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SF6 BnB Combo Tutorial and Character Guide - Ryu 

Bafael
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2nd upload. I updated it to include some stuff I missed in the first one. About two minutes of new footage, it was quite a few things. Here's a link to the original if you wanna read the comments or something: • SF6 Demo Bread and But...
Timestamps
00:00 Basic Combos
3:40 Corner
4:25 Light Normals
6:25 Counter-Hits
7:36 Drive Rush
8:35 Other

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29 июл 2024

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Комментарии : 272   
@DukeCyrus
@DukeCyrus Год назад
the game launches and everyone is a warlord ryu
@joe_mama__
@joe_mama__ Год назад
Don't worry. Street Fighter is a normie franchise so we will be fine
@Sorrelhas
@Sorrelhas Год назад
No amount of optimized combos will prepare people for some dude mashing Drive Impact on neutral
@heroicsquirrel3195
@heroicsquirrel3195 Год назад
Fr man, we are all gonna have an optimal pocket ryu😂
@Platanov
@Platanov Год назад
@@Sorrelhas This is gonna be me. '23-ers unite!
@fissilewhistle
@fissilewhistle Год назад
@@Sorrelhas It’s me, I’m people.
@psfanboy79
@psfanboy79 Год назад
Your commentary fills in the blanks I had, thanks great job I subbed.
@stealphiee
@stealphiee Год назад
Pretty inconsistent, but if you get the 2nd hit of air tatsu as an air-to-air, you can juggle after it in the corner.
@UnbreakableDoof
@UnbreakableDoof Год назад
Bafael's content for SFV was something that always made me jealous of SF players. While I never got that into SFV, I am very excited for SF6. Realizing that means I am going to get videos like this for a game I might play long term makes me so happy. Appreciate you.
@asugarush8970
@asugarush8970 Год назад
This is DEFINITELY the best Ryu sf6 beginner combo guide. Starts small and breaks everything down. Sick stuff.
@holllow
@holllow Год назад
yo bafael, wanted to thank you for making all these guides. it’s so funny hearing that iconic voice again that i used to listen to when trying out third strike combos all those years ago. keep up the good work!!
@slambat298
@slambat298 Год назад
glad to see you following the model of the omega and 3s guide vids in combining the best aspects of the old BNB and character guide videos. the voiceover makes the combos more compelling and easier to understand
@Bafael
@Bafael Год назад
Yeah I've tried to shift my format to a best of all worlds and these are the things people endorsed minus the things people begrudged.
@genaxide
@genaxide Год назад
@@Bafael I am the kind that needs to visually see the buttons I need to press in succession in order to learn a combo, is there any plan to include images of the combo in future videos?
@Bafael
@Bafael Год назад
@@genaxide input display will be on for all the future ones so just use that.
@genaxide
@genaxide Год назад
@@Bafael bet, I'll be waiting for your new videos with input display thanks bruv
@Atlas_FGC
@Atlas_FGC Год назад
Glad you put it out more polished, and having the (better this time) commentary. Reminds me of some of my criticism on that KOF vid I poked you about on 15's release, thinking about it now. Good stuff, keep it up.
@thatifalover
@thatifalover Год назад
like this one way more than the old combo guides bc baf is talking to us in his lovely voice
@fatapollo1557
@fatapollo1557 Год назад
I've been watching your street fighter guides forever man, still the best out there! Thanks again for all you do!
@atomicskillet
@atomicskillet Год назад
Thank you for including some practical mid screen combos that don’t eat all 6 bars. All the early combo vids out now are mostly about how to get to burnout as fast as possible. I like swag too, but most of the time you just need some good 2 bar damage!
@Nietori
@Nietori Год назад
What is burnout? Sorry if that sounds like a dumb question...
@lazarm6967
@lazarm6967 Год назад
@@Nietori It's when you spend your entire drive meter and your character goes all gray. It's disadvantageous.
@Aggrofool
@Aggrofool Год назад
It's good to have Ryu with a wide toolkit again. Launch SFV was almost cruelly austere, locking existing abilities behind V.
