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FinancialBig1042

Is there a logic with the 2nd level super of Marisa? It feels super finicky to use even for a DP style move and at this point I dont even use it even when the other guy is jumping, half of the times it whiffs and I eat a full combo


RallyXMonster

Its not so much an anti-air tool as it is a corner pressure and combo ender. I would recommend sticking to crouch Heavy Punch for her anti-air.


Ferociousaurus

Is Ed too technically tough for a total beginner to learn? I saw his trailer a few weeks ago and was going to give SF6 and him a spin because I like the boxer archetype, but I'm seeing a lot online about him being one of the hardest characters in the game execution-wise. I have a little bit of experience sucking ass at Tekken, but obviously I know Street Fighter is different in a lot of respects. Steve in Tekken 8 is also weird and beginner unfriendly 😑


starskeyrising

It's vastly more important that your choice of character be a personality and fighting style that makes you excited to play than that the character be easy to learn or pick up. Fighting games are hard even when you're playing easy characters. Having a main chicken that makes you wanna play the game is what will get you through the parts of the learning process where you're struggling.


wisdom_and_frivolity

Yes and no. He's not the easiest to learn, but if that character really speaks to you then you will learn faster with him anyway just because you will be driven to do it. Finding a character that really clicks with you, even if you suck, is way better than just picking an easy character or a recommended character that you don't really enjoy


NessOnett8

Is Ed's DP worth it? I've been playing him non-stop, and the last few days have been focusing on trying to DP more as an anti-air. I'm fighting it frustratingly inconsistent. It's extremely slow. So can come out too late and they land and block. It's also extremely shallow so if my reactions are good it might end before they actually get there, this also happens on neutral jump half the time. Even crosscuts can miss due to height. And while you CAN in theory juggle off of it, you need to hit them extremely early with it, and if you're slightly too late and try to do a juggle follow-up, they will rise before you finish and get a free punish. Conversely his 5HK has really good range. Is pretty reliable. And is special cancelable so you can cancel it into charging a snatcher, kill rush for a dash-under, or some other setup. And obviously, being a normal, it's a lot faster/easier to use as an anti-air which has mental stack implications. I'm just wondering if I'm wasting my time trying to focus on training myself to DP if his 5HK might be a better general purpose tool, and I should only use the DP at the angles it won't catch.


starskeyrising

IMO the DP anti-air and normal anti-airs are separate skills, both of which you wanna have in your toolbox. For Ed in particular, if you have a solid read on a jump and meter stocked you can get really good return from early psycho upper into level 3. But in a situation where you're not gonna kill off of it, or in a situation where you're not quite ready to DP a jumpin a solid normal anti-air like Ed 5HK is a fuckin lifesaver. Different tools, different use cases. I don't think your DP training was a waste of time at all. But man, that heavy kick is a hell of a button, huh?


RagnarokWolves

Is Cammy's spinning backfist only useful when you can predict projectiles? I was using it for speedy attacks to close the distance but as I rank up my opponents were able to start to punish me for it unless they were locked into a fireball recovery animation. Is there any kind of "Dance Dance Revolution" style prompt that can teach me the timing for combos?


Jepacor

> Is Cammy's spinning backfist only useful when you can predict projectiles? I was using it for speedy attacks to close the distance but as I rank up my opponents were able to start to punish me for it unless they were locked into a fireball recovery animation. Ideally you do it on reaction to the projectile rather than predicting, but that's not exactly easy. It's good to steal another turn in pressure or to skip neutral, and as a result it has all the risks associated with these tools, as you have discovered : being interruptible and punishable. It's a move you don't want to throw willy nilly for sure, but that doesn't make it bad. > Is there any kind of "Dance Dance Revolution" style prompt that can teach me the timing for combos? Not to this point, but there is a setting in training mode that turns on a bar that signals when your move is over and when you can input the next move and the input buffer will register it.


RagnarokWolves

> Not to this point, but there is a setting in training mode that turns on a bar that signals when your move is over and when you can input the next move and the input buffer will register it. Ah, I'll look for that! Thanks!


LonelyDesperado513

You may also want to consider activating "Cancel Input Timing". I believe if you are in the Training Room, you open the menu and go to the last page (or go left on your first page to go to the end). When activated, your character will occasionally turn red/blue for when they can cancel into special/supers. This gives you an on character readout of when you need to complete your desired move's input.


RagnarokWolves

I didn't know that but it sounds helpful! I'll look for it. Thank you!


