire early that means you are opening yourself to get destroyed by an ex fireball against you. You should learn to not mash, and react to the blocked fireball.
@@ASDisastersama no one said you had to mash everytime.. obviously.. you as the player can do it how you like but if you react you will be losing frames if you do it the classic way
Arguably, very little of it. OS's are generally for players who are at least a little serious about self improvement. There's some very foundational and barely intermediate stuff in here though, like normal buffers and delay throw tech.
9:32 would still works with the recent changes that happened today? like I feel like now we would get DR cancel if we try that (although the whiff DRC only happens with lights so maybe it does work if use mediums)
Wait wait when did this game have a delayed jump and throw??? That is insane!! Whenever I tried to get up in an SF game and I mean the old ones like alpha 3, usually I would just hold up when I'm knocked down and that would give me a jump should someone just spam crouching lp. In this game no matter what I do, crouching lp always get to hit me even when I try to just hold up on knockdown. Kimberly players always get me with that and I just can't get to escape from them. When do I press up to make it a 'delayed' jump?? Also thanks for making this video this is all new info for me.
You'll want to go into Training Mode and setup a dummy to have two playbacks and randomize them. One will be the perform a meaty on you, the other will be to shimmy and poke you. Basically, you want to jump a few frames after wake up and holding block. If you get attacked immediately, you won't jump even though you pressed up (because you'll be in block stun). If they shimmy back and poke, you'll just jump over them and attack. The timing can be really tough but that's why you have to practice.
@@EXBraver man Axe thank you so much for this. Cause my main so far is Guile and I've been struggling in getting this stuff down. Yo by any chance do you have discord that I could sync up with you about this stuff and get knowledge from you? Thanks in advance
Jumps in SF6 have a 5 frame startup (you're airborne on frame 5), while jabs have 4 frame startup (hits on frame 4). So yeah in SF6 your feet are nailed to the floor
@@pairofrooks Jesus Christ! That's nuts! Has it always been like that?? Because in the old SF games like SFA3 or heck even SF3rd Strike, I'd normally hold up and my char would jump and they would escape. But say if I randomly do get hit a LP jab my char would be air born and does a little backflip and then stands back to neutral.
The "I don't even play this game" OS is similar to the "play a low tier character" OS. For that one if you lose it was because your character is trash, and if you win you are so much better than your opponent.
2:49 “If you end on a down input….” If you end what on a down input? You said that if you do the dp motion, Luke will get hit. The dp motion already ends on a down input (down/forward). Are you suggesting to do the dp motion then press down after?
I’ve only just started implementing buffering supers in neutral and drive rush os off of pokes, doing this in a match whilst managing resources and reacting to certain moves, against Kimberley’s, Cammys and yolo ass Ken’s is a lot😂, how do you guys do all these OS options and manage everything else whilst playing good players, I feel completely overwhelmed almost, I’ve gotten a bunch of characters to gold 2345 and Ken to platinum 2 so I’ve made progress as in sfv I was a silver player but I’m a little lost on how to improve efficiently
@@Iamkiingdrew It's probably not that you're jumping late, it's that you probably need to TK the izuna input. In case you don't know what that means, a TK (tiger knee) is when you input the motion for an air special while you're still on the ground, and then you jump and immediately hit the button for the special. This lets you get air specials that come out super low to the ground. So in the case of izuna, you want to input the quarter circle forward, but then keep going with your motion to up forward. Then as soon as Kim leaves the ground you hit the punch button. It takes some practice to get the timing, but once you get it it's waaay easier than trying to jump and then inputting the quarter circle fast enough to catch them. It also means you can start inputting the motion while you're still in the throw or whatever animation you did before it, so you can get the izuna out way faster.
Whenever I try to buffer drive rush with Manon’s standing MK, I literally just dash right afterwards cause I’m too slow lmao fuck I’m awful at this game.
Yeah, he mentions that delayed options can't beat everything. Fuzzy jab loses to throw, beats shimmies and blocks meaties. Fuzzy throw loses to shimmies, techs throws, and blocks meaties too.
