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Organizing What I Learned in SF6 (From Diamond to the Doorstep of Master)

about 31 mins to read

After roughly half a year of training, I finally reached the Master rank I was aiming for! Persistence pays off.
Since I hit a milestone, I want to summarize what I learned just like in the previous article.

https://www.esplo.net/posts/2025/10/sf6

Notes

Some items repeat what I wrote last time, but I will re-list them briefly.

What this article is

This is a real-time style reflection on the things I tried and learned while playing. Feelings are unique to the moment, and things I work hard to memorize become unconscious and are forgotten, so I am recording them now.

Stats

I used Modern Juri. Ranked match totals: 2,757 games played, 1,301 wins, 47.19% win rate. I spent at least 100 hours in ranked.
Here is the rank progression I shared last time.

  • 2025-06-08: Started Juri
  • 2025-06-21: Started ranked from Bronze
  • 2025-06-22: Silver 1
  • 2025-06-24: Silver 2
  • 2025-06-28: Silver 3
  • 2025-06-29: Silver 4 / Silver 5
  • 2025-07-03: Gold 4
  • 2025-07-05: Gold 5 / Platinum 1
  • 2025-07-18: Platinum 2
  • 2025-07-27: Platinum 3
  • (2025-08-05: Sagat released)
  • 2025-08-24: Platinum 4
  • 2025-09-05: Platinum 5
  • 2025-09-11: Diamond 1
  • 2025-09-22: Diamond 2
  • 2025-09-28: Diamond 3

That was the previous run.

  • (2025-10-15: Viper released)
  • 2025-11-18: Diamond 4
  • 2025-11-28: Diamond 5
  • 2025-12-06: Master

This time’s slump

Last time I got stuck at Platinum 3; this time it was Diamond 3. I wrote at the end of the previous article:

From late Platinum through Diamond I haven’t really hit a bad slump. I want to believe I’ve built fundamentals, but I feel like another plateau will show up somewhere.

Because I had been cruising through Diamond, I honestly underestimated it and fell into a deep slump at Diamond 3. It lasted about 1.5 months, my longest so far. I hovered on the border, bouncing between Diamond 2 and 3; on bad days my win rate dipped under 30%.

Being away from home a lot and the rise of Viper were external factors, but I think there was something else—maybe I added too many things to think about and couldn’t digest them. I probably climbed out once that digestion started to settle.

Matchmaking style

If the connection is bad, the match is unplayable, so I limited to Connection 5 and a narrow region. It makes queues a bit longer, but the downtime is good for reviewing matches.
I also always hit rematch. If I lack matchup knowledge I might lose twice and be done, but that motivates me to study properly.
Occasionally RF appears, so in that case I leave once to check the line quality. As long as the opponent is wired, we can usually fight lag-free around 10 ms ping—comfortable.

What I learned

Here is the main part. Timing is fuzzy this time, so I’m listing in the order of my notes.

Raw Drive Rush that’s harder to stop

Raw Drive Rush is strong, but I was getting stopped by strikes more often.

The biggest reason was doing Drive Rush even from far away. No matter how fast Juri’s rush is, people can react at that distance.
So when I’m too far I either don’t rush (or stop early) or simply walk forward to take space.

Even after closing distance, I was still getting stopped. That was usually when I used it while wandering with nothing to do. The movement is obvious, so people react; I also often got clipped by random buttons.

I started showing other actions. Showing a jump-in beforehand or sticking out buttons that can whiff-punish seems effective.
If I can improve here, it should lead to deeper grounded play.

Options after Drive Rush stand MP

Drive Rush stand MP on block is +6, so lots is possible. I used to mostly keep punching or go for throw, but I added more patterns.

  • Drive Rush s.MP (+6F): point-blank
    • Wait a bit, then throw
      • Hard if they mash. Throw is 5F, so the fastest whiffs; if late it gets beaten.
    • Step back to shimmy
    • Back HP (beats mash / delayed tech)
  • Drive Rush s.MP > s.MP (+2F): slight gap
    • Shimmy (then crouch block)
    • Wait briefly into Assist MP (stuff mash)
    • Walk up throw
    • Forward jump j.D
    • Back HP (beats mash / delayed tech)

The new piece is back HP: 10F startup, two hits. It catches delayed techs, and you can confirm into pinwheel or cancel Drive Rush. If you can reliably react to their option, shimmy is still stronger.

I retrained shimmy and started using it in matches. As noted, delayed tech is common in Diamond, so the counter value is high.
I still struggle to punish the whiffed throw; I often miss the counter and lose optimal damage, so I want to get better at reacting there.

Use commands even in Modern

My mentor said, “Use commands whenever you can,” so I tried. One-button specials have damage scaling, but commands give more damage for the same combo—free value.
I spam “cr.MP > medium Fuhajin release,” and switching to a command input is easy: hold the same button and roll from down to back. That alone adds about 100 damage.

