@@thefrostbite Pretty much what I did. She was nowhere near my radar at first. Just as much curiosity as a new fighter gets. Then I saw her in action and got my hands on her. Took over my main spot instantly.
Ive been playing SF since Super Turbo and doing ranked since SF4. I gotta say that l hit Platinum last night with Manon becoasue of these videos, labbing, and taking the time to learn the new mechanics. Appriciate it man.
Seeing idom say he can't react to to DI / DR and that anti airs are fucked up makes me feel a lot better about struggling with those things in this game. It's not an excuse to not practice against it but when I keep seeing top players say this stuff it validates my feelings for sure. idom definitely isn't the only pro I've seen say this stuff too.
To be fair nash was reacting to dom's DI's constantly either that or it was an easy read. Which honestly feels like the reason my DI get countered, I am being too predictable
He uses stMP a lot when the opponent is in burnout because burnout adds +4 frame advantage to your attack on block. stMP is normally -1 on block, but in burnout it becomes +3. It'll counter hit the opponent if they press a button.
@@fightedmealready2692 Yessir. Only on block though. So you get some pretty oppressive *true* block strings with burnout. Some other things that change frame data if you didn't know: drive rush adds +4 to your normal on both hit and block. A counter hit adds +2, and punish counter adds +4. AND all these can stack. So if your opponent is in burnout and they block, for example, Luke's crMP (which is normally +1 on block) and you did it after a drive rush, it becomes +9.
The term “mental stack” is just a simpler way of saying “cognitive load”. And it’s a lot in SF. You’re very aware of the scenarios you’re juggling and it can lead to decision paralysis and friction. But, honestly, that load is where the fun of the genre comes from. I’m not sure if the load in SF6 is too great or not. I think I’m too low level to experience the kind of tension that a pro might because they have a burden of carrying more game knowledge.
@@The_G_in_Jesus If I am interpreting this right. Your argument is that the complexity of the options is exacerbated for low-mid rank and relieved for high rank as they have parsed only the most meaningful options. But that seems to be the opposite of reality. Whereby high rank players are able to see all options and that knowledge is taxing for them.
@@Xenji5Nah He’s more ore less right when it comes to professional players. It’s completely based on what’s more optimal and efficient when you just start to learn about these options you’re more likely to get mental stack because now you’re starting to see all of the options and scenarios but you struggle with choosing the most optimal and correct option as a professional that’s something they’ve experienced quite a bit and have seen these same scenarios through countless hours of training and practice.
depending on the situation it absolutely is. In an ideal world and you land the 214mk on a standing/crouching opponent, the frames line up perfectly that is you buffer dash and then back fierce it's a true meaty. Back fierce is active for like 6 frames or something crazy so it's pretty generous as the meaty button in general, and the dash just frame kills 21 of the 30+ knockdown frames. notable everyone's dash is different, but i believe Manon has a 21 frame dash, and then back fierce is 7 start up and active for 6, so if in training you do a combo with knockdown between 28 and 35 the dash > back fierce is a true meaty
I feel the first minute. For a game that is so great in most regards, the menus and lobby system are pretty bad. People got so used to Strive's lobbies being worse that they don't seem to care tho XD. On a side note, it makes me a feel a little better to see iDom being unable to react to DI. Here I thought it was just old farts like me feeling like they had an eternity and yet still somehow failed to react XD
the thing about this game's jump-ins, they remind me of MK11 and THAT is not a good thing. There are so many jumping attacks that are long ranging diagonal moves. JP's jHK/jLK and things like Luke's jHK, they reach so damn far and are angled so far down, they are very hard to beat with an AA or parry. Not to mention the hitboxes and active frames on them are outrageous. Both of Luke's jumping heavy attacks are gross. Blanka's jHK is another absolutely disgusting jump-in button, DJ's knee is also insane. SF6 jump-ins are just as degenerate as MK11's, 100%.