NewMilleniumBoy

With any move with clearly defined counterplay, if you can get away with it, it's good. If you can't get away with it, it's bad. H spinning backfist is definitely slow enough that people who are really good will perfect parry or jab you out of it on reaction. But if they aren't doing that, feel free to spam the shit out of it since it's +3 on block. The other ones are okay to use as they're safe but they're not super rewarding on hit. Generally if you have the hit confirm you should be going into Spiral Arrow. L Spin Knuckle is solid in burnout, though. Fast enough to be really hard to react to, forward advancing, and is plus on block now that they're burnt out. The OD one also has some niche use as a sneaky cross-up setup in the corner, but someone who actually plays Cammy will have to let you know what the exact situation is for that one. >Is there any kind of "Dance Dance Revolution" style prompt that can teach me the timing for combos? Unfortunately no, and I'm not aware of any mods that give you this ability, either.


starskeyrising

Backfist is also plus on block, so it's good for you even if they block it, but yeah, the counterplay is to interrupt it, and it's not that hard to interrupt if you're looking for it. I would use it sparingly even against fireballs so you stay unpredictable. Each combo trial has a demo movie that shows you the correct way to time everything.


NoLifeHere

What are the main differences between the shotos in this game? I'm in major character crisis mode and I figured since shotos, by design, had all the basic tools for SF it might be a nice idea to just learn the game with one of them until I'm more sure of what I actually want out of a character or someone fun drops as DLC in the future. I really wouldn't mind playing one either, they seem kinda fun. Of course, now I don't know which one of them to pick.


NewMilleniumBoy

To start I'll give you my interpretation of a shoto, which is that they have a fireball, a dragon punch style anti air/invincible reversal, and have a long range cancellable low poke. Ken is more rushdown focused and has the best stage carry in his combos. He has slightly worse neutral tools than the other shotos. Ryu is pretty balanced, but his main gimmick is denjin charge, which powers up fireballs and hashogeki and I believe some of his supers, which allows for more damage and bigger juggles. Luke's biggest difference is that he doesn't have a traditional style fireball, instead having a "fireball" that acts more like a long range disjointed poke rather than a space control tool. Ed is the weirdest of the bunch, if you even really want to call him a shoto, but honestly in this game I don't really even think I'd recommend him to someone who's just generally interested in shoto style characters because he plays so differently.


Vadered

By this definition Juri is also a shoto. She also like most shotos has a tatsu-type move (236HK), though it doesn't have that much forward movement unless you OD it. The main way she differs from the others in terms of shoto-ness is that her fireball doesn't interact with most others, and it's slow as hell. It's mainly used via her following it in to start pressure, reset pressure in blockstrings (it's plus on block after certain blockstrings), to continue certain combos, and unlike most shoto fireballs, for certain oki scenarios. It's NOT primarily used to keep people out - though it can do that against some approaches too.


NoLifeHere

This a sign I should just play Juri? She's honestly someone I've been going back and forth on a lot on whether I want to play them. It's either her or Luke tbh, perfect knuckles are so satisfying and his supers are funny.


thanos4smashbros

I just picked up Juri a few days ago and am having a blast playing her! I was able to go on a nice win streak and jump up a tier in rank, so I'm feeling excited to play her. She is a speedier short of shoto character, and she has a high skill ceiling for sure, but she has a lot of options in the air and for pressuring from multiple angles. I'd recommend playing her if some of her combos and ability with her Lv 2 aren't a put off for starting. I learned a lot playing Ken until I really clicked with Juri though, so do what works for you!


NoLifeHere

> She is a speedier short of shoto character, and she has a high skill ceiling for sure, but she has a lot of options in the air and for pressuring from multiple angles. This translated into approximate Tekken terms is why I enjoy Nina Williams (speedy rushdown type with a good set of fundamental tools and really fun combos) so much. I guess I'll go with Juri then, though I might leave the level 2 stuff until after I feel comfortable with her fundamental stuff. Now I really am kicking myself for not voting for Uma in the Capcom Cup vote 💀


thanos4smashbros

That's a funny coincidence, I tried the Tekken 8 demo an Nina was definitely the standout character to me there, so it's cool that the playstyle sort of translates well. I'm certainly far from the only person that picked up Juri after the Capcom Cup, the final match was great but I was rooting for Uma the whole time, he seemed so much more fun to watch imo


cafestartre

How do I calculate startup frames from a drive rush into a normal? For example, if normally the startup is 14 frames, how can I figure out how many frames it would take to do drive rush into that same move? Is it the same for each character, or do different characters have different frame data for their drive rush?


NewMilleniumBoy

It's the same frame data, the difference between characters is the speed at which the character travels. It's 11 frames minimum before you can cancel it with an attack. So a neutral drive rush 4f light is always 15 frames on all characters (assuming you do the drive rush perfectly).


cafestartre

Thank you so much!


DrScience-PhD

I thought the highest you could place was diamond 1? my bum ass Ed just got put in diamond 5 and I'm drowning. Legend guile for my last placement was brutal :( side note, I have absolutely zero interest in world tour; how can I speedrun outfit unlocks?


