#JP Discussion and Help
5499 messages · Page 6 of 6 (latest)
ye i like them
I was saying a long time ago the scaling of amnesia should be increased. I love the idea of the reversal being used primarily for positioning rather than 6k damage combos
Maybe the scaling could be in the middle of now vs before
Nah i think this is fine
Should be in line with the DMG of an OD DP but a bit more since it's harder to pull the combo off
The portal spike nerf felt really fair. Before I had multiple games I'd just break people only with portal pickups
Maybe like 50% more
Because OD DP a jab, you get the full result
But amne a jab and you are negative
now it does what it s supposed to
damage equivalent to a proper reversal with the bonus of going into setplay / sideswitching / going into supers
The coolest thing amne does IMO is drive rush Amne super
Punishing the flash
Second place definitely the side swap combo
it's good but gotta be plugged in to use effectively
i meant it more as
people holding up forward on u
Does anyone know what this change means?
i assume it's a fix to keep amnesia from messing up level 3 juggles or something
it would make sense. I assumed it was just QoL for a specific route or a nerf to some random route
Wondered why my d hp kept trading today, I rely on it so much having to deal with players constantly jumping at me. Pretty sad about this nerf to be honest.
use fhk easy solve
Yeah I'll switch it up, thanks Leon. Just I've noticed fhk needs to be spaced out a bit more carefully. Amnesia bomb timing seems to have changed slightly too
hmm, I didn't play at all since the patch but that wasn't in the changes iirc
Tell you what post patch feels no different
It's actually better having people think they've got a free jump in
Heres sweet chin music to the face thanks for the free combo
Is the SA2 route usable for the corner carry route?
SA2, 5HK 5HK tc HP xx H portal, 5HK tc HP xx L spike, H spin
Usually from there you do M ghost, H spike.
Can you do PDR, 2MP, 5HP xx H spike?
I think you can't juggle with 2MP in this route? It keeps seemingly passing through
i don't think PDR works there
If you want corner from level 2
Do st mk, dash, cr hp or st hp xx lp portal, dash hp xx mk or hk ghost, dash f hk xx hp spin
how are y all doing
As a plat lvl JP haha
Dragged myself from the depths of 1300mr back to 1500mr over the last couple of days
Had a terrible run today and back down to 1350 :/
Last night I lost in the Corner2Corner tournament against a D3 Modern Cammy lol
He was so bad but I just flubbed
Where is everyone
I actually started labbing JP again
My cammy is almost on master so i will be alternating them
I remembered i have a really hard time with frame kills, can't quite do them as 0f links since i don't know what clues to use other than timing
I was trying the corner combo with 6hk frame kill 2x spike
I’m on Tekken 8
still grinding just stealing stuff from kakeru vods
I'm playing Helldivers and taking a break from competitive games for a bit
I bought it but got deep in to BG3.. I played SF tonight for the first time in about 3 weeks
Such an amazing game
They all are
same
You can also just qcf lp after the first spike
idk bro 95% of people hold parry during sa2
Jp’s just let me jump out of it after blocking one or two. Except lemon. Lemon never lets me jump out of it
@sinful island let's walk here! All the JP people are around this thread
And curioiskey and this group built this https://docs.google.com/document/d/1tNqS3qTu3KFgtpWYETBnjT1FQdBUWx3M1oZWBrPkt4o/edit
👍
I still review all comments on the document so if there are any questions for it, let me know
Also finally getting back in after my break
finally
Nice
Niiice
nice bro
since when are u on manon?
ah nvm
stepping on her face
lol
good job broski
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is sa3 possible on these combos?
batman couldn't beat these videos out of me
L spin xx sa3 after the spike
not just sa3
is that to help time it?
arent they full screen? hows that spin gunna connect
this one depends on height sometimes sa3 whiffs if you cancel into it from spike
i was replying to the corner one
ok
but anyways
that makes sense
sa3 whiffed there in the second one cause you didn't cancel from spike
you just did it raw basically
which is too late
but the mid screen one?
it's pinned in this chat
1 sec
so
that's a weird ish situation
cause it depends how high the ghosts + spike juggle the guy
if he goes really high you don't cancel into the sa3
if he goes midway you cancel into sa3
but
i wouldn't do sthp xx OD ghosts into H spike there
i would just do sthp xx spike xx sa3
or if you're looking for it and ready, ideally PDR f.hk xx H spin, M ghost, spike xx sa3
If you delay the spike before doing it jt works
Immediate spike xx level 3 might not hit
Just a minor delay helps
ye delaying the spike is a good idea
For the corner combo, the juggle height is dependent on how quick you do the spike after ghost.
