Angrybird is playing the long game. He's gonna drop a video explaining his mindset for everyone to imitate him. Then he's gonna walk forwards and get easy W's. He's a crafty one that angry bird.
Nah that won’t work. I think what he is doing is trying to setup real corner situations and building the skills and muscle memory to get out and counter. 99% of the time in this game you lose in the corner or because you were in the corner. How do you beat that? You become the corner. If you constantly live in hell you can adapt and become the strongest.
I remember seeing people in silver and gold doing this. Problem is at that level they mainly try to jump over you so if you can anti air then they insta lose
@@zeitlichkeit5094 iDom definitely got the DI spamming part down if you watch the Cream City tournament lol (and this isn't even a knock considering he still managed to place 5th).
The year is 20XX. Everyone starts each match trying to walk backwards to the corner. The meta is entirely defined by who can back up the fastest. Capcom is considering making the stage much smaller to stop the endless timeouts caused by the refusal to approach before tagging the corner.
For sure. I thought broski would say something like this but he didnt, so i immediately went sourching in the comment section if anyone had the same thought
That's what I guessed too. I imagine getting cornered while on a stage is really nerve racking, so AngryBird is probably trying to get used to being cornered, so when he does he's now in his comfort zone thus giving him a heads up on his opponent.
Guile: Ah you think backing up in the corner is your ally? You merely adopted the corner. I was born in it, molded by it. I didn't stop holding back until I was already a man, by then it was nothing to me but lack of booms!
I think it works better with akuma than with other characters, he has a competent fireball game, demon flip, and a shoryu. And since he's a low health character it seems like a safer starting option
Building on this too, I think it works worse with AKI than other characters. She gets so much off of picking a spot and initiating that if you're just letting those opportunities pass then you just look kind of silly and passive. Plus AKI is so limited with her side-switch options; a character like Cammy who can just side-switch you at will would play this strat so much more naturally.
And also st-hk. Having to walk and block low against him is way harder due to his faster walk speed and how far st-hk travels, especially against an opponent that is walking towards you. It's quite scrubby and also pretty risky, but when you also have to consider his fireball, demon flip, cr-mk drive rush and his other normals it becomes pretty hard to always be defending against it. The thing about st-hk is that he doesn't even have to hit you with it, he just has to catch you standing in order to get plus frames, and even if you manage to duck it, even though most you can technically get a medium punish, most go for a light punish counter because you have to register the move whiffing.
I think the walking to the corner thing is to prey on impatience. It’s so ingrained into people to pressure in the corner that sometimes you can get your opponent to either overcommit or lull them into a false sense of security. I know some Ken’s will do this to me where they back up and if I press too quickly they will rush forward with some kind of burst option and catch me off guard. Or worse they back throw me into the corner and then turn the pressure on me. I really think this is the idea angry bird is going for, lull people into thinking they have the advantage and then jump scare them with a drive rush or demon flip to turn the tables
He's also playing Akuma, a character that has more corner escape options than most. Probably also just wants to be more cautious by default due to glass cannon health.
Okay as a smash player this strategy makes perfect sense for me. It’s just what puff does in melee, that being make her opponent come to her. You want your opponent needs to be the one to make the first move, and once they do, if it’s unsafe you punish.
funny how angrybird has a guide against guile where he teaches how to corner a guile just by parrying booms in the correct spacing while threatening and doing nothing.
I can already hear Angry Bird going "LOOK AT THIS, walking back DESTROYS her" 4real tho, even against JP way back in S1 he played quite defensively, I think he's just very good at knowing when to make the opponent come to him and when he has to play more aggressive, a lot of people crumble when you actually force them to come to you.
Almost every fireball character I play against mostly opens rounds with backdash, jump back, or just walking backward. This is 1500ish MR level. I usually try to take the middle at round start and never back up if I can help it. I also suck at keeping the corner so maybe they would rather flip the script with their back in the corner than do the work to push me back to my own corner.
It can make alot of opponents, especially in a game as aggressive as 6, try to force their way in. Players will jump, dash, or DR haphazardly if you make them think about it long enough. You were guilty of this against a Cammy in a recent tournament; you just kept drive rushing into Cammy's preferred spacing, and taking all the workload of getting in off of your opponent's plate. Aki can actually sit back to some extent and use her fireball and whip to disrupt approaches, condition opponents to jump, and harass opponents into bad choices. Player and character matchup matters alot of course but trying to be an RTSD player isn't always the best course of action. In addition, AngryBird and players of his caliber know that players are going to overthink the match because they want to get the W so bad. You probably generate that reaction from alot of players too, Broski.
if I had to guess, a key to this is the overwhelming presence of characters who have strong options off crouching mediums into drive rush. It's a really difficult thing to play around, but they only get to do it once before the drive situation becomes usually unfavorable. I think maybe he's looking for people to spend drive to approach him where it isn't necessary, bc often this game's netural lends itself to feeling like you HAVE to drive rush at them or do something metered to cover some of the game's stronger options.
