Street Fighter™ 6

Street Fighter™ 6

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Okizeme
Hi !
I was wondering what are my options when I wake up with my opponent pressuring me in the following situations :
if they try a grab or a special grab, should I jump ? Or hit with a light punch or kick ?
If they try to hit, is grabing a good option ?
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Showing 1-8 of 8 comments
卡玛丘诺 Jun 9, 2023 @ 1:26pm 
depends on your char
Grampire Jun 9, 2023 @ 1:29pm 
At this point you're at a disadvantage and you have to make a read.

Typically option selecting and crouching and pressing lp > lp+lk is a good option because it will interrupt a throw or break a throw if your timing is wrong, but if they meaty you you'll eat it.

Delaying the lp+lk and blocking is the overall safest option.
Last edited by Grampire; Jun 9, 2023 @ 1:30pm
pec_taureau Jun 9, 2023 @ 1:54pm 
Thank you for your responses !

So it is more complex than a rock paper scissors like
block > light hit > grab > block
because it depends on the timing of execution and the frame data. The first striking with active frames wins, is that it ?

I have happened to fight a Manon player who would use a special grab each time I wake up, and I couldn't avoid it, even knowing it was coming. Maybe I wasn't fast enough doing light attacks. Is jumping a safe option in this situation ?
Last edited by pec_taureau; Jun 9, 2023 @ 1:54pm
Vault Traveler Jun 9, 2023 @ 2:07pm 
btw back dash is throw invincible
Yeah it`s rock/paper/scissors.
80% of the cast has a throw loop in the corner, meaning when they throw you, they can dash up or whiff a button before throwing you, so that the throw hits you meaty, meaning if you press a button you get thrown regardless. Of course you can jump out of that because a jump immediately becomes throw invincible even if you haven`t left the ground. Most people who try to meaty throw you are ready for that with an uppercut though and you`re back in the same situation.

If you try to tech the throw they may also feint the throw loop and move out of throw range before you wake up and then whiff punish your throw attempt which you could beat with a crouching medium kick, but that`s risky too.

Being in the corner is a bad situation and the only way to escape involves taking a risk.
Jackmoved Jun 9, 2023 @ 11:40pm 
if they are using a heavy meaty, you can see it, and use a Critical art.

If they are just standing on you, they will either jab to counterattack you or your jump, or they will throw/command throw. It's basically a 50-50 where you can throw their jab or jump and risk getting jab comboed. Throw will beat jab for some reason in this game, so wake up throw is good sometimes.

Advanced players will walk forward, walk back, then walk forward and combo or throw you. This is called a shimmy, it counters you walking up with an attack or throw-tech.
bigsapling Jun 10, 2023 @ 7:40am 
Jumps beat throws as jump start up is throw invincible. So if your opponent is only using command throws, it's a valid idea to jump and punish them with a jumping attack on the way down. Command throws have a lot of recovery.

If they're using normal throws, you can still jump, but if they did it so that it hits you exactly when you get up, they'll recover in time to beat your jump attack.

You can break a normal throw but you cannot break a command throw.

Mashing on wake up should beat throws, if your button is fast enough, as you have some throw invincibility when you get up (I don't know how much). If they don't throw you but strike instead, you will eat that strike as a counter hit.

So it's a guessing game on what they're doing.

Reversal moves like OD Shoryuken or supers with invincibility like Luke's Eraser will beat out all attacks, but lose to blocking.
Last edited by bigsapling; Jun 10, 2023 @ 7:41am
Higon Jun 10, 2023 @ 10:43am 
If you are not playing against advanced players, practice these things. Opponent will have almost zero chance to hurt you.

  1. Crouching guard with delayed throw tech
  2. Crouching guard then Drive Reversal (when you are cornered)
  3. Fast safe combo starting with fast jabs (4 frame light attacks) a.k.a. a scrub combo
  4. Guard 1 attack then interrupt with a fast safe combo.
  5. Vertical jump then combo (don’t do this often. Only for the last resort)

Lower level players usually can’t properly place their attacks/throws on your wake-up and tend to get a counter hit by your fast jab. Jump on Oki means you are getting hit by even loosely placed attacks, don’t do it.
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Date Posted: Jun 9, 2023 @ 1:19pm
Posts: 8