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报告翻译问题
...That's how "insanely difficult" SF6 comboes (et al.) are.
One of many examples.
https://youtu.be/nlv5A3vhX4Y
Many players consider trials as close to imposible meme chalanges.
SF6 has excellent practice mode content. Go to the combo trials in the Fighting Grounds.
You don't have any examples that don't involve Guile's Advanced 2 trial.
Like I wrote previously, it's the only exception in the game that's not the subject to the game's 5 frame input buffer, and requires charge partitioning.
You *just* said that bringing up Taunt Jet Upper is not a viable argument and then you're bringing up SF6's version of Taunt Jet Upper.
Sure, he can eventually do it in edited and shortened video.
However claiming these combos are easy is either bragging or even insulting to everybody who struggle with them.
https://youtu.be/YO5vL4nvjhM
In Strive you gotta do multiple dash cancels and kara cancels in a 2 frame window, microwalks, TK inputs etc.
I guess Cammy has a microwalk combo. Juri you can delay the second hit of dive kick for some better combos. There's not many hard execution requirements I know of in this game, most things you have 5+ frames to time
medium - Extended BnB - ever so slightly harder combo with a Drive rush extension
hard - max damage optimal combo with a 2nd Drive rush Extension into super
very hard - optimal swag 60+ hits combos to assert dominance over your victims :)
If you play on modern it's braindead easy. If you can't do every optimal or trial modern combo on first try then there is something wrong with your brain.
SF6 on modern is by far the easiest fg out there. Nothing comes close. Even MK11 is harder than SF6 on modern.
SF6 on modern is basically SF for 5 year olds.
that and most of the combos are just button sequences with minimal directional inputs.
tekken does have super hard mode combos don't get me wrong. most fighters do but they are largely not needed for general play.
If you are in low health you can do a Rage Art what is similar to lvl3 super but the execution of that super is almost exactly like in SF6 with modern controls: two buttons with a direction pressed together. 1 input.
Also Tekken has combo assist.
If you press the buttons better than your opponent, you win. Whereas in Tekken you have to constantly think about your next move, SF is a game purely about muscle memory.
I recommend trying modern controls. If you want to focus on something other than pressing buttons in the right order, modern controls might be a great option for you.
I've written before about how you don't need a game plan or a thorough study of frame data here. In shooters, for example, reaction is very important. In this case you lose if your opponent's reaction is better than yours. You don't press the M2 to make a shot. In Tekken, you wait for the moment to deliver a devastating blow, or you predict your opponent's actions. You lose when your opponent has figured out what you want to do. In SF, you know your opponent will attack, but you can still get the combination wrong for SA.