There is one thing I'll give Lily's level 2 that you didn't mention. It's a fully invincible super you can do in the air. It's such a huge gamble of both resources and health that you should almost never do it, but jumping in and going right into level 2 can catch basically every anti-air in the game except Gief's level 1.
@budgetcommander4849 I have a clip of it working and it felt soooooooooo good. I was burnt out, in chip health range, at the most obvious jump distance versus a Ryu. It was amazing
Great video! A few minor things you missed: A.K.I.’s lvl 3 does slightly more damage on a poisoned opponent, Dee Jay’s lvl 1 can cause a wall bounce on an airborne opponent on punish counter, Jamie’s lvl 3 has unique damage values for each drink level, and Ken’s lvl 2 has no invincibility.
You’re right on everything but Kens level 2 does have invincibility. Just….one single frame post super freeze so it basically doesn’t have invincibility LOL
@@watchmesquatch Sorry if I came across that way. That was not my intention. I actually main Ryu, Zangief, and Juri. I just assumed Ken's lvl 2 had no invincibility because when I labbed it, it lost to meaty strike, throw, and fireball. Sorry for the error.
It's not that Jamie's level 3 has unique damage values more that Jamie has different damage numbers overall depending on drink level, no? He starts at 0.9x scaling and gains +0.05x for every drink level, so at level 4 he has 1.1x scaling and at level 2 he has 1.0x scaling.
I didn't realize how old this video is until getting to like 37:30 hearing Jamie level 2 downplay. I was expecting Ed's level 2 to possibly be the most broken from something that was said I believe when talking Blanka's level 2. Either way, something I think worth adding (even though 9 months late) is that Jamie level 1 was imo being slept on a bit too much. It's 1890 damage at 0 drinks, which is 90% scaling. From my understanding it actually has pretty damn good damage, and in my experience watching high level Jamie, it's used pretty often to close out a round. For his level 2, I don't know when patches hit so I imagine this is BEFORE the patch, but I know nowadays his level 2 is seen as pretty great. I believe now it doesn't reset you to 0 (or 1 I forget) drinks, it has some specific properties with frames that it ends up as like a combo extension or something along those lines? Point is there's a few things nowadays that make it actually pretty useful when in the right situation.
Something to mention on Aki's level 1, I don't think the poison damage scales during combos, so if you're using it as a kill combo, it does more damage while the enemy is poisoned. A 2000 damage super at 30% scaling will deal 600 damage, Aki's will deal 540 without poison, but with poison it's 540 + 160 ~ (the duration of her level 1, roughly), = 700
Yeah, doing lowered damage while giving poison and letting poison tick makes perfect sense. I became immediately skeptical of his entire tier list when he started with that misevaluation.
Managed to get Chun Li to master and can tell that I inputed level 3 just a couple of times, it seems to be more efficient to mix up your opponent unless level 3 will kill for sure. Even if it's 5% I usually go for level 2 and just safe jump them, there is no risk in it at all.
Kimberlys Level 1 is so slow that it can't punish meaty jabs. If your opponent tries meaty jab on your wakeup, they can literally recover and block in time for when the super hits. On top of forcing you to spend the can, which sucks. And remember this is on one of the few characters without an invincible reversal, so this is ESPECAILLY relevent for her.
It also straight up whiffs against some meaties like ken dragonlash. It's still a reversal which is more than some characters can say, but its definitely the worst of them.
Gief's LvL 1 is top tier, for me. People complain about its consistency but not only has it never been a problem for me, I can also always tell when watching someone else play when it's gonna hit and when it's gonna miss. It's not inconsistent, it just needs precision in timing and angle. And it's also a decent psychological warfare tool.
Thanks for the cool video Broski. I want to add my 2 cents on some supers : -Ken's lvl1 is pretty good and the side switch is not an issue on offense, because as you said during the combo Ken can switch you earlier anyway. On defense/burnout it's amazing + the inputs are quarter circles back. Which makes it even better on defense. You buffer it while blocking. Plus Ken has a dp, so using a lvl1 usually means you're cornered a/burnt out. I know all of these are Ken avantages rather than the super. But Ken is the character having that super so we can't judge it in a vaccum. -Juri's lvl1 gives oki middle screen after double dash, which is sick and can be comboes after heavy charge. So it's pretty good also -Jamie's lvl3 options are never really worth it compared to straight damage. A consistent damaging super as a lvl3 would have been better than the gimmicks. You thow a lvl3 to kill. Would have been ok as a lvl2, but not having the option to kill an opponent when needed is terrible
@@ricniclas Yep, one of the rare niche okay-ish usages: when your opponent has precisely less than 2 bars and a half and you have more than 2 or 3 (depending if you're in the corner or not for DR oki). Still a terrible super tho 😂 But yeah that's one niche usage
Jamie main here (plat 1), I just generally agree with your takes on his Supers, just wanted to say that I personally like his SA3 since I can follow it up with a guaranteed OD Swagger Step, which in turn leads to a guaranteed 2 drinks, and at least at my level I always try to get as many drinks as I can unless if victory is one or two combos away. Overall though, loved the video! I love listening to your in-depth analyses, keep it up!
Dee Jay's level 1 as a punish counter doesn't do too much damage but can lead to some fun options. It can also cause wall bounce on very specific interactions e.g. countering ex Headbutt. It has to be a hard read to get the most off it
you can get meaty overhead lvl two setups with rashid as well if you optimize your lvl 2 combo you can get the broken safejump high/low/throw shit as well as
For luke's level 1, at least for the example you gave using it as a fireball punish, it still did 2000 damage after clashing a hit with deejay's projectile. As you pointed out with others, they lost damage after clashing with a projectile if I'm not mistaken
I prefer Manon's lvl 2 over her lvl 1 if we look at executing a super in response to an opponent's fireball. Sure, lvl 1 can trade and you can lvl 1 again afterward for a trade combo, but why not just lvl 2 in that case? Lvl 2 is projective invuln and her legs have a lot of reach so I feel safer just doing Manon lvl 2 when I see a fireball coming because I know I won't get hit by the projectile and there's a good chance I'll connect with the full damage of her lvl 2.
