brother i just finally get from silver to gold with my beloved jamie in minutes after watching your videos, i wanna still improve every day and i have to thank you for making this video, you're a MASTER thanks
I don’t understand the timing of links. I’ve been trying for literal weeks. I’m not new to frame data but links are just so tight on timing that I just cant
I love your juggle explanation and I've understood this : whatever puts the you into a knock down if not other button are pressed leads you into a juggle state where you can combo if recovery is fast enough and if the move allows you to. So it has not always to do with normal or specials
Wow Thanks! Yeah it’s pretty weird feeling when you’re new to it but eventually it makes sense and works as muscle memory, or I suppose that’s just regular memory
I'm trying to learn SF, and this seems a bit overwhelming since I'm coming from NRS games. But thank you for this, it made me realize that my lack of knowledge was actually stopping me from having fun trying to do things that were not meant to be.
Haven’t played a fighting game in years and wanted to try SF6 and it’s very difficult lol. I’m trying not to get frustrated and just grind in training. Probably be going back and fourth with this video while I’m in training so thank you for this.
Awesome! As a new SF6 player starting in his first competitive fighting game as Marisa this really helps as I’ve seen tips that have said master airborne juggles as well as corner carry in terms of combos which, I understand the general concept of what they mean but, not exactly the combo systems behind those concepts so, this should really help
Nice tips,would be good to set the dummy to block after first hit so everyone can see clear what combos are actuall combos and when the moves are blocked
I deadass cannot for the life of me read frame data. Even after watching numerous videos and guides on how to read frame data, I still can't read it lmfao. I understand why it's important and how combos link and what plus frames do but I genuinely cannot read it, I just see the colours and space out
Think of frame data like a literal punch, there's 3 parts, you winding your fist back (startup), your fist striking forward (active), and then you pulling your fist back (recovery).
How can I tell which special moves will connect from a special cancel normal?? For example Manon's back HP will always cancel into QCF + LP or MP, but HP will not connect. How can I tell what works via frame data??
Unfortunate that’s different. Some normals can be special cancelled and come can’t. Like with Manon her crouching MP can cancel into her specials but crouching MK cannot, and is simply a button used to poke at the opponent, similarly to standing HK and HP. HOWEVER to make it more confusing, certain buttons like HP can be cancelled into supers even though it can’t be cancelled into specials….. you just have to figure it out or look at her moveset on a website like SuperCombo wiki
No you kind of just have to know… Generally light punched can be cancelled/spammed and sometimes light kicks, and if you look in the move list under “unique attacks” I think you can see all the target combos (where buttons cancel into other buttons), other than that you just have to test or search is up on supercombo by searching sf6 frame data or something
@@mralberonenfgc TY. I love fighting games, but its always been an issue with them obfuscating mechanics, not being consistent across all types of interactions, esoteric knowledge you have to learn outside of the game or infer it... It really hurts the learning curve in a bad way. Nothing wrong with complexity but it has to be done right, with the game mechanics self-evident or at least documented in the actual game. This is why this genre fails to blow up like FPS and other games. Why its so hostile to new players, why most players dont even get this deep and quit after a few weeks of barely scratching the surface of the mechanics.....