the amount of thought the devs put into the game balance is kinda insane. like, i believed them when they said they learned a lot from street fighter V but i didnt realize itd be so apparent.
The game system balance is perfect. Every decision made was well thought and I can't think of something better. Character balance though it can be worked on next.
I really enjoyed the last 2 tips. I had no idea SF5 had that juggle state too after some moves, and I really enjoy how the game lets you steal back your turn with a tap parry, makes exchanges on the ground more interesting for me.
I appreciate these type of tips. Currently diamond 2 trying to get to master with Ryu. Would love to see more videos like this because sometimes I’m not really sure on how to go about improving and taking my game to the next level.
In the sea of shit content teaching you basics over and over again your channel is fucking god like. Any dive deeps like this are greatly appreciated and eye opening for intermediate players. Keep them comming!
exactly! clicked on this vid on a whim expecting banal garbage I'd shut off after about a minute. very surprised that this dood is practically handing us the yakumo.
These are amazing tips and the game-specific stuff I was looking for, thanks for putting it out there. Having strong fundamentals is all well and good, but the game gives you so many ways to shoot yourself in the foot that would not come up in other fighters, so this info is golden.
@@ThatBoiDinky actually not, the H version is quicker than the light version, but has less range, after a PP I always go to H one, they all does the same damage and have 2 frames active, but the startup is 10, 8, 5 for L, M, H respectively :)
Thank you for the interesting stuff! I had an idea of most of the things, but you fleshed them out. BUT FORCED KNOCKDOWN IS SUCH A GAMECHANGER HOLY SHIT
i feel like i just learned enough for this guide- keeping burnout going and forced knockdowns are something i haven’t considered. great guide- thanks and have a sub!
Dude THANK YOU FOR POINTING OUT THE PERFECT PERRY SCALING THING! I see people all the time on rank that will spend so much meter on a perfect period punish that does no damage.
I know this video is a couple of weeks old and people are continuing to level up this stuff but this is still one of the best SF6 tips videos on RUclips. This is the future, some of it including, as you pointed out, even at the highest levels
will put your tips in notepad like this use most punish counter more perfect parry - damage - drive gauge - punish counter sweep - back throw maximizing burnout force knock down - max damage turns - steal turns
Taking this information in has done so much for me because i now see the game differently. Great tips thank you. Its so smart to wait out the DI and take advantage of the burnout state
This was an awesome vid. Thanks for the help, Broski! Aside from screen positioning, corner carry and oki, Perfect Parry is also an excellent opportunity for resource building characters to get their win conditions.
Super helpful tips for intermediates. The last point about turn taking is why I like this game. Defense is very active. It feels like Tekken 7 without sidesteps.
i'm a tekken player and this is the first street fighter I feel like I understand deeply. it's an easier transition from tekken and I think it has a lot to do with the presence of mind you have to have on defense and a lot of moves leave you negative so you have to negotiate neutral in a similar way. anti airs and resource management still bug me tho.
Great tips! I knew them all except number 4… but I still suck. One thing I’d say as well… is that at intermediate play, ESPECIALLY against people that like to spam this is… is to always hit your opponent with a really hard hitting punish if you read their DI and counter DI them. this can put the fear of god into people for using DI in stupid ways. They must know that if they use it wrong that they are taking a minimum of 35% damage and if you have it I’d say to do 50% if you can as that’s one of your best starters. Also another tip I didn’t see here: Entire moves, not just the first hit, have the counter/punish counter frames… so look for non traditional starters for PC… as an example Dee Jay can use his H sobat as a combo starter from punish counter.. this opens up new avenues of strategy and damage ability.
Fantastic video, learned a lot as a diamond player. I'd quickly add to tip 2 that it can be a good opportunity to get a character-specific resource. For example, Jamie's PC sHK x drink gets you 2 drinks!
I like how he goes "Drives me nuts" 😂 It's much relatable. Awesome tips as always, my man really has a way with explaining things. I might start calling you Prof Broski. Best of luck for the upcoming CPT. 👍
im still nowhere near this level of play but i think incorporating things like not racing to end burnout on my opponent is very achievable even for a baddie like myself. i appreciate you taking the time to explain this. thank you!
