#JP Discussion and Help
1 messages Β· Page 3 of 1
nice one dude! i ve been on a bit of sf6 break, Granblue Versus Rising has been pretty cool so i grinded that out recently
a lot of the coaches are playing it since there s a free demo
that has online ranked
and shit
I've been playing a lot of starcraft 2, still stuck at the same place I was a year ago
hard ass game
I'm d1 in both Sc2 and sf6 and i think getting masters is much harder in Sc2
Also Brian F put out a new video and then put it to private. I was going to watch it over lunch but couldn't
ah shiet
And I'm already down to 1400 Mr lol
Will wait u til i stop being sick to play again haha
Missing everything and zero reactions
So I'm messing around with Marisa on the leverless. Tried cammy but too intense / technical for my current state
My Marisa leverless was ranked as iron 3 lol
But it's good to train my DI reaction on the new controller
@past panther what's the stun combo again? I have my notes saying j.HK, 6HK xx M spin into either damage combo (5HP xx OD ghost, L spike, [L spin xx SA3 |OR| SA1]) or setup (5HP xx spike and then OD portal right away)
Do we not portal during the stun and then do something out of it?
my current notes
@grim lion can you put this in a gdoc of sorts?
@past panther on the burnout sa2 after OD spike. What do I do if the spike hits? I feel like I'm messing up
What for?
it is, you re not supposed to use sa2 like that haha, but it s more damage than anything else from OD spike
except raw sa3 or on counterhit spike sa3 link
It's good content and we could pin it
And I'd keep it for reference . Searching a thread is very bad on discord haha
The notes aren't synced, I'll look at putting it in a nice format so it's readable and will stay up to date
This character is not going well for me. I'm teetering on the bottom edge of Plat 1, not really sure how to approach a real gameplan with him. I keep dropping his combos. I can't seem to actually use most of his tools without being punished for them.
Just went 3-2 in bracket
@merry crater If you're in eu i can try and give some tips if Leon isn't around
I have a flight today do I can't until laye
Damn this amnesia corner switch combo looks like something i need.
Same for this corner combo!
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Also safe travels @past panther !
LOL
I think lord venom is my favorite player ever. He chose to drop a combo to fish for a stun so he could win while taunting, twice, in street fighter league
muh jamie
itβs fun to get a whiff punish with sthp and deal 60% off that shit
and then keep doing corner buttslam loops
@past panther I see a ton of good JPs use back MP target combo. When is it used, why is it good?
Also why is Brian_F using 5HP (blocked) xx spike?
blockstringin'. a lot of good players learn to PP ghosts after 5HP and punish, so he mixes up the blockstring to keep em guessing
also im not sure if it's a true blockstring or if it has some other benefits
i think it does better against SA1
ghosts don't really behave properly to interrupt sa1 like they should
they whiff a lot
What about the back mp thing?
from DR it leaves you closer so throw is a threat unlike after dr crmk
and other than that it s easy to hit confirm, it s plus on block after DR, hitbox is pretty good, and also it s your main way of converting with DR from lights into something like SA2
crlk crlp stlp DR crlp b.mp mp xx sa2 and you can go into your usual combo
not sure exactly what levels you're looking for but ive started messing with JP this last week or so, kinda one combo'd my way into low dia but i CBA to just brute force master again so id love to pick your brain about a few things if you're already full up
sure thing man, let me know when you're avaliable
i can do it tomorrow night or most of friday
looking like friday is the better bet, will let ya know if that changes tho ^^
Also on corner can use back MP then DI
The spike after HP is risky as can be reacted to DI if the enemy blocks the HP
Can use the spike when you put the enemy in corner and you are in Oki
Spike then CLP as you will be in plus frames and the spike cancels some S1 on wake up (Ryu-Luke-others)
uhh no
if you DI after blocking st.hp you lose to st.hp xx ghost
and die
and that one is way more commonly used
spike is a way to mix that up when the opponent respects ghost
after sthp
also why would you b.mp xx DI ever. his go-to burnout DI cancels are DR stmk xx DI or sthp xx DI
hell yea
It was hard to break the habit of crHP after DRC
sup, you avaliable tomorrow mid day ish?
Weird discovery:
5HP xx portal activate 5HP 5HP is acombo
Yeah, but it hits high because portal spike launches them so high
@past panther what situations do I want to fish for counter hit 2MK? Spaced out it doesn't combo with 5LK, but up close the 9F startup seems like a big risk
Catch shimmy doesn't combo since it relies on the counter hit
Shimmy catch I might as well go for 2HK since it's 1F slower but actually gets something besides a bit of damage
not sure, probably more likely to get it against a burned out opponent. anyways most of the time you're gonna combo into 5lk it's gonna be close to tip range 5lk
it helps a lot that 2MK moves you forward a bunch
for checking shimmy both are good
for checking walk back 2mk is way better
and if they walk back to shimmy and press a button like ken doing walk back sthp, you can get the CH on the 2mk and be in range to combo too
D3
@past panther portal activates, knocking my opponent toward me. What do I do? I've been doing 5HP xx ghost but that seems like a poor use of the opportunity I was gifted
Also what are some better ways to start SA2? Right now it's DI into 5HK tc HP xx SA2 and 0 other ways
I like 5hp xx OD ghost spike, and maybe sa3, but sometimes the sa3 whiffs if the spike puts them to high. I Couldn't find out why... But the spike also allows portal if you're not going for sa3
From crlp xx Dr clp bMP xx bMP xx sa2
I can't do those inputs reliably
Gotta practice though
I am
I finally got it reliable enough to use in matches this week
Took a looong time
My brain wants to either mash lp or crHP after DRC
But it's getting better now
5LP can be canceled at any of the active frames, which explains why I was dropping what I thought was a true combo
I like it as good side switch, from the Corner when doing sa2 you can do 5hk 5hk Hp qcb Hp jump over and hit again
I rarely use 5lp :/
you really should
Not on its own, but chaining out of 2LP
So you can hit 3 jabs instead of 2
But 5lp also hits
Ahhh
Duh
I read 5lk
I rarely use LK either 5 or 2, only use it with jumps
Btw, i learned the hard way that now 6HK can be cancelled on both hits. It has been messing up a lot for me lately
Was it always like that or did it change in some patch?