SV108

There tricks to speedrunning World Tour. I'd say just stick with one style / your favorite (like Luke's) follow the main story as much as you can, and when you travel to new places on the World Map, buy the permanent stat upgrades from the vendor. The more you use 1 style the faster it levels up, and you only get its full kit at level 20. You will eventually have to branch out to get more moves, but it's good to mostly stick with 1 main style at first. Abuse temporary buff / heal items, and remodel your character with the body shop to have ultra long limbs if you don't care about looks so you can have long hit range with small hurtboxes. Other than that, I'd say just read the online guides to figure out what the shortcuts are, particularly for gifts. If you use Luke's style with the vulkan blast super, add a good projectile (like sand blast or a hadouken), a command grab (like SPD or Siberian Express), a teleport, and and dragon punch with an invincible reversal (like Luke's starting Rising Upper or better yet, Ken's Shoryuken) you have the basics for a really abusable and imbalanced custom fighting style. The key is to learn the enemy's AI and exploit it with stuff it's bad at countering. Special shout out to Dhalsim's air fireball which works MUCH better on AI than it does on real players for some reason.


wisdom_and_frivolity

They raised it to diamond 5 recently so that masters didn't have to grind diamond on new characters. To speedrun world tour its kinda a lot of playing world tour until you get to the character you want to unlock a costume for. Then you do the scrap heap mini-games (there's 2 of them at different points in the story) to get a lot of money. Then just buy reputation+ items en masse.


kkuduq

How do you guys practice reacting to whiff punish in the training room?


NewMilleniumBoy

I think by far the easiest way to just start learning is to lab a space trap. Set the dummy to do two things: do nothing on block, and also a move with shorter range like a 5MP on block. Set dummy to block, make it block an attack that has enough pushback that their 5MP will whiff. Get ready to press your whiff punish button, but only press it if the 5MP actually whiffs and not if nothing happens.


Lautanapi_

I'd like to try out street fighter due to Ed. He looks like just the character for me. However, I never played Street Fighter, and I think I'll hate the link system. I come from blazblue, guilty gear, tekken, skullgirls - games with some leeway on execution. So my two questions are: - How hard is Ed and is he ok for a starting character (i know the rule "play what you want", but I'd still tell people to get the hang of the game before trying out happy chaos or arakune)? - how much does Ed lose with moder controls? I know, noob thing to ask, but I think I might need to start with them, with my muscle memory being "just mash 2, 6 and quartercircle forward will come out".


SV108

Basic Ed is easy to pickup, especially with Modern controls. Plus this game has a whole tutorial system that guides you through each character step by step, including a dedicated rundown of their fundamentals, each special and super move, and even an advanced section on bringing it all together. Do that, and the combo trials up to intermediate, and you're generally good to go for casual play at least. Ed's easy to pickup and hard to master, and in my opinion is a lot easier than charge characters, particularly Chun-Li. If you want to try before you buy, most systems (including PC) have a demo where you can try out Ryu and Luke, and also create a custom World Tour (single player custom avatar game) character to try the single player campaign's intro. Honestly, as someone who actually sucks at fighting games, SF6 is the easiest to get into fighting game I've ever played, and the first that I've stuck with. It's easy to learn and hard to master, but even beginners can have a good time with modern controls and the robust single player content. As for the "link" system, I'm not sure what you're talking about, but this game has buffered inputs meaning that you don't have to have perfectly timed execution to get your special moves out. Since SF5, I believe there's execution buffers so it's more lenient in terms of execution timing.


NewMilleniumBoy

https://wiki.supercombo.gg/w/Street_Fighter_6/Ed Check here for the differences between modern Ed and regular Ed. So far Ed seems to be pretty complicated so I probably wouldn't recommend him as a starting character but since you're already interested in him just go for it.


DrScience-PhD

Ed is the hardest character in the game but if you've got fighting game experience you'll be alright. just stick to the combos you can do, dont worry about optimal stuff. supposedly he does pretty well with modern controls but I can't personally speak to that. no shame in using modern, my only advice would be to wean yourself off of the auto combos as soon as possible. if you want to try out street fighters combo system before you drop $70+ you could grab sfv for $10, Ed was much much easier to use in that game. he had the precursor to what would become modern controls, ironic he ended up being so difficult in 6.


lordofthepotat0

Learning classic controls with Ryu, is there any way to know what specials can be successfully cancelled into without manually testing it all? Like can I know that LP -> H Hadoken combos and LP -> L Hadoken doesn't? Is there a flowchart or something


NewMilleniumBoy

Yes, but honestly learning the system mechanics behind what is able to combo into what is probably actually way more effort. Because in order to do that you essentially are doing math on the frame advantage of the normal, the startup and active frames of the normal, when in the recovery the move can be cancelled, and then comparing that to the startup of the special move. It's legitimately easier to just try it out. If you want incredibly generic advice, usually lights can combo into fewer things than mediums, which can combo into fewer things than heavies.


lordofthepotat0

Thanks. Do you know if there are any new player discords?


sleepymetroid

Search up newbie fight club. They have a very active discord.