The last tip is the reason there's more negative normals in the first place. Classic Third Strike situation. I knew they would design the game like this the moment they showed off parry
I've recently hit plat and all of these tips will be of inmense help. I respect your commitment to helping people improve. As ryu i really struggle to keep my opponents in the corner and doing threatening things. At the range JP is standing in the video i feel it's very hard to anti air quickly with cr.HP as ryu. Specially characters like Manon and Jamie for some reason.
1) It's important to be aware that some characters don't have a natural combo into Drive Impact from heavies, so your perfect parry punish might just be something like 5HP (punish counter) xx DI. 2) Another notable thing about Burnout is that if you make your opponent block normals, it helps replenish their Drive gauge more quickly (without the benefit of doing chip damage, like special moves). So you don't just want to walk forward and spam normal blockstrings like you're playing SFV
Regarding 2, I don't think he meant that you should spam blockstrings non-stop. I think he meant more like taking maximum advantage of the long burnout state BEFORE you actually look for the DI stun, because a lot of players will immediately look for the DI when they get someone in burnout, without getting the most out of the situation. Then again, I'm not sure how often it is that you get someone in burnout state while they still have 70%+ health. I think it mostly happens below 50%, so if you got the combos and supers and are able to finish them off in a stun, then why wait.
Those are some great tips, especially the damage optimization ones since I play marisa. Plus that last one is gonna make blocked gladius/kick a lot scarier. Definitely gotta hit the lab now
Great stuff, and I’m in that high plat range that you are describing and this is exactly what I needed. Also if you can make a video on the strong hard knockdown oki/set play I would also love that
You're smart. 👊 Meter management is a thing in this game. Don't go for burnouts unless you have to. Meter burning on perfect parries is horrible unless it is worth.
Ive been playing games all my life and this is the hardest game ive ever played its not even close My mind is blown everytime i watch a high level player my Don't think i will wver get my head around all the mechanics
Are you in Diamond now? I know people think only Masters are good, but of people that play regulary only 10% will make Diamond! In my opinion anything Platinum 3 and up means you are way above the average player. So many people are permanently stuck in Plat 1!
@@todayilearnedsomething8105 Yeah im Diamond1 but i'm on asian servers and I think the level is slightly lower over here so it might not be that good. I think the level would change overall in MASTERS but, I was being pressured by rookies on the NA servers when I was plat1, (tho it might have been trolls), that would never happen in Japan
Man, it sounds really cool to think about the game at this level, but I am definitely a beginner and I'm just out here trying to not get killed by a single drive rush or drive impact from my opponent
@@malacara1335 Which sweep is this? The only one that I can remember at the top of my head that doesn't HKD on regular hit is DJ's 2MK. Which sort of makes sense since it's not a HK sweep like the rest.
Nice vid man. Definitely was onto utilising that exhaust state longer, just for chip damage alone. I really need to learn how to slip into these juggles. That's the key. Also about that lv1 projectile punish. I think Marisa's armoured lvl1 will win to it? Or at least go through. I haven't tested it but I see JP still being able to block and then punish the super from that.
You left the most important one out of it, how to deal with burnout, and if the tip is don't get into burnout state I won't hear it, because it would be extremely arrogant of a player to assume that he will never get into burnout state
Well the tip is never put yourself into burnout unless you have a lot of life or are going to kill. Spend meter more consciously, don't spam ex moves (fireballs esp) for no reason. You only lose like 2.5 bars max if they punish with DI and lvl3, and some characters do punish your meter like Honda and Blanka. Learn how to not waste meter and how to not have it taken away from you on defense as much.
the amount of thought the devs put into the game balance is kinda insane. like, i believed them when they said they learned a lot from street fighter V but i didnt realize itd be so apparent.
At first I was sad and thought that zangief is unplayable but now he is great and could beat any character
And then they made Manon's medals...
The game system balance is perfect. Every decision made was well thought and I can't think of something better. Character balance though it can be worked on next.