Yeah, or 2mk CH into 5lk. But I can react to that
Sometimes first hit doesn't connect though, that might be it?
I don't think so, when i use in neutral it cancels before launching in the air
And the second hit is the one that does it
From the ground hit 6hk and cancel DRC, in a few matches it cancelled before launching
Happened for the first time a few days ago and noticed it happening more... But didn't try to reproduce in lab
I'm 6HK parry and then hands off the controller, its only doing cancel on second hit
I'm pretty sure first hit didn't happen or something?
Hmm maybe, it hit on the tip? So the first one didn't connect? But that should still launch π€
Do you have a replay of it failing?
DR f.hk xx H spin
lights DR crlp b.mp mp xx sa2
DR out of 5HP or reactively DR raw 6HK?
after the portal spike hits you do DR f.hk
that's the optimal way iirc
dr 5hp works too
edited my comment
That seems really hard to reactively do
it's sort of a hit confirm thing
you asked what the optimal thing to do is haha, the easy thing is just 5hp into whatever
sometimes i just 5hp DR 5hp xx od ghost, H spike if I really need the damage
but it's a shitty cashout for 5 bars
Cool cool
We've also broken 2000 messages in this thread
@oblique forum how's this look for the exported notes? https://docs.google.com/document/d/1tNqS3qTu3KFgtpWYETBnjT1FQdBUWx3M1oZWBrPkt4o/edit?usp=sharing
The link should let you comment, so you can put in suggestions that way
ok nice
I don't know it
i got a link from lemon wait
Watch Untitled and millions of other Street Fighter 6 videos on Medal, the largest Game Clip Platform.
@grim lion
Hmm which category to put that under
We really should have a category of "you hit 5HP in the air in the corner"
yeah
It's crazy how many options there are out of it, and how often we get into that situation
@past panther for that SA2 blender combo, that has a safejump with portal pressure at the end of SA2. What other options are there that don't go for the reset?
Lemon's
blender 5HP xx SA2, L spin, M spin, what can go after the M spin?
Lemon did 5LK (framekill) j.HK as a safe jump
But surely there are other routes
he does 5lk cause you can t accidentally get two of them like with 5lp but it's the same
im not sure there are other routes honestly
i doubt there's any way to keep the juggle going
No low option?
ohh from the safejump?
Oh he does low out of the safe jump
2LK (portal activates) is how it killed
yeah that mb
wait so i misunderstood
Could you do something like PDR 6MK or 2MK to high/low mix out of the final spin?
or is safe jump the optimal result out of the M spin?
hmm, not sure on that one but i don t see why it would be better
also that's not a safejump
it's just a fuzzy
What does fuzzy mean?
What is instant overhead?
so when you block something standing, you can switch to crouch block but your model is still standing for some frames
they re theoretically crouch blocking but practically their model is still standing
so the overhead hits
fuzzy setups abuse this by having something else juggle right after you hit the overhead
since generally you would get no payoff from them
except for a j.lk worth of damage
no
then portal pops
he went for low because he thought ayer would block high expecting the fuzzy
it was a read
I need a flow chart
Sure
Didn't know this one either
@grim lion added a bunch of stuff there π
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this is what you do after portal
@oblique forum check your dms
When everything goes according to plan
@grim lion here's an example of what i was talking about the other day
I expected a launch and then Dr
you just cancelled too early
you can cancel the first hit or the second hit iirc
@oblique forum
How sure are you in that? Because I couldn't get a first hit cancel
From supercombo, second hit whiff against crouching opponents and first hit is not cancelable
That's so weird. Second hit doesn't deal damage but lets you cancel anyway?
that's interesting, i remembered it that way too but the clip clearly seems like first hit cancelled yk?
i wonder what fully cancellable means
No, second part of the move goes and then is canceled
Yeah this is what we were talking abour
I couldn't either
But this has happened a couple of times
Maybe fully means for specials/sa?
But yeah this happens usually in this scenario when I'm trying to whiff punish with it
Maybe the PC is what makes this possible?
Do you have the replay ID?
possibly?
i ll go in and test it out now
okay boys
i tested it out
found the spacing to make it consistent
you are indeed empty cancelling the second hit
if you don t DRC there, the second hit doesn t connect at all
i recorded it
Aha
@grim lion @oblique forum
Ha
@shy vine did you come across this? why does it happen?
