hey i was the guy in the video. i was really glad that my replay was useful. i remember being super frustrated during the match but it looks like it paid off in the end lol.
@@eebbaa5560yeah those matchups are awful, when I see someone start walking back I do the same and I’ll sit there till they get frustrated first. People are usually not good against their own strats online.
@eebbaa5560 I've had my fair share of games like the ones in your replays and I was easily feeling your pain. I have been trying to get people like this in rooms to train my emotions to play more calmly cause I feel that's the real counter against them.
This is unironically me. I play Jam in +R, but I still do the whole back up thing and I've completely confused a few folks who go all "my guy why aren't you rushing me down?" or "You're the most passive jam player I've ever seen" and it's just, I started winning by waiting for my opponent to do something minus and it's still pretty effective, and I'm too pussy to learn what else is effective I guess lmao
@@theonlysinisharm You can't do that in sf6. The corner is death. One mix up and your in the corner guessing, having to look out for Drive impact, or getting throwed looped to death.
Think about how you feel when you get put in the corner by your opponent, and how brutal it can be to get stuck there against corner pressure. Now consider that somebody who only runs away is putting THEMSELF in the corner; they're basically setting up your corner pressure for you. They can only run so far. ;)
[Insert Anakaris sound effects here.] While that's apples and oranges of course, it is amusing to just now realize that one of the relatively few fighting game characters who can--in theory at least--never be cornered is just so *terrible* in his home game despite what a strong attribute that *should* be.
I fought some matches with a Ryu player the other day who only jumped back until he was in the corner. I won like 7-1 because I would just walk him down and anti air his jump out attempts. Mad satisfying lol
I mean yeah duh. But that advice alone desn't exactly help. See 1:14 You assume people are good enough to fully capitalise on someone in the corner. And the people complaining about this don't. Which is why Sajam explains here what you should be doing when walking in on someone and your mindset when the opponent is cornered.
Telling people to sit there and wait is brilliant advice, honestly. My main issue when I got someone in the corner was that I'd think that I needed to exploit the fact they were in the corner and I'd get too aggressive, letting them jump over me or reversal me and get out. I'm still not great at it, but backing up a bit and waiting, ready to anti-air has helped me improve slowly over time.
There are some games and characters where this is the right call! If you are playing Zato or HC in Strive, for instance, you have oki setups that lead into corner blockstrings which are very, very, very strong and you can mix people up repeatedly *and* with great reward - landing a hit in the corner gives you tons of damage, but it also leads to replenishing your resources and getting a safejump. In SF6, most characters have neither the oppressive mixups to keep you locked in place for 10 seconds at a time, nor do they get the same return when their mixups do work - most of the time they have to SPEND resources to convert hits when they get them, and safejumps are few and far between. This means trying to rush somebody down in the corner is not as good an option as it is in strive. The corner is still a dangerous, scary place to be, but not in the same way as Strive. Your goal should be to keep them in the corner first, and deal damage second.
Have you never seen the Spongebob clip where Patrik yells: "He's just standing there! MENACINGLY!"? Channel that energy to make your opponents spill their spaghetti.
In games with mobolity like in SF6, siting few steps away from cornered player is always strong strategy as pressure tool. If you have good reaction then cornered player have a bad time. It's hard to escape or make various moves to not be exposed for wiff punishes. He also can't advance to you with wiggle, because wall don't let him. If he moves forward you just interupt him with poke. If he dash to you, it will also be noticible
Just a note this thinking is a double edge sword if you're not consciously checking your play regularly, since deliberate patience often owes to bad habits of being overly patient.
As an arcade kid I thought I was so good in MVC2 because I would main Dark Sakura and constantly jump back fireball into her invincible teleport while spamming Ken's invincible AA assist.
It's always nice to see someone improve, especially "real time", so kudos to the A.K.I. playing for not getting frustrated and for sharing the videos in the first place.
it felt like every memory i ever had coalesced into that single game and i just knew what to do. i'm so glad i adapted in real time or it would've been super embarrassing lol. but it was also like a really textbook example so i guess i was in the right place at the right time.
this is legit my litmus test for whether im in the right headspace to climb ranked. if i can walk someone down and then wait at the corner for something to punish, im golden. if i start getting frustrated and committing first instead of waiting, i'll say "this guy blows, watch this shit" before marching on anyway and tanking my LP for an hour
If I run into people obviously playing like this and I'm making stupid decisions I just leave after the next round and turn the game off cause yeah. You're dead on, there's a serious barrier and it isn't the doofus giving up the entire screen
You have such a nice and friendly way of explaining. i feel like i'm being taught by the cool gym coach that let you play ball if you finished your push ups.
i don't know why but this is the first video to really get it into my brain that once you get them in the corner you don't need to initiate all of the time. That segment about them either running at you or jumping helped me reach diamond.
I learned this lesson a few months ago in blazblue. My friend plays Amane and loves to IAD back and use his projectiles to try and zone me, and I would always get predictable with trying to dash after him or get in. The easiest way I simplified it for myself was: “slow down.” I had to stop trying to go on the offensive and just wait. Once I did that, he’d try and get in on me and then I either checked his dash with 5D or anti-aired him. It really is just that simple. Thank you for making this video so that people can learn the same lesson I learned with much less hassle.
@@javianbrown8627 No, blazblue has 4 buttons. The ‘regular’ buttons are labeled A, B, and C, which can be equated to light, medium and heavy. D, also known as Drive, is a button that revolves around your character’s specific gimmick. My character, Yuuki Terumi’s, gimmick is that his Drive normals give him much more meter than others characters, and his game plan is balanced around that added meter gain. He had only three special moves, but 7 different supers, which cost 50 meter each. Every character’s drive is different, and is tied into their specific game plan.
@@javianbrown8627 I assume you're asking this because you're used to SF notation rather than numpad notation? Numpad notation denotes a direction by using a number, based on the layout on a computer numpad, assuming facing right. 5 is neutral, 2 is down, 8 is up, and 6 is forward. You should be able to figure out the rest from there. So 5D just means pressing the D button with no direction held.
@@caliburnleaf9323 I know numpad notation as it's used in other games I play like Guilty Gear. Just wanted to know if Blazblue was a 5 button game or 6 like Street fighter which you also answered so thank you. I do want to get into Blazblue at some point though
the line of ' i dun feel very punished" some people take every hit as a bad thing but if you got more life than them still and are in advantage, what did you lose? nothing but a small bit of our resources.