I was labbing this to understand why i was missing and if you delay the spike by a few frames it won't hit high enough to hit with L spin into sa3.
So the alternative is manually delaying the lvl 3 because canceling spike in that combo will always fail
And the juggle from portal hit is also a delay. I too lost matches due to it. But it depends on how hight stHP hit. If you hit it a bit lower it wont juggle as high and you can cancel
Thanks fellas
Any advice on how to be offensive when you get people to the corner
space out and mash your head on 5hp
And throw in a PDR low/overhead every once in a while
And add a portal every chance you get
And don't let them jump out
PDR 2mk or 6mk, on hit 2mp xx m spin sets up the safe jump too
Assuming someone is risky with their drive gauge, how would you push them into burnout and what do you do to abuse it?
depends how much bar they have left
Let's say 1 bar
5hp xx OD ghost 5hp xx DI
if they are close to the corner
if not, maybe 5hp xx od ghost 2mk 2mk 2mk etc
And then after burnout, how do take that advantage and turn it into a win?
push to corner and DI stun, or keep frame trapping and chip away
also you can be more reckless with using DI since they can't counter it
He canceled the suggestion
Jamal bro please stop mashing your keyboard while the document is open
I see every suggestion
Im learning JP, im platinum rn amd I dont know how to improve
share a replay
how can I share a replay? do I need to record it?
no, share the code
or a recording of it
recording better so we can look even on our phones
but either is fine
alright, give me a minute
Any questions or anything about the doc?
no, seems very nice actually
I would advise learning how to approach and open your opponent up in a way that isn't jumping light kick
What happens if you face someone who can anti-air even moderately well?
thats true
You even get openings with jab and immediately jump out of your own combo :P
hey, I'll watch more thoroughly tomorrow, it got late here and imma head to sleep
i ll give you a more detailed rundown on the match
no worries! and thank you so much
if you can, I recommend watching this replay tbh
tomorrow i'll try to record it and post it here
ight
I have a few things.
Don't autopilot jabs into qcf LP. As you could see they will just DI you for it. You have two chances to hit confirm before the 5LP, so take that.
If you get a knockdown with spin, then you should set a portal instead of going for ghost spike first, it is relatively safe (depending on which qcf you did some wake up supers like cammy or JP will get you while putting the portal) OD portal is almost always safe in that situation.
Once you have portal then you can start throwing stuff at them.
And, if you get a knockdown with spike it is always safe to set up a portal from full screen, or OD portal.
As for your approaches, try using stHP and crMP more to control the mid range space
Another opening you should consider adding is parry drive rush into 2MK or 6MK for a low/overhead mix.
If you hit them, you can do crMP xx Qcf MP and begin your pressure.
If they block you can do jab throw or keep jabbing to space out, or dash back stHP for a shimmy
thank you so much! I'll practice that
It is the best doc for sure!
At least 2 masters came out of it 😄
From the trenches of gold5/plat 1
Did Brian_F officially drop JP?
Drop 'em
Anything in particular on the mind?
I see three bad habits that would be good to look at though
nope, I just want to be better
I know that I need to train my hit confirms
majority of times I use fhp instead of crhp to spin
There is no fhp though
fdhp
Yeah I saw that drop
You're doing the QCF too fast in that case
1 - Fishing for meaty command grab when they haven't show they love to wake up parry is basically giving up stage control. You should only do it if they demonstrate bad habits
2 - You don't set up portals enough for stage control. Just having a portal and seeing what they do is extremely powerful and you can often use it to walk someone into the corner and establish dominance that way. The simplest way is every time you went for the meaty command grap, just put up portal instead. This was also true when you were in burnout. The portal being active tells them they can't push you and if you're in burnout, you can use that to buy time.
3 - You regularly burnt yourself out. Rather than going into the full BNB including drive rush, you can just fish for whiff punish or counter hit xx spin. Less damage, but entirely free.