That does make sense with some of what Shuto explained about the Japanese meta. Apparently, they value spending Drive whenever they are at max just to generate as much Drive as possible per round; essentially, it's seen as a waste to sit at maximum Drive when it could otherwise be passively regenerating more. Shuto also noticed that Angrybird does the opposite and prefers to keep maximum Drive instead of quickly spending it. I think Angrybird's approach makes some sense if you compare it to Super meter. If you're talking about generating as much Super per match as possible, you'd basically never sit at 3 bars and make sure to at least spend a level one. But people do hold onto 3 Super for whole rounds because the sheer threat of a level three (or a CA) constricts an opponent's options. With Drive, I'd say there's a similar threat to approaching someone with maximum Drive: if you aren't careful, a punish with full Drive should be able to lead into whatever they want, whether it's damage, corner carry, side swap, or oki. The more Drive you have, the greater threat you present to the opponent.
This was amazing content, I love how you evolved the playstyle during matches. Poisoning them asap is really smart. Also your level of play in general is insane
sometimes you just wonder what goes through players heads lmao. Like oh after 50 fireballs you just happen to think “oh this one will be the time he attacks” and happen to guess right like wtf
Here's my theory, he's forcing his opponent to go on the offensive. When an opponent is at the corner you usually get your best combos so you are more likely to do risky moves while he is also on the offense and can punish you or just counter you
I say this as a plat player so I'm probably way off the mark but I feel that even though SF6 is so orientated towards aggression there isn't really that many high-low mixups (or ground ways to open you up) and anti-air moves can be done SO late it's crazy, most of the damage comes from capitalizing on your opponent over extending or winning the interaction/trade, so It makes sense to me how this type of defensive play style can be successful, especially if you are a good player with great game sense and reactions
I was just watching your match with Problem X from one of those channels that upload daily, and said, nah, I wanna watch Broski's channel, and now I get to see that match again, but from behind the scenes! What a time to be alive🙏
I think it makes sense in the way you described it (both forcing you as a player to focus, or "locking in" as the kids say, as well as sort of inciting the enemy), as well as from the viewpoint of analyzing just how your opponent plays. Even the most stalwart Guile will eventually get sick of parried Booms and start trying to close the gap. You also feign giving control by conceding so much ground - sort of a very improved version of the Pogo Ryus in Diamond that just jump backward and throw hadokens until you start walking forward. It's very interesting and definitely a fun experiment.
I’ve seen him do this many many times, including the match with you from a few days ago and also with his Ken. My take is he just kinda lures you into a trap from one corner to the next. He doesn’t really move in on his opponent, he just easily escapes the corner and then continues to back up to the other. AND if you think about it on the most basic level, backing up has you constantly blocking, while moving forward has your opponent constantly open to talking damage.
I've been doing this with Sim since SF4 lol. When you spend so much time in the corner you just have better defense. And in a second you can turn the tide and decimate your opponent. Doesn't work if the other player uses zoners or you're using a grappler.
An underrated idea is that in order for your opponent to corner you, they get conditioned to put mental stack into taking space. So when you do approach, they 're caught off guard
If you fight at all, as a hobby or competitively, then what Angrybird seems to be doing makes a ton of sense, provided you have the requisite reaction time and game knowledge. Executing such a technique efficiently, consistently requires elite precision and timing. World class elite. This is about recognizing the nuance in otherwise typical situations. He slowly corners himself, and given his skill, reaction time, and game knowledge, he seems to be simply timing any forward momentum with the correctly timed counter. Angrybird moves backwards, and in the middle of the opponents stick movement forward/split second before the opponent can chain their next physical action, Angrybird counters. Extrapolate that scenario on to the many similar situations present in any one match, and the pieces fall into place. With Akuma, in that specific scenario or a similar enough scenario, given the myriad of options at hand, it kind of makes a ton of sense. Think of this entire play style, like intercepting a jab in boxing and, to a lesser extent, stand up in mma. The analogy actually makes more sense with the myriad of strikes available in MMA. Imagine if instead of checking a leg kick, you countered the incoming leg kick, with an accurate/damaging leg kick to the opponents actual kicking leg. Devastating if you could actually pull that off. Jab intercept into kick intercept, into hook intercept, throw in a pull counter. Etc. Thats basically what is happening here. Guy goes to do something, and instead of waiting and dodging, you preemptively attack or make a motion that puts you in an advantage state to deal damage. While this type of thing happens all the time during typical matches, what makes Angrybird genius for this, is the fact that he's weaponizing this scenario. Essentially creating this specific scenario over and over simply by moving backwards. Kind of fascinating as it speaks to the tried and true philosphy in sport and competition of the everlasting value of the "fundamentals". It all coalesces into what I can best describe as "anti-pressure": In a vain attempt to mount any sort of offense/momentum/gameplan, you get read repeatedly so hard for so long you basically mentally stun lock yourself.