I watch these videos every time a new fighting game comes out in hopes of getting better, then i go online feeling confident only be destroyed by 'newcomers' repeatedly, and i promise myself never to try any other fighting games only to repeat the cycle :(
I always feel weird about OS (except the buffer one because that is so central to the game). You win not because you made the right decision but because you've practiced a way to game the system to decide for you.
It's strictly detrimental to the game, if the game is automatically resolving to the best possible answer in OS scenarios there's no difference between the highest skilled player and an absolute button masher
How come Guilty Gear guy doing better SF6 content than most of the SF content creators? Alot of them made beta guides and stopped making content. They are hoping newbs check out their outdated guides and still collect that CPM.
Helpful but couldn’t really follow it lol. Maybe it’s late and I couldn’t really get it. Well edited though. I’m not a SF newbie either but frame data etc for some reason never resonates with me
All you need to know about frame data is that anything more than a -4 on block is going to get you locked in a 35 hit combo against a modern E. Honda player slapping one button and picking his nose at the same time
@@Vanity0666 Right? I swear sometimes it feels like I can see the frames and I reacted to the throw animation. I know that's bullshit, but it sure feels like it sometimes.
Are you talking about the late throw tech? Basically if you read that someone's going to try to throw you on your wakeup, instead of hitting the throw button immediately, wait and hit it just a fraction of a second later instead (this takes practice). The training mode has a mode for practicing defending against throws where the Ryu bot will knock you down and then either throw you on wake up or hit you. You want to time your throw tech right when his attack would connect. If you get hit then you're teching too early, if you get thrown then you're teching too late.
Edit 7/15/23 - I'll update this post with new option selects that are found:
DP/Parry OS twitter.com/JustfogQ16/status/1680122295132749832?s=20
Parry in blockstring OS th-cam.com/video/jCB6QbegE5E/w-d-xo.html
SIA OS th-cam.com/video/m7KfKv_xAnk/w-d-xo.html (This OS was removed, cause it was too broken lol)
If more are found, that aren't in the video or above, let me know. Also subscribe or else 😅
Original Post:
Hey! Read through all the comments and appreciate the support and feedback. A couple comments:
There are more important things for beginners to learn than option selects. Stuff like combos, system mechanics, training reactions, etc. For beginner players, realistically you only need to worry about the first couple minutes of the video. I’ll make a more thorough video on this but wanted to include here for completion sake. Most of the OS in this video are just to show you what’s possible at a high level, and for intermediate + players to use. Most pro players aren’t doing all these OS yet either and are slowly adding it to our gameplay. So don’t worry about being behind, etc.
Also I can’t believe how many people are calling this cheating LOL. That kind of mentality is going not just hold you back in fighting games but in life. These are tools that are part of the game, everyone has access to them, so if you want to play at a high level you need to learn them. Option selects exist as part of every fighting game, you can’t just “remove” most of them without introducing another issue, these typically are the result of intentional design decisions. That being said, compared to a game like SF4, OSs are WAY weaker in this game, so I don’t really see the issue.
Capcom quite literally does remove option selects like this so your whole monologue about how people are just failures at life doesnt hold up at all
@@Vanity0666Do you have a list of option selects they’ve patched out of a game? I can only think of one example (jump back OS in sfv). SFV/SF6 removed a lot of OS that were in 4, but those weren’t patched out, just part of the game on launch.
I don’t think it’s likely any of these OS are removed since nothing is particularly egregious .
@@Diaphone comes from the mouth of combofiend during sfv, specifically with the jump back light OS
Capcom doesn't remove OS that are difficult to perform, but with the advent of the new control scheme that becomes an entirely different issue where performance is no longer a factor in many OS setups, they will be proactive about it but the game is still fresh so it remains to be seen what kind of impact stuff like this will actually have on a larger scale.
been practicing that last OS and i'm starting to get more consistent into the losing friends confirm
I'm so proud of you
Same, it's pretty rough
The fact that Deejay has this is just rediculous, he’s already the strongest in the game.
@@ballzz2thewall stop
@@ballzz2thewall
Probably is not. He seems to be really good.
But Guile and Luke are on another level.
