SF6 is my first SF game, so I appreciate videos like this that showcase how the series has evolved, and how SF6 is making itself distinct from previous series. It’s cool for someone like me who isn’t familiar with the whole series.
I love your channel! Please genuinely just create the better content, and don’t tell me every single video how you’ve been putting the work in. Nothing but love
SF6 really did a fantastic work when it comes to character combos and juggles, it truly reward creativity and pretty much any combo you can think of is very possible the character can executed it. What I like is that they combine aspect of SF4 and SFV, they have the long difficult to execute that required precise timing from SF4, BUT the execution level is not as frustratingly hard, is more in line with SFV giving you enough time to press buttons after make the inputs, as SFV and SF6 have easier execution timing compared to SF4, making it easier to put in training and come out with some flashy combos that even if they aren't optimal looks cool as f, I really love that Capcom did here, making logical conversions specially air to air combos, like makes sense Cammy should have been able to link her jumping MP into a dive kick since SF4, but finally happen and the fact that is you decide to spend meter, can really become a very flashy combo, making the reward even bigger, Juri, Bison, Akuma, Rashid, Chunli, even Ryu and Ken, really have some amazing air to air conversions that are sick looking and very rewarded.
I do like that SF6 has made their air to air game more distinct than traditional launcher normals found in other fighters with a more pronounced air game. The structure for SF6 characters are an extension of what their ground game typically looks like when optimized. My problem is I rarely use my A2A normals with ED when I’m in neutral focusing on footies. As I was learning, I often overlooked any air normal that wasn’t a strong jump in or cross up, but I do appreciate them now after experimenting and it’s helped me when I’m not prepared to dp and need to reset.
My problem with A2A normals is that I'm flat out too slow with them in an actual match. In training mode it's easy peasy but in a match I always eat a counter hit in the air :(
@@LungDrago yeah, I’ve been doing drills by doing A2A after fireballs or during a typical block string count where they would be most likely to jump. More or less, I’ve been switching from DP and AA based normals in favor for anticipating/reacting to jump ins during Ranked more just to drill it in my repertoire. It’s hard, but I’m getting better and you can do it. Just like most practice drills, try to focus on learning to do rather than winning. You’re going to lose before the improvements shine.
Just the fact that Bison will most likely get some adjustments is reason enough for me not to waste time on him until he is more permanently adjusted. So Id go with Chun over Bison because Bison knowledge/muscle memory will become outdated soon. And 95 percent will stop using him and flock to next meta character.
Bison is the stronger pick right now but Chun is the technical character rewarding character loyalty. She won't make you a monster overnight but if you stick with her and unlock your third eye she'll be very good :)
Hey Mura what do you dislike about sf6. Or any vids comparing sf5 and sf6 personally I prefer sf5 art style a lot. I have not started sf6 but is the game good on ps4 ?
@@MCMuraFGC Now that you mention it I think it is counter only, I'll double check next time I play but I think you're right. Still, j.mp ch into the spike from j.hp is a good thing to know about for the two other Sim players out there.
I somehow don't like this type of content for whatever reason It just doesn't suit your personality my dear Mustafa(that's your name I think😅 right) I have enjoyed your SFV content a lot and I don't know why😊
@@urien3315 Thank you first and foremost. However this is an evolution of that content. I like doing guides and tutorials and still do but i also really like doing analysis and discussion. So that's what i am rotating my videos about.
@@MCMuraFGC don't listen to this guy, your videos are cool, very on point and concise, but most of all you do not constantly complain how broken this or that is, but you show how everything has a counter play and use, so keep doing them
@MCMuraFGC Yea just keep doing these. It's the same content but much more engaging to me who already plays fighting games. I'm sure people who don't play fighting games would be more encouraged to stick around.
I appreciate the fact that you go out of your way to only use voice lines in your intro skits without resorting to AI voice generators a lot lol
Never used them tbh
@@MCMuraFGC
Based
@@MCMuraFGC Based
SF6 is my first SF game, so I appreciate videos like this that showcase how the series has evolved, and how SF6 is making itself distinct from previous series. It’s cool for someone like me who isn’t familiar with the whole series.
I was literally looking up air-to-air conversions earlier today, so this video is super timely and helpful!
I love your channel! Please genuinely just create the better content, and don’t tell me every single video how you’ve been putting the work in. Nothing but love
Fun intro, & good overview of the types of air to airs, and converting from them, if possible.
I agree they're cool to see. Nice vid.
SF6 really did a fantastic work when it comes to character combos and juggles, it truly reward creativity and pretty much any combo you can think of is very possible the character can executed it. What I like is that they combine aspect of SF4 and SFV, they have the long difficult to execute that required precise timing from SF4, BUT the execution level is not as frustratingly hard, is more in line with SFV giving you enough time to press buttons after make the inputs, as SFV and SF6 have easier execution timing compared to SF4, making it easier to put in training and come out with some flashy combos that even if they aren't optimal looks cool as f, I really love that Capcom did here, making logical conversions specially air to air combos, like makes sense Cammy should have been able to link her jumping MP into a dive kick since SF4, but finally happen and the fact that is you decide to spend meter, can really become a very flashy combo, making the reward even bigger, Juri, Bison, Akuma, Rashid, Chunli, even Ryu and Ken, really have some amazing air to air conversions that are sick looking and very rewarded.