Maybe it's about slowing the game down to give him more space to look at his opponent's habits. Being on the defensive and forcing them to make the first move makes them reveal their cards early.
I think this works against a lot of opponents are used to Footsy. The reason is it throws off their timing. I don’t think actually getting yourself into a corner as beneficial, but I do think walking backwards is a good way to throw off their timing because your distance is not something they’re used to. Also they could end expending drive chasing you.
Seems like good practice to work on your defense and getting more used to the corner. Forces yourself to be more patient too. I’ll try this in my next online session
This video was actually very useful lol. I think Im one of those impatient players that constantly tries to force action. Tried some walking back and ya if you arent doing it at least some of the time then you are forgoing the advantage of being able to back up esp when you have the space advantage.
I made a post on r/streetfighter on how i got to master with an absurd winrate playing like this and was flamed for it. Most people just do a few things once you're cornered. It's like they are compelled to frame trap and drive impact thoughtlessly. If they give me pressure i dont want i drive reversal them out and make them approach again. Eventually they'll do what i want. Ill get the damage and a side switch and they are closer to burnout than i most of the time because they have spent their resources trying to punish me for being in the corner. I am only afraid of the corner when im burnt out. Akuma is particularly good for this style because of his wealth of options. In SF4 and 5, id usually just spend most of the game walking forward. In SF6 though, defensive options are too strong if you have drive meter. I just walk back until they screw up.
I'm a Gief main and my opponents has been mimicing Angrybird's behavior since I first picked up Street Fighter in 5. This behavior makes me wanna growl because in 5 I coined a behavior called ''FireDashing''. As in, you throw a fireball, then backdash... repeat. Until you reach the corner, then you explode like a trapped animal and does whatever it takes to get out of the corner. Only to resume past behavior. THANKFULLY FireDashing is much weaker in 6 AND I've since my Bronze days learned what to do with a prey that enters the corner cage. What I need to learn now in Gold is to not haphazardly throw out normals because I'm losing more than I should due to my opponents learning to wiff punish.
Wow everything from 11:16 to 11:45 was amazing. Disgusting sequence, securing a pixel comeback. Man AKI just flows, it’s like art. I’m about to get off Bison and get back to her.
As someone who came from guilty gear to sf6 corner matters there but not as much because of wallbreak but being in corner does have its issues and stops 4 way mixups so that can be good
I think another thing is that if you're dedicated to playing defensive, you might get a drive advantage just from your opponent trying to get you to fight them. Because that was another thing that someone observed about AB, is he spends drive on offense, but he's relatively stingy with his green squares overall.
Cornering yourself is a strat from Alpha 2. Specifically in the Charlie versus guy matchup. Charlie corners himself and takes away guys ability to cross him up and it makes Charlie near impossible for guy to open him up.
I'm on the patient side, especially as Ed since I can attack from afar and if I have the life lead, why would I even approach? Heck that's even how I timed over'd a JP
Backwalk Fighter 6, I do wish there was less incentive to back up and parry while opponents run out of patience. I know walking back is always an important part of SF neutral but "get life lead, back up, infinite braindead fullscreen parrying with no chip"? Boring. My only issue with the game. Make parries return less drive meter if you're downbacking full screen doing nothing for 10 seconds, something like that.
i swear its crazy now. what is getting me is the Gief players doing this. what in the actual fuck can you do to me full screen? even the RBG i can see coming a mile away.
Hoping this play style leads to some fighting game with a true "charge" character. Some kind of robot that needs to walk back to the wall every now and then to fill its own special meter that enables it's good stuff.
Angrybird does this for the drive damage mostly people will spend a lot of meter to try and neutral skip. Once you spent a ton trying to get to him he demon flips or whatever outs puts you in the corner and he's got the life lead
Oh that. I have the answer. How your opponent moves forward will give you intuition into how they are going to block, or what is going to work in attacks.
I by no means am comparing my skill level to Angrybird, but I do the same thing when I play Gief which is a hold over from my time doing BJJ. You intentionally put yourself in bad spots so you have to work to get out of it. By doing that you also normalize the pressure for yourself so you don't panic. That's just my 2 cents.
Honestly it doesn't matter if you're always scrambling for comebacks if you consistently win the rounds because you know at some point you're going to get out and flip the position putting them in the corner. If the most advantageous position to be in is having your opponents back to the corner then this is a good technique, especially if you lab getting out of corners with your character. I would lab getting out vs each character to find the best/quickest way out and getting super comfortable doing it. Once you have that you can be sure that at some point in almost every round you'll have your opponent in the worst possible position, another thing that I notice is when you back up they give chase to get you in the corner and when someone is chasing you can chip away at them with anti airs as they try to get closer with guaranteed jump ins and other predictable ways as they move forward. obviously there will be times you can't get out but that's why it's a numbers game you have to get better and figure out if you can do consistently enough to gave it improve your winning rate because if your getting more wins going it then it works for you.
