You might notice a certain JP character is missing from this list. Don’t worry, he deserves his own vid lol: th-cam.com/video/sWhEK2oMhMg/w-d-xo.html Kim guide on its way as well, trying to make it really comprehensive.
@@teezief the are intractable it’s a guess either her grab lands or you jump before you see it and you get a punish counter. Check out rooflemongers Manon tips and tricks guide to see how her whole kit and frame data works
@@teezief on hit with her hp and mp target combos, shes plus enough that she’ll beat any button with her heavy command grab . thats probably the crux of it
@@martingutierrez2665 every response requires reaction time to do, though. the moves are good, you're not supposed to be able to just beat them every time, but if you have a good anti air special, you can use that and take the guesswork out of it while still getting good reward
Here are some of my tips that Diaphone missed; If you just arrived at home from work or school and you don't want to cook, you can try to perfect parry your hunger. If you are in depression you can try to perfect parry your thoughts. If you are having a heart attack you can try to perfect parry you heart at every beat. Jokes aside thanks for the informative video @Diaphone
Thank you for the tips. This is my first time with Street Fighter (Tekken and GG previously) and your videos have been extremely helpful in getting me out of the lower ranks.
Lil tip if anyone happens to see this a year after this vid came out. Marisa can very very easily deal with headbutt and Blanka ball. Using her normal stance is a natural counter, and you can hold it if they try to mix up their timing
As someone that hasn't played a fighting game since the SNES, your videos have been fantastic. Keep up the great work. I took the advice and started with modern controls and am slowly incorporating classic in now. Now I can practice against these moves.
All of Lily's condore spires are a guaranteed drive reversal. Especially for her EX one which is unreactable, its usually better to just trade the meter and drive reversal.
yea if your taking some pressure and their spending meter on it, as long as you have a little of you own Its a good disruptor. But yea it doesnt do alot of grey health even.
I like this kinda stuff. When I was getting into Strive I didn't see anything quite as well formatted. I hope this video does well because it's what I would've wanted back in Strive.
@@BreadBeardFGC So I love dustloop but to be clear, getting into the FGC it is difficult to process how that information could be useful. This is directed at people who have no idea how that is helpful.
Lily enhanced spire is actually 3 hits, the first hit comes out early so that’s why she isn’t breaking armor with it from far, so don’t drive impact if she does it close.
This was insanely helpful advice to me (new to SF here). Not only did I learn specific counters to things, I actually kind of get the core game mechanics a bit more. You explain things well and use great visuals to help. Thanks!
As someone that's new to fighting games, these videos help a ton. Great content Diaphone! I'm Pureboo from your stream, can't wait for that Kimberly guide!!!
I am allergic to the Kimberly mu. however I have my own way to deal with the hisen kick: If you backdash (not on reaction) the move has a pretty huge recovery and you can punish counter. So at a certain range of you know the opponent is going to abuse this move: just backdash.
I've seen so much conversation about Honda, but I played a really good Blanka in a super long set and by the end I was only trying to deal with Blanka ball. I think they noticed cuz they started doing it over and over like a little online training session. I think I perfect parried it like 3 times in about an hour and idk if I missed the timing, but I never punished it once with Marisa.
Marisa is my main and i have so much trouble against those characters damm .... Blanka spam ball all the time ONLY , that hawk kid just do that move all time too , man it made me so salty
E. Honda will literally make casuals rage and cry in the lower ranks due to his linear design and specific moveset (especially some of his spammable specials being plus on block). Blanka is annoying but way easier to defend against and counter, you can be patient and bait out long reaching horizontal Blanka balls. You should be able to DP or air grab the vertical Blanka ball (or at least trade hits with it), I like to bait and DI the horizontal Blanka balls as it leads to a good punish and conditions them to not be too careless going forward (which means no free moves to get big bounce back and out of reach). I'd rather deal with Blanka over E. Honda any day of the week lol, but I need to learn that match-up better. I've dealt with Blanka with my main Zangief and secondary characters Guile and Chun-Li, in comparison I've never beat a similar level E. Honda in ranked mode yet lmao.
