Akuma's backward walk speed nerf is absolutely hilarious to me. Walk speed in SF6 is measured in a specific unit that's hard to translate to real-world terms, but it allows for comparisons-higher numbers mean faster movement. For example, the fastest forward walk speed belongs to Akuma (0.052), followed by Cammy (0.0505). The slowest are Dhalsim (0.028) and Zangief (0.0364). Before the patch, Akuma also had the fastest backward walk speed at 0.036, with Chun-Li and Jamie tied for second at 0.035. In comparison, Bison has 0.0312, making him slower than Ryu or Terry and only faster than seven characters in the game. After the patch, Akuma's backward walk speed dropped to 0.035, tying him with Chun-Li and Jamie. Despite this, he remains the fastest character in the game, except for Kimberly after her Level 3 activation. This "nerf" amounts to a mere 2.78% reduction in speed.
On one hand I do think it's good to keep in mind that even seemingly tiny changes like that can have meaningful impact. On the other hand... he went from uncontested fastest backwalk in the game, to tied for fastest backwalk in the game. Somehow I suspect it's not the end of the world for the character.
@@angquangnguyenthac2833Not really, Luke fell out of favor who she was a strong counterpick to so that's a big reason she dropped when he got nerfed and replaced. Also Ed filled in a similar midscreen poking niche as her, but with more reward.
@@SSM24_100% agreed, crapcom also has stats to look at, a tiny change like that can be imperceptible to even pro players, but the wr will surely drop, even if not by much. And if that makes the MU averages closer to 50%, then good job. 👍
@@KitchenDog03you are talking about pros lol. He said ranked which all the trends he’s stated I would agree but he missed one. IMO the amount of akuma players has shrunk to borderline like one third of what it used to be.
Japan side - > Tons of Ryu players - All want him to be further buffed. People saying strength alone isn't the answers, and they want him to hang more with Ken. > People still using Cammy and want her to be further nerfed. Her dive kicks are now too strong. Massive upsurg in Modern Controls Cammy. > Massive upsurge in Modern control players (it's ridiculous) > Ed is still active and VERY strong > A little less Ken players than before: probably because many people had Ken as their 1st main and are now working on their 2nd or 3rd character. > Dhalsim is still insanely rare. > Bison is ridiculously strong still - no change and incredibly active. People wants him further nerfed. > Terry players upsurge > Jamie players upsurge. Skill level still the same. > Honda player a big upsurge but not big as the number of Ryu players. > Manon players are on the rise on popularity > Marisa is now rare though a little more regular than Dhalsim > Deejay is now a lot stronger. > Everyone else is the same. > Rashid is reducing in popularity. A lot less than before. > Akuma numbers are still ridiculous and no one is feeling hurt by his nerfs. I.e. He is still ridiculously strong.
I’m a Jamie main and I totally agree. His gameplan changes a very little with the drive recovery on drinks, but he gets to be so much more dynamic with it, I’m really happy about it. It doesn’t make him top what so ever, but it definitely helps and he’s also even more fun to play because there’s a lot less downtimes in his flow.
@@Ness315 Meh, people overreact on that one. Firstly, everybody got their sweep nerfed. And secondly, it wasn’t all that fantastic before either, you really had to space it like a surgeon to keep it… kinda safe lol I’d take this trade anytime of the day honestly.
As a Jamie player, I can definitely confirm that the buffs are pretty significant. On some drive rush combos you become net positive with rekka into drink. With EX rekka into drink your +1, so you can still keep pressure in the corner, it’s a more viable option now that it cost less.
THANK YOU! Everyone downplays jamie but the love he got in this patch really helps. The drive guage management and anti air consistency has been huge for jamie.
Lmfao I love this take. It has merit too lol, because remember how long he got away with murder in SF5? For like 3.5 seasons he never got any good nerfs hahaha.
I would happily take getting punish countered on kill rush if it means I can actually use it and then my punishment is from my own mistake. It really the one nerf that I cared about cuz it took a lot of utility from a move that felt like it was entire design point and was more fun that way
I'm a Marisa player, just for a change of pace, I was looking for a secondary character and, between the aesthetic and the style, I was hesitating between Terry and AKI. I was thinking Terry might be simpler, but I agree Broski's content to be a great, great, great² source of intel on AKI... so I was wondering how long it took you to get into the flow with AKI? Note that I reached Master with Marisa but I'm not a pro or even a strong player, I just play regularly and enjoy the game a lot but I'm probably a very casual, border line scruby master rank lol. While I'm trying not to care about the meta too much, I'm just looking for a cool character with better reversals and drive rush options to change my mind. So, yeah, how long did it take you and how painful/easy was it? Did you have a hard time with her combo structure or rythm or any peculiar stuff for example?
I play Jamie since the buff and he is definitely way stronger than before: -Jump HK air to air is amazing now, even if it's not consistent you can punish really really hard someone who fears a command grab or baiting your DR st HP/HP palm with a neutral jump. Either you get a drink with a slide, either in the corner with lvl3 you can really delete the opponent's HP. -Forward heavy kick is now mad scary at lvl4 drink, like the reward was always crazy but with such range you definitely have to be careful now and play more defensive. It also makes Jamie's SA2 way scarier (which got buffed by the drink)/ All that combined with the drink giving him meter, so he can use more meter without too much risk AND get away from burn out way easily and you don't feel stupid for using ex rekka or lvl 1 into drinks. In my humble opinion, the only reason Jamie cannot be top tier is just some strong characters that are just ripping him off. All you need if you main him is a sub character for at least Juri (F her ex projectile), Ryu, Cammy and Guile.
Thanks for more good content. For some unsolicited zangief main perspective (master but whatever mmr lol) imo the jump cancel nerf is zangief specific in practice but also significantly affects maybe 10 or less people. I personally suck too much to jump cancel spd or make that read too consistently before and don't see many others in ranked hit it cleanly much. Imo Zangief is still very good (which is good, smile) and that change is not gonna be felt much outside of Itazan, Kobayan, Kichipa, Snake, Quiggy and Zangiefs of that level which is not many, and still isn't that huge for them.