Also to add to this, even though Manon's level 2 does have a very bad habit of falling out, it's a very solid reversal super- It's one of the few supers that I'm aware of aside from Lily's level 2, or an install super that gives time to anti-air that beats neutral jump on Oki to bait out throws. I think hers and Lily's are the best anti-air supers in the game
I wish Gief had an option for his lvl 1 similar to guile, where it has an air version and a grounded version. The grounded version would be a simple command grab that has strike invincibility and lower damage, pretty much a standard lvl 1. Then doing the input and pressing heavy does the normal air grab, but it’s only air invincible, and make it connect normally
i wish aki level 1 had a toxic blossom effect where you could combo/reset if they were already poisoned. i think you possibly underrated juri level 2, its pretty amazing.
I do feel like geifs lvl 3 is in the bonkers tier, maybe cause i main him lol but still. Its soooo powerful and its really easy to combo into from diagonal forward down MP into OD lariat and then into lvl 3. It works for me at least
Ome element of reversal supers IMO that factors is can you jump them. If you neutral Jump Luke's level 1, it lasts so long you still get hit. You can neutral jump over Luke's level 2, but not Manon's.
I've always wondered why Jamie's level 4 state isn't as scary as you'd think it should be considering how much effort you have to put into getting it. I don't know why I never considered it until watching this video but I actually think his level 2 will never let him be a good character unless they rework it. If they buff him they have to buff either his end goal and make level 4 much more difficult to deal with which they can't do because then every Jamie would just round start lvl2 and bulldoze people in like every game. Or they buff his beginning state to where it's even less viable to waste time getting drinks but he still has to be worse than the rest of the cast to balance out. I like the super in concept and it fits thematically but I'm starting to think it's holding him back from being a character
I think Marisa’s lvl 3 is one of the best Supers. It can turn the table really quickly. There are multiple times that I am in 80% health and want to oki Marisa’s wake up. Then I get lvl3 reversal from Marisa, eat up my remaining 2 bars gauage and I am in the corner. If I am in burnout state without any super, I am dead for that round. If not, I get one more chance of guessing game which is heavily in Marisa’s favor 😢
AKI main. I love baiting cammy level 3 with fireball fullscreen. AKI's fireball is so slow that cammy's invincibility wears off and she just dives straight into the fireball.😂
Literally the only thing from my own knowledge that I think was missed unless I zoned out and didn't hear it, Manon's level 1 is kinda slow on startup, but it has good reach and the auto picking the correct side both still make it good, it just does have a drawback on it as well compared to average level 1s, but being slow enough to be safejabbed is quite common in this game unfortunately.
Weird lil note about Honda level 3, you get no oki on the regular version and a good meaty on the CA version, and it has a non cinematic hit that can be juggled into in the corner. You lose a lot of damage but it let's you get good oki off of non CA level 3
I really love Jamie's lvl3. Of course, as you mentioned, it can be a liability, but for the most part I think it's on par if not slightly better than most lvl3's. At the end of a long combo it kind of sucks, but it's not too bad since you almost always get some kind of decent oki, but as a raw lvl3 it can do like 5000 damage midscreen, even more in the corner and that at drink lvl0, plus you can go for a drink ender and in the corner get good oki. Granted, you go into burnout for max damage but still. And the setups in the corner are amazing, I can't count the amount of times I came back in a round with like a 70-80% damage combo into setup
Guile Level 2 is great, not just for burnout, but he has blockstrings to do massive drive damage, as well as powerful and dynamic ( IE potential to mixup) loop combos ( the damage imo usually isn't worth the effort if you just have level 3,but lvl 2 has optimal huge damage with specific meter levels) It's high skill / situational, in general the burnou chip / drive meter utility is the best asset. they block a back HK in the corner and you can do a cr.MP-Boom-backHP boom blocksting that takes off 3 drive bars. Obviously it's not very useful but whipping it out in neutral where they can just parry it, but even then, sometimes the long string can catch them trying to jump over it and end a round. Guile level 3 is good, but it's pretty slow, honestly kind of hard to anti-air walking back when he has faster options. You need to be really early with it/ oppenent really predictable with the jump. Same goes for his level 1 as an anti air. Guile level 1 is pretty bonkers, it can even punish blanka ball on block. I hope they don't nerf it range/speed wise, but I would be okay with them knocking off another 100 damage or something so it's a really weak but easy to land level 1.
From someone who downplays Jamie i can say that his supers are way better than you explained. His level can be easily be made plus after the drink in the corner. The main route after ex palm in the corner is plus. His level 2 is amazing. On hit it leads to big damage. And on block it can normally make Jamie plus enough for a cmd grab. It can also be used to make bakkai safe. And Jamie critical art does more damage than any other super after he gets to three drinks iirc
Chun li’s super 1 is very solid for the sole reason that its super easy to fit into a combo. You can do your safe jump route and fit it in right at the very end if it’ll kill
As a master aki (take that as you wish) I will say that level 2 is a little slept on. I don't think it makes a good argument to say that you would just rather have invincibility when you already have two supers that do have it, especially considering that level 2s are the "utility" supers for most characters. I think we should want a super that offers something else, and that's exactly what it does. Aki's level 2 is the only tool she has that implements the poison mechanic in a significant way outside of just having different combo routes because it's actually THE good poison. It's good enough that you can legit be happy by just chilling a little bit and let the damage tick, and the opponent is actually kinda forced to do something about because it really stacks. In a way you can legit change the pace of the match by finding more ways to implement it into your game. I highly recommend it. I know I might be overselling it way too much, but it makes sense for Aki's playstyle in which she has a lot of micro tools that all work well in their own little niche situations. Level 2 is also the cherry on top for making the argument that Aki might be the best character in the game vs burnout opponents, because level 2 threat is way more real than people realize. Again, you can just throw it out for guaranteed chip, let them sit in the pool and slowly work on the approach with an ex fireball. This is really nasty stuff where at worst it's a guaranteed safe approach to a burnt opponent. At best it's check mate.
JP's lvl 2 is way better in a block string. Basically unlockable cuz u can't parry and drive reversal doesn't work sometimes. Rashid's lvl 2 is way easier to deal with
What's with some supers having exactly one frame of invincibility? Enough of them have it that it seems intentional, but I don't understand the applicability of that except to maybe punish a meaty that's timed for maximum frame advantage; and you probably have to be insanely cracked to even go for that intentionally and consistently.
Honestly, I think A.K.I.'s supers are made for combos and that's it, they are indeed simple but there's nothing wrong with it. Her level 1 leaves the enemy poisoned, making them ready for you to activate toxic blossom and start a new combo right after, her level 2 is also good for insertion in a combo and for starting new combos right after thanks to the giant puddle and her level 3 is indeed basic but there's nothing wrong with it, it works, does good damage and is fairly safe, and that's all that matters.