Cross counter ended on a bad note, but one of the smartest things gootecks ever said was to Kenny Omega about pressuring on wakeup and it's exactly on this topic. If you're way ahead on the life lead, you're pretty free to pressure them. If they want to throw away a bunch of meter and you're still winning that's pretty ok with you. Don't just tank every hit or whatever, but like.. if your opponent wants to blow their critical art on reversal when you have a 90% health lead then great. Even if you lose that round you have a huge advantage in the next one This isn't quite as true anymore now that EX moves use drive gauge instead of meter tho
Same scenario: Platinum LP, I (Manon) vs a Rashid player who only wanted to play keep away. No joke, on the last round when I got the life lead I stood still to force him to actually approach and fight me, the dude instead kept full screen and threw out tornadoes until he timed himself out. Just to reiterate, this dude ran away until he lost due to a life deficient. I was flabbergasted at what I had just witnessed.
Some people jump in at fighting games online playing them like itd CPU LMAO This is what makes fighting games interesting man, you can condition and recognize patterns. This dude just didnt get the memo XD
My friend is new to traditional 2D fighters, and does this to me with Ken. I constantly complain at him since our rounds usually run down to the last 20 seconds. But he sent me this video, so the ball’s in my court now! Thanks for the upload!
Great vid some additional pointers: - parry is useful to walk down projectile users-trying to block makes you move backwards losing that precious space - if you have ex fireball you can predict their fireball spam and put them in corner easily - you can wait/empty drive rush/shimmy to get a sense of what their game plan is for getting out of the corner - don’t use raw DI that’s all these corner crabs are looking for
This is such a godsend video. This topic has been popping up so often in forums. Now i can just send people this video instead of trying to explain it myself. Thank you so much.
I’ll always remember losing in 3S to a sick Twelve who would poke and then endlessly go in to full screen corner to corner glide. Absolutely monstrous.
As a Marisa player 90% of my opponents start the round by holding back/jumping backwards so I've gotten tons of practice walking people down. It really exposes your ability to be patient (or lack thereof in my case).
I was a Marissa main and got tired of this exact playstyle so I went Guile and now I spam booms and make them work their way in. Its their fault there is one more zoner in the game.
@@SpartanOfLuxon I have a very limited knowledge of the game yet, but Guile probably is pretty good against this kind of "turtling" players, isn't he?
@@digitaldevil696 Yes, Guile is a charge character that is a defensive zoner archetype meaning most of his moves require you to hold either back or down for a few seconds before you can perform a move. He has amazing fireballs and forces opponents to move in on him as a result of his great fireballs
Literally just watched an episode of Jujutsu Kaisen where Yuuji baits someone into atacking by jumping knowing they would attack when he lands so this was just ironic
Do everything Sajam said but don't forget to take a deep breath when they're a fullscreen away. That'll help calm your own nerves and make better choices.
Great topic! And great video! I am glad that you made a video about this! I did kind of struggle mightily against this playstyle in SF4 and SF5, and I certainly could have used these tips, and these visual examples, back then!
it's so easy to deal with up-back in the corner as Honda, I love it! btw, played against an AKI player today in Ranked. the longest ft2 of my life. they'd do something then run away and just sit fullscreen throwing bubbles. they didn't even do puddles. I smashed my head into him and died in the 1st game, then thought, you wanna sit and wait? fine. I'll get like 1 or 2 hit confirms then sit down full screen and parry your bubbles. in the end, they got impatient, tried to walk behind their bubble, got cornered and died for holding up back. I hate this "I have till the timer" style of play with a passion, but not gonna lie, beating this player at their own game... incredibly satisfying.
I love these types couple of headbutts to get the life lead then when they start being lame and I sit at the other side of the screen and say "I've got all day friend"
I know it's good for me when an opponent backs themself into a corner, and I'm trying to get good at taking advantage of that situation, but it's still annoyingly common and can be annoying to deal with. Especially when my opponent is a rushdown character with no fireballs. I'm like, "Why are you over there? The fight's over here!"
Sajam doesn't go into it very much because it's supposed to be a beginner friendly video but just the threat of corner pressure can make the corner scary. It's fundamental to understand your win condition once you get to the corner.
i have fought people who were at a 60% life deficit or more and just run away. I have also run ftdeath sets with those people, and after about 50 or 60 matches, my brain turns into soup and I don't feel like spending the mental energy to chase them anymore. I want to know what kind of sick person decides after 60+ games of losing with the jump back and do nothing strategy that that particular strategy only was flawed in its refinement, not in its overall effectiveness as a strategy.
There's a lot going on under the hood here. Everybody can play the game the way they want to play it, but if one player is hyper aggressive or hyper defensive they can control the tone and speed of the match. If you're hopping on after work to get in a few matches and find a guy spending 80 seconds a round holding down-back you might not be in the right place mentally to clinically take apart his playstyle. You want to hit buttons, so you rush in, and you get real frustrated after you get bodied. Back in SF4 I used to get hate messages from guys who would complain I "turtled" with Ryu and wasn't "playing right." It's like anything else people can get mad at in a fighting game... you could try to figure out how to beat the thing, or you could slam your head against it and get mad about it. It's also important to understand that having an 'advantage' in a fighting game won't necessarily win you the game. Everybody understands that if your opponent is in the corner you have an advantage against them. Not everybody takes the time to learn exactly how to take advantage of having their opponent in that position. If you get somebody into the corner and then you back off because you aren't exactly sure what you should be doing to take advantage of that situation you're going to lose that advantage or eat a combo. When you know you *should* be winning, but you lose because you haven't really thought about *why* you should be winning, it can be really incredibly frustrating.
Gotta say though, as that old dude who is busy and works alot and doesn't have as much time/energy for games as I'd like, when I do get a chance to play having to waste time facing turtlers is very very obnoxious. I wanna enjoy the game's interactions, and don't have unlimited time, but instead of fun back-and-forth i spend a whole match chasing, poking and anti-airing. Shit is lowkey bad manner imo.
@@CF565 You have encountered the interactions of the game. Now learn to enjoy it. The only thing that saves you is a change in your mindset. Don't get frustrated about having your time wasted. Enjoy that you are better at wasting their time than they are yours, and win the match. This might not be my preferred way to play the game, but you picked the game we're playing and I'm going to enjoy the hell out of being better than you at your own game.
@@CF565this is always was bad argument if players saying that they are very busy IRL to learn game as excuses of their failure. But saying that "my opponent don't let me win - he is bad" is just wrong. This is have nothing to do with game. Every game just have it's own learning curve. Every player allow to fully use whatevet they like to do, because game have counter strategies to oppose every type of playstyle, you need to find it out. The only real exuces will be some rare bugs that can lead to some unbalance situations, but this is out of this topic
I'm reminded of Bobby Scar fighting a Honda and being yelled at to basically just sit there and he's going "I want to play the game" and they're going "You are playing the game!". That's basically me; I just wanna punch the guy in the face but so many people play like this. Like, how are you having fun? Even in SFV, they just let me get V-Trigger as G and I still lost because I just couldn't sit there and do nothing.