Your challenges are also super weird
Dude is pressing on your block and your response is 5MK
That's an 8f startup button
jab is a good button, jab jab spin and then set up a portal or a meaty
it'll be far more reliable, especially once they start having better structured pressure
If you're going to challenge a shimmy like you do with the 5mk, you should do 2mk instead
It won't convert nearly as well but it can catch the walk back and has similar range
You can do 5lk xx L spin if you counter hit
Any insight on improve od amnesia usage? I get baited alogt
use it less
and it will get baited less
if they bait and you do wakeup jump forward
you re out of the corner for free
or wakeup 2hk
2hk is surprisingly very effective, I use this alot to punish shimmies
Wake up sweep is shockingly effective
Just saw a combo I've never seen before
5HK tc HP xx DRC 5HK, 6HK xx M spin, 5HP xx SA2
It was a conversion off of a portal normal punish counter escaping the corner
Is the 5HK, 6HK optimal or would going for the 2HP xx H spin be better?
I feel like 2HP xx H spin might be less reliable with variable spacing
Doesn't work off of 2MP/5MK though?
You need to be +12 and those are only +11 drive rushed
So the normal route of 5HK, 2MP which does more damage is actually less frame advantage than 5HK tc HP
The full combo was portal, j.MK (punish counter), 5HK tc HP xx DRC 5HK, 6HK xx M spin, 5HP xx SA2
Can 6HK combo into H spin?
i remember it so in the corner but maybe im wrong, i havent played since before first amnesia nerf
only like a few marisa games
I think H spin doesn't have enough juggle potential for it to work
M spin juggles better
i would definitely H spin there
cause you get a dash before st HP
assuming the combo has the opponent in the corner
H spin and M spin do the same damage from f HK juggle though
if you're doing a fuzzy setup from level 2 it doesn't really matter what you do
it matters when y ou're doing st HP xx spike OD portal pressure
being closer gives you better options there
I saw the combo twice in a TNS vod today
gonna need to add it to the document
I really hope they don't change JPs combos in the big patch
Ruin so much work
pc/dr hk, f HK xx spin isn't already in there?
😎
whiff 2lp 5hp od spike mswipe is optimal here
what is that
nah when u get pc 5k ur in a situation where jp can get as much dmg as possible from 2 bars, pc 5hk x 6hk x hswipe x whiff 2lp x 5hp x od spike x mswipe
if u have sa3 it’s the most dmg u can get “meterless” (sa3 meter regen)
like ryus 5hk 2mk dejin combo
That has to be in the corner right?
this does more damage than OD ghost into spike into swipe?
damn
well it's a better knockdown regardless
i go for the od ghost into spike, regular portal pressure a lot too actually
Haha
Now you can OD spin
To make up for all the damage nerfs
And no more Oki on sa3
I like the OD ghost buff though, another hit confirm into sa route
But the DMG scaling 😡
Anybody streaming jp
streaming? wym
So we now have true combos into command grab?
It's the super building route
I like the OD spin
crMPxx OD spin, spike xx sa3 is 4640 DMG for 2 bars
crMPxx OD spin, OD spike, sa3 (link to super) is 5200
Before for 3 bars you'd get
crMP xx DRC BNB sa3 for 4822
So 182 less damage to save one bar, or 378 more damage for one bar extra
Nice for drive rush checks
cr MP xx MP spin xx level 3 does 4600 lol
Haha less is more
this is good for level 2 setups
@keen valve https://medal.tv/games/street-fighter-6/clips/2eOJPsNDGzhmgB/d13377k5eZVT?invite=cr-MSxKRm8sMjAzODI3MDAzLA
Watch new midscreen safejump/fuzzy and millions of other Street Fighter 6 videos on Medal, the largest Game Clip Platform.
