How Offense Generally Works in Street Fighter

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  • เผยแพร่เมื่อ 27 ธ.ค. 2024

ความคิดเห็น • 144

  • @aidenrobley504
    @aidenrobley504 ปีที่แล้ว +745

    Chat saying something stupid gave him the power to do the combo correctly. That must be why Sajam's such a good player.

    • @georgesears934
      @georgesears934 ปีที่แล้ว +34

      Damn he's PERFECT!

    • @AspynDotZip
      @AspynDotZip ปีที่แล้ว +16

      He's fuled by chat's scrubiness

    • @next-genleap3533
      @next-genleap3533 ปีที่แล้ว +10

      UNLIMITED POWER!!!!

    • @magicalgirl1296
      @magicalgirl1296 ปีที่แล้ว +9

      Just a constant source of high grade fuel.

    • @l0_0l
      @l0_0l ปีที่แล้ว +2

      nope, it’s the hair.

  • @deadfr0g
    @deadfr0g ปีที่แล้ว +470

    Interesting! Usually the way that offense works in my matches is that my opponent will force me into a mixup situation, I guess wrong, and then I tell them that I’m offended.

    • @DrSwazz
      @DrSwazz ปีที่แล้ว +7

      🙋‍♂️ Stop secretly filming my life, thanks

  • @callanharvey6264
    @callanharvey6264 ปีที่แล้ว +97

    Dude, you look educational!

  • @specterer
    @specterer ปีที่แล้ว +232

    Summary of how offense works in SF6:
    I attack (you don’t)
    You (attempt to) block this overhead
    GG’s 🤝

    • @Livingeidolon
      @Livingeidolon ปีที่แล้ว +5

      Ken?

    • @JahlisMan
      @JahlisMan ปีที่แล้ว +4

      @@Livingeidolon or Manon

    • @specterer
      @specterer ปีที่แล้ว +4

      or DJ

    • @tswrangle1000
      @tswrangle1000 ปีที่แล้ว +3

      @@Livingeidolonor Juri

    • @noboty4168
      @noboty4168 ปีที่แล้ว +4

      They attack (I don't).
      I (attempt to) block this wack-ass mixup.

  • @Aregulargameplayer
    @Aregulargameplayer ปีที่แล้ว +126

    I like how Sajam was talking about the basic options against meaty was just invincible reversal or super. I know he meant how to BEAT a meaty but it's also funny that saying to just block the meaty didn't come up.

    • @MusicoftheDamned
      @MusicoftheDamned ปีที่แล้ว +40

      It's probably because he knows the majority of players never block intentionally. So it would fall on deaf ears even more than his other advice does.

    • @astashasta1
      @astashasta1 ปีที่แล้ว +23

      you can block in sf6?

    • @l0_0l
      @l0_0l ปีที่แล้ว

      @@astashasta1 blocking is a lie!

    • @Mene0
      @Mene0 ปีที่แล้ว +25

      I didn't pay 60 dollars to block

    • @l0_0l
      @l0_0l ปีที่แล้ว

      @@Mene0 exactly!

  • @Cursed_Fruit
    @Cursed_Fruit ปีที่แล้ว +105

    I want a throw loop for Chun-Li not because I understand throws and offense but because everyone is talking about the throw loops and I have FOMO - I wanna do the loopy loop thing too it sounds fun and everyone is out here loopin and I want in on it

    • @Ragness10
      @Ragness10 ปีที่แล้ว +21

      I think it's funny how someone as slow as Zangief has one, but Chun doesn't

    • @Cursed_Fruit
      @Cursed_Fruit ปีที่แล้ว +4

      @@Ragness10 looool yeah that is kinda funny she can't even drive rush for it

    • @MDToboggan
      @MDToboggan ปีที่แล้ว +24

      SS stance mix ups are something other characters don't have so you get to enjoy something

    • @Cursed_Fruit
      @Cursed_Fruit ปีที่แล้ว +6

      @@MDToboggan Ah I knew I was being greedy LOL They are pretty amazing and mad powerful