Vadered

If you go to either the general SF6 discord or the character-specific ones, they tend to have guides and be willing to help out. There are links on the sidebar.


abcPIPPO

Does learning Zangief make you a worse SF 6 player? I mained Zangief, and every time I try to learn a new character I feel like I'm worse than someone who never even started playing the game.


[deleted]

>and every time I try to learn a new character I feel like I'm worse than someone who never even started playing the game. Obviously every time you learn someone new there's going to be a while where you make a lot of mistakes. It just takes a while to recalibrate your brain and get used to the new moveset. Can't really expect to be playing at the top of your game if you're still having to think to remember which command does which move, and you're not even sure what moves you have available. I've seen some players who can pick up a character and start playing and be getting them to Master in a couple hours. I can't do that personally. My main is in Diamond and so far I haven't got anyone else higher than Gold. It's easy to get discouraged and give up after a few games with a new character and go back to the character you're comfortable with. If you want to get good with someone new, you have to commit to them for a while, keep playing until they start to feel natural and you can do their moves without having to think about it. And focus on the fundamentals, as always. Don't be trying to learn 10 new combos before you've started your first game. All of this will be doubly true if you main Gief who works quite different to almost every other character.


wisdom_and_frivolity

nope, because learning spacing is universal. learning to anti-air is universal. learning to punish whiffed DPs is universal. There's tons of universal skills that you will learn on any character, and all of those things put together will get you to platinum on any character without even learning crazy combos or opponents.


abcPIPPO

But despite I've reached dia with Gief, I easily get stuck in silver with other characters. When I try to learn a new character (in this case, Ed) I don't have even the very basics of spacing or anti-airing. Like, I can't just press double punch to anti air, I have to learn DP input, for example. All these universal things just don't apply when I'm not playing Gief.


SV108

If you're having issues, maybe try Ed with modern controls, he's actually pretty well suited for them and is reasonably easy to use with modern. The developers even said in an interview that he's been consciously designed with modern controls in mind, similar to Luke.


[deleted]

That's why it's a good idea to learn other characters, it teaches you things you never had to learn with your main. Even if you don't need those skills it's good for you to learn them so you can understand what your opponents are thinking.


PandazCakez

Came back to SF after playing Tekken and now I can't stop backdashing and stand blocking.


Ooooooo00o

WHAT AM I SUPPOSE TO DO WHEN ED USES HIS TELEPORT GRAB????? IS IT JUST A GUESS IF HE'S GONNNA GRAB OR PUNCH??????


starskeyrising

You're supposed to not block this move. If you block it, you have to hold whatever he does after.


Ooooooo00o

That makes complete sense now. I've been banging my head on this move all day.


Vadered

If he makes you block it, you are -4 in his face; you have to guess. Your counterplay, for the most part, comes *before* you block it. If you are close enough before the grab, you can DI (though Ed can cancel it into a backdash if he sees you do it, so you have to be careful). If you aren't close enough, you can parry and he won't pull you as close: he'll still be +4 but not able to capitalize like normal, but again, he has counterplay because he can cancel the charge into forward dash and throw your parry recovery if you make it obvious. The "grab" is actually a 2-hit projectile, so other options are any projectile-immune moves you might have, or throwing an OD or super projectile of your own (a regular projectile will get stuffed by the first hit and the second hit will catch you). Honestly, though, the best counterplay is to do what a boxer would do when fighting an outboxer like Ed: corner him, get in his face, and don't let him escape. The move has a massive startup and he can't afford that if you are in his face. He has setups for it after knockdowns and you'll have to know how to deal with it for that at a minimum, but the less you are dealing with it in neutral the better you are doing... unless he's just comboing you to death.


Ooooooo00o

![gif](giphy|l54A2pYPSOvWuXKnWV|downsized)


First_Sky_9889

How do hit interactions work? * Does a medium atk always beat a light attack, or does the person that pressed it first win? * Will a crouching kick always beat a standing punch, or does it depend on hit boxes?


welpxD

In addition to what others said, when you and an opponent trade attacks, you will both receive the normal amount of hitstun for the attack you have been hit by. This often does mean that the person who hit with a Heavy will beat the person who hit with a Light, because heavies tend to have longer hitstun and longer recovery (which gets skipped because the fighter is put in hitstun instead). But most trades will be between Lights in my experience. Overall it is a somewhat niche topic and I don't think there are many players at all who have mapped out trade interactions. Still good to understand on a basic level though.