if you're CLOSE when you do the OD spin, you can either do 2x b MP as the frame kills or you can do cr mp and cr mk
also with this one the order doesn't matter it seems
you can do the 2 normals then jump into portal
I'm kinda a noob . Is this just lv2 into oki? Or is there more to this combo
Last night's replays . Having a hard time being consistent. Ran Into 3 akis and just get exposed . Even my wins I do get are so scuffed in general. I've never made it easy 1550. I just constantly go 1450-1550 all the time . The points suck but knowing I haven't been able to improve is worse
Lmk for anybody who has time what I should prioritize
I'm seeing a lot of bad DIs as your panic option and burning yourself out consistently
AKI is amazing at killing you if you are burnt out, there's that clip of Broski saying his opponent lost the game while they're 80% HP and he was right
Between the two, you're basically giving your opponents opportunities to blow you up
Also for recordings, turn on frame advantage
You'll see when you don't punish unsafe options much easier
Not major but tapping back doesn't block the whole time:
You got hit there
Was that on the lv2 full screen
That was a meaty you didn't block
Unless you were trying to dodge a throw, but I never saw you try that other times
Low priority, I just thought it was funny
This is a ft 10 jp mirror where I got 0-10 diffed. I'm struggling with being to passive and very unsure how to run offense. The main take away is I need to use 5HK more but just not sure how to be more confident on my advantage. https://youtu.be/YkIZjBITqt4?si=HXGrJ1fo-EuJGGFS
Any feedback is appreciated cause I've stagnated and not sure where to go from here
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work on your meter awareness, first game round 1 you burn all your gauge because you drc into 2hp hswipe then use od spike ender, od spike isnt worth the meter there as it doesnt enhance your dmg that much. if youre going to drc into hswipe set up a portal after hspike ender and start walking your opponents down. sometimes i like to just confirm into mswipe and put od portals up
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remember that u can throw jp out of drc button > 6mk
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commit ur amnesia routes to muscle memory, u get a really nice counter di amnesia in burnout but dont take advantage of it to get the corner or a full screen reset.
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work on your hit confirms, first game round 1 u land a 5hp that u could have converted from to take the entire round, against high elo players u have to grab on to any dmg/positioning/round end opportunity bc they dont make a lot of mistakes and will snowball u as soon as u make one
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you do a nice job getting the corner and portal round 2 but dont anti air stealth's jump fwd
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make sure you arent autopiloting punishes from jump ins, u jump in on a 5hp but autopilot jlk into a lights combo, 5hp has hella recovery so def make sure to take a full combo there
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dont drev before sa2 animation!
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u try to act after whiffing 3hp as stealth is already jumping in, be mindful of when u whiff moves with a lot of recovery, oftentimes u just have to let the opponent take their turn
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block high to defend against fuzzies in burnout
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dont try to confirm into sa1 when the bnb spike > od spike will kill, it loses u game 2 round 1. also notice how stealth dis if he thinks youll use swipe ender, do the same
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you check drive rush 2mp wayy too late and with too slow of a button, you need to react to ur opponent turning green and use 5mk i would say for effective checks
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you need to play slower after spending meter to get corner + portal, you do so game 2 and lose the corner immediately for forward dashing > 2mk as stealth fwd jumps, play midrange there and wait to counter what stealth will do to try to get out of the corner
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u wake up parry too much, parrying on wake up with 2 bars is not worth the risk for its reward as if u get thrown ur almost in burnout and are in the same situation
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small note on jp rps most jps like to go high on their first ghost high low
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remember that you get a safejump from mswipe, if you confirm into mswipe in the corner you want to jhk to continue your pressure
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you need to jump forward when u read an hspike so that stealth has to guess between mspike and hspike instead of endlessly hspiking u
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remember that 5hk from sa2 doesnt work post nerf if u confirmed into sa2 from 5hk tc
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dont ghost from midrange its very easy to jump in on at that range
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get comfortable perfect parrying spike
i would say lack of hit confirming and meter management is what lost you the set so far
some notes on the first half of the vod
Twice now it's been pointed out that you spend meter far too easily
You should definitely take some time and look at your low resource routes
against other JP players i go low on ghost 
lmao same
@grim lion I mean my bad not perfect with jp
Sorry it came out way more rude that I meant it
I'm just dumb dude. I suffer from a weak reactive playstyle . I wish I had the opposite problem off too pro active . Then it be just slow down
I wasn't aware that HK HP TC sa2 didn't go into lvl 2 anymore...
What's the new route?
Does it work if went with HK, crMP sa2?
yeah you just do a medium
if ur point blank u can do crhp
Anyone that can help me out with JP? I am a plat 5 JP player but have been stuck at this rank since the season 2 changes, anyone has some tips which setups/ combo's and strategy to focus most on in this rank in season 2?
@sterile niche I'm on rn if you want to run some sets
Otherwise, show us some replays!