Other one-buttons I use are anti-air medium Tensenrin and SA, but replacing those is hard; I’d like to transition SA enders first.
Note: Go Ogi Kill and light (heavy) Fuhajin require commands. Most happen mid-combo when there’s time, so they’re easier to input.

Just-Parry → Drive Rush vs fireballs

Another “value” trick from my mentor.
Depending on character and spacing, if you Just Parry a fireball and Drive Rush, you can get in to point-blank or even punish on block.

Input forward twice during the parry timing: if you get Just Parry, Drive Rush comes out; on regular parry, nothing happens.
It’s a bit tight but worth it, so I try to buffer it. For Juri, with her fast rush and no easy projectile bypass, it feels essential.

Drive Rush cancel on pokes

My mentor also pointed out that if you buffer Drive Rush on a poke, it only comes out on hit—very handy.
Pokes should rarely be blocked, so it’s free value.

It shines on Assist MP to blow up Drive Rush. Stopping their rush alone gives no reward, but adding damage and carry changes the situation a lot.

Placing buttons

When I sense the opponent wants to move, I place Assist MP or Assist HP.
Close = Assist MP; far = Assist HP. Assist MP clips Drive Rush; Assist HP catches whiff-punish attempts.

Juri’s Assist HP is long, and opponents often get greedy with forward walk or slow normals at that range. It tags obvious fireballs up close, or Bison’s Double Knee Press—great for punishing careless actions without caring about spacing.

Reading opponent habits

Against clear opponents, I’m starting to spot habits: always delayed tech, always mash on wakeup, throwing two fireballs at range, repeating certain strings.
Skilled players vary their options and are unreadable—I want to imitate that.

Warm up with CPU

I made it a routine to beat Lv.8 Ryu (max) three times at the start of the day. It’s practical and good for warming up before ranked.
On good days I sweep 3 wins quickly; on slump days I keep going until I can string wins.

Compared to training dummies, CPUs don’t drop combos and almost always punish Drive Impact, so fights feel tense. They even (probably) do safe jumps.
But they also fail to punish whiffed DPs, burn out when it’s not lethal, overuse buttons and jump a lot—clearly odd. I wish there were a Lv.9 that doesn’t let me get away with slop.

Fixing jump-ins

I used to press Assist LP in the air because it felt low-risk; I switched to Assist HP as the default, Assist MP only for crossups.
If I can hit with Assist HP, Assist MP also hits; no need to settle for low return, but it was a habit.
It happens often vs fireball characters, and Assist HP is long and much higher damage, so the fix was valuable.

If you mash, mash properly

Mentor tip: even mashing has optimal options.
I often mashed standing jabs and ended there on hit.
That’s a waste—crouch jab actually links into medium Fuhajin release.

Mashing happens more often than I think; risking a counter to only get 300 damage is very different from getting 800 plus a stock and knockdown.
Fixing this seems to have boosted my win rate.

Walk when Drive Gauge is low

Drive Gauge recovers by walking forward even without hitting.
So after SA1 or a throw, if my gauge is low I walk in. Forward dash to take space might be better sometimes; still experimenting. Since I started, I burn out less.
Juri’s fireball is handy here; walking with it lets me recover safely.

Throw after Just Parry

Just Parry damage is halved, and the best follow-up depends on their move, which is hard to judge. So I default to throw. It’s half a punish-counter throw, i.e., same as a normal throw.
Ideally, throw toward the corner if close, or in midscreen choose a carry combo (target combo, etc.) or an oki-friendly combo (Fuhajin end). This is a future improvement.

Forward jump on wakeup

Common when I’m cornered and eating oki. If I expect throw, I hop out. I’ll eat strikes and crossup DPs, but escaping the corner can be huge.
With Juri I can also attack: j.MP > Shiku-sen sends them near midscreen. Maybe just switching sides is better, but I deal damage and get a knockdown. Still debating the best choice.

Look for lethal

There’s so much to track that I often forget, but taking lethal is critical. I’ve thrown away plenty of games.
I’m training myself to always check lethal and to practice combos that fully spend Drive Gauge.
Sometimes I drop and lose, but ranked is also combo practice for me.

Offense vs burned-out opponents

I wasn’t doing anything special when they burned out; turns out there’s a lot.

First, cr.MP > medium Fuhajin release is no longer punishable. Still negative, but much easier to swing, and they can’t layer Drive Impact on me.

Drive Rush > forward HP is very strong: +4 on block.
Immediate throw is meaty; it beats delayed tech and all jumps/SA except invincible ones. Back HP afterward hits delayed tech, giving a two-way mix. At tip, shimmy is also possible.
You can hit-confirm, and it’s probably Juri’s best starter—so on hit you get max damage. With SA3 and Drive Gauge, even Juri gets just under 6,000.

If their life is sliver, Go Ogi Kill or SA chip can close it. I’m still bad at judging this. OD Go Ogi Kill seems great but the buttons differ from normal OD moves, so I haven’t mastered it.

In the corner, blockstring Assist HP into Drive Impact is unavoidable without SA and guarantees a stun (Crash on block). If they don’t know or lack SA, it often kills.