Kinda. It mattered, but not as much as people think. One of the biggest reason why jc.SPD was so good as a defensive option is because of the fact that Gief was already very hard to pressure using pressure strings (he has the best 4f in the game that on hit lead straight into a strike throw mix, which means that the risk/reward factor is solely on his favor). And jc.SPD deal with both throws (him being airborne before SPD) and back walk shimmy (SPD range), which is the 2 option that usually beat his defense means that he's actually have a surprisingly air tight defense......if you can execute it. That wasn't what Capcom wanted for the character tho, since Gief was characterized by having a VERY strong neutral game with shitty defense to compensate. Same for M.Bison (jc.Knee Press) and Ed (j.c OD Blitz into instant lvl2 desync combo), so the removal was for that.
I would happily take additional Ed nerfs if it meant that KRB is actually functional. Not even saying they need to *fully* revert the hurtbox, but the degree that its pulled forward is just too much and feels so bad.
I called that one about Jamie. "The most significant buff that no one will notice." He's harder to burn out not, and there's more opportunities to yolo OD palm. I hate fighting him at my level. Give me Akumas and Kens please. lol
Rashid technically got a pretty big nerf-- or should i say correction. They deleted his flip move (f+kk) to be less evasive. Now it can no longer be used in drc phase through and bait out a defender's DP OS. It also cant be used in offensive OS pressure strings to evade drive reversal. At lower levels this doesnt really matter but at higher level it's pretty noticeable. Blanka can still evade DP OS with his hops unfortunately. Still very strong but quite a noticeable nerf combine with getting no Oki/free level 2 activation off OD mixer.
As a Gief main, I never was able to get the jump cancel spd so I didn't gave a sh- about the change haha, but I think if someone trained hard to do it consistantly it digged a big hole in their defense patern. Thanks for the videos as always !
Marisa's changes were pretty good for a low tier. See Shuto's latest videos for reference. As a Marisa main, I'm in love with the new anti air combos with cHP and using charged sHP in neutral (more range and faster).
1. great video haven't watched it yet. 2. i might be the only one who's insane enough to be bothered by the fact that broski's mic is noise cancelling or rather, dips out when it doesn't sense something above the noise floor. meaning that it's complete silence and then BOOM broski's voice AND noise when he speaks. this is no on'es fault. i just hate it.
Yeah Jamie drinks giving back drive gauge has been the bees fucking knees, in tandem with the grab drink buff for a previous update. Jamie feels like a proper mid/high tier character now, which is good considering hes the other cover character.
Wish Ryu could hold a direction on EX tatsu to choose the side the opponent goes to, similar to Zangief's level 2. Would allow him better side switch combos.
Akuma didnt get nerfed to hard lol. As a main i must agree. As said his FB *feels* even better now because people feel compelled to challenge it and it and you can just do it a little further away..
As a Rashid main and therefore downplayer, I think the nerf to OD Spinning mixer is actually significant, I don't think many people realize he used to get some ridicolous oki off of it, just by guessing right on wakeup. Even though his Lvl 2 was untouched, I noticed a sensible change in my winrate post patch, I think I lost about ~80 MR since then. Honestly, I would have preferred having Lvl 2 nerfed but him buffed in other areas to make him less "spikey"
As a Jamie main, I feel fine saying that I won games after the buffs that I wouldn't have won without the buffs. Free drive meter is amazing and the jump HK buff is great!
Just some of my own musings: -I kind of think what you said about Marissa applies to Jamie. Getting a bit of drive gauge is not fixing his core problem of having to trade off oki/pressure. He already did snowball rounds pretty well if he was given his ideal combo routing. The extra drive gauge definitely is nice, but it's not helping his neutral. Not saying it doesn't feel good when you're bending of drive gauge works out and you also get your drink which gives you some drive gauge back. -I also play Kim and it's been fun watching people pick her up. I've seen some salty comments about setups that have existed this whole time. They just gave her some stuff that finally lets her play SF6. I still think her defense is terrible. I like changes like this though because it turns out just having a feel-good button is enough to make a whole character feel good. I want more changes that just do this: let them play SF6. The Ed changes kind of feel like the opposite of this because his lights feel so awful that he barely gets to interact. -Really hope they come up with creative ways to tweak the system. It really makes the characters feel like theirs gaps between them and not in a flattering way.
I'm definitely committed to the Terry struggle, and the buffs definitely help a bit. Still kinda sucks to fight Akumer, Bipson, and Rashid as Terry, but the extra pressure tools are very welcome, and I am fully invested. Overall, I think this was a damn good mid-season patch, and with the exception of the completely untouched Rashid, I think these were mostly good changes.
Why are people scared to say it. Ryu is extremely strong. He has some brainless tech and great damage. Kinda feels like Bison with an invincible reversal.
14:58 Not a secret conspiracy, just the government of Saudi Arabia made a huge investment in Capcom years ago and this was the payoff. Keep in mind the Crown Prince of Saudi Arabia, MBS, is a huge fighting game fan. They also brought into Bandai Namco and he formerly personally owned SNK for a time.
Pretty good list. New Kim is nuts, Akuma is still Akuma and at least they didn't "nerf him by buffing other unused parts of his kit" like SFV. Ed has an Amber Alert for him. Rashid had the wrong super nerfed.
Ed was carried by crouch light kick and his hard to whiff punish moves, nerfing those aspects of the character would’ve been more than enough, but for whatever reason the list of nerfs just kept coming. The back step is just a hilariously bad change, and making od blitz minus 4 is just petty to me. Now all versions of blitz are punishable, even tho in the tutorial they say that if you spend meter you’ll be safe. These nerfs felt like they were being held at gunpoint by the Japanese leshar haters and just kept wanting more
As an Ed main I don’t really agree, spamming OD blitz for free was kind of stupid when you could get 5k and huge corner carry off it for essentially no risk and minimal resources spent. Only nerf I found to be overkill was KRB as it fundamentally changes his neutral game.