@travacss3807
@travacss3807 Год назад
I was sf4 player from launch onto ultra. Got 5 on release and refunded it instantly. I know it got better. I just didn't care I was dissapointed in capcom. Played the demo for 6 and stuck with it as was satisfied that game would have more care and it did. not really bothered about the content outside of the online pvp
@peteroneill1859
@peteroneill1859 Год назад
I love how there is so many combo routes in this game and creativity for the player. Can't wait to see what the other characters can do, thanks Baf 👍
@nickkiller-0710
@nickkiller-0710 Год назад
An interesting extension you can do from Denjin Hashogeki is Raw dRush into cr.Fierce>Ex Donkey>Heavy DP>lvl3, you have to delay the cr.Fierce a tiny bit tho If you block a DP and start your combo with a Punish Counter Roundhouse, Fierce into Hashogeki and then do this combo, it does a fuckton of damage, but even with a more common starter, it's still pretty beefy while looking stylish as all hell Extensions like that can pretty useful since Denjin Hashogeki is plus on block and might catch people by surprise, so it's a good opening to optimize
@stealphiee
@stealphiee Год назад
Not specifically a combo option, but if you land Light Tatsu, whiff a jab, then do f+MP, you can link out the f+MP if it hits.
@Yakuo
@Yakuo Год назад
Thanks so much for your content Bafael!
@chrischand5082
@chrischand5082 Год назад
Excellent video, very well explained, keep them coming, very helpful, thanks thanks
@Dazzgracefulmoon
@Dazzgracefulmoon Год назад
ryu feels SO interesting and dynamic in 6, though that extends to all of the characters it seems
@CattieReldin
@CattieReldin Год назад
Much improved. Thanks for the update!
@mtg-dm8923
@mtg-dm8923 11 месяцев назад
Thank you so much for this video. I learned so much!!! 🥰
@fogijay
@fogijay Год назад
Yes, I wanted to start small with like 2 hit combos so thanks for this
@sourcesauce
@sourcesauce Год назад
super keen to watch your sf6 stuff. god bless
@artmowenca230
@artmowenca230 Год назад
Thx Baf you’re a legend x
@LastHazzerd
@LastHazzerd Год назад
Ah, I forgot, new SF means new breakdown videos like this. Another thing to look forward to~
@DEClimax
@DEClimax Год назад
a thing to keep in mind about any drive rush combo, assuming this hasn't changed since the beta, is that any mid-combo drive rush--including a neutral drive rush from parry--incurs an additional 15% scaling modifier that applies on top of normal combo scaling. this modifier can only apply one time, so any additional drive rushes don't scale your combo worse than any other kind of follow-up. there's a LOT of implications from this that add interesting wrinkles to optimal routing. one consequence of this, combined with low medium kicks additionally having double scaling as starters, is any combo from low fwd drive rush will do really weak damage. this, plus a number of other balance decisions, feels very targeted at how the SFV meta played out fur a lot of its lifespan. several characters in SFV were top tier fur YEARS on the back of a single confurmable low poke outpurrforming basically every other normal lower-tier characters had. in SF6, you can't confurm your low visually without a situation to react to, if you autopilot cancelling it to a special you can get blown up by drive impact, and if you drive rush to confurm it your combo does very low damage. some cammy players i've talked to have disagreed with me very loudly about this, but i think it is an extremely welcome change. this makes me wonder if the reason ryu seems to have such high damage on a lot of his moves and routes compared to some other chars is partly making up fur the fact that he lacks any kind of long, quick, cancellable poking normal that ISN'T his 2MK--a lot of combos you do with him are going to end up with really harsh scaling out of the gate. OTOH, the fact that the scaling only applies the one time means that a combo structure where you start with two REALLY big hits--fur example, ryu punish counter 5HK into 5HP--then drive rush, and repeat drive rushes until you are burned out, can do really serious damage. your biggest hits at the start are unaffected by the drive rush scaling, and the scaling penalty only applies once, so the additional drive rushes aren't making things any worse. it also means normals that connect from drive rush as a STARTER have really potent damage potential. it seems like there's some concern over whether level 1s will really be worth using in combos but i think part of that comes from how often people at this stage of the game are doing combos that scale REALLY badly due to an overreliance on 2MK drive rush as a starter. if you go and try something with ryu like a raw drive rush 5MK, 2MK, level 1, the supurr at the end does really appurreciably more damage than ending with tatsu. i am very interested to see how things shake out with this system. there are a lot of intricacies that make the idea of choosing an "optimal" combo EXTREMELY difficult. i will say that in the beta, i was using level 1 as a combo ender and utility option more than maybe any other player i saw, and 2MK drive rush less than most players i saw, and i was doing purrty well. i didn't land that many big CA combos but i was often ahead on resources since i was using drive rush cancel fur combos less often and was rarely sitting on 3 supurr stocks and therefore not building more of that resource. my hope fur this game is that a lot of the decisions surrounding resource end up in an area where you often want to be spending a medium amount of what you have to minimize the amount of time you spend not gaining meter.