Such a weird thing
it s a very specific spacing too
Why would the first hit connect and the second not? Feels buggy
yeah also if i just let it rip like in the second part you can see how far away they are pushed
Yeah
So, 6hk isn't that good for some whiff punishing when at the end of the range
i think for gief sthp, your sthp will be by far the best option
i don t really whiff punish with 6hk, either 5hp, 2mp, or 5mk
or 5lp/lk
the 1st hitbox hits an extended hurtbox
2nd hitbox doesn't reach far enough to hit the body
why does it cancel though
like i would get it if it were just that but you get DRC for a weird reason
that would be easier to tell if i saw your buttons
.
this is what happened to david in ranked that led to me testing
it drc'd cause he hit MP+MK
well yeah but the second hit didnt connect and it s the only one that s cancellable no?
that s what i was asking
Some moves can cancel only on hit/block, some can cancel always
6hk apparently
you're saying the 1st hit isn't DRCable?
i mean I went and tried it a lot of times
Unless you can prove otherwise
I also tried and failed
could be a weird script situation
FAT says only the second hit is "fully cancellable" but im not sure what that means
since the way moves are programed, sometimes it goes into different scripts to resolve the button
Yeah, i use 6hk against gief HP because if i mess up the spacing the two hits breaks the armor still
While 5hp if it hits the armor tanks and I get PCd
if they get hit the first hit of 6hk will force standing
so if they block no
We're seeing second hit whiff and still be cancelable
So on crouch block second hit also misses
Does it cancel still?
i think it's more likely this
Wacky
Btw the burnout SA2 combo is the one from combo trials? Or a variation of it?
nah it's different
i do level 2, st hp, dash, st hp xx hp portal, step back a little bit st HP xx DI, DR HP xx DI
Nice because i can't get the trial one consistently haha
in the corner you don't need to step back, you just do HP xx DI, DI
I'll try that one out then!
if the opponent is at 2 bars, you can do level 2, st LK xx DI, HP portal, whiff cr LP for a safe jump into high low mix
or level 2, st HP xx DI, whiff cr LK OD portal jump HK
the trial one is needlessly hard for less reward
@oblique forum what does 6HK xx PDR xx BNB mean? Is it a parry drive rush (not a cancel) or a drive rush cancel out of 6HK?
Also what does HM mean?
Should be 6hk DRC xx BNB (crHP, etc)
Should be High medium P
what does that mean?
Can you explain the jMK section for the bnb?
"You can also jMK before the 5HP for a little extra dmg", no 5HP in the bnb section
When you do heavy spin in the corner, you can juggle with jmp
Then when you land 5hp spike
It was supposed to be in the bullet point above explaining it doesn't work in the corner
But smh formatting got messed up
So option one is heavy spin jmk 5hp, option two is heavy spin medium spin 5hp
What about the "Then PDR 6HK xx Spike for extra corner carry, and if this puts in the corner, do the above"?
On the BNB combo, if you don't do 236mk after heavy spin, you can PDR 6hkxx spike
The structure of this section has gotten completely confusing
And if it's close to the corner after 6hk can h spin again, jmk 5hp blender
Indeed haha
I'm not on PC now
But can try another pass tomorrow
What about the 2MP 5HP part?
I'm basically taking your notes and fixing it to match the rest of the document
That one I'm a bit confused why I wrote π₯²
Can you do that instead of the PDR 6hk?
Remove that bit and i will look again
I liked your doc and started one for cammy as i learn her now π
I saw that
I'm glad the format is useful
What is counter throw oki?
Do you mean after throw oki?
or throw tech follow ups?
If they block on corner you can
It works
"C/PH"?
That's not a good shorthand
Ch/PC is better ?
CH/PC is better
Yeah, the spreadsheet is too much to me
And hard to look in the phone
Since i play from the couch on big screen i don't use a laptop for that
Only the phone
Spreadsheet isn't enough is why I made this doc
All the suggestions should be brought in now
Nice! How's the grind going?
I'm so close to masters in SC2
currently 4076 and I just need 4200
So not much sf6 recently
Γ h nice!
Need such a chart for sf
SC2 has really good community created tools
things like aligulac, sc2pulse, and sc2replaystats are amazing
for notes, this is specifically in the spacing where you re too far for M spin to juggle correctly but not far enough to where you should just do dash st.hp
Can you elaborate?
what part do you need me to expand on?
The three sequences, and when each one is used
They all start with DR 2HP xx H spin, sometimes you j.MK, M spin, or M ghost
Is it just - faceplant wall = M spin, slightly further back = j.MK, way further back = M ghost?
And what are the associated contexts?
it would be easier to show really. it's all based on what you wanna spend and get
and distances from the wall
Could you structure it as - at these distances here's the optimal resource free option, and if there is a resource investment available include that for those distances?
So like
1 - mid map
a - free route
b - 2 bar route
2 - anywhere the wall is in sight
3 - licking the wall
ok so it d be like
wait fuck it im gonna record them
some of them share categories
so i gave up halfway writing them
At some point I'm gonna make a giant whiteboard on something like miro and just have the combo routes all chaotically explained
yea we can make a big flowchart thing on miro
"This is a human brain on JP"
okay done
so i found a good solution
i recorded what combo I do nowadays for each half square distance difference on the training mode map
if that makes sense
i ll compile em in a sec
also I recorded a common sequence I do in my games, since I tend to go for a different H spin combo midscreen because I'm pushing the corner very aggressively nowadays
since good players will work very hard to not get there
okay @grim lion
i got it
so
i did it in one take and i diiid mess up one of the combos 3 times in a row lol, just as a heads up
cause it s very manually timed and i ve mostly been playing blanka recently
so here
the first vid is me showing the flowchart I do sometimes
Gonna take me a few days to translate that into my notes
yeah that s why i prefferred video ngl
Why does lord venom go for h spin, ghost, portal instead of h spin, ghost, spike, portal?
