I am politely asking you to subscribe (or else) Thanks to Punk, Sajam, iDom and Kizzie Kay for pulling up for the vid! Check them out on YT here - Punk - ruclips.net/channel/UC-hcGU10e046ZGuR435Pqiw Sajam - ruclips.net/channel/UCVsmYrE8-v3VS7XWg3cXp9g iDom - ruclips.net/channel/UCtOnQi9PvoLizMsQntB1fJQ Kizzie Kay - ruclips.net/channel/UCtgxps098_zbLCpH64YQuvw
What iDom and Sajam said is why a lot of people don't go far in fighting games in general. And it's the reason why some people get so upset at others who are just enjoying themselves. People hate randomness (Punk talks about players being random all the time as a negative), but why would you allow your opponent to get used to what you're doing? You're setting yourself up to lose. What Sajam brought up goes deeper into the "you're supposed to play a certain way" sentiment that exists in every FGC. No you're not. Do what works for you.
The problem with that is the stance that people take with gaming nowadays. It seems like the people that go past picking up the game after a 9-5 or the “non casuals” all have a common goal of wanting to get better. There is a couple of certain ways to improve that will leave you playing a certain way. If you’re there to have casual fun then none of what they said applies. Go spam DI, mash LP, or raw lvl3 as long as you’re having fun it doesn’t matter. But that’s not the people they’re talking about😭
If you're always random, that's just as predictable as someone playing by the book. There's only a finite amount of moves you can do, eventually you'll do something stupid that the other person can punish. Just because you hit jackpot a few times being random doesn't mean it's a good way to consistently win.
What I got from this video is that there is no right or wrong way to play SF. Not every match has to look like Daigo vs. Momochi levels of perfect galaxy brain play. If throwing out 3 drive impacts in a row followed by a jump in is throwing your opponent off, do it. Keep doing it until it doesn't work anymore, then switch up.
Well, you can get good by using those notes and slowly applying them to your play. People don't just get good over night. It takes time and effort. I really think anyone can do it.
I'm a total newbie to sf and at least for my standards I'm cooking in this game thanks to all the goated information coming out of pros. If there ever was a time to get good it's now.
It's like that one graph where it starts with rookies "my random will win games", spikes with intermediate players, and dips back with pros "my random will win games". Im currently stuck in the middle and this video helps me realize to put more "spice" in neutral. Thanks!
Idom's tip is essentially being random enough that someone can't read you, but still let them chase the "readability" of your gameplan so that YOU can get them to do stupid stuff. If they expect you to do a specific move in neutral and are ready to punish it, use another move that they didn't expect and you will throw them off their game.
LK's point is a good one. In Strive, eating a DP can be really scary. If the punish doesn't kill you, the character might get into something like Leo backturn that you then have to deal with. In SF, eating a wakeup DP can suck but it's usually not the end of the world
@@D4C_267 then he's not good... you gotta realize characters have to be good at something to start offense? If it's his defense and his mix? So be it. If his neutral and his mix? So be it. if it's just his mix?? HOW TF DOES IT START?
I think the number one thing to consider after getting a solid grasp on fundamentals is probably conditioning. Optimal stuff is great, and random is random, but purposefully setting your opponents' expectations by the way you play, only to defy that when it matters most is a huge part of the mindgame. Play well, but try to save some tricks they haven't seen yet until you really need them. How many slightly different ways can you do the same thing, and in what order? Try to get in your opponent's head, think of the predictability of your actions, imagine what they expect you to do, and do something else. Good luck out there, but remember: it's only partly luck, and mostly skill and practice-just be sure you're having fun to remain inspired and keep improving.
As someone who's been playing fighting games for 20+ years there is one piece of advice I would give to newer players and that's don't try to rush the win. Take your time. I've seen a lot of players around silver and gold rank go completely nuts in the first round, and they even be having their little mixups and everything, but understand that any decent player will pick up on every piece of information that you give them and once you used every trick in the hat you've kinda go brankrupt now. Slow it down and play the game so you give yoursef a chance to actually pay attention to what the opponent is doing. This also applies to defense too. Waaaaay too many people don't wanna sit down and block and they tryna mash every time. Again, slow it down and try to block, pay attention to what your opponent is doing. More often than not you find out that their pressure is not as bad as it looks.
I think the number one thing to consider after getting a solid grasp on fundamentals is probably conditioning. Optimal stuff is great, and random is random, but purposefully setting your opponents' expectations by the way you play, only to defy that when it matters most is a huge part of the mindgame. Play well, but try to save some tricks they haven't seen yet until you really need them. How many slightly different ways can you do the same thing, and in what order? Try to get in your opponent's head, think of the predictability of your actions, imagine what they expect you to do, and do something else. Good luck out there, but remember: it's only partly luck, and mostly skill and practice-just be sure you're having fun to remain inspired and keep improving. _Example:_ crouching MK > Drive Rush. If the MK hits, the DR animation gives your brain extra time to hit confirm into a combo that's unsafe on block. If they block the low MK, DR > throw often works. Next time they block, DR > LP > throw can thwart their attempt to tech. If you also mix block strings in there from DR, the opponent has a ton to think about and is more likely to make the wrong call.
@@ThePlasticBowl dude, Chun has a directionless DP and DJ has anti air normal. Not to mention he doesn't struggle to move forward with the fastest rush
@@HellecticMojo How do you transition from walking forward or back or holding down back to a double down motion on reaction to a jump in? Like am I that bad because unless I really just call it out and do it before I actually even see the jump in returning the stick to neutral and doing that results in me getting bonked on the head before I can get the move out.
