Street Fighter 6 Meta Watch: Broski Breaks Down the Most Annoying Moves
In the evolving landscape of Street Fighter 6, certain special moves have transcended "strong" to become absolutely infuriating. A recent community thread sparked a debate on the most hated moves in the game, prompting top-level competitor and content creator Broski to weigh in.
In his latest video, Broski does not just validate your rage. He offers high-level counterplay to the meta’s biggest offenders. From Mai’s oppressive fans to Ryu’s safe pressure, here is the essential guide to dealing with SF6's most annoying moves.
1. The Crown Jewel of Annoyance: Mai’s EX Fan
Broski did not mince words, declaring Mai’s EX Fan arguably the "best special move in the game right now."
- Why It Is Hated: It forces two consecutive mix-ups. Even if you block or parry the initial projectile, Mai can approach with a Drive Rush, throw, or shimmy while the fan falls. This creates a "checkmate" scenario where she gets multiple turns on offense.
- The Broski Counter:
- The "Forward-Moving" Parry: Perfect Parrying is standard, but you are often still pinned down. Broski suggests using normals that advance your character forward (like A.K.I.'s st.MP) immediately after the parry. This moves your hurtbox past the falling fan and allows for a punish.
- The "Tactical Face-Plant": A galaxy-brain tech involves using a non-EX DP (like Ryu’s Medium DP) to check Mai’s approach. Even if you get hit by the falling fan, being airborne forces a soft knockdown/reset. This prevents Mai from getting a full combo or loop.
2. Ryu’s Hashogeki: The "Safe" Neutral Skip
While Ryu is often seen as "honest," Broski highlights that Light Hashogeki and the EX Hashogeki strings have become bordering on unfair.
- Why It Is Hated: Light Hashogeki is safe on block and leads to massive damage on counter-hit, making it the best jab-string ender in the game. Meanwhile, the
cr.HP > EX Hashogekistring is gapless, plus on block (+3), and drains nearly 1.5 bars of Drive Gauge. - The Broski Counter:
- Unfortunately, options are limited. This is a "Perfect Parry or Die" situation. Broski advises that if you do not have an invincible reversal ready, your best bet is often to just block and take your turn on the -3 disadvantage rather than risking 60% of your life bar trying to mash.
3. M. Bison’s Scissor Kicks
Bison’s signature pressure tool returns with a vengeance, stripping away the charge requirement in SF6.
- Why It Is Hated: Light and Medium versions are -5 on block, but the pushback is so severe that most characters cannot punish them. This allows Bison to reset neutral for free.
- The Broski Counter:
- Preemptive Neutral Jumps: Catching Bison in the startup is the safest deterrent.
- Walk-Up Block: By walking forward into the scissors’ range, you force the move to hit "deep." This reduces the pushback and potentially makes it punishable.
- Knowledge Check: Watch out for Heavy Scissor Kicks. It travels further but is only -4. Do not try to punish this with a 5-frame button, or you will get counter-hit.
4. The "Skill Checks": JP and Terry
Broski also addressed complaints about JP’s Command Grab and Terry’s Burn Knuckle, classifying them more as knowledge checks than broken moves.
- JP’s Command Grab: Broski calls this a "skill issue." The move is designed to punish players who autopilot-parry.
- The Drill: Set a dummy to randomize between Heavy Punch into Fireball, Feint, or Grab. Practice reacting with a jump specifically for the grab animation.
- Terry’s Burn Knuckle: This move is only plus-on-block if spaced perfectly (about 2/3 screen).
- The Fix: Use footwork. Rapidly moving back and forth at that range disrupts Terry’s spacing. This causes the Burn Knuckle to either whiff or hit too close (making it unsafe).
5. Blanka Ball: The Drive Gauge Eater
Finally, the classic menace. Blanka Ball is notorious for being hard to punish even after a Perfect Parry due to pushback.
- The Broski Counter:
- Dash, Don’t Mash: Many players panic-mash a button after a Perfect Parry and whiff. Broski reveals that after Perfect Parrying a Heavy/EX Blanka Ball, you are often plus enough (+14 or more) to simply forward dash and still get a full grounded punish.
Final Verdict: The "Parry" Meta
A recurring theme in Broski’s analysis is that SF6's most annoying moves share one trait: the only reliable counterplay is often a Perfect Parry. Whether it is Mai’s fan or Ken’s Jinrai kicks, the meta demands high-precision defense to stop these offensive loops.
Source: Broski FGC