Since the game came out I've found exactly 1 Cammy SA2 combo that has a reason to exist instead of just doing level 3. And it's not even bc it does more damage, it's bc if you have a specific amount of meter you can route into an SA1 ender when you can't otherwise build enough meter to end in SA3
What? There are some very obvious reasons to do a lvl2 combo instead of a lvl3 combo with Cammy. 1 - you don't have 3 bars 2 - you can kill with lvl2 and save the 1 bar for the next round
One bad thing about Guiles SA1 is that on block it sucks your opponent in so they can easily punish you. It's still very good, just thought I'd mention it since you noted how hard Ryu's is to punish on block.
On paper Honda's level 2 is pretty good, but in practice I find it too hard to use when countering fireballs. It is a charge ult that requires you to stop charging when buffering its inputs. So you can't buffer its inputs more than once and its travel speed is weirdly slow. So when trying to counter fireballs the ultimate comes out too late when trying to input on reaction and the enemy gets a full punish on you. That's probably why you never see Honda players use it. I hate its inputs though. I've accidentally used it so many times when playing footsies since its input are left->right->left->right kick.
Jamie can get solid damage off of his SA3 (especially in the corner where he can do drive rush 2HP xx 623HK, 623KK) the problem is you have to do the most crackhead combo routing in order not fuck yourself with scaling, from the labbing i did Jamie’s optimal SA3 combo from a 5MP confirm is: 5MP, 5LK xx SA3 into whatever ender, and if you do any kind of drive rush before the super you just do no damage
Blanka lvl 1 is a worse reversal option than a lot of other level 1s. Its a projectile, and really low to the ground. So you can do a safe meaty/advancing pressure with moves like zangief knee hop, zangief overhead, condor spire, superman punch+++ I think its full screen feature should be put as a strength to his level 2. I miss having a lvl 1 super like honda level 1.
Chun's level 1 & 2 supers should go up an extra tier just for that 5% of the time the opponent thinks they can punish it and run into the still-active hitbox or the final kick of levele 2 and die. EDIT: Jokes aside, Chun's level 1 & 2 do have a weird issue where the opponent will drop out of them, but their utility (particularly level 2) is pretty wild despite it.
As a Jamie player, level 2 is good, but it's also pretty cope. If you hit an EX Palm round start with 3 bars (because you don't really build super during installs), you *can* three touch, but with a lot of difficulty and risk in comparison to other characters. It is incredibly down to the wire. If you go for a corner carry into meaty EX command grab, you can get a 3 touch basically only if you hit a meaty 2HP or something wacky, if they are that scared of the second command grab. The thing is, if you go for a second command grab, you can't 3 touch. There is simply too much scaling and you don't have enough gauge to work with. Even if with the level 1 tacked on to the end you can do at most 95%, at which point the install will run out. In comparison, I tried making a 3 touch with Ryu. You simply confirm 2LPs into M Tatsu, Drive rush and hit a medium, then after a corner carry you can get a 4HK meaty. You even build enough meter to start this off at 2 super. This isn't too say Ryu is crazy good, but this is the best comparison I have and Jamie is still worse off. Unlike Jamie, the risk is not front loaded. If you don't hit a 2LP that's no cost and not even punishable. If the meaty gets blocked, then you are still like +4 and even if get hit with an EX DP you're still just down 1 drive gauge and actually at a net positive compared to your opponent. If that 4HK gets blocked, you can shimmy, you can drive rush cancel or even EX hashogeki for plus frames with like a 40 frame window. And through all this you haven't even used your super meter. You don't even need denjin. From the very first part of this 3 touch sequence as Jamie, you will have spent 2 super meter and 3 drive gauge to confirm it. If at any point your opponent guesses right that's the timer ticking down on you and resources spent down the drain. And they need to guess pretty poorly honestly. Parrying isn't even a huge risk because Jamie's command grab doesn't get a punish counter bonus unless its EX, and when it does its just 64 damage or so. I point this out specifically because some people treat a 3 touch like a given when really its putting all your eggs into a tiny basket. In my opinion the actual way to use it is to sneak it as a cancel on a 5HK or 6HK poke then even on block you should have enough plus frames to be able to raw drive rush into a strike/throw situation. The ceiling isn't quite so high, but you aren't throwing everything away on a dream either. Also on the level 1, It's actually even worse than you said. Some characters can start backdashing somewhere around the midpoint, so you can be even more punishable. I saw a twitter clip of a Rashid setting up level 2 then doing Heavy Eagle Spike. Not to mention the fact that even if you don't do that, this gap means in the middle of it you can start holding parry and start gaining drive gauge back. Of course, this also means the gap is actually large enough such that you can be hit out of it too, but that's pretty unnecessary with how negative it is.
Jamie's Level 2 is weird, because it is a super that is suppose to be used to temporarily get you to have all your options but is best used once you are in level 4 as a cancel/drive replenisher.
Jamie Level 1 is definitely bad, but you can consistently get +1 oki on drink version if you do ex palm, delay, into level 1. Is it worth it? No, just do level 3 and get a combo into a +4 oki situation while STILL getting a drink.
This is me just hating but it almost feels like Blanka level 2 needs to be on a tier on it's own. It's absolutely that stupid and there is zero justification with how insane it is for only 2 bars for how long it lasts. Makes most SFV V-triggers look bad.
I bought the game the day before yesterday and I think it's really great. Only one thing bothers me. Is it normal for the CPU to do so much damage in World Tour? From level 50 onwards it gets really annoying. I throw a bunch of punches and barely pull anything off
Zangief super 1 is actually super solid on Modern to catch neutral jumps and jump backs on reaction. At least it would be if it didn't do shit damage due to being scaled 60% on Modern for some reason
It makes sense why, honestly. What doesn't make sense is why it's the only move with specific scaling for modern. All of the one button DPs should eat double scaling on modern as well.
As a gief main (classic but still) I think his supers alone absolutely justify picking modern. It makes level 1 anti airs so much easier, level 2 becomes so much easier to both catch fireballs and easier to combo into from 3MP, and the ability to do a scaled but one button 720 is insanely good. If gief didn’t lose a ton of good buttons on modern, he would be a beast.
