Watching and keeping track of your opponent tendencies is a very important part of making decisions in a set. Happy to hear my videos improved your game!!
SF6 is my first fighting game in a while (alpha 3? no, soul caliber ii), but I have continued to hear about since. Having examples of concepts that I know what they are, but haven't yet been broken down for me is invaluable. Also love that each video is concise, as I can send them to my friend who isn't the labbing type and he will understand them. Thank you for your hard work!
And thank you for watching! I’ve been trying hard to keep my videos short and concise while being as informative as possible. The reception has been great so far so I’m going to stick with this format
I can't stress enough how perfect the timing was for this video. I was recently thinking why my corner pressure was so weak compared to a lot of other players. This video gave me some great insight.
No prob on audio; I have sound off. Good theory on space trap. Not sure what it is for my main (not Cammy). Sounds like MP or HP after a blocked light or something. Delay special cancelable button sounds good. Wow, even buffering a special in case of a hit. So much to remember. And that button allows counter DI. Thanks for the vid.
I had NO idea that crouching block widened your hurtbox. WHY DIDN'T SOMEBODY TELL ME THIS A YEAR AGO LOL. Thank you for the fantastic video as always, Chris
I feel like, after playing every single sf title to date, I just be able to understand the mind game of the series with these videos. Welp, time to practice on sf6 demo again, until I can buy sf6 lol
I just got absolutely demolished by 2 people by getting stuck in the corner. Wanted to throw my controller at the wall. I need to watch your videos more and actually train.
I know it’s frustrating in the moment, but be sure to re-watch your replay footage and try to recreate the situation in training mode to figure ways you can escape that type of corner pressure. Thanks for watching my videos!
whenever i try to attack someone when they are knocked down, it always goes wrong. either i simply get counter hit or punish counted by them. sometimes they throw me. or worst case scenario they do a wake up super and its too late for me to block. everyone says that knocking someone down is good but i feel like its just super dangerous
There is always a risk of eating a reversal super or invulnerable OD, HOWEVER, if you’re getting counter hit after you knock your opponent down that means either a) you don’t have the timing down or b) you don’t have enough frame advantage after your knockdown to pressure. I’ll try to put together a video about this, but I’m the meantime def go into practice mode and go over your knockdown timings. Practice makes perfect!
Certain normals are better than others for timing a meaty attack. I’d honestly stick to light punches and maybe some special cancellable mediums while you’re still getting used to things. Pressure doesn’t go without it’s risks though, im assuming you’re plat rank or lower, in which case I’d recommend always assuming your opponent will attempt to OD Reversal you if they have the ability (ken, juri, etc), so be wary when you get your first knockdown in a match. Crouch/stand guard at a slight distance so you can’t get grabbed, and wait to see if they react with anything crazy that you can punish. Once you’ve done that once they’ll sit still during wakeup. Also, as the match goes on, if they hit burnout you can be more risky with wake-up pressure, because they won’t have any meter to spend on a reversal. Crossups as well are very strong in this game and maybe a little easier to time, so try mixing those in.
@Antuca88 if you think Ken will do cr.mk after a light string in the corner you can do something like st.lp x3 (blocked) then st.lk. This will counter hit kens cr.mk during the startup frames!
2:08 this doesn't make sense to me I was expecting you to say "delay your attack to frame trap them" not to "set up a whiff punish situation?" Does doing a fast block strings have more pushback and delaying your buttons gives you less pushback? It's also confusing because at the beginning you said mediums and heavies are too slow after the light string? Street Fighter pressure is so confusing.
So light strings aren’t punishable (usually around -2 or -3) which means your opponent MIGHT push a button at the end of your sequence to take their turn back. If you delay your next button press, their attack will whiff IF you spaced yourself properly. Then, a delayed attack will whiff punish their button. This isn’t done on reaction, it’s just a delayed button as a read/prediction
Apologies for some weird voice audio in this video. Im using new mic software and I’m still getting used to it
Thank you Chris, didnt know that about crouch guard!
Glad I could help! Thanks for watching as always
Great video. I love how you emphasize watching the opponents actions and reacting accordingly it's something that really improved my game.
Watching and keeping track of your opponent tendencies is a very important part of making decisions in a set. Happy to hear my videos improved your game!!
Space traps....always learning something new from these. Cheers bro
Glad I was able to teach you something new! Thanks for watching
In the corner, JPs cr jab, cr jab, stand jab, Fierce is a nasty spacing trap that leads to monster damage and setup.
Thx for sharing your knowledge!
SF6 is my first fighting game in a while (alpha 3? no, soul caliber ii), but I have continued to hear about since. Having examples of concepts that I know what they are, but haven't yet been broken down for me is invaluable. Also love that each video is concise, as I can send them to my friend who isn't the labbing type and he will understand them. Thank you for your hard work!
And thank you for watching! I’ve been trying hard to keep my videos short and concise while being as informative as possible. The reception has been great so far so I’m going to stick with this format
Thanks Chris! Great to see some tips from you about frame traps / block strings, and space traps 🙏
Happy to help!