If you're already an amazing Gief player then the jump-cancel doesn't matter that much, but for people still developing their Gief it's kinda sad we had a cool niche tool taken away. Kinda similar to the recent Potemkin changes to a much lesser degree.
combo improvements matter when a character has a competent kit but their return on hit is miserable so they get out-risk/rewarded in neutral. if your character is pretty well rounded but needs 10 neutral wins and resources spent to win a round when most of the cast needs half of that, then getting better damage from your wins is a significant buff (assuming the improvements actually are significant). by contrast, combo/damage nerfs are pretty noticeable and do affect the character; less damage = more opportunities for the opponent to guess right and turn things around
@@destroybuster oh i was saying in general, not that they were effective changes to any specific character this patch. If i was thinking of anyone it was dhalsim but I don't know how much the buffs help
I'm not an Ed player or much of a fan, but he needs that kill rush back dash back. It's pointless now. I recently went back to Honder because Hikaru makes him look fun again. It's very hard to win with him, but I'm still trying.
that's a pretty nonsensical point to make. Originally not being considered strong on release ≠ being weak or not top. It jus means not many ppl learned he was S tier yet. However I do think the kill rush nerf was a bit over nerfing, but now i dont think so, cause i saw a bunch of new Ed footage from Fuudo and he's still abusing it 60% of the rounds, same way he did before the nerf, and so far from his footage alone it's still really effective and not getting him punished. But I'm no Ed player but based on what I'm seeing it looks like the nerf really didnt do much and 2 was probably necessary to balance him out more if it's still this strong post patch.
I agree with the kill rush nerf wasn't necessary, but your supporting argument is straight garbage. He wasn't considered strong simply because it took time for people to discover and acclimate to his strong tools. He was undoubtedly Top 5 in the patch before this and needed nerfs, just not the kill rush one.
@@hteety lol didn't know I had to go into heavy detail on a yt comment to support my argument. Nerfing Ed's 2lk is silly as his jabs have poor range and would often not be able to link into something else on CH Kill rush wasn't even on anybodys list of things to nerf when it came to ed, all they needed to do was the changes they made to his mk buttons as they were very strong, spammable and hard to punish. They had already nerfed his meter gain during his level 2 I've gotten ed to masters 1700mr, he's not my main and placed top 500 at evo this year if that matters
As a Rashid the oki off of od mixer feels worse but he's still mostly the same. I feel like the luke matchup got worse because im never comfortable anti airing without using od mixer because H mixer often trades with his jump ins unless you're extremely early. There's a new mindgame that happens with od mixer oki because if they back tech, your oki is worse and they practically go back to neutral BUT if you predict they are gonna back tech you can get away with using lvl 2 against most of the cast.
I think Chun can cook in this patch because Bison and Cammy were nerfed, and those were some pretty weird matchups for her Also, her sweep is quite short, so with some of the strong sweeps getting nerfed, she can punish some of them with 2MK or Ex lightning legs for pretty good damage
2 of those tiers are really just unnecessary other than to expose 2 characters. Blanka should just be in Manon’s row and Rashid should just be in Ken’s row.
So really the balance patch changed none of the top 5 Rashid, Ken, Akuma, Bison and I think Cammy will still be there too. All they did was normalize her defensive options but she's still very strong. Her OD Spike will now give her Oki options, especially in the corner and that may end up being a buff for her.
as a ryu main i'm way more bummed about bipson, akuma, rashido and gief getting away scot-free than I am happy about the buffs. cause ryu was already great! i switched back to him from ken at season 2 cause they made him so much nicer to play. i really didnt need all this extra stuff on top lmao. the safe donkey kick (and kim's slide) feels like it's from the same bin of glue that the team was huffing when they made gief's knee-hop unpunishable on block. some of the changes in the patches have been real smooth and great and some are just complete garbaggio
@@ramijackson3978 gutted is a pretty strong word m8.1600 on any special is still nuts, especially if the combo still goes on. but yea im being dramatic, scot-free isn't exactly accurate either xD
@ in fact a lot has been dumbed down since SF5. Air normal variety gone, much less command normals, no more kara mechanics, a lot less true links (non-counter). The last execution heavy SF game was USF4. Ironic since it was made by the same guy who dumbed things down in SF5. I will say that SF6 hits a sweet spot, which is cool E/ Ono-San of Capcom
@workoutfanatic7873 the input being very slightly simpler doesnt reall mean anything. its still 100% consistent even with the slightly harder input. The way its used has a much better thought out system of risk/reward.
@workoutfanatic7873 "game was better/harder cuz 1 frame links" is a glue eater take. Especially regarding 6 where theres so many avenues for deciding what combo is best depending on like 5 separate variables, as well as having difficult, unbufferable combo routes that people entirely complained about 5 lacking. Reducing the links you get off lights isnt even done to simplify combos, its do reduce reward off low commital buttons.
The Bison changes are good except the nerfs to Shadow Rise/Devil's Reverse. This is a character without any reversal, and they just gutted one of his few special moves. It's an ugly change.
His od scissors nerf made his non-mine damage combo more fair, albeit a bit underwhelming as it’ll only do 2k-2.6k. But his game is more around planting mine and then mixing their shit. So I’m cool with it. He’s still strong and his ability to free form combos after mine activation and pressuring opponents drive gauge is still solid.