The low tier main option select is another good variant I do in alot of games. If you lose, it's because of your character pick, so whatever. If you win, you can get that ego boost knowing that you're that much better than the other player
Do you also inform your opponents what they should do...NOW?
@Steven Luoma joke went over your head completely
The DSP OS.
@stevenluoma1268 Jamie and Lily are not good
@@luigiwiiUUsleeping on Jamie is a mistake
The depth in fighting games is crazy, videos like these really show me how I can't compete at the highest level lol
Haha in the same boat
Honestly, just try to can work in the first 3 from the video and you'll be in good shape. Part of the reason high-level players are able to perform so well is because of option selects like this. Option selecting away situations lets you focus more brainpower on the smaller set of situations you do need to worry about.
You can if you practice enough meet the right people in online matches
This is a real humblin' comment haha! I really feel like fighting games are truly amazing. So much hidden depths you cant even see or notice
Tô be fair, this video was super overwhelming. You don't need to know all this stuff to compete.
I didn't realize the screen freezes "eat" inputs, making this stuff possible. Playing against Ryu with that DR option select made me feel super slow lol, now it all makes sense. Thanks for these guides!
It's not just Street Fighter either. If you play Strive, the Punish Counter OS can be used on the big counterhits in that game as well.
For example, Leo inputting 2H then 236S 214S in quick succession will have the second, unsafe launcher come out on CH because the first is eaten by the screen freeze. On normal hit, the second special is eaten because you're already in the animation of the first special, which is safe on block.
There's another useful OS for Drive Reversal: sometimes your opponent will leave a gap in a string and you get a Drive Impact instead of DR (which they counter DI for a full punish). What you can do instead is (while blocking) push forward and piano Drive Parry->Drive Impact, then immediately resume blocking. If they left a gap you get a quick whiffed parry but you can still block. If they push a delayed button you can get either a normal parry into DR, or if you get a perfect parry then the DR/DI doesn't come out and you do your normal punish. The entire setup loses to throws, but a baited accidental DI loses to throws anyway, and at least you avoid getting blown up with a full counter DI combo.
This is phenomenal. Thank you!
You know this is premium tech, when the sensei himself Zaf is taking notes!
@@trapsnake6Whos Zaf?
I love how informative your videos are even thought I’ll never be good enough to understand any of this
Props to the editor! It's kind of crazy how much work you put into the video (cuz I was there for the livestream) Keep up the good work both of you!
Some people seem to get confused by the terminology used in this video (and other recent ones), remember that if you are new to fighting games, or you simply don't remember some of the stuff mentioned, you can check out The Fighting Game Glossary by Infil. Really easy to use, almost 900 concepts explained and some of them also have short video examples.
Tried to cover most of the terms mentioned in this video (wanted to add descriptions directly into the vid but I think it's not necessary):
- Buffered Attack: Whiffing a normal attack in front of you, and inputting another attack as a cancel afterwards. When your attack whiffs, nothing further happens, but if your opponent accidentally runs into the attack, the cancel happens automatically.
- Neutral: The stage of a fight where neither player is blocking or getting hit by anything, and you are trying to figure out the best way to start or continue your gameplan.
- Whiff: An attack that neither hits nor is blocked. You swung and you missed entirely.
- Hitstop: An extremely brief moment where the game pauses for dramatic effect whenever an attack successfully hits.
- Meaty: An attack that hits an opponent on the very first frame possible after they rise from a knockdown.
This guarantees the opponent must either block the attack, or immediately do an invincible move (like a dragon punch).
- DP: A powerful rising uppercut attack that is great for anti-air and is usually invincible, making it great for reversal attacks.
- Hitstun: The period of time when your character cannot perform any action after getting hit by an attack.
- Safe Jump: A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block
- Negative Edge: The act of releasing a button (instead of pressing it) to perform a special move.
- Kara Cancel: The ability to very quickly cancel a move into another move, before the first move completes its startup. Normally, in order to cancel a move, you'll have to make contact with your opponent, but kara (or "empty") cancels bypass that restriction and cancel immediately, often before you even see the first move on screen at all.