I can't stress enough how perfect the timing was for this video. I was recently thinking why my corner pressure was so weak compared to a lot of other players. This video gave me some great insight.
I’m so happy to hear it helped you! Thank you so much for watching
The mind games are so interesting. Thanks for spelling it all out for us like this man
The mind games are the best part of fighting games IMO. Happy that I was able to explain it in a way that works for you!
No prob on audio; I have sound off. Good theory on space trap. Not sure what it is for my main (not Cammy). Sounds like MP or HP after a blocked light or something.
Delay special cancelable button sounds good. Wow, even buffering a special in case of a hit. So much to remember.
And that button allows counter DI. Thanks for the vid.
Thank you for the video, very useful to practice pressure.
Glad it was helpful!
Great video!
Waiting for the next episode!
Thank you! I might make a different video first before episode 5.
I had NO idea that crouching block widened your hurtbox. WHY DIDN'T SOMEBODY TELL ME THIS A YEAR AGO LOL. Thank you for the fantastic video as always, Chris
Better to find out a bit late than never at all! Thx for the comment and for watching!
Love all your videos. They're so structured and concise, I'm learning how nuanced fighting games can be thanks to you !
I’m so happy to hear that! That’s why I make these videos! I’ll have more coming this week
I feel like, after playing every single sf title to date, I just be able to understand the mind game of the series with these videos.
Welp, time to practice on sf6 demo again, until I can buy sf6 lol
Glad it was helpful! SF6 is really fun, def pick it up when you can
Outstanding video, thx a lot
Glad you liked it! Thx!
Pretty good, thanks
Thank you too!
Chun's 3 jab block string is a good space trap in to 4/6MP for the mashers in the corner
Very true! Wish I could include more examples but I try to keep my tutorial videos brief.
@@Chris_F No worries! You get to the point & I find it best to figure out the rest in training mode.
Great video I suscribe
Thanks for the sub and for the compliment!
I just got absolutely demolished by 2 people by getting stuck in the corner. Wanted to throw my controller at the wall. I need to watch your videos more and actually train.
I know it’s frustrating in the moment, but be sure to re-watch your replay footage and try to recreate the situation in training mode to figure ways you can escape that type of corner pressure. Thanks for watching my videos!
whenever i try to attack someone when they are knocked down, it always goes wrong. either i simply get counter hit or punish counted by them. sometimes they throw me. or worst case scenario they do a wake up super and its too late for me to block. everyone says that knocking someone down is good but i feel like its just super dangerous
There is always a risk of eating a reversal super or invulnerable OD, HOWEVER, if you’re getting counter hit after you knock your opponent down that means either a) you don’t have the timing down or b) you don’t have enough frame advantage after your knockdown to pressure.
I’ll try to put together a video about this, but I’m the meantime def go into practice mode and go over your knockdown timings. Practice makes perfect!
Certain normals are better than others for timing a meaty attack. I’d honestly stick to light punches and maybe some special cancellable mediums while you’re still getting used to things. Pressure doesn’t go without it’s risks though, im assuming you’re plat rank or lower, in which case I’d recommend always assuming your opponent will attempt to OD Reversal you if they have the ability (ken, juri, etc), so be wary when you get your first knockdown in a match. Crouch/stand guard at a slight distance so you can’t get grabbed, and wait to see if they react with anything crazy that you can punish. Once you’ve done that once they’ll sit still during wakeup. Also, as the match goes on, if they hit burnout you can be more risky with wake-up pressure, because they won’t have any meter to spend on a reversal. Crossups as well are very strong in this game and maybe a little easier to time, so try mixing those in.
Subbed
Thank you so much! I hope I can make more content that you enjoy
@@Chris_F keep that good info coming and we’ll all keep coming back. Good luck and thanks for sharing the knowledge brother. ✌️
❤❤❤
Thank you!
your videos should be in the damn game
I wish they were! Thx for the compliment
T H A N K S
You’re welcome!
Is anyone aware of any space trap for Ryu in the corner for element #3? I can't find one that can space myself far enough to make Ken's cr MK whiff.
I don’t play Ryu but not every character can space trap against some of the best moves in the game at certain ranges.
@@Chris_F Ok, thanks for letting me know!
@Antuca88 if you think Ken will do cr.mk after a light string in the corner you can do something like st.lp x3 (blocked) then st.lk. This will counter hit kens cr.mk during the startup frames!
2:08 this doesn't make sense to me I was expecting you to say "delay your attack to frame trap them" not to "set up a whiff punish situation?" Does doing a fast block strings have more pushback and delaying your buttons gives you less pushback? It's also confusing because at the beginning you said mediums and heavies are too slow after the light string? Street Fighter pressure is so confusing.
So light strings aren’t punishable (usually around -2 or -3) which means your opponent MIGHT push a button at the end of your sequence to take their turn back.
If you delay your next button press, their attack will whiff IF you spaced yourself properly. Then, a delayed attack will whiff punish their button.
This isn’t done on reaction, it’s just a delayed button as a read/prediction
@@Chris_F Oh you're not talking about delaying your lights you're talking about delaying the button you do AFTER the lights, got it.
@M2JoyBoy exactly!! Happy I could clear that up