All the combo guides are finished for now, so Mir is going to start helping me with the SF6 tutorials. There is so much to cover, so keep leaving us suggestions, and we will do our best to cover them one video at a time. Have a great weekend!
Man, for Kimberly’s elbow into her level 3 super I’ve been doing 3 different quarter circles and you’re telling me there’s a significantly easier way? I love you
This was invaluable to me today. I've been struggling back and forth between Modern and Classic.....and the other night, it felt like once i hit gold 4, the damage difference between the 2 types was staggering. I got beat all the way back down to gold 2, before climbing back up to 4 last night. *using modern* This is my first sf game that I've put more than a handful of hours into. I can pull off fireballs and dps om stick, either side consistently just fine....but that in the moment execution on supers, is what drew me to modern...but classic just keeps calling me back, so thank you for this.
My main issue is cancelling a crouching normal into a DP without getting a super by accident. I'm a Ryu guy and the amount of times I have gotten a shinku hadoken after a crouching fierce instead of a DP is astounding to me. I've never really had that issue before SF6.
Just stay holding down. You can do d+hp-> df, d, df+p. Edit: yeah, it was late typing that. you can just start at df+hp, so then you just wiggle to down then back to df. super easy.
Funny bc I’ve always had this problem from SF4 to SF6. I then realized that I could use diagonal down forward instead of just down. With this, the crounching forward will count as the forward input for the DP. Then, all you have to do is perform a hadouken to complete the DP
If the normal input is giving you trouble you should be able to do ↘️↙️↘️ instead and still get a DP. That alternate input is good to use while crouching.
Cammy charge cannon spike into the level 3 is hard to me on the pad. It looks so easy but doing it feels off because the motion going from kick to fist. If anyone has a easier option to consistently get that super out I would appreciate it.
People a cancel is doing a attack before a attack animation is finished recovering So do that shit fast also use the buffers. AND GO INTO TRAINING MODE IF YOUR INPUTS ARENT GOOD
that really has no trick, just do it fast - the only suggestion I have is to do it as one fluid motion and immediately start doing double QCB after you complete DP P - don't wait for the animation of the move to come out
The funniest thing about this is SFV had a shortcut of sorts where if you did the LP Tesenrin (her DP) you could just do a QCB and get her Super Art. Now you have to physically do the full motion during the move to get it to work.
So I have this problem too. I am getting more consistent with it. A tip I am practicing is what Vesper has stated about Light cancelling. You can input light DP early and start working on the QCB before the DP comes out.
I have noticed I have a lot more trouble canceling into supers in this game. I haven't played SF since 2019, so the inputs are giving an issue. I sometimes have trouble canceling into lvl 3 from lp vagabond with Kimberly & it has cost me several matches. Hell, I even have trouble canceling into Ken's run stop, lol. Because I'm not used to the timing
I have been having problems with DJ's light sabot into level 3. Sabot is a qcf and his L3 is 2xqcb there doesn't seem to be any real trick to do it. It can be a bit frustrating when I do a light confirm in to sabot kick and I know a L3 would win but I drop it. I have been doing qcf then hcb, qcb to do it but the window to do the super seems really small. If anyone has a tip to do this easier I would be grateful.
I can’t for the life of me figure this out. I’ve been trying for a few days to cancel into Cammy’s super 3 from multiple special cancel moves and I just can’t do it. I’m not sure where I’m going wrong.
One way to do it is to press MP when doing the diagonals on a qcf, so, for example, the motion would be down, down+forward+MP, forward, quarter circle forward and kicK (for LVL 1, for example). You can also do this during the second qcf if you prefer
Go in to training mode and turn on the anti air practice. Spend at least 30 min doing srk on reaction. Be clean and patient. Do both sides. Don’t mash.
Most supers are invulnerable to strikes, especially LVL3s which are fully invuln for a little bit. If you are getting stuffed it means you're mistiming your wakeup and not getting the super immediately, causing you to get hit
There’s no real shortcut to this. You just need to get comfortable doing the QCF and then smoothly doing a HCB and then one more QCB. Just practice it smoothly and slowly.
do you have any advice on doing the lights in level 1 super for Ryu im trying to do three light puches in lev 1 super im on leveless and im bealting the movements out but cant get it to combo i can do the level one super by itself easy and can do it with a heavy punch into super but the light are super tough is it a speed thing or is there some timing. I new to fighting games been watching lots of vids but these cancel timings are hard its frustrating not knowing if im doing something wrong or a speed thing
So this might help some people with some experiment i think i worked out my problem i was doing st lp lp lp into level one super i hardly could make it come out. Now i think the issues is that the game does store your movements and inputs because i found that if i walked forward i would do lp lp lp and then do level 1 super it most of the time came out but the super would get blocked all the time not matter how fast i did the inputs. I found that if left the movements for some time about 30-60seconds or if i did some other specials i would then do st lp lp lp and level 1 super and i can get it to come out about 9 out of 10 times without getting blocked. I was getting so frustrated couldnt work out what i was doing. i was using Ryu
Personnaly i really think that the buffer and the way input is read in this game is very but very weird. They should do something really because everybody struggle to do thing in this game. I play street 5, KOF, guilty, and other fighting game for years now and this game is the one where it's hard and super weird to do absolutly anything. Have no problem with all the other fighting game, just this one. And wake up shoryu and even more wake up super seem impossible and not reliable. Sometimes it comes out and sometimes not you don't now why. Then i can see in the input in training mode that the inputs is correct but still things comes out sometimes and sometimes not. Why ?????? The inputs buffer in this game and the link are really weird and needs to be correct. I lost so much fight because i can't rely on things where i gave no problem with every other fighting game and expecially wake up super.
You have to restart the motion for the LVL 3 right after you input the DP, as the buffering strategy doesn't work (the hits are too far apart). The only suggestion I can give you is to think of it as one fluid motion, and immediately start the double qcf after dp k without pausing
Very good guide! Showed this to my little bro, since he's been struggling with cancels and it seems like it finally clicked that he has to start the input before the previous input even connects. Will def be linking to this a lot when explaining cancels on the subreddit as well :P
so just a question, I have a pretty good understanding of cancelling and now the chain light buffering, but is there any kind of tip when it comes to getting a super off a medium or heavy without buffering a quarter circle for a lvl1 super? as that's not possible, or from qcb into qcfx2 etc.? I struggle with this on stick as I've just moved from pad, is that just a matter of me not being quick enough? like I can easily do a special into super cancel, and qcbm, qcbm for a medium confirm into juri's lvl2 off a di punish, do I need to buffer my inputs sooner maybe?
Can you guys please do a short tutorial for the combo timing to Chun Li's air stomp stomp into two punches. i just cant get the last punch timing. At Red Bull Kumite, i see Oil King do this consistently.
Here's something I noticed in the last copy of days ( maybe it's been talked about already 😳 ? ) for as extensive & complete as the training mode is ( the best I've seen to date, in 2nd place now is KI ) there's no projectile/ " SPAM " training option 😮
Dude this is so clean! I wish I had this 10 years ago when I first tried to spend some quality time with Street Fighter! Buy this guide is perfect, thank you!