I’d argue it’s even more degenerate cuz if I anti air you in mk11 you losing a third of your life. Here there’s nothing to stop people from jumping. Anti air me and I’ll just keep jumping cuz the risk reward too damn high
@@mudaluka5223 you're absolutely correct here. If you go for perfect parry and happen to actually get a ground punish, which is very inconsistent because some times they'll flip out, the damage scaling on the parry is horrible.
Hey iDom. Not many players have figured it out yet, but if you want to fight the real competition and not find yourself adapting in a top 8, set up a VPN for Japan. This game is _hopelessly_ insistent on finding you local players, even though its netcode is good enough to handle players from Japan, _even through a VPN._
I can’t believe that out of all the new fighters, the ballerina grappler is my favorite 😑
I feel you, I dismissed completely at first and now can't stop playing her
She & Marisa feels so fresh tho. Very unique
@@thefrostbite Pretty much what I did. She was nowhere near my radar at first. Just as much curiosity as a new fighter gets. Then I saw her in action and got my hands on her. Took over my main spot instantly.
Regular grad block option select or jump thats all you have to do to stop that pressure
@@TheGerdakaBMthat's when they hit you with the 2lp into command grab
Congrats, you're a beast man. Your Manon will go places, for sure!
Ive been playing SF since Super Turbo and doing ranked since SF4. I gotta say that l hit Platinum last night with Manon becoasue of these videos, labbing, and taking the time to learn the new mechanics. Appriciate it man.
1:54 That parry earned a sub
Seeing idom say he can't react to to DI / DR and that anti airs are fucked up makes me feel a lot better about struggling with those things in this game. It's not an excuse to not practice against it but when I keep seeing top players say this stuff it validates my feelings for sure. idom definitely isn't the only pro I've seen say this stuff too.
To be fair nash was reacting to dom's DI's constantly either that or it was an easy read. Which honestly feels like the reason my DI get countered, I am being too predictable
thanks for sharing, I am learningn a lot by watching your games :-)
Idom or whatever your name is..I’m a hater and it’ll be my honor to see your downfall anytime soon
16:07 what a weird combo.
I’ve seen you using just Standing Medium punch a lot for your block strings, can you elaborate why a little to help a new Manon player out
It’s hard for your opponent to escape when they’re in burnout
He uses stMP a lot when the opponent is in burnout because burnout adds +4 frame advantage to your attack on block. stMP is normally -1 on block, but in burnout it becomes +3. It'll counter hit the opponent if they press a button.
@@Genoh_ Hold the fuck up if ur opponent is in burn out your frame data changes???
@@fightedmealready2692Always has been that way
@@fightedmealready2692 Yessir. Only on block though. So you get some pretty oppressive *true* block strings with burnout.
Some other things that change frame data if you didn't know: drive rush adds +4 to your normal on both hit and block. A counter hit adds +2, and punish counter adds +4. AND all these can stack. So if your opponent is in burnout and they block, for example, Luke's crMP (which is normally +1 on block) and you did it after a drive rush, it becomes +9.
this ballerina grappler may be the weirdest design ever. I like it. lol
The term “mental stack” is just a simpler way of saying “cognitive load”. And it’s a lot in SF. You’re very aware of the scenarios you’re juggling and it can lead to decision paralysis and friction. But, honestly, that load is where the fun of the genre comes from.
I’m not sure if the load in SF6 is too great or not. I think I’m too low level to experience the kind of tension that a pro might because they have a burden of carrying more game knowledge.
@@The_G_in_Jesus If I am interpreting this right. Your argument is that the complexity of the options is exacerbated for low-mid rank and relieved for high rank as they have parsed only the most meaningful options. But that seems to be the opposite of reality. Whereby high rank players are able to see all options and that knowledge is taxing for them.
