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st - Standing
cr - Crouching
f - Forward
b - Back
d - Down
u - Up
QCB - Quarter Circle Back
QCF - Quarter Circle Forward
DP - Dragon Punch motion (F,D,DF)
LP - Light Punch
MP - Medium Punch
HP - Heavy Punch
LK - Light Kick
MK - Medium Kick
HK - Heavy Kick
PP - Two Punches
KK - Two Kicks
XX - Cancel move into another
Go through combo trials in Fighting Grounds for your favourite character(s).
You'll pick up the combo routes from that, which will help you understand optimal combos you see in videos. By 'routes' I mean the starters and extensions that lead to combos, including Drive Rush extensions.
I'm no SF expert, but I can watch videos of tournament play involving my mains and follow along with the moves being used.
Also, in the training lab, you can turn on colour flashes to show which moves are cancellable. Red/blue have different meaning, the tooltip text explains it. That will help solidify your understanding of which moves start / continue combos.
The problem is that i dont even understand what this frame buffer bar is showing me at all....
I cant tell what the different colours mean, or what the difference in between those 2 bars is.
Frame meter guide: https://youtu.be/ibuSz0-02Ys
Beginner's guide: https://youtu.be/seXtzdiKi4Y
"...the Cancel Timing Display will visually show you when you can Cancel specific actions into Special Moves or Super Arts.
"If you enable this option, your character will flash Red the moment you can cancel your current action into any of your Special Moves. Additionally, if your character flashes Blue, you can only cancel into a specific Special Move or Super Art."
I figure out which moves go into what through trial-and-error, when my character flashes blue.