AKI SA3 I'd put it in slightly bad because the CA is actually worse. You get less frame adv and stays closer, which means you're kinda forced to DR fHK if you want the oki and can get punished by some characters if you try to throw a fireball. Chun's SA1 I think it's average just because of how consistent it is. It also beats delayed neutral jump to bait reversals which, probably doesn't mean much at high level, but it's a godsend in plat~diamond. Marisa is the only char I got all the way to Master, everyone else is stuck on different tiers of Diamond. In a vacuum her SA1 is great, but I hate that thing so much. First it input overlaps with superman punch, up until the patch is was VERY easy for it to come off in neutral. The reversal against meaty fireball looks great in theory but in practice it's only good against Ryu and Ken (and prob AKI too now). Rashid does 3 hits, it'll break through. JP can use EX and break through too. Same for guile and Sonic Blade. I would 100% take throw invul if I could. The armored hit also doesn't catch safe jumps wheres EX Scutum does in some cases. Honestly, I don't like it. SA2 is standard, could do with or without. SA3 I'd defintely put on "bonkers" though. Instant corner + great Oki either regular or CA is ridiculous. I'm not a clutch player but I've made SO many comebacks with her just hitting one good SA3 and putting the opponent in burnout in the next second. It's not Cammy busted, but it's easily the second best SA3 in the game.
I've seen guile level 2 be used for walk forward fireballs as well. Not sure if this would change anything, just an extra way to use it. It being a free cancel option seems strong too
As a Marisa main, I love the uniqueness of her l1 so i would place it higher than you did. I would place l2 lower for sure. But her l3 is so good that I hardly use l1 or l2 which makes my approach to each match a bit more repetitive. Would love to see some tweaks to l2 to make it more interesting.
@@LucDaMan4 good - speed and invincibility Bad - horrible anti air (even if it goes into the air...), low range, can cancel into only off certain OD specials, horrible chip damage because of the gap between the first and second hits (really sucks that her l3 is her only reliable chip option)
@@LucianRudeboy ah you might be right I don't play Marrisa but with my short experience the range doesn't seem that bad and the anti air seems pretty good for marisa who has shit anti airs anyway
Only Honda level 1 use is you can get really solid damage with corner juggles, level 2 is great you can full screen punish JP its fun. Level 3 is painful you get no oki off of it which sucks for honda, also it can not fully connect sometimes and you get significantly less damage and cant combo off it like ken. The animation is awesome though
I think you forgot that jp’s setups after level 3 probably leave him w the best level 3 oki, and also how if it’s a ca it leaves u full screen which if it burns them out is basically gg
You will notice that Kimberly players save for level 3 a lot of the time. I always thought this was because of the buff but it seems after watching this that it’s more that level 1 and 2 are bad. Probably a bit of a combination of both. I do think you are underrating the buff a bit, though it might not be enough to move it up a tier.
The buff only gets her damage to a regular level with the rest of the cast, and a tiny bit of walk speed which doesn't give her much. The only use for her level 1 and 2 is ending combos but since she does so little damage anyway it's usually better to get the oki with a mp vagabond or a run off dive kick ender instead
The super actually has a lot of range and goes over projectiles so it effectively removes the threat of meaty projectiles. Plus side switch into electric into SA3 is a devastating option that many Blanka's don't use. I think it's pretty good at average.
this was supposed to be 30 minutes *max* im so sorry
anything to give me another excuse to hate manon is worth my time
youre gunna get me through this 2 hour train journey
Do NOT apologize. I drive a lot for work and having something i can put on and listen to is really nice
Its better this way, rather you did this than just go "uh this super bad, moving on"
I can't believe you've done this
That feeling when Luke's level 1 projectile super is one frame faster than Zangief's level 3 command grab super, lol.
💀
Broski is getting back in form. We need a 4 hour sim guide for sf 6 please.
There is one thing I'll give Lily's level 2 that you didn't mention. It's a fully invincible super you can do in the air. It's such a huge gamble of both resources and health that you should almost never do it, but jumping in and going right into level 2 can catch basically every anti-air in the game except Gief's level 1.
The return of bison's sfv super...
That is the most situational, janky, absurd bullshit knowledge check mixup I've ever seen in my life. I love it.
@budgetcommander4849 I have a clip of it working and it felt soooooooooo good. I was burnt out, in chip health range, at the most obvious jump distance versus a Ryu. It was amazing
For Jamie you have to take into consideration that that 0 drinks has 90% damage scaling for everything
Is still ass though lol
Level 3 on 0 drinks 😭
@@spooky1058 lvl 3 (no CA) on 0 drinks + burnout is just a waste of meter because you cannot even follow up with a decent combo
@@georgegkoumas5026 I mean if you're in burnout, that's valuable drive gauge time back and you get a drink of the HP palm ender still
@@DragynFyre12 the drive gauge back is a standard for all characters. Still all of them get decent damage but Jamie. His lvl3 is garbage.
Great video! A few minor things you missed: A.K.I.’s lvl 3 does slightly more damage on a poisoned opponent, Dee Jay’s lvl 1 can cause a wall bounce on an airborne opponent on punish counter, Jamie’s lvl 3 has unique damage values for each drink level, and Ken’s lvl 2 has no invincibility.
You’re right on everything but Kens level 2 does have invincibility. Just….one single frame post super freeze so it basically doesn’t have invincibility LOL
Classic Ken downplaying. We know who you main.
@@watchmesquatch Sorry if I came across that way. That was not my intention. I actually main Ryu, Zangief, and Juri. I just assumed Ken's lvl 2 had no invincibility because when I labbed it, it lost to meaty strike, throw, and fireball. Sorry for the error.
@@watchmesquatch Ken Lv2 doesn't really have s. His Lv1 does but lv2 doesn't. I'd know cause I play Ken
It's not that Jamie's level 3 has unique damage values more that Jamie has different damage numbers overall depending on drink level, no? He starts at 0.9x scaling and gains +0.05x for every drink level, so at level 4 he has 1.1x scaling and at level 2 he has 1.0x scaling.
Rashid's anti-airs being stuffed is payment for his lvl 2.
Definitely agree on Guile level 3. The change of input really took the commitment out and it feels great.
An hour and a half Broski video? As a watcher since the SFV clips days, I couldn't be happier.
You have by far the most informative Street Fighter 6 videos on youtube. Keep up the good work. I'll watch em all.
I didn't realize how old this video is until getting to like 37:30 hearing Jamie level 2 downplay. I was expecting Ed's level 2 to possibly be the most broken from something that was said I believe when talking Blanka's level 2.