This was vs Juri
is it jump forward dive kick with the spike portal can weave past the portal and gap close easily?
wut?
ohh you missed a "cause"
I think I rewrote the start of that sentence and didn't connect the later bits
But yeah, why no spike ender to that combo?
oh, yeah it makes sense, usually she can just Dr back in your face and portal whiffs even if you do it manual cause it doesn't autocorrect at her speed
so prolly a more meaty portal
Ok that makes sense, prioritizing control over damage
yeah, making sure portal is actually a threat
since basically anything you do juri can punish full screen unless it s a preemptive thing like M spike expecting DR
sometimes even that because dive kick stalls above spike range
100% hit rate in my games I swear
i usually punish it with crlp stmk xx m spin to be sure but closer you get even better stuff
If you want to see JP annihilating ken's drive rushes, check out Naumen vs Jaccy in CPT Japan top 8
So many great checks
And heavy use of drive reversal on the 2MK drc
Also SA1 to check dragonlash, that was silly
Apparently Jaccy is a Kimberly main who played JP for this matchup. Dude's secondary was insane
@past panther when you end a light block string with 5HP as a spacing trap, you can't really be buffering anything out of 5HP because if they're throwing DI out to stop spin you get hit. Do you hit confirm off of the 5HP?
The window seems super tight
You die to DI there
If i can afford
I don't think 5hp is hit confirmable like that, unless you get a PC π€
I've seen a lot of people who like to DI when you're mashing lights at the end of the light range so when you finish with light spin, they kill you
And if you mix up and do 5HP xx ghost, you still die
burns 35% of a drive bar on block though
Yeah, i think it's situational. If you can afford taking a DI or the DRC potentially into nothing, go for it. Worst case you're just back to neutral if you don't buffer anything
Unrelated 2HK is just plus enough in the corner for a nearly perfectly meaty command grab
Brian F had some setup around using it that was much better on his recent video, I should probably learn that instead
DI is a big risk they take. if I see they press DI before my 5hp then i just don't go for ghost next time until I see DI again
if they DI after your 5hp you beat di
also if you do sthp xx EX spike/ghost it beats that DI too iirc
and both are plus so you get to push offense a bit more
I noticed a lot of the JP discussion on this server happens in here. Hope you dont mind a fellow JP player hoping into this thread.
If you watch the capcom cup qualifer yesterday I am sure this moment stood out for you all too:https://youtube.com/clip/UgkxB6SXYBbPLCfCvrS0JDYMxFsKEMsj4LPZ?si=FJF9VYcwL7jWkLuu
How practical do you think this is? even if they get hit (which like who wouldnt) it doesnt even look like you get that much more dmg compared to a regular option, though admittedly I have not labbed i yet.
9 seconds Β· Clipped by Hark! Breadbox Β· Original video "Capcom Pro Tour 2023 - Japan - Top 8" by Capcom Fighters
Our old dude isn't doing that well
Damn this looks cool haha
So cool it looks improvised
is there a sideswap combo that starts with j.lp after teleport? maybe it was spaghetti but it looks too clean imo, unless he is just a situational awareness god
that's a reset for sure
and it seems practical
the usual one you would go for is this:
but it s more expensive
it's obv 6 bars alltogether
j.lp just air resets but i wouldn't be surprised if that's a legit left/right tbh
by the way did you lose your original discord account?
yes unfortunately
dayum
i remember you had the black creature pfp
you still in the 1600 1700 mr range?
i never zoomed on it xd
still cool
did you make it? lookd like it was made in Procreate
actually whoops, I made a updated version some time ago
and yeah, I did draw it. I am not the best at 2d drawing tho, I perfer 3d scuplting.
Anyways, I havent been playing ranked so idk about MR, but I got top 48 at dreamhack which was hype
nice man! I haven't been doing any mr grind at all, still taking different chars to master
trying marisa rn
halfway D3 so far
after I get my 5th one i'll just focus on blanka probably
I am still really enjoying JP, and have been getting pretty serious about practicing. but there is still a lot to learn
am also enjoying Jp i just find blanka a bit more fun and with JP it gets to be a lot of the same thing at some point for me at least you know?
i'm still gonna be playing as a second
I can see that, especially if you enjoy being more proactive blanka seems like the pick.
Overall I am super happy with SF6's balance so ppl can actually play characters they like
@past panther is this accurate?
hmm, i wouldn t do that against ryu even tho he has a tatsu
it s such a gamble for him that im ok with eating a tatsu every now and again if he takes the risk of taking 50% for it
but against fast DR like juri/dj then yes
or against kim that has run slide and tp
those options are scarier to me
the rest are accurate, yes. fjump j.mk isn't riskier per se, it will just take you a bit to understand when you should go for it in terms of spacing u know?
but i get the wording
well yeah again it s a thing of practicing the route and getting the timing good. same with the DI sideswitch with OD portal
j.mk is the same timing there as it is here
I just replaced it with easier/harder
good
honestly you re good at making these, mine wouldn t be this clear
It's cus I'm an idiot, I gotta write it so I can read it :)
ELI5 type beat
boys
i wrote out something useful so I will paste it here too
"What also helps is to think about what your win condition is.
for example
when I was marisa, when I was going for something risky, my thought process went something like this.
