It is very funny how AKI, a character who’s primary strength lies in burnout which can only really be achieved by exploiting the opponents own mistakes, has people this riled up. There are legit bulldozers in this game that run over any character not properly equipped to deal with them, but this is what we’ve chosen to pick on. Classic FG moment
They do have a point though. IMO there is not a single reason for pseudo-ToDs to exist, especially when they are limited to certain characters. Reminds me of sf5 oro where "but he's mid" was used as an excuse of him being the only character in the game that could get like 70% off an anti-air. So if this gets nerfed or some form of possible counter-play would be introduced, i wouldn't be surprised.
@@grigoryp.7366 What is a "pseudo-ToD"? Also This isnt like getting an AA, the cammy put themselves in this situation by taking an unnecessary right and throwing all their resources into the garbage despite being from and insanely advantageous situation.
"This game is a strategy game pretending to be a fighting game." That's one of the things I love about it. I think it's the best SF yet. I also love that you were able to align all the character's strengths together, put all that training into practice, capitalize on your foe's 3+ mistakes, and take the match. The stars aligned, and your work paid off.
This clip is a prime example of why drive gauge is the most important thing to consider in SF6. People are looking at the health bars and going "that's dumb, you shouldn't be able to lose with that much of a lead with 0 counterplay", but the drive gauge bars are the complete opposite. Broski has full drive and Kilzyou is in burnout. If your entire analysis of a clip is to look at health bars then you shouldn't really have an opinion.
it sure must have felt embarrassing for kilzyou though. imagine naming yourself "kills you" and then choking so hard on what was supposed to be a 100% his round 🤣
I feel like people take Broski early "gg" as a statement, like "You 100% lose here" But it's just him being confident in his skills and understanding that the situation is in his advantage, like saying, 'Oh, I can come back from this!'"
Not really, this is like in CS2 you see professionals peeking when they hear a reload, that's just as much a checkmate as this imo. Sometimes you put yourself in a situation where you just lose
Even if it was a true checkmate then that’s not an issue for me. When a chess grandmaster says “mate in 18 moves” no one says chess is broken - we just go “wow”. And as you point out, there are several resources and the only one you’re behind in is health. The opponent allowed the burnout to happen and burnout is a big deal - keeping with the chess analogy it’s like they sacrifice their queen to push for the win and slightly misjudge it. Seems like it’s all intended by design and all satisfying for the players 🤷♂️
Whenever I try to introduce fighting games to anyone I usually use "action chess" as a metaphor since any move has multiple answers and planning ahead is just as important as reacting to what your opponent is doing. The comparison in "checkmate in X" feels incredibly apt to me, lol.
Well see, that's the thing: this is true if you're set with as many options with one character as the rest of the roster. With A.K.I's case, it's like having three queens on one side starting off while most of the rest of the roster, except Zang, has two queens. You'd have to have short-term memory loss on top of head trauma to not remember and then utilize these insane advantages A.K.I has and not surpass Diamond 4. Any other character would have to run around the stage to try to regain their drive bar and whiff punish the whole match. Luke and A.K.I can counter and jail you with 12 inches of crouch jab and go into a pushback combo. This video proves that A.K.I has that tech, but has a better strat to go with it.
I disagree. they already removed a bunch of these block strings from the game by adding a ton of pushback to certain moves in burnout. these shouldn’t be in the game imo.
The only people that don't think this is cool are people who are already on their way to trashtalk SF6 and needed what they think is ammo. If A.K.I. could do this without Burnout then I would see the issue but being in Burnout is supposed to suck. You have failed in at least one aspect of the round and you will be smacked to remind you the best way to avoid this is to not be in the position in the first place. It's not an Evo Moment 37 but I think even a non-player would think this is a really cool comeback. The Perfect Parry into Drive Impact cinematic alone would be cool.
> Burnout is supposed to suck IMO one of the problems people have with this interaction is that it is too character specific. Aki can do it, but a lot of other characters can't - it does suck, but at least you're not getting fully locked down corner to corner into a guaranteed DI - so it feels kinda out of place and unfair in a way. And i don't think aki is as bad that half-jokingly saying "she needs it" can be used as a valid excuse for something like that (especially considering she's only going to get better in s2).
I'm surprised that almost an entire year has gone by and people are still struggling to appreciate, if not getting used to, the tri layered Street Fighter-Drive Gauge-Super Bar game that is SF6 at high levels. Analyses like these really show how much labbing, exquisite knowledge of the mechanics, and situational awareness pays off at high levels.
If Rashid can specialize in air mobility and Ed can specialize in midrange out fighting, I don't see why Aki can't specialize in high oki pressure and aggressive burnout punishment.
I find this attitude so strange. During the earliest SF6 showcase tournaments I remember lots of checkmate situations mostly involving Guile level 2 and I thought that was so sick. The burnout system still stands as this brilliant way of characters having access to absolutely degenerate mix-ups and pressure loops while still providing counterplay for those things when you're not in burnout. These things aren't actually broken because they don't affect you unless you dump all your drive meter and super bar leaving you with zero tools. It's a huge mistake to dump all your meter for something that doesn't kill and you really only have yourself to blame. Maybe it's because I come from MOBAs where mismanaging your own resources, cooldowns, and positioning, not just your health, can lead to a checkmate playing out over the next 15-20 seconds that I see absolutely no problem with this.
This is a great way to a depth to a fighting game while still making the execution barrier lower. It still retains complexity through its design rather than just mechanical skill. It's about resources, cooldowns, positioning and knowledge as well as mechanical skill.