@meathir4921
@meathir4921 Год назад
Level 1 in general seems like a hugely efficient way to tack damage on minor conversions if Ryu doesn’t want to save bar for some reason because it’s not Drive meter to risk Burnout and takes a chunk out of the opponent’s Drive meter. I also agree about your thoughts on crMK and that the biggest reason why Ryu will do fat damage imo is that fwdHP is a god tier normal in SF6.
@nickkiller-0710
@nickkiller-0710 Год назад
Nice breakdown, I was noticing some similar things playing the beta and watching some of the tourneys we've had so far I think adding more scaling and making raw hit confirms from 2MKs across the board is a great freaking change, in V they kind of tried to balance them by making them stubby af, but the few times where you had a Karin, Cammy, Luke, etc. that actually had one with decent range, it was so good that it pretty much defined the whole gameplan of that character, and to be quite frank, it was very frustrating to play against, since 2MKs are made to limit your movement. It's worth noting that every cancelable 2MK seems to be -6 on block, so they're risky up close, Ken can punish them with his lvl2 really consistently even from afar, and if you dRush into a 2MK they are -2ob at best. The fact that dRush only seems to scale combos the first time it's used is very interesting, I presume they want people to potentially gamble all of their drive into a big 6+ bar combo for the kill, at the risk of not killing the opponent and having to finish the fight on burnout. And about lvl1 supers, I think they're definitely worth doing as enders at times, not necessarily for the damage, but for how they interact with the drive gauge, since they buy you some time to build yours, while reducing the opponent's drive by a bit, some lvl1s are also really good at pushing the opponent away or reseting the neutral when you're far from the corner, it seems like they'll be super useful for finishing big expensive combos, since they give you space to regen the drive spent, this is very true for lvl2s and 3s as well, but lvl1s are extremely cheap by comparison, they let you play super lame if needed. I played Juri during the beta, and using her lvl1 as an ender allowed me to build some stocks while still keeping the threat of a Feng Shui activation on the table, and if needed, I could still build a lvl3 rather quickly. also, completely unrelated to everything else, but the purr thingy you do is really cute lol
@DEClimax
@DEClimax Год назад
@@meathir4921 fireball level 1s also just have good utility since they can go through other fireballs. i did that a lot with luke level 1, ryu can purrobably do similar!
@DEClimax
@DEClimax Год назад
@@nickkiller-0710 thank you! it is a very fun way of speaking. people tend to be nice and clawmpliment me on it which makes me happy! and if someone is rude about it it tends to be a good way to tell i shouldn't worry about what they have to say haha
@EmSixTeen
@EmSixTeen Год назад
@@DEClimax It's not cute - it's creepy beyond belief.
@fissilewhistle
@fissilewhistle Год назад
I feel like it’s also worth noting that any combo into heavy or Denjin Hashogeki can lead into EX Donkey Kick.
@jcd5238
@jcd5238 Год назад
What the hell is a donkey kick
@serkanoosterbaan1628
@serkanoosterbaan1628 Год назад
​@@jcd5238 it is down forward kick
@lordgalahad
@lordgalahad Год назад
@@jcd5238 a.k.a. Joudan Sokutogeri, it was HCF+K in SFIII and SFV, now QCF+K in SF6
@jcd5238
@jcd5238 Год назад
@@lordgalahad thanks for the lore
@fissilewhistle
@fissilewhistle Год назад
@@jcd5238 In this game, it’s called High Blade Kick, if you prefer that name.