Purely theory wise, moving backward is safer than moving forward since you can block while moving back, and then it puts you in the position to cross them up and put them into the corner so maybe its just risk mitigation
commenting 4 minutes in and i dont actually play sfvi but i gotta assume in some significant part of angry-sensei's strategy is tied to akuma having particularly good access to sideswaps (walkspeed= he can do walk up back throws more easily, demon flip, im sure its gimmick but cant he teleport through you? etc.) i'm a goldlewis player in strive and goldlewis can sideswap on 95% of hits, either in the combo itself or on oki, so i often dont get too scared about being cornered. my fightstick broke and i swapped back to my old main nago, who doesnt sideswap on 95% of hits and getting cornered feels awful.
The corner isn't as bad as you assume, if it keeps the opponent from jumping over, also if he can keep out of range you have to chase him, and press your attack
I feel as though AngryBird has some of the better reactions amongst pros. Ultimately though SF6 is much more about option overload than most other SF's and at some point it's just too much. In the corner, in a way, aren't there less viable "good" choices? It seems as though people limit themselves in those situations because they themselves don't want to be cornered and/or see the wall stun/burnout win condition in sight. For someone like AngryBird that can react well to all of the options individually, it would stand to reason that simply having fewer of those to deal with swings things in his favor, and he knows if he flips the situation on you, you're far less equipped to get out of that predicament.
The main problem is that Akuma in particular has very mediocre corner carry unless he spends a lot of meter trying to corner you (since he has to force stand or hit you REALLY close to combo into HK Tatsu) The whole point is that instead of having to expend tonnes of meter and resources trying to do it himself, he'll just let you take him to the corner and attempt a side switch since Akuma really shines in the corner. If you look on Supercombo wiki, most normal anti-airs that aren't Lily Cr.HP are hard coded to not be able to hit crossup and crosscut DP's still switch sides, so it's pretty difficult to keep someone consistently locked down in the corner without forfeiting space to hang back far enough.
Angrybird is playing the long game. He's gonna drop a video explaining his mindset for everyone to imitate him. Then he's gonna walk forwards and get easy W's. He's a crafty one that angry bird.
Start doing
😂😂😂😂😂😂
Nah that won’t work. I think what he is doing is trying to setup real corner situations and building the skills and muscle memory to get out and counter.
99% of the time in this game you lose in the corner or because you were in the corner. How do you beat that? You become the corner. If you constantly live in hell you can adapt and become the strongest.
he just needs to go "LOOK AT THIS GUYS " *walks to the corner* and I'll be convinced
@@Limit5482 "you become the corner" LOL well said
>corner yourself
>back throw
>profit
@@MegaMetal96 Basically Viola's entre gameplan in Soul Calibur
I remember seeing people in silver and gold doing this.
Problem is at that level they mainly try to jump over you so if you can anti air then they insta lose
I've been doing this to Guile players since SF4. Works well enough, lol
Cooking 😭
Not against Rashid... hahahaha
You only need about 400 more tabs for a brian_f video lol
The pros are finally catching up with low plat strategy!
I feel attacked
Exactly 😂 I was just about to comment that. A requirement to be Platinum is to always walk backwards and spam DI as much as possible 😂
@@zeitlichkeit5094 iDom definitely got the DI spamming part down if you watch the Cream City tournament lol (and this isn't even a knock considering he still managed to place 5th).
shit drives me insane!
Lmaooo
The year is 20XX. Everyone starts each match trying to walk backwards to the corner. The meta is entirely defined by who can back up the fastest. Capcom is considering making the stage much smaller to stop the endless timeouts caused by the refusal to approach before tagging the corner.
It's GOATS but for Street Fighter?
That sound like playing in platinum rank, nothing new
he is clearly training to play when cornered.
My thoughts exactly, especially against good players
For sure. I thought broski would say something like this but he didnt, so i immediately went sourching in the comment section if anyone had the same thought
That's what I guessed too. I imagine getting cornered while on a stage is really nerve racking, so AngryBird is probably trying to get used to being cornered, so when he does he's now in his comfort zone thus giving him a heads up on his opponent.
This is exactly what I do with vaseraga in granblue
100%
Guile: Ah you think backing up in the corner is your ally? You merely adopted the corner. I was born in it, molded by it. I didn't stop holding back until I was already a man, by then it was nothing to me but lack of booms!