People dont like getting blown up even if theyre getting blown up for a bad decision. Meaty DI was asking to die there when the cammy could have just chilled. Great analysis broski
> People dont like getting blown up even if theyre getting blown up for a bad decision. I was previously a Marisa main, so I can confirm. People very often refused rematches or outright rage quitted once I blocked their wakeup DP. lmao
@@manuelsputnik That shows a huge blind spot in your playstyle. It's not a "guess", it's a conscious decision that needs to take into account: - Opponent's habits - Life lead/deficit - Consideration of the situation you'll be in after it works and if it's a tangible improvement *vs* the risk of not working and how bad it would be People also can't "guess wrong" on safejumps. It's a safe jump. DP straight-up doesn't work by design and therefore isn't a guess, and those account for like 80% of every time I won a round with Marisa. There are times when you are indeed put into a guessing spot, but those aren't the majority of interactions in a match.
@@EliTheGleason Getting perfect parried from raw DI after spending Lv3 and 4/6 bars of Drive Gauge. The Cammy intentionally risked a DI after spending nearly all the resources they could have used to escape for a combo that doesn't kill, and that context matters. The perfect parry window is also not easy to time correctly in that situation, so there's that. The safest play after spending all that for a big health lead is to do containment from midrange or back off to neutral and force a mistake.
this can just be translated into a TCG: you have all the life and 2 cards while your opponent has 6 with a smidge of life, you decided to over extent with 1 of you card and your opponent counter spell you, -1 you and now you have 0 card, you lose. because now your opponent has 4 cards, it doesn't matter if he has only 1 health in a fighting game you might think yeah I have health I'm winning. But if you look at it like a card game (which SF6 is so resource intensive it basically is) and you see a game state where A has full health 0 card while B has 1 health and a full hand, anyone who plays the game understands that B is winning or probably already won.
As a Yu-Gi-Oh player, I understood that perfectly! I think I just figured out why some people surrender in Master Duel after I pull ONE move on them... They probably assume the other cards I have are going to trump them AGAIN. The other reason why I never Surrender... The first is hope they'll get Connection failed and I don't lose XD
People complain about the "lack of counterplay" but in a game without a combo breaker mechanic, what really is the difference between a combo that is guaranteed to kill and inescapable burnout pressure that is guaranteed to kill? From a strategy perspective, the differences are only superficial. The counterplay is everything that happened before the checkmate sequence. "Checkmate" is a pretty apt term for these types of situations because just like in chess, all the really important stuff is the hundred decisions that led to it. It's a symptom of unfortunate widespread myopia that causes people to not understand this stuff. That and people just want a get out of jail free card for all situations because they can't stand having to face the consequences of their decisions. Consequently, they blame the game for not giving them those cards instead of admitting to any fault in their own gameplay and looking for ways to improve.
The one comment that had my eyes roll so far back I could see my brain: Hurricane (a Cammy main) suggesting Aki is “broken” and “braindead”. Like how are you going to main one of the most monkey-brain characters and suggest a far weaker character with loads of nuance is somehow braindead?? If Aki had the tools Cammy has, then she would be braindead lol.
imo, if something is very situativ and not very common it can be kinda broken. Games have to have magic moments and shouldnt feel always played out the same. Imagine someone did this in a tournament. Also some of the comments focus on hp. but you could also argue the other way around. aki had full super and full drive while cammy had neither. Combined with a perfect read and parry it was very earned and has nothing to do with being cheap. It even has weaknesses like either use drive for the string or make it untrue.
Like Broski said even after the perfect parry it wasn't a real checkmate yet. He could have still died if the Cammy had done a light punch when he did Aki's kick slide during her burnout pressure. Nor did the Cammy need to Drive Impact either. Essentially the Cammy got outplayed.
I've lost matches from burning myself out with a huge life lead and then getting blown up before. Anyone who has played SF6 enough has. At no point did I think the problem was anything but me being an idiot and burning myself out.
The craziest thing, is not that people seem to miss the actual tecnhical stuff, i.e., that the string did have points where the enemy could have broken it, it's the non-technical part of it. By the "non-technical part" I mean this: it's not like Broski was awarded a random comeback from a single button that he pressed. Broski read that the DI was coming, he perfect parried it, he knew about the scaling and how to better optimize it (by choosing to go for maximum Drive Gauge depletion), he knew the strings that he could use after putting the opponent in burnout, and which ones had the better chances of going unpunished, he knew the combo that would kill after the actual checkmate moment, AND, of course...executed it correctly, which is not easy by any means, it's maybe easy to HIM, because he has the hours of practice under his belt to make it so. So those people complaining are completely wrong, period.
Complaining about this being possible in the game is comparable to complaining Evo moment 37 was possible in 3rd Strike, it's moments like that, that make a game great and memorable. I think this is so amazing because it's not easy to do (you need perfect parry to begin with and then perfect execution for like 20 moves in a row), it also requires a deep understanding of the game, decision making on the fly, and character knowledge. 99.9% of Aki players wouldn't have been able to do this and it's amazing to see someone playing this character on that level.
Not only are most Aki players not able to pull something like this off but for everything like this to come together how it did is also just rare in itself. But it shows Broski's skills and knowledge of the game and its mechanics that when it was presented to him he was able to pull it off flawlessly
@@DanDennisRobloxmanOn top of that, this comeback in particular wasn't just relying on a comeback mechanic like ultra, V trigger, or X factor. It was situational awareness, hard execution, and a little bit of luck. That's a very similar recipe to Evo Moment 37, which is why the comparison is so apt.
Cammy player made a choice to put himself in a situation where he could be burned out. Its a good clip, and Broski is a top tier player. I appreciate the breakdown
I actually like turnaround moments like this. It is potentially contemporary EVO moment material. Very well played. SFVI is a game where the likelihood of clutch turnabouts is common. Fun to experience directly and hype as hell to watch.
I don't know how you could look at that clip and not think "wow! The drive system leads to such interesting interactions. Even with a life lead managing your resources is very important."
Weird how every player thinks their fave is mid tier at best but other characters are broken. I’m not saying Broski is guilty of this, he’s honest and fair.
I know this is a joke, but SF6 really makes you feel that way sometimes. More you play a character, more holes you see in it. Hopefully season 2 plug up some of the holes
I always find it funny how people complain about SF6 not having counter play to certain things because I mainly play T8. We have it a million times worse.