Realized something like this a month and a half ago, some players just LOVE jumping backwards into the corner waiting for you to come to them and do something stupid. As a Cammy main I don't have a fire ball that can keep them in place or catch em, but what i DO have is INSANELY damaging combos. Eventually the all get impatient and commit to something, and THAT is when you make them feel like a dumbass.
I mainly fight against Kimberly and Lily players that do this. The Kim players hold back in neutral and then try and random teleport and the Lily players charge up stocks and jump over and over again.
i don't know what it is about kim players but sooo many of them do this shit. and i don't know what it is about kimberly's walk animation but it makes me so irrationally angry seeing that dumb girl skipping backwards swinging her dumb arms back and forth the whole match, it always feels so good winning those lol
This resonated with me so much. It's unreal. I have had multiple matches like this where i just end up getting frustrated, and then seemingly out of nowhere end up getting juggled into a game loss. Being in Silver i want to erase these mistakes early on, and i shall
I have the answer, You take the good old smash rute of just run away from them as well and then they have to apraoch you unless they want both of you to get DQed
One of the hardest lessons for me to learn in SF is “don’t jump.” Realistically it’s “don’t jump so much” but playing matches while trying not to jump and still control space is a great lesson and something to practice.
Great video, but you missed the scenario in the comment thread you referenced. What if they're fine waiting in thr corner for you to do something? They just hold down back and 2mk you when you get too close. What if they don't try to escape the corner. The answer is try to bait the 2mk by dancing in and out of range. You have the advantage in the corner because your opponent no longer has any space to back up, so now spacing is entirely your decision. So you wiggle at the edge of the range. And if they don't bite walk up and throw them. At a higher level they'll react to the walk animation and throw in response, but at that point you're looking at walk in hit button or walk in shimmy.
I had the most frustrating fight but against AKI as Chun. She was throwing EX fireballs, and regular fireballs, walking back, and when she's cornered she'll do EX snake to get out. Thinking back I probably should've stood at a good distance where I can react and throw her whenever he did the EX snake.
If Jigglypuff players can run away for 8 minutes, I promise you you can hold down back for 90 seconds after you get a life lead against a player like this.
it's so funny for defensive run away people, you sorta just gotta be patient and wait for them to finally do something. Which you almost instantly think you beat defensive with insane offense, but sometimes you just gotta wait
Not sure how relevant this is to the video, but a recent level-up moment for me was the idea of "Even if characters can do anything, players can only do one thing at a time". Sure, it can feel like your opponent can answer anything you do, but the actual player most probably has one, maybe two options immediately on their mind. And, like the video demonstrates, recognizing these immediate options and countering them is a much better way to win than worrying about some option your opponent might have legitimately forgotten about by now.
Brooooo! I needed that "check him on landing" tip. I surely don't react using DPs as I should, so for me maybe 2MK check should come out easier, I'll try that. Thanks!
Coming back to this cause I started going up against a bunch recently and I don’t have trouble with it, but genuinely don’t understand the reasoning behind backing yourself up in a corner holding down back and then doing nothing
When you main zangeif you get use to it. Every single match, every single round, every single set. This is Rookie to Master, it’s hurts most when a person has a big ass back dash. And I’m talking about those dogshit Juri mains running and doing a H.kick every single time. Even when they see it don’t work on you, they still do it.
@user-vh8qo5kq4s hell I play Guile and I prefer drive rushing to shooting boom. Gief is much easier to control if you fight him on your terms and not his imo
@@ellachino4799 You play guile, you are forcing people to play your way every single match. Zangeif or not. You have to force guile to come to you otherwise one little life lead by guile is a zone fest otherwise.
@@じゅんヒロイン父 I don't care about other matchups atm so idk why you're bringing that up. Gief specifically can only win if he manages to corner you and get you to panic from my experience, so my point was that Guile (and everyone else really) should fight for space vs Gief and be willing to be proactive if needs be
I lost so much to people who did this in sfv. Now in sf6 if someone starts the round walking way back it's a relief because it means I just need to react to win, usually.
Newer players need experience to understand that they have all the leverage they need by just standing midscreen while their opponent’s back is to the wall. You are literally SpongeBob just standing there menacingly while Patrick panics and screams WEEWOO WEEWOO WEEWOO JUMP HK.
@6:23 I went frame-by-frame and the Chun player started inputting their EX DP before the A.K.I. player even jumped. I still wonder why they jumped there. Was it desperation to create an opening? There was no reason to jump. If they just hit down-back for 4 frames, Chun would have whiffed a DP in their face and they could have had a juicy, round-winning punish combo.
I've always wondered what sort of person could actually enjoy playing like that. Them being a fan of Moon Man never occurred to me, but it makes total sense.
Had a lot of trouble with these types of players on my own road to master finally figured it out just squat if they jump headbutt throw out the occasional crouch medium to check drive rush and if they up back continuously ex buttstomp.
This is why I like sf6 rather sfv. I can play whatever I want from being super lame to super aggressive playstyle. I use manon and i like to keep switching my playstyle to become unpredictable.
FighterZ taught me you never want to be the one blocking. Learn the basics of what options are given to you by your respective game to break block and move from their. Pick one simple option to practice that day and just use it whenever the chance shows up. It doesn't need to be optimal for damage. Just experiment with it. It will begin to feel like a natural part of your gameplay. For example, grab is an option every game provides. By simply throwing it out there your opponent will have to do something that will open them up for you. Strive is so good when it comes to this since you have 2-3 universal options, negative penalty, and risk build up. Go for a grab and they'll need to tech it or jump. You can either hit them when they go for the tech or just jump and grab. Once you get the hang of that, and your opponents begin teching it consistently, then you begin mixing dust in. Just wail on their block with safe strings until their risk Guage is full enough to break with dust.
The kind of playstyle that gets me torqued is when they get burned out and jump back, jump back, jump back, jump over you, jump back, jump back, and just waste everyone's time waiting for the Drive Gauge to refresh.
new player here. what am i supposed to do instead of playing defensive and trying to wiff punish when literally any attack can be a DI that sends me flying?
Alright so now I have a somewhat related question: how do I STOP being the person that walks back all the time? Most of the time it feels like I have absolutely no ability to take or hold space, even though I know theoretically that I should be trying to do so, even using the buttons that are supposedly good for holding space my opponents still just walk me down and I don't know how to actually stop them or make them feel pressured.