I love this reference hahahaha
I think it works better with akuma than with other characters, he has a competent fireball game, demon flip, and a shoryu. And since he's a low health character it seems like a safer starting option
And his walk speed is crazy
Building on this too, I think it works worse with AKI than other characters. She gets so much off of picking a spot and initiating that if you're just letting those opportunities pass then you just look kind of silly and passive. Plus AKI is so limited with her side-switch options; a character like Cammy who can just side-switch you at will would play this strat so much more naturally.
And also st-hk. Having to walk and block low against him is way harder due to his faster walk speed and how far st-hk travels, especially against an opponent that is walking towards you. It's quite scrubby and also pretty risky, but when you also have to consider his fireball, demon flip, cr-mk drive rush and his other normals it becomes pretty hard to always be defending against it. The thing about st-hk is that he doesn't even have to hit you with it, he just has to catch you standing in order to get plus frames, and even if you manage to duck it, even though most you can technically get a medium punish, most go for a light punish counter because you have to register the move whiffing.
i mean i think angrybird is just training for when he is in the corner, not that its his actual strat cause why would you do that
I think the walking to the corner thing is to prey on impatience. It’s so ingrained into people to pressure in the corner that sometimes you can get your opponent to either overcommit or lull them into a false sense of security. I know some Ken’s will do this to me where they back up and if I press too quickly they will rush forward with some kind of burst option and catch me off guard. Or worse they back throw me into the corner and then turn the pressure on me. I really think this is the idea angry bird is going for, lull people into thinking they have the advantage and then jump scare them with a drive rush or demon flip to turn the tables
its like the noah strategy but with corners. you put yourself into the corner and then you suddenly know exactly what they want
Man that intro was definitely a BrianF move
This isnt Brian?
@@zackswitch9656 well obviously, its just an intro BrianF would do ☠
He's also playing Akuma, a character that has more corner escape options than most. Probably also just wants to be more cautious by default due to glass cannon health.
That intro is fucking gold, lmao.
Okay as a smash player this strategy makes perfect sense for me. It’s just what puff does in melee, that being make her opponent come to her. You want your opponent needs to be the one to make the first move, and once they do, if it’s unsafe you punish.
funny how angrybird has a guide against guile where he teaches how to corner a guile just by parrying booms in the correct spacing while threatening and doing nothing.
The wall its like playing Jamie, got the drink now you can play 💀
Underrated comment lol
I did some analysis of his ken replays a while ago and he used to do this with Ken as well, it's very interesting
I can already hear Angry Bird going "LOOK AT THIS, walking back DESTROYS her"
4real tho, even against JP way back in S1 he played quite defensively, I think he's just very good at knowing when to make the opponent come to him and when he has to play more aggressive, a lot of people crumble when you actually force them to come to you.
Almost every fireball character I play against mostly opens rounds with backdash, jump back, or just walking backward. This is 1500ish MR level. I usually try to take the middle at round start and never back up if I can help it. I also suck at keeping the corner so maybe they would rather flip the script with their back in the corner than do the work to push me back to my own corner.
It can make alot of opponents, especially in a game as aggressive as 6, try to force their way in. Players will jump, dash, or DR haphazardly if you make them think about it long enough. You were guilty of this against a Cammy in a recent tournament; you just kept drive rushing into Cammy's preferred spacing, and taking all the workload of getting in off of your opponent's plate. Aki can actually sit back to some extent and use her fireball and whip to disrupt approaches, condition opponents to jump, and harass opponents into bad choices. Player and character matchup matters alot of course but trying to be an RTSD player isn't always the best course of action. In addition, AngryBird and players of his caliber know that players are going to overthink the match because they want to get the W so bad. You probably generate that reaction from alot of players too, Broski.
SFV was my first i played seriously and ur Dhalsim guide got me to Diamond, so amazed and happy for your YT channel popping off
Yooo I didn't realize BrainF changed his channel name face voice and accent. I like the rebrand!
Broski’s chat is genius, this tactic should be officially called the Bongcloud
Lol, that’s exactly what this reminded me of too
'Maybe it would work well against short tempered players'
Reporting for duty
if I had to guess, a key to this is the overwhelming presence of characters who have strong options off crouching mediums into drive rush. It's a really difficult thing to play around, but they only get to do it once before the drive situation becomes usually unfavorable. I think maybe he's looking for people to spend drive to approach him where it isn't necessary, bc often this game's netural lends itself to feeling like you HAVE to drive rush at them or do something metered to cover some of the game's stronger options.
That does make sense with some of what Shuto explained about the Japanese meta. Apparently, they value spending Drive whenever they are at max just to generate as much Drive as possible per round; essentially, it's seen as a waste to sit at maximum Drive when it could otherwise be passively regenerating more. Shuto also noticed that Angrybird does the opposite and prefers to keep maximum Drive instead of quickly spending it.
