This is the multi-page printable view of this section. Click here to print.
Universal Strategies for All Characters
- 1: [SF6] Character Usage Rate
- 2: [SF6] Character Matchup Chart & Win Rate Trends Tool
- 3: [SF6] Character Frame Data Collection for Study Use [With Hitbox Videos]
- 4: [SF6] One-Button Pre-Match Character Counterplay Tools
- 5: [SF6] Post-Throw Situations for All Characters
- 6: [SF6] Post-Hit Invincible Move Situations for All Characters
- 7: [SF6] Easy-to-Understand Fuzzy and Delay Techniques Explained [Win Just by Reading]
- 8: [SF6] Easy-to-Understand Safe Meaty Explained [Win Just by Reading]
- 9: [SF6] Easy-to-Understand Pre-Match Prep Explained [Win Just by Reading]
1 - [SF6] Character Usage Rate
2 - [SF6] Character Matchup Chart & Win Rate Trends Tool
3 - [SF6] Character Frame Data Collection for Study Use [With Hitbox Videos]
Frame Data
4 - [SF6] One-Button Pre-Match Character Counterplay Tools
5 - [SF6] Post-Throw Situations for All Characters
Post-Throw Situations for All Characters
6 - [SF6] Post-Hit Invincible Move Situations for All Characters
Post-Hit Invincible Move Situations for All Characters
7 - [SF6] Easy-to-Understand Fuzzy and Delay Techniques Explained [Win Just by Reading]
Basic Information
Fuzzy is a technique where you shift your input timing to overlap actions so that “defense succeeds only on a specific frame, and your own action comes out otherwise” against any of the opponent’s actions. This makes it an extremely effective defensive method, as a single input lets you guard while also counterattacking specific actions.
Delay is a technique that can aim for returns against all of the opponent’s actions, including fuzzy.
There are many naming variations for fuzzy and delay, but this site standardizes them as follows:
- Fuzzy
- Defensive option
- Delay
- Offensive option
Fuzzy Grab (Fuzzy Tech)
- Input Method
- While holding guard, input throw a few frames after the earliest timing the opponent’s throw can connect
- Effect
- Blocks the opponent’s meaty strikes while teching their throw
When to Use
- On wakeup
- When the opponent has frame advantage
Losing Scenarios
- Shimmy
- Caveman catch (raw walk-up punish)
- Delayed strike
Fuzzy Light Attack
- Input Method
- While holding guard, input a light attack at the timing the opponent’s strike would connect
- Effect
- Blocks the opponent’s meaty strikes, and if there is a gap in frames, your counterattack comes out
When to Use
- During safe jumps
- Counterattack on empty throw
- Counterattack on empty low
- During light attack pressure
- Counterattack on throw
- Counterattack on medium attack
Losing Scenarios
- During safe jumps
- Air trajectory change
- During light attack pressure
- Delayed strike
Fuzzy Medium Attack
- Input Method
- While holding guard, input a medium attack (mainly a low-hitting crouching medium kick) at the timing the opponent’s strike would connect
- Effect
- Blocks the opponent’s meaty strikes while counterattacking shimmies and backdashes
When to Use
- On wakeup
- Counterattack on shimmy
- Counterattack on delay
- When the opponent has frame advantage
- Counterattack on shimmy
- Counterattack on delay
Losing Scenarios
- Grappling (Judo)
- Neutral jump
- If you have anti-air invincibility, you may be able to anti-air them
Fuzzy Heavy Attack
- Input Method
- While holding guard, input a heavy attack at the timing the opponent’s strike would connect
- Effect
- Blocks the opponent’s strikes while counterattacking shimmies
When to Use
- At disadvantage where walk shimmy is not possible
- Counterattack on backdash and shimmy
Losing Scenarios
- Neutral jump
Fuzzy Forward Jump
- Input Method
- While holding guard, input a forward jump at the timing the opponent’s strike would connect
- Effect
- Jumps over the opponent’s passive play while punishing delayed strikes
When to Use
- When knocked down in the corner
- Punishes delayed attacks
- Escapes the corner against close-range shimmies
Losing Scenarios
- Delayed jab
- Shimmy
- Grappling (Judo)
Fuzzy Crouch Guard
- Input Method
- While walking back, crouch guard at the timing the opponent’s crouching medium kick would come out
- Effect
- Avoids the opponent’s walk-up throw while also blocking their crouching medium kick
When to Use
- When the opponent has frame advantage
Losing Scenarios
Since you are not committing to any action, there are no losing scenarios. If anything, overhead attacks are virtually impossible to react to with this mental allocation.