Ryu buffs are a bit overrated. They are good, but they are nowhere near as game changing as Kimberly's. > OD Hasho as optimal DP punisher is good, but optimal only when you have 5/5+ Drive Gauge bars or you're close to the corner and want to spend 2 bars. > Its cool to have optional 6HK -> normal Tatsu, but its not that big of a deal > Heavy Donkey Kick finally can find some uses now, but it still can be easily parried on pure reaction, or perfect parried/DI'ed on soft read. Its also vulnerable to forward jumps, neutral jumps and can be whip punished. There is 1 really strong buff thou, its his 5HP combo'ing on counter hit into Heavy Donkey Kick. This makes his corner pressure insane, not just up close, but also just outside of cr. MK range. Especially if you trained your 5HP hit confirms. That combined with him getting some of his tools refined... hmm... . . . Ok, maybe he is that good now, but Kimberly is real character now and that just feels wrong. Also Denjin Charge still needs fix. Patch notes had said, that they wanted to strengthen his mid range, yet Denjin Charge still locks away his strongest midrange poke (Heavy Hadouken). + Buffs to OD Hasho made his OD Denjin Hasho even more obselete. For someone who have spent over 700 hours in training mode with Ryu, I dont care about "overall" Buffs or Nerfs. I just want for Capcom to clean up his core design problems and only then, maybe beef up his more obselete neutral tools. The stronger he gets, it seems less likely, that they will finish their work on Denjin Charge problems, as it would heavily shake up his "Tier" placement -> most likely force a bunch of early, ugly nerfs.
Marisa: "Same gameplan, same tools. They are just a little bit better now" Jamie plays the same but getting 1/4th of drive by giving up oki is huge... Note: I just found it funny.
i dont really get the od blitz copypasta spam, is it just like another oh hasubando thing? It just says the ed players will work at mcdonalds and burger king because his od blitz is -4 and his cr lp is ass in like meme japanese.
I swear when people hear “nerf” they catastrophize themselves into oblivion 😂 I played”nerfed” Ed last night and had a 10 win streak. Bruh he’s the same unless you’re fighting someone who has godlike whiff punishes you’re not hurting.
Agree with most of it, except for Goukis change to his walk speed. I think it was a pretty fucking dumb nerf. I'm only playing him as a placeholder until Mai comes out (I have been playing random shit since Dee Jay got erased form the game in season 2), but not being able to shimmy after DR LP is fucking HUGE, removing almost all threat, and forcing to go for a delay button to beat the throw tech, limiting your options. The H demon flip is a thing, but is not the end of the world. While it is annoying to not be able to side switch anymore with it, I understand the side switch AND the plus frames may have been a little much. Also congrats regarding 50K man 🍻🍻🍻🍻!
Ryu and Akuma are stronger than Ken, who’s basically a stance character, with no true command or normal overhead. Nerfed this throw loop S1.5 and nerfs to his offensive pressure after Lvl1 and OD SRK. Step kick is no longer safe as a poke, maybe reserve only for combo enders into CA.
the guy from trash talk has a youtube channel??????
Crazy
nice
Yes! Its Brian_F
The sajam look alikes are gaining accents.
😂
Akuma's backward walk speed nerf is absolutely hilarious to me.
Walk speed in SF6 is measured in a specific unit that's hard to translate to real-world terms, but it allows for comparisons-higher numbers mean faster movement.
For example, the fastest forward walk speed belongs to Akuma (0.052), followed by Cammy (0.0505). The slowest are Dhalsim (0.028) and Zangief (0.0364).
Before the patch, Akuma also had the fastest backward walk speed at 0.036, with Chun-Li and Jamie tied for second at 0.035. In comparison, Bison has 0.0312, making him slower than Ryu or Terry and only faster than seven characters in the game.
After the patch, Akuma's backward walk speed dropped to 0.035, tying him with Chun-Li and Jamie. Despite this, he remains the fastest character in the game, except for Kimberly after her Level 3 activation.
This "nerf" amounts to a mere 2.78% reduction in speed.
That small speed nerf basically tanked Chun-li so it might also tanked him as well
On one hand I do think it's good to keep in mind that even seemingly tiny changes like that can have meaningful impact.
On the other hand... he went from uncontested fastest backwalk in the game, to tied for fastest backwalk in the game. Somehow I suspect it's not the end of the world for the character.
@@angquangnguyenthac2833Not really, Luke fell out of favor who she was a strong counterpick to so that's a big reason she dropped when he got nerfed and replaced. Also Ed filled in a similar midscreen poking niche as her, but with more reward.
Small gradual nerfs and buffs are the way to go (if patches are frequent enough and not 1ce every year like at the games launch lmao).
@@SSM24_100% agreed, crapcom also has stats to look at, a tiny change like that can be imperceptible to even pro players, but the wr will surely drop, even if not by much.
And if that makes the MU averages closer to 50%, then good job. 👍
That was the funniest skit I’ve ever heard in the beginning, subbed instantly
CONGRATULATIONS ON 50K SUBS!!!!🎊 🎉🥂
Aw my gawd zaddy yaaaaaaaassss ahh😩
Your regular run-of-the-mill giefs will play basically the exact same, but top giefs lost a HUGE defensive option.
@@devindameronIts mostly likely a typo or autocorrect he didn't notice. Ffs
Alot of y'all with this nonsense need to learn to touch grass.
@@Hollowdarling?
I've seen 3 things in Ranked recently
1: Terry has exploded
2: Noone is playing Ed anymore
3: honda still 'buttin'.
Fuudo, ChrisCCH, Leshar..all still maining Ed
@@KitchenDog03you are talking about pros lol. He said ranked which all the trends he’s stated I would agree but he missed one. IMO the amount of akuma players has shrunk to borderline like one third of what it used to be.
Japan side -
> Tons of Ryu players - All want him to be further buffed. People saying strength alone isn't the answers, and they want him to hang more with Ken.
> People still using Cammy and want her to be further nerfed. Her dive kicks are now too strong. Massive upsurg in Modern Controls Cammy.
> Massive upsurge in Modern control players (it's ridiculous)
> Ed is still active and VERY strong
> A little less Ken players than before: probably because many people had Ken as their 1st main and are now working on their 2nd or 3rd character.
> Dhalsim is still insanely rare.
> Bison is ridiculously strong still - no change and incredibly active. People wants him further nerfed.
> Terry players upsurge
> Jamie players upsurge. Skill level still the same.
> Honda player a big upsurge but not big as the number of Ryu players.