Either way, something I think worth adding (even though 9 months late) is that Jamie level 1 was imo being slept on a bit too much. It's 1890 damage at 0 drinks, which is 90% scaling. From my understanding it actually has pretty damn good damage, and in my experience watching high level Jamie, it's used pretty often to close out a round.
For his level 2, I don't know when patches hit so I imagine this is BEFORE the patch, but I know nowadays his level 2 is seen as pretty great. I believe now it doesn't reset you to 0 (or 1 I forget) drinks, it has some specific properties with frames that it ends up as like a combo extension or something along those lines? Point is there's a few things nowadays that make it actually pretty useful when in the right situation.
Something to mention on Aki's level 1, I don't think the poison damage scales during combos, so if you're using it as a kill combo, it does more damage while the enemy is poisoned.
A 2000 damage super at 30% scaling will deal 600 damage, Aki's will deal 540 without poison, but with poison it's 540 + 160 ~ (the duration of her level 1, roughly), = 700
Yeah, doing lowered damage while giving poison and letting poison tick makes perfect sense.
I became immediately skeptical of his entire tier list when he started with that misevaluation.
Managed to get Chun Li to master and can tell that I inputed level 3 just a couple of times, it seems to be more efficient to mix up your opponent unless level 3 will kill for sure. Even if it's 5% I usually go for level 2 and just safe jump them, there is no risk in it at all.
Kimberlys Level 1 is so slow that it can't punish meaty jabs. If your opponent tries meaty jab on your wakeup, they can literally recover and block in time for when the super hits.
On top of forcing you to spend the can, which sucks.
And remember this is on one of the few characters without an invincible reversal, so this is ESPECAILLY relevent for her.
It also straight up whiffs against some meaties like ken dragonlash. It's still a reversal which is more than some characters can say, but its definitely the worst of them.
kim all offense no defense. :(
Lily’s lvl 1 is the same
@@itstaedaylily is still one or 2 frames faster, which isn't much but it is better than nothing
@bigjc5546 the other way around, lily's is 1 frame slower (13f vs 12f)
"You cant combo into gief level 3"
Capcom: Hold my beer
(fucking love the gief patch :3 )
Awesome video! Very informative and comprehensive. Your demonstrations and thought process behind each placement was extremely appreciated
Gief's LvL 1 is top tier, for me.
People complain about its consistency but not only has it never been a problem for me, I can also always tell when watching someone else play when it's gonna hit and when it's gonna miss.
It's not inconsistent, it just needs precision in timing and angle.
And it's also a decent psychological warfare tool.
Level 3 is a tier above all other supers in the game.
Thanks for the cool video Broski. I want to add my 2 cents on some supers :
-Ken's lvl1 is pretty good and the side switch is not an issue on offense, because as you said during the combo Ken can switch you earlier anyway. On defense/burnout it's amazing + the inputs are quarter circles back. Which makes it even better on defense. You buffer it while blocking. Plus Ken has a dp, so using a lvl1 usually means you're cornered a/burnt out. I know all of these are Ken avantages rather than the super. But Ken is the character having that super so we can't judge it in a vaccum.
-Juri's lvl1 gives oki middle screen after double dash, which is sick and can be comboes after heavy charge. So it's pretty good also
-Jamie's lvl3 options are never really worth it compared to straight damage. A consistent damaging super as a lvl3 would have been better than the gimmicks. You thow a lvl3 to kill. Would have been ok as a lvl2, but not having the option to kill an opponent when needed is terrible
the only situation where Jaime's LVL 3 is better is when you can extend the combo into a Drive impact, putting the oponent in burnout
@@ricniclas Yep, one of the rare niche okay-ish usages: when your opponent has precisely less than 2 bars and a half and you have more than 2 or 3 (depending if you're in the corner or not for DR oki).
Still a terrible super tho 😂 But yeah that's one niche usage
Jamie main here (plat 1), I just generally agree with your takes on his Supers, just wanted to say that I personally like his SA3 since I can follow it up with a guaranteed OD Swagger Step, which in turn leads to a guaranteed 2 drinks, and at least at my level I always try to get as many drinks as I can unless if victory is one or two combos away.
Overall though, loved the video! I love listening to your in-depth analyses, keep it up!
The hidden blanka feature about Lvl 1 being full screen while in lvl 2 is news to me...thanks...
Jamie bros, it's joever
Dee Jay's level 1 as a punish counter doesn't do too much damage but can lead to some fun options. It can also cause wall bounce on very specific interactions e.g. countering ex Headbutt. It has to be a hard read to get the most off it
the observation you made about Guile level 3, I've actually seen the upwards version of his level 1 used the same way
I think lvl 3 is extremely more consistent on that but i guess it also costs a lot more and doesn't always lead to cutscene so good point
I main Juri and got her to Master, but i didn't know her level 1 could do more damage with a stock.
Thanks Capybara-man
you can get meaty overhead lvl two setups with rashid as well
if you optimize your lvl 2 combo you can get the broken safejump high/low/throw shit as well as
gosh those level 1 gief examples, I can just feel the pain radiating from it, the vibes just rank.
For luke's level 1, at least for the example you gave using it as a fireball punish, it still did 2000 damage after clashing a hit with deejay's projectile. As you pointed out with others, they lost damage after clashing with a projectile if I'm not mistaken
Super clashing with normal projectiles don't loose hits, but Guile level 1 will loose a hit due to distance in fire ball punishes.
Fun Fact: Gief's CA actually has more range than his Level 3. I labbed It 🍹
Love how you hyped up Rashids tornado doing 10k damage and it install shoes basically nothing hahahaha
Didn’t even need to mention that Rashid still builds meter while the level 2 is out unlike other install supers once again proving how broken it is
I prefer Manon's lvl 2 over her lvl 1 if we look at executing a super in response to an opponent's fireball. Sure, lvl 1 can trade and you can lvl 1 again afterward for a trade combo, but why not just lvl 2 in that case? Lvl 2 is projective invuln and her legs have a lot of reach so I feel safer just doing Manon lvl 2 when I see a fireball coming because I know I won't get hit by the projectile and there's a good chance I'll connect with the full damage of her lvl 2.
Also to add to this, even though Manon's level 2 does have a very bad habit of falling out, it's a very solid reversal super-
It's one of the few supers that I'm aware of aside from Lily's level 2, or an install super that gives time to anti-air that beats neutral jump on Oki to bait out throws. I think hers and Lily's are the best anti-air supers in the game
@@NubTactics The best anti-air super in the game is the one infamous for not working half the time? Huh?