When the opponent has frame advantage, there are character-specific special moves that put you outside throw range by walking, so knowledge is required.
Fuzzy Parry
- Input Method
- When the opponent has a large frame advantage, parry at the timing their next strike would come
- Effect
- Avoids punish counter throws while aiming for perfect parry against strikes
When to Use
- When the opponent has a large frame advantage
Losing Scenarios
- Shimmy
- Delayed throw
Delayed Throw
- Input Method
- Input throw at the timing you would block the opponent’s OD invincible move
- Effect
- Blocks their OD invincible move while also teching against fuzzy throw
When to Use
- At frame advantage where shimmy is not possible
Losing Scenarios
- Neutral jump
- Walking back at mid-screen
Delayed Heavy Attack
- Input Method
- Input a heavy attack at the timing you would block the opponent’s invincible move
- Effect
- Blocks their OD invincible move while getting huge returns against mashing and throw techs
When to Use
- When the opponent is knocked down
Losing Scenarios
- Immediate forward jump
- Depending on the delay timing, fuzzy forward jump may also punish
- Fuzzy crouching medium kick
Delayed Medium Attack
- Input Method
- Input a medium attack at the timing you would block the opponent’s invincible move
- Effect
- Blocks their OD invincible move while getting huge returns against mashing and throw techs
- Since the recovery is short, you can anti-air forward jumps with a dragon punch
When to Use
- When the opponent is knocked down
Losing Scenarios
- Immediate mashing
Delayed Light Attack
- Input Method
- Input a light attack at the timing you would block the opponent’s invincible move
- Effect
- Blocks their OD invincible move while getting returns against mashing and throw techs
- Since the recovery is short, you can anti-air forward jumps with a dragon punch
- Mainly used by characters without a dragon punch, or characters who get good returns from normal anti-airs
When to Use
- When the opponent is knocked down
Losing Scenarios
- Immediate mashing
8 - [SF6] Easy-to-Understand Safe Meaty Explained [Win Just by Reading]
Explanation
A technique where you meaty with a move whose recovery ends before the opponent’s invincible move becomes active, allowing you to make them block your attack while also blocking their reversal.
Calculation Method
(Recovery of your meaty move + 1 (if meatying with the last active frame)) <= Startup of the opponent’s invincible moveFor example, Luke’s SA1 Vulcan Blast has a startup of 6F, the fastest among all characters. However, there is no move in the entire cast with recovery of 5F or less, so safe meaties are not possible against it. As an example, calculating with Kimberly’s backfist which has 7F recovery:
Calculation Example (Cannot Block)
(7 + 1) <= 6Conversely, Luke’s SA3 Pale Rider has a startup of 10F. Kimberly’s backfist has 7F recovery.
The calculation shows that a safe meaty is possible:
Calculation Example (Can Block)
(7 + 1) <= 10Benefits of Safe Meaties
You can pressure the opponent with your attack while blocking their invincible reversal. This means you beat everything except perfect parry, making it extremely powerful.
When to Use
- When the opponent has an SA reversal or SA3 reversal with good post-hit situations
- Many SAs have properties that make eating them unacceptable
- When the opponent has 2 or fewer Drive Gauge stocks and no SA reversal
- If they use an OD reversal, they enter Burnout, which can lead to a checkmate situation
- When the opponent has no OD reversal and only has an SA reversal that can be safe jumped
- You only lose to perfect parry, making it extremely powerful
- When you can finish them off
- Since you meaty with quick light attacks, the damage on hit is low
- Using this when any hit would finish them off eliminates that downside
Drawbacks of Safe Meaties
- Low damage
- Since you meaty with quick light attacks, the damage on hit is low
- Requires knowledge
- You need to research the startup of the opponent’s reversal and your own move’s recovery, making it difficult to keep in mind every match
- If you don’t meaty with the last active frame of your move, it may not be a safe meaty; knowledge of your character’s setplay is also required
Guidance
Remembering the opponent’s moves and your own moves every match for safe meaties is extremely difficult. This site has created a tool that lets you quickly look up safe meaties, so make use of it.