My tip is more of a mental tip. My advice is, dont respect you opponent that much. If you back off that much is because you are afraid. Maybe you are afraid of giefs grab, or ken shoryu, or cammys crazy combos, thats fine. But too much respect causes what you describe. Now, you have to be smart, you cant just jump in or go straight forward, you will get punch in the face, just be smart on the approach, or rather, patient. I have a master guile and master lily. With guile believe or or not, i was afraid of gief, he would pass my zoning, i respected him too much. I switched my mindset and started to be more agressive, it worked wonders. With lily was the same, I left people jump at me and get in the office, I decided i had to be more agressive in my defense and just dont let people jump at me. Now I am mastering gief (diamond 2). Everybody zones me out. There are matches where i cant jump, and i have to suck it up and say "ok, im not jumping, but i will keep moving forward, and you re not jumping either". It is all about modifying your mindset, dont over respect and being PATIENT. I cant guarantee you that you will immediatelt win with this tip, but i assure you will improve, play better and start improving from the very first time you implement those concepts.
@@fernandomartinez4486 Yeah I play guile cause I like being patient and deliberate, but I guess I'd never considered the idea of being patiently aggressive cause those words are opposites in my head. You described the exact problem though so I'll definitely have to put more effort into figuring out how to play offensively so I can be more aggressive.
@@Tomoka51Im glad I could help. And since we both play guile, I can elaborate more on "aggressive defense". I will use the JP match up as an example, this works for me with lily, guile and even gief. At the begining of the match, instead of crouching charging the boom/flash kick, MOVE FORWARD, even if it is by a step, even if you just press forward for a split second, move forward and then crouch, depending how you feel your opponent you either press a button or not, but start the match invading the other side of the screen. He will immediately back off. You want to corner him. Don't jump right away, play the game, try a boom, or keep doing mini steps. While doing steps, be ready with your anti air (crouching fierce or FK). JPs start very measured, they are used to people giving them space because he is a zoner, No, you take that space. They then lose composure and start jumping, AND IF THEY DONT, you remain patient and smart, but moving forward, and being ready. That way you are playing defensively but also aggressive. And again, patience is important... but always forward.... i mean, always forward on those weird matches where they corner you or pass you zoning. Those matches where your zoning works, just keep doing what works for you. Hope it helps. And i know this wasn't a call for help vs JP, maybe you do well against him. I was just explaining the aggressive defense thing. You move forward with subtle buttons, while being ready for their jump.
Yeah that’s kinda what geif does. SPD makes him standing anywhere near u incredibly threatening so try and remember people are gonna fucking panic when u get in on them and try to scramble and jump and backdash and reversal…
I completely hate fighting against those "backward" players, it's not fun at all, it's a complete desperation for me and I prefer to just get out of those matches or even letting them win with no rematch
Sweep is like my favourite move to fish for especially from stale 13k Ryus lol i literally wiff my own sweep once in the match and these ryus get boners screaming "i CaN dO iT tOo"
I played a master JP would just walk to the corner round start to try and get me to come to him and get me stuck in the corner. I didn’t take the bait. I lost the first set but figured him out the rest and he wouldn’t run it back after I figure him out. Just door do much. They are just playing reactive to whatever you do. Watch how they block and then walk back. When you see the pattern just do a low into dr combo or combo and it will make them think twice. They will probably do it again too
The corner is hell in most games, SF6 undoubtedly. People want out, so if they walk themselves into it by just refusing to engage they're gonna get the fear and wanna get out. Hurt them for trying >:)
Big respect to the guy who let Sajam analyse their replays as an example
hey i was the guy in the video. i was really glad that my replay was useful. i remember being super frustrated during the match but it looks like it paid off in the end lol.
@@eebbaa5560 you already figured it out on your own by the end boss, thats whats up
@@eebbaa5560 Thats growth! Well done
@@eebbaa5560yeah those matchups are awful, when I see someone start walking back I do the same and I’ll sit there till they get frustrated first. People are usually not good against their own strats online.
@eebbaa5560 I've had my fair share of games like the ones in your replays and I was easily feeling your pain. I have been trying to get people like this in rooms to train my emotions to play more calmly cause I feel that's the real counter against them.
"What do I do against players who just holds forwards and aggresses?" -Player who just holds back and waits
Hold forward
@@cj8494 hold forward too then kiss
@@Brian-rt5bboh.
This is unironically me.
I play Jam in +R, but I still do the whole back up thing and I've completely confused a few folks who go all "my guy why aren't you rushing me down?" or "You're the most passive jam player I've ever seen" and it's just, I started winning by waiting for my opponent to do something minus and it's still pretty effective, and I'm too pussy to learn what else is effective I guess lmao
@@theonlysinisharm You can't do that in sf6. The corner is death. One mix up and your in the corner guessing, having to look out for Drive impact, or getting throwed looped to death.
hey sajam i'm the guy whose replay you reviewed lol. glad i could be useful for something
Cheers mate, good luck on your ranked journey.
Think about how you feel when you get put in the corner by your opponent, and how brutal it can be to get stuck there against corner pressure. Now consider that somebody who only runs away is putting THEMSELF in the corner; they're basically setting up your corner pressure for you. They can only run so far. ;)
[Insert Anakaris sound effects here.] While that's apples and oranges of course, it is amusing to just now realize that one of the relatively few fighting game characters who can--in theory at least--never be cornered is just so *terrible* in his home game despite what a strong attribute that *should* be.
I fought some matches with a Ryu player the other day who only jumped back until he was in the corner. I won like 7-1 because I would just walk him down and anti air his jump out attempts. Mad satisfying lol
I mean yeah duh. But that advice alone desn't exactly help. See 1:14
You assume people are good enough to fully capitalise on someone in the corner. And the people complaining about this don't.
Which is why Sajam explains here what you should be doing when walking in on someone and your mindset when the opponent is cornered.
I wait for him to move in and jump out if it
This don't work vs dhalsim ,he can teleport
Telling people to sit there and wait is brilliant advice, honestly. My main issue when I got someone in the corner was that I'd think that I needed to exploit the fact they were in the corner and I'd get too aggressive, letting them jump over me or reversal me and get out. I'm still not great at it, but backing up a bit and waiting, ready to anti-air has helped me improve slowly over time.
There are some games and characters where this is the right call! If you are playing Zato or HC in Strive, for instance, you have oki setups that lead into corner blockstrings which are very, very, very strong and you can mix people up repeatedly *and* with great reward - landing a hit in the corner gives you tons of damage, but it also leads to replenishing your resources and getting a safejump.