> Manon players are on the rise on popularity
> Marisa is now rare though a little more regular than Dhalsim
> Deejay is now a lot stronger.
> Everyone else is the same.
> Rashid is reducing in popularity. A lot less than before.
> Akuma numbers are still ridiculous and no one is feeling hurt by his nerfs. I.e. He is still ridiculously strong.
@@EAprimawhat makes Ed "VERY strong" he's mid
@@thatguy8841 what makes Ed "mid" hes VERY strong
I’m a Jamie main and I totally agree. His gameplan changes a very little with the drive recovery on drinks, but he gets to be so much more dynamic with it, I’m really happy about it. It doesn’t make him top what so ever, but it definitely helps and he’s also even more fun to play because there’s a lot less downtimes in his flow.
The devs were really innovative with that buff. Nice thinking
Lost your sweep tho, kinda wack that happened
Try and burn him out. Just try it 😂
Really cool buff tbh
@@Ness315 Meh, people overreact on that one.
Firstly, everybody got their sweep nerfed. And secondly, it wasn’t all that fantastic before either, you really had to space it like a surgeon to keep it… kinda safe lol
I’d take this trade anytime of the day honestly.
Noticed Jamie opponents are burned out less often, but not sure if it changes his tier placement.
As a Jamie player, I can definitely confirm that the buffs are pretty significant. On some drive rush combos you become net positive with rekka into drink. With EX rekka into drink your +1, so you can still keep pressure in the corner, it’s a more viable option now that it cost less.
it's you Broski, you're the true winner
THANK YOU! Everyone downplays jamie but the love he got in this patch really helps. The drive guage management and anti air consistency has been huge for jamie.
Saudi Arabia gotta be paying Capcom something for Rashid to never get nerfed
Lmfao I love this take. It has merit too lol, because remember how long he got away with murder in SF5? For like 3.5 seasons he never got any good nerfs hahaha.
even us rashid players want the lvl2 nerf if it means the rest remains the same, why attacking lvl1 and other rashid tricks to leave lvl2 untouched...
Ed didin't just lose the patch he lost the house and the kids as well
He's turned into pre-release Ken. Luke will have to go back to saying BOOM DIVORCED
Basically became lore ken
He living with Balrog again
Dammit started learning Ed and he gets hit with nerf stick.
Its called STREET Fighter 6 4 a reason. 🗿
I would happily take getting punish countered on kill rush if it means I can actually use it and then my punishment is from my own mistake. It really the one nerf that I cared about cuz it took a lot of utility from a move that felt like it was entire design point and was more fun that way
Anybody got that Burger King McDonald’s pasta?
OD BLITZ が -4 で c.lp が ASS の場合、ED プレイヤーはBURGER KINGまたはMCDONALDSで仕事を探さざるを得なくなります。
@@BroskiFGC thank you broski
It's the "ASS" part that gets me rolling
I really dont get it, what is the context
@@polkunusEd's been nerfed into oblivion
Un a completely unrelated note i just hit master with A.K.I and i couldn't have done it with out your content
I'm a Marisa player, just for a change of pace, I was looking for a secondary character and, between the aesthetic and the style, I was hesitating between Terry and AKI. I was thinking Terry might be simpler, but I agree Broski's content to be a great, great, great² source of intel on AKI... so I was wondering how long it took you to get into the flow with AKI? Note that I reached Master with Marisa but I'm not a pro or even a strong player, I just play regularly and enjoy the game a lot but I'm probably a very casual, border line scruby master rank lol. While I'm trying not to care about the meta too much, I'm just looking for a cool character with better reversals and drive rush options to change my mind. So, yeah, how long did it take you and how painful/easy was it? Did you have a hard time with her combo structure or rythm or any peculiar stuff for example?
@@michaelnau3815 it took me 1 week but I was already master on Ed before I swaped to aki
I play Jamie since the buff and he is definitely way stronger than before:
-Jump HK air to air is amazing now, even if it's not consistent you can punish really really hard someone who fears a command grab or baiting your DR st HP/HP palm with a neutral jump. Either you get a drink with a slide, either in the corner with lvl3 you can really delete the opponent's HP.
-Forward heavy kick is now mad scary at lvl4 drink, like the reward was always crazy but with such range you definitely have to be careful now and play more defensive. It also makes Jamie's SA2 way scarier (which got buffed by the drink)/
All that combined with the drink giving him meter, so he can use more meter without too much risk AND get away from burn out way easily and you don't feel stupid for using ex rekka or lvl 1 into drinks.
In my humble opinion, the only reason Jamie cannot be top tier is just some strong characters that are just ripping him off. All you need if you main him is a sub character for at least Juri (F her ex projectile), Ryu, Cammy and Guile.
I still think Chun needs a thigh buff.
real
this is the greed they talk about in the bible
Your greed will be your undoing
She's already THICC. Anymore than what she has now is excessive.
That Cammy placement will haunt Broski in a big moment at Capcom Cup
Thanks for more good content. For some unsolicited zangief main perspective (master but whatever mmr lol) imo the jump cancel nerf is zangief specific in practice but also significantly affects maybe 10 or less people. I personally suck too much to jump cancel spd or make that read too consistently before and don't see many others in ranked hit it cleanly much. Imo Zangief is still very good (which is good, smile) and that change is not gonna be felt much outside of Itazan, Kobayan, Kichipa, Snake, Quiggy and Zangiefs of that level which is not many, and still isn't that huge for them.
Kinda. It mattered, but not as much as people think.
One of the biggest reason why jc.SPD was so good as a defensive option is because of the fact that Gief was already very hard to pressure using pressure strings (he has the best 4f in the game that on hit lead straight into a strike throw mix, which means that the risk/reward factor is solely on his favor). And jc.SPD deal with both throws (him being airborne before SPD) and back walk shimmy (SPD range), which is the 2 option that usually beat his defense means that he's actually have a surprisingly air tight defense......if you can execute it.