50/50s go hard in that game. But, not one character is left out with embarrassing ass movesets that you can barely strat with. The roster is the best I've seen in a fighting game in a long time......for now.
People conveniently forgot the period of time where AKI has been considered worst character in the game, and only very recently gets rescued by players like Hikaru, Broski, etc.
Some people: Man 3S was the best game ever, I wish modern fighting games had the same freedom of expression Some people when a parry wins a around: No not like that
You've displayed her offensive strength against burnout characters several times, so I started looking forward to playing against Aki mains. Knowing this and her defensive situation (she has defenses?) allowed me to put together a gameplan. I like how Aki plays and I deserve the burnout corrosion if I slip up too many times.
I'd disagree that it's a knowledge check, it's impossible to react to the coward crouch and you'd have to guess that she wasn't gonna jab after the mp. it's a 90/10 situation regardless, but given that the opponent blundered their entire super and drive gauge away it's totally fair that she gets to punish that.
People criticizing and complaining about these things, without even knowing how to do half a combo with any character, just hating, demonstrate how jealous they are
Not even gonna deny this particular sequence drives me up the wall, but I'm grateful that the options I have if I'm put in the situation have been explained in detail here. I didn't know about the pushback thing because I normally get desperate before then and get myself killed LOL. I'm not sure Sim can do anything about the cancel to coward crouch but I guess it's time to lab lol.
One upon a time Chun Li could confirm Super off of a low, fast, long range poke and delete you. But yeah, SF6 is an embarassment to what Street Fighter is known for.
One thing tho..if aki was in burn out and the shoe was on the other foot. Cammy could do the same thing. In fact this could happen to anyone using any character..don't see the issue here.
Mad respect for explaining the situation, but the twitter crew will never acknowledge or even watch this. It's all just shitty outrage coming from entitled and completely ignorant people, which is a constant on any given topic on that platform
I swear to you I saw this clip on twitter and this got me into street fighter unironically and into this channel and other SF content. I am climbing through the ranks on Marisa. The hate always comes from either scrubs or people who dont even play the game, wish more people would get into a mindest of recognizing skill and honing potential of a game.
Burnout was designed to be extremely punishable, drive system in 6 is like having full super meter in sf4 at the start of every round, they give you all the resources at the start so that the game can be more aggressive and faster, if you waste your whole drive meter just to get a single hit (which is something you see a lot of the time, even in diamond) you definitely should be punished like this
14:08 "if Luke could do something like this" fun fact: He could in the beta because his 5LP was a 6 frame forward advancing normal almost exactly like AKI 5MP lol
I am such a simp for your in-depth analyses of all of these exchanges. A point I think wasn’t addressed though, was that the “checkmate” situation you speak of has an execution hurdle. It’s not like you automatically get a win if the person doesn’t guess right in that situation, your execution has to be perfect to make that setup possible in the first place, and that’s what a lot of those negative commentators aren’t realizing.
Even without the detailed breakdown showing this wasnt a 100% true checkmate to begin with, calling it that also focuses the discussion past the other choices that got to that point. Any medium button would have killed and even a counter hit light probably would have ended it too. Going for DI and hoping the opponent autopilots their own DI reaction was the simpler play but the riskier one. I like a system where you can heavily punish the bigger gambles with skill and knowledge.
Practicing burnout pressure/defense is a fun addition to the game. The cammy player put themselves in a knowledge check situation and paid the price for it.
It's not just "don't burnout," it's don't burnout with 0 super meter while your opponent has max super meter and nearly max drive gauge after the perfect parry. Cammy was way ahead in health meter, but AKI was equally far ahead in the other two meters. AKI then got a few more pixels of damage cashing out her meters than Cammy got from cashing out hers.
Kilzyou has clearly made a mistake. What's more, Cammy has exactly the same combo loop on a burnout opponent, so those who are crying foul don't really know anything about the game.
"This looks dumb to non SF players" The council has spoken I guess 😆. I don't play SF (beyond mashing). That clip was sick, good stuff mate. Really enjoy this channel despite being a TEKKEN boy.
I will never understand people complaining about this. To get into this situation the Cammy had to make a series of bad decisions and Broski had to use 4 bars of super and all of his drive meters. Like in a neutral or mixup situation if you make 4/5 to bad decisions you are dead even if your oponnent doesnt have full resources and no one complains about that
honestly i saw the "ggs" on burnout more like a content "ggs" cause you got the exact read you wanted and if you dropped the sequence that would have been it and people wouldn't cry about it, so skill issue from the community lol
People that whine about "checkmate" situations are scrubs who never want to have to think about things. Why is an unseeable coin flip mix-up off a knockdown okay, but a checkmate situation you can see coming and avoid with careful play bad? It's stupid.
in the situation at 11:36 the opponent can actually throw the DI, lots of DI are only guaranteed in burnout after heavys, not medium. Or am I missing something?
People do love to make excuses about being unskilled in high impact situations rather than just learning the game and improving. Also, nice work breaking down how it all went down and giving me a counter to one of her attacks 🕹️😎👍
I'm no fighting game expert, but the Cammy hyper over extended, and Broski had to get a perfect parry to straight up not die. Secondly, burnout when your opponent has full resources is a rough situation for any character.
I'm only about halfway through the vid, and I have to point out that I don't play SF, but I do play BlazBlue and a little Guilty Gear. Both of these games have characters that specialize in big punishes / checkmates for burning out certain basic resources. And this situation feels fair, in my opinion, because, as you pointed out, the pressure string is a knowledge check. I don't see why we shouldn't have a character that capitalizes on you running out of resources, especially when there are gaps in her string, like you pointed out. And this specific situation, one gap would be all they needed for a trade, and for you to die. I know that even you admit it's a bit scummy to kill from full health, but if I were in the opponents position, I'd most likely say GG, and go to lab that situation out. Maybe it's my attitude, or that fact that BlazBlue has Arakune, and Carl, and seeing such a long, oppressive pressure string doesn't bother me much anymore.