I'm so glad I found this video. As a huge fan of watching tournaments and high level play for fighting games and SF in particular, I've been equally terrified of trying them until SF6 came out. I'm still trying to come to grips with ranked mode (I get nervous as shit) and most of the time I end up feeling I didn't do anything right, so I really appreciate what sajam and LK said.
the best thing to do about getting over ranked nerves is to ONLY play ranked games. Get 1 or 2 warm up casuals in, but then just jump in, the water's cold at first but you get used to it. If you're ALWAYS playing ranked, then that just becomes your baseline for normal play, so it turns from something that you thought was super serious into normal fun play you don't even think about. The more you get put under pressure, the better you learn how to handle it. Picture your opponent with their clothes off, that also helps.
Sajam is right. And it makes me upset. If you're the random player who drive impacts at random times, nobody is reacting to that cause it's so dumb that nobody expects it. Which goes into iDoms advice. If you play perfect then just go completely random and become that player, it's likely winning you the set.
@@MrBones105 Nothing could be more true. The expert generally spends more of their time trying to do something the "right way", whereas the noob is more innovative because they don't know what the "right way" is.
There have been many i time in the short time ive played this game where i begin bamboozling my opponent simply by doing just the stupidest silliest shit. My favorite is when ive jumped back and forth around an opponent and let them put themselves in a bad position, lmao!
i think the general consensus i can take away from this video is you have to be willing to take risks and not be scared to "scrub out". if you just try to play safe and perfect you're eventually going to let your opponent just run their own gameplan for free
I think good advice for some new players is learning how to hold the corner. Obviously being close in the corner is good, but standing just under the timer is a good way to essentially force your opponent to do something, because the easiest option to get out of the corner, jump forward, is cut off.
@@DrSwazz This is every fighting game. Sometimes you will make wrong guesses, but it's about minimizing the risk of those guesses, and minimizing the amount of guesses you have to make.
Sajam talking about how SF is perceived as the easy fighting game... meanwhile I think this is the hardest one I've tried. I had a way easier time learning combos in Strive, and I don't remember combos being this hard in the little time I tried MKX in training mode. Then again, I've always sucked in these kind of games (only played smash), and I quit GGST because I didn't find getting rolled by Sol every game fun, but SF6, I wanna get good at this one. Ken is so sick, and Jamie too. Jamie hard though :(
I appreciate this. I've been getting bored and frustrated with the slow grounded neutral game. I'm used to fast pace anime fighters and I usually like pressing the gas. Thank you for telling me to have fun! 😅
LK, is there any short cut or something to do the supers?? I’m new to the game and I find a bit hard to do a special move and before it ends do the super
If you're on classic controls, a good way to cancel specials into supers is to input the ones with similar commands - for example, Jamie's quarter circle forward into his level 3, which is the same input but twice. So you do 236P into another 236P. As for the timing, it really depends on the animation of each special but it's usually pretty fast, so you would normally input one right after the other, without waiting for visual cues. I'm not sure if it works in similar ways in Modern, although I can imagine it's easier to do the inputs one after another since they're simpler, like forward + special followed immediately by heavy+special or something
Do whatever works. If that's what works, do it until it doesn't. The amount of times I've seen pros spam things that everyday players would get crap for is extremely high.
You're not really learning Street Fighter that way though. You're playing a weird gimmicky minigame. If that's what you like, go ahead but you're missing out on 80% of the game
I usually dont watch a lot of tournament players(or damn near any really) cause i dont wanna download too much off of them. Theres no greater feelings then coming up with a 65% damage combo on your own without watching any guides. ❤
Sajams point was very true, people often talk up stuff like shimmying 24/7 when you can still succeed by being like Kazunoko where you go against the grain and dont play in a conventional way, especially in regular online play where clean grounded neutral is not the end all be all since people can get hit by the most random things which they never should.
I think what's helping me personally coming from strive and persona is that the game isn't as much about getting to the corner for mix and much more about neutral
Yeah but street fighter is the 'grounded footsies' game The corner is death but it's more about neutral than having a 'win condition' for you character
The big thing is about interaction I would say. We'll see how the game develops but the simple way to break down strive is every char has a way to win and you aim for that, where sf is this balance between match up interactions and player interactions, and no real overwhelming situation if that makes sense.
@@kc_graves6248for example punks tip was to stay active in neutral and make sure you don't get cornered. For a player who is not familiar with the intricacies of neutral, that is very abstract. You and I have the understanding of how to fight for space and threaten your opponent to make it difficult for them to walk you too the corner, but that is not a skillset new players will have, and understanding the nuances of what to do in different situations to avoid that is not something you will understand from being told "avoid getting cornered". If you told me this when I started playing fighting games I'd ask "ok but how do you do that?". Not gonna go through all the tips but essentially from the perspective of a new player, it's not super applicable. (obligatory 'imo')
Punk's advice is difficult to apply. iDoms advice is very difficult to apply with effect. The line between being random and unpredictable and just doing dumb shit is very thin. Sajam's advice is def for new players. iDoms and Punk's advice is for intermediate players (gold plat atm) to become advanced players (dia+ atm). It can be helpful, but you need to figure out how to implement it with your playstyle and your tendancies and your character.