That wasn't what Capcom wanted for the character tho, since Gief was characterized by having a VERY strong neutral game with shitty defense to compensate. Same for M.Bison (jc.Knee Press) and Ed (j.c OD Blitz into instant lvl2 desync combo), so the removal was for that.
as a honda main, i am very happy with him
Yo 50.000 subs! Congrats man:)!
Your take on Akuma is so funny. I literally lol’d
I would happily take additional Ed nerfs if it meant that KRB is actually functional. Not even saying they need to *fully* revert the hurtbox, but the degree that its pulled forward is just too much and feels so bad.
I absolutely love when you say "X hits like a fucking truck"
Broski I love you. Keep on keepin on man. You the best
Great video broski
It's cool, us Blanka's still have our corner shenanigans ;_;
I called that one about Jamie. "The most significant buff that no one will notice." He's harder to burn out not, and there's more opportunities to yolo OD palm. I hate fighting him at my level. Give me Akumas and Kens please. lol
Ed at Mcdonalds
16:25 I didn't knew about that one. LMAO
Grats on 50k!
17:30 this nerf sounds like a good idea for many things.
Not gonna lie, Manon's movements look so much better now
11:30 They put a coomer in street fighter 6?!?!?!!
We pretend linking 'r's don't exist here.
Street Tighter 6
@ bro
Rashid technically got a pretty big nerf-- or should i say correction. They deleted his flip move (f+kk) to be less evasive. Now it can no longer be used in drc phase through and bait out a defender's DP OS. It also cant be used in offensive OS pressure strings to evade drive reversal. At lower levels this doesnt really matter but at higher level it's pretty noticeable. Blanka can still evade DP OS with his hops unfortunately. Still very strong but quite a noticeable nerf combine with getting no Oki/free level 2 activation off OD mixer.
broski would never acknowledge a rashid nerf. hes got some pretty hardcore bias against him I've noticed lol
Rashid not being able to pressure after ex dp anymore is a little tough since his anti air and neutral are already pretty mid but level 2 is still god
Man stop Lmao
As a Gief main, I never was able to get the jump cancel spd so I didn't gave a sh- about the change haha, but I think if someone trained hard to do it consistantly it digged a big hole in their defense patern.
Thanks for the videos as always !
Us Lily players, we dont exist 😔🥺😭
Marisa's changes were pretty good for a low tier. See Shuto's latest videos for reference. As a Marisa main, I'm in love with the new anti air combos with cHP and using charged sHP in neutral (more range and faster).
i've been saying that jamie's change to his drink mechanic was huge since day 1 and no believed me
1. great video haven't watched it yet.
2. i might be the only one who's insane enough to be bothered by the fact that broski's mic is noise cancelling or rather, dips out when it doesn't sense something above the noise floor. meaning that it's complete silence and then BOOM broski's voice AND noise when he speaks. this is no on'es fault. i just hate it.
I just noticed now that you pointed and yeah... it's weird
Elena waiting room
Yeah Jamie drinks giving back drive gauge has been the bees fucking knees, in tandem with the grab drink buff for a previous update. Jamie feels like a proper mid/high tier character now, which is good considering hes the other cover character.
Jamie giving up Okie for Drinks and Drive meter is a good buff for him.
Wish Ryu could hold a direction on EX tatsu to choose the side the opponent goes to, similar to Zangief's level 2.
Would allow him better side switch combos.
This is the kind of greed they talk about in the bible
@@destroybuster Ryu doesnt have corner carry like ken , give him something bro
Akuma didnt get nerfed to hard lol. As a main i must agree. As said his FB *feels* even better now because people feel compelled to challenge it and it and you can just do it a little further away..
As a Rashid main and therefore downplayer, I think the nerf to OD Spinning mixer is actually significant, I don't think many people realize he used to get some ridicolous oki off of it, just by guessing right on wakeup. Even though his Lvl 2 was untouched, I noticed a sensible change in my winrate post patch, I think I lost about ~80 MR since then.
Honestly, I would have preferred having Lvl 2 nerfed but him buffed in other areas to make him less "spikey"
As a Jamie main, I feel fine saying that I won games after the buffs that I wouldn't have won without the buffs. Free drive meter is amazing and the jump HK buff is great!
Just some of my own musings:
-I kind of think what you said about Marissa applies to Jamie. Getting a bit of drive gauge is not fixing his core problem of having to trade off oki/pressure. He already did snowball rounds pretty well if he was given his ideal combo routing. The extra drive gauge definitely is nice, but it's not helping his neutral. Not saying it doesn't feel good when you're bending of drive gauge works out and you also get your drink which gives you some drive gauge back.
-I also play Kim and it's been fun watching people pick her up. I've seen some salty comments about setups that have existed this whole time. They just gave her some stuff that finally lets her play SF6. I still think her defense is terrible. I like changes like this though because it turns out just having a feel-good button is enough to make a whole character feel good. I want more changes that just do this: let them play SF6. The Ed changes kind of feel like the opposite of this because his lights feel so awful that he barely gets to interact.
-Really hope they come up with creative ways to tweak the system. It really makes the characters feel like theirs gaps between them and not in a flattering way.
Ed nerfs got me sad
I'm definitely committed to the Terry struggle, and the buffs definitely help a bit. Still kinda sucks to fight Akumer, Bipson, and Rashid as Terry, but the extra pressure tools are very welcome, and I am fully invested. Overall, I think this was a damn good mid-season patch, and with the exception of the completely untouched Rashid, I think these were mostly good changes.
Im mostly a Ryu and Jamie casual so I've been happy af with this patch
Why are people scared to say it. Ryu is extremely strong. He has some brainless tech and great damage. Kinda feels like Bison with an invincible reversal.
14:58 Not a secret conspiracy, just the government of Saudi Arabia made a huge investment in Capcom years ago and this was the payoff. Keep in mind the Crown Prince of Saudi Arabia, MBS, is a huge fighting game fan. They also brought into Bandai Namco and he formerly personally owned SNK for a time.