Small addendum to blanka ball: Blanka also has the option to do light blanka ball, which is faster, easier to punish on block but goes a much shorterdistance. Mixing it up between whiff light blanka ball into throw and heavy blanka ball makes reacting to it much hard imo. You can differentiate them from their startup but with an added mental stack, this is hard. Heavy blanka ball is -15, if you block it or normal parry, just be happy about the space you got.
Ah yes. In order to beat a brain dead Honda or Blanka you must simply be 100x better than them so you can simply react and land a perfect parry so you can deal super scaled damage that's probably the equivalent to them having just hit you with one special...
@@skbj6782 That is an interesting way to approach the matchup. My problem is that once he got me in his blender I dont know how to get in. I use parry here and there but not with much success. There got to be some space to sneak in a drive rush. Also got no idea when to take my turn. The big tournament in Berlin is in 8 days and i really need to beat this one guy who mains JP. His rashid bodied me in SFV every time for 5 years straight. He is the kind of player who goes full auto pilot and overwhelms you with knowledge/reaction checks. If i keep losing to him over and over in SF6 again it would be tragic for me. I have to kick him out of the tournament and POP OFF BIG TIME 😤😤
OK this is such a great video. Thank you for labbing for us. So sick how you can create all those situations so quickly in the training mode btw, gotta learn that
Sf6 turned every fgc content creator into Street fighter content creators lol. This is the absolute first time this channel has ever been recommended for me and I've been a sf player and content consumer for two decades
It’s interesting to me that at low levels people use Drive Impact as an offensive tool (like me, I’m people), which is of course very risky. But seems like where Drive Impact is actually at its strongest is as a DEFENSIVE tool to counter a lot of the belligerent special moves in the game
For blanka rollin, you can drive impact at the last frame and punish it in juggle. Or Perfect Parry and Drive Rush St.hHp. I made a video with Ken and I think it works too with Kimberly
As Zangief, I should test it more, if someone does drive rush in neutral (especially against characters with fast far moving drive rush's) I've had success with spd as soon as I see them activate it.
So, dealing with most of annoying moves boils down to 1) perfect parry/just parry, 2) invincible move, and 3) get in the zone and react with optimal punish. I guess we'll see "4) dash through them" for JP projectiles.
Thank you! The last time I was super active in SF the SRK forums were active and you could go there to learn but now I have no clue where to find info lol.
Hitting blanka ball seems like the only option that bypasses the layers, because the rest of those Blanka can just feint with another version of ball and have you whiffing. There's a bit of mental stack listening for the H ball audio tell and then doing the counter, so beware of that I guess.
Any tips on defending against tick throw setups? It seems like Ken (and others) just get to do meaty wakeups that either confirm into high damage or lead into throws when blocked. Or sometimes they hit and still lead into throw.
This was very helpful. I'd love it if you could come out with a guide for getting out of hardcore rushdown in this game. I know all the tools are there. Thanks Diaphone!
Not likely you’ll see this now but your tips have been beyond helpful for me. Was hard stuck in iron when I first started playing and after week 1 I am almost in gold 3. Focused practice/fun has been huge for my improvement
Watching you just makes me realize how bad I am at the game lol, I'm mid bronze atm, modern controls and focus on distance, timing and anti-airs etc, but man... the combos you do on classic just look insane. Wish I was that good haha
@@TheCJRhodes Definitely will stick to it! Will only get better over time and I'm starting to learn Drive Rushes now which is spicing things up a bit for me.
most DPs are aslo invincible to areal attack on the first couple ip frames, can be used to interupt both honda's and blanka's attacks. eg Ken's dragon punch
neutral jump is an excellent option vs Marisa's Phalanx as well since its hitbox is directed downward and she moves forward. Easy to score a punish counter jumpin with a cross-up hitbox jump normal
Can we just all agree it's AT BEST horrible design, anti fun and anti interaction with Blanka and Honda? SF is about execution and reasonable reactions. A 2frame 1 button window is not any of those. I wouldn't mind them having offensive priority (they decide when round actually starts) if they didn't have command grabs and some insane normals. Footsies doesn't exist, spacing barely exists, frame data barely exists. But yet fireballs do wonders leaving the none fireball and none command grab characters out in the cold. Just make them actual characters. Give them buffs in other areas and nerfs on the bs. Minus 2 on block, reaction based timings on each version and ffs sort the janky cross up but actually not a cross up butt slam. Anti air normals in some pixel ranges go the opposite way during a brief (but the main timing) window only to miss and be hit the original side. Or even better make it more reactable (technicallly is already) to normals and hit them out OR better yet give some better disjointed counter normals for those types of moves. Juri's cr.MP is so close to being perfect but just isn't.