    • @JohnPaul-nb5iu
      @JohnPaul-nb5iu ปีที่แล้ว

      ​@@MDToboggan
      What is that? friend plays chunli I'm trying to help him out

  • @beam5655
    @beam5655 ปีที่แล้ว +30

    lmao chat really said wakeup DI

    • @itstaeday
      @itstaeday ปีที่แล้ว +7

      Metal rank strat

  • @gfdf511
    @gfdf511 ปีที่แล้ว +26

    What has helped me on defense lately is just to commit to an option. Defense, like offense, sometimes requires the right read. If you dont commit, you increase the likelyhood you will mess up your defensive or offensive options

    • @gfdf511
      @gfdf511 ปีที่แล้ว +16

      P.S. you can commit to blocking

  • @Weebfox
    @Weebfox ปีที่แล้ว +11

    I love how elaborate and in-depth your explanations are, and I feel like I always come out learning stuff from videos like this, thanks a bunch for all the great SF6 content!

  • @MrMastermelo15
    @MrMastermelo15 ปีที่แล้ว +14

    The Honda slander at the end… I will not stand for it. In sumo every risk. Every movement. Every decision we make from when we wake up to when we sleep. Everything is calculated. It’s just…. Most conclusions we come to ends up in headbutt being the correct choice. DOUSKOI!!!

  • @KTSamurai1
    @KTSamurai1 ปีที่แล้ว +37

    as much of a step forward sf6 i think because people like sajam feel the need to make videos like this there's still a long way to go to get players acquainted with the basics so that they can build solid fundamentals
    one thing i dont think ive seen yet is more detailed post-game stats. after a set being able to look at a breakdown of how many times you were thrown, hit on wake-up, etc would be really nice, doubly so if you can hover over "throw" and see a little blurb on how to defeat/nullify them
    i think people will still ask questions like this (it's nice seeing a human explain it sometimes) but it would give us more tools

    • @LilYungGrabBagJr
      @LilYungGrabBagJr ปีที่แล้ว

      All the games have a recording feature anyway just watch your replay

    • @KTSamurai1
      @KTSamurai1 ปีที่แล้ว +21

      @@LilYungGrabBagJr did you not read a single thing i said

    • @chris-cu3kl
      @chris-cu3kl ปีที่แล้ว +2

      Your fighter data is actually pretty insightful to broad habits because it tracks your data from the last 100 games. But it records useful stats like successful drive parry/impact usage vs times countered. And I think the stat on being cornered vs cornering opponents is a barometer to how good your neutral is if you're not playing a zoner.

    • @VocalTK
      @VocalTK ปีที่แล้ว +2

      @@chris-cu3kl I just wish they let you see the stats for specific characters for stuff like drive usage. It would be super helpful to check how some players like to spend their drive gauge at high level and it would also make it easier to note differences in your own playstyles between characters.

    • @venkateshshenoy4888
      @venkateshshenoy4888 ปีที่แล้ว +1

      What's interesting about this is SFV actually sorta had a feature like this with the post-game breakdown of your style. Not sure why they got rid of it.

  • @psychoticlife
    @psychoticlife ปีที่แล้ว +8

    Just got into sf6 and fgs. Sajams vids and streams are cool, man. Super informative and I really vibe with his chill demeanor and sense of humor.

  • @calmguru1274
    @calmguru1274 ปีที่แล้ว +7

    These kinds of videos are so helpful for new players to learn about greater concepts of fighting games. Thanks sajam

  • @wolfnews1788
    @wolfnews1788 ปีที่แล้ว +8

    Casually does Guile Advanced Trial 2

  • @-quiet1089
    @-quiet1089 ปีที่แล้ว +2

    Lmao at the Guile trial. I’m convinced chat saying something dumb is how you trigger Sajam’s install state

  • @El-Burrito
    @El-Burrito ปีที่แล้ว +5

    Getting perfect booms mid combo is deceptively hard! I'm glad you bought attention to it!