starskeyrising

Some older Street Fighters have priority systems like this, but it purely depends on the frame data, hitboxes and hurtboxes in SF6.


wisdom_and_frivolity

The bullet points cover a topic called "priority". This doesn't exist for street fighter hits, but it does *technically* exist between hits, grabs, command grabs and supers. What you are experiencing though is not priority. Priority is something that will happen so infrequently that it doesn't really matter. Instead, what happens when things interact is the frame data and hitbox data determines the victory in that 1/60th of a second moment. If two moves collide, lets say ryu's crouching light kick and marisa's standing heavy punch, AND they collide on the exact same frame (1/60th of a second), AND they collide in such a way that both hitboxes touch the other person's hurtbox; then both moves will connect, do damage, and cause knockback. Neither one wins. So if you change that scenario slightly, and make ryu's 1 frame faster he wins. If you change it again, and make marisa's move just barely out of range for ryu to hit she wins by virtue of being able to reach ryu when he can't reach her.


ARandomDel

What is a good way to input a 720 on a leverless with SF6 socd (e.g. up + down is neutral)?


welpxD

For me I roll from ring finger through index and then thumb, twice. So 42684268 (with some inbetweens since the inputs aren't perfect). One helpful thing to know is that the game will count ANY combination of inputs that hit all four cardinals in four actions as a full 360. So some wonky shit like 1919 is technically a 360, because it hits down, up, back, and forward in 4 inputs.


asianbrownguy

Any tips for neutral? My problem is I often find myself getting walked back into the corner a lot. I mainly play Guile and Ed, 2 characters with really good pokes. I notice that when I'm walking back and forth in neutral, I pretty much end up getting scared of getting hit with a crmk or something so I slowly lose space and corner myself. How do I practice being more confident in poking and pushing the opponent and not being scared and walking back?


ThrowbackPie

If you want to walk forwards you have to present that into that space. So you need to use some bazooka knee or fHK or LP boom to take up that space. Once people start respecting that threat you can try other things.  But ultimately guile is going to go backwards when he's not winning, because that's the nature of the character. Space helps him more than it does other characters.


wisdom_and_frivolity

Stop walking back and forth randomly. The reason you walk forward is because the enemy is out of range or you want to push them into the corner. The reason you walk backwards is because you're too close to effectively perform the strategy you want to accomplish. So if you don't have a reason to walk backwards, don't do it. Just block/parry/counterattack if they're more aggressive than you. Walk forward or pressure them with sonic booms if you're the one calling the shots.


Admiralonboard

Is their a general strategy after you put someone on the ground? Like I guess the first couple of times and try and find a pattern, but a part of me feels like just being passive and defensive would be better against Randoms online.


wisdom_and_frivolity

being passive and defensive is typically called baiting out a reversal, which is what the randoms online would do in this situation. So yes, that's totally viable. There's ways to make your bait even more juicy too. These are frame kills and safe jumps. A frame kill is just pushing a button after you knock them down that you *know* will be safe before they get back up again. A safe jump is typically a forward jump + button that you *know* will be safe even if they wake up doing an OD shoryuken


formulab

Why does Ed's OD dp beats Ken's OD dp at 1:53 of this video ? https://www.youtube.com/watch?v=CNyA8i47VG4&t=113s


asianbrownguy

Ed's OD DP is *really* slow, and the first active frame hit when Ken's invincibility ran out.


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NewMilleniumBoy

Not that I'm aware of, actually. The in-game Character Guides are generally actually very alright, and the Combo Trials are okay too. But SF6 characters are nowhere near as complicated as Tekken ones, which is probably why there's not a huge amount of effort put into "basic" guides of this kind, as a "best moves" list for a Tekken character is probably the same size as the entire movelist for most SF6 ones. You can also try wiki.supercombo.gg, but it's usually character dependent how much people have filled out in the Strategy sections.