Wonder what holding up during the blockstring would do, like do you take a single hit and get put back in the blender? and is it possible to screw over the attackers timing by doing that.
Cammy's jump startup is I think 5 frames, so if a move in the burnout string would hit before then (the heel strike would hit on frame 4), it'd be a grounded hit rather than an airborne one. So Aki would probably get a small grounded combo off it since that move is +4.
Have you done a video on why you play AKI? I remember people saying she was bottom 1 and suddenly you’re maining her And I don’t remember seeing you say why (but I haven’t been paying close attention for a while)
All fighting games are strategy games. You have four main focuses universal mechanics, your tool sets of your character, game knowledge, and finally execution. In a perfect fighting game every character match up would be a 5 of 5 but that's impossible given how different you have to make the tool sets. Sure some older games have their broken characters and it's evident when they're banned from competition, but I feel ST6 is fairly well balanced by the average gamer. High competition on the other hand you'll always have a tier list and again for the majority of the players base this means nothing. It's not about the paint brush, it's always about the painter. So in conclusion the fact Aki can come back from this situation just demonstrates the fighting game principles: Universal mechanics, tool set, game knowledge, and execution. All of which had to be harmonized to perfection with a dash of luck. I understand the people that hated this come back, they view it as poor game mechanics. However it is just a reflection of skill and game knowledge and it hurts when they in their heads victory should've been guaranteed Unfortunately nothing in life is guaranteed and it was as close as one could be (99.9%) which is why they hate it. As a pure observer come backs like this are hugely entertaining and makes for a fun viewing experience knowing that not every situation is a foregone conclusion, and honestly balances the game imo.
The negativity is ridiculous! AKI has difficulties against a lot of characters, I noticed at least one moment Cammy could have at least done something (the stance). As you said “this is not a checkmate”. The pressure was insane, and I appreciate it. Hell, the mental fortitude to go for PP instead of the obvious in hidsight mistake of DI (I could see myself panic DI’ing in this case. In earnest, anybody dissing this is just hating on the game itself for their own petty reasons, or on AKI because they don’t like her. You earned that GG.
I haven't seen the full video yet but already a few thoughts... 1. He got the read. 'Do a DI' *does the DI* Then perfect parried it & punished 2. Cammy went into burnout. Going into burnout = big disadvantage like it should. 3. I think she coulda tech rolled when she hit the ground the first time or back jumped the DI when at the wall right? It took awareness, skill and knowledge from broski to win that. It's not really unfair or OP. It's just good SF.
That Cammy player really had his own "Let's go Justin" moment
good one :D
It is very funny how AKI, a character who’s primary strength lies in burnout which can only really be achieved by exploiting the opponents own mistakes, has people this riled up. There are legit bulldozers in this game that run over any character not properly equipped to deal with them, but this is what we’ve chosen to pick on. Classic FG moment
i bet they are the ppl who walk normally to a downed zangief with SA 3 ready no thought head empty
Ah yes, people that most likely don't even play the game, complaining about the game. True classic.
I don't even understand how people can even call SF6 "crap". Did they ever play a really crappy fighting game ?
They do have a point though. IMO there is not a single reason for pseudo-ToDs to exist, especially when they are limited to certain characters. Reminds me of sf5 oro where "but he's mid" was used as an excuse of him being the only character in the game that could get like 70% off an anti-air. So if this gets nerfed or some form of possible counter-play would be introduced, i wouldn't be surprised.
@@grigoryp.7366 remember SF4 and the checkmate situations with meaty projectiles?
@@grigoryp.7366 What is a "pseudo-ToD"? Also This isnt like getting an AA, the cammy put themselves in this situation by taking an unnecessary right and throwing all their resources into the garbage despite being from and insanely advantageous situation.
@@Kara-de5cz of a 100% hp bar? no, i don't
"This game is a strategy game pretending to be a fighting game."
That's one of the things I love about it. I think it's the best SF yet.
I also love that you were able to align all the character's strengths together, put all that training into practice, capitalize on your foe's 3+ mistakes, and take the match. The stars aligned, and your work paid off.
This exsact reason is also why i love pokemon a kids game hiding exstreme complexity
"In conclusion, skill issue" is just about the perfect sign off after that break down.
This clip is a prime example of why drive gauge is the most important thing to consider in SF6. People are looking at the health bars and going "that's dumb, you shouldn't be able to lose with that much of a lead with 0 counterplay", but the drive gauge bars are the complete opposite. Broski has full drive and Kilzyou is in burnout. If your entire analysis of a clip is to look at health bars then you shouldn't really have an opinion.
There is a reason the Drive gauge is under the health bar and not near your super bar. The Drive gauge is just as important as your health bar.
@@hellzofwar i mean, i always thought it's there because it doubles down as (effectively) a stun bar
>100% hp left
>"aight, ggs"
damn
The guy screeching about how embarrassing this was for SF doesn't play street fighter. No way he's ever touched a controller in his life.
it sure must have felt embarrassing for kilzyou though. imagine naming yourself "kills you" and then choking so hard on what was supposed to be a 100% his round 🤣
I feel like people take Broski early "gg" as a statement, like "You 100% lose here"
But it's just him being confident in his skills and understanding that the situation is in his advantage, like saying, 'Oh, I can come back from this!'"
Not really, this is like in CS2 you see professionals peeking when they hear a reload, that's just as much a checkmate as this imo. Sometimes you put yourself in a situation where you just lose
@@mrblooper1994broski could have easily lost here in several different ways and he knew that
@@jerry3115Didn't he say in the video itself there are only 2 specific ways he could have lost there?
Yeah it was less a "no one could lose in this situation" and more of a "I'm not gonna lose in this situation"
@@mrblooper1994 get knowledge checked
Not a single person on twitter commented on the fireball slide cancel not working.