I'm in this video twice, so you know it's a banger. Didn't know about the fireball one, might have to rethink about keeping negative edge off
I'm a boomer who is kinda new to the FGC and i've been watching a lot of videos to try and improve since i got all the way up to Platinum on "luck" i guess (lol) and now i'm stuck... Most of those videos didn't adress the issues that were preventing me from improving, but this video is by far the best one and deals with almost all of them!
For example those "delayed" defensive moves and buffering blew my mind and imma learn them ASAP! Because i am TERRIBLE against rushdown characters (being pressured/guessing grabs at the corner) and my reflexes arent that good to only use skills after a hit confirm.
This video is an absolute gold mine
That last one comes up a lot. Don't forget to say "See me in a real game, X," after either option. X being your game of choice (or something very out there).
the "i dont even play this game " OS most notorious used by Adrian Riven. Despite being known mostly for playing League of Legends and refered to as a League player whos "pretty good at fighting games" he played fighting games even before league and startet playing riven because she reminded him of fighting games. So when he plays he often uses this option ... because u know hes just a LoL player ;D
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Diaphone! As new SF player, I love the content and the help you’ve provided. I think a great video would be how to maximize the “simple training settings.” I find it a little intimidating
Such a good option select video. I've watched it a few times over the past couple weeks and it always reminds my ape brain of something I've forgotten.
This was a really good explanation, I got it way faster than any other video I've seen, leaving a like for sure
Nice, thanks for the video. I played street fighter 5 alot, and the only os i used was delay throw, but i also played back in the day street fighter 4 on a begginer level but i knew that the game had lots of setups and option selects, but never learned any of them. Always wondered how it would feel to grind these type of stuff, seens fun. Once i get a job i'm planning to buy this game, hoje it stays popular for at least 7 years. But the downside of getting late into the game is the possibility of losing the cool things about the current patch, hope they keep the cool stuff of all the characters.
One option select you didn’t cover is the JP tbag/spike OS. If you input 22P, it’ll shoot a spike, but it also has the added bonus of being perceived as a tbag ONLY IF the enemy is already pissed off
I get hit by this one a lot
Almost got hit by this one ngl
@@jamesonjefferson208Pfp (Profile Picture) and / or Banner Source (Link to full Image and Artists Names?) 🗿
Why am I just finding this video?! So helpful
Impressive. That was a lot. I can remember block/throw break OS, & the input motion for a special in case a normal hits. Good vid.
Not 100% sure if this qualifies as an OS, but a strategy I've been doing with JP is to 5hp and hold parry. If it's a regular hit, block, ch, or whiff i just let go of parry and nothing comes out, BUT if i get a punish counter, I go into parry> drive rush hp xx 236hp. Makes the confirm really easy and only cost 1 DR bar instead of 3.
Idk if it counts cuz there's still a reaction you have to do of when to let go of parry, but *shrugs*
Dang, that last option select was too good. Need to start implementing that into my gameplan.
I find it useful to do an Option Select when trying to hit confirm target combos so if I do them too late a normal attack will come out instead and still combo
This is exactly what i needed! Thanks Diaphone :D
Thank you man, really appreciate videos like this.
just learned about this today - feel so dumb for just now learning it. makes sense now how they tech so much
Great vid! Some of this is too advanced for me right now but I saved the vid and liked/subscribed. Only played SF casually against cpu as a little kid a long time ago. Really hope more vids come. I was surprised to place gold and climbed to 1 match from Plat but lost that set. Now I'm looking to actually learn FG mechanics. Also, my motion inputs are rusty but that just needs practice.
I remember you from GBVS and the positive streams. That is the game that got me excited for fighters again. Loved it but online wasn't great and I just didn't have the time then, so gave up. Really excited for rising and relink though and SF6 has been incredible. So fun so I find ways to make time. Really great to play street fighter again.
This video is godlike
All characters modern assisted combos that end in a super are option selects. And they do full damage as if they were manually inputted.
Great video, subbed for the dubs
I love your videos man !! Nice tips and tricks
Really useful, thanks! I'm way off implementing most of this into my gameplay but I need to practice delay throw tech at least
I did that last OS inadvertently ages back. The guy's eyes I was playing changed. It was like he was mentally clinging on for dear life.