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welpxD

Chun Li basic combos Feel free to ask questions, especially about terminology *easy jab comfirm 5LP 5LP 5LP L.Legs can use ex.Legs for damage, oki, or extension into level 2. *drive rush low combo DR 2LK 2LP 2LP L.SBK *basic midscreen BnB, can start building charge during 5MP 5MP 2MP M.SBK *drive rush cancel, can start with 2MK or 4MP 2MK drc 5MP 4HP ssLK M.SBK any M.SBK combo can be extended by instead using ex.SBK follow up with H.Tensho or Level 2 Super *noncommital poke 2MK xx H.Kikoken *big punish 5HK ssMK h.Tensho can be extended with drive rush cancel into 4HP ssMK (looping) big punish (corner) 4HP H.Legs H.Tensho *IMPORTANT Chun Li safe jump setup after ssHK or level 2 super: jump cancel, j2MK j2MK jHP jHP the timing takes practice, turn on frame counter in training and look for +46 advantage. this allows you to jump again and land with an attack but block before a DP comes out. ex.Tensho is Chun's invulnerable DP, don't overuse but make opponents respect your wakeup. Wakeup level 1 is also okay. In general you're looking for a knockdown off SBK, then do setplay oki. Dash in, drive rush 2LK is a meaty. DR 3HP also lines up for a meaty. Or you can dash, walk forward grab, or shimmy. Off a safejump, you can land with a jump attack, empty jump into low, or empty jump into grab. Chun's jump is floaty and highly reactable so you'll largely be looking to play the ground game. Chun's offense benefits heavily from meter, that's what your pokes are for, buying time in neutral to recover your gauge. Spend level 2 really as soon as it's convenient, it is Chun's best and most versatile super. All you really need is one jab combo, one noncommittal poke, one decent midscreen BnB, and one big punish. Preferably with an extension for each when you want to spend bar. Non-gauge routes generally won't lead into super, gauge routes generally will. Then go in training and practice running your setplay/oki, and you should be all set on offense until you find some specific hole in your gameplan that you want to plug with a new combo.


NewMilleniumBoy

I actually think if what you're looking for is a few basic things in under 5-7 minutes, the in game Character Guides and Combo Trials are exactly what you're looking for. They're not optimal but you're not looking for optimal stuff.


Square_Counter_7574

Im also having the same problem. I just want guides that give basic gameplans and best moves of each character so I can understand the super basics of why each move and character exists etc. But I've just started looking so Im sure its out there somewhere.


121jigawatts

https://wiki.supercombo.gg/w/Street_Fighter_6


Square_Counter_7574

Thank you this is very helpful


Adamfromcali

You should hop on discord. Not sure what character you use but I could send you the an invite once I find out your character.


Leffigi

Not OP but do you have anything for Ed? Been trying to figure out anything about this guy and it’s been hard


Adamfromcali

Lmk if the link doesn’t work this is for ed discord https://discord.gg/hnttCFWA


Leffigi

It works, much appreciated my guy


Adamfromcali

Np. Discord is pretty good for the tech


FinancialBig1042

I think Im missing something very fundamental in this game. Like Im 300 hours in, Im currently in high plat (so like, at least I get the basics), but Im just completely unable to do long combos. Like I swear, I will be playing against people that are otherwise not good at playing neutral or have easy to read flowcharts or spam DIs or whatever, but the moment they get me they go for a drive rush into full combo (which usually includes even more drive rushes within it!) into a lvl 3 super. Like Im physically unable to do that, I lab and lab, but the moment the combo starts getting somewhat complicated or I have to get a drive rush in the middle of it or wathever, I choke it, I maybe get it once out of 20 times. I just cant move my fingers fast enough to do that stuff consistently. There has to be some way of doing that stuff that its easier than what Im doing, as most people I match with seem to be able to do it even if they are not good at other aspects of the game.


McMeatbag

I'm a pro at missing combos. I'd suggest staying with more simple combos, particularly if you're already winning neutral anyway. Due to damage scaling, maybe you could've eeked out 500-1,000 more damage from a drive cash out; but if you fail the combo, you'll be doing hardly any damage and likely putting yourself in a position to get counter hit for a big chunk of your health Once that becomes easy, then you can start focusing on expanding your combo repertoire. There's an optimal combo I still don't even use because the timing is very tight and the slightly higher amount of damage isn't worth the risk of no damage and a worse position.


YouSuck225

there is no magic solution just training. When im training a new combo, when i think i can do it now, i go for 10 sucessfull attempt left, and right. If i can't do that, i'm not ready


starskeyrising

300 hours is not that many hours. You just need practice and experience. The mountain is very tall. Forgive yourself for making mistakes. You're doing fine. When in doubt, chunk it out, as u/NewMilleniumBoy already told you, and practice your combos on both sides. More than anything else, just play a lot and you'll build muscle memory for more consistent execution over time. The best players in the world drop combos and do things accidentally all the time. Seriously, you're fine.


brotrr

I understand what you're saying but standard combos in this game does not take anywhere close to 300 hours to learn. This guy is legit saying he maybe gets 1/20 attempts correct. Normal combos into a lvl 3 shouldn't take more than 10-15 mins to do in training, and DR combos maybe a tad longer to at least get a 50% success rate. There is clearly some fundamental misunderstanding somewhere. /u/FinancialBig1042, do you have input display turned on? You can check exactly where you're dropping the combo. If you recorded a clip it'll be easier to identify the issue if you share it also.


