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Now that said, you've got some tools to try to escape. You have three basic options: You can block, you can jump, or you can reversal.
Blocking is is really, really important in this game because there are not a lot of sources of plus frames. Your opponents can't keep you there forever, with patience you can find a gap and take your turn back. However, blocking loses to throws and it gets blown up by drive impact if you don't react to it fast enough. Even though it loses to throws though, there's a concept of "taking the throw" in street fighter, which basically means that throw doesn't really give you that great of a reward in this game, so if you've got the life to spare, it's a safe bet to block because being thrown isn't that bad unless you're getting hit by a command grab or something. It can also put you in a situation where you have to deal with a mixup, though you can always use drive reversal to push your opponent away and avoid the mixup entirely. Drive parry also goes here, you can use this to easily block high/low mixups, though it also will make you take more damage from throws and it's very punishable if your opponent just does nothing, so don't be predictable with it.
Jump beats throws. If you think your opponent is going to throw you, you can jump over them to escape the corner, or you can neutral jump over the more committal command throws and punish with a combo. Jumping loses when your opponent meaties you or, if they're being patient or using buttons with fast recovery they can anti-air you.
Finally reversal is your option of fighting back. This is like your EX DPs, your counters, and your invincible supers. They beat meaties and throws, but they are extremely high risk and leave you open for a giant punish, so you don't want to use them predictably. This is also where I'd put mashing, which also is high risk because it loses to meaties and throwing you on wakeup. Mashing can be good though if you see your opponent messing up their meaties or leaving gaps in their pressure. Lastly drive impact goes here. It loses to throws and it gets blown up if your opponent does nothing, uses moves with fast recovery, or properly meaties so they can react with their own drive impact. Again, very high risk. On a side note some characters have access to safejumps, which will allow them to meaty with a jumping move AND block and punish reversals at the same time.
They mean EXing/ODing special abilities. You glow gold when EXing
Both have pros and cons. Teching the throw will reset the situation back to neutral and let you push forward a bit, but if they do a "meaty" attack (which means the active frames of an attack are inside your hitbox when you're getting up off the ground) it will always beat your grab attempt.
Jumping will allow you to whiff punish their grab and get great damage and push them off you, but if they read your jump, you could just eat and anti-air which will put you back in the same situation.
You never wanna be in the corner in ANY fighting game. Guile is probably the only character that can actually thrive in the corner, but in SF6 it's more dangerous than ever so even he doesn't wanna be there.
- blocking high (many use to jump up once you are KD'ed to hit you in the face).
- instantly use grapple on wake-up to counter another grapple from the opponents (noobs usually perma grab you in rows....for an easy win. don't let them do this and escape the grab with a grab counter and a follow up attack in order to get distance b/w you and him and escape the corner. (not easy to do I admit you need precise timing)
- the noob way -> super fast crouching light punches on wake up to break their follows ups.
- use Parry (when you glow blue) to absorbs pressure attack in the corner.
But like i said it is very Risky and needs a good understanding of your opponent. Back in SF4 it was good to do a Neutral Jump you still can try this but i noticed a lot of opponents will just Spam Lp or LK to prevent this. You also need to keep an eye out for Shimmys ( your opponent walks forward to fake a Throw attemp then walks backwards while you are trying to Tech the Throw means you are now in the Throw animation and open for a Combo).
Like someone before me said the Corner is the most dangerous Area in the Game you can eat big Combos there and are Open for Mixups. Its Always a Guessing Game and a Game of can i read my Opponents next Move. And Stay Calm in the Corner if you Panik you Lose.