@CrowFGC
@CrowFGC Год назад
You can land heavy Hashogeki after EX charged Hashogeki for some nice juggles after, for example light hashogeki to medium dp.
@jk844100
@jk844100 Год назад
Cool that you added the things I suggested.
@kakkoishonen
@kakkoishonen Год назад
Your content is what I waited for! Your Sakura guide helped me winning some tournament matches!
@scorpiusjones5436
@scorpiusjones5436 Год назад
Me at first: "9 minutes for bnbs??????" A moment later: "....oh wait, it's Bafael?" * Clicks immediately * 😄
@UltimateTS64
@UltimateTS64 Год назад
Really wish the demo had the training mode to actually learn combos. Gotta find a work around until then
@PenskeMaterial
@PenskeMaterial Год назад
Thank you for this
@mrcrowe1848
@mrcrowe1848 Год назад
you can go into character guides and just click the super one, then during the explanation press select and you can just practice nonstop with no timer or anything
@strato991
@strato991 Год назад
In the EX donkey kick combos, you can do Drive Rush St. HP, MP Hashogeki, and juggle that into level 1.
@MrAzramez
@MrAzramez Год назад
Drive rush in to crouch LK also links into crouch MP. Crouch MP has better conversations then CR MK link ST LK. The range is worse but it is something to consider against a hesitant opponent because it means overhead or low can lead to an easier level 3 for very little meter use.
@fitbuu1676
@fitbuu1676 Год назад
This is the kind of guides that i like to the point but more then just showing combos . Im subscribing
@BlazeConspiratori
@BlazeConspiratori Год назад
1:11 I wonder if the drive rush recovers quickly enough to also throw blocks into the mix to call out reversal DPs?
@Glarfugus
@Glarfugus Год назад
worth noting, stlk surprisingly has longer range than both stmp and crmp. obviously not strictly damage optimal but lets you confirm off a distant stmp, crmp, f.hp, CH jab
@MrAzramez
@MrAzramez Год назад
Not sure if it is optional but after ex hashogeki, with denjin charge, you can do dash crouch heavy punch xx light hashogeki link into light Super 1. Works everywhere. In the corner you can link into HP shoryuken. You might have covered it already in the video, but Combos are much more complicated in sf6 and it's hard to remember everything you covered. :)
@jerry3115
@jerry3115 4 месяца назад
If you launch the opponent (heavy/denjin charge hashogeki) and are in or near the corner, do drive rush heavy punch, then heavy donkey kick. You lose a slight bit of damage compared to heavy DP, but it gives you a safe jump which can be massive
@RSoul95
@RSoul95 Год назад
Man thank you I needed to know the bread and butter for ryu I mean I know to do combos but I wanted know to the links and confirms that u can use and different situations
@Loogi_FGC
@Loogi_FGC Год назад
For the life of me, after all these years of playing sf, I still can’t combo from a crouching MP into a shoryuken for the life of me.
@Bafael
@Bafael Год назад
Start by holding d/f. Hit MP, then quickly do down, d/f, and punch. This is a "crouching shoryuken" motion and it makes it significantly easier.
@KCAssassin98
@KCAssassin98 Год назад
anybody got advice on canceling into tatsu from air MP. I havent been able to do it.
@carby6831
@carby6831 Год назад
I wonder if hashougeki would be good for oki since it is plus on block
@realchezboi
@realchezboi Год назад
2:12 Idk if it’s optimal, but you can also drive rush a normal into shoryu into lvl 3, but you gotta use medium shoryu, i’m pretty sure hard shoryu always whiffs in that scenario
@Vidyadude
@Vidyadude Год назад
You can do Forward > Forward `+ Parry to skip the parry startup animation for drive rush.
@BreadBeardFGC
@BreadBeardFGC Год назад
I find forward parry forward to work best for me.
@Vidyadude
@Vidyadude Год назад
@@BreadBeardFGC Gotta try that, thanks.
