Broski helps you level up with 5 not so intuitive SF6 tips
The online grind in Street Fighter 6 is strenuous and can have you feeling like a yo-yo as it’s not at all uncommon to crack into a new echelon and quickly fall out of it just a few matches later. When the world feels a little too chaotic, it’s nice to get back to basics and ground yourself with tried and true practices that you can count on, and Broski just so happens to have five of those in his latest video.
The UK contender (and capybara lover) has been proving himself here in Street Fighter 6 with strong tournament performances, and has some sage advice for those who would like to level up. Be warned, however, some of his advice isn’t all that intuitive, and you’ll likely find your instincts fighting back a bit on some of them.
Street Fighter 6 balances its gameplay across more than just two health bars as both the super and Drive gauges play integral roles as well. Yes, the health bar is the ultimate decider of who wins and loses a round, but there are times where it’s simply not the priority.
For instance, Broski examines the all too common scenario against JP where you’ve been knocked far away and have almost nothing left in your Drive Gauge. Say you have a decent amount of health left in the tank, but that blocking one of JP’s spikes on your wake up cause you to enter the dreaded burnout state.
The life you save from that initial block will likely get eaten up and more from the ensuing onslaught of chip damage, and so Broski makes the argument that it’s actually better to take a hit or two here and allow your gauge to partially refill, since going into burnout against JP while at full screen is one of the absolute worst situations you can be in in SF6.
Perhaps taking a little damage for the sake of strategy is understandable, but Broski takes it to the next level with his next tip, which actually involves conceding a round instead of actively trying to survive.
We’ll let him do the rest of the explaining as he shares all five tips in the video below. Give it a watch and then let us know which of these you’ll be implementing next time you play some SF6.