Depends on what you mean by "apply". Applying anything new you learn immediately in an effective way is just too much to ask from yourself. Just ATTEMPTING to apply something new you learn, though, is pretty straightforward: just try to do it. Then try to do it again, and again until you get comfortable with it. And I'm not saying do this in training mode. I'm talking about doing it in a match. The hard part here is accepting you'll mess it up constantly until you have it under your belt. If Punk's saying walk forward more and stick buttons out in neutral then just go for it. If iDom's telling you to just toss something random out there without any rhyme or reason, then go for it. I think the key here is to understand that you won't go far if you just stick with what you know. To borrow a cliche, you've got to be comfortable with being uncomfortable.
From what I heard from them, Kizzie's advice is definitely for new people iDom and Punk's advice sounds simple, but it's actually difficult to implement. It's the type of idea you would revisit every now and then. Sajam and myself were definitely thinking of new players specifically.
Lol when i was a new spectator to fighting games i thought gg and mvc3 were where it's at for skill and entertainment but the more i learned about the games, yes it's more skill but it becomes predictable, the strategy is to basically poke until your opponent makes a big mistake that you exploit. So on a high level every top player has to just consistently avoid making big punishing mistakes and follow up with precise execution of their characters combos. Sf and to a lesser extent mk were games where instead of waiting for big show stopping combos each match is more so who can consistently make the most out of any situation and act accordingly. Yes they are less flashy but when you know the mechanics, high level matches provide way more entertainment and discussion within the community. Talking amongst my friends alone when we talk about gg and mvc scenes and their top players we mainly talk about "they shouldn't have done that or how cheap certain characters are" with sf and mk we mainly talk about the players themselves and how they play. Just like the tips here are mentioned you can be random, 1 mistake doesn't cost you the round, etc.
That be random tip is very important. If you don't know what you're about to do, how can your opponent possibly know? Know how to control with a little bit of chaos.
Good tips from everyone, especially Sajam. It doesn't seem as important, but a lot players hold theirselves back because everyone heavily labels SF a footsie game, and the players overexaggerate the importance of "organized" neutral.
I love how iDom is so good that his advise is to "not play perfect" and here I am thinking... I need to learn how to play perfect first before I learn to not play perfect.
Well I’m gonna be honest those were pretty light pieces of advice there. I’m not a pro but I have been playing streetfighter for 15 years or so so I’ll just throw my two cents in no matter what fighting game you were playing if you want to actually get good you need to live. You need to spend countless hours in the lab And figuring out how to land your confirms because if you don’t, you will get frustrated and you will rage quit the game so just like the gym you have to put those hours in to get the gains. There’s no magical pill or secret here because once you know your character pretty well in the optimal route for your combos, that’s when you should jump in and try playing on a more competitive level and grind ranked the best advice I can give someone is to play with friends who are better than you streetfighter six actually allows you to play with your friends in training mode Which is pretty awesome. Listen to music or play with your friends and slowly learn tech for anyone who wants to eventually get top rank in the game or go to tournaments or just simply get really good at their character norm like the back of their hand, that’s the best advice. Any human on the planet will give you.😊
Yeah... Fighting game player for 6 years and the things you described is the really easy part and sufficient until you reach the point where your opponents have their character and the basics of the character MU figured out. Punk's advice is something I've been working at (noticed myself that I'm too heavy on the backfoot) and Idom's advice is something I knew to be true but often tend to deny. Just not sure about Sajam's advice, honestly.
I like what Sajam said about not needing to play "correctly." Instead of dashing backwards, I always jump backwards instead, for me it's basically the same thing for situations like avoiding a throw in the corner; If I get hit out of the air a little bit it's fine, because it's more mentally and physically taxing to always be double tapping the stick, im old bruh, i dont have the same twitch reactions I used to, jumping back is fine, it's less draining, and for the majority of scenarios it does what backdashing does. Fuck it, im jumping around like an idiot, try and stop me :)
Slightly off topic, so I'm sorry, but I was talking with an acquaintance over strive, and I was recalling an ancient video showing proof of concept about how there were RC slowdown setups that wouldn't let you switch from standing to blocking fast enough to block the second attack; effectively creating an unblockable. Is this a mechanic or am I going senile? I can't find the video anymore so I'm truly wondering if I had a fever dream. Does anyone know what I'm talking about?
So basically be creative, mix it up, stay active in neutral and don't be afraid to take risks. Yeah that's defiantly not something you learn from the tutorials, really good to know.
Idom's is definitely my favorite advice since it's really what I need to work on now. My fighting game journey has been as follows MKX: Literally picked up kitana and learned one combo, and fished for it, and that was all, no real idea of how I was meant to land it in neutral but just fished for it SFV: Picked Sakura and learned a bit more about neutral, but generally played both autopilot and random. I would stand mp, back hp, heavy tatsu. I would do that combo/string like 90% of the time, and the gimmick was (if the opponent didn't know there was a giant gap) that tatsu is +2/-2 and Sakuras mp was 5 frames, so it it hit I just reset the situation and if it was blocked it's a 50/50 on a reversal dp, fun times, but also not good for improving. Strive:Id say the first game where I learned how to play 'solid' Got over my permanent character crisis and vibed with baiken, and got to 1 game out of floor 10 with her. I would definitely say my weakness with her was my unwillingness to takes risks, I didn't use ia yozansen nearly as much as I should sf6: So my current status is trying to learn to play a bit more random, as Kimberly, like ALL of her cancels are fake on block, but I need to learn to lean into that since it's still not easy to react to, esp not run, since it's only a 4f gap from hp.
as a noob, I disagree with LK, in SF6 I get thrown into a vortex for getting my 5MK blocked, they mash 2LP and combo lol in strive I feel very safe using blockstrings, worst that can happen is I give up my turn by ending my combo with a -3 (safe) special, but in SF I feel "safe" doesn't exist 🤔 haven't given up on sf tho, still practicing
Any advice on killing the ol' anime fighter's muscle memory? I keep reflexively chicken blocking! Why didn't that punish take off 60% of their health bar? Where's my burst!?