Pretty good list. New Kim is nuts, Akuma is still Akuma and at least they didn't "nerf him by buffing other unused parts of his kit" like SFV. Ed has an Amber Alert for him. Rashid had the wrong super nerfed.
Thanks 🎉
15:19 GET OUT!!!
Ed was carried by crouch light kick and his hard to whiff punish moves, nerfing those aspects of the character would’ve been more than enough, but for whatever reason the list of nerfs just kept coming. The back step is just a hilariously bad change, and making od blitz minus 4 is just petty to me. Now all versions of blitz are punishable, even tho in the tutorial they say that if you spend meter you’ll be safe. These nerfs felt like they were being held at gunpoint by the Japanese leshar haters and just kept wanting more
Yeah the whiff nerfs make perfect sense since he's like a neutral god, but hurting the gameplay intent of his moves is just dumb
OD blitz being punishable is especially painful given OD crusher is still safe
Me when I downplay
Spotted the Ed main 😂
As an Ed main I don’t really agree, spamming OD blitz for free was kind of stupid when you could get 5k and huge corner carry off it for essentially no risk and minimal resources spent. Only nerf I found to be overkill was KRB as it fundamentally changes his neutral game.
If you're already an amazing Gief player then the jump-cancel doesn't matter that much, but for people still developing their Gief it's kinda sad we had a cool niche tool taken away. Kinda similar to the recent Potemkin changes to a much lesser degree.
Next stop, 100K subs.
combo improvements matter when a character has a competent kit but their return on hit is miserable so they get out-risk/rewarded in neutral. if your character is pretty well rounded but needs 10 neutral wins and resources spent to win a round when most of the cast needs half of that, then getting better damage from your wins is a significant buff (assuming the improvements actually are significant).
by contrast, combo/damage nerfs are pretty noticeable and do affect the character; less damage = more opportunities for the opponent to guess right and turn things around
Sadly, Marisa really didn't need any more damage, and Bison really didn't lose enough.
@@destroybuster oh i was saying in general, not that they were effective changes to any specific character this patch. If i was thinking of anyone it was dhalsim but I don't know how much the buffs help
Milk away 😏
50k! 🎉🎉🎉
I'm not an Ed player or much of a fan, but he needs that kill rush back dash back. It's pointless now.
I recently went back to Honder because Hikaru makes him look fun again. It's very hard to win with him, but I'm still trying.
As a Marisa player, i agree, greaaaaaat buffs but the holes in her gameplan are still there. I've adapted and i will still die. Or they will LOL
Quick question about Jamie, does the drink cancel out drive gauge cool downs when it increases?
Ed kill rush nerf was unnecessary. Originally when the character was released he wasnt considered strong smdh
That Nerf was completely unnecessary
that's a pretty nonsensical point to make. Originally not being considered strong on release ≠ being weak or not top. It jus means not many ppl learned he was S tier yet.
However I do think the kill rush nerf was a bit over nerfing, but now i dont think so, cause i saw a bunch of new Ed footage from Fuudo and he's still abusing it 60% of the rounds, same way he did before the nerf, and so far from his footage alone it's still really effective and not getting him punished. But I'm no Ed player but based on what I'm seeing it looks like the nerf really didnt do much and 2 was probably necessary to balance him out more if it's still this strong post patch.
@@Hollowdarling making a statement about it being the same and following it up with I'm no ed player is also nonsensical
I agree with the kill rush nerf wasn't necessary, but your supporting argument is straight garbage. He wasn't considered strong simply because it took time for people to discover and acclimate to his strong tools. He was undoubtedly Top 5 in the patch before this and needed nerfs, just not the kill rush one.
@@hteety lol didn't know I had to go into heavy detail on a yt comment to support my argument. Nerfing Ed's 2lk is silly as his jabs have poor range and would often not be able to link into something else on CH
Kill rush wasn't even on anybodys list of things to nerf when it came to ed, all they needed to do was the changes they made to his mk buttons as they were very strong, spammable and hard to punish. They had already nerfed his meter gain during his level 2
I've gotten ed to masters 1700mr, he's not my main and placed top 500 at evo this year if that matters
“Akoomer”
as a jamie player (and chronic character upplayer) he's top 1 now
Hello me in the past.
50k swubcribers ggs
Every time I see Eds broken character tutorial, I fuxking ROFL. 😂😂😂. Crapcom strikes again.
Honder!
As a Rashid the oki off of od mixer feels worse but he's still mostly the same. I feel like the luke matchup got worse because im never comfortable anti airing without using od mixer because H mixer often trades with his jump ins unless you're extremely early. There's a new mindgame that happens with od mixer oki because if they back tech, your oki is worse and they practically go back to neutral BUT if you predict they are gonna back tech you can get away with using lvl 2 against most of the cast.
I think Chun can cook in this patch because Bison and Cammy were nerfed, and those were some pretty weird matchups for her
Also, her sweep is quite short, so with some of the strong sweeps getting nerfed, she can punish some of them with 2MK or Ex lightning legs for pretty good damage
Looking at the actual numbers, Akumas back walk is only like 3% slower than it used to be
2 of those tiers are really just unnecessary other than to expose 2 characters. Blanka should just be in Manon’s row and Rashid should just be in Ken’s row.
my walmart checkout bagger has a youtube channel?????
16:55 lolololol
So really the balance patch changed none of the top 5 Rashid, Ken, Akuma, Bison and I think Cammy will still be there too. All they did was normalize her defensive options but she's still very strong. Her OD Spike will now give her Oki options, especially in the corner and that may end up being a buff for her.
Capcom keeps doing my boi blanka dirty. Slight buff on wild nail. Cmon man! Not very Uwo Uwo
Same time he puts this out Punk shows himself winning 5 perfects against Aki
mf really said "frametrup" 💀
what does the ed meme at the beguining mean?