Yeah i can do some sets rn
@oblique forum my in game name is St333ve aswell
@oblique forum it does say you're offline
Oh I ended up leaving, might come back later. Sry
@sterile niche ill be on soon, i have a pretty good handle on jp’s gameplan and how to lead into his best setups
@keen valve i were eating but im back, hit me up when you are online!
i’m on
join 1on1 coaching
What's your mindset when you wanna be offensive with drive rush? Full screen seems ineffective and can't seem to mental stack my op to not get checked
DR 2mk is pretty hard to check if you're not being obvious
at least it used to be when i was playing idk if it got nerfed or w/e
it’s good to drive rush as a layer 2 when your opponents are getting used to u feinting ghost so that u can pc throw them out of parry, instead of dring to throw dr into lights
It is also good to DR when you have portal setup
Because you get high low throw mix
While they're worried about the teleport
If I get a full screen portal i like to dash, fake ghost DR , or some variation of it
The portal sometimes messes the combo, so need to watch out for it
@sinful island do u think u could get me in contact with stealth? working on 1900mr w jp so id love to run some sets w a legend jp to pick up tips
@cobalt plume GG's!
GGS 😄
this thread ded?
Only if you want it to be
well im not on sf6 much tbh im very behind with changes and shit, and im also looking forward to the rest of this year's tekken dlc
That's fair
if there was a character like leroy in street fighter
i'd be on there
but i love my guy too much
hi is there someone who could coach me JP im preety new started playing 10 days ago and im having hard times at low plat rn
Pinned is a giant document of excessive complexity, or you can post some replays and chat about what's giving you a hard time
15 seconds · Clipped by tree · Original video "スト6 ネモ(JP)vs ハイタニ(春麗) C春麗でさらなる高みへ! Nemo(JP) vs HAITANI(CHUN LI) SF6" by DEKO-PON
Watch Untitled and millions of other Street Fighter 6 videos on Medal, the largest Game Clip Platform.
How is nemo linking the 5hps?
just need more practice. everything has to be pressed as soon as possible
damn that helped me a lot i got from gold 5 to plat 3 already
and i still havent learned everything on in that doc
It's not updated with the s2 changes FYI
nothing changed with this update to JP
OD spin has some routes that are viable iirc
@shy vine thanks
Are we cooked if the opponent drive reverses ? We can only use lights into drive rush?
wot?
Is this still available?
hey, I stopped playing street fighter in favor of tekken so I am not avaliable to coach for this, but we have compiled a great resource together in the process of @oblique forum and @grim lion reaching master which will surely be useful for u
SF6 JP Tech Compendium and Combo Breakdown. Organized and edited by curiosikey Very WIP Miro board Sources Lots of discussion online. Primarily New Challenger (NCH) and JPosters Leon (AKA Abnormal) from the New Challenger discord did the vast majority of this Watching lots of streams. Brian_F is ...
cool, thank you so much
no worries! if you have questions about situations and shit or wanna share a replay you can still do it here and we will respond, just probably not gonna find 1 on 1 coaching here at least not from me (I'm a bit out of the loop since a bunch of patches went by since i played)
What are some frame traps that jp can do? Still learning frame data
jp's only natural +oB normal is st. Hk
Then his heavy and OD cane swing is plus, and OD spike is plus
Go to training mode, set the bot to do a 4f oB, press buttons and see what works and doesnt
Then, do a Drive rush normal to see how you can pressure.
Any normals oB goes +4 with drive rush, so most of your normals become plus with that.
You just care that the 2 normals you're choosing have less than a 4f gap. Later you'll care about range then have even more options as you look for 6/7f gaps
Oh wait wtf I thought this was sf_coaching
My bad
Hello I have a very specific question :
Let's say I'm in the situation where I have lvl 2 ready and less than 3 drive bars, my opponent is low. I hit confirm HK so I go HP > drive rush cancel > HP > H stiborg > M ghost > H spike. Is there a way to integrate lvl 2 with this starter combo to get a bit more damage if the combo alone is not enough ?
Can you not just send level 2 after the spike and catch the juggle?
I think that should set them into the mid air sa2 but I don't remember
If it's not OD spike it doesnt work
Do you mean it can't cancel or it can't catch the juggle?