Hi @Diaphone, this is a great video and I've been sharing it with everyone. Could you consider making a video about playing in burnout and countering common tactics people use on burned out opponents, such as Cammy spamming Spin Knuckle, Manon spamming sMP, etc? Keep it up :)
hey man just wanted to say thanks - I've always been ass at Street Fighter but I've gone from rookie to silver in SF6, and some of your tips paved the way. Appreciate you!
my main issue is dealing with command grabs, especially when they use them as a follow up after you block a hit from them. Especially against Lily and Manon. I seem to be able to avoid Zangiefs better
Honda H.headbutt goes far behind you for a set distance as long as you jump and he passes you no matter the start distance. However H.Blanka ball has a set moving distance, if the start distance is far, he'll land close and vice versa. So back jump against Blanka ball works better than headbutt usually. You can also attempt perfect parry Honda's jab after blocking slam, he should not be in throw distance...but I can't be sure. When trying perfect parrying headbutt, if he used light version and landed, you can drive rush and press a button, if you do it on point it's a punish.
thought kens cheesy jinrai low kicks loop was gonna be here. other than DI'ing or parrying it, you cant do anything but block and take damage when burnt out....jumping out isnt an option either 🤨
What your recommendation for weak cross over flying kick immediately followed by rapid weak punch then repeat or look for a Drive Impact spammers? I think the first area of defence would be the jumping weak kick but they are impossible to defend against by using an uppercut or shoryuken of sorts.
don't try to Drive Impact Marisa's Superman Punch every time because the OD version breaks armor (actually, pretty much all of Marisa's OD specials break armor). When I'm playing Lily, I usually just try to stuff it out with a button so I don't have to react to whether or not it's OD
I'm having some trouble with the juri wakeup kicking special, I'm even trying to bait it out to block but it comes out so fast u cant block it if u dash in either to try and punish it.
You might notice a certain JP character is missing from this list. Don’t worry, he deserves his own vid lol: th-cam.com/video/sWhEK2oMhMg/w-d-xo.html
Kim guide on its way as well, trying to make it really comprehensive.
I was wondering about JP, I would like to see Manon as well.
@@teezief Manon main here do you have any questions?
@@thesaltmerchant4564 I don’t know how Manon moves work, it’s hard to react to her grab moves even if you know they are coming.
@@teezief the are intractable it’s a guess either her grab lands or you jump before you see it and you get a punish counter. Check out rooflemongers Manon tips and tricks guide to see how her whole kit and frame data works
@@teezief on hit with her hp and mp target combos, shes plus enough that she’ll beat any button with her heavy command grab . thats probably the crux of it
i tested most of the supers in the game and the only ones I've found that punish blanka ball are Guile lv1 and Cammy lv3 :(
GOAT. Thanks for checking, way less than I thought
don't forget my main zangief, his lv 2
I think I saw somewhere Shinku Hadoken being able to punish it also
Zangiefffffff
@@lewiscarrol6193 yeah if you drive impact with certain timing it will hit
The pain of dealing with Blanka Ball and Headbutt was the main issue to dealt.
Haven't ran into a blanka but tons of Hondas. His headbutt gives me a headache 😅
@@Boom_OH That's the magic of the technique. He rams you with his skull yet somehow you're the one that ends up with a migraine.
Also if you have an air invincible move (like a DP or something) you can DP on reaction and beat it clean
@@NeoBoneGirl that's if you have reactions lol.