Why should it have worked? The slide cancel happens on frame 35, it's not a guaranteed escape from all punishes
@@Spabobin thats the point, why it exists when most times it cant even be used anyway
@@splintergp it can be used in plenty of situations, it's not useless just because some moves can punish AKI before the cancel window
@@splintergp you're just being dramatic.
@@Spabobin I don't think they're saying it should have worked, they're just pointing out something that shows twitter commentors don't play this game
"I think that was pretty good" Broski might be a killer but he's still British.
Even if it was a true checkmate then that’s not an issue for me. When a chess grandmaster says “mate in 18 moves” no one says chess is broken - we just go “wow”. And as you point out, there are several resources and the only one you’re behind in is health.
The opponent allowed the burnout to happen and burnout is a big deal - keeping with the chess analogy it’s like they sacrifice their queen to push for the win and slightly misjudge it. Seems like it’s all intended by design and all satisfying for the players 🤷♂️
Excellent comment.
Whenever I try to introduce fighting games to anyone I usually use "action chess" as a metaphor since any move has multiple answers and planning ahead is just as important as reacting to what your opponent is doing. The comparison in "checkmate in X" feels incredibly apt to me, lol.
Well see, that's the thing: this is true if you're set with as many options with one character as the rest of the roster. With A.K.I's case, it's like having three queens on one side starting off while most of the rest of the roster, except Zang, has two queens.
You'd have to have short-term memory loss on top of head trauma to not remember and then utilize these insane advantages A.K.I has and not surpass Diamond 4.
Any other character would have to run around the stage to try to regain their drive bar and whiff punish the whole match. Luke and A.K.I can counter and jail you with 12 inches of crouch jab and go into a pushback combo. This video proves that A.K.I has that tech, but has a better strat to go with it.
I disagree. they already removed a bunch of these block strings from the game by adding a ton of pushback to certain moves in burnout. these shouldn’t be in the game imo.
@@nicorobin7762 don't burnout
The only people that don't think this is cool are people who are already on their way to trashtalk SF6 and needed what they think is ammo.
If A.K.I. could do this without Burnout then I would see the issue but being in Burnout is supposed to suck. You have failed in at least one aspect of the round and you will be smacked to remind you the best way to avoid this is to not be in the position in the first place.
It's not an Evo Moment 37 but I think even a non-player would think this is a really cool comeback. The Perfect Parry into Drive Impact cinematic alone would be cool.
> Burnout is supposed to suck
IMO one of the problems people have with this interaction is that it is too character specific. Aki can do it, but a lot of other characters can't - it does suck, but at least you're not getting fully locked down corner to corner into a guaranteed DI - so it feels kinda out of place and unfair in a way. And i don't think aki is as bad that half-jokingly saying "she needs it" can be used as a valid excuse for something like that (especially considering she's only going to get better in s2).
I'm surprised that almost an entire year has gone by and people are still struggling to appreciate, if not getting used to, the tri layered Street Fighter-Drive Gauge-Super Bar game that is SF6 at high levels. Analyses like these really show how much labbing, exquisite knowledge of the mechanics, and situational awareness pays off at high levels.
If Rashid can specialize in air mobility and Ed can specialize in midrange out fighting, I don't see why Aki can't specialize in high oki pressure and aggressive burnout punishment.
I find this attitude so strange. During the earliest SF6 showcase tournaments I remember lots of checkmate situations mostly involving Guile level 2 and I thought that was so sick. The burnout system still stands as this brilliant way of characters having access to absolutely degenerate mix-ups and pressure loops while still providing counterplay for those things when you're not in burnout. These things aren't actually broken because they don't affect you unless you dump all your drive meter and super bar leaving you with zero tools. It's a huge mistake to dump all your meter for something that doesn't kill and you really only have yourself to blame.
Maybe it's because I come from MOBAs where mismanaging your own resources, cooldowns, and positioning, not just your health, can lead to a checkmate playing out over the next 15-20 seconds that I see absolutely no problem with this.
This shit hurts my brain dude
This is a great way to a depth to a fighting game while still making the execution barrier lower. It still retains complexity through its design rather than just mechanical skill. It's about resources, cooldowns, positioning and knowledge as well as mechanical skill.
People dont like getting blown up even if theyre getting blown up for a bad decision. Meaty DI was asking to die there when the cammy could have just chilled. Great analysis broski
> People dont like getting blown up even if theyre getting blown up for a bad decision.
I was previously a Marisa main, so I can confirm. People very often refused rematches or outright rage quitted once I blocked their wakeup DP. lmao
@@Raxyz_0 I think guessing wrong on wakeup and doing a bad option on neutral is different... guessing wrong is not a "bad decision".
@@manuelsputnik That shows a huge blind spot in your playstyle. It's not a "guess", it's a conscious decision that needs to take into account:
- Opponent's habits
- Life lead/deficit
- Consideration of the situation you'll be in after it works and if it's a tangible improvement *vs* the risk of not working and how bad it would be
People also can't "guess wrong" on safejumps. It's a safe jump. DP straight-up doesn't work by design and therefore isn't a guess, and those account for like 80% of every time I won a round with Marisa. There are times when you are indeed put into a guessing spot, but those aren't the majority of interactions in a match.
I mean if getting perfect parried when you have a full health deficit is asking to be killed it might need a bit of tweaking
@@EliTheGleason Getting perfect parried from raw DI after spending Lv3 and 4/6 bars of Drive Gauge.
The Cammy intentionally risked a DI after spending nearly all the resources they could have used to escape for a combo that doesn't kill, and that context matters.
The perfect parry window is also not easy to time correctly in that situation, so there's that. The safest play after spending all that for a big health lead is to do containment from midrange or back off to neutral and force a mistake.
this can just be translated into a TCG: you have all the life and 2 cards while your opponent has 6 with a smidge of life, you decided to over extent with 1 of you card and your opponent counter spell you, -1 you and now you have 0 card, you lose. because now your opponent has 4 cards, it doesn't matter if he has only 1 health
in a fighting game you might think yeah I have health I'm winning. But if you look at it like a card game (which SF6 is so resource intensive it basically is) and you see a game state where A has full health 0 card while B has 1 health and a full hand, anyone who plays the game understands that B is winning or probably already won.
