SF6 ▰ WTF/Lol Moments Volume 1【Street Fighter 6】
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- เผยแพร่เมื่อ 9 พ.ย. 2024
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DISCLAIMER: All of the footage seen in this video was recorded by myself in 1440p60 The footage was then edited in Vegas Pro with overlays, copyright free music, video edits & more for the purpose of educational entertainment. Zero footage was taken from Twitch, TH-cam or any other streaming/VOD platform. All footage seen in this video is copyright free and captured directly from the video game.
The purpose of this video is to provide educational high level content so the viewer can learn new combos and strategies. Creative value is added by carefully selecting the right moments and pairing it with the right type of editing so the viewing experience is convenient, easy to understand and thoroughly entertaining. No one likes filler content.
#SF6 #StreetFighter6 #StreetFighter - เกม
1:06 this wasn't a WTF moment, this was God like
The Rashid Taunt while the tornado 🌪️ was closing in was awesome.
That glitch was pretty funny. You could make his level 2 last indefinitely.
Lol, Capcom would do themselves and the community a favor if they allowed people to put their outfits on the official store, like Valve did with TF2 and Dota 2. Those custom outfits look really good.
This might be my favorite series now
Keep it up, Xuses!
The chun li would’ve made me break my waffles
Who would have known the hit box would reach behind chun li for her Fireball Ultra?
@@thabreaka ikr i wanna see this at evo
Ultra (pun intended) like for the Fulgore theme bro,original KI is 🔥🔥🔥!
Cool video, except corner throwspam is neither WTF nor LOL; it's just dull
Appreciate the music choices
You don't understand how funny throw loops in Master rank. You get the opponent thinking, "Surely he won't do it a sixth time," only to throw them again.
A "trolden" for fighting games?
Grabs do way too much damage in this game...
zero respect for corner throw loopers
Don't allow yourself to get put in the corner 😉
Throws can be broken. It's a matter of timing. You won't break every throw, and timing can be altered, but you can break the cycle.
And literally everyone is put into the corner. It happens.
@@Ventillator Oh sure, still I consider it a very annoying game plan.
I don't get satisfaction even after "back dash; OD SPD", I'm like "oh you actually tried a third time, you piece of s...!
Anyway, we have to deal with it I guess.
@@LH_Tama I got a better one: "Do always Perfect KO"
@@jonajona5543with throw loops
That Manon player seem to be using that $400 Tool assist MOD ain't no way in hell someone is dashing forward and than perfect parry a Jab within 2 frames FOH
Nah, that was nephew. Doubt he would sacrifice his pro tour opportunity by using those kinds of mods.
Doing what he did is actually way easier than you think. Not easy necessarily, but not insane since it's coming out of a setup. Nephew knows that he is slightly negative after the dash, and a 17k master player knows it too. So Cammy is probably mashing jab in reaction to the dash. But that's the setup. If the opponent checks the dash, hitting perfect parry just as manon's dash animation ends guarantees a PP timing. Since its out of a setup and its a 2f window, it's still hard, but not any harder than hitting one frame links in SF4 with plinking, which players did all the time. This is a setup idom has shown in the past because it will PP wakeup jab while also being out of the range of wakeup throw while also parrying a wakeup reversal.
I think watching all these videos is making me understand why I've always hated these 1v1 fighting games:
Walls should not exist, cornering someone against the edge of the screen and then pummeling on them feels like the cheapest thing you can do, gives no chance of recovery when the opponent is juggled in the air and just makes no sense. It's a no risk, high reward tactic
This is combined with the meta of just chaining insane combos, so instead of a fight you get someone repeatedly hitting basically a punch bag that sometimes moves.
I also think this is why I've always liked DBZ fighting games (played casually), because there's a lot more freedom of movement and (I believe) no walls in a 3D environment
You can get out of corners. For any stage in a 2D fighter to not have corners would mean it would have to be a circle. Every stage, a circle. And then people who couldn't deal with pressure would just constantly retreat, which would make the game a big "chase me".
3D games have walls. Except for the ones where the floor isn't attached to the background. They've moved away from those for a reason.
Combos are literally the lifeblood of 99% of fighting games. They are scaled. They require skill and, sometines, meter, which is limited. Once it ends you have an opportunity to turn the tables.
Maybe the "Wall Break" mechanic of the last Guilty Gear fit with your taste.
Did you really just diss Street Fighter for having to watch long combos and pressure strings in the corner while Super Broly (and others) are comboing you in DBFZ for 40+ seconds?
@@RJMazz47 I watched some DBZ Fighterz matches now and I didn't know DBZ games are also 2D now. The ones I've played were the Shin Budokai games for PSP and a bit of the Budokai Tenkaichi series
However I also watched some MK1 matches and realized that the issue is not so much the walls, but the size of the stage (too small in SFVI imo) and the characters' health bars (more HP in Mortal Kombat) which leads to longer fights that are not so one sided
@@RJMazz47 Also I didn't mean to diss on any game, I just said that these videos help me understand why I never liked them