People from other games who never played sf said sf was easy for a long time Also sf4/sf5 were the first big main stream "new game bad old game good" in fgc
Yeah that's weird to me. My first fighting game, and still the only other one I've really played, was Strive, and SF6 feels soooo much harder to learn.
Huh i always avoided street fighter even back when i loved fighting games because i always seen it as the hard fighting game. Sf6 has been my first fighting game im years and im loving getting back into the genre even though im kinda terrible
This game has been boring to me because I'm used to strive pace. Everybody in SF6 is playing exactly like Sajam described "trying to play clean" waiting for wiffs waiting for someone to approach, it's been very boring hope it has a drawback in future like losing gauge wink wink strive mechanic
Maybe you can get some kicks out of (purely) walking them to the corner. It can be done in this game when you know your opponent wants to stay at that whiff punishing distance. You completely open yourself up for pokes but you gain position and apply pressure just by approaching. Leans in with what punk said
I’m with you! everyone just wait for you to fight so they can counter and it sucks because I rush them down kill them and don’t rematch they boring asssss
This is great and all, but this community, as a whole, needs to do a lot more (as does capcom who are awful at teaching players) if it wants new players to stay with this game. 1 million sales won't mean a damn if people are turned off by getting constantly matched with plat level players in battle hubs. The game does a terrible job explaining what you really need to learn. Unfortunately too many people in the 'FGC' are terrible and just gatekeep knowledge with a shitty attitude.
I am politely asking you to subscribe (or else)
Thanks to Punk, Sajam, iDom and Kizzie Kay for pulling up for the vid! Check them out on YT here -
Punk - ruclips.net/channel/UC-hcGU10e046ZGuR435Pqiw
Sajam - ruclips.net/channel/UCVsmYrE8-v3VS7XWg3cXp9g
iDom - ruclips.net/channel/UCtOnQi9PvoLizMsQntB1fJQ
Kizzie Kay - ruclips.net/channel/UCtgxps098_zbLCpH64YQuvw
I wonder what Tokido will say 😂
"play good with a hint of random"
me: *plays random with a hint of good*
We’ll those aren’t too far off right?
What iDom and Sajam said is why a lot of people don't go far in fighting games in general. And it's the reason why some people get so upset at others who are just enjoying themselves.
People hate randomness (Punk talks about players being random all the time as a negative), but why would you allow your opponent to get used to what you're doing? You're setting yourself up to lose.
What Sajam brought up goes deeper into the "you're supposed to play a certain way" sentiment that exists in every FGC. No you're not. Do what works for you.
The problem with that is the stance that people take with gaming nowadays. It seems like the people that go past picking up the game after a 9-5 or the “non casuals” all have a common goal of wanting to get better. There is a couple of certain ways to improve that will leave you playing a certain way.
If you’re there to have casual fun then none of what they said applies. Go spam DI, mash LP, or raw lvl3 as long as you’re having fun it doesn’t matter.
But that’s not the people they’re talking about😭
There's a difference between being random and changing up your strategy
If you're always random, that's just as predictable as someone playing by the book. There's only a finite amount of moves you can do, eventually you'll do something stupid that the other person can punish. Just because you hit jackpot a few times being random doesn't mean it's a good way to consistently win.
There is no random after you've played for so long.
What I got from this video is that there is no right or wrong way to play SF. Not every match has to look like Daigo vs. Momochi levels of perfect galaxy brain play. If throwing out 3 drive impacts in a row followed by a jump in is throwing your opponent off, do it. Keep doing it until it doesn't work anymore, then switch up.
Me writing down notes like I’m actually gonna get good ✍️
If you don't believe in yourself, no one else will
@@us3562 I just want to understand enough to follow along. I’ve always been awed by the skill of fighting game players since I was a kid.
Well, you can get good by using those notes and slowly applying them to your play. People don't just get good over night. It takes time and effort. I really think anyone can do it.
I'm a total newbie to sf and at least for my standards I'm cooking in this game thanks to all the goated information coming out of pros. If there ever was a time to get good it's now.
I believe, good luck!
It's like that one graph where it starts with rookies "my random will win games", spikes with intermediate players, and dips back with pros "my random will win games".
Im currently stuck in the middle and this video helps me realize to put more "spice" in neutral. Thanks!
Idom's tip is essentially being random enough that someone can't read you, but still let them chase the "readability" of your gameplan so that YOU can get them to do stupid stuff. If they expect you to do a specific move in neutral and are ready to punish it, use another move that they didn't expect and you will throw them off their game.