Because there are definitely routes that you don't have to cancel into
it doesn't catch the juggle, H spike doesn't send him high enough in the air
Gotcha
Found it in my notes
H spin, M ghost, SA2
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Or use SA2 as a blockbreaker after with a reset
Any cancelable normal into SA2 on block, then 2LP, 2MK, 2MK, H portal, 5HK tc HP xx L spike, H spin
the second 2MK hits almost the exact same time as an overhead so they have to block high and low at the same time
and if they show they want to parry you throw
Validate that route though
It was from S1, I dont' think its changed but definitely confirm
All those are written down in the pin btw
OK thanks a lot, in the clip you don't do any particular combo can you do this after SA2 ?
heavy portal, forward dash, forward jump and double med stiborg
or its a different setup
The document includes a fuzzy setup after
I think that might work, test it
It's a different way to start the SA2 so I don't know if that setup works
understood
Im not sure I understand, for this I need to do a cancellable normal into the opponent blocking ?
and then SA2 immediately
I mean if they get hit even better
But if they're really low, that can secure the final hit
whats different than using it without the normal hit beforehand ?
You can get interrupted and the timing is far far far harder
The 2LP, 2MK, 2MK route is automatically timed for the high/low block breaker
The next steps are they've been hit, here's how you capitalize
It's like a 3 frame high/low transition
super difficult to manually block
ah ok and if they parry, doesn't the game prevent me from throwing him ? like if you spam throw when he amnesia bomb is about to detonate
to prevent unavoidable sequences
you can't be thrown while in block stun typically
So what you do is if they parry, don't do the 2nd 2MK and walk up throw
You want to do it before the ghost hits so they're not in stun
It's "only" 2k damage but it's damage and drive damage, which can end a round
the throw ?
Yeah
this setup is nearly checkmate if they're under 2k
The only real way out is tapping parry on the high/low and not showing they'll parry (so have to high/low parry before then), or invincible reversal
And it can't be an SA1 since the projectile will interrupt
ok thanks a lot, i'll train this combo tomorrow
For the block breaker route
you can actually just throw out something like 5HK tc HP and if it hits, confirm into the normal SA2 damage route and if it doesn't then you go for the high/low route
The damage route is listed in the doc as well
@grim lion @rich valve that does not work anymore
Which doesn't?
hp spin, mk ghost, level 2
Ok thanks for your input
I have two other questions regarding the SA2 block breaker. I tried to perform it here : https://medal.tv/games/street-fighter-6/clips/ifjIfoh8iwWEYHsLw/d1337Kp7HGtf?invite=cr-MSxIeFAsNDMzOTA2ODQs
1/ The bot is set on block after first hit, is it what messes up the combo or am i not fast enough on inputs/timing issue ?
2/ To start the combo, if I hit my opponent with HK max range and he blocks it, then I go SA2 for the same combo, 2LP (and maybe 2MK) will whiff. Is it important for them to hit before following up with the rest of the combo ?
Watch Untitled and millions of other Street Fighter 6 videos on Medal, the largest Game Clip Platform.
well first off, there's no real unblockable
just hard-to-blockable
the game has mechanics in place to not allow overheads and lows to hit on the same frame so as to create a true unblockable
that one's relatively easy to block compared to the others
but yeah the overhead ghost whiffs if you're not close ennough
specific example
DRC xx 5hk is plus 6
4mp is 8 on start up. outside of OD DP fastest option is 4frame. since 4mp would be on its last 2 frames of start up it woukd be active before the opponent 4framer woukd counter hit correct ?
yes
Also OD DPs aren't 4f
They're just invincible
If they were 4f safe jumps wouldn't work
OD amnesia is frame 1, which is why JP doesn't have to worry about reversals vs safe jumps
Most OD DPs are 6f
Lily being an exception, she can situationally have a 4f
I'm noticing quite a lot of OD spin on evo
Like crMP or HK HP TC OD doing spike
Just as a cheap way to get the full screen, instead of the extra bar to DRC into crHP etc
Is it just that or am I miss something else?
Correct just a cheap way to get em full screen
Are we back boys?
im still on t8
And I'm still on Akuma
But, were the buffs significant?
Just the crHP basically, no?
His 6hk changes have been nutty
0:00中Kのヒット後フレーム
2:13 しゃがみ強Pの対空無敵
3:31 前強K強化
5:03 トリグラフ
7:35 Dリバについて
9:37 新コンボ、セットプレイ紹介
0:00設置関係のコンボ
1:44確反コンボ
2:11SA2コンボ
2:51端の設置ヒット後の説明
3:15スタンコンボ
3:57対空コンボ
4:22アムネジア関係
4:44その他
5:16最後に
JP使い用のdiscordサーバー→ https://discord.gg/rfaPrv5k7C
In Japanese but has a lot of coverage on the buffs
nah way more
the extra juggle points on f.HK are sick too
