Leo Whitefang

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下水 on Twitter
下水 on Twitter
鰤対策ダイブはP相打ちで落とすのが簡単#GGST_LE pic.twitter.com/IbTpkKSWUT— 下水 (@Gesui_Leo) October 26, 2022
mario050987·t.co·
下水 on Twitter
Pro Player™ Talks SF6 Beta
Pro Player™ Talks SF6 Beta
Follow my Twitter! https://twitter.com/beamthegamer Chapters: 0:00 Timestamps! 0:30 Server Issues 1:01 Battle Hub 1:49 First Impressions 2:02 Drive Impact 4:06 How to Deal With Drive Impact 5:05 Drive Rush 6:22 Drive Parry and Drive Reversal 7:30 Why Drive Gauge is Good 8:38 The Learning Experience 9:23 Rematch and Netcode 10:17 The Problem with the SF6 Beta 11:20 SF6 Complaints From Fans 12:17 Is Ryu Finally Good in SF6? • My Socials: Twitch ➡ https://twitch.tv/beamthegamer Twitter ➡ https://twitter.com/beamthegamer Discord Server ➡ https://discord.gg/YxUjVHwWQG Instagram ➡ https://www.instagram.com/beamthegamer/?hl=en • Join my channel to get access to perks: https://www.youtube.com/channel/UCLBqWE0DE1NLYHkgRI2JQgg/join #Beamthegamer #StreetFighter #sf6
mario050987·youtube.com·
Pro Player™ Talks SF6 Beta
だっちゃん on Twitter
だっちゃん on Twitter
#GGST_LEメモ。アイゼンよりリターン取れる時は狙っていきたい pic.twitter.com/YWExjukuHb— だっちゃん (@dacchanchanpon) October 26, 2022
mario050987·t.co·
だっちゃん on Twitter
TRASH LEVIATHAN on Twitter
TRASH LEVIATHAN on Twitter
His wallbounces are also pretty satisfying #ggst #ggst_le #PS4sharehttps://t.co/BxIYLBGK5E pic.twitter.com/fqxnzav3vV— TRASH LEVIATHAN (@TrashLeviathan) October 25, 2022
mario050987·t.co·
TRASH LEVIATHAN on Twitter
TRASH LEVIATHAN on Twitter
TRASH LEVIATHAN on Twitter
While i don't like fighting leo, He does have some cool combos #ggst #ggst_le #PS4sharehttps://t.co/BxIYLBGK5E pic.twitter.com/fZb6HJ4TAu— TRASH LEVIATHAN (@TrashLeviathan) October 25, 2022
mario050987·t.co·
TRASH LEVIATHAN on Twitter
Vertec on Twitter
Vertec on Twitter
時々、近Sが入らないこともあるから2K>6Kのほうが安定するかも。#GGST_LE pic.twitter.com/QQogJE8ZK7— Vertec (@kasiwagi_vertec) October 24, 2022
mario050987·t.co·
Vertec on Twitter
Loser.ExE and Linx! (Passive Hiatus Arc) on Twitter
Loser.ExE and Linx! (Passive Hiatus Arc) on Twitter
Hey, I made a video!Kinda. This is a test that I figured could be A two birds one stone kinda thing. A Funny clip, a teachable moment, and practice in editing. Gonna start doing these so I can get better at editing and making vids!#Vtuber #VFGC #GGST_LE pic.twitter.com/VLjwUxDJH8— Loser.ExE and Linx! (Passive Hiatus Arc) (@ThatLoserExE1) October 23, 2022
mario050987·t.co·
Loser.ExE and Linx! (Passive Hiatus Arc) on Twitter
Lime on Twitter
Lime on Twitter
Don't know how good 6H is at roundstart for Test but here is a hard callout #GGST_LE pic.twitter.com/hf0jHJmOzI— Lime (@CD_Lime) October 19, 2022
mario050987·t.co·
Lime on Twitter
D2S | 6f | Neøs on Twitter
D2S | 6f | Neøs on Twitter
Alpha blade punish combo with 5P/c.S #GGST_LEhttps://t.co/DWY0k3rzBk pic.twitter.com/tMmfOVU2L5— D2S | 6f | Neøs (@Azdine_Kneeos) October 18, 2022
mario050987·t.co·
D2S | 6f | Neøs on Twitter
In the Lab - How to Frame Trap and Offensively Perfect Parry
In the Lab - How to Frame Trap and Offensively Perfect Parry

🎥 Video Summary

In the Lab – How to Frame Trap and Offensively Perfect Parry

This video breaks down block stun, frame traps, perfect parry, throw recovery, and offensive option layers in Street Fighter 6. The core lesson is that SF6 pressure is not autopilot—it’s a dynamic system where frame advantage, parry, throws, backdash, and Drive Rush interact in a constantly shifting decision wheel.