@@Zwyrx_Hgqfyggzskill issue
@@Zwyrx_Hgqfyggzstop crying and learn the MU
I really enjoyed the last 2 tips. I had no idea SF5 had that juggle state too after some moves, and I really enjoy how the game lets you steal back your turn with a tap parry, makes exchanges on the ground more interesting for me.
I appreciate these type of tips. Currently diamond 2 trying to get to master with Ryu. Would love to see more videos like this because sometimes I’m not really sure on how to go about improving and taking my game to the next level.
In the sea of shit content teaching you basics over and over again your channel is fucking god like. Any dive deeps like this are greatly appreciated and eye opening for intermediate players. Keep them comming!
exactly! clicked on this vid on a whim expecting banal garbage I'd shut off after about a minute. very surprised that this dood is practically handing us the yakumo.
This is an outstanding video that fills a specific but underrepresented niche. Great work.
These are amazing tips and the game-specific stuff I was looking for, thanks for putting it out there. Having strong fundamentals is all well and good, but the game gives you so many ways to shoot yourself in the foot that would not come up in other fighters, so this info is golden.
Great info.
With Manon I use perfect parry to get a guaranteed medal level using no drive gauge
yes!
Which (L/M/H) version do you use because I find that mine whiffs after a perfect parry
@Liliphant_ when it doubt, EX it out. Light usually is the better option since it has the range and I think speed
@@ThatBoiDinky actually not, the H version is quicker than the light version, but has less range, after a PP I always go to H one, they all does the same damage and have 2 frames active, but the startup is 10, 8, 5 for L, M, H respectively :)
Thank you for the interesting stuff! I had an idea of most of the things, but you fleshed them out. BUT FORCED KNOCKDOWN IS SUCH A GAMECHANGER HOLY SHIT
i feel like i just learned enough for this guide- keeping burnout going and forced knockdowns are something i haven’t considered. great guide- thanks and have a sub!
This is great stuff!
This video taught me one thing... I am not an intermediate player as I thought, apparently plat is still beginner
I think another good option after perfect parry is a combo that charges up your character's resource, like juri getting a fuha stock
Dude THANK YOU FOR POINTING OUT THE PERFECT PERRY SCALING THING! I see people all the time on rank that will spend so much meter on a perfect period punish that does no damage.
I know this video is a couple of weeks old and people are continuing to level up this stuff but this is still one of the best SF6 tips videos on RUclips. This is the future, some of it including, as you pointed out, even at the highest levels
will put your tips in notepad like this
use most punish counter
more perfect parry
- damage
- drive gauge
- punish counter sweep
- back throw
maximizing burnout
force knock down
- max damage
turns
- steal turns
Oh man, I had no idea perfect parry had damage scaling. This was really helpful, thanks!
Awesome guide! I still suck, but I’ll try to implement some of these tactics. This game is a lot to learn, but so much fun!
Taking this information in has done so much for me because i now see the game differently. Great tips thank you. Its so smart to wait out the DI and take advantage of the burnout state
This was an awesome vid. Thanks for the help, Broski!
Aside from screen positioning, corner carry and oki, Perfect Parry is also an excellent opportunity for resource building characters to get their win conditions.
Really good advice, hope to see more of this type of tips 🔥
I enjoy listening to other analytical minds and you’ve got to be one of the most insightful in this game. Thanks for the tips!
Sick vid, definitely need to incorporate the parry stuff when I play
Same, I need to parry and drive rush a lot more
The thumbnail:
Take my advice! TAKE ALL OF IT!
“Turns arent linear in sf6”. That’s true af, and also why sf6 is so fun and cool.
I really like the last tip, cause I've been wanting to have some knowledge on adding parry to my gameplay
Best SF6 vid out right now. Thank you sir Broski
Us: Please, Broski, just the tip
Broski:
Well thank you Broski for the tips! I have so much to learn and improve on and you gave me the keys to do so!
