Stage Select

Mattatsu

Member
  • Posts

    2,663
  • Joined

  • Last visited

Reputation Activity

  1. LOL
    Mattatsu got a reaction from Bigtochiro in The SF6 Thread: Back in my day we had to tick before throw!   
    That’s what I was thinking too. Dude just smoked me lol
  2. +1
    Mattatsu reacted to JustBooming in The SF6 Thread: Back in my day we had to tick before throw!   
    Just a hunch, but I think we may find out in a few months, if @Bigtochirosees us as worthy
  3. Insightful
    Mattatsu got a reaction from JustBooming in The SF6 Thread: Back in my day we had to tick before throw!   
    Who’s Deacontochiro here?
  4. LOL
    Mattatsu reacted to Vhozite in The SF6 Thread: Back in my day we had to tick before throw!   
    Everything about his design feels like it’s sponsored by your local school shooter. 
  5. LOL
    Mattatsu reacted to HeavensCloud in The SF6 Thread: Back in my day we had to tick before throw!   
    Was kind of funny because I got one win away and got matched up with @Doctrine_Darkand his Cammy put a stop to me getting any farther 😂
  6. +1
    Mattatsu reacted to HeavensCloud in The SF6 Thread: Back in my day we had to tick before throw!   
    That was a lot of sweaty ranked but we made it.  Time to do what any Jamie main would and celebrate with a drink.  
     
     
  7. +1
    Mattatsu reacted to Darc_Requiem in The SF6 Thread: Back in my day we had to tick before throw!   
    She's not a bad looking woman but you have to be fit to pull off Cammy. You can't just be skinny. Cammy is built like a gymnast. 
     
    As for the Ryu talk, not going to pretend to be an expert. But him being able to store 3 Denjin charges and having an EX Denjin Charge that lets him get a full stock of 3 for bar, should be a big help. Ken's run buffs all of his specials except his fireball. Denjin should buff all of Ryu's specials except Donkey kick. Maybe have Denjin Shoryken cause a juggle state on grounded opponents and Denjin Tatsu cause a hard knockdown to give Ryu more Oki. Which could also give him another way to get more Denjin charges. Hadoken, Hashogeki, and Shin Hashogeki are already buffed by Denjin Charge.
  8. LOL
    Mattatsu reacted to Sonero in The SF6 Thread: Back in my day we had to tick before throw!   
    Again with these stingy bastards:
     

     
    😭
  9. +1
    Mattatsu reacted to ToreyBeans in The SF6 Thread: Back in my day we had to tick before throw!   
    I was not at all expecting to get outta trials and get to Diamond 1 on day 1 of ranked. That's better than the progress I made in SF5, since it pretty much took the life of the game to make it there or beat a Master JP with Ryu 2-1, nonetheless. I think I might have some fun with ranked in SF6! 
     
    By the way, I know Denjin Charge isn't the best install, buuuut even though I'm giving up oki, I get some nice combo opportunities! OD Hashogeki on hit crumples, so whatever I can think of before and after Hashogeki can (and has) led into solid damage.
     
    Thanks for the advice and the encouragement to go into ranked!!
  10. LOL
    Mattatsu reacted to TWINBLADES in The SF6 Thread: Back in my day we had to tick before throw!   
    ULTRA KEKW HAHAHAA
  11. +1
  12. +1
    Mattatsu reacted to ToreyBeans in The SF6 Thread: Back in my day we had to tick before throw!   
    If I get to Diamond 1 I’ll be happy! Gonna start these ranked matches probably tomorrow. I’mma chill from SF6 and read some Ninja Turtles.
  13. +1
    Mattatsu reacted to Doctrine_Dark in The SF6 Thread: Back in my day we had to tick before throw!   
    The only time I've used her target combo was when it came out by accident. I legit forget that shyt is even a thing.
     
    I really only use F.HK when I'm doing my corner drive rush combo.
     
    Outside of that, sometimes I like to throw f.HK out to catch people whiffing certain normals from a distance. 
     
    Both are very forgettable. 
  14. -1
    Mattatsu reacted to Maravilla in The SF6 Thread: Back in my day we had to tick before throw!   
    Xrd SUCKS! Strive is how gg should have been since the beginning. 
  15. +1
    Mattatsu reacted to Sonero in The SF6 Thread: Back in my day we had to tick before throw!   
    Man, Cammy gotta be the one character who gets better if you literally take moves away from her. Why she has that shitty St.HP target combo for forward HK is beyond me. They don't do shit other than randomly give you input errors.
     
    @Doctrine_Dark Do you use her target combo or f.hk for anything?
     
  16. LOL
    Mattatsu reacted to Vhozite in The SF6 Thread: Back in my day we had to tick before throw!   
    Wth is that naming order?
  17. +1
    Mattatsu reacted to TWINBLADES in The SF6 Thread: Back in my day we had to tick before throw!   
    Lily buffs are gonna go crazy. She's gonna be a menace in season 2 I can feel it😈
  18. LOL
  19. LOL
    Mattatsu reacted to Sonero in The SF6 Thread: Back in my day we had to tick before throw!   
    A lot of target combos have looser windows for some reason. Ken is legitimately criminal in his ability to hit confirm from buttons that matter. What's funny is that he isn't really played that way just yet.
     
    Interesting thing about hit confirm into Drive Rush is that the hit advantage is crazy good even when canceled lateish into it. So with Ken you can hit confirm his St.Hp into DR relatively late and still get St.Mp combo.
     