🔑 High-Level Summary

The instructor explains how block stun differs from frame advantage, how chaining lights creates frame traps, and how Perfect Parry functions similarly to Mortal Kombat’s Flawless Block. A major emphasis is placed on throw recovery being unusually long in SF6, creating new punish windows via backdash → heavy punish. The game rewards situational awareness and option coverage, not guaranteed pressure strings.

⚡ Condensed Bullet Points (Quick Review)

Block stun ≠ frame advantage

High block stun = opponent stuck blocking longer

Chaining lights = basic frame traps

Some normals do not frame trap into faster buttons

Perfect Parry counters pressure and throws

Throws have ~30 frames total animation (very slow)

Backdash after parry/throw attempt = big punish

Drive Rush creates frame advantage, especially in burnout

SF6 pressure = option wheel, not guaranteed sequences

Strikes beat throws on the same frame

📦 Chunked Breakdown (Self-Contained) Chunk 1: Understanding Block Stun vs Frame Advantage Summary

Block stun is the amount of time the opponent is forced to block, not whether you are plus or minus. Moves can have high block stun even if they are not plus.

Key Example

A move with 21 frames of block stun keeps the opponent frozen longer than one with 9.

Frame data (e.g., “-1”) describes post-block recovery, not block stun itself.

Comprehension Questions

Q: Why does high block stun matter even if a move is minus? A: It limits the defender’s immediate options and sets up spacing, parry, or bait scenarios.

Action Steps

In training mode, compare two normals with different block stun values.

Practice recognizing when block stun gives you time, even without plus frames.

Chunk 2: Chaining Lights as Frame Traps Summary

Repeated light attacks naturally function as frame traps, catching opponents who mash between hits.

Key Insight

Light → Light works

Medium → Light often does NOT

Some characters have privileged plus normals

Comprehension Questions

Q: Why does Medium → Light often fail as a frame trap? A: The gap allows 4f buttons or throws to interrupt.

Action Steps

Test which light chains frame trap 4f jabs.

Build one reliable light-based pressure string per character.

Chunk 3: Perfect Parry as an Offensive Tool Summary

Perfect Parry in SF6 acts like Flawless Block, allowing you to invalidate pressure and force the opponent into recovery.

Key Insight

Parry beats strikes

Opponent may try to throw after parry

This creates a baitable layer

Comprehension Questions

Q: Why is parry not the end of the interaction? A: Because opponents can respond with throws or delayed options.

Action Steps

Practice parry → delay → backdash.

Train your eye to parry predictable frame traps.

Chunk 4: Throw Recovery Changes Everything Summary

Throws in SF6 have ~30 total frames, far more than SF5 or Third Strike.

Key Example

Parry → opponent throws → backdash = +10

Leads to heavy punish

Comprehension Questions

Q: Why are throws riskier in SF6? A: Long animation makes them punishable if baited.

Action Steps

Practice backdash punish timing vs throw attempts.

Condition opponents to fear throwing after parry.

Chunk 5: Frame Advantage Exists—But It’s Situational Summary

SF6 does have frame advantage, but it’s earned, not guaranteed.

Sources of Advantage

Drive Rush

Burnout pressure

Jump-ins

Knockdowns (e.g., Tatsu → Dash +4)

Comprehension Questions

Q: Why does SF6 feel less “autopilot” than SF5? A: Advantage depends on state, spacing, and player choices.

Action Steps

Identify one Drive Rush pressure route.

Practice knockdown setups that give real advantage.

Chunk 6: Strike vs Throw Priority Summary

If a strike and a throw connect on the same frame, the strike wins.

Key Insight

Explains why jabs can beat throws even when timing matches

Comprehension Questions

Q: Why does jab beat throw on equal timing? A: Strikes have priority over throws in SF6.

Action Steps

Use fast jabs to challenge throw-heavy opponents.

Stop panic teching—replace with jab checks.

🧠 Super-Summary (1-Page)

Street Fighter 6 pressure is a layered decision system, not guaranteed offense. Block stun controls how long opponents are frozen, while frame advantage determines post-block options. Chained lights form natural frame traps, but not all normals connect safely. Perfect Parry introduces a powerful offensive-defense hybrid, forcing opponents into risky throws—which are uniquely punishable due to their long recovery. Drive Rush, burnout, jump-ins, and knockdowns create real advantage, but only when used deliberately. Ultimately, SF6 rewards players who understand option wheels, spacing, and timing—where strikes beat throws, parry creates counterplay, and pressure must be earned.