It's called conditioning the opponent and it's a psychological tactic that applies to every aspect of life
LK's point is a good one. In Strive, eating a DP can be really scary. If the punish doesn't kill you, the character might get into something like Leo backturn that you then have to deal with. In SF, eating a wakeup DP can suck but it's usually not the end of the world
Leo heavy dp giving backturn oki should not be a thing. Should’ve been removed along time ago.
@@D4C_267 he unironically needs it. What should be toned down is his neutral lol
@@Dr3am9553 Both should be toned down.
@@D4C_267 then he's not good... you gotta realize characters have to be good at something to start offense?
If it's his defense and his mix? So be it.
If his neutral and his mix? So be it.
if it's just his mix?? HOW TF DOES IT START?
@@Dr3am9553 I don’t care. Screw Leo. Deserves to rot in the bottom tier forever.
I think the number one thing to consider after getting a solid grasp on fundamentals is probably conditioning. Optimal stuff is great, and random is random, but purposefully setting your opponents' expectations by the way you play, only to defy that when it matters most is a huge part of the mindgame. Play well, but try to save some tricks they haven't seen yet until you really need them. How many slightly different ways can you do the same thing, and in what order? Try to get in your opponent's head, think of the predictability of your actions, imagine what they expect you to do, and do something else. Good luck out there, but remember: it's only partly luck, and mostly skill and practice-just be sure you're having fun to remain inspired and keep improving.
Good stuff. Coming from Tekken, I say SF6 is a breath with fresh air. Things are just fun to do and I'm having a blast.
As someone who's been playing fighting games for 20+ years there is one piece of advice I would give to newer players and that's don't try to rush the win. Take your time. I've seen a lot of players around silver and gold rank go completely nuts in the first round, and they even be having their little mixups and everything, but understand that any decent player will pick up on every piece of information that you give them and once you used every trick in the hat you've kinda go brankrupt now. Slow it down and play the game so you give yoursef a chance to actually pay attention to what the opponent is doing.
This also applies to defense too. Waaaaay too many people don't wanna sit down and block and they tryna mash every time. Again, slow it down and try to block, pay attention to what your opponent is doing. More often than not you find out that their pressure is not as bad as it looks.
I think the number one thing to consider after getting a solid grasp on fundamentals is probably conditioning. Optimal stuff is great, and random is random, but purposefully setting your opponents' expectations by the way you play, only to defy that when it matters most is a huge part of the mindgame. Play well, but try to save some tricks they haven't seen yet until you really need them. How many slightly different ways can you do the same thing, and in what order? Try to get in your opponent's head, think of the predictability of your actions, imagine what they expect you to do, and do something else. Good luck out there, but remember: it's only partly luck, and mostly skill and practice-just be sure you're having fun to remain inspired and keep improving.
_Example:_ crouching MK > Drive Rush. If the MK hits, the DR animation gives your brain extra time to hit confirm into a combo that's unsafe on block. If they block the low MK, DR > throw often works. Next time they block, DR > LP > throw can thwart their attempt to tech. If you also mix block strings in there from DR, the opponent has a ton to think about and is more likely to make the wrong call.
I just want to play and talk to any of these guys for just like an hour lol. You guys are all great. Thanks for all of the content
Getting comfortable walking forward also makes it easier to AA with DP since you already have the first half of the motion buffered
unless it's Marisa. It's so easy to do an accidental level 1 unless you really pay attention to your inputs and remember to go neutral.
So basically walk forward and get killed okay noted
Not with Chun or Dee Jay 😭
@@ThePlasticBowl dude, Chun has a directionless DP and DJ has anti air normal. Not to mention he doesn't struggle to move forward with the fastest rush
@@HellecticMojo How do you transition from walking forward or back or holding down back to a double down motion on reaction to a jump in? Like am I that bad because unless I really just call it out and do it before I actually even see the jump in returning the stick to neutral and doing that results in me getting bonked on the head before I can get the move out.
I saw the blaze it on the 4:20 timestamp, you get a like just for that
I'm so glad I found this video. As a huge fan of watching tournaments and high level play for fighting games and SF in particular, I've been equally terrified of trying them until SF6 came out. I'm still trying to come to grips with ranked mode (I get nervous as shit) and most of the time I end up feeling I didn't do anything right, so I really appreciate what sajam and LK said.
the best thing to do about getting over ranked nerves is to ONLY play ranked games. Get 1 or 2 warm up casuals in, but then just jump in, the water's cold at first but you get used to it. If you're ALWAYS playing ranked, then that just becomes your baseline for normal play, so it turns from something that you thought was super serious into normal fun play you don't even think about. The more you get put under pressure, the better you learn how to handle it. Picture your opponent with their clothes off, that also helps.
@@phillipfry8141 No need to imagine with mods, lol.
Sajam is right. And it makes me upset. If you're the random player who drive impacts at random times, nobody is reacting to that cause it's so dumb that nobody expects it. Which goes into iDoms advice. If you play perfect then just go completely random and become that player, it's likely winning you the set.
“In the beginner’s mind there are many possibilities, but in the expert’s mind, there are few”
@@MrBones105 Nothing could be more true. The expert generally spends more of their time trying to do something the "right way", whereas the noob is more innovative because they don't know what the "right way" is.
"There's no such thing as a good Blanka player. A Blanka player playing correctly is a bad Blanka player"
The Yoshimitsu way
There have been many i time in the short time ive played this game where i begin bamboozling my opponent simply by doing just the stupidest silliest shit. My favorite is when ive jumped back and forth around an opponent and let them put themselves in a bad position, lmao!