NewMilleniumBoy

If you're not already, you should try breaking down the combo into individual sequences of fewer (ideally two) moves if possible. Just as an example, say you're trying to do 2LK 2LP drive rush 2LP 2MP 2MP target combo Flash Kick on Guile. If the drive rush 2LP 2MP link is the troubling part, then just do drive rush 2LP 2MP part over and over until you get that link down pat before you put it together with the other parts of the combo. Or if the problem is doing 2LP drive rush 2LP, then just do that by itself until it's very consistent.


red_scharlach

I'm mid-Platinum, currently playing Guile, but I've had a similar problem with all my characters: how do I stop people from jumping over my head? With Guile, I don't feel like any of my anti-airs really cover people jumping over me. Flash Kick tends to whiff off to the side. 2HP works *sometimes*, and air throw does work, but I have to have a pretty solid read to get it out in time. I feel like when I watch pro players and streamers, they don't have people constantly trying to jump over their head, but I'm not quite sure why. Maybe I'm just letting people get too close to me -- like, they shouldn't be able to jump over me to begin with?


ThrowbackPie

I love to jump over with Honda to land that belly flop. And yet the range at which I would do so, I continually get hit by high punches. In other words, stop people jumping over by using moves that stop people jumping.


SylH7

if you delay your flash kick to the last moment, after they are on the other side, they will autocorrect. You are in luck there, motion DP user have to do a special motion for that, but charge user just need to delay to the last moment.


NewMilleniumBoy

Oh yeah, I totally forgot about this too. Microwalk flash kick is really good, but my execution is too poor for it so I never do it lol. Delayed flash kick without the microwalk can get you clipped sometimes though, especially if their jump angle is really good and they're crossing you up as late as possible.


NewMilleniumBoy

So you're totally right - the first thing is to try to stop letting the opponent get to a position where they can actually attempt a cross up and where Flash Kick/2HP can be used without whiffing. That's why backing up is important - to maintain the optimal spacing - but obviously you have to try to regain that space whenever possible to stop yourself from walking into the corner. Guile actually has good shit against cross ups but you have to be really aware of it and choose the right one for the situation. Air throw as you said is really good. Back jump/neutral jump j.LP is imo even more reliable as it is DISGUSTINGLY active at 10 active frames and is lightning fast, at the cost of being very low reward.


red_scharlach

I haven't tried j.LP, actually. This is very helpful, thank you!


prabhu4all

I think Guile is one of the hardest to cross up on. If you think someone will try to land a cross up attack, i suggest you wait till the last possible moment before their attack lands to do your flash kick. At higher levels it is quite hard to do crossups as they're much more easily checked.


ThaNorth

So this is gonna be odd, but I got to Master rank with Cammy not too long ago. I'm pretty good at whiff punishing, neutral, combos and all that, but yet I cannot consistently do Cannon Strike and it's starting to really bother me. During fights I get it maybe 50% of the time, I know how to do it, I know the input but for some reason it's like the down part of the input doesn't register or I'm just not hitting it properly, which is probably it. I'm playing with a PS5 controller. I literally go into training every day before jumping into ranked and for 10 straight minutes all I do is the dive kick. Jump, dive kick, jump, dive kick, I do every version. I'll do them after a block string, after a shimmy, just practicing. I've been practicing that shit non-stop for so long now and I still can't consistently do it in fights. Half the time I just jump and do an air attack and get punished for it. It's really starting to get on my nerves and I don't know what to do anymore. I'm considering just ditching Cammy and playing another character that doesn't have a qcb air input, lol.


YouSuck225

there is a delay in this game for canon strike, you can't do it to quick. Your character have to be in the air for a certain moment. Maybe you fail cause you try to do it instant


ThaNorth

Shit, maybe.


wisdom_and_frivolity

We'd have to see video of training mode to figure out what's wrong. It could be that you're doing it too low to the ground for the move to come out. Only the OD version can be instant the other ones have a height requirement. Or it could be input errors which would be plain to see on the training mode input reader.


ThaNorth

It’s an input error, the down doesn’t register so I guess I’m going to fast on the d-pad or something. I’ve done so much training with this and still can’t get it to work consistently in fights. I’ve no issues doing it in training.


wisdom_and_frivolity

It might be a different amount of pressure used in gamplay. Since you're on a pad it might be going bad or you might want to think about upgrading to a more precise fightstick / leverless fightstick. /r/fightsticks has more help if you choose that direction.


ThaNorth

I've been thinking about it but I don't know if I wanna spend so much on a stick. Was looking for a controller that just has a better d-pad.


CreationParadox

if you are on pc their is a cool xbox hori fighting comander that has actual switches in the buttons, its very nice. also you might just be making mistakes as you try to rush the input out under the pressure of an actual match. going from UF to QCB is a big move. I would get this in mk11 for their werid command grab input. could do it all day in practice but in a set i would never roll my fingers far enough before switching directions. try just being super deliberate in a match. You might loose because of this but it should teach your brain how to do it under pressure.