🗓 Optional 3-Day Spaced Review Plan

Day 1:

Review Chunks 1–2

Lab block stun vs frame advantage

Test light frame traps

Day 2:

Review Chunks 3–4

Practice parry → backdash punish

Identify throw bait moments

Day 3:

Review Chunks 5–6

Drill Drive Rush pressure

Practice jab vs throw priority

mario050987·youtube.com·
In the Lab - How to Frame Trap and Offensively Perfect Parry
11 things you might have missed in Street Fighter 6 closed beta test
11 things you might have missed in Street Fighter 6 closed beta test
These are interesting stuffs that I found during SF6 closed beta test so I just put everything together in one video. If you have more, please share in the comments! 0:00 Jamie Taunt 1:00 Chun-Li & Juri Perfect 1:32 NPC Reactions 2:22 Guile Taunt 2:38 Chip Damage 3:28 Luke Perfect 3:55 Accessibility 5:00 Jamie Max Level 5:40 Luke Flash Knuckle 6:07 Ryu CA 6:45 Kimberly Level 3 #SF6 #StreetFighter Thank you for watching! You can follow and support me at Follow: https://www.twitter.com/HiFightTH Support: https://www.patreon.com/HiFight
mario050987·youtube.com·
11 things you might have missed in Street Fighter 6 closed beta test
tragic on Twitter
tragic on Twitter
In #SF6, Parry Drive Rush (1 BAR) under some jump-ins followed by certain normals (Guile stand MK for example) will put the opponent into juggle state which converts to all sorts of combo options. When people start doing this consistently, jumping is going to be even scarier.— tragic (@fightelement) October 15, 2022
mario050987·twitter.com·
tragic on Twitter
Drive Rush In SF6 Is Fun AF!!
Drive Rush In SF6 Is Fun AF!!
#sf6 #streetfighter6 #capcom Drive Rush is my favorite mechanic to come out of Street Fighter 6. It's a great and creative mechanic! Follow Me On: Twitch: https://www.twitch.tv/darksynth__ Twitter: https://twitter.com/DarkSynth
mario050987·youtube.com·
Drive Rush In SF6 Is Fun AF!!
Bryce | Darksynth on Twitter
Bryce | Darksynth on Twitter
Drive Rush is probably my favorite mechanic in a SF game#streetfighter6 #SF6 pic.twitter.com/fddnzNyC6W— Bryce | Darksynth (@DarkSynth) October 14, 2022
mario050987·t.co·
Bryce | Darksynth on Twitter
下水 on Twitter
下水 on Twitter
rcの遅延中にch取るとヒットストップの影響(?)で効果時間が延びる青rc状況確認からch判断できるときは限定コンボ入れたいですね#GGST_LE pic.twitter.com/0VVehVCjnV— 下水 (@Gesui_Leo) October 15, 2022
mario050987·t.co·
下水 on Twitter
Learning Defense | Street Fighter 6
Learning Defense | Street Fighter 6
Today I will teach my nephews from long distance how to defend in street fighter 6. It all starts with know when to strike and when to block #sf6 #sf6beta
mario050987·youtube.com·
Learning Defense | Street Fighter 6
My 'SF6 Experience' - Quick Tips
My 'SF6 Experience' - Quick Tips
STREAM - https://www.twitch.tv/rush_g TIPPING - https://streamlabs.com/rush_g/tip MERCH - America - https://shop.spreadshirt.com/rush-g/all EU - https://shop.spreadshirt.co.uk/rush-g/all SOCIAL MEDIA / CONTACT - Twitter - https://twitter.com/_RushG Instagram - https://www.instagram.com/_rushg/ Facebook - https://www.facebook.com/RushG23 MUSIC - https://www.youtube.com/watch?v=KrKUZ7LcDuE HASHTAGS - #StreetFighter6 #SF6 #KenMasters
mario050987·youtube.com·
My 'SF6 Experience' - Quick Tips
AutoMattock @ World's Strongest Laboratory (Home) on Twitter
AutoMattock @ World's Strongest Laboratory (Home) on Twitter
If you're wondering why SF6 normals generally are minus and why perfect parry has damage reduction: pic.twitter.com/Om8rJiU46I— AutoMattock @ World's Strongest Laboratory (Home) (@AutoMattock) October 12, 2022
mario050987·twitter.com·
AutoMattock @ World's Strongest Laboratory (Home) on Twitter
CLG | Brian_F on Twitter
CLG | Brian_F on Twitter
"If you're in burnout, just super the Drive Impact" 🗿On the real I have no idea why this works, is it common for non-level 3 supers to not have much invincibility? pic.twitter.com/O6q9XV7dMK— CLG | Brian_F (@Bri4nF) October 13, 2022
mario050987·t.co·
CLG | Brian_F on Twitter
SF6 Beta: What is Drive Impact?
SF6 Beta: What is Drive Impact?
Here is the Drive Impact System in Street Fighter 6 fully explained and demonstrated in this short video with all the information you need. Ember's Twitch: https://www.twitch.tv/embertalks Ember's Twitter: https://twitter.com/EmberTalksTTV Ember's Community Discord Server: https://discord.gg/A6HuUjZfbD #streetfighter6 #streetfighter #fgc
mario050987·youtube.com·
SF6 Beta: What is Drive Impact?