Exactly what i needed, everything aside from tip 1 was very helpful to me. Thank you broski
Super helpful tips for intermediates. The last point about turn taking is why I like this game. Defense is very active. It feels like Tekken 7 without sidesteps.
i'm a tekken player and this is the first street fighter I feel like I understand deeply. it's an easier transition from tekken and I think it has a lot to do with the presence of mind you have to have on defense and a lot of moves leave you negative so you have to negotiate neutral in a similar way. anti airs and resource management still bug me tho.
I love how the last tip is straight up how SF3 is played
Finally tips that aren't: anti-air and learn your controls.
This is such a great video. I haven't seen these tips anywhere and ur understanding of strategy is of a really high level.
Please do more!
Great tips! I knew them all except number 4… but I still suck. One thing I’d say as well… is that at intermediate play, ESPECIALLY against people that like to spam this is… is to always hit your opponent with a really hard hitting punish if you read their DI and counter DI them. this can put the fear of god into people for using DI in stupid ways. They must know that if they use it wrong that they are taking a minimum of 35% damage and if you have it I’d say to do 50% if you can as that’s one of your best starters.
Also another tip I didn’t see here:
Entire moves, not just the first hit, have the counter/punish counter frames… so look for non traditional starters for PC… as an example Dee Jay can use his H sobat as a combo starter from punish counter.. this opens up new avenues of strategy and damage ability.
These are gems, subbed my man
Fantastic video, learned a lot as a diamond player. I'd quickly add to tip 2 that it can be a good opportunity to get a character-specific resource. For example, Jamie's PC sHK x drink gets you 2 drinks!
I was literally looking for intermediate content last night and surprised that every tips video is for beginners thank you 🥺
This tips are great! Didnt think about pp after negative moves like that
I like how he goes "Drives me nuts" 😂 It's much relatable.
Awesome tips as always, my man really has a way with explaining things. I might start calling you Prof Broski.
Best of luck for the upcoming CPT. 👍
These were extremely useful and unexpected. Learned a lot! Subbing
Thanks for the tips yo! these were awesome tips, seeing where i csn improve my game. Hope you can do some more in the future.
Great tips! I will be implementing these.
Very good info. Please keep them coming!
im still nowhere near this level of play but i think incorporating things like not racing to end burnout on my opponent is very achievable even for a baddie like myself. i appreciate you taking the time to explain this. thank you!
Thanks for the video broski!
The last tip is the reason there's more negative normals in the first place. Classic Third Strike situation. I knew they would design the game like this the moment they showed off parry
As always super helpful easily digestible video broski loving all of your sf6 content 👊
I've recently hit plat and all of these tips will be of inmense help. I respect your commitment to helping people improve.
As ryu i really struggle to keep my opponents in the corner and doing threatening things. At the range JP is standing in the video i feel it's very hard to anti air quickly with cr.HP as ryu. Specially characters like Manon and Jamie for some reason.
Great tips! Thank you for sharing
1) It's important to be aware that some characters don't have a natural combo into Drive Impact from heavies, so your perfect parry punish might just be something like 5HP (punish counter) xx DI.
2) Another notable thing about Burnout is that if you make your opponent block normals, it helps replenish their Drive gauge more quickly (without the benefit of doing chip damage, like special moves). So you don't just want to walk forward and spam normal blockstrings like you're playing SFV
Regarding 2, I don't think he meant that you should spam blockstrings non-stop. I think he meant more like taking maximum advantage of the long burnout state BEFORE you actually look for the DI stun, because a lot of players will immediately look for the DI when they get someone in burnout, without getting the most out of the situation.
Then again, I'm not sure how often it is that you get someone in burnout state while they still have 70%+ health. I think it mostly happens below 50%, so if you got the combos and supers and are able to finish them off in a stun, then why wait.
Finally someone filling the void of content helping intermediate players. More, please!
This video is insanely good,thank u for this
thank you mr broski, i know i can always trust you
I'm here because of the thumbnail. I'll be back because of the content
Those are some great tips, especially the damage optimization ones since I play marisa. Plus that last one is gonna make blocked gladius/kick a lot scarier. Definitely gotta hit the lab now
Great stuff, and I’m in that high plat range that you are describing and this is exactly what I needed. Also if you can make a video on the strong hard knockdown oki/set play I would also love that
You're smart. 👊 Meter management is a thing in this game. Don't go for burnouts unless you have to. Meter burning on perfect parries is horrible unless it is worth.