I think Angrybird's approach makes some sense if you compare it to Super meter. If you're talking about generating as much Super per match as possible, you'd basically never sit at 3 bars and make sure to at least spend a level one. But people do hold onto 3 Super for whole rounds because the sheer threat of a level three (or a CA) constricts an opponent's options. With Drive, I'd say there's a similar threat to approaching someone with maximum Drive: if you aren't careful, a punish with full Drive should be able to lead into whatever they want, whether it's damage, corner carry, side swap, or oki. The more Drive you have, the greater threat you present to the opponent.
1:49 arcanaaw "bongcloud opening" chat is so genius sometimes.
Easy strategy to corner your opponent: Walk to the corner yourself, Wait for them to follow you, Switch places. Easy.
Pro player learns scared player neutral.
But serious offense is risky in this game and when youre akuma, you can overplay yourself to an early grave
me at 8 years old playing soulcalibur, walking backwards, and then ringing people out with raphaels throw
This was amazing content, I love how you evolved the playstyle during matches. Poisoning them asap is really smart. Also your level of play in general is insane
Entire video is worth it just for 5:08
sometimes you just wonder what goes through players heads lmao. Like oh after 50 fireballs you just happen to think “oh this one will be the time he attacks” and happen to guess right like wtf
Here's my theory, he's forcing his opponent to go on the offensive. When an opponent is at the corner you usually get your best combos so you are more likely to do risky moves while he is also on the offense and can punish you or just counter you
I say this as a plat player so I'm probably way off the mark but I feel that even though SF6 is so orientated towards aggression there isn't really that many high-low mixups (or ground ways to open you up) and anti-air moves can be done SO late it's crazy, most of the damage comes from capitalizing on your opponent over extending or winning the interaction/trade, so It makes sense to me how this type of defensive play style can be successful, especially if you are a good player with great game sense and reactions
I'm so glad I got to see this amazing Brain F vid and hope to catch his video on his other 3 channels named diffently
bro no way it started out like that. That was comical
I was just watching your match with Problem X from one of those channels that upload daily, and said, nah, I wanna watch Broski's channel, and now I get to see that match again, but from behind the scenes! What a time to be alive🙏
This is the best street fighter channel on youtube, thank you
2:10 bro I looked up and saw Diddy Kong in a Mario kart race and got so confused
somehow I see what you mean
I try to play this way. The opponent believes they are cornering you. However, it is actually you who is studying how they plan to defeat you.
I find habitually walking back so triggering. Just fight me damn it
same its annoying as hell.
Make me fight you then
Man the way I cackled after you got punished after diving at DeeJay
Feels like a power move.
He's saying he's better at fighting for the corner than you are, so attempts to bring the fight to the corner ASAP.
*Casually whoops akumas ass in the corner* “huh, interesting”😂😂😂
I think it makes sense in the way you described it (both forcing you as a player to focus, or "locking in" as the kids say, as well as sort of inciting the enemy), as well as from the viewpoint of analyzing just how your opponent plays. Even the most stalwart Guile will eventually get sick of parried Booms and start trying to close the gap.
You also feign giving control by conceding so much ground - sort of a very improved version of the Pogo Ryus in Diamond that just jump backward and throw hadokens until you start walking forward.
It's very interesting and definitely a fun experiment.
Excellent experiment, one from which you manage to extract some feasible findings. Jolly good!
11:17 the Broski bounce kinda goes crazy thoooo
I’ve seen him do this many many times, including the match with you from a few days ago and also with his Ken. My take is he just kinda lures you into a trap from one corner to the next. He doesn’t really move in on his opponent, he just easily escapes the corner and then continues to back up to the other.
AND if you think about it on the most basic level, backing up has you constantly blocking, while moving forward has your opponent constantly open to talking damage.
I've been doing this with Sim since SF4 lol. When you spend so much time in the corner you just have better defense. And in a second you can turn the tide and decimate your opponent. Doesn't work if the other player uses zoners or you're using a grappler.
To be honest, I feel like it’s mostly about controlling neutral in a sense 🤔
An underrated idea is that in order for your opponent to corner you, they get conditioned to put mental stack into taking space. So when you do approach, they 're caught off guard
not expecting Brine F impression from Broski but it's a treat. if you open multiple tabs then the impression is perfect
If you fight at all, as a hobby or competitively, then what Angrybird seems to be doing makes a ton of sense, provided you have the requisite reaction time and game knowledge.
Executing such a technique efficiently, consistently requires elite precision and timing.
World class elite.
This is about recognizing the nuance in otherwise typical situations.
He slowly corners himself, and given his skill, reaction time, and game knowledge, he seems to be simply timing any forward momentum with the correctly timed counter.
Angrybird moves backwards, and in the middle of the opponents stick movement forward/split second before the opponent can chain their next physical action, Angrybird counters.
Extrapolate that scenario on to the many similar situations present in any one match, and the pieces fall into place.