As a Yu-Gi-Oh player, I understood that perfectly!
I think I just figured out why some people surrender in Master Duel after I pull ONE move on them... They probably assume the other cards I have are going to trump them AGAIN.
The other reason why I never Surrender... The first is hope they'll get Connection failed and I don't lose XD
The twitter scrub quotes, chefs kiss.
People complain about the "lack of counterplay" but in a game without a combo breaker mechanic, what really is the difference between a combo that is guaranteed to kill and inescapable burnout pressure that is guaranteed to kill? From a strategy perspective, the differences are only superficial. The counterplay is everything that happened before the checkmate sequence.
"Checkmate" is a pretty apt term for these types of situations because just like in chess, all the really important stuff is the hundred decisions that led to it. It's a symptom of unfortunate widespread myopia that causes people to not understand this stuff.
That and people just want a get out of jail free card for all situations because they can't stand having to face the consequences of their decisions. Consequently, they blame the game for not giving them those cards instead of admitting to any fault in their own gameplay and looking for ways to improve.
The one comment that had my eyes roll so far back I could see my brain: Hurricane (a Cammy main) suggesting Aki is “broken” and “braindead”. Like how are you going to main one of the most monkey-brain characters and suggest a far weaker character with loads of nuance is somehow braindead?? If Aki had the tools Cammy has, then she would be braindead lol.
I saw that tweet too 😂.
AKI is cool.
For some reason when I use YT's built in translator, it translates your comment to "AKI is also cool", which I find hilarious
Shame MenaRD came back.
"This is a strategy game pretending to be a fighting game" DAMN
imo, if something is very situativ and not very common it can be kinda broken. Games have to have magic moments and shouldnt feel always played out the same. Imagine someone did this in a tournament.
Also some of the comments focus on hp. but you could also argue the other way around. aki had full super and full drive while cammy had neither. Combined with a perfect read and parry it was very earned and has nothing to do with being cheap. It even has weaknesses like either use drive for the string or make it untrue.
Like Broski said even after the perfect parry it wasn't a real checkmate yet. He could have still died if the Cammy had done a light punch when he did Aki's kick slide during her burnout pressure. Nor did the Cammy need to Drive Impact either. Essentially the Cammy got outplayed.
3:10 watch the two broski's nearly perfectly layer over eachother while he's looking at the twitter clip in fullscreen
13:27
And that's why this is the best SF ever, and one of the best (possibly the best) fighting games of all time.
I've lost matches from burning myself out with a huge life lead and then getting blown up before. Anyone who has played SF6 enough has. At no point did I think the problem was anything but me being an idiot and burning myself out.
>Luke with good Burnout pressure
DON’T GIVE THEM IDEAS
Well, don't overextend if you have a massive life lead. This is on cammy lmao
Also like....burn out is supposed to be a terrible situation that you have to actively try and avoid. It's BY DESIGN!
As someone that doesnt play SF6 or any sf for that matter that just lookedd cool as hell. I can appreciate knowledge based pressure
The craziest thing, is not that people seem to miss the actual tecnhical stuff, i.e., that the string did have points where the enemy could have broken it, it's the non-technical part of it. By the "non-technical part" I mean this: it's not like Broski was awarded a random comeback from a single button that he pressed. Broski read that the DI was coming, he perfect parried it, he knew about the scaling and how to better optimize it (by choosing to go for maximum Drive Gauge depletion), he knew the strings that he could use after putting the opponent in burnout, and which ones had the better chances of going unpunished, he knew the combo that would kill after the actual checkmate moment, AND, of course...executed it correctly, which is not easy by any means, it's maybe easy to HIM, because he has the hours of practice under his belt to make it so. So those people complaining are completely wrong, period.
Complaining about this being possible in the game is comparable to complaining Evo moment 37 was possible in 3rd Strike, it's moments like that, that make a game great and memorable. I think this is so amazing because it's not easy to do (you need perfect parry to begin with and then perfect execution for like 20 moves in a row), it also requires a deep understanding of the game, decision making on the fly, and character knowledge. 99.9% of Aki players wouldn't have been able to do this and it's amazing to see someone playing this character on that level.
Not only are most Aki players not able to pull something like this off but for everything like this to come together how it did is also just rare in itself. But it shows Broski's skills and knowledge of the game and its mechanics that when it was presented to him he was able to pull it off flawlessly
Let’s also not forget that Cammy didn’t help herself in that situation by not having enough meter for a level 1 super as well lol
Fr!!! Come backs ARE fighting games. No1 would play if matches were unwinnable at low health
@@DanDennisRobloxmanOn top of that, this comeback in particular wasn't just relying on a comeback mechanic like ultra, V trigger, or X factor. It was situational awareness, hard execution, and a little bit of luck. That's a very similar recipe to Evo Moment 37, which is why the comparison is so apt.
Cammy player made a choice to put himself in a situation where he could be burned out. Its a good clip, and Broski is a top tier player. I appreciate the breakdown
I still want that ex coward crouch kicks they showed off in one of those dev videos
burnout might be the coolest thing about sf6
Great sf6 content. I drive a lot. Love these knowledge/tech based vids. Respect for allowing others to know ur character's strength and weakness
I actually like turnaround moments like this. It is potentially contemporary EVO moment material. Very well played. SFVI is a game where the likelihood of clutch turnabouts is common. Fun to experience directly and hype as hell to watch.
I don't know how you could look at that clip and not think "wow! The drive system leads to such interesting interactions. Even with a life lead managing your resources is very important."
Weird how every player thinks their fave is mid tier at best but other characters are broken. I’m not saying Broski is guilty of this, he’s honest and fair.