Combos on stun

Stun adds some scaling, so damage is slightly lower than normal.
Crash adds heavy scaling—only ~80% damage. If they have lots of life and you can’t kill, you need a budget combo.

Ideally with Juri: hop back once, store Fuhajin, then do the combo. But only a command light Fuhajin immediately on landing is fast enough, and I often fail.
If it works, you can use powered Ansatsuken for decent damage without OD.

クラッシュ > (後上に方向を入れ続けて)バックジャンプ > 弱風破 > 前跳び > 空中アシ大 > アシ大 > 強化暗剣殺 > 下中 > 風破

Of course you can add Drive Rush cancels to extend.
For lethal, OD Ansatsuken seems to do more damage; that one is easy with repeated heavy Assist.

Use raw SAs

Maybe a Modern-only perk, but there are good spots for raw SA.
If I’m burned out and they meaty Drive Impact in the corner, it’s my only answer.

Also, SA3 blows through their fireball and punishes—very strong, and Juri reaches from pretty far.
Against fireball characters it’s a major deterrent that limits their options. It feels like Zangief’s SA3: you can only avoid it by preemptively jumping.

Don’t back up too much

On bad days I try to fish whiff punishes and end up cornered.
Instead of forcing whiff punishes, I focused on advancing the line.
Easier said than done: avoiding hits by blocking means I keep walking back, so matchup knowledge on where I’m advantaged is vital. Deep stuff.
Generally the aggressor is favored, so I try to keep moving forward mentally.

Use parry

Similar idea.

If they swing strong buttons, I just block and lose Drive Gauge.
Ideally I’d stick a stand medium in their gaps, but without matchup knowledge it’s tough.

So I mix in parry as active defense. It cuts how far I get pushed and recovers Drive Gauge, easing the panic.
Of course it’s very punishable; if they wait and throw, I eat 2,040, which hurts. Still, sprinkling it in seems good.

Gaps I see now

That’s what I learned. Here are the areas I still lack.

Matchups

I only know counters to obvious moves, so I can’t deal with strings that have gaps or moves where they stay plus.
Jamie, Cammy keep mauling me; Dhalsim and Honda I understand nothing.
This is where studying shines and info is abundant; I’ll tackle matchups in order of worst results.

After shimmy

Even when I make their throw whiff, I fail to punish cleanly.
Throw recovery is shorter than it seems (30F). I’m swinging 10F buttons from outside, so I must react within 20F. If I’m not sharp, I miss it entirely.
If I parry I need to stop throws, and I also need to crouch block for strikes—lots to think about.

Whether I punish or not swings at least 2,000 damage, so it changes outcomes.
In Master this will be mandatory, so I need to master it.

Situational awareness

Keeping constant track of both HP bars, Drive, SA, and Fuhajin stocks, then choosing the right option—that’s hard. I need to train this daily.

Combo consistency

Even without commands, the timings are tight and I drop links.
medium > Assist MP and Drive Rush cr.HP > medium come up often; with +7F vs 6F startup they feel tight.
I’m throwing games on these drops, so practice, practice.

Command inputs

SA damage is high and less affected by scaling, so I want commands. Anti-air SA also goes from 960 to 1,200 (no combo scaling).
It’s hard, so I’ll grow my command repertoire little by little.

Reviewing matches

I often watch replays and still can’t tell what was wrong.
I want to be able to find and fix my own flaws.

Mix variety

I forget Drive Rush overhead, don’t shimmy enough—my options are still skewed.

Using Fuhajin stocks

I’m not spending stocked Fuhajin well. Mostly burning them on powered Go Ogi Kill or occasional fireballs. I need better uses.

Feng Shui Engine

Right now SA2 (Feng Shui Engine) is sitting unused. Maybe that means I’m missing character power, but at non–top-level I feel like I can still fight.
Still, if it exists I want to use it—and it’s stylish.
It’s probably hard to pilot, and the long combos must feel awful to eat. Very Yu-Gi-Oh vibes.

Stomp usage

This is the downward stomp (j.D) right above the opponent.
It’s ambiguous crossup and +25F knockdown point-blank, so it must be strong, but I hardly use it.
I also rarely jump forward from close range, so I want to fold it into my game.

Wrap-up

I think I achieved my goal of learning fighting-game fundamentals.
I mostly understand the jargon now, and with SF6 I can watch matches and grasp more deeply—the spectator fun clicked too.

From a growth perspective, I felt the importance of stacking small “value” and high-expectation actions.
Each one seems tiny, but together they shift win rate dramatically.
Identifying what I need now and drilling it until it sticks—repeating that loop—proved to be a universal way to improve.
With that base, I’m starting to appreciate the fighting-game flavor: combo selection, lethal judgment, and reading the opponent to change what I do. Training goes on.

With LP pressure off, I plan to methodically tackle tasks, raise my baseline, and gain deeper insight.
If Ingrid comes out I’ll try her, but until then I’ll keep training with Modern Juri.

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