@@martingutierrez2665 every response requires reaction time to do, though. the moves are good, you're not supposed to be able to just beat them every time, but if you have a good anti air special, you can use that and take the guesswork out of it while still getting good reward
Here are some of my tips that Diaphone missed;
If you just arrived at home from work or school and you don't want to cook, you can try to perfect parry your hunger.
If you are in depression you can try to perfect parry your thoughts.
If you are having a heart attack you can try to perfect parry you heart at every beat.
Jokes aside thanks for the informative video @Diaphone
Thank you for the tips. This is my first time with Street Fighter (Tekken and GG previously) and your videos have been extremely helpful in getting me out of the lower ranks.
Same here, but I was playing smash and mk9 before, both casually. Now that I wanted to learn more these videos have been a god sent
I’m also here I don’t like Tekken 8 so I’m in the streets now
Lil tip if anyone happens to see this a year after this vid came out. Marisa can very very easily deal with headbutt and Blanka ball. Using her normal stance is a natural counter, and you can hold it if they try to mix up their timing
As someone that hasn't played a fighting game since the SNES, your videos have been fantastic. Keep up the great work. I took the advice and started with modern controls and am slowly incorporating classic in now. Now I can practice against these moves.
All of Lily's condore spires are a guaranteed drive reversal. Especially for her EX one which is unreactable, its usually better to just trade the meter and drive reversal.
i keep forgetting drive reversal exists, no one talks about it
@@skbj6782 Cuz it's a pain in the butt to get it out. Way too much reaction needed to get a simple reversal
@@solairedude7119 and the damage is too low.
yea if your taking some pressure and their spending meter on it, as long as you have a little of you own Its a good disruptor. But yea it doesnt do alot of grey health even.
I like this kinda stuff. When I was getting into Strive I didn't see anything quite as well formatted. I hope this video does well because it's what I would've wanted back in Strive.
I think what you were looking for is Dustloop.
@@BreadBeardFGC So I love dustloop but to be clear, getting into the FGC it is difficult to process how that information could be useful. This is directed at people who have no idea how that is helpful.
Lily enhanced spire is actually 3 hits, the first hit comes out early so that’s why she isn’t breaking armor with it from far, so don’t drive impact if she does it close.
This was insanely helpful advice to me (new to SF here). Not only did I learn specific counters to things, I actually kind of get the core game mechanics a bit more. You explain things well and use great visuals to help. Thanks!
As someone that's new to fighting games, these videos help a ton. Great content Diaphone! I'm Pureboo from your stream, can't wait for that Kimberly guide!!!
I am allergic to the Kimberly mu. however I have my own way to deal with the hisen kick:
If you backdash (not on reaction) the move has a pretty huge recovery and you can punish counter.
So at a certain range of you know the opponent is going to abuse this move: just backdash.
I've seen so much conversation about Honda, but I played a really good Blanka in a super long set and by the end I was only trying to deal with Blanka ball. I think they noticed cuz they started doing it over and over like a little online training session. I think I perfect parried it like 3 times in about an hour and idk if I missed the timing, but I never punished it once with Marisa.
Marisa is my main and i have so much trouble against those characters damm .... Blanka spam ball all the time ONLY , that hawk kid just do that move all time too , man it made me so salty
@@niltonnunes5971 I go around playing every character, and I also had a problem dealing with all those moves using Marisa especially lily
I've mostly played Marisa too and these characters twerk on her pretty freely. Only advice is if/when you finally catch them, make sure they feel it.
@@oklimboLilly's condor spire is a free drive reversal if that helps
E. Honda will literally make casuals rage and cry in the lower ranks due to his linear design and specific moveset (especially some of his spammable specials being plus on block). Blanka is annoying but way easier to defend against and counter, you can be patient and bait out long reaching horizontal Blanka balls.
You should be able to DP or air grab the vertical Blanka ball (or at least trade hits with it), I like to bait and DI the horizontal Blanka balls as it leads to a good punish and conditions them to not be too careless going forward (which means no free moves to get big bounce back and out of reach). I'd rather deal with Blanka over E. Honda any day of the week lol, but I need to learn that match-up better.