I know this is a joke, but SF6 really makes you feel that way sometimes. More you play a character, more holes you see in it.
Hopefully season 2 plug up some of the holes
Pro players can make any character look broken. So to an outsider who barely understands the game it looks unfair or broken.
Ngl, I thought Ken wasn’t busted at all until I reached Master rank and was like “Yeah I think he’s getting nerfed in S2” lmao
Tbf the only low tiers are gief aki and lily but theyre not bad u just need to play differently to be effective
@@zackdoom Jamie and Manon are worse than AKI.
I'm sorry, but this right here is what makes this game amazing. The fact that a match can flip completely is sooooo fair. 🎉🎉🎉 well done!!!
was waiting for this one, thanks for the breakdown, im a newish player and this was super helpful
same
Quite educational, thank you for taking the time to break this down for us scrubs!
That opening sequence was hilarious.
I always find it funny how people complain about SF6 not having counter play to certain things because I mainly play T8. We have it a million times worse.
I just bought the game tonight. May try it sat or sunday. Pray for me.
@@xooks3050 good luck
50/50s go hard in that game. But, not one character is left out with embarrassing ass movesets that you can barely strat with. The roster is the best I've seen in a fighting game in a long time......for now.
@@arrhythmiticd8089facts. People blow t8 out the water also. Kinda common every new game. No one wants to learn.
@@Ock_mantis no one wants to spend hundreds of hours learning the matchup for every character lmao
People conveniently forgot the period of time where AKI has been considered worst character in the game, and only very recently gets rescued by players like Hikaru, Broski, etc.
Some people: Man 3S was the best game ever, I wish modern fighting games had the same freedom of expression
Some people when a parry wins a around: No not like that
Every negative reply to the tweet will never see this video. That's pretty sad.
You've displayed her offensive strength against burnout characters several times, so I started looking forward to playing against Aki mains. Knowing this and her defensive situation (she has defenses?) allowed me to put together a gameplan.
I like how Aki plays and I deserve the burnout corrosion if I slip up too many times.
Fairly privileged blockstring but AKI isnt broken lol
8:16 I do this all the time and never knew there was a follow up after the trade. Very insightful video as usual. Thanks ❤
People dont realize SF6 is a game with two healthbars and both are equally important for your survival
How do you see this and not think that it's cool as fuck.
Can't wait to see your A.K.I v.2 after the balance update drops.
This is just a flirting vs harrassment situation.
With Daigo's Ken being Flirting and Broski being Harrassment
The thumbnail for this is incredible nice work
Just a knowledge check. If Aki (in her current state) was as popular as Ken on release then everyone would have this aspect of her memorized.
I'd disagree that it's a knowledge check, it's impossible to react to the coward crouch and you'd have to guess that she wasn't gonna jab after the mp. it's a 90/10 situation regardless, but given that the opponent blundered their entire super and drive gauge away it's totally fair that she gets to punish that.
People criticizing and complaining about these things, without even knowing how to do half a combo with any character, just hating, demonstrate how jealous they are
Not even gonna deny this particular sequence drives me up the wall, but I'm grateful that the options I have if I'm put in the situation have been explained in detail here. I didn't know about the pushback thing because I normally get desperate before then and get myself killed LOL. I'm not sure Sim can do anything about the cancel to coward crouch but I guess it's time to lab lol.
One upon a time Chun Li could confirm Super off of a low, fast, long range poke and delete you. But yeah, SF6 is an embarassment to what Street Fighter is known for.
"don't let yourself be put in this situation" is good advice, imo. that's just how some characters are in fighting games, it's good to recognize that.
Awesome thumbnail!
One thing tho..if aki was in burn out and the shoe was on the other foot. Cammy could do the same thing. In fact this could happen to anyone using any character..don't see the issue here.
Mad respect for explaining the situation, but the twitter crew will never acknowledge or even watch this. It's all just shitty outrage coming from entitled and completely ignorant people, which is a constant on any given topic on that platform
That's not that big of a deal. They're not important. Like a wise fighter said once, "Insect !"
They say MenaRD has them mind games. And he does. But that boy Broski gots that Mastermind.
I swear to you I saw this clip on twitter and this got me into street fighter unironically and into this channel and other SF content. I am climbing through the ranks on Marisa. The hate always comes from either scrubs or people who dont even play the game, wish more people would get into a mindest of recognizing skill and honing potential of a game.
Burnout was designed to be extremely punishable, drive system in 6 is like having full super meter in sf4 at the start of every round, they give you all the resources at the start so that the game can be more aggressive and faster, if you waste your whole drive meter just to get a single hit (which is something you see a lot of the time, even in diamond) you definitely should be punished like this
14:08 "if Luke could do something like this" fun fact: He could in the beta because his 5LP was a 6 frame forward advancing normal almost exactly like AKI 5MP lol
I am such a simp for your in-depth analyses of all of these exchanges. A point I think wasn’t addressed though, was that the “checkmate” situation you speak of has an execution hurdle. It’s not like you automatically get a win if the person doesn’t guess right in that situation, your execution has to be perfect to make that setup possible in the first place, and that’s what a lot of those negative commentators aren’t realizing.
I think this is the first time I’ve seen Aki’s CA animatiob
Even without the detailed breakdown showing this wasnt a 100% true checkmate to begin with, calling it that also focuses the discussion past the other choices that got to that point. Any medium button would have killed and even a counter hit light probably would have ended it too. Going for DI and hoping the opponent autopilots their own DI reaction was the simpler play but the riskier one. I like a system where you can heavily punish the bigger gambles with skill and knowledge.
Practicing burnout pressure/defense is a fun addition to the game. The cammy player put themselves in a knowledge check situation and paid the price for it.
It's not just "don't burnout," it's don't burnout with 0 super meter while your opponent has max super meter and nearly max drive gauge after the perfect parry. Cammy was way ahead in health meter, but AKI was equally far ahead in the other two meters. AKI then got a few more pixels of damage cashing out her meters than Cammy got from cashing out hers.