In SF6, most characters have neither the oppressive mixups to keep you locked in place for 10 seconds at a time, nor do they get the same return when their mixups do work - most of the time they have to SPEND resources to convert hits when they get them, and safejumps are few and far between. This means trying to rush somebody down in the corner is not as good an option as it is in strive. The corner is still a dangerous, scary place to be, but not in the same way as Strive. Your goal should be to keep them in the corner first, and deal damage second.
Have you never seen the Spongebob clip where Patrik yells: "He's just standing there! MENACINGLY!"? Channel that energy to make your opponents spill their spaghetti.
In games with mobolity like in SF6, siting few steps away from cornered player is always strong strategy as pressure tool. If you have good reaction then cornered player have a bad time. It's hard to escape or make various moves to not be exposed for wiff punishes. He also can't advance to you with wiggle, because wall don't let him. If he moves forward you just interupt him with poke. If he dash to you, it will also be noticible
Just a note this thinking is a double edge sword if you're not consciously checking your play regularly, since deliberate patience often owes to bad habits of being overly patient.
This video really takes me back to the "Akuma jump back fireball into red fireball" days of SF4.
These kids don't know how good they have it these days. lmao
As an arcade kid I thought I was so good in MVC2 because I would main Dark Sakura and constantly jump back fireball into her invincible teleport while spamming Ken's invincible AA assist.
This is definitely one of your better guides by far. It shows not only someone struggling with the problem but also adapting to it afterwards.
It's always nice to see someone improve, especially "real time", so kudos to the A.K.I. playing for not getting frustrated and for sharing the videos in the first place.
it felt like every memory i ever had coalesced into that single game and i just knew what to do. i'm so glad i adapted in real time or it would've been super embarrassing lol. but it was also like a really textbook example so i guess i was in the right place at the right time.
this is legit my litmus test for whether im in the right headspace to climb ranked. if i can walk someone down and then wait at the corner for something to punish, im golden. if i start getting frustrated and committing first instead of waiting, i'll say "this guy blows, watch this shit" before marching on anyway and tanking my LP for an hour
I finally figured out my problem on my bad nights. Holy crap.
If I run into people obviously playing like this and I'm making stupid decisions I just leave after the next round and turn the game off cause yeah. You're dead on, there's a serious barrier and it isn't the doofus giving up the entire screen
That’s a great way to measure your headspace before going into ranked. I think I’ll start doing the same
no tangent at the end? my life is noticeably more empty.
Tangent is always the best part glad we agree
You have such a nice and friendly way of explaining. i feel like i'm being taught by the cool gym coach that let you play ball if you finished your push ups.
i don't know why but this is the first video to really get it into my brain that once you get them in the corner you don't need to initiate all of the time. That segment about them either running at you or jumping helped me reach diamond.
I learned this lesson a few months ago in blazblue. My friend plays Amane and loves to IAD back and use his projectiles to try and zone me, and I would always get predictable with trying to dash after him or get in. The easiest way I simplified it for myself was: “slow down.”
I had to stop trying to go on the offensive and just wait. Once I did that, he’d try and get in on me and then I either checked his dash with 5D or anti-aired him. It really is just that simple. Thank you for making this video so that people can learn the same lesson I learned with much less hassle.
5D... Is blazeblue a 5 button fighting game?
@@javianbrown8627 No, blazblue has 4 buttons. The ‘regular’ buttons are labeled A, B, and C, which can be equated to light, medium and heavy. D, also known as Drive, is a button that revolves around your character’s specific gimmick. My character, Yuuki Terumi’s, gimmick is that his Drive normals give him much more meter than others characters, and his game plan is balanced around that added meter gain. He had only three special moves, but 7 different supers, which cost 50 meter each. Every character’s drive is different, and is tied into their specific game plan.
@@javianbrown86275 is just numpad notation. The button is D, the direction is 5, or the stick in neutral position.
@@javianbrown8627 I assume you're asking this because you're used to SF notation rather than numpad notation? Numpad notation denotes a direction by using a number, based on the layout on a computer numpad, assuming facing right. 5 is neutral, 2 is down, 8 is up, and 6 is forward. You should be able to figure out the rest from there. So 5D just means pressing the D button with no direction held.
@@caliburnleaf9323 I know numpad notation as it's used in other games I play like Guilty Gear. Just wanted to know if Blazblue was a 5 button game or 6 like Street fighter which you also answered so thank you. I do want to get into Blazblue at some point though
the line of ' i dun feel very punished" some people take every hit as a bad thing but if you got more life than them still and are in advantage, what did you lose? nothing but a small bit of our resources.
Cross counter ended on a bad note, but one of the smartest things gootecks ever said was to Kenny Omega about pressuring on wakeup and it's exactly on this topic. If you're way ahead on the life lead, you're pretty free to pressure them. If they want to throw away a bunch of meter and you're still winning that's pretty ok with you. Don't just tank every hit or whatever, but like.. if your opponent wants to blow their critical art on reversal when you have a 90% health lead then great. Even if you lose that round you have a huge advantage in the next one
This isn't quite as true anymore now that EX moves use drive gauge instead of meter tho
Same scenario: Platinum LP, I (Manon) vs a Rashid player who only wanted to play keep away. No joke, on the last round when I got the life lead I stood still to force him to actually approach and fight me, the dude instead kept full screen and threw out tornadoes until he timed himself out.
Just to reiterate, this dude ran away until he lost due to a life deficient. I was flabbergasted at what I had just witnessed.
Some people jump in at fighting games online playing them like itd CPU LMAO
This is what makes fighting games interesting man, you can condition and recognize patterns. This dude just didnt get the memo XD
My friend is new to traditional 2D fighters, and does this to me with Ken. I constantly complain at him since our rounds usually run down to the last 20 seconds. But he sent me this video, so the ball’s in my court now! Thanks for the upload!
Great vid some additional pointers:
- parry is useful to walk down projectile users-trying to block makes you move backwards losing that precious space
- if you have ex fireball you can predict their fireball spam and put them in corner easily
- you can wait/empty drive rush/shimmy to get a sense of what their game plan is for getting out of the corner
- don’t use raw DI that’s all these corner crabs are looking for
This is such a godsend video. This topic has been popping up so often in forums. Now i can just send people this video instead of trying to explain it myself. Thank you so much.
I’ll always remember losing in 3S to a sick Twelve who would poke and then endlessly go in to full screen corner to corner glide. Absolutely monstrous.
I’m the guy who wrote that reddit post. Thanks a lot for the video. This was a very helpful demonstration.