I've dealt with Blanka with my main Zangief and secondary characters Guile and Chun-Li, in comparison I've never beat a similar level E. Honda in ranked mode yet lmao.
What I've learnt from this video: "Just perfect parry it" :D
Don't forget to DI 😅
Small addendum to blanka ball: Blanka also has the option to do light blanka ball, which is faster, easier to punish on block but goes a much shorterdistance. Mixing it up between whiff light blanka ball into throw and heavy blanka ball makes reacting to it much hard imo. You can differentiate them from their startup but with an added mental stack, this is hard. Heavy blanka ball is -15, if you block it or normal parry, just be happy about the space you got.
This is not the first of these I've seen, but this is the first one to have the frame meter up which is appreciated.
Ah yes. In order to beat a brain dead Honda or Blanka you must simply be 100x better than them so you can simply react and land a perfect parry so you can deal super scaled damage that's probably the equivalent to them having just hit you with one special...
Correct, it's very fair and balanced
Thank you for creating this. We are all waiting for your "how to deal with JP" video. Having a really hard time against that char.
i'm struggling against him too. one strategy i have come up with is to try to reduce his health to zero before he KOs me.
@@skbj6782 That is an interesting way to approach the matchup. My problem is that once he got me in his blender I dont know how to get in. I use parry here and there but not with much success. There got to be some space to sneak in a drive rush. Also got no idea when to take my turn. The big tournament in Berlin is in 8 days and i really need to beat this one guy who mains JP. His rashid bodied me in SFV every time for 5 years straight. He is the kind of player who goes full auto pilot and overwhelms you with knowledge/reaction checks. If i keep losing to him over and over in SF6 again it would be tragic for me. I have to kick him out of the tournament and POP OFF BIG TIME 😤😤
@smokingred5813 did he pop off on you?
@@JaySees he robbed me then said ggs with a smirking face
OK this is such a great video. Thank you for labbing for us. So sick how you can create all those situations so quickly in the training mode btw, gotta learn that
7:49 kens standing heavy kick counters marisa jump punch everytime
My personal favorite way to counter superman punch is just light DP. It's consistent. It's fast. It gives a nice KD.
Sf6 turned every fgc content creator into Street fighter content creators lol. This is the absolute first time this channel has ever been recommended for me and I've been a sf player and content consumer for two decades
It’s interesting to me that at low levels people use Drive Impact as an offensive tool (like me, I’m people), which is of course very risky.
But seems like where Drive Impact is actually at its strongest is as a DEFENSIVE tool to counter a lot of the belligerent special moves in the game
Agreed!
totally
Yes! Some strings have gaps in them that let you di your opponent for an easy crumple if they are auto piloting their offence
Yeah, I figured out quickly that I'll use it offensively in the corner and on reaction everywhere else to another DI
For blanka rollin, you can drive impact at the last frame and punish it in juggle. Or Perfect Parry and Drive Rush St.hHp. I made a video with Ken and I think it works too with Kimberly
diaphone becoming my new favorite fgc content creator frfr
As Zangief, I should test it more, if someone does drive rush in neutral (especially against characters with fast far moving drive rush's) I've had success with spd as soon as I see them activate it.
absolutely top tier educational content for sf6
Great video. Thanks for being a positive force in the #FGC !
Thanks for the vid dude, helped me alot
As a Dhalsim player, I find lk slide under and throw Marissa's superman punch effective. Just make sure you're not too late in sliding.
0:11 parrying is so worthless in this game..
you got a whole 5% damage for that, wow amazing..
So, dealing with most of annoying moves boils down to 1) perfect parry/just parry, 2) invincible move, and 3) get in the zone and react with optimal punish. I guess we'll see "4) dash through them" for JP projectiles.
Tyvm for this! Can't wait for your Kim guide
Can you make a video of every knowledge check for each character? E.g this is plus, this is punishable, the counterplay to this setup etc
My brother in Christ you have training mode might as well ask him to make a detailed character guide for the entire cast all at once
That might be a 2 hour video lol 😭
@@Diaphone hey man it would be a damn good 2 hour video though lol
Thank you! The last time I was super active in SF the SRK forums were active and you could go there to learn but now I have no clue where to find info lol.