@BreadBeardFGC
@BreadBeardFGC Год назад
@@Vidyadude happy huntin
@brandonrice1124
@brandonrice1124 Год назад
Pulling this off after certain moves is pretty tough on pad the timing window is strange why cant we just imput it when a ex move is happening instead of at the end of a move sometimes it just does not come out.
@BreadBeardFGC
@BreadBeardFGC Год назад
​@@brandonrice1124 Do you mean you have a hard time doing a Drive Rush after parrying something? If so then yeah it's a bit tricky but it's a skill
@Frosted_Moontips
@Frosted_Moontips Год назад
So glad my longtime main is now OP af ;3
@sinclapzyt8163
@sinclapzyt8163 Год назад
i keep connecting my hit but the combo counter keeps resetting i dont know what im doing wrong.
@ZzigZaG00NIN
@ZzigZaG00NIN Год назад
feels like the game dropped early this is nice to see
@zachstarattack7320
@zachstarattack7320 Год назад
u are more goated than 100 watermelons because of this guide and more
@goofedpredator4478
@goofedpredator4478 Год назад
I can’t believe Ryu finally has sauce
@LEGNDARY_MIST
@LEGNDARY_MIST Год назад
Purrr, my Sf6 Ryu combos❤👇🏾
@LEGNDARY_MIST
@LEGNDARY_MIST Год назад
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Fo7tbpPexQw.html
@evilded2
@evilded2 Год назад
Does anyone know how much throw protection this game has?
@joekotva2763
@joekotva2763 Год назад
I know this is probably simple, vut any tips for fHP->cMP->DP? Most of the time keep getting fireball
@EmSixTeen
@EmSixTeen Год назад
Consistently great as ever, thanks a heap. Having trouble with the SA2 combos which are extended in the corner (5:05) while playing with the Guides section as a training mode - the dummy doesn't seem to roll in the same way. Not sure if it's just my timing.
@Bafael
@Bafael Год назад
Are you getting enough charging? The super changes properties the more you charge it.
@EmSixTeen
@EmSixTeen Год назад
@@Bafael Ah that may be it - I’ll try again when I get some more time on the game 🫡
@NKaldis
@NKaldis Год назад
Any reason to not simply link standing medium punch with standing medium punch instead of the crouching version? No damage difference as far as I can tell, but are there combos that require the crouching medium punch for extensions?
@Bafael
@Bafael Год назад
A few. F+hp, st mp to shoryu can't be canceled to lv3 for example because the shoryu doesn't hit on its first active frame, but it works after cr mp. Cr mp has less pushback which makes it marginally more consistent in scenarios like that.
@ichie7725
@ichie7725 Год назад
My fav rn is denjin charge. So fwd hp,mp,ex hashogeki,super geki,drive low mk, ex tatsu into shoryu
@uj9279
@uj9279 Год назад
anyone made a list of these?
@rximmortal
@rximmortal Год назад
Not sure if people realize but 4HP -> drive rush -> 6MP is a combo... ;)
@BronzeAgePepper
@BronzeAgePepper Год назад
is there any reason to cancel OD donkey kick with charged Lvl 2 and link Lvl 1 aside from it looking really cool? Is the damage better than just doing SRK ➡️ Lvl 3, or is the higher damage option dependent on scaling and/or having Denjin Charge? (I think I read that Denjin Charge increases Lvl 2's damage)
@phearunos5201
@phearunos5201 Год назад
It does a tiny bit less than heavy shoryu-lv3, but a bigger bit more than medium donkey kick-lv3. Unless your level 2 is denjin charged. That is an even bigger bit more damage than heavy shoryu-lv3.
@AfroTsu
@AfroTsu Год назад
Okay but how do you do the lighting release thing that ryu does ?
@Bafael
@Bafael Год назад
I don't know what you mean. If you mean the denjin charge, it's down, down +punch
@AfroTsu
@AfroTsu Год назад
@@Bafael yeah that denjin charge but i figured it out & thank you
@bigmase502
@bigmase502 Год назад
can we get an updated updated one
@Wingnut202
@Wingnut202 Год назад
Just curious, any changes from this vid to release? About to put in the work to get really consistent and want to make sure its at least semi optimal lol
@Bafael
@Bafael Год назад
I'm not aware of any differences
@vlassispolitis-a
@vlassispolitis-a Год назад
Is it better to do standing roundhouse crouching fierce or standing fierce short uppercut from a drive rush?