  • @elijahc5331
    @elijahc5331 ปีที่แล้ว +1

    Thanks for explaining the parry-into-block bit. I was one of those people totally confused lol

  • @breakaway4236
    @breakaway4236 ปีที่แล้ว +7

    Is there any reason to tech a throw when you're waking up?
    It seems that backdash is always the better option when you read a throw on defense, since it leaves you at an advantage and doesn't get you counterhit if you're wrong.

    • @HydraGR
      @HydraGR ปีที่แล้ว +12

      With teching you have a more flexible window, which makes it easier to delay it to try to block potential meaties first. So you could potentially cover more options.
      But yeah if you have a hard read on the throw backdash does sound like the better option I agree.

    • @basilvitamin8878
      @basilvitamin8878 ปีที่แล้ว +7

      not if you mash tech, but if you delay your tech by about 6 frames or so, you can block meaties and tech throws at the same time. It loses to walk back though, but that enables you to press buttons when waking up in the future, or to take another option while taking advantage of the space they're giving you

  • @RglMrn
    @RglMrn ปีที่แล้ว +1

    Damn, Sajam, you're great man. Never change.

  • @MrSkorm
    @MrSkorm ปีที่แล้ว +2

    6:38 the whole waiting for parry without throwing a meaty is no different than a shimmy in the current game.
    If you move in like your going to do something people will react to it, of course not all the time, but that's the same with shimmy, but you can't say people won't flinch and try to parry a move that they expect will come, but ultimately doesn't.

  • @jesusescobales9839
    @jesusescobales9839 ปีที่แล้ว +3

    I love when chat invokes anger in sajam, its when he spits the hardest 😂 its so demeaning but factual that its fucking hilarious

  • @hawkswordzero2206
    @hawkswordzero2206 ปีที่แล้ว

    I legit had no idea about parry assuming the defensive stance and being able to keep charge, that's actually really useful

  • @YamazakiJones
    @YamazakiJones ปีที่แล้ว +8

    Never realized how strong the charge characters are for being able to just parry and maintain charge, that’s so fun

  • @howdydoodydoo3631
    @howdydoodydoo3631 ปีที่แล้ว

    Great vid for those who are new to sf. Helpful

  • @metalgeartrusty
    @metalgeartrusty ปีที่แล้ว +1

    IF the option to block while parrying gets removed (on wake-up only), meaning any parry punish lands as a punish counter, THEN you can remove throw loops
    whatcha think? have parry attempts a few frames after wakeup lockout blocking

  • @Krokpot7
    @Krokpot7 ปีที่แล้ว +9

    I love how you just pulled out the combo while talking like no big deal. lol

  • @Mage_Nichlas_
    @Mage_Nichlas_ ปีที่แล้ว +1

    "Blade! Bla-*PERFECT!!!* Flash Kick!" - winning Guile gameplay, 2023(colorized)

  • @shinluis
    @shinluis ปีที่แล้ว +1

    4:45 LOL at Guile doing a sonic boom than DRing into Dee Jay yeah like guile walks forward at any point

    • @EmptyTenementSpirit
      @EmptyTenementSpirit ปีที่แล้ว

      idk man you seen Akainu play? He did it a fair few times, though naturally after like 9 perfect booms

  • @brnddi
    @brnddi ปีที่แล้ว

    This stage theme playing for the entire video sure is a mood.

  • @patricklorran1960
    @patricklorran1960 ปีที่แล้ว

    9:29 I REALLY struggle with charged supers. The specials I can handle, but all the down backs/up forwards mid combo breaks me

  • @Bladebrent
    @Bladebrent ปีที่แล้ว +2

    The main thing I've been learning with SF6 is, for lack of a better term, how much worse every character is compared to anime fighters. The cancel windows feel tighter, and moves with similar uses to ones in anime fighters tend to be more committal. This is NOT a comment on SF6 being a worse game btw; the moves are tailored to the gameplay system to reward using the right move for the right time compared to anime fighters where you can often get away with just mashing normals, which is what im used to.
    Its partly why I've been getting annoyed performing some moves (again, 100% on me), like Cammy's 236P losing to jabs so you can only use it if you know the enemy wont contest. Heck, I'm still not entirely sure what to do on a Guile who is just spamming crouching LP. Like even if we assume its a bad Guile thats being predictable, it feels like the best I can hope for is a trade.