Fun fact, Lily's j.mp actually has an angle hitbox that allows to have better safe jump opprotunities.
I do like that SF6 has made their air to air game more distinct than traditional launcher normals found in other fighters with a more pronounced air game. The structure for SF6 characters are an extension of what their ground game typically looks like when optimized. My problem is I rarely use my A2A normals with ED when I’m in neutral focusing on footies. As I was learning, I often overlooked any air normal that wasn’t a strong jump in or cross up, but I do appreciate them now after experimenting and it’s helped me when I’m not prepared to dp and need to reset.
My problem with A2A normals is that I'm flat out too slow with them in an actual match. In training mode it's easy peasy but in a match I always eat a counter hit in the air :(
@@LungDrago yeah, I’ve been doing drills by doing A2A after fireballs or during a typical block string count where they would be most likely to jump. More or less, I’ve been switching from DP and AA based normals in favor for anticipating/reacting to jump ins during Ranked more just to drill it in my repertoire. It’s hard, but I’m getting better and you can do it. Just like most practice drills, try to focus on learning to do rather than winning. You’re going to lose before the improvements shine.
I like Jamie’s air to air. He gets good juggle and corner carry from it.
I really need to focus with Bison and get good, Terry is approaching us and now Chun is calling me. What to do :(
Get good with Ryu! 😁. Just kidding. Keep up the great videos and intros!
I feel this; Bison has been a nice change of pace from Chun but I miss the playstyle.
Just the fact that Bison will most likely get some adjustments is reason enough for me not to waste time on him until he is more permanently adjusted. So Id go with Chun over Bison because Bison knowledge/muscle memory will become outdated soon. And 95 percent will stop using him and flock to next meta character.
@@DavidTector thats exactly how I feel about how things will happen
Bison is the stronger pick right now but Chun is the technical character rewarding character loyalty. She won't make you a monster overnight but if you stick with her and unlock your third eye she'll be very good :)
I can do a very good impression of you Mura
Hey Mura what do you dislike about sf6. Or any vids comparing sf5 and sf6 personally I prefer sf5 art style a lot. I have not started sf6 but is the game good on ps4 ?
Ryu had this since super turbo and hasn't been mentioned in this video once
We need SF Apha Chun Li outfit back in the game
Sim can also get mp > j.hk or j.hp in some situations as well, it's not just mummy. J.hk hits in more situations but hp is a hard kd.
J.HP spike doesn't it and i think MP or HK just juggle on counter hit doesn't they ?
@@MCMuraFGC Now that you mention it I think it is counter only, I'll double check next time I play but I think you're right.
Still, j.mp ch into the spike from j.hp is a good thing to know about for the two other Sim players out there.
What type would you consider Guile’s jumping Medium Punch?
@@antoniojohnson23252 more like Manon's and JP's for sure.
Can someone tell me chuns best air to air combo? I usually just do jump MP into ex air legs
@@alkalinemk1588 that's pretty much it
Mura can we get your sf6 update wishlist?
@@azizkash286 You mean gameplay or general ?
I just want Cody and Poison 😅
A good A2A normal is what I thought Young Zeku was missing in SFV. His A2A medium punch was so trash.
@@CallsignJoNay idk about that, he didn't convert much but was very good in jump back situation
Can you agree that in sf6 neutral is not existent because of drive system and the game is focused on aggression and pressure and it's a problem?
It just means Guile sux at this 🙄
I feel like that’s why a lot of people prefer the older games cause they made the newer ones for newer audiences
I somehow don't like this type of content for whatever reason
It just doesn't suit your personality my dear Mustafa(that's your name I think😅 right)
I have enjoyed your SFV content a lot and I don't know why😊
@@urien3315 Thank you first and foremost. However this is an evolution of that content. I like doing guides and tutorials and still do but i also really like doing analysis and discussion.
So that's what i am rotating my videos about.
@@MCMuraFGC don't listen to this guy, your videos are cool, very on point and concise, but most of all you do not constantly complain how broken this or that is, but you show how everything has a counter play and use, so keep doing them
@MCMuraFGC Yea just keep doing these. It's the same content but much more engaging to me who already plays fighting games. I'm sure people who don't play fighting games would be more encouraged to stick around.
I am not actually a hater
I am a huge fan of mc mura
From Morocco God bless you my friend mc mura❤️
I hate sf6 air to airs
Just here to remind everyone that sf5 is a shit game, and always has been. Lmao nice proximity block. Nice non existent footsies.
Sf6 has proximity block.. its just on certain moves. Top tiers have a lot of those moves lol