Okay, he has 2 bars of drive gauge, so my sa3 will put him in burnout and corner him. he also has 0 super meter so he will have no reversal. Even though you were at like 80% health, i knew marisa damage was high, so my mind went to this option.
I have to get ANY hit and confirm it into sa3, from there I know my autotimed attack and I can do a blockstring into DI, and then stun corner combo to get the kill
so even when you are losing hard like you are 20% and they are 90%, the way you have to think about it is, what would have to happen for me to win this round? and how can I maximise those chances? sometimes that is done by taking more risks, other times it s done by being more safe if you know the opponent likes to take risks.
so as an example, say they are 60% health and you are 10% health and knocked down in front of them. at that point you have two options to get you close to the win. you can wake up with SA3 if you think they will be greedy and this will leave you at an advantage or at least equal, or you can block on wakeup if you think he expects you to do something risky (since he would also think that you have to do something risky/drastic to win the round at that point). so knowing this you would instead choose to wake up with crouching medium kick or something to check him shimmy-ing your super that he was so afraid of
in this way, this game is a big mindgame between you and your opponent's expectations"
I think the biggest buff JP could use is just making his weird combos more consistent. Kakeru has lost multiple critical games off of it dropping for being in the wrong pixel.
But also his stuff just not working properly is basically built into the design. Cammy can spin knucle through a grab
Losing the scuff would be a little tragic
I would give up a lot of stuff for JP's ghosts to be real projectiles
Is there a use for 236PP that I am not aware of? Probably the move I see the least often and I am 80% sure most of the times I have seen it were misinputs XD
that or sweep, dont really see many JP's go for that unless it's a hard shimmy read
not really. I kinda use it sometimes to extend my pressure since it's +2 but that s about it
it's actually the least used special in the whole game lol
arguably the only 90% useless one
spend 2 bars for....worse shit
mainly that the diff between 2 bars on that shit or 3 bars on drc is so big
Gotcha.
Overall kinda impressive that they have given practically every move some purpose or niche. 236PP stands out because they did such a good job everywhere else
yeah
i only see 236PP on modern JP cause it s his sa1 autocombo
HK HP xx 236PP, sa1
it s just worse than doing hk hp sa1 tho
cause 2 wasted bars
for jump ins with j.hk, I find I annoying that sometimes I am only +10-11 on hit because I pressed too early so my st.hk doesnt come out. I am wondering where i should look to improve. Should I try to delay the j.hk so that I am always plus enough on hit, try to react when I think I hit high, or maybe just ditch st.hk and just do cr.mp on hit which sacrifices dmg and SA2 conversions?
I feel like I am just pressing too early, but getting reversaled out of a combo suuucks
i always press it pretty late but you can just go into b.mp mp if you re not sure and you keep the sa2 possibilities
since the route is the same after sa2
for the win i go pretty often for stuff like crlp stlp DRC crlp b.mp mp SA2 into a command grab reset
sthk crmp is a pretty easy link if you get it down. I use it a lot especially in the sa2 corner conversion
if you re too far you should def go for the TC
since it whiffs very rarely if the sthk hits
fair, If I want to get better I gotta start improving stuff I currently am afraid to go for. I am good enough to start to recognize these things in match I think, I just gotta try it a bunch and build it into my plan. I can't be avoiding free dmg becuase of stuff like that.
yeah definitely. i personally just started going for it even if i was droppin em. eventually you re not gonna drop and you will also skip having to adapt it from training mode to ranked
I gotta get back into the right mindset for improving. I found myself thinking "I am good enough, I can just not learn this" and that's not the right mindset
are these options out of SA2 legit still? or have bettter routes been found
also, is there some kind of gameplna document this is from? I saw this and was impressed
yeah curiosikey is writing it
i ll look in a sec
hmm, never seen that, but i don t see why not
no patches made after all
true, what lvl 2 stuff do you usually go for?
usual bnb route with hk, hk hp H portal hk hp L spike H spin that I adapt in the corner for od portal oki
or command grab reset
or the corner sa2 juggle stuff
for instant overheads and safejumps
thatβs mostly it
ah is this all in that sheet?
I think the doc is missing the corner one
could i have a link to the doc? couldnt find it by scrolling
-finish the TC in high/low either with the TC or ghost (can be mashed on/dp tho)
-throw
-crlk crlp
-stagger to chip drive
these are the ones i can think of rn
ye
like
sthk sthk etc
doing heavies to chip drive cause they re scared to press or parry
@fluid juniper if you have any suggestions for the document, you can either put it in the doc as a comment or let me know here and I'll try to add it in
Oh yeah won my first set on Master with the leverless
I guess the training wheels time is over
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I gotta work on my counter hit confirms. this is crazy value
yeah that s only off of DR tho. from normal ch light you get jack shit
i usually use stmk/crmp in these situations cause im afraid i ll drop and im only losing 100 dmg
this is just what I'm looking for.
I meant more generally, just recognising when cr.mk or st.hp counters or punish counters.
Tho in that video I think he went for cr.lp due to how close they were/reacting to juri DR
yea def
crmk is very important there imo
to react to ch/pc
cause the difference between ch and pc is stlk and crmp
yeah, plus distance matters so one more thing to consider
yea
yeah if you re too far it s better to just sthp and do some block mix
JP is so cool when fully optimized, but it's crazy difficult to do
True, but yeah reacting to this is hard!