Kilzyou has clearly made a mistake.
What's more, Cammy has exactly the same combo loop on a burnout opponent, so those who are crying foul don't really know anything about the game.
"This looks dumb to non SF players"
The council has spoken I guess 😆. I don't play SF (beyond mashing). That clip was sick, good stuff mate.
Really enjoy this channel despite being a TEKKEN boy.
I will never understand people complaining about this.
To get into this situation the Cammy had to make a series of bad decisions and Broski had to use 4 bars of super and all of his drive meters.
Like in a neutral or mixup situation if you make 4/5 to bad decisions you are dead even if your oponnent doesnt have full resources and no one complains about that
Beautiful comeback moment.
Sf6 is an incredible game for the ways that resource management affects everything
honestly i saw the "ggs" on burnout more like a content "ggs" cause you got the exact read you wanted and if you dropped the sequence that would have been it and people wouldn't cry about it, so skill issue from the community lol
People that whine about "checkmate" situations are scrubs who never want to have to think about things. Why is an unseeable coin flip mix-up off a knockdown okay, but a checkmate situation you can see coming and avoid with careful play bad? It's stupid.
in the situation at 11:36 the opponent can actually throw the DI, lots of DI are only guaranteed in burnout after heavys, not medium. Or am I missing something?
It was meaty, meaning it was timed to hit the moment Cammy woke up, preventing counterplay
@@reallycoolbird yes, I'm not talking about the clip :) I meant the situation he shows later in training, at 11:36
ooooh ok mb, didn't check the timestamp i'm a bit foolish
People do love to make excuses about being unskilled in high impact situations rather than just learning the game and improving.
Also, nice work breaking down how it all went down and giving me a counter to one of her attacks
🕹️😎👍
Tengu Stones would be so proud 🥲
Cool video. Good luck on tournaments.
Thanks for the breakdown!
People who never play the game thinking that aki combo was broken is why i dont have a twitter
Do you stream on twitch when you play AKI sensei?
"youtube is watching this sitting on their ass on a saturday" like what if this was my last straw
I'm no fighting game expert, but the Cammy hyper over extended, and Broski had to get a perfect parry to straight up not die.
Secondly, burnout when your opponent has full resources is a rough situation for any character.
How do you do kara crouch roll cancel?
I love consequences so much. This game is so tight.
I'm only about halfway through the vid, and I have to point out that I don't play SF, but I do play BlazBlue and a little Guilty Gear. Both of these games have characters that specialize in big punishes / checkmates for burning out certain basic resources. And this situation feels fair, in my opinion, because, as you pointed out, the pressure string is a knowledge check. I don't see why we shouldn't have a character that capitalizes on you running out of resources, especially when there are gaps in her string, like you pointed out. And this specific situation, one gap would be all they needed for a trade, and for you to die. I know that even you admit it's a bit scummy to kill from full health, but if I were in the opponents position, I'd most likely say GG, and go to lab that situation out. Maybe it's my attitude, or that fact that BlazBlue has Arakune, and Carl, and seeing such a long, oppressive pressure string doesn't bother me much anymore.
Wonder what holding up during the blockstring would do, like do you take a single hit and get put back in the blender? and is it possible to screw over the attackers timing by doing that.
Cammy's jump startup is I think 5 frames, so if a move in the burnout string would hit before then (the heel strike would hit on frame 4), it'd be a grounded hit rather than an airborne one. So Aki would probably get a small grounded combo off it since that move is +4.
Of all characters yappin at aki of all the characters truly shows ya iron 5 behavior.
Have you done a video on why you play AKI?
I remember people saying she was bottom 1 and suddenly you’re maining her
And I don’t remember seeing you say why (but I haven’t been paying close attention for a while)
All fighting games are strategy games. You have four main focuses universal mechanics, your tool sets of your character, game knowledge, and finally execution.
In a perfect fighting game every character match up would be a 5 of 5 but that's impossible given how different you have to make the tool sets. Sure some older games have their broken characters and it's evident when they're banned from competition, but I feel ST6 is fairly well balanced by the average gamer.
High competition on the other hand you'll always have a tier list and again for the majority of the players base this means nothing. It's not about the paint brush, it's always about the painter.
So in conclusion the fact Aki can come back from this situation just demonstrates the fighting game principles: Universal mechanics, tool set, game knowledge, and execution.
All of which had to be harmonized to perfection with a dash of luck. I understand the people that hated this come back, they view it as poor game mechanics. However it is just a reflection of skill and game knowledge and it hurts when they in their heads victory should've been guaranteed
Unfortunately nothing in life is guaranteed and it was as close as one could be (99.9%) which is why they hate it.
As a pure observer come backs like this are hugely entertaining and makes for a fun viewing experience knowing that not every situation is a foregone conclusion, and honestly balances the game imo.
now that the patch is out, do you think aki will be too strong with burnout pressure? she ate GOOD on the patch......
The negativity is ridiculous! AKI has difficulties against a lot of characters, I noticed at least one moment Cammy could have at least done something (the stance). As you said “this is not a checkmate”. The pressure was insane, and I appreciate it. Hell, the mental fortitude to go for PP instead of the obvious in hidsight mistake of DI (I could see myself panic DI’ing in this case. In earnest, anybody dissing this is just hating on the game itself for their own petty reasons, or on AKI because they don’t like her. You earned that GG.
This was a sick clip and showed a ton of game knowledge. The haters dont know what they're talking about.
I haven't seen the full video yet but already a few thoughts...
1. He got the read. 'Do a DI' *does the DI* Then perfect parried it & punished
2. Cammy went into burnout. Going into burnout = big disadvantage like it should.
3. I think she coulda tech rolled when she hit the ground the first time or back jumped the DI when at the wall right?
It took awareness, skill and knowledge from broski to win that. It's not really unfair or OP. It's just good SF.