  • @donaldriley9724
    @donaldriley9724 ปีที่แล้ว +2

    So I'm confused...... If throw is 5 startup and 3 active, and my command grab is 5 startup and 3 active (Gief), why can I not wakeup SPD to beat throw loops? Does command throw not have priority over regular throw in SF6? I keep trying it and I always get thrown. And I realize I'm not always hitting on frame 1, but it seems to never win and I assume opponents are not always hitting frame 1 as well. What am I missing?

    • @EliteAssass1n
      @EliteAssass1n ปีที่แล้ว +13

      if you're knocked down, the opponent can start their throw earlier so their throw takes less than 5f to hit you when you've woken up, interrupting your command throw

    • @TheRealJarrito
      @TheRealJarrito ปีที่แล้ว +12

      This is because characters with throw loops can time the throw so that their 3 active frames are DURING your 5 startup frames. They’re not starting at the same time as you, but slightly before you’re even able to.

    • @donaldriley9724
      @donaldriley9724 ปีที่แล้ว +5

      @@TheRealJarrito got it! so the throw loops is like a "meaty" throw? Is that kind of correct?

    • @nel2556
      @nel2556 ปีที่แล้ว +1

      they are +x and so their throw comes out before your "invincibility"/priority

    • @zktruth4491
      @zktruth4491 ปีที่แล้ว +3

      @@donaldriley9724 Correct.

  • @memorabiliatemporarium2747
    @memorabiliatemporarium2747 ปีที่แล้ว

    A video shorter than 20 minutes? Guess I'll watch my first Sajam video in months!

  • @bastinelli443
    @bastinelli443 ปีที่แล้ว +2

    My question is how do I know which of my characters buttons is best for each situation? Like what should I use as a meaty? What should I use as a whiff punisher?

    • @GuiMoreno00
      @GuiMoreno00 ปีที่แล้ว +5

      As a general rule, i would sugest that you meaty with a special cancelable normal, or a move that can go to a special cancelable move. Most characters have a medium punch or crouching medium punch that fits that criteria. And for whiff punishing, you want to start using moves with long range, like strong punch or kick, depends which character your are playing, that gives you time to react and keep that whiff counter going.

    • @bastinelli443
      @bastinelli443 ปีที่แล้ว

      @@GuiMoreno00 awesome thank you!

    • @breakaway4236
      @breakaway4236 ปีที่แล้ว +2

      TLDR up top: Learn how the game works via training mode and you can figure it out yourself.
      Use training mode, turn on the frame-bar.
      You can set up situations like okizeme/meaties and try out different buttons.
      Examine the properties of your buttons. Which ones are fast/slow? Which ones are advantageous on block/hit? Which buttons are special canceable?
      Once you understand how attacks work in Street Fighter (Startup/Active Frames/Hit,Block,Whiff-Recovery) you can extrapolate A LOT of stuff in the game, like offense, defense and combo structure.
      Examples (I play Cammy):
      For a meaty you want a button with a lot of active frames (Makes it easier to time the meaty). You also want that button to be plus, so you are free to take another offensive action after.
      The range doesn't matter as much, since ideally you're right in your opponents face after a knockdown.
      For Cammy that's her Crouching Heavy Punch. It has 4 active frames and is +1 on block, which means it allows for another action after and is easy to link into on hit.
      What properties does your button need to effectively whiff punish? It definitely needs to be fast because you need to quickly react, so low startup frames. A little bit of range doesn't hurt, depending on how good your spacing is. And finally, you usually want to cancel into a special. For most characters crouching medium kick ticks all those boxes.
      Now I'm not good at whiff punishing, but Cammys standing medium punch seems pretty well suited for whiff punishing as well. It's incredibly fast at 5 frames startup and has pretty good range.
      It isn't special canceable, but super advantageous on counterhit (Every whiff punish is a counterhit, meaning more plus frames). So I can whiff punish my opponents attack with m.punch and link into crouching m.kick for a special.