Loving the collabs
This is a really great video. Thanks!
My man has improved a ton in content creation. The videos have changed so much since Lotus recommended you for Trunks tech. Good stuff.
Thanks LK for the video. This is great information. It helps a lot.
Really cool idea for a video, thanks for making this
One of the best video ideas
I loved Sajams tips (pause). I try to play this game way too methodical and patient.
i think the general consensus i can take away from this video is you have to be willing to take risks and not be scared to "scrub out". if you just try to play safe and perfect you're eventually going to let your opponent just run their own gameplan for free
that was the most i've heard idom talk
Awesome video! Really liked Punk's advice as whenever I try to play footsies I end up in the corner lol. I'm a new sf player.
I love it when people back up, Corner Shots
I think good advice for some new players is learning how to hold the corner. Obviously being close in the corner is good, but standing just under the timer is a good way to essentially force your opponent to do something, because the easiest option to get out of the corner, jump forward, is cut off.
This advice is pretty frickin good. I'm not good at fgs, but they way you explained this is made it make sense.
The problem is, Street Fighter is a guessing game, so you can really only get so good at holding it down in the corner.
@@DrSwazz This is every fighting game. Sometimes you will make wrong guesses, but it's about minimizing the risk of those guesses, and minimizing the amount of guesses you have to make.
Random does work at times. There is also a time and place for everything. What seems unconventional may be the answer for that specific moment.
Quite the cast LK! Great video
Sajam's advice: "Just SWING."
That right there is all I needed to hear, lol.
great vid LK, i’ve always wanted more vids like this
Sajam talking about how SF is perceived as the easy fighting game... meanwhile I think this is the hardest one I've tried. I had a way easier time learning combos in Strive, and I don't remember combos being this hard in the little time I tried MKX in training mode. Then again, I've always sucked in these kind of games (only played smash), and I quit GGST because I didn't find getting rolled by Sol every game fun, but SF6, I wanna get good at this one.
Ken is so sick, and Jamie too. Jamie hard though :(
One more tip, just have fun. Why should it matter if you don't play neutral or if you aren't punishing. If you are having fun you are winning.
I appreciate this. I've been getting bored and frustrated with the slow grounded neutral game. I'm used to fast pace anime fighters and I usually like pressing the gas. Thank you for telling me to have fun! 😅
LK, is there any short cut or something to do the supers??
I’m new to the game and I find a bit hard to do a special move and before it ends do the super
If you're on classic controls, a good way to cancel specials into supers is to input the ones with similar commands - for example, Jamie's quarter circle forward into his level 3, which is the same input but twice. So you do 236P into another 236P. As for the timing, it really depends on the animation of each special but it's usually pretty fast, so you would normally input one right after the other, without waiting for visual cues. I'm not sure if it works in similar ways in Modern, although I can imagine it's easier to do the inputs one after another since they're simpler, like forward + special followed immediately by heavy+special or something
Fuck yeah thank you for enabling me to just blanka ball over and over and ignore footsies.
Do whatever works. If that's what works, do it until it doesn't. The amount of times I've seen pros spam things that everyday players would get crap for is extremely high.
if it works, it works
@@smoothsavage2870 yeah it works until around plat
You're not really learning Street Fighter that way though. You're playing a weird gimmicky minigame. If that's what you like, go ahead but you're missing out on 80% of the game
@@therealtombrokaw Well, he should do it until he gets to platinum.
I usually dont watch a lot of tournament players(or damn near any really) cause i dont wanna download too much off of them. Theres no greater feelings then coming up with a 65% damage combo on your own without watching any guides. ❤
Bro, haven't watched in awhile, the beard looks good man!!
Sajams point was very true, people often talk up stuff like shimmying 24/7 when you can still succeed by being like Kazunoko where you go against the grain and dont play in a conventional way, especially in regular online play where clean grounded neutral is not the end all be all since people can get hit by the most random things which they never should.
I think what's helping me personally coming from strive and persona is that the game isn't as much about getting to the corner for mix and much more about neutral
Are you playing SF6? Getting someone in the corner is a death sentence
Yeah but street fighter is the 'grounded footsies' game
The corner is death but it's more about neutral than having a 'win condition' for you character
The big thing is about interaction I would say. We'll see how the game develops but the simple way to break down strive is every char has a way to win and you aim for that, where sf is this balance between match up interactions and player interactions, and no real overwhelming situation if that makes sense.
The reason new players don't get this advice is because it's very difficult to apply directly
@@kc_graves6248for example punks tip was to stay active in neutral and make sure you don't get cornered. For a player who is not familiar with the intricacies of neutral, that is very abstract. You and I have the understanding of how to fight for space and threaten your opponent to make it difficult for them to walk you too the corner, but that is not a skillset new players will have, and understanding the nuances of what to do in different situations to avoid that is not something you will understand from being told "avoid getting cornered". If you told me this when I started playing fighting games I'd ask "ok but how do you do that?".
Not gonna go through all the tips but essentially from the perspective of a new player, it's not super applicable. (obligatory 'imo')
Punk's advice is difficult to apply.
iDoms advice is very difficult to apply with effect. The line between being random and unpredictable and just doing dumb shit is very thin.
Sajam's advice is def for new players.
iDoms and Punk's advice is for intermediate players (gold plat atm) to become advanced players (dia+ atm). It can be helpful, but you need to figure out how to implement it with your playstyle and your tendancies and your character.