Best thing about “Road to Master” being over is finally we get these types of videos again ^^
As a Marisa player 90% of my opponents start the round by holding back/jumping backwards so I've gotten tons of practice walking people down. It really exposes your ability to be patient (or lack thereof in my case).
Fellow Marisa and I feel the same way. Truly a test of will to not full send it every possible second since my opponent is already scared lol
I was a Marissa main and got tired of this exact playstyle so I went Guile and now I spam booms and make them work their way in.
Its their fault there is one more zoner in the game.
@@SpartanOfLuxon I have a very limited knowledge of the game yet, but Guile probably is pretty good against this kind of "turtling" players, isn't he?
@@digitaldevil696 Yes, Guile is a charge character that is a defensive zoner archetype meaning most of his moves require you to hold either back or down for a few seconds before you can perform a move.
He has amazing fireballs and forces opponents to move in on him as a result of his great fireballs
Also a Marisa player and i hear you but have you considered landing a full charged Gladius roundstart would be really funny
Literally just watched an episode of Jujutsu Kaisen where Yuuji baits someone into atacking by jumping knowing they would attack when he lands so this was just ironic
Do everything Sajam said but don't forget to take a deep breath when they're a fullscreen away. That'll help calm your own nerves and make better choices.
Me: I gotta hit em
SAJAM: No wait, let him cook himself
Great topic! And great video! I am glad that you made a video about this! I did kind of struggle mightily against this playstyle in SF4 and SF5, and I certainly could have used these tips, and these visual examples, back then!
it's so easy to deal with up-back in the corner as Honda, I love it!
btw, played against an AKI player today in Ranked. the longest ft2 of my life. they'd do something then run away and just sit fullscreen throwing bubbles. they didn't even do puddles.
I smashed my head into him and died in the 1st game, then thought, you wanna sit and wait? fine. I'll get like 1 or 2 hit confirms then sit down full screen and parry your bubbles.
in the end, they got impatient, tried to walk behind their bubble, got cornered and died for holding up back. I hate this "I have till the timer" style of play with a passion, but not gonna lie, beating this player at their own game... incredibly satisfying.
I love these types couple of headbutts to get the life lead then when they start being lame and I sit at the other side of the screen and say "I've got all day friend"
Anything is easy with Honda. Relax, bub.
I know it's good for me when an opponent backs themself into a corner, and I'm trying to get good at taking advantage of that situation, but it's still annoyingly common and can be annoying to deal with. Especially when my opponent is a rushdown character with no fireballs. I'm like, "Why are you over there? The fight's over here!"
Sajam doesn't go into it very much because it's supposed to be a beginner friendly video but just the threat of corner pressure can make the corner scary. It's fundamental to understand your win condition once you get to the corner.
i have fought people who were at a 60% life deficit or more and just run away. I have also run ftdeath sets with those people, and after about 50 or 60 matches, my brain turns into soup and I don't feel like spending the mental energy to chase them anymore.
I want to know what kind of sick person decides after 60+ games of losing with the jump back and do nothing strategy that that particular strategy only was flawed in its refinement, not in its overall effectiveness as a strategy.
The fight is clearly not over here.
That's when I lose patience and try to superman punch my way in and get DI'd
90% of Kimberly players do this for some reason and it's funny every time.
There's a lot going on under the hood here. Everybody can play the game the way they want to play it, but if one player is hyper aggressive or hyper defensive they can control the tone and speed of the match. If you're hopping on after work to get in a few matches and find a guy spending 80 seconds a round holding down-back you might not be in the right place mentally to clinically take apart his playstyle. You want to hit buttons, so you rush in, and you get real frustrated after you get bodied. Back in SF4 I used to get hate messages from guys who would complain I "turtled" with Ryu and wasn't "playing right." It's like anything else people can get mad at in a fighting game... you could try to figure out how to beat the thing, or you could slam your head against it and get mad about it.
It's also important to understand that having an 'advantage' in a fighting game won't necessarily win you the game. Everybody understands that if your opponent is in the corner you have an advantage against them. Not everybody takes the time to learn exactly how to take advantage of having their opponent in that position. If you get somebody into the corner and then you back off because you aren't exactly sure what you should be doing to take advantage of that situation you're going to lose that advantage or eat a combo. When you know you *should* be winning, but you lose because you haven't really thought about *why* you should be winning, it can be really incredibly frustrating.
Gotta say though, as that old dude who is busy and works alot and doesn't have as much time/energy for games as I'd like, when I do get a chance to play having to waste time facing turtlers is very very obnoxious. I wanna enjoy the game's interactions, and don't have unlimited time, but instead of fun back-and-forth i spend a whole match chasing, poking and anti-airing. Shit is lowkey bad manner imo.
@@CF565 You have encountered the interactions of the game. Now learn to enjoy it. The only thing that saves you is a change in your mindset. Don't get frustrated about having your time wasted. Enjoy that you are better at wasting their time than they are yours, and win the match.
This might not be my preferred way to play the game, but you picked the game we're playing and I'm going to enjoy the hell out of being better than you at your own game.
@@CF565this is always was bad argument if players saying that they are very busy IRL to learn game as excuses of their failure. But saying that "my opponent don't let me win - he is bad" is just wrong. This is have nothing to do with game. Every game just have it's own learning curve. Every player allow to fully use whatevet they like to do, because game have counter strategies to oppose every type of playstyle, you need to find it out.
The only real exuces will be some rare bugs that can lead to some unbalance situations, but this is out of this topic
@@Jackrost01get a job
@@watchmesquatch but I have job. What do you mean?
I'm reminded of Bobby Scar fighting a Honda and being yelled at to basically just sit there and he's going "I want to play the game" and they're going "You are playing the game!". That's basically me; I just wanna punch the guy in the face but so many people play like this. Like, how are you having fun? Even in SFV, they just let me get V-Trigger as G and I still lost because I just couldn't sit there and do nothing.
Realized something like this a month and a half ago, some players just LOVE jumping backwards into the corner waiting for you to come to them and do something stupid. As a Cammy main I don't have a fire ball that can keep them in place or catch em, but what i DO have is INSANELY damaging combos. Eventually the all get impatient and commit to something, and THAT is when you make them feel like a dumbass.
can't believe brian_f is so patient that he made this video a second time. what a great guy.
"How I got to Master Rank in SF6 while always holding back!" video coming soon...
7:08 sajam's inner aris came out there
I mainly fight against Kimberly and Lily players that do this. The Kim players hold back in neutral and then try and random teleport and the Lily players charge up stocks and jump over and over again.
i don't know what it is about kim players but sooo many of them do this shit. and i don't know what it is about kimberly's walk animation but it makes me so irrationally angry seeing that dumb girl skipping backwards swinging her dumb arms back and forth the whole match, it always feels so good winning those lol
Add juri players xD
@@Boom_OHjuri takes some level of skill. She's only good when a player is good with Drive Rush combos.