Chun li's level 1 is actually good because neutral jump bait doesn't work against it due to it's lingering hitbox
I wish Gief had an option for his lvl 1 similar to guile, where it has an air version and a grounded version. The grounded version would be a simple command grab that has strike invincibility and lower damage, pretty much a standard lvl 1. Then doing the input and pressing heavy does the normal air grab, but it’s only air invincible, and make it connect normally
i wish aki level 1 had a toxic blossom effect where you could combo/reset if they were already poisoned. i think you possibly underrated juri level 2, its pretty amazing.
720 on leverless is actually muuuch harder than stick or pad.
Today I learned that Dee Jay can punish Ed 5MK on block with level 1 and get a combo
Fun comparison - look at Luke's Level 3 Anti Air Hitbox vs Gief's Level 1.
I do feel like geifs lvl 3 is in the bonkers tier, maybe cause i main him lol but still. Its soooo powerful and its really easy to combo into from diagonal forward down MP into OD lariat and then into lvl 3. It works for me at least
Ome element of reversal supers IMO that factors is can you jump them. If you neutral Jump Luke's level 1, it lasts so long you still get hit. You can neutral jump over Luke's level 2, but not Manon's.
Fantastic tier list, good job.
I've always wondered why Jamie's level 4 state isn't as scary as you'd think it should be considering how much effort you have to put into getting it. I don't know why I never considered it until watching this video but I actually think his level 2 will never let him be a good character unless they rework it. If they buff him they have to buff either his end goal and make level 4 much more difficult to deal with which they can't do because then every Jamie would just round start lvl2 and bulldoze people in like every game. Or they buff his beginning state to where it's even less viable to waste time getting drinks but he still has to be worse than the rest of the cast to balance out. I like the super in concept and it fits thematically but I'm starting to think it's holding him back from being a character
Just came here to see Ysaar. Learned a couple new things. Love my main
That intro and outro bop goesssss!!!! 💃🎶
Ken lvl 1 is way underrated. Dont forget its a double qcb input.
Broski thought he was slick doing the medium punch version of deejay lvl 2
I didn't know it even had different versions
1:18:27 You must hurry player! The longer the icon of wind stays in game, the stronger it will grow.
Protip: To defeat Rashid, hit him until he dies.
I think Marisa’s lvl 3 is one of the best Supers. It can turn the table really quickly. There are multiple times that I am in 80% health and want to oki Marisa’s wake up. Then I get lvl3 reversal from Marisa, eat up my remaining 2 bars gauage and I am in the corner. If I am in burnout state without any super, I am dead for that round. If not, I get one more chance of guessing game which is heavily in Marisa’s favor 😢
Oh I thought this would be a animation tier list, but this is fine too 😂
I learn about so many super in this video thank you
AKI main. I love baiting cammy level 3 with fireball fullscreen. AKI's fireball is so slow that cammy's invincibility wears off and she just dives straight into the fireball.😂
Literally the only thing from my own knowledge that I think was missed unless I zoned out and didn't hear it, Manon's level 1 is kinda slow on startup, but it has good reach and the auto picking the correct side both still make it good, it just does have a drawback on it as well compared to average level 1s, but being slow enough to be safejabbed is quite common in this game unfortunately.
Weird lil note about Honda level 3, you get no oki on the regular version and a good meaty on the CA version, and it has a non cinematic hit that can be juggled into in the corner. You lose a lot of damage but it let's you get good oki off of non CA level 3
I really love Jamie's lvl3. Of course, as you mentioned, it can be a liability, but for the most part I think it's on par if not slightly better than most lvl3's.
At the end of a long combo it kind of sucks, but it's not too bad since you almost always get some kind of decent oki, but as a raw lvl3 it can do like 5000 damage midscreen, even more in the corner and that at drink lvl0, plus you can go for a drink ender and in the corner get good oki. Granted, you go into burnout for max damage but still.
And the setups in the corner are amazing, I can't count the amount of times I came back in a round with like a 70-80% damage combo into setup
Guile Level 2 is great, not just for burnout, but he has blockstrings to do massive drive damage, as well as powerful and dynamic ( IE potential to mixup) loop combos ( the damage imo usually isn't worth the effort if you just have level 3,but lvl 2 has optimal huge damage with specific meter levels) It's high skill / situational, in general the burnou chip / drive meter utility is the best asset. they block a back HK in the corner and you can do a cr.MP-Boom-backHP boom blocksting that takes off 3 drive bars. Obviously it's not very useful but whipping it out in neutral where they can just parry it, but even then, sometimes the long string can catch them trying to jump over it and end a round.
Guile level 3 is good, but it's pretty slow, honestly kind of hard to anti-air walking back when he has faster options. You need to be really early with it/ oppenent really predictable with the jump. Same goes for his level 1 as an anti air.
Guile level 1 is pretty bonkers, it can even punish blanka ball on block. I hope they don't nerf it range/speed wise, but I would be okay with them knocking off another 100 damage or something so it's a really weak but easy to land level 1.
From someone who downplays Jamie i can say that his supers are way better than you explained. His level can be easily be made plus after the drink in the corner. The main route after ex palm in the corner is plus. His level 2 is amazing. On hit it leads to big damage. And on block it can normally make Jamie plus enough for a cmd grab. It can also be used to make bakkai safe. And Jamie critical art does more damage than any other super after he gets to three drinks iirc
Chun li’s super 1 is very solid for the sole reason that its super easy to fit into a combo. You can do your safe jump route and fit it in right at the very end if it’ll kill
As a master aki (take that as you wish) I will say that level 2 is a little slept on. I don't think it makes a good argument to say that you would just rather have invincibility when you already have two supers that do have it, especially considering that level 2s are the "utility" supers for most characters.
I think we should want a super that offers something else, and that's exactly what it does.
Aki's level 2 is the only tool she has that implements the poison mechanic in a significant way outside of just having different combo routes because it's actually THE good poison. It's good enough that you can legit be happy by just chilling a little bit and let the damage tick, and the opponent is actually kinda forced to do something about because it really stacks. In a way you can legit change the pace of the match by finding more ways to implement it into your game. I highly recommend it.
I know I might be overselling it way too much, but it makes sense for Aki's playstyle in which she has a lot of micro tools that all work well in their own little niche situations.