Roughly translates to:
"If EX BLITZ is -4 and cr.LP is ASS then the ED player will have to look for a job at BURGER KING or MCDONALDS
@destroybuster lol what who said that
Im still playin my boy ed cuz hes the most flashy character,him and jamie are the cooler ones imo
as a ryu main i'm way more bummed about bipson, akuma, rashido and gief getting away scot-free than I am happy about the buffs. cause ryu was already great! i switched back to him from ken at season 2 cause they made him so much nicer to play. i really didnt need all this extra stuff on top lmao. the safe donkey kick (and kim's slide) feels like it's from the same bin of glue that the team was huffing when they made gief's knee-hop unpunishable on block. some of the changes in the patches have been real smooth and great and some are just complete garbaggio
They gutted Bison's Devil's Reverse and his Bomb damage. He's gotten hit, not as bad as Ed but took some dents to his gameplay.
@@ramijackson3978 gutted is a pretty strong word m8.1600 on any special is still nuts, especially if the combo still goes on. but yea im being dramatic, scot-free isn't exactly accurate either xD
Gonna go into ranked casuals with my pocket Jamie. Uniquely the only rekka character (dumbed down rekkas lol, mash mash)
Rekkas in street fighter haven't been dumbed down in the slightest lmao. They've always been simple, Jamie's is actually really well designed
@ nah, rekkas used to be consequtive QCF inputs. Now its just forward and mash punch or kick. Watch some top level JP players with Fei Long in USF4.
@ in fact a lot has been dumbed down since SF5. Air normal variety gone, much less command normals, no more kara mechanics, a lot less true links (non-counter).
The last execution heavy SF game was USF4. Ironic since it was made by the same guy who dumbed things down in SF5. I will say that SF6 hits a sweet spot, which is cool
E/ Ono-San of Capcom
@workoutfanatic7873 the input being very slightly simpler doesnt reall mean anything. its still 100% consistent even with the slightly harder input. The way its used has a much better thought out system of risk/reward.
@workoutfanatic7873 "game was better/harder cuz 1 frame links" is a glue eater take. Especially regarding 6 where theres so many avenues for deciding what combo is best depending on like 5 separate variables, as well as having difficult, unbufferable combo routes that people entirely complained about 5 lacking. Reducing the links you get off lights isnt even done to simplify combos, its do reduce reward off low commital buttons.
The Bison changes are good except the nerfs to Shadow Rise/Devil's Reverse. This is a character without any reversal, and they just gutted one of his few special moves. It's an ugly change.
His od scissors nerf made his non-mine damage combo more fair, albeit a bit underwhelming as it’ll only do 2k-2.6k. But his game is more around planting mine and then mixing their shit. So I’m cool with it. He’s still strong and his ability to free form combos after mine activation and pressuring opponents drive gauge is still solid.
This just in, Aki player says Akuma didn't get nerfed.
Ryu buffs are a bit overrated. They are good, but they are nowhere near as game changing as Kimberly's.
> OD Hasho as optimal DP punisher is good, but optimal only when you have 5/5+ Drive Gauge bars or you're close to the corner and want to spend 2 bars.
> Its cool to have optional 6HK -> normal Tatsu, but its not that big of a deal
> Heavy Donkey Kick finally can find some uses now, but it still can be easily parried on pure reaction, or perfect parried/DI'ed on soft read. Its also vulnerable to forward jumps, neutral jumps and can be whip punished.
There is 1 really strong buff thou, its his 5HP combo'ing on counter hit into Heavy Donkey Kick. This makes his corner pressure insane, not just up close, but also just outside of cr. MK range. Especially if you trained your 5HP hit confirms. That combined with him getting some of his tools refined... hmm...
.
.
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Ok, maybe he is that good now, but Kimberly is real character now and that just feels wrong.
Also Denjin Charge still needs fix. Patch notes had said, that they wanted to strengthen his mid range, yet Denjin Charge still locks away his strongest midrange poke (Heavy Hadouken). + Buffs to OD Hasho made his OD Denjin Hasho even more obselete.
For someone who have spent over 700 hours in training mode with Ryu, I dont care about "overall" Buffs or Nerfs. I just want for Capcom to clean up his core design problems and only then, maybe beef up his more obselete neutral tools. The stronger he gets, it seems less likely, that they will finish their work on Denjin Charge problems, as it would heavily shake up his "Tier" placement -> most likely force a bunch of early, ugly nerfs.
I use modern chun, it’s great
Shouldn't "Was strong and got buffed a little" be above "Was strong but wasn't nerfed"?
Woo
Marisa: "Same gameplan, same tools. They are just a little bit better now"
Jamie plays the same but getting 1/4th of drive by giving up oki is huge...
Note: I just found it funny.
Cammy main here and I got to master with her after the patch, must be a buff not a nerf cause I am a scrub 😂
Yea Marisa is doing the same thing and she is still playing a game that the majority of the cast is playing a different one.
i dont really get the od blitz copypasta spam, is it just like another oh hasubando thing? It just says the ed players will work at mcdonalds and burger king because his od blitz is -4 and his cr lp is ass in like meme japanese.
ur too funny
I swear when people hear “nerf” they catastrophize themselves into oblivion 😂 I played”nerfed” Ed last night and had a 10 win streak. Bruh he’s the same unless you’re fighting someone who has godlike whiff punishes you’re not hurting.
Agree with most of it, except for Goukis change to his walk speed. I think it was a pretty fucking dumb nerf.
I'm only playing him as a placeholder until Mai comes out (I have been playing random shit since Dee Jay got erased form the game in season 2), but not being able to shimmy after DR LP is fucking HUGE, removing almost all threat, and forcing to go for a delay button to beat the throw tech, limiting your options.
The H demon flip is a thing, but is not the end of the world. While it is annoying to not be able to side switch anymore with it, I understand the side switch AND the plus frames may have been a little much.
Also congrats regarding 50K man 🍻🍻🍻🍻!
Ryu and Akuma are stronger than Ken, who’s basically a stance character, with no true command or normal overhead. Nerfed this throw loop S1.5 and nerfs to his offensive pressure after Lvl1 and OD SRK. Step kick is no longer safe as a poke, maybe reserve only for combo enders into CA.