So the solution to most of these abusable, no brain, easy moves is to perfect parry. Kudos to the devs
Was hoping someone was going to make a video like this. Extremely helpful vid
Hitting blanka ball seems like the only option that bypasses the layers, because the rest of those Blanka can just feint with another version of ball and have you whiffing. There's a bit of mental stack listening for the H ball audio tell and then doing the counter, so beware of that I guess.
Just smoked a Lilly, immediately after watching this, fantastic tips as always! Thanks!
Headbutt and blanka ball are both airborne, so any air immune specials(most DPs) wins without taking damage
12:19 Just be aware that the ex condor can be cancelled into Lily's lv 2 if you try that.
I feel called out by the picture of Deejay for 'random neutral drive rush'
I had no idea you couldn't have two fireballs on screen(been playing against Morrigan for too long), thanks for this.
Yes more videos like this about more in-depth game knowledge
Any tips on defending against tick throw setups? It seems like Ken (and others) just get to do meaty wakeups that either confirm into high damage or lead into throws when blocked. Or sometimes they hit and still lead into throw.
Delay tech
I'm quite spoiled as Gief. You can just st HP armor through Honda's headbutt and punish. Obviously not EX but thats unsafe on block anyway.
The number of people who'll happily jump, walk or try to jab into the superman punch is kind of amazing. Absolutely fantastic bullying tool.
I haven't played Street Fighter since I played against you in Buffalo. Cool videos stranger. 😅
Really well put together thank you!
This was very helpful. I'd love it if you could come out with a guide for getting out of hardcore rushdown in this game. I know all the tools are there. Thanks Diaphone!
Drive reversal is a very useful universal tool. What character do you play?
Extremely useful for the "average" player like me, thank you!
Once again I really appreciate your content man
Empty drive rush to bait supers is VERY strong. Don't be too hasty. Sometimes it's better to just be patient
Not likely you’ll see this now but your tips have been beyond helpful for me. Was hard stuck in iron when I first started playing and after week 1 I am almost in gold 3. Focused practice/fun has been huge for my improvement
What character
1:28 on top of that you can block during the recovery frames of drive parry.
Great video, super informative and paced well
my favorite thing about Honda is that the section to punish his stuff is "go for a high risk, low reward option"
headbutt and buttslam are wild lmaooo
Watching you just makes me realize how bad I am at the game lol, I'm mid bronze atm, modern controls and focus on distance, timing and anti-airs etc, but man... the combos you do on classic just look insane. Wish I was that good haha
Well, you have something to shoot for then man. It’s all totally doable, but will take lots of practice and game time.
@@TheCJRhodes Definitely will stick to it! Will only get better over time and I'm starting to learn Drive Rushes now which is spicing things up a bit for me.
Humble dude. Liked and subbed.
I'm putting in so much practice and getting nowhere. not even sure why I'm playing anymore I don't know how to deal with the frustration.
Amazing video, as always.
I need some tips against JP man! He's dominating me everytime.
I'm not seeing many Kimberly guides since launch. Will you create one in the near future?
most DPs are aslo invincible to areal attack on the first couple ip frames, can be used to interupt both honda's and blanka's attacks. eg Ken's dragon punch
neutral jump is an excellent option vs Marisa's Phalanx as well since its hitbox is directed downward and she moves forward. Easy to score a punish counter jumpin with a cross-up hitbox jump normal
I will have to use this against my friend 😈
i neutral jump alot at that certain range against her too lol just gotta be careful she can rush and uppercut you
A Ken option I like to use if I Perfect Perry a Blank Ball is to use Mid, or Heavy Dragon Lash Kick.
What's the song playing in the background during the drive rush in neutral segment?
The video is awesome btw. Thanks for the content!
tbh the hardest thing for me to deal with is chunli heavy legs why do i lose a whole bar of drive gauge and cant punish
For shoto's at least, putting out pre-emptive St. LK in footsies range is pretty good at blowing up Cammy's spin knuckle.