    • @drftr6073
      @drftr6073 ปีที่แล้ว +1

      in any given situation you should consider risk and reward. what do you get if the opponent blocks, what do you get if they don't, how easy is it for them to block, how easy is it for you to time the meaty (some moves stay active more than others, but they may not be special cancellable, or actually lead into anything else unless you hit the latest frame, etc. etc.) Meatying with overheads is not a bad idea, cause usually you don't get combos out of them, but hitting meaty might unlock more rewarding combo routes, the thing with overheads in a blockstring for most games is they don't come out at the same speed lows do, so people can block low and then block high in order when they anticipate you to go for a mix. this won't apply in situations like wake up when both a low and a overhead will hit at the same time.

    • @EmptyTenementSpirit
      @EmptyTenementSpirit ปีที่แล้ว +1

      Training mode will be your best friend, I'm fairly new so I tend to use moves that are slower but tend to be much more advantaged as a meaty because of that as these moves are already plus, in this case I use Dee Jay 6MK a lot. There are downsides to this though as it's slow so it's fairly easy to reaction invincible reversal or just jab me out of it if I mess up the timing, it's also not cancellable itself so if I'm slow somebody could in theory just DI me, but it does link to a cancellable normal. However if your opponent doesn't try to do anything against something like this, you get a lot more pressure on their wakeup.
      Of course, there are likely much better meaty options for Dee Jay, I just don't know what they are yet, I hit platinum and I don't really know what I'm doing, but I'm enjoying it! :D
      My advice is just to experiment and find what works for you, and when it doesn't work, you can always try and find out why to make it easier on yourself

  • @BenAstridge
    @BenAstridge ปีที่แล้ว

    So is it just a guessing game of wether the opponent will grab, meaty/jab, move back? How do i know to throw tech? It seems too quick to react. Same with the meaty and parry, seems too quick to react. I will do an ex dp if they threw me but then they guess i was gonna do that and block me. It feels so random.

    • @Zendariel87
      @Zendariel87 ปีที่แล้ว +1

      Yes and no. A lot depends on the situation, character and player habits.
      Wake up situations are generally not reactable, but different characters are better at some things and players form habits, so you can make educated guesses. The longer you play against someone the easier it is to choose the correct option against what they usually do.
      Generally you want to start with a low commitment option, like blocking. If you're not in the corner and they throw you on wake-up, you can backrise for a safer situation by pressing two buttons and if they don't you usually are in a better situation than you were in before.
      They'll also (hopefully) learn from what you do, if you block always, they'll eventually start throwing, so you'll need to adapt and do something that beats throw, and so on.
      Best advice I can give is to observe your opponent and try to find out their habits. If they are aggressive and go for dashes and strikes in neutral, they might be more likely to go for meaties. If they play a more footsie focused game, it's more likely that they'll walk back and observe what you do. Etc.

  • @guestguest9051
    @guestguest9051 ปีที่แล้ว +1

    holy shit I didn't know you can block while parrying. I've been parrying wrong this whole time.

  • @InvntdXNEWROMAN
    @InvntdXNEWROMAN ปีที่แล้ว

    The ending of this video was gold. Pulled the combo off on queue and the sick Honda players burn 🤣🤣

  • @misplaydave
    @misplaydave ปีที่แล้ว

    So to double check, blocking is the best option in the corner because it’s the less riskiest?

  • @PurpleFreezerPage
    @PurpleFreezerPage 7 หลายเดือนก่อน

    Hold on
    How did you do standing light kick into a charge move?