Depends on what you mean by "apply". Applying anything new you learn immediately in an effective way is just too much to ask from yourself. Just ATTEMPTING to apply something new you learn, though, is pretty straightforward: just try to do it. Then try to do it again, and again until you get comfortable with it. And I'm not saying do this in training mode. I'm talking about doing it in a match. The hard part here is accepting you'll mess it up constantly until you have it under your belt. If Punk's saying walk forward more and stick buttons out in neutral then just go for it. If iDom's telling you to just toss something random out there without any rhyme or reason, then go for it. I think the key here is to understand that you won't go far if you just stick with what you know. To borrow a cliche, you've got to be comfortable with being uncomfortable.
From what I heard from them,
Kizzie's advice is definitely for new people
iDom and Punk's advice sounds simple, but it's actually difficult to implement. It's the type of idea you would revisit every now and then.
Sajam and myself were definitely thinking of new players specifically.
Just play high level bro
Lol when i was a new spectator to fighting games i thought gg and mvc3 were where it's at for skill and entertainment but the more i learned about the games, yes it's more skill but it becomes predictable, the strategy is to basically poke until your opponent makes a big mistake that you exploit. So on a high level every top player has to just consistently avoid making big punishing mistakes and follow up with precise execution of their characters combos.
Sf and to a lesser extent mk were games where instead of waiting for big show stopping combos each match is more so who can consistently make the most out of any situation and act accordingly. Yes they are less flashy but when you know the mechanics, high level matches provide way more entertainment and discussion within the community.
Talking amongst my friends alone when we talk about gg and mvc scenes and their top players we mainly talk about "they shouldn't have done that or how cheap certain characters are" with sf and mk we mainly talk about the players themselves and how they play.
Just like the tips here are mentioned you can be random, 1 mistake doesn't cost you the round, etc.
This was a great idea knight 👍🏼
Punk and Kizzie with the opposite facial hair got me
1. Know your options
2. Walk forward
3. Be random
4. Be random² (cheese)
That be random tip is very important. If you don't know what you're about to do, how can your opponent possibly know? Know how to control with a little bit of chaos.
Good tips from everyone, especially Sajam. It doesn't seem as important, but a lot players hold theirselves back because everyone heavily labels SF a footsie game, and the players overexaggerate the importance of "organized" neutral.
I think it was Justin Wong who made a similar point to IDom. You need to respect your opponents as disrespectfully as possible.
this video was incredible
I love how iDom is so good that his advise is to "not play perfect" and here I am thinking... I need to learn how to play perfect first before I learn to not play perfect.
Well I’m gonna be honest those were pretty light pieces of advice there. I’m not a pro but I have been playing streetfighter for 15 years or so so I’ll just throw my two cents in no matter what fighting game you were playing if you want to actually get good you need to live. You need to spend countless hours in the lab And figuring out how to land your confirms because if you don’t, you will get frustrated and you will rage quit the game so just like the gym you have to put those hours in to get the gains. There’s no magical pill or secret here because once you know your character pretty well in the optimal route for your combos, that’s when you should jump in and try playing on a more competitive level and grind ranked the best advice I can give someone is to play with friends who are better than you streetfighter six actually allows you to play with your friends in training mode Which is pretty awesome. Listen to music or play with your friends and slowly learn tech for anyone who wants to eventually get top rank in the game or go to tournaments or just simply get really good at their character norm like the back of their hand, that’s the best advice. Any human on the planet will give you.😊
15 years of experience, and his advice is "get lost in the sauce", never cook again bro
Yeah... Fighting game player for 6 years and the things you described is the really easy part and sufficient until you reach the point where your opponents have their character and the basics of the character MU figured out.
Punk's advice is something I've been working at (noticed myself that I'm too heavy on the backfoot) and Idom's advice is something I knew to be true but often tend to deny.
Just not sure about Sajam's advice, honestly.
When you get to high level players, mind games matter a lot. So randomness is important.
LK dropping truth bombs on us noobs!
Edit: Hey i watch all of thrse people! Everyone should sub to all of the guests in this video, NGL
My advice is play all heroes on basic and special attack then choose one hero and stick with it.
"Hero" lol
Enjoyed. 🙏🏾✨
Great tips all.
LK lookin like a young Idris with the facial hair
Awesome video idea, this is S tier content
2 Pros carrying that video title.
I like what Sajam said about not needing to play "correctly." Instead of dashing backwards, I always jump backwards instead, for me it's basically the same thing for situations like avoiding a throw in the corner; If I get hit out of the air a little bit it's fine, because it's more mentally and physically taxing to always be double tapping the stick, im old bruh, i dont have the same twitch reactions I used to, jumping back is fine, it's less draining, and for the majority of scenarios it does what backdashing does. Fuck it, im jumping around like an idiot, try and stop me :)
Looking good with the facial hair !!
7:28 cammy with lvl3 would ike a word
Sajam rocking that Uniqlo oversized shirt.
Slightly off topic, so I'm sorry, but I was talking with an acquaintance over strive, and I was recalling an ancient video showing proof of concept about how there were RC slowdown setups that wouldn't let you switch from standing to blocking fast enough to block the second attack; effectively creating an unblockable. Is this a mechanic or am I going senile? I can't find the video anymore so I'm truly wondering if I had a fever dream. Does anyone know what I'm talking about?