Loving your content man
Subscribed great info. Thank you
Amazing video!
I don't know if I should be happy that the game is more complicated or more upset of the return of (more) OS's than SF4.
I am confused with the Buffed thing, you are suposed to just do the movement and if you hit you then press the punch/kick button, or you just do the whole special and if you happen to not hit it will not come out but it will if u hit?
Thanks for the great SF6 contents
u always make bangers diaphone well done
this game has alot of mechanics to learn... it's kinda overwhelming but i guess since i'll be playing for years to come i should get better - eventually.
2:56, Im kinda very confused here if u can explain, ur ending with down left.. You arent doing a cross cut DP I get how u are still blocking becuz of down left, but how does it DP come out if it isn’t a cross cut dp and ur facin kim so its sposed to end in ↘️ not ↙️ unless shes jumpin over u.?
This is great!
When the parry OS came up I considered it for JP’s amnesia and had to mentally reload when it got to command grabbing at that distance
Cool vid - my brain hurts from fighting game knowledge. I heard the Rashid Update changed some of the eaten inputs from drive rush - does that change some of these option selects?
As a completely new fighting game player, how do I know which moves can be cancelled?
You’re the goat bro
Can charge characters do the dp os on drive rush? I'm thinking no but just wondering
I main kymberlee. Brand new to the genre and 48 hours in I can confidently say that Iv gone from beginner to novice with classic controls. I just have a hard time triggering my super 😢.
You main who😂
@@supercereal4743LMAO MAAAAN
I’ve been doing OS throw out of habit due to SFIV. I’m hitting the buttons without event realizing it since it was so prevalent back then
Can you confirm if plinking 2LK~LP is an option select against both throwloop and shimmy? It works against the throw escape training script set to 2 or 4, but 4's backdash shimmy isn't exactly the normal kind players do.
The slide input will make the crouching kick come out to catch his backdash, but plinking the throw input turns it into a throw escape. It loses to meaty but there's delaytech and hold block that both deal with that.
Appreciate the vid. Even though I consider myself a decently knowledgeable player I don’t understand any of this lol
So, for the Drive Rush DP OS you need to input 236321 + punch, right? Basically a dp input but you end it in down back?
watch til the end, best OS
How do you set up those "Throw Escape Practice" in replay? I can't seem to see an option to switch to it, or a way to rename your replays saves...so confused.
solid, ty
are you using hitbox or the leverless i saw in your sfv video?
“Option select”
I found using modern controls..auto timed fireballs.. normally if you throw a fireball and it makes contact with your opponent.. you don’t know EXACTLY when the fireball will make contact with them since they move around while the FB is in the air.. and if you then input your fireball too quickly it won’t come out… and you lose valuable frames if you input too slowly.. so usually I just set it up to where I lose a couple frames. But with modern controls all you have to do is mash special and a fireball will always come out on the first frame it can… this sounds non powerful but in practice it was making my fireball game a menace. As long as you make sure that your first fireball is blocked or hit at a range that you have frame advantage, your next auto timed fireball will recover quick enough to mash easy input DP. Also east input DP when someone jumps over your fireball is the same. Just mash it and if it has a chance to come out… it ALWAYS WILL. If it didn’t then that meant you ate a jumpin so it doesn’t matter that you were mashing DP… this basically means with easy inputs you should always be mashing DP when you see someone jump your fireball… there’s no reason to just block.
Interesting
If you just mash to get the fire early that means you are opening yourself to get destroyed by an ex fireball against you. You should learn to not mash, and react to the blocked fireball.
@@ASDisastersama no one said you had to mash everytime.. obviously.. you as the player can do it how you like but if you react you will be losing frames if you do it the classic way
Great information about OS. I didn't even watch this video.
(Am I doing it right?)
Mike would be proud
sf6 is my first sf and i have trouble w literally understanding anything you said. send help need all of it
I wonder if the screen freeze tech happens with Idol Showdown as well
Which part of this was for beginners?
Arguably, very little of it. OS's are generally for players who are at least a little serious about self improvement. There's some very foundational and barely intermediate stuff in here though, like normal buffers and delay throw tech.