@@Xenji5Nah He’s more ore less right when it comes to professional players. It’s completely based on what’s more optimal and efficient when you just start to learn about these options you’re more likely to get mental stack because now you’re starting to see all of the options and scenarios but you struggle with choosing the most optimal and correct option as a professional that’s something they’ve experienced quite a bit and have seen these same scenarios through countless hours of training and practice.
I think you have the best Manon in the states. I definitely need that Laura tag pronto.
Idom, if I’m not mistaken you use a ps4 pad in the tourney I saw you playing. What adapter do you use to play ps4 on ps5??
LMAO.. that was so good but i am still waiting for the 30 minutes rant video about SF6, that is going to be pure gold
Anybody knows how iDom got that Laura title? And if other like that are obtainable?
Idom plays bass? Who's your favorite bassist?
And favorite band?
stressed out idom is always hilarious😂😂😂
💙iDom💙
I can reaction tech. It's not a guess.
The proper term for mental stack would be 'cognitive load', but mental stack gets the point across.
Is that a setup? Dash + back Hp after hard knockdown in the corner?
depending on the situation it absolutely is. In an ideal world and you land the 214mk on a standing/crouching opponent, the frames line up perfectly that is you buffer dash and then back fierce it's a true meaty. Back fierce is active for like 6 frames or something crazy so it's pretty generous as the meaty button in general, and the dash just frame kills 21 of the 30+ knockdown frames.
notable everyone's dash is different, but i believe Manon has a 21 frame dash, and then back fierce is 7 start up and active for 6, so if in training you do a combo with knockdown between 28 and 35 the dash > back fierce is a true meaty
iDom do you ever think about that EVO final and you go like damn how did I lose that? 😂😂😂
Idom, i didnt see a good tier list of sf6 charcters here on TH-cam. Dou you have plans to do ?
look at jiyunas review of the jp tier list.
I feel the first minute. For a game that is so great in most regards, the menus and lobby system are pretty bad. People got so used to Strive's lobbies being worse that they don't seem to care tho XD.
On a side note, it makes me a feel a little better to see iDom being unable to react to DI. Here I thought it was just old farts like me feeling like they had an eternity and yet still somehow failed to react XD
the thing about this game's jump-ins, they remind me of MK11 and THAT is not a good thing. There are so many jumping attacks that are long ranging diagonal moves. JP's jHK/jLK and things like Luke's jHK, they reach so damn far and are angled so far down, they are very hard to beat with an AA or parry. Not to mention the hitboxes and active frames on them are outrageous. Both of Luke's jumping heavy attacks are gross. Blanka's jHK is another absolutely disgusting jump-in button, DJ's knee is also insane.
SF6 jump-ins are just as degenerate as MK11's, 100%.
I’d argue it’s even more degenerate cuz if I anti air you in mk11 you losing a third of your life. Here there’s nothing to stop people from jumping. Anti air me and I’ll just keep jumping cuz the risk reward too damn high
@@mudaluka5223 you're absolutely correct here. If you go for perfect parry and happen to actually get a ground punish, which is very inconsistent because some times they'll flip out, the damage scaling on the parry is horrible.
JP am right yall
Hey iDom. Not many players have figured it out yet, but if you want to fight the real competition and not find yourself adapting in a top 8, set up a VPN for Japan. This game is _hopelessly_ insistent on finding you local players, even though its netcode is good enough to handle players from Japan, _even through a VPN._
lmao ur on something
lmao ur onto something
I like Karin. and where is she in 6?
She's not in 6 :( I'm waiting for her, although Manon is my favorite character after Karin so the wait isn't that long
Maybe season 2.
Would love more Marvel content. UMvC3 is so fun to watch!
Manon is the new R Mika, not the new Laura. She’s not e-thot material either. There’s only one Laura and I wait her return.
First 9 seconds honestly illustrates perfectly how this game is so dumb sometimes.
Sf6 is noobfriendly game. To bad capcom noobs for ever
- words of man hardstuck in silver
SF6 appeals to a wider audience and will be more successful because of it? How terrible, isn't it awful for Capcom to make money?