Fantastic tips. Thank you
Amazing video!
thank you broski!
Nice tips! Thanks!
Ive been playing games all my life and this is the hardest game ive ever played its not even close
My mind is blown everytime i watch a high level player my
Don't think i will wver get my head around all the mechanics
I just got this game two days ago and I'm starting to realize this game is a lab monster's paradise oh my god
Subbed. great work
tip 3 when the opponent is modern Luke mashing lvl 1
This is amazing, too advanced for me but I’ll save it for when I get better
Great video! I feel like an idiot now for doing a lot of these but hopefully now I can claw my way out of platinum
Are you in Diamond now? I know people think only Masters are good, but of people that play regulary only 10% will make Diamond! In my opinion anything Platinum 3 and up means you are way above the average player.
So many people are permanently stuck in Plat 1!
@@todayilearnedsomething8105 Yeah im Diamond1 but i'm on asian servers and I think the level is slightly lower over here so it might not be that good. I think the level would change overall in MASTERS but, I was being pressured by rookies on the NA servers when I was plat1, (tho it might have been trolls), that would never happen in Japan
Very nice video!
Thanks for the tips! I definitely need to use parry more. I lose my turn in that last tip way too much. Gotta shake the street fighter 4 mentality.
Man, it sounds really cool to think about the game at this level, but I am definitely a beginner and I'm just out here trying to not get killed by a single drive rush or drive impact from my opponent
This is great!
Thanks man. Subbed
Quality thumbnail 👊😂
I just hit that sub button so hard, fam. Thank you!
10:00 when the except the fireball is com- *gets supered*
Nice vid!
that's really good, thanks
That last tip is beating my ass in 6. I genuinely never know when it's my turn lol
Good advice
it’s Broski
And it's me Oto!
Great video
Thanks for the tips!!
Amazing video thanks mate...
the last couple of ones are huge for my Marisa
good vid!
Man this video is too good
@ 5:15 Sweeps always do HKD btw. Punish Counter just adds extra KDA (knockdown advantage) for better Oki setups like the JP example you showed.
Nope, you can roll away after a non PC Sweep.
@@malacara1335 Which sweep is this? The only one that I can remember at the top of my head that doesn't HKD on regular hit is DJ's 2MK. Which sort of makes sense since it's not a HK sweep like the rest.
Nice vid man. Definitely was onto utilising that exhaust state longer, just for chip damage alone.
I really need to learn how to slip into these juggles. That's the key.
Also about that lv1 projectile punish. I think Marisa's armoured lvl1 will win to it? Or at least go through. I haven't tested it but I see JP still being able to block and then punish the super from that.
You left the most important one out of it, how to deal with burnout, and if the tip is don't get into burnout state I won't hear it, because it would be extremely arrogant of a player to assume that he will never get into burnout state
Well the tip is never put yourself into burnout unless you have a lot of life or are going to kill. Spend meter more consciously, don't spam ex moves (fireballs esp) for no reason. You only lose like 2.5 bars max if they punish with DI and lvl3, and some characters do punish your meter like Honda and Blanka. Learn how to not waste meter and how to not have it taken away from you on defense as much.
And parry more on the characters that take more of your meter on block or in the neutral like Honda Blanka and sim.
Man I gotta start using parry more. I almost always forget that button exists and pretty much only use it for drive rushing
I rarely comment but I'm really loving your SF videos. Keep up the great work!
My dude, I can't even pull off SRKs consistently, lmao.
Stuff like this is super helpful🫡
Ok, this was useful
Very useful thanks
Broski is the only JP player i like
Brian F
Kakeru
I like none of them
But i only play Jp because he looks cool and has amazing combos ._.
Automatically subbed on the strength of ya comment.
This guy looks like he mains JP
My next level tip
Get good kid
thanks