I can at best react to a crMK CH when I'm in the corner
Because that's where all my head is at
With big help from you mate π€π½
made a small update to the doc
wrong ghost strength in the amnesia throw combo, also added the first part of the amnesia sideswitch that I remembered
i just don t remember the rest
Stuck in D4 π¦
Would anyone be able to have a look at a few matches and give a few tips on how I could improve?
Sure! Can you put it on yt?
Yeah I'll upload a few matches this evening and post tomorrow
Cool!
Thanks !
yea sure send an invite
yoo i can play too if y all don t wanna run the mirror
very, just know if you block the first part of the ball in sa2 and try to super the second, you WILL whiff, because blanka doesn t really have a hitbox when he rebounds in sa2
ahh good to know
ye
u can amnesia tho
sometimes, when it s not a true string
others can t do shit, cause DP whiffs
Sent inv @cobalt plume
It appeared but then went
We can do one mirror and one against my shitty secondary
Ggs @cobalt plume
thanks mate ggs!
I will send a dm later with some notes!
are you guys using the midscreen fuzzy setup
Funnily enough Cammy and Marissa are the two characters I want to learn besides JP
like most of the other ones you probably only want to use it when the opponent is burned out but it's good to have available
which one
HP spin, MK ghost, Level 2, whiff b MP, whiff jump forward MP, whiff cr MP, HP portal, dash, jump forward HK
They are fun! I'm focusing more on Cammy now that i got to master, Marisa it has been ages since o did something more serious haha
But you can see my execution there is lacking
And only have the very basic comboa
basic combos are fine with cammy
I only have lplplp m arrow crmp h arrow HP h arrow basically haha
bro whaat, so much whiffed shit
aye need a video of that heh
Don't know how many of you have seen this but I watch and re-watch the videos regularly https://www.youtube.com/playlist?list=PLRpzGMCvEp2W_enPfgfqlyzUdBlmXHX4_
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This looks so random haha
I think I've seen BK or Brian_F do something similar but always forget to go back and look in the stream replay
holy shit that s so good
@past panther I added in your changes btw
great
@shy vine you ever use this sa2 corner route?
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seems like a bit more damage then the regular sthk crmp xx portal one for one bar in exchange
Add H spin, PDR 2MP, 5HP xx M spike to document
does more damage than H spin, forward dash, PDR 6HK xx L spike
2269 vs 2486
woah, never seen that tech, but this is about corner carry not damage
how s that looking?
Which reminds me, we need a session for Oki after SA3.
I will collect and add there
JP has so many options that this doc is getting handy haha
mainly dash up oki and portal oki
brian f started using a mix after dash up iirc
so he doesn t spend bar for oki
ok i looked into it @cobalt plume and that option seems just plain bad
because the PDR 6hk xx L spike can be done anywhere on the screen, that combo you mentioned only works at the same range that dash PDR 6hk xx M spin, 5hp xx spike works at, and it s like 600-800 less damage than that
or at least i couldn t get it anywhere that wasn t close to the corner
if you got a clip of you doing it I'll stand corrected
not sure what you mean
i mean this combo that you sent, in my experiments, only worked at the same range that a more optimal combo worked at
the combo you mentioned it s worse at works at any range outside of the corner
so it s valuable for corner carry
@cobalt plume 2MP does not cancel into 5HP btw, I fixed the formatting
We're not Juri SA2
haha
anyways that s a good one to adopt
i wonder if you still get dash DR crmk oki
is that consistent i wonder? since H spin bounces differently at times
You get that after spin ghost spike?
after spin dash PDR 6hk xx L spike
i did dash dr crmk
and it hits meaty if you delay it a bit
Γ h! TIL
thx, I thought I changed it but guess not
the nice thing about the dr f HK xx spike is how late the spike hits
so you are more plus than usual
this knockdown looks like it should be +44 or +45 something like that
so you're not too minus on a regular portal
BananaKen does it quite often, that's where I got it from https://www.twitch.tv/videos/2025882569? around the 1 hour mark here
Usually right click copy at current time
There is too much jp tech π . everyday I wake up and there is another setup in here
man watching cpt japan kakeru doing some super fuckin weird shit
what was super cool was he was entering sa2 from lights a lot
so lights xx sa2 stmk jump over sthp xx H portal, sthk sthk xx spike, H spin into stuff
he was getting like 1 counterpoke or interrupt and getting sideswitch and setplay from it
It has two hits, regular gladius has only one armor
Od gladius is two hits though, so it doesn't work there
So it's a bit situational due to ranges, but works for when they charge regular gladius I'm close range
Hmm, that's a duplicate of the line above it
can always cancel it into amnesia
but it s risky to use
if the first hit doesnβt connect on gladius
goodbye lifebar
Clip of the move - https://clips.twitch.tv/AttractiveCrazyChipmunkPastaThat-TvLIgpbfDbscVPDo
it's very manually timed, I think it's not worth it unless you're legend
so easy to drop
yea i mean
i think it s okay if you lab it out
all of his shit is sorta manually timed anyways
Like the 2MP can hit and the 5HP can whiff, or the 2MP can be slightly to early and whiff, or you can accidentally hit down slightly early
like I rarely ever miss 5hp in the corner regardless of distance cause you get used to it
my main issue testing this is i was doing 2mp too early
and not connecting 5hp
cause i was too far
The window is so slight
and you can't pre-input or anything, the moment you hit down, it stops the forward movement
Oh yea I like that
?
the combo i presume
@shy vine what do you think of kakeru basically spending sa2 whenever he can?
i see he gets it twice a match pretty often
seems good
You can roughly build 2 SA bars per round
It's way way easier if they hit wall slightly though
Or even are just at the wall
because 2MP can't push at that stage so 5HP hits easily
Yeah I love using sa2 right away
You need to be very aware of how you play the meter game though
yea
is there any combo that just straight cashes out on damage on sa2 juggle with no setup after or anything? just straight milking every single hit point you can to close the round
On the juggle?
