SF6 ▰ JAPAN SF6 LEAGUE SPECIAL! ▰ Daigo (Akuma) vs GO1 (Chun-Li) ▰ High Level League Replay
too. You know, stuck that in there.
He got his nap. That’s right. He’s ready. Mhm. Got his nap. That’s That’s true. Yeah. That’s an archetype we
like to see from Daidville, right? He’s already trying to space out
and really be active with the fireballs, but the dive kick a little bit too overzealous
with the range. Goi able to easily whiff punish the misplaced dive. Boost S cut through. So
many different anti fireball options. Yes, we have to have the variance in the approach.
Got those some buttons in there every so often. Walking down towards the corner that Dick
able to hit the throw right after it. Not going to happen though. No anti from Digo,
but the drive cage is getting depleted. Now it’s gone. Kichi and burnout over the corner.
Only level one was his name. The shimmy is there with the stand pierce off the back board.
Have to tatu to maximize the damage. Oh yeah, the meter did convert to the combo though. Well,
if you have a level one, you can swim that far. Oh, it’s fine. Really fine. Nice and easy.
You know what’s crazy? Like that DI is not too like it wasn’t too crazy. I think getting
rid of Gigi’s resources while he had that much life left to him was pretty damn good. And now
the dive kick punishing the fireball coming in against Luigi. Yo, Daigo is making all the right
calls. Hold up. Is this Shin Digo? Shinmear it’s focused kick throw up in the corner
one more touch the shimmy using that back and forth walk speed to get in and out close
up the smell of breath digo first game yo I didn’t I didn’t know your game was like that
digo you’ve been working out himself as a as a competitive player within his right of playing in
Tokyo playing in Japan I should say specifically so of course I would put Tokido Fudo and Lashar
cuz they are traveling around the world playing against other players international. But in
this case, I think putting in Dokito, sorry, putting in Daigo instead of Lashar,
it’s worked out pretty damn well. Let’s get the anti right there. That time,
the fireball to lock him down. We’ll see if we see some perfect parries from D. The
dry rush punish right after. Goi has some of those. And now interrupts for a kick for
the Yokei. Walk up throw on the wake up. I like that. The four pierce on the plus one.
Da harassing as he tries to leave and again taking that space not just standing in
one spot even with looked like the four pierce and other buttons. Deal flip but the
antire are still there. There’s the punish. Beautifully done in the eye against chipping him out. Yeahoo and using the
fireballs as a bait against a hazu to call it out. I like the structuring.
It’s not just fireballs for damage or spacing. It’s to also encourage you
to do something where I can punish you. Uhoh. Too many fireballs. Jumped in on. Damn, son. Pass the fireball again. And that’s
more preemptive it feels like against Goichi. He’ll use like the I think it’s like the
light kick demon raid and then he’ll use like a roundhouse dive kick. to cover his bases if
he does react. If if the fireball does come out, right, he could just react to it. You haven’t
had the spacing for that next level just general. Fireball hits him. Top kick delayed this time.
Trey not going to go any further than that. The overhead hitting him from above. Blessing send
him right down to hell. Should be able to kill level one. Job well done. Goi catching off guard
with the overhead, but Digo wasn’t that far off killing. One more interaction would have been
it. Yeah, I mean like that’s a high low mixup in and of itself. Drive rushing that close
either a crouch short can be plus enough to link even low medium kick, but it’s the overhead
that comes out. Also still just as potent with overhead in drive rush. So I’m just saying man
that’s uh that’s a high low mixup right there over the ground. Yeah, you don’t want to get back though.
Definitely understandable. Giving him space to play room to run his fireballs. Run rampant
maybe like light fireball dry brush demon flip just gain so much ground by walking him down the
foot right there. The light one gets a low though. That’s all accord’s plan. Okay, after this DP
the bust out. That’s his life on it. Works out. Oh, great block on the overhead from the side
of Daigo. Oh, no way. The demon comes out. It is clipped. It doesn’t kill. However,
Goichi is looking real bad with no drive gates to him. He has a level one. Digo
could chip out. Fireball. Bring it out. There’s nothing about Mhm. There’s nothing he can
do about that. Daigo, you mad man. What a beast. [ __ ] on. He did for the sen mess. I’m sorry,
Diggo. I’ll never doubt you might go follow up right after though. Like again, his bar chipping
scenarios overall, even like at the round starts have been really great in terms of taking away the
resources that Kuichi has. Kuichi now pedal to the metal. Lands a throw. Not real, but it’s working
out cuz he’s worried about the other buttons. Back wave the fireball. Perfect to stay on the ground.