Level 2 is also the cherry on top for making the argument that Aki might be the best character in the game vs burnout opponents, because level 2 threat is way more real than people realize. Again, you can just throw it out for guaranteed chip, let them sit in the pool and slowly work on the approach with an ex fireball. This is really nasty stuff where at worst it's a guaranteed safe approach to a burnt opponent. At best it's check mate.
Important note that if they ever buff the poison dot on aki, he lvl1 also catches a pretty sizable buff. Inverse is also true I guess.
the reason ken’s is good besides being fast and long range is that you can link pokes into it on punish counter, making his great pokes even better
I think its worth to mention that Gief super 2 combos off ex lariat making it a really scary anti air.
For some unholy reason, doing EX Dimachaerus (QCB punch) into lvl2 often drops. And I HATE that.
JP's lvl 2 is way better in a block string. Basically unlockable cuz u can't parry and drive reversal doesn't work sometimes.
Rashid's lvl 2 is way easier to deal with
seeing ryu's crusty feet pop out below the tier list is pretty funny. good video as well
What's with some supers having exactly one frame of invincibility?
Enough of them have it that it seems intentional, but I don't understand the applicability of that except to maybe punish a meaty that's timed for maximum frame advantage; and you probably have to be insanely cracked to even go for that intentionally and consistently.
It's so people don't complain that "the game is eating my inputs" when really the super just isn't supposed to be invincible
Honestly, I think A.K.I.'s supers are made for combos and that's it, they are indeed simple but there's nothing wrong with it. Her level 1 leaves the enemy poisoned, making them ready for you to activate toxic blossom and start a new combo right after, her level 2 is also good for insertion in a combo and for starting new combos right after thanks to the giant puddle and her level 3 is indeed basic but there's nothing wrong with it, it works, does good damage and is fairly safe, and that's all that matters.
@broskifgc you didn't mention that Blanka Level 2 does not give you super gauge on block/hit.
I think that's true for all lvl2 install supers.
@@ramius525Except Rashid
@@KaitouKaijurashid isn't an install
Since the game came out I've found exactly 1 Cammy SA2 combo that has a reason to exist instead of just doing level 3. And it's not even bc it does more damage, it's bc if you have a specific amount of meter you can route into an SA1 ender when you can't otherwise build enough meter to end in SA3
What? There are some very obvious reasons to do a lvl2 combo instead of a lvl3 combo with Cammy.
1 - you don't have 3 bars
2 - you can kill with lvl2 and save the 1 bar for the next round
One bad thing about Guiles SA1 is that on block it sucks your opponent in so they can easily punish you. It's still very good, just thought I'd mention it since you noted how hard Ryu's is to punish on block.
A great way to buff Jamie would be to give him a sick level 2. Let him keep his fourth stage the entire round or something.
It would be fine if it gave him the full damage boost of level 4 but it only gets him 105 instead of 110
Juri level 3 is nice because she gets oki from it.
On paper Honda's level 2 is pretty good, but in practice I find it too hard to use when countering fireballs. It is a charge ult that requires you to stop charging when buffering its inputs. So you can't buffer its inputs more than once and its travel speed is weirdly slow. So when trying to counter fireballs the ultimate comes out too late when trying to input on reaction and the enemy gets a full punish on you. That's probably why you never see Honda players use it.
I hate its inputs though. I've accidentally used it so many times when playing footsies since its input are left->right->left->right kick.
I’m kinda intrigued where gief lv3 places
1:30:01 oyea
1:31:14 oh yeah that happens with other anti airs
1:33:12 lmao the ONE
1:35:56 best for last
Pretty reasonable for a super that applies poison and lets poison tick during its animation to do less raw damage.
Jamie can get solid damage off of his SA3 (especially in the corner where he can do drive rush 2HP xx 623HK, 623KK)
the problem is you have to do the most crackhead combo routing in order not fuck yourself with scaling, from the labbing i did Jamie’s optimal SA3 combo from a 5MP confirm is: 5MP, 5LK xx SA3 into whatever ender, and if you do any kind of drive rush before the super you just do no damage
Blanka lvl 1 is a worse reversal option than a lot of other level 1s. Its a projectile, and really low to the ground. So you can do a safe meaty/advancing pressure with moves like zangief knee hop, zangief overhead, condor spire, superman punch+++
I think its full screen feature should be put as a strength to his level 2.
I miss having a lvl 1 super like honda level 1.
Chun's level 1 & 2 supers should go up an extra tier just for that 5% of the time the opponent thinks they can punish it and run into the still-active hitbox or the final kick of levele 2 and die.
EDIT: Jokes aside, Chun's level 1 & 2 do have a weird issue where the opponent will drop out of them, but their utility (particularly level 2) is pretty wild despite it.
As a Jamie player, level 2 is good, but it's also pretty cope. If you hit an EX Palm round start with 3 bars (because you don't really build super during installs), you *can* three touch, but with a lot of difficulty and risk in comparison to other characters. It is incredibly down to the wire. If you go for a corner carry into meaty EX command grab, you can get a 3 touch basically only if you hit a meaty 2HP or something wacky, if they are that scared of the second command grab. The thing is, if you go for a second command grab, you can't 3 touch. There is simply too much scaling and you don't have enough gauge to work with. Even if with the level 1 tacked on to the end you can do at most 95%, at which point the install will run out.
In comparison, I tried making a 3 touch with Ryu. You simply confirm 2LPs into M Tatsu, Drive rush and hit a medium, then after a corner carry you can get a 4HK meaty. You even build enough meter to start this off at 2 super. This isn't too say Ryu is crazy good, but this is the best comparison I have and Jamie is still worse off. Unlike Jamie, the risk is not front loaded. If you don't hit a 2LP that's no cost and not even punishable. If the meaty gets blocked, then you are still like +4 and even if get hit with an EX DP you're still just down 1 drive gauge and actually at a net positive compared to your opponent. If that 4HK gets blocked, you can shimmy, you can drive rush cancel or even EX hashogeki for plus frames with like a 40 frame window. And through all this you haven't even used your super meter. You don't even need denjin.
From the very first part of this 3 touch sequence as Jamie, you will have spent 2 super meter and 3 drive gauge to confirm it. If at any point your opponent guesses right that's the timer ticking down on you and resources spent down the drain. And they need to guess pretty poorly honestly. Parrying isn't even a huge risk because Jamie's command grab doesn't get a punish counter bonus unless its EX, and when it does its just 64 damage or so.
