Fuzzy Walk: An AMAZING Option-Select VS Tick Throws (SF6 Guide)
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- čas přidán 29. 05. 2024
- Master this and your defense will get WAY better!
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I have an anxious delay throw tech habit on defense that I’ve been trying to break, so this is great.
Let me know if it helps! Curious to hear
@@Chris_F Do you know of any simpler ways to set up a tick throw situation to rehearse this in training mode? I have some motion input difficulties and getting a consistent Akuma combo right out of the gate is likely to be a pain.
Yeah just put the dummy point blank and do jab,throw then jab, cr mk
I have the same habit, what helps me break it in matches sometimes is thinking "just take the throw". Until you're in range to die from a throw, getting punished for whiffing is a way worse outcome, so throw teching should not be that high on the mental stack. But of course humans are irrational creatures lmao
Same here bro.
Teaching us what to record in the slots is such a big help. Thank you!
Been a staple of my content from day 1
Amazing video. Much needed as well. Thanks
This is great, thank you!
Glad you liked it!
Two lab monsters in one comments section?! Also lemme add, this was a big help.
The Word CHEESING was created because of Street Fighter 2. It's when a person hits an opponent while blocking then proceeds to throw them knowing it's close if not impossible to counter. This is banned by Arcade standards till this day. Those who use it are looked down on and is required to let the other person throw them back. When " Pro's who use this technique lets me know they're not that good and chances are they will lose.
Have Fun!
@RyzenZegend thx for the laugh, that was a good scrubquote
@@Chris_F Is it really a scrub quote? Have you been to the Arcades to play Street Fighter? Where when you lose it's money you're losing. Most Street Fighter players today are scrubs! They play with controllers that have no D-pad or Arcade stick just buttons. Talk about cop out! Not willing to put in no work what so ever they have resolved to playing with "Modern Control's " Yeah most " pro players" will not survive in the Arcades because they have to stand up while playing. 🤣🤣🤣🤣
And if you are using leverless (with thumb up layout, not WASD) you can just hold down+back and tap up while holding down+back, down+back+up = back since in game SOCD
Very true!
short and sweet, showcasing one piece of tech, no filler. perfect youtube video
Thank you!!
Don't normally comment on videos, but you really are the best FGC content creator in regards to these slight mechanical things that us higher level players use but don't really explain to the masses. I use micro walk fuzzy guarding all the time, but I never really thought to explain it in depth like this with a practical use case. Great work!
Thank you SO very much for taking the time to leave this comment!
Great content, straight to the point, covers a bunch of useful options, counters and drills. Perfect video!
Thank you so much for the kind words!😭
Short and very concise yet super useful
Plz make other tip video this long
Many thanks :D
Thanks, will do!
As always, Chris_F with the top SF6 content on the block. Thank you Chris_F!
Thanks to you too bro!
Great tech showcase! Excellent Undernight music choice!
Glad you enjoyed it!
I got nothing to say. Just commenting to help the video cause it was too damn solid. Good job dude !
Thank you so much for taking the time out of your day to help!
another great guide! thanks man!
Glad you enjoyed!
Hey that's pretty cool, while in the corner you're basically screwed, that's pretty good in the mid screen! Thx for the video!
Corner pressure is strong in this game haha. Thx for watching!
Wow this is going to be so useful, when I notice someone walking back a lot out of my tick throws I go low to condition them. But this will stop myself from being conditioned in the same way. Another great aspect of this is you dont give up as much screen space micro walking backwards
Glad it was helpful!
The world needs an anti Akuma guide!
Working on it but these things take time bc I like to be thorough
Great video man
Thank you!
this is so simple yet so amazing....
Happy to help!
Thanks, i face high mmr masters occasionally on the battlehub and i wasnt sure how to punish the fuzzy back walk, this is massive for me
Let me know if it helps improve your defense!
Thanks for this. I think you should make a video about defense. It would help a lot.
I do have some videos about defense! Thx for watching!
Wow this is amazing 😍
Thank you! 😊
@@Chris_F Thank YOU for making it!
You can also do the fuzzy walk after certain blockstrings to block both low forwards and sweeps, and whiffpunish accordingly
Very true!
Thank you
Welcome!
Definitely a good option, along with fuzzy mashing, both being generally better than delay tech even though intermediate players only do the latter option.
Totally agree!
Great! This happened tons of times after the Akuma release.
He gets oki all day every day lol
@@Chris_Ffor real he's so fast
The big problem corner loop and shimmy and everything
cool video, does this works only with jabs? what about different buttons or dr jab
Does not work against DR jab. It will work on other buttons that are -1 and leave the opponent in tick throw range
Hi! Thanks for this great tip! But not working with stand jab + throw. any idea for lab this ? Thanks a lot !
It could be a spacing issue or your character has slow backwalk speed. Hard to say without more info
Hi my friend thanks for the answer 😊 you are right, it is the backwalk that is too slow for my character (JP )! Thanks a lot 🙏🙏❤️
I was in this situation all night against Akumas lol
And hopefully you won’t be anymore!
When the video so good you just HAVE to comment 🙏
Thank you!!😎
does this work on a drive rush tick throw? im at work i cant check rn
No bc a jab from drive rush will put you too minus to walk back before the throw comes out
does this work with JP whose walk speed is comparable to a snail on crutches?
I don’t play JP so I suggest testing yourself
Oh so I mainly just have to KBD when enemies try to do a tick throw, got it
Mmm not really bc this doesn’t have a backdash input
I can't record a perfect jab tick throw cuz there is always a two frame gap (black on frame meter)
If the jab is -1 then you can do a tick throw. They aren’t frame tight!
@@Chris_F thanks, I’ll check it again
Great tip and counter play (5LP 2LK 2LP), full package.
In a hitbox you can hold ↙and tap ⬆to get a SOCD ⬅, this technic is also good against overhead low mixups.
Until Tokido release his super low button pressing another button to get the socd feels faster.
Thx!
How would I punish this as deejay I’m pretty sure he can’t chain with cr.lk in the middle
Every character can chain from a light punch into another light
@@Chris_F i know but I can’t get 3rd hit I would need to convert
Does this work in gran blue?
I don’t know I haven’t tried
@@Chris_F np! Ill sure be later today. Ty
@@Chris_F it does and u have saved me from a lot of beatrix command grabs. Tyvm brother
The input feels like a korean backdash lol
Korean backdash has a neutral input in it, this does not.
Can slow ass characters like Zangief and Marisa do this?
Not sure, I don’t play them. You’ll have to test yourself, sorry
Doesnt work with dhalsim
Dhalsim is a bit of an exception in more cases than one
Tbh why won’t they just add 3-5frames of window to tech throw, isn’t it more fun to play with dying by just throwing?
Because that would make throws way too weak and it would be a very, very boring game if that happened
@@Chris_Fthrow damage when you’re in parry deals more damage in this game, i wouldn’t call that “boring” if you just lose to that part. Not to disrespect you good sir but i just hate the part that you die just by grabbing is what you call boring when you can win if you play good footsies and good defense when this game is so much more offense oriented when there’s a drive mechanic
You can try Granblue Fantasy Versus, it has a large window to tech throws which allows you to do it reactively, though you still take a bit of damage if you do it this way instead of immediately teching.
Throws are not the problem, its the freaking throw loops and easy oki that leads to meaty throw from any touch thus creating alot of guessing situations. Not to mention neutral and hit confirm skips with drive rush. SF6 might be the most balanced SF series other than SF1, but it's also one with lesser skill ceiling.