  • @actuallynotsteve
    @actuallynotsteve ปีที่แล้ว

    The thumbnail on this made me realize that Juri hair on anything can be funny

  • @alecgarza1160
    @alecgarza1160 ปีที่แล้ว

    Sajam out here doing gods work

  • @MaximEyes
    @MaximEyes ปีที่แล้ว

    How do I cancel my cancellable normal into DI in reaction? Whenever I try I’ve missed the cancel window. Do I need to react faster? Or do I just have to predict and go for it?

    • @Sem-ifinalist
      @Sem-ifinalist ปีที่แล้ว +2

      I recommend just practing DI cancels in training so you can react but if you manage to predict a DI thatd be impressive

    • @absoul112
      @absoul112 ปีที่แล้ว +4

      I have the same issue. One thing that helps is that you can turn on an option in training mode that shows how long the cancel window is and see how long you have to cancel into DI.

  • @NEWGREATNESS
    @NEWGREATNESS ปีที่แล้ว

    I coincidentally have a friend who's a rocket scientist, who mains Honda.

  • @SamuelTheodorePitzkin
    @SamuelTheodorePitzkin ปีที่แล้ว +1

    I like learning new characters, but whenever I go to their combo trials at some point I say fuck that shit no one is ever gonna use this in a real match

  • @ssgcheddar5785
    @ssgcheddar5785 ปีที่แล้ว +1

    As a Marisa main (Diamond 1 😊), I really hate neutral jumps 😢! But because of DR into Scutum into Enfold on wake up I dont have to deal with it lol

  • @woooo_yeah
    @woooo_yeah 11 หลายเดือนก่อน

    if you did this sort of thing for guilty gear it would be really cool. im a sf head and gear hasnt really clicked with me because i dont know whats coming next

  • @memekingk373
    @memekingk373 ปีที่แล้ว +3

    Why do I have a feeling Hotashi's review influenced the recent videos about throw loop and parry

  • @SonicBoyster
    @SonicBoyster ปีที่แล้ว +2

    All right I'm not trying to start a fight here but the throw loop debate is still going and I'm still confused about some of the arguments around it.
    I keep seeing this argument that throw loops are important because without them parry would be too powerful, but parry has baked in recovery frames after you let it go (if you haven't parried anything) that are susceptible to throws anyway. A character like Chun Li can still walk up to you and get a punish counter throw if you parry on wakeup and she doesn't hit a meaty button. If she *does* hit a meaty button, it'll blow up you mashing or trying to jump, the same as if she were in throw loop distance. The difference is in the amount of damage you take off of a combo from that distance if you *do* eat a punch. Is Luke doing so little damage off of a meaty at jab range that his tier would drop if he had Chun-Li's throw?
    Would Chun-Li suddenly be number 1 on everybody's list if she had a meaty throw?

  • @TheSyliman
    @TheSyliman ปีที่แล้ว

    How dare Sajam slander us charge players with the truth

  • @The_SOB_II
    @The_SOB_II ปีที่แล้ว

    It's a little weird that you don't mention that this is knockdown specific, but most people will pick that up pretty quick

  • @alexandersze49
    @alexandersze49 ปีที่แล้ว

    Sajam must love and hate the living shit out of chat. Imagine having to keep a proper image while answering the dumbest questions I can image.
    However, they do provide free content to make videos of, perfectly balanced

  • @steffanhymer1285
    @steffanhymer1285 ปีที่แล้ว +3

    Honda players are Geologists. All they care about is rock.

  • @Mario_bland
    @Mario_bland ปีที่แล้ว +3

    Fff, i already asked for the robot devil hands to play guile.

  • @misplaydave
    @misplaydave ปีที่แล้ว +1

    My biggest problem I have in this game is defense in the corner

  • @chinesemassproduction
    @chinesemassproduction ปีที่แล้ว

    I didn't like charge until I played Bison in 5.