Guine comes to the neck. No backto here. Just a target combo into a minus four fireball. I go
for an OD now. Content with these other buttons. defeated. There’s the DP again. Okay, Gichi more
active on defense here. Level 40 DPS overall. Damn body call gets the fireball regardless.
But you know, not too bad right there. She going that DI towards the corner for a counter
hit off the poke. One drive gauge now pressing the issue. But that’s exactly what Gishi wants
to advance. I’ll stop that from happening with the swift thrust and the fireballs. Yeah, you
can’t you can’t do it within that space. What are we doing? Goi buffered it. He buffered it
the first time and that should have been like the warning shot towards Daigo. That should
have been like, “Hey man, I got my hand on the holster. Don’t even think about it. Don’t to
help him get back in the hot seat.” Round one. Pretty active already. Like
Goigi kind of engaging with that driver’s forward. I kind of like
that just to keep Daigo on his toes. You can see where the spaces are like where
what parts of the screen away from my Chun Lee where Daigo kind of reluctantly throws
out fireballs or not. Right here. Mhm. Yeah, long range is not too bad. Like scru
tries to keep the bar up. Now D gets aggressive, gets active, finds to confirm stay medium plus.
Oh, he tries to go for the throw right after. Put him against the wall. Get tatu crank up for
the throw right after. OD and soul kicks coming in from Oichi. Setting the pace. Yes, I like
that. Eliminating the OD fireball just before it’s launched. Oh, is it within the range? It
sure is. If you’re by that pillar, you’re hella dead. Level one. Go. A coming right back with the
aggression. And that was all from that OD 10 show. The defensive minds in the business
working out. And also be able to round it back right after that. Full reward.
Stay the upset point. They’re trying to walk him down. Dry rushing in the low
right after though. Luigi is going for no crosscut DP. Find a block it out. Guine
for the bait and the light one. A lot of visual variance. Reversal button on the
dry brush. Stamp pierce going challenging. That’s pretty cool to see him like use the sweep
ender too from the raid just to throw off le every so often. That also being plus is kind of not
plus, sorry, but also being a threat rather in the high low game is actually kind of surprising.
The jump in for the punish against the fireball. Yeah, his turn was over. He finds it open.
I like that stuff. The side switch reverse to back it up. No throw here. Bam for B for
the fireballs. Lands fierce. All he needs is one solid hit right now and a follow-up
button. D looking for the aerial approach to the dive kick. That sand kick bumper could also
be dangerous. Raw sweep off the feed to Shimmy. That’s the fe. That’s that set that point
diamond with a full stick of butter at the bottom. I’m about to tell you the recipe
about to call for level three if he lands it. The antire is there though. Tit show.
Oh, haven’t seen this in a while. Air leg on the way in. Also a hy low mix forward
throw. Goichi establishing the pressure with the throws. Also a mix strike
throw. Most dangerous mix man. Oh tire there. Covering the air approach.
Excellent use of the drive gauge. Kind of difficult staving off the burnout pressure. builds a
standing light kick as a preventative measure from Guichi from going in. Cashing out into the
critical art. Can you force a burnout scenario against Goichi overhead? That’s a mix. Forward
throw even more. Darish for the plus frames. Mixed time. Oh, tick throw in there. Guine delays.
Takes a trade. Not too bad though for Daigo. What was that? He gave it away and Daigo to take the W
over an input error. I don’t know what that was, but I do know that Daigo just took this three
to one, proving me a light wrong. [Music]
🔥 A world-class clash straight from the spirit of the Japan SF6 League!
Daigo’s explosive, momentum-driven Akuma faces GO1’s hyper-precise and disciplined Chun-Li in a matchup full of reactions, spacing, confirms, and high-level control.
If you enjoy elite Japanese-level Street Fighter 6, this is an absolute must-watch.
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