Midscreen I think something like hp spin, mk ghost, od spike xx level 2, hp portal, jump forward dash mp spin mp spin?
yeah on 5hp juggle
that s cool to save
Maybe something like
@grim lion add to docs XD
midscreen sa2 cashout
Lp spin, portal, mp spin, lp spin, then do something after the portal pops
i see, so like the OD portal fuzzy one that you do but instead of going for setup you use the portal pop?
Yeah exactly
If you're on early scaling
A level 1 combo might get pretty close damage wise
Since level 2 kills the scaling of the rest of the combo anyway
He meant corner
Midscreen st hp is usually departure situation yeah
And it's usually just od spike into spike or something lol
What's the guard breaker SA2?
Where you start it on block and want to just get damage
I think it's 2LP, 2MK, 2MK?
but I dunno what to do after that
I get it's well intentioned but "into w/e" is the most useless note for writing this document
lol
into either M ghost H spike at range or 5hp xx spike in the corner
it s freestyle lol
It's not though, there are realistically three optimal routes at max out of it
One for damage, one for oki, and one for portal/control
more based on location varients of course
this accurate?
Do we have a side switch combo btw that doesn't rely on SA or amenesia?
so whenever u get H portal you can do sthp xx DI right after and the portal will juggle and leave you time for another DI in the corner, or DR st.hp or f.hk xx DI if a bit further out
this is good to know if you re freestyling a combo
cause you can always route into it
like whatever bullshit from sa2 hits, you can do shit like sthp xx H portal sthp xx DI, PDR sthp xx DI
SA2 is so weird, the route into it is always super basic and it's the route out of it that is total chaos
DI just went through my command grab
I would like a refund
This is very funny, but would it have chipped if they'd just blocked?
not sure why the video quality is so shit
lol
yeah it would have chipped definitely
he coulda just
you know
jumped and won the round XD
he was tryna be a crackhead
buffering sa3 waiting for a ghost
how big is the chip for SA3?
what's that look like on the bar?
that was def enough
Mine doesn't have units
none do, that s like 6% if i had to guess
or 7-8%
maybe
anyways def less than 10%
How do I deal with Ken? I get hit once and lose the game
welcome to ken
how I deal with him is guess when he s gonna throw and amnesia, try cross him up when he shimmies, perfect parry low qcfk, perfect parry/DI dragonlash
against guiles i cant help u lol they are such crackheads
i usually beat guiles by running my offense first
I get hit once and take 80% in pretty much every matchup
total confusion
Get thrown 6 times in a row and the one time I try to do something about it get punish countered
Never just as a default option
more as a prediction
I've taken more damage delay teching than it's saved
I got punish countered 3 times, denied it once
in the last game
then another question burns
do you just not delay tech cause you're afraid of shimmy? do you keep delay teching if you get shimmied? etc
I'm D4 and can do it consistently, it's difficult at first but becomes quite easy quickly.
tru tru
on an unrelated note, I played Pingutaro the in Ranked the other day
He's using Ken because his JP is so high ranked, he only plays the same 2 people every time lol
What are the must-know option selects we should be using?
delay tech, delay jab, perfect parry DRC on fireballs, also there's a PP/amnesia OS that im not using
that's about it
Whats the delay jab?I've been practicing PP on fireballs and the PP/amnesia OS
delay jab beats tick throws with no DR and shimmy
same timing as delay tech
also beats some options clean like rashid cyclone mixes on block become fake if you delay jab
also some rekkas
Normally you delay jab earlier than you delay tech
alright thanks
ah bet, it s subconscious at this point so it s hard to tell i suppose
my bad
Which one is the amnesia? Doing did mp mk l/HK ?
It is?
I know two selects with amnesia
One is for reversal. I go for DD mp mk HK and hold all
If i mistime it a parry goes out
And on safe jump i press HK and then DD hk mk
I need to find out something good to use after that though
updated your doc a bit for you @grim lion
I usually just step forward stHP xx usual stuff
f HK xx MP spin into HP
<3
with all stuff i've told you about
leon
what happened to trickle down coaching
fucking reagan
no i don't care man i'm just messing around
i updated some level 2 stuff and cleaned a few things up and added some routes
also if you guys want to help me test something
the regular amnesia against DI side switch was weird for me yestesrday i think it was a range thing?
but it should work against all characters at close range at least
the question is are there any characters where their DI leaves them further away even point blank?