With Akuma, in that specific scenario or a similar enough scenario, given the myriad of options at hand, it kind of makes a ton of sense.
Think of this entire play style, like intercepting a jab in boxing and, to a lesser extent, stand up in mma.
The analogy actually makes more sense with the myriad of strikes available in MMA.
Imagine if instead of checking a leg kick, you countered the incoming leg kick, with an accurate/damaging leg kick to the opponents actual kicking leg.
Devastating if you could actually pull that off.
Jab intercept into kick intercept, into hook intercept, throw in a pull counter. Etc.
Thats basically what is happening here.
Guy goes to do something, and instead of waiting and dodging, you preemptively attack or make a motion that puts you in an advantage state to deal damage.
While this type of thing happens all the time during typical matches, what makes Angrybird genius for this, is the fact that he's weaponizing this scenario.
Essentially creating this specific scenario over and over simply by moving backwards.
Kind of fascinating as it speaks to the tried and true philosphy in sport and competition of the everlasting value of the "fundamentals".
It all coalesces into what I can best describe as "anti-pressure":
In a vain attempt to mount any sort of offense/momentum/gameplan, you get read repeatedly so hard for so long you basically mentally stun lock yourself.
Broski f intro goes hard please continue
Broski delivers world's worst opener, asked to leave the venue lmao
great video
AMAZING set up at the start of the video btw
Two steps ahead. Angrybird is always two steps ahead. This is the greatest social experiment of his entire life.
I think the game plan is to chip while walking backwards then side switch with your oponnent
Maybe it's about slowing the game down to give him more space to look at his opponent's habits. Being on the defensive and forcing them to make the first move makes them reveal their cards early.
I think this works against a lot of opponents are used to Footsy. The reason is it throws off their timing. I don’t think actually getting yourself into a corner as beneficial, but I do think walking backwards is a good way to throw off their timing because your distance is not something they’re used to.
Also they could end expending drive chasing you.
I used to do that a lot when playing Nash in SFV: corner myself, rival press a button, block and V-reversal.
Seems like good practice to work on your defense and getting more used to the corner. Forces yourself to be more patient too. I’ll try this in my next online session
This video was actually very useful lol. I think Im one of those impatient players that constantly tries to force action. Tried some walking back and ya if you arent doing it at least some of the time then you are forgoing the advantage of being able to back up esp when you have the space advantage.
I made a post on r/streetfighter on how i got to master with an absurd winrate playing like this and was flamed for it. Most people just do a few things once you're cornered. It's like they are compelled to frame trap and drive impact thoughtlessly. If they give me pressure i dont want i drive reversal them out and make them approach again. Eventually they'll do what i want. Ill get the damage and a side switch and they are closer to burnout than i most of the time because they have spent their resources trying to punish me for being in the corner. I am only afraid of the corner when im burnt out. Akuma is particularly good for this style because of his wealth of options. In SF4 and 5, id usually just spend most of the game walking forward. In SF6 though, defensive options are too strong if you have drive meter. I just walk back until they screw up.
That first round COULD NOT have gone any better
Putting your self in the corner is a sign of power over the other
I'm a Gief main and my opponents has been mimicing Angrybird's behavior since I first picked up Street Fighter in 5.
This behavior makes me wanna growl because in 5 I coined a behavior called ''FireDashing''.
As in, you throw a fireball, then backdash... repeat.
Until you reach the corner, then you explode like a trapped animal and does whatever it takes to get out of the corner.
Only to resume past behavior.
THANKFULLY FireDashing is much weaker in 6 AND I've since my Bronze days learned what to do with a prey that enters the corner cage.
What I need to learn now in Gold is to not haphazardly throw out normals because I'm losing more than I should due to my opponents learning to wiff punish.
This is basically Justins strategy in Third Strike that lead to EVO Moment 37.
Wow everything from 11:16 to 11:45 was amazing. Disgusting sequence, securing a pixel comeback.
Man AKI just flows, it’s like art. I’m about to get off Bison and get back to her.
As someone who came from guilty gear to sf6 corner matters there but not as much because of wallbreak but being in corner does have its issues and stops 4 way mixups so that can be good
best intro so far mate
Angrybird was born in the corner, molded by it.
I think another thing is that if you're dedicated to playing defensive, you might get a drive advantage just from your opponent trying to get you to fight them. Because that was another thing that someone observed about AB, is he spends drive on offense, but he's relatively stingy with his green squares overall.
You can't take me to the corner if I corner myself...
11:22 that push in the slow projectile wow
broski was cookin with that intro lol
Cornering yourself is a strat from Alpha 2. Specifically in the Charlie versus guy matchup. Charlie corners himself and takes away guys ability to cross him up and it makes Charlie near impossible for guy to open him up.