Can we just all agree it's AT BEST horrible design, anti fun and anti interaction with Blanka and Honda?
SF is about execution and reasonable reactions. A 2frame 1 button window is not any of those. I wouldn't mind them having offensive priority (they decide when round actually starts) if they didn't have command grabs and some insane normals. Footsies doesn't exist, spacing barely exists, frame data barely exists. But yet fireballs do wonders leaving the none fireball and none command grab characters out in the cold.
Just make them actual characters. Give them buffs in other areas and nerfs on the bs. Minus 2 on block, reaction based timings on each version and ffs sort the janky cross up but actually not a cross up butt slam. Anti air normals in some pixel ranges go the opposite way during a brief (but the main timing) window only to miss and be hit the original side.
Or even better make it more reactable (technicallly is already) to normals and hit them out OR better yet give some better disjointed counter normals for those types of moves. Juri's cr.MP is so close to being perfect but just isn't.
Hi @Diaphone, this is a great video and I've been sharing it with everyone. Could you consider making a video about playing in burnout and countering common tactics people use on burned out opponents, such as Cammy spamming Spin Knuckle, Manon spamming sMP, etc? Keep it up :)
this helps a lot. do you think you can do a part 2?
How do I like a video ten times?? This content is street fighter champion level stuff
Jesus, I needed this months ago lol.
Thanks! Great upload.
Helped a lot, thank you!
hey man just wanted to say thanks - I've always been ass at Street Fighter but I've gone from rookie to silver in SF6, and some of your tips paved the way. Appreciate you!
my main issue is dealing with command grabs, especially when they use them as a follow up after you block a hit from them. Especially against Lily and Manon. I seem to be able to avoid Zangiefs better
Great video, I LOVED IT
Nice stuff… are you gonna have both classic and modern tips for Kimberly?
Very useful information 😊
Only thing I wish you added was Manon command mix up. In the words of James Chen and Mike Ross, it's a bunch of "Manon-sense". Lol
Honda H.headbutt goes far behind you for a set distance as long as you jump and he passes you no matter the start distance. However H.Blanka ball has a set moving distance, if the start distance is far, he'll land close and vice versa. So back jump against Blanka ball works better than headbutt usually.
You can also attempt perfect parry Honda's jab after blocking slam, he should not be in throw distance...but I can't be sure. When trying perfect parrying headbutt, if he used light version and landed, you can drive rush and press a button, if you do it on point it's a punish.
The counter to Marissa's punch sounds good- and the rest.
So the anti-zoning stuff works for JP as well, hopefully. 🙂 Good info. Thanks.
With any of these, if you're Guile you can flash kick
thought kens cheesy jinrai low kicks loop was gonna be here. other than DI'ing or parrying it, you cant do anything but block and take damage when burnt out....jumping out isnt an option either 🤨
Also found out doing low forward against cammys spin knuckle is good if she does it from fullscreen
The fact that you took so many tries in a non pressured lab environment to counter hondas moves shows that these are not reliable 😅😅
What your recommendation for weak cross over flying kick immediately followed by rapid weak punch then repeat or look for a Drive Impact spammers? I think the first area of defence would be the jumping weak kick but they are impossible to defend against by using an uppercut or shoryuken of sorts.
"If you know it's coming and you've got the sharingan"
Lol
Thank for this video. Do these counters work in SF6 today?
Thank you so much for this!
don't try to Drive Impact Marisa's Superman Punch every time because the OD version breaks armor (actually, pretty much all of Marisa's OD specials break armor). When I'm playing Lily, I usually just try to stuff it out with a button so I don't have to react to whether or not it's OD
Really nice tips, thank u :D
Playing against blanka has been by far the worst experience in the game.
Manon players your qcf P od has upper body invincibility so if you can call out Hondas head butt or blankas balls you can trade and get a medal!
I'm having some trouble with the juri wakeup kicking special, I'm even trying to bait it out to block but it comes out so fast u cant block it if u dash in either to try and punish it.
We need a updated list just to ficus on how to beat Rashid's Top Ten Annoying Moves.
Thank you for the tips lord diaphone we appreciate it 🙏