@@watchmesquatch yea she def does Ill agree. I've yet to come across anyone that uses her level 2 tho. It must be hard to make work
His delivery of “no” when someone asks about the puddle is so funny to me for some reason - it just sounds so sad and deflated
This resonated with me so much. It's unreal. I have had multiple matches like this where i just end up getting frustrated, and then seemingly out of nowhere end up getting juggled into a game loss. Being in Silver i want to erase these mistakes early on, and i shall
I have the answer, You take the good old smash rute of just run away from them as well and then they have to apraoch you unless they want both of you to get DQed
One of the hardest lessons for me to learn in SF is “don’t jump.” Realistically it’s “don’t jump so much” but playing matches while trying not to jump and still control space is a great lesson and something to practice.
50% of ALL Ken players backflip away and then heavy kick and go to the other side. They would rather RUN AWAY FOR 2 MINS THAN LEARN A 3 HIT COMBO
what's the program you use to draw funny lines on the screen at 2:17?
i do love videos like these, it really help things that seems obvious, but when you are against that in a match you dont quite know how to proceed
This is the video I've waiting since I started playing fgs
Great video, but you missed the scenario in the comment thread you referenced.
What if they're fine waiting in thr corner for you to do something? They just hold down back and 2mk you when you get too close. What if they don't try to escape the corner.
The answer is try to bait the 2mk by dancing in and out of range. You have the advantage in the corner because your opponent no longer has any space to back up, so now spacing is entirely your decision. So you wiggle at the edge of the range. And if they don't bite walk up and throw them. At a higher level they'll react to the walk animation and throw in response, but at that point you're looking at walk in hit button or walk in shimmy.
I had the most frustrating fight but against AKI as Chun. She was throwing EX fireballs, and regular fireballs, walking back, and when she's cornered she'll do EX snake to get out. Thinking back I probably should've stood at a good distance where I can react and throw her whenever he did the EX snake.
i'd love to see more replay reviews, feel like they help a lot!
I'm glad this person looked for advice instead of just going to the steam forums asking for a ban on modern controls.
If Jigglypuff players can run away for 8 minutes, I promise you you can hold down back for 90 seconds after you get a life lead against a player like this.
it's so funny for defensive run away people, you sorta just gotta be patient and wait for them to finally do something. Which you almost instantly think you beat defensive with insane offense, but sometimes you just gotta wait
Not sure how relevant this is to the video, but a recent level-up moment for me was the idea of "Even if characters can do anything, players can only do one thing at a time". Sure, it can feel like your opponent can answer anything you do, but the actual player most probably has one, maybe two options immediately on their mind. And, like the video demonstrates, recognizing these immediate options and countering them is a much better way to win than worrying about some option your opponent might have legitimately forgotten about by now.
Brooooo! I needed that "check him on landing" tip. I surely don't react using DPs as I should, so for me maybe 2MK check should come out easier, I'll try that. Thanks!
Dont be afraid to get a time out win
If do manage to get a health lead
Play the same game
Coming back to this cause I started going up against a bunch recently and I don’t have trouble with it, but genuinely don’t understand the reasoning behind backing yourself up in a corner holding down back and then doing nothing
The way you read that made me chuckle...
Bridget in Strive. Just constantly running away with that backdash. Tricky.
When you main zangeif you get use to it. Every single match, every single round, every single set. This is Rookie to Master, it’s hurts most when a person has a big ass back dash. And I’m talking about those dogshit Juri mains running and doing a H.kick every single time. Even when they see it don’t work on you, they still do it.
tbf, Zangief is a scary mfer to fight when you lose in 3 interactions
@@imthe_catman You get more out of pressuring him since he doesn’t have a lot of good defensive options. Besides lvl 3
@user-vh8qo5kq4s hell I play Guile and I prefer drive rushing to shooting boom. Gief is much easier to control if you fight him on your terms and not his imo
@@ellachino4799 You play guile, you are forcing people to play your way every single match. Zangeif or not. You have to force guile to come to you otherwise one little life lead by guile is a zone fest otherwise.
@@じゅんヒロイン父 I don't care about other matchups atm so idk why you're bringing that up. Gief specifically can only win if he manages to corner you and get you to panic from my experience, so my point was that Guile (and everyone else really) should fight for space vs Gief and be willing to be proactive if needs be
Praise eebbaa for showing us how it's done. And thank you Sajam for the tips!
I lost so much to people who did this in sfv. Now in sf6 if someone starts the round walking way back it's a relief because it means I just need to react to win, usually.
I think my biggest problem is that whenever I read that my opponent is gonna tick thrown me and my throw never comes out.
Juicy topic.
Newer players need experience to understand that they have all the leverage they need by just standing midscreen while their opponent’s back is to the wall. You are literally SpongeBob just standing there menacingly while Patrick panics and screams WEEWOO WEEWOO WEEWOO JUMP HK.
@6:23 I went frame-by-frame and the Chun player started inputting their EX DP before the A.K.I. player even jumped.
I still wonder why they jumped there. Was it desperation to create an opening? There was no reason to jump. If they just hit down-back for 4 frames, Chun would have whiffed a DP in their face and they could have had a juicy, round-winning punish combo.
9/10 if you lose to a player like this they’re not running it back.
“Cage them in the corner” - this is the way
I will send this to my friends when they complain about it, thanks for the video Sajam !
Self reported turtle. Won't be long before your friends mysteriously stop playing with you. 😅
@@watchmesquatch akshualy, i'm unga bunga enjoyer. I have to hold my self to not dash or jump in.
I've always wondered what sort of person could actually enjoy playing like that. Them being a fan of Moon Man never occurred to me, but it makes total sense.
You need patience that's all..wait for them to do something and punish them..
the impulse to push buttons is strong
👍
Hey alright, Beardjam
Loads of people in plat play passively. As soon as you get into range they forward jump or drive rush, do their combo then back up again lol
Yeah EVERY fucking player i'm diamond 2 with ed and its the same
gief life
Had a lot of trouble with these types of players on my own road to master finally figured it out just squat if they jump headbutt throw out the occasional crouch medium to check drive rush and if they up back continuously ex buttstomp.
This is why I like sf6 rather sfv. I can play whatever I want from being super lame to super aggressive playstyle. I use manon and i like to keep switching my playstyle to become unpredictable.
FighterZ taught me you never want to be the one blocking.