I'm on the patient side, especially as Ed since I can attack from afar and if I have the life lead, why would I even approach? Heck that's even how I timed over'd a JP
The setup at 11:22 is awesome
This walk back technique worked great for me when using Geif. The side switch would get them in the corner and then it was curtains.
Backwalk Fighter 6, I do wish there was less incentive to back up and parry while opponents run out of patience. I know walking back is always an important part of SF neutral but "get life lead, back up, infinite braindead fullscreen parrying with no chip"? Boring. My only issue with the game.
Make parries return less drive meter if you're downbacking full screen doing nothing for 10 seconds, something like that.
i swear its crazy now. what is getting me is the Gief players doing this. what in the actual fuck can you do to me full screen? even the RBG i can see coming a mile away.
Corner is the safest places. No crossups. Easy to space and it also to reverse the tide
Hoping this play style leads to some fighting game with a true "charge" character. Some kind of robot that needs to walk back to the wall every now and then to fill its own special meter that enables it's good stuff.
Angrybird does this for the drive damage mostly people will spend a lot of meter to try and neutral skip. Once you spent a ton trying to get to him he demon flips or whatever outs puts you in the corner and he's got the life lead
Oh that. I have the answer. How your opponent moves forward will give you intuition into how they are going to block, or what is going to work in attacks.
I by no means am comparing my skill level to Angrybird, but I do the same thing when I play Gief which is a hold over from my time doing BJJ. You intentionally put yourself in bad spots so you have to work to get out of it. By doing that you also normalize the pressure for yourself so you don't panic. That's just my 2 cents.
That's kinda funny, i just watched this problem x set on street fighter high level replays earlier today.
This was something that Daigo used to do in SF4 but I forget what matchup. I think it was elfurete
That Akuma punish was ruthless 😂
Honestly it doesn't matter if you're always scrambling for comebacks if you consistently win the rounds because you know at some point you're going to get out and flip the position putting them in the corner. If the most advantageous position to be in is having your opponents back to the corner then this is a good technique, especially if you lab getting out of corners with your character. I would lab getting out vs each character to find the best/quickest way out and getting super comfortable doing it. Once you have that you can be sure that at some point in almost every round you'll have your opponent in the worst possible position, another thing that I notice is when you back up they give chase to get you in the corner and when someone is chasing you can chip away at them with anti airs as they try to get closer with guaranteed jump ins and other predictable ways as they move forward. obviously there will be times you can't get out but that's why it's a numbers game you have to get better and figure out if you can do consistently enough to gave it improve your winning rate because if your getting more wins going it then it works for you.
11:18 bruh was that basically 2 touch death with Aki???? 🔥
Purely theory wise, moving backward is safer than moving forward since you can block while moving back, and then it puts you in the position to cross them up and put them into the corner so maybe its just risk mitigation
So thats why you were playing like that ggs broski!!
" wax on , wax off "- from paris with love
commenting 4 minutes in and i dont actually play sfvi but i gotta assume in some significant part of angry-sensei's strategy is tied to akuma having particularly good access to sideswaps (walkspeed= he can do walk up back throws more easily, demon flip, im sure its gimmick but cant he teleport through you? etc.) i'm a goldlewis player in strive and goldlewis can sideswap on 95% of hits, either in the combo itself or on oki, so i often dont get too scared about being cornered. my fightstick broke and i swapped back to my old main nago, who doesnt sideswap on 95% of hits and getting cornered feels awful.
The corner isn't as bad as you assume, if it keeps the opponent from jumping over, also if he can keep out of range you have to chase him, and press your attack
Seems like a good way to get early reads on your opponents tendencies.
I feel as though AngryBird has some of the better reactions amongst pros. Ultimately though SF6 is much more about option overload than most other SF's and at some point it's just too much. In the corner, in a way, aren't there less viable "good" choices? It seems as though people limit themselves in those situations because they themselves don't want to be cornered and/or see the wall stun/burnout win condition in sight. For someone like AngryBird that can react well to all of the options individually, it would stand to reason that simply having fewer of those to deal with swings things in his favor, and he knows if he flips the situation on you, you're far less equipped to get out of that predicament.
The main problem is that Akuma in particular has very mediocre corner carry unless he spends a lot of meter trying to corner you (since he has to force stand or hit you REALLY close to combo into HK Tatsu)
The whole point is that instead of having to expend tonnes of meter and resources trying to do it himself, he'll just let you take him to the corner and attempt a side switch since Akuma really shines in the corner.
If you look on Supercombo wiki, most normal anti-airs that aren't Lily Cr.HP are hard coded to not be able to hit crossup and crosscut DP's still switch sides, so it's pretty difficult to keep someone consistently locked down in the corner without forfeiting space to hang back far enough.
2:36 Random Chatter “He is playing angry birds. Gotta go back to go forwards.” 🗣️🗣️🔥🔥🔥🔥
This happens all day in low diamond. Every other match someone walks back into corner