  • @mattyryon
    @mattyryon ปีที่แล้ว +2

    6:20 is me you're referring to I guess, and I stand by that. You shouldn't just be mashing against wakeup every time already, without throw loops you'd treat the parry wakeup the same as you would a reversal wakeup by waiting to punish with that half second window where they can do nothing. You don't have to respect wakeup at all against the bottom tier because they have no reversal, this would change that

  • @c.conga11
    @c.conga11 ปีที่แล้ว

    Spam throws, gg

  • @EndanDrachon
    @EndanDrachon ปีที่แล้ว

    ...I mean, its a great video but the main thing I'll remember from this is how weirdly skinny Dee Jay looks. I can't unsee it now...

  • @DerrickJohnson84
    @DerrickJohnson84 ปีที่แล้ว

    A lot of Ken players are really greedy.
    You annihilated his pressure gaps

  • @VoidEternal
    @VoidEternal ปีที่แล้ว

    NuckleDu didn't watch this video at all

  • @plabcentral630
    @plabcentral630 ปีที่แล้ว

    I do spd

  • @WhamBamBoozler
    @WhamBamBoozler ปีที่แล้ว

    I honestly believe that throw loops should be given to every character if they are THAT integral to the balance of the game

  • @lazycouchman
    @lazycouchman ปีที่แล้ว

    I feel stupid not realizing about how parry worked lol. I love this game, but I feel like playing less and less over time cause I just get so many matches where I get knocked down and guess wrong until I die. My brain too slow.

    • @heroicsquirrel3195
      @heroicsquirrel3195 ปีที่แล้ว +1

      Im plat 5 and feel the same sometimes, but gotta remember people have been training in the games for years

  • @musicscoutmusicscoutit5360
    @musicscoutmusicscoutit5360 ปีที่แล้ว

    cr MK

  • @defianthound407
    @defianthound407 ปีที่แล้ว

    Instructions not clear. Got throw looped and my dp baited. Just think this Street fighter things isnt for me

  • @EeleyeDD
    @EeleyeDD ปีที่แล้ว +4

    I think just having more frames of recovery on grab would be a solid solution to grab loops. Game has a lot of good offense, it doesn't also need to loop for free

    • @D4C_267
      @D4C_267 ปีที่แล้ว

      Deleting them would be an even more solid solution.

    • @EeleyeDD
      @EeleyeDD ปีที่แล้ว +1

      @@D4C_267 that would get rid of the loops if done properly. From there just bump up throw damage so they're still a threat and boom, game on

    • @spatz2219
      @spatz2219 ปีที่แล้ว +4

      @@D4C_267Sajam made a video about this before, you can’t take out throw loops without drastically changing the fundamentals of the game. So for the health of the game I hope they stay

    • @D4C_267
      @D4C_267 ปีที่แล้ว

      @@spatz2219 Chun li and honda are doing just fine without them. Don’t care about Sajams opinion either. Understand it you rat.

    • @HydraGR
      @HydraGR ปีที่แล้ว +2

      What is the problem with grab loops exactly that needs to be solved? The reward is fairly small so if you would risk eating a full 50%+ punish from going for an offensive grab it just wouldn't be worth it most of the time. Having someone in the corner it makes sense that you should have the advantage and if the defender has to make a read or guess to get out, that's fine, they shouldn't have put themselves in the corner to begin with.

  • @RompecuelloPR
    @RompecuelloPR ปีที่แล้ว

    Is just me or juri dosnt have damage?

  • @masterofdoom5000
    @masterofdoom5000 ปีที่แล้ว

    "this is why I don't play charge characters" I hope you never enjoy anything in life for fear of not doing it "correctly" as you have deemed this one thing you saw once and decided so without hesitation.

  • @albinogoomba2780
    @albinogoomba2780 ปีที่แล้ว

    YO

  • @shawnthegr8
    @shawnthegr8 ปีที่แล้ว

    Spammer friendly

  • @barycza
    @barycza ปีที่แล้ว +1

    Does not matter. Game is already dead. I wait 7 minutes in average for single match up. People left this game because of retarded Drive mechanics. Useless, overcomplicated and annyoing. We are waiting for MK1 because SF6 is already dead.