I'd say buffering in neutral and maaaybe delay teching.
9:32 would still works with the recent changes that happened today? like I feel like now we would get DR cancel if we try that (although the whiff DRC only happens with lights so maybe it does work if use mediums)
my option select for years: Playing Sagat in SFV :)
if i win, i can win with a trash character.
If i lose, character is trash.
How do you do the air grab after the dr down heavy punch at 6:47? Im doing the same exact thing but my Kim wont jump/grab at all.
I am a bit confused, how to enable option select? I've skimmed through settings and don't know how to make it work :(
This is super helpful. Thanks!
Can someone clarify the input required for the drive rush dp os. I wasn't clear on the significance of ending your input in a down direction.
i come from ariss' stream :)
Wait wait when did this game have a delayed jump and throw??? That is insane!! Whenever I tried to get up in an SF game and I mean the old ones like alpha 3, usually I would just hold up when I'm knocked down and that would give me a jump should someone just spam crouching lp. In this game no matter what I do, crouching lp always get to hit me even when I try to just hold up on knockdown. Kimberly players always get me with that and I just can't get to escape from them. When do I press up to make it a 'delayed' jump?? Also thanks for making this video this is all new info for me.
You'll want to go into Training Mode and setup a dummy to have two playbacks and randomize them. One will be the perform a meaty on you, the other will be to shimmy and poke you. Basically, you want to jump a few frames after wake up and holding block. If you get attacked immediately, you won't jump even though you pressed up (because you'll be in block stun). If they shimmy back and poke, you'll just jump over them and attack. The timing can be really tough but that's why you have to practice.
@@EXBraver man Axe thank you so much for this. Cause my main so far is Guile and I've been struggling in getting this stuff down. Yo by any chance do you have discord that I could sync up with you about this stuff and get knowledge from you? Thanks in advance
@@DarkWolf80s yep! I can try to message you so bots don’t eat it up
Jumps in SF6 have a 5 frame startup (you're airborne on frame 5), while jabs have 4 frame startup (hits on frame 4). So yeah in SF6 your feet are nailed to the floor
@@pairofrooks Jesus Christ! That's nuts! Has it always been like that?? Because in the old SF games like SFA3 or heck even SF3rd Strike, I'd normally hold up and my char would jump and they would escape. But say if I randomly do get hit a LP jab my char would be air born and does a little backflip and then stands back to neutral.
I don’t get the negative edge one, what’s it doing that you can’t with negative edge off?
The "I don't even play this game" OS is similar to the "play a low tier character" OS. For that one if you lose it was because your character is trash, and if you win you are so much better than your opponent.
2:49 “If you end on a down input….”
If you end what on a down input? You said that if you do the dp motion, Luke will get hit. The dp motion already ends on a down input (down/forward). Are you suggesting to do the dp motion then press down after?
Down back
To block the low
Any down input iirc. Since there is a buffer for dp on block you need to hold down after you do the dp for a couple frames as well
@Diaphone create a Playlist with all SF6 guides por favor
I’ve only just started implementing buffering supers in neutral and drive rush os off of pokes, doing this in a match whilst managing resources and reacting to certain moves, against Kimberley’s, Cammys and yolo ass Ken’s is a lot😂, how do you guys do all these OS options and manage everything else whilst playing good players, I feel completely overwhelmed almost, I’ve gotten a bunch of characters to gold 2345 and Ken to platinum 2 so I’ve made progress as in sfv I was a silver player but I’m a little lost on how to improve efficiently
My favorite OS is the Taunt to get bodied
I need to watch this again cause it’s a little confusing to me .. I feel like I’m doing it but idk
I feel like this is essential to converting Kim’s izuna from her od sprint or spray can .. my jumps always come out late and can never input In time
@@Iamkiingdrew It's probably not that you're jumping late, it's that you probably need to TK the izuna input. In case you don't know what that means, a TK (tiger knee) is when you input the motion for an air special while you're still on the ground, and then you jump and immediately hit the button for the special. This lets you get air specials that come out super low to the ground. So in the case of izuna, you want to input the quarter circle forward, but then keep going with your motion to up forward. Then as soon as Kim leaves the ground you hit the punch button. It takes some practice to get the timing, but once you get it it's waaay easier than trying to jump and then inputting the quarter circle fast enough to catch them. It also means you can start inputting the motion while you're still in the throw or whatever animation you did before it, so you can get the izuna out way faster.