    But Cammy with her short ass St.HP got bodied in hit confirmability. capcom's dev team jerks off to Ken hentai for sure.
  20. +1
    Mattatsu reacted to Sonero in The SF6 Thread: Back in my day we had to tick before throw!   
    This game has some really frustrating parts to it that take some getting used to. This is due to how the drive system works directly or indirectly. The two big ones to get out of the way: everything is negative and people walk back quickly.
     
    Everything is basically negative in this game: Everybody in this game has the same basic frame trap outside of Drive Rush. This is important to understand because it means people are going to constantly hit buttons every time they block something. Some characters can commit to a frame trap with a cancel, but if you block all of it they'll be negative (sometimes punishable).  Get all around mentally prepared for the fact that there is going to be an inhuman amount of mashing By Design. They want people to be able to do this.
     
    Jab chains are the frame trap everybody gets. You can tick throw one St.Lp/cr.lp but you aren't during it because you have an advantage. You get away with it because usually characters can link into mediums from a CH St.LP/Cr.LP.  One important thing to keep in mind is that doing Jab walk back to try to shimmy is a terrible idea. Throw ranges are deceptively large in this game. Point blank jab walk back will get you thrown. So you get Jab, Jab as a blockstring done quickly to frame trap or jab throw quickly to tick throw/tech your opponent trying to throw you.
     
    Another thing to keep in mind is that If a jab and a throw were to happen on the same frame, the jab wins. So you don't really get a true tick throw unless you're at +2. This is why Drive Rush in is so powerful. That's one of the few ways somebody is making actually hold a real strike/throw situation. This also means that depending on how they DR in (neutral or from a cancel) you can decide whether to drive reversal (2 drive meter to get rid of 3 is not a bad deal).
     
    People walk back super fast:  This one takes a a bit of getting used to TBH. Because its similar to the SF5 situation in that people would stay stand blocking thing they had good footsies when it was really the game letting them be fraudulent. Its kind of compounded in that you can't really hit confirm from cr.mks (this was done on purpose). So the good news is that if somebody DR canceled a cr.mk, they were making a read/buffering but weren't hit confirming. So you don't have to worry about that. But the back walkspeeds does mean is that disengaging is really strong. The right thing to do, and what your opponent is going to want to do is to start walking back after blocking two normals. If they aren't mashing, they are usually doing this. If they like walking back and you're semi close, doing cr.lp, cr.lp, cr.mk as a string is really helpful. Its all negative but you'll be using it to dissuade people from just moonwalking away at all times.
     
    This is also why (I wanna say most of the cast) can combo from cr.lk into jabs xx special. You can just catch people trying to walk back all the time (particularly on wake up). This is also why you see some people do Drive Rush Cr.mk in neutral at random. Some characters can link from DR Cr.MK on hit. So you can easily see if it hit/block and go along accordingly. 
     
    Either way, sometimes they're just going to walk away. When they do, accept it'll be a long walk to get them cornered and just relax. Same if they get out of the corner. Its silly but its the game. Go in there understand dudes just walk back fast and its kind of a pain.
     
     
    Anyways, more tips later.
  21. +1
    Mattatsu reacted to TWINBLADES in The SF6 Thread: Back in my day we had to tick before throw!   
    Your base fundamentals from SFV should carry you enough. I'm Diamond 1 and I literally don't know anything have 0 set ups and 0 neutral. I'm just spamming shit. Don't worry about trying to perfect parry everything and don't feel bad about getting stuck in the corner. 
     
    These are the top things that will carry you regardless of who you play. 
     
    Make sure to learn how to counter DI spam. DI interactions can be weird and won't always make sense in the moment. A good example is when someone will hit you with a normal on block and confirm into Drive Rush. If you DI right when they do that they'll have enough time to DI back.
     
    Don't DI jump ins because you'll always lose that interaction unless you're a fucking god.
     
    Don't worry about having the crispiest DR confirms. You'll get yourself killed trying to be swaggy. Just play the game like you would SFV and focus on 1 primary Drive Rush combo. 
     
    Take the throw fuck what anyone says getting shimmied in this game is worse than SFV (I'm partially joking)
     
    Pick Lily and spam EX condor spire so you don't have to actually engage with the system. Just let that shit go brrrrrrrr and watch people fail to Perfect Parry that sucka
     
    Depending on how good you were in SFV that should either carry you to Plat 1-4 or Diamond 1. After that you gotta know what the fuck is going on because the Diamond grind is brutal.
     
  22. +1
    Mattatsu reacted to Hawkingbird in The SF6 Thread: Back in my day we had to tick before throw!   
    Learn to hitcomfirm DR as that's the most common usage of it in high level. You can't let any stray hit go to waste.
  23. +1
    Mattatsu reacted to Vhozite in The SF6 Thread: Back in my day we had to tick before throw!   
    The first thing is to not try learning all of this stuff at once. There is definitely more to learn than in 5 but don’t overwhelm yourself trying to do it all at once.

    The most important things are to learn your character and get used to countering DI. The rest isn’t immediately necessary.
  24. LOL
    Mattatsu reacted to Darc_Requiem in The SF6 Thread: Back in my day we had to tick before throw!   
    😂🤣💀
     
  25. +1
    Mattatsu reacted to Hawkingbird in The SF6 Thread: Back in my day we had to tick before throw!   
    That happened to me last night. Some asshole JP joined during my set, wins the match and leaves. I stalk him through BH to get my runback. When we play again he rage quits when I land my game winning level 3. The coward
×
  • Create New...
Stage Select