how do you want this tested
idk ideally somebody would just know for sure that all DIs leave them the same distance 
it was probably where the DI started actuall now that i think about it
probably should just go with the cr HP combo that doesn't side switch
since if they're too far you can't get under
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this is the side switch i'm talking about
i guess distance post-DI changes based on how far the DI starts
seems obvious but i didn't realize how much it would impact the side switch
Yeah, it's the controller learning curve i hope
5 2-0 win i mean 
but MR can change easily as you get more comfortable
so you don't need to worry about like, grinding or anything for it
Basically what happened
But on the other direction
I keep missing my AA and DI inputs
Because it didn't become muscle memory yet
@grim lion the combo and routes stuff would work better as a map
like a mindmap
it would save me from having to answer any JP questions ever again
i'll help fill it in and review it but i don't want to make it 
We've talked about that format before, but nobody has actually put in the time
i ve seen your scribbles bro i ain't understanding shit from that π€£
nah this is real shit
obviously digitally it would work better tho
also that one is super incomplete do not reference
I'm still not sure if I'm gonna include the opinions stuff you've added
pretty much anything written in first person
Burnout combo, removes 3.5 bars, 4.5 if started from counter DI: 5HP xx H Portal 2MP xx DI DI
I use HP, dash HP xx HP portal, walk back a tiny bit HP xx DI, dr HP xx DI (or just DI in the corner)
oh like this
I also have to re-write most of your modifications
yea
Just to keep it following the standard everything else uses
that's just a different combo that does more damage
Almost unblockable setup using SA2 (often for just getting some extra damage to close out a round)
Any cancelable normal into SA2 on block, then 2LP, 2MK, 2MK, H portal, 5HK tc HP xx L spike, H spin (most of t
this comment is more just
a counterpoint to calling it almost unblockable
i added a few setups that really are basically unblockable since the high and low hit like 2-3 frames apart
Doesn't it have a high and low hit at almost the same frame?
Which is the one that does that?
this one there's a bit of a bigger gap
I know brian f was showing one with that
i added of them
the throw into level 2 empty jump cr mk
and the one where you do HP xx portal juggle to end a combo then you do target combo xx level 2, cr lp xx pop portal, cr mk
both of those i hvae never seen anybody block
the full screen level 2 portal teleport HK one is too
it hits within 3 frames for sure of the low
or the reset on hit where you do st HP, jump LK (high so the combo drops) cr MK or something like that
during level 2
cr lp cr mk cr mk is good too though cause it's hard to block and it's a true string
it's just not as guaranteed as those toighter ones
Put it in there as guard breaker setups with notes on difficulty and frame gaps and I'll rewrite it to match the standard
isnt that one a bit fake
like they can jump out at a point
yeah but it's in the doc
I like how I'm the one managing the doc and I still can't hit the BNB regularly
Good work
I'm very good at telling others what to do, not at doing myself
How do projectile supers trade?
Like does JP SA1 beat or lose to Luke SA1? What about Guile SA2?
luka sa1 beats almost everything. guile sa2 projectiles lose even to regular OD projectiles
i think on FAT it will tell you how many projectiles a projectile super eats
Am I bad or is this quite the overstatement? I find I am often unable to get cr.p 5p 5p to work. At this range it's whiffing and cr.p 5p hits from like twice that range
yeah it is
cr.p 5p hits from here
If I had to guess, 5LP is maybe 20-50% longer?
Like 1 and a half pushbacks extra distance
hitboxes dont really tell the whole story, since it's mainly about the # of "pushbacks" between you and your opponent when you hit the first one.
Either way for like 200dmg I dont find myself risking it in match on purpose too often. tho if I get a hit point blank I probably should
Yeah if you're at absolute max range of the 2LP, I don't think 5LP 5LP will work
the question is where does it start working
My meatys are really wack rn. Mainly I am just manually timing DR st.hk if I dont have portal oki. I noticed there is not a dedicated "oki" section of the guide. I get that there are a loooot of situations to consider but something based of how + you are might be good
I wonder if there's an autotimed DR crMK/fMK in the corner...
I noticed that the basic dr HK after stuff doesn't work too well when they catch up with it
@oblique forum links to discord don't work for anyone not in this discord, and will not work long term. Can you rehost the video on something like youtube?
Sure will do!
Finally D5 lets goooo (to bed)
Letsgo
@past panther this setup works midscreen BTW https://medal.tv/games/street-fighter-6/clips/1O06ElL1862H6s/VgMrLKdz8mUE?invite=cr-MSxSQXEsMjA0NDQ2MDAyLA
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The weird one lol
I think it works on quick rise too but it's a little weird
Looks so stupid but it's so good
How do I manual portal activate mid combo? I'm getting screwed by random pops and I know you can avoid those
just cancel into it
it s timed in instances like
H portal, DR crmk, crmp xx portal activate
H portal, sthk crmp xx portal activate
BananaKen (and I'm guessing more pros, just watching him now) uses lows really well to open blocks
I should try doing that
crmk is a super super good button
I'm talking about 2LK
also defaulting to starting lights strings with crlk is very important
also crlp crlk crlp type strings
people usually let go of down back after they block the first hit
cause you walk out of microwalk throw range that way
so it checks backward movement
He's also so good at confirming PC LP into a medium
Dude is just funny, he put his vtuber avatar as his official photo
Still reeling from him losing. Du got to him big time and crumbled π
Whats your thought process behind waking up OD amnesia vs lvl1? Is it just your drive meter?
level 1 beats meaty jab
so it's mostly that
also if i see a move that i can react to like dragonlash / spin knuckle oki, I'm not gonna amnesia, im gonna lvl 1
After SA3, is dash forward 6MK meaty enough that 2LP links out of it?