So basically be creative, mix it up, stay active in neutral and don't be afraid to take risks. Yeah that's defiantly not something you learn from the tutorials, really good to know.
Nah I’d rather toss out heavy normals at random intervals and then complain about my opponent spamming
Wait are you the same LordKnight that Spark bodied in BBCS2 at Evo 2k11?
Can someone please tell me how to back roll and quickrise and any other wakeup options. Thanks
There is no quick rise in this game. Back roll is done by pressing buttons when you get knocked down
lordknight slowly turning into leeroy from tekken
Punk has a nice smile
I find that the best players aint usually the best teachers lol
Which is why you will stay bad
Great idea
Idom's is definitely my favorite advice since it's really what I need to work on now.
My fighting game journey has been as follows
MKX: Literally picked up kitana and learned one combo, and fished for it, and that was all, no real idea of how I was meant to land it in neutral but just fished for it
SFV: Picked Sakura and learned a bit more about neutral, but generally played both autopilot and random. I would stand mp, back hp, heavy tatsu. I would do that combo/string like 90% of the time, and the gimmick was (if the opponent didn't know there was a giant gap) that tatsu is +2/-2 and Sakuras mp was 5 frames, so it it hit I just reset the situation and if it was blocked it's a 50/50 on a reversal dp, fun times, but also not good for improving.
Strive:Id say the first game where I learned how to play 'solid' Got over my permanent character crisis and vibed with baiken, and got to 1 game out of floor 10 with her. I would definitely say my weakness with her was my unwillingness to takes risks, I didn't use ia yozansen nearly as much as I should
sf6: So my current status is trying to learn to play a bit more random, as Kimberly, like ALL of her cancels are fake on block, but I need to learn to lean into that since it's still not easy to react to, esp not run, since it's only a 4f gap from hp.
I'm also learning Kimberly. I've played SF all my life, but this will be the first one I've taken seriously.
tip from a gold scrub : try to cut back your bnb combos a bit, dont do the same stuff. you WILL eat DIs all over the place if you commit too much
Kizzie’s advice was just problem solving…😂😂😂
Basically be random! Got it 👍🏾
O Porra, não tankei o Punk com esses pelo de cu na cara não véi kkkkkkkkkkkkkkkkkkkkkkkkk
52 laws of iDom
as a noob, I disagree with LK, in SF6 I get thrown into a vortex for getting my 5MK blocked, they mash 2LP and combo lol
in strive I feel very safe using blockstrings, worst that can happen is I give up my turn by ending my combo with a -3 (safe) special, but in SF I feel "safe" doesn't exist 🤔
haven't given up on sf tho, still practicing
Start mashing cLP back. It feels scrubby but it’s a very valid way yo get counter hits and steal turns.
keep beard pls. u look like the new ryu evolution hahaha
yo real talk, Kizzie's tip with his changing lights got me seizing like mf lol
Great idea❤
All this studying to get command grabbed to death
I’m refunding lol
Any advice on killing the ol' anime fighter's muscle memory? I keep reflexively chicken blocking! Why didn't that punish take off 60% of their health bar? Where's my burst!?
It just takes time, keep at it and you'll adjust naturally
BROCK... BROCK OORU.
4:34
Street Fighter is seen as an easy game?
by who?
Whomst'd've?
Wait.... according to Sajam, people say that SF6 is an "easy" fighting game? Who the hell is saying that?
People from other games who never played sf said sf was easy for a long time
Also sf4/sf5 were the first big main stream "new game bad old game good" in fgc
SF6 gotta be easily one of the harder modern fgs
Yeah that's weird to me. My first fighting game, and still the only other one I've really played, was Strive, and SF6 feels soooo much harder to learn.
thx!
Since when did lord knight have grey hair??
Huh i always avoided street fighter even back when i loved fighting games because i always seen it as the hard fighting game. Sf6 has been my first fighting game im years and im loving getting back into the genre even though im kinda terrible
LK looks like a young man trying to disguise himself as an older man. Great genes
His hair is ~40 but his skin is still early 20s. Actually crazy how well he ages.
Punk's advice was good, at least.
This game has been boring to me because I'm used to strive pace. Everybody in SF6 is playing exactly like Sajam described "trying to play clean" waiting for wiffs waiting for someone to approach, it's been very boring hope it has a drawback in future like losing gauge wink wink strive mechanic
Maybe you can get some kicks out of (purely) walking them to the corner. It can be done in this game when you know your opponent wants to stay at that whiff punishing distance. You completely open yourself up for pokes but you gain position and apply pressure just by approaching. Leans in with what punk said
I’m with you! everyone just wait for you to fight so they can counter and it sucks because I rush them down kill them and don’t rematch they boring asssss
We know your name is LordKnight, but where is LadyKnight?
Died in the crusades
Believe he single
These tips is cool but the only thing I hear is if you're new to the game just play high level
This is great and all, but this community, as a whole, needs to do a lot more (as does capcom who are awful at teaching players) if it wants new players to stay with this game. 1 million sales won't mean a damn if people are turned off by getting constantly matched with plat level players in battle hubs. The game does a terrible job explaining what you really need to learn. Unfortunately too many people in the 'FGC' are terrible and just gatekeep knowledge with a shitty attitude.
Trying my best out here lol
thanks
Holy shit you have a beard
Sajam gave out the worst advice he could have thought of
First time Iv'e heard that Street Fighter is an easy game!?