Learn the basics of what options are given to you by your respective game to break block and move from their. Pick one simple option to practice that day and just use it whenever the chance shows up. It doesn't need to be optimal for damage. Just experiment with it. It will begin to feel like a natural part of your gameplay.
For example, grab is an option every game provides. By simply throwing it out there your opponent will have to do something that will open them up for you.
Strive is so good when it comes to this since you have 2-3 universal options, negative penalty, and risk build up. Go for a grab and they'll need to tech it or jump. You can either hit them when they go for the tech or just jump and grab. Once you get the hang of that, and your opponents begin teching it consistently, then you begin mixing dust in. Just wail on their block with safe strings until their risk Guage is full enough to break with dust.
Having trouble with campy Lukes as Dhalsim. All I know is to float and mix them up, walking them down seems difficult with a terrible movement
Thank you they keep jumping up and jump forward
The kind of playstyle that gets me torqued is when they get burned out and jump back, jump back, jump back, jump over you, jump back, jump back, and just waste everyone's time waiting for the Drive Gauge to refresh.
new player here. what am i supposed to do instead of playing defensive and trying to wiff punish when literally any attack can be a DI that sends me flying?
People who run away constantly really frustrate me. Thanks for the advice!
True story, I got cursed out for running away and playing lame. I feel like the FGC content creators as a whole should give a crash course on this.
Alright so now I have a somewhat related question: how do I STOP being the person that walks back all the time? Most of the time it feels like I have absolutely no ability to take or hold space, even though I know theoretically that I should be trying to do so, even using the buttons that are supposedly good for holding space my opponents still just walk me down and I don't know how to actually stop them or make them feel pressured.
My tip is more of a mental tip. My advice is, dont respect you opponent that much. If you back off that much is because you are afraid. Maybe you are afraid of giefs grab, or ken shoryu, or cammys crazy combos, thats fine. But too much respect causes what you describe.
Now, you have to be smart, you cant just jump in or go straight forward, you will get punch in the face, just be smart on the approach, or rather, patient.
I have a master guile and master lily. With guile believe or or not, i was afraid of gief, he would pass my zoning, i respected him too much. I switched my mindset and started to be more agressive, it worked wonders. With lily was the same, I left people jump at me and get in the office, I decided i had to be more agressive in my defense and just dont let people jump at me.
Now I am mastering gief (diamond 2). Everybody zones me out. There are matches where i cant jump, and i have to suck it up and say "ok, im not jumping, but i will keep moving forward, and you re not jumping either".
It is all about modifying your mindset, dont over respect and being PATIENT.
I cant guarantee you that you will immediatelt win with this tip, but i assure you will improve, play better and start improving from the very first time you implement those concepts.
Try being a little more belligerent with your buttons. Embrace a little bit of monkey and disrespect your opponent
@@fernandomartinez4486 Yeah I play guile cause I like being patient and deliberate, but I guess I'd never considered the idea of being patiently aggressive cause those words are opposites in my head. You described the exact problem though so I'll definitely have to put more effort into figuring out how to play offensively so I can be more aggressive.
@@Tomoka51Im glad I could help. And since we both play guile, I can elaborate more on "aggressive defense". I will use the JP match up as an example, this works for me with lily, guile and even gief.
At the begining of the match, instead of crouching charging the boom/flash kick, MOVE FORWARD, even if it is by a step, even if you just press forward for a split second, move forward and then crouch, depending how you feel your opponent you either press a button or not, but start the match invading the other side of the screen. He will immediately back off. You want to corner him. Don't jump right away, play the game, try a boom, or keep doing mini steps. While doing steps, be ready with your anti air (crouching fierce or FK). JPs start very measured, they are used to people giving them space because he is a zoner, No, you take that space. They then lose composure and start jumping, AND IF THEY DONT, you remain patient and smart, but moving forward, and being ready.
That way you are playing defensively but also aggressive. And again, patience is important... but always forward.... i mean, always forward on those weird matches where they corner you or pass you zoning. Those matches where your zoning works, just keep doing what works for you.
Hope it helps.
And i know this wasn't a call for help vs JP, maybe you do well against him. I was just explaining the aggressive defense thing. You move forward with subtle buttons, while being ready for their jump.
I’d tell you but you’d have to pay me
I never knew that was what footises were for, i always thought footises were more for hiding your next move
nah but the big brain play i hate is when they jump back and raw shoryuken on landing so you can’t check it
So then don't check it..?
@@Eric-br1nc yeah everything is a guessing game, same as oki. check it or not you gotta guess what they might do and then react
As someone who just started playing gief, this is unbelievably helpful, feels like 85% of games im chasing people down
Yeah that’s kinda what geif does. SPD makes him standing anywhere near u incredibly threatening so try and remember people are gonna fucking panic when u get in on them and try to scramble and jump and backdash and reversal…
Yeah becuase fucking geif kills you in 3 interactions
This is such a common tactic in ranked man, it really sucks
@stevenluoma1268diamond 2 chun it does not stop in plat lol
low tier god is sweating now
I completely hate fighting against those "backward" players, it's not fun at all, it's a complete desperation for me and I prefer to just get out of those matches or even letting them win with no rematch
sajam read my mind
Someone in the Discord I play in does this, thanks
this has to be uniquely infuriating in discord lol. in ranked you can just beat the guy and be done with it
Players like this are free when your aa dps on both sides are on point
What is the program/tool/extension that let's you write on-screen. I want to be able to do this when I begin online tutoring.
The Ken who just jumps backwards with a normal and throws hadokens is a 0-10 MU for me I swear
Sweep is like my favourite move to fish for especially from stale 13k Ryus lol
i literally wiff my own sweep once in the match and these ryus get boners screaming "i CaN dO iT tOo"
As a Ryu player, I'm not even offended. Do what you gotta do. You don't have a lot of tools to work with.
Can we get the replay IDs you mentioned in the description or something?
8:03 the best part was when the roles were reversed, people will try strats they've had done to them and also had no answer for.
I played a master JP would just walk to the corner round start to try and get me to come to him and get me stuck in the corner. I didn’t take the bait. I lost the first set but figured him out the rest and he wouldn’t run it back after I figure him out. Just door do much. They are just playing reactive to whatever you do.
Watch how they block and then walk back. When you see the pattern just do a low into dr combo or combo and it will make them think twice. They will probably do it again too
Weirdly enough knowing when to just walk forward hugely upgraded my gameplay. Sometimes, all you need is to walk at them.
The corner is hell in most games, SF6 undoubtedly. People want out, so if they walk themselves into it by just refusing to engage they're gonna get the fear and wanna get out. Hurt them for trying >:)
What about the fighters that have teleports