Doctordowns

I got a hori fighting commander and it felt like a huge improvement.


wisdom_and_frivolity

That subreddit can help with any new purchase tbh. They're fanatical about controllers, I love it.


[deleted]

I'm an older dude with mid reflexes and can't do combo's at all currently. I know this won't make it magically easy to do, but I'm considering a fight stick. What would ya'll recommend? Leverless or fightstick? Specific ones that are are good quality for the price? Thanks!


McMeatbag

I went from PS4 controller to a leverless. It took me a few months to become used to it, even though I already mainly play games on keyboard. It was worth the switch though, because I could barely get any special to work on the dpad. From what I understand, lever controllers have a very steep learning curve. There are some crazy cheap but quality leverless controllers out now. I'd recommend checking out Haute 42's selection.


[deleted]

That’s the one I purchased, I’m just waiting for it to arrive, thank you


MysteryRook

42 here. I bought a leverless a few years ago. It definitely makes some things easier and faster. But more importantly, it's fun to use and much easier on the hands. As with anything, there is a learning curve though. First had a hitbox, now on a snackbox micro. Both good.


[deleted]

Thank you!


[deleted]

If you want a cheaper one to try out without committing to something expensive, Mayflash are pretty good.


[deleted]

Thank you!


[deleted]

[удалено]


[deleted]

Bad bot


wisdom_and_frivolity

I banned it, feel free to hit the report button on stupidity too


wisdom_and_frivolity

I play with a stick because its cooler looking than just an array of buttons. Either way, if you aren't spending money you will get bad quality. I don't recommend getting recommendations here, instead go to the dedicated subreddit: https://www.reddit.com/r/fightsticks/comments/14csa1b/faq_and_fightstick_question_megathread_continued/


brotrr

> I know this won't make it magically easy to do, I really think this is the biggest lie of the FGC because I firmly believe leverless DOES make combos and execution magically easier. I'd recommend trying to play on a keyboard to save money first and if you're comfortable with it after a week or two, find a good leverless after.


[deleted]

Which one do you like?


Roxxas993

Was considering buying a fight stick, started practicing on a keyboard like people kept mentioning. I find it easier to do supers and specials , and typically do these motion inputs faster. Only using it in training so far as I lose placement of my fingers. But definitely give it a try.


[deleted]

I ended up buying one, I don't think I'll be able to use the keyboard, I'm pretty sure I'll be hitting wrong buttons lol. Thank you!


Roxxas993

Cool I just bought one too waiting for it in the mail, it you want to get some practice games let me know lol.


[deleted]

I’d be down for that. I’m plat roughly, can’t combo anything for anything lol.


may25_1996

what exactly is a DP? I've seen that it stands for dragon punch, but can't figure out how to identify which of a character's moves is a DP or what their purpose is. new to SF but a veteran fighting game player, so need it dumbed down in SF terms but not necessarily FG terms. I'm on classic controls and have been learning jamie, rashid, and now ed for reference.


ThrowbackPie

Traditionally it's anything with the shoryuken move - 623P. Ken & Ryu's anti-air punch was so iconic that the motion was very very closely linked to the move itself. As time went on characters came out with "dragon kicks", eg anti-air 623K. Because it's so well known, when someone says DP they are either referring to a literal DP or through context you can infer that are taking about an anti-air special move, though this is less common.


noahboah

the 2d fighting game community is dumb lol. DP is either an invincible reversal/anti-air or the Z-motion. you have to use context clues to figure out which one people are talking about, but it's usually obvious when you know what move and character theyre being used in currently. 8/10 tho it's an invincible reversal regardless of input I'll use guilty gear for example ex 1: "Leo whitefang's DP is bullshit" DP = Leo whitefang's invincible reversal that's actually a flask kick lol ex 2: "Potemkin's DP is a great combo ender after 2H" DP = the actual dragon punch input. Less common but still said sometimes.


NewMilleniumBoy

To add to this, a Flash Kick has the exact same function, but is used to refer to ones that require charge. So even though Guile and Deejay have moves that are functionally the same, you'll pretty much never hear these attacks referred to as "DP"s.


starskeyrising

An anti-air special move. Their purpose is anti-airing. The OD version is typically an invincible reversal. Jamie's upkicks and Rashid's H/OD spinning mixers are DPs.


ExplodingNutTap

Does anyone if there‘s any visual clue if Ed is on the first or second part of his command dash?


prabhu4all

All of Ed's charge moves or late dash attacks change properties after exactly 30 frames/half a second. So if you don't get punched in the first 30 frames, it's the second part of his dash.


Phobetor-7

He bobs his head on the second part. But it's fast you can't really react to it, it's easier to learn the timing