@Bafael
@Bafael Год назад
The damage is similar but stand roundhouse whiffs on crouching opponents IIRC. st HP is also faster so it combos after cr MK xx drive rush for example, while st HK doesn't. To me it seems st HP to b+HP is better.
@vlassispolitis-a
@vlassispolitis-a Год назад
@@Bafael Thank you, this video and your reply are helping me a lot with combo optimisation with Ryu.
@adamklase8547
@adamklase8547 Год назад
7:55 I don't understand how he's getting the cancel off after crouching mk there. I try it and hit cancel (mp + mk) dash and nothing happens. Is that not the right input?
@Bafael
@Bafael Год назад
You just do f+f during the cr mk. No need for mp+mk
@Fr3ak_MM8BDM
@Fr3ak_MM8BDM Год назад
Hey Baf, any plans to continue the Omega overviews? By the way they gave Dee Jay the knee shot juggles and QCF fireballs from Omega, lol
@Bafael
@Bafael Год назад
Yes, eventually lol
@brian_cream
@brian_cream Год назад
Suprised i didn't see you mention you can hit confirm CA from denjin charge hadoken.
@chipslight738
@chipslight738 Год назад
How good of an anti-air would b+HP be ? The angle seems pretty nice for right on top of you, unless the activate frame and hitbox are bad ?
@Bafael
@Bafael Год назад
It's quite good for close jumps but b+HP has more horizontal reach so it's usually better unless they're right above you.
@chipslight738
@chipslight738 Год назад
@@Bafael Aight, thanks for the confirmation man, waiting the Luke video impatiently.
@MegaTheJohny
@MegaTheJohny Год назад
Tnx for video..will u do one for Luke?
@Bafael
@Bafael Год назад
Yes
@jayhit4212
@jayhit4212 Год назад
Do you plan on making one of these for luke? I love your breakdowns
@Bafael
@Bafael Год назад
Yes
@phearunos5201
@phearunos5201 Год назад
Is the follow up after his charged lv2 a distance thing? Because I absolutely can't get it to work unless they hit the corner before they finish rolling & I noticed they hit the corner here too.
@Bafael
@Bafael Год назад
Yeah as it turns out it's just a corner thing, I hit the corner without realizing it. Sorry.
@phearunos5201
@phearunos5201 Год назад
​@Bafael No worries. This is still a fantastic resource. Some stuff here I didn't know existed and it'll be a great for optimizing my combos. Thanks.
@aznbreakerboi51o
@aznbreakerboi51o Год назад
4:28 which is mor optimal: light hashogeki to medium shoryu or medium hashogeki to light shoryu?
@Bafael
@Bafael Год назад
Didn't know the second one worked so IDK
@aznbreakerboi51o
@aznbreakerboi51o Год назад
@@Bafael just tried it in the beta. Medium Hashogeki to light Shoryu does 20 extra damage. Not a huge difference, but worth checking out if it makes a difference.
@virtua_fusion
@virtua_fusion Год назад
Taking us to school since SF4. Can we get a BNB combo guide for Marisa as well?
@Bafael
@Bafael Год назад
Yes
@armorhawk8109
@armorhawk8109 Год назад
Did light tatsu to dp go away? I've been fiddling very briefly with the demo and I can't get it to hit. As a massive Street Fighter scrub, that little combo always made me feel like a cool kid :(
@Bafael
@Bafael Год назад
go play ken or presumably akuma who will both have it
@francisjacob8574
@francisjacob8574 Год назад
I’ve seen that you can drive rush from LK leading to a combo. Is that true?
@Bafael
@Bafael Год назад
Yes, drive rush st lk combos into stuff.