I point this out specifically because some people treat a 3 touch like a given when really its putting all your eggs into a tiny basket. In my opinion the actual way to use it is to sneak it as a cancel on a 5HK or 6HK poke then even on block you should have enough plus frames to be able to raw drive rush into a strike/throw situation. The ceiling isn't quite so high, but you aren't throwing everything away on a dream either.
Also on the level 1, It's actually even worse than you said. Some characters can start backdashing somewhere around the midpoint, so you can be even more punishable. I saw a twitter clip of a Rashid setting up level 2 then doing Heavy Eagle Spike. Not to mention the fact that even if you don't do that, this gap means in the middle of it you can start holding parry and start gaining drive gauge back. Of course, this also means the gap is actually large enough such that you can be hit out of it too, but that's pretty unnecessary with how negative it is.
Idc if this was like 90 minutes long it's entertaining and informative
Double lariat in to the super3 ?? Wtf
Jamie's Level 2 is weird, because it is a super that is suppose to be used to temporarily get you to have all your options but is best used once you are in level 4 as a cancel/drive replenisher.
Jamie Level 1 is definitely bad, but you can consistently get +1 oki on drink version if you do ex palm, delay, into level 1. Is it worth it? No, just do level 3 and get a combo into a +4 oki situation while STILL getting a drink.
Damn never knew HBOX’s cousin played SF6 that’s crazy
This is me just hating but it almost feels like Blanka level 2 needs to be on a tier on it's own. It's absolutely that stupid and there is zero justification with how insane it is for only 2 bars for how long it lasts. Makes most SFV V-triggers look bad.
Id say its the best super in the game
Beast mode baby!
I bought the game the day before yesterday and I think it's really great. Only one thing bothers me. Is it normal for the CPU to do so much damage in World Tour? From level 50 onwards it gets really annoying. I throw a bunch of punches and barely pull anything off
Zangief super 1 is actually super solid on Modern to catch neutral jumps and jump backs on reaction. At least it would be if it didn't do shit damage due to being scaled 60% on Modern for some reason
It makes sense why, honestly.
What doesn't make sense is why it's the only move with specific scaling for modern.
All of the one button DPs should eat double scaling on modern as well.
As a gief main (classic but still) I think his supers alone absolutely justify picking modern. It makes level 1 anti airs so much easier, level 2 becomes so much easier to both catch fireballs and easier to combo into from 3MP, and the ability to do a scaled but one button 720 is insanely good. If gief didn’t lose a ton of good buttons on modern, he would be a beast.
@SpiteHook It's the only super that is scaled that way on modern, Luke super 1 is even more crazy on modern controls but it's not scaled 60%
AKI SA3 I'd put it in slightly bad because the CA is actually worse. You get less frame adv and stays closer, which means you're kinda forced to DR fHK if you want the oki and can get punished by some characters if you try to throw a fireball.
Chun's SA1 I think it's average just because of how consistent it is. It also beats delayed neutral jump to bait reversals which, probably doesn't mean much at high level, but it's a godsend in plat~diamond.
Marisa is the only char I got all the way to Master, everyone else is stuck on different tiers of Diamond. In a vacuum her SA1 is great, but I hate that thing so much. First it input overlaps with superman punch, up until the patch is was VERY easy for it to come off in neutral. The reversal against meaty fireball looks great in theory but in practice it's only good against Ryu and Ken (and prob AKI too now). Rashid does 3 hits, it'll break through. JP can use EX and break through too. Same for guile and Sonic Blade. I would 100% take throw invul if I could. The armored hit also doesn't catch safe jumps wheres EX Scutum does in some cases. Honestly, I don't like it. SA2 is standard, could do with or without. SA3 I'd defintely put on "bonkers" though. Instant corner + great Oki either regular or CA is ridiculous. I'm not a clutch player but I've made SO many comebacks with her just hitting one good SA3 and putting the opponent in burnout in the next second. It's not Cammy busted, but it's easily the second best SA3 in the game.
I've seen guile level 2 be used for walk forward fireballs as well. Not sure if this would change anything, just an extra way to use it. It being a free cancel option seems strong too
Oh yeah I remember broski saying he will never do a tier list. Now he does them everyday hahahhahah
You should consider who can get oki after ulti. Everyone gets oki after level 3 except ryu, chun, fief and lily
As a Marisa main, I love the uniqueness of her l1 so i would place it higher than you did. I would place l2 lower for sure. But her l3 is so good that I hardly use l1 or l2 which makes my approach to each match a bit more repetitive. Would love to see some tweaks to l2 to make it more interesting.
Nah L2 is really good
@@LucDaMan4 good - speed and invincibility
Bad - horrible anti air (even if it goes into the air...), low range, can cancel into only off certain OD specials, horrible chip damage because of the gap between the first and second hits (really sucks that her l3 is her only reliable chip option)
@@LucianRudeboy ah you might be right
I don't play Marrisa but with my short experience the range doesn't seem that bad and the anti air seems pretty good for marisa who has shit anti airs anyway
Why is Ken broken in every street fighter but the weakest character in lore?
Source?
Honda level 1 can punish a ton of stuff, even fireball 2 in 1s that are usually safe due to range
Yesss more broski the better
Only Honda level 1 use is you can get really solid damage with corner juggles, level 2 is great you can full screen punish JP its fun. Level 3 is painful you get no oki off of it which sucks for honda, also it can not fully connect sometimes and you get significantly less damage and cant combo off it like ken. The animation is awesome though
I think you forgot that jp’s setups after level 3 probably leave him w the best level 3 oki, and also how if it’s a ca it leaves u full screen which if it burns them out is basically gg
"Look at all these things AKIs level 2 can be used for.... It's awful!" 🤣🤣🤣
Let's start calling Marisa, Matt
You will notice that Kimberly players save for level 3 a lot of the time. I always thought this was because of the buff but it seems after watching this that it’s more that level 1 and 2 are bad. Probably a bit of a combination of both. I do think you are underrating the buff a bit, though it might not be enough to move it up a tier.
The buff only gets her damage to a regular level with the rest of the cast, and a tiny bit of walk speed which doesn't give her much.
The only use for her level 1 and 2 is ending combos but since she does so little damage anyway it's usually better to get the oki with a mp vagabond or a run off dive kick ender instead
Remember blanka gets less drive meter recovery than everyone else on level 3 than everyone else; I’d count it as below average
The super actually has a lot of range and goes over projectiles so it effectively removes the threat of meaty projectiles. Plus side switch into electric into SA3 is a devastating option that many Blanka's don't use. I think it's pretty good at average.