@@Ephelle I am so eager to go and try this now cause that legit maybe it .. I’ll let you know if it translates or if I just flat out stink
@@Ephelle Jesus Christ that’s exactly what it was 😂😂😂🙄 I’m ashamed
@@Iamkiingdrew Nothing to be ashamed of! We all have to learn sometime.
Whenever I try to buffer drive rush with Manon’s standing MK, I literally just dash right afterwards cause I’m too slow lmao fuck I’m awful at this game.
Noob here, how is he doing a drive rush when he is only pressing medium kick? don't you have to press both mid punch and kick?
I don't understand the delayed jab os at 2:00 in, can't they have done a meaty throw or throw as soon as you were open and had beat that jab ?
Yeah, he mentions that delayed options can't beat everything.
Fuzzy jab loses to throw, beats shimmies and blocks meaties. Fuzzy throw loses to shimmies, techs throws, and blocks meaties too.
What’s 5 medium kick? I only know medium kick
So what I'm seeing from this is. Mashing is normal in sf just not the mashing where you spam every button in neutral.
Yea man mashing all the controller buttons is like flailing your arms in a fight. This could hardly be considered mashing
I got to 5:33 and I'm gonna be honest with you, I'm not doing that. I got a job and a wife and I just don't have it in me. Props to those who do.
God bless your souls guy god bless
I watch these videos every time a new fighting game comes out in hopes of getting better, then i go online feeling confident only be destroyed by 'newcomers' repeatedly, and i promise myself never to try any other fighting games only to repeat the cycle :(
Can’t improve if you aren’t willing to get beaten down the first 500 times.
The Oki in this game is way to strong. It should not be a damn science to wake up.
the level 8 CPUs be doing option selects like crazy
Achieving diamond without anything just pure skill feels so good mmmmmm
I play modern controls and I have no idea what most of this means…
I always feel weird about OS (except the buffer one because that is so central to the game). You win not because you made the right decision but because you've practiced a way to game the system to decide for you.
It's strictly detrimental to the game, if the game is automatically resolving to the best possible answer in OS scenarios there's no difference between the highest skilled player and an absolute button masher
This is also known as "Picking SF4 Akuma"
@@Vanity0666 There are times when the game will resolve to the worst possible answer. The notable example here is certain target combos.
@@shaunmcisaac782 please do not slander me like this
How come Guilty Gear guy doing better SF6 content than most of the SF content creators? Alot of them made beta guides and stopped making content. They are hoping newbs check out their outdated guides and still collect that CPM.
Is all of this still applicable for the new patch that just came out?
Yea none of this changed iirc
Learning is Occurring? 🙃
Helpful but couldn’t really follow it lol. Maybe it’s late and I couldn’t really get it. Well edited though. I’m not a SF newbie either but frame data etc for some reason never resonates with me
All you need to know about frame data is that anything more than a -4 on block is going to get you locked in a 35 hit combo against a modern E. Honda player slapping one button and picking his nose at the same time
How can you get hit in block stun if it is a true block string?
Because it's a low that you didn't block.
What's a DP... asking as a Lily player...
How late can you throw tech?
I swear to god it's like 13 frames in this game, I keep teching throws that have no right to be teched
@@Vanity0666 Right? I swear sometimes it feels like I can see the frames and I reacted to the throw animation. I know that's bullshit, but it sure feels like it sometimes.
wait how is it late timing when its the exact same time i dont get it
Are you talking about the late throw tech? Basically if you read that someone's going to try to throw you on your wakeup, instead of hitting the throw button immediately, wait and hit it just a fraction of a second later instead (this takes practice). The training mode has a mode for practicing defending against throws where the Ryu bot will knock you down and then either throw you on wake up or hit you. You want to time your throw tech right when his attack would connect. If you get hit then you're teching too early, if you get thrown then you're teching too late.