@realw1ll
@realw1ll Год назад
as a new player, a luke guide would be preety kewl
@Bafael
@Bafael Год назад
Ok
@Death_By_Orange
@Death_By_Orange Год назад
Very good shit
@larsu-gx579
@larsu-gx579 Год назад
I miss that guitar strumming intro from all the SFV bnb vids
@pradlark
@pradlark Год назад
What am I doing wrong? The first corner combo isn't working for me - I can't link 5MP into 2HP and then the LDP isn't coming out after the DK
@Bafael
@Bafael Год назад
it's 4HP you're linking into, and the uppercut only combos after heavy version of donkey kick
@JasonYJS_xoxo
@JasonYJS_xoxo Год назад
Can I say that Drive Rush lets u do counter hit links?
@Bafael
@Bafael Год назад
And most punish counter links. It adds +4 like a punish counter but won't do the bonus effects like knockdown or crumple
@rakesh_Xx
@rakesh_Xx Год назад
Will you also do a luke video like this?
@Bafael
@Bafael Год назад
yes
@matthewcohen3228
@matthewcohen3228 Год назад
At 0:22, I can’t get my second Back HP to link with the first. Is this no longer doable?
@Bafael
@Bafael Год назад
it's st MP to b+HP, not b+HP to b+HP.
@matthewcohen3228
@matthewcohen3228 Год назад
Oops that would explain it. 🤦‍♂️
@akinasgreatest01
@akinasgreatest01 Год назад
How are u executing 3:13 i cant drive rush after hashogeki on the single player demo
@Bafael
@Bafael Год назад
Hold mp and mk and just mash forward
@akinasgreatest01
@akinasgreatest01 Год назад
@@Bafael ah ty.
@HeyyyJude
@HeyyyJude Год назад
how are you guys playing in like training mode? only person I can use during tutorials is Luke
@Bafael
@Bafael Год назад
go to the character tutorials for the level 3 super then there's a button to try it out. You can treat it like training mode.
@HeyyyJude
@HeyyyJude Год назад
Thanks!!
@jc_alpha
@jc_alpha Год назад
That abrupt ending though
@tzelegend9783
@tzelegend9783 Год назад
this is my first street fighter game do you have any tips in regard to timing? i feel like i’m messing up on easy stuff and the games eating my inputs?
@Bafael
@Bafael Год назад
The game won't eat your inputs but it's hard to know what your mistakes are until you have good access to training mode. Generally speaking there's no upper speed limit for cancels so just do them as fast as you can
@beansssss3847
@beansssss3847 Год назад
just consistent practice is key here.
@derFati1
@derFati1 Год назад
Will you make this vind of video for other Characters too later on? Because I don't like to play Ryu, but the video is great. Fast explanation and then the clip. Nice Man:)
@joqqeman
@joqqeman Год назад
If he doesnt its a guarantee 5 other people will
@Bafael
@Bafael Год назад
I'm gonna do everyone ye
@zachstarattack7320
@zachstarattack7320 Год назад
thanks m8
@Ravennam2274
@Ravennam2274 Год назад
Do you have any plans to do a BnB guide for Luke?
@Bafael
@Bafael Год назад
Yes
@hdot2613
@hdot2613 Год назад
I haven't played the series since sf4 and some of these combos look tight! Are the normals all cancelled or do they still have those 1-frame links?
@millerwrightt
@millerwrightt Год назад
Still links, but no where near 1 frame
@realchezboi
@realchezboi Год назад
There’s a buffer, it’s similar to SFV linking
@svxthprsnl
@svxthprsnl Год назад
Sorry, I'm new to SF and I'm wondering what's the benefit of doing sMP, crMP instead of just sMP, sMP for the basic combo?
@Bafael
@Bafael Год назад
They're pretty much interchangeable. I think cr mp might have a bit more range but I'm not sure of that
@svxthprsnl
@svxthprsnl Год назад
@@Bafael Ok, thank you :)
@zzkevinlim
@zzkevinlim Год назад
crMP has more damage
@Gramasz
@Gramasz Год назад
In the beta rush c.hp hashogeki does more dmg. Dunno in the demo
@shafirohman2331
@shafirohman2331 Год назад
How to you get this training mode where the health generates?
@Bafael
@Bafael Год назад
Half of this is recorded in vs with a com at Handicap 5, the other half is by going to char tutorial, picking shinshoryu, and hitting select.
@shafirohman2331
@shafirohman2331 Год назад
@Bafael found the tutorial of the shin shoryuken thanks. Now I can practice lol.. loving the demo though..
@yourstillwithme
@yourstillwithme Год назад
For Drive rush, After any MP or HP he can combo st hk to CRHP Its his most optimal from drive rush if he does not extend further and ends with HP shoryu CRHP-stmp-crmp is also a wonderful punish too if you do not have time to punish counter w jump in or sthk. Theres still a lot of things people dont know about Ryu us "beta" people know. He can also in corner combo HP shoryu off of punish counter HK Donkey and stlk on punish counter combos into ex donkey. Great in situations where you need to punish -5 moves as his stlk is 5 frames. Best example is Kens stmk
@Bafael
@Bafael Год назад
I think st HK whiffs on crouch, right? I was doing that combo before but I thought HP to b+HP did the same damage while also being faster and not whiffing on crouch.
@yourstillwithme
@yourstillwithme Год назад
@@Bafael a lot of his normals force stand, sthk, st hp, crhp, i believe all force stand. not 100% sure but most of the time i will either do that or crhp-stmp-crmp for confirms after drive rush
@yourstillwithme
@yourstillwithme Год назад
@@Bafael So, I have "ways" to test and after any drive rush conbo you want to do cr hp-stmp-crmp if you plan to end w shoryuken for the combo. If you plan to do denjin extensions, super 2, super 1 etc its pretty back and forth. You gain or lose like 200-300 dmg difference depending on enders but its super not worth it to memorize stuff. 200 dmg is less than a jab anyway. Point being, crhp-stmp-crmp should be noted for punish counters and drive rush extensions. tldr
@Bafael
@Bafael Год назад
@@yourstillwithme good research
@JohnMurphyTV
@JohnMurphyTV Год назад
When you mentioned raw drive rush crouch medium kick as a pairing to DR overhead that was interesting. But did you know you can do raw drive rush crouch lk into stand mp crouch mp. I'm not sure what does more dmg, but the latter is certainly faster.
@Bafael
@Bafael Год назад
Yours sounds better TBH I should have mentioned it.
@pastorofmuppets9346
@pastorofmuppets9346 Год назад
Off topic but do you plan on making those long baf style "how to play x" vids for sf6? Kinda miss em, iirc you never did all chars for 4 and 5. Also hope bad balance returns too someday
@Bafael
@Bafael Год назад
It'll probably be more stuff like this so a bit similar but more heavily edited
@mattiaflorio5690
@mattiaflorio5690 Год назад
Nice guide. Are you planning to do one for Luke, too?
@Bafael
@Bafael Год назад
yes
@nimrod812
@nimrod812 Год назад
In the light normals section you said that there is no available cancel to donkey kick. But I am 100% sure you can cancel a "light donkey kick" from a "standing light kick" .
@Bafael
@Bafael Год назад
Oh, I didn't try that. Thanks. Regardless I probably wouldn't put it there since it doesn't work in any of his light normal confirms. It would be useful for something like a counter hit MK or something to st LK to LK donkey kick. Otherwise I think you'd only be confirming it from stuff like st MP.
@nimrod812
@nimrod812 Год назад
That makes sense, anyways I love your stuff. You just got a new subscriber today.
@Ayyem93
@Ayyem93 Год назад
Unrelated but am I dumb or did they get rid of quick rise and make it automatic?
@Bafael
@Bafael Год назад
I think I noticed that too actually. There's also backroll which has a radically different wakeup location
@noahgreen3386
@noahgreen3386 Год назад
quick rise is automatic, back roll is 2 buttons
@Genoh_
@Genoh_ Год назад
There's no quick rise in SF6. Only "get up in place" or back roll. They both get up at the exact same time
@Ayyem93
@Ayyem93 Год назад
I know back rise still exists and how to do it, but it was the lack of any of the usual stuff to quick rise in place(press down etc) that made me wonder if I missed something or if they just got rid of it
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