Street Fighter™ 6

Street Fighter™ 6

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Help a Newbie Understand Some Things
Haven't been interested in fighting games seriously at all and only ever played Smash for fun (Despite having DBFZ and GGST.) I understand the universal concepts; things such as 'neutral' and 'punish', along with the archetypes like 'zoner,' 'rush,' and 'grappler.' I even know about the numpad notation... thingy... like 236 and 623. But having no experience outside of Smash, I have some questions that are purely based on initial impressions;

1) Why does the throw range feel inconsistent? It feels like grabs have different and larger hitboxes that only work on opponents that are mid-animation. Like I can stand almost directly next to someone and whiff the grab, but if they use drive impact the grab lands? There has to be something I'm missing here because it feels inconsistent to me.

2) Do grappler command grabs have "ridiculous" range? It makes sense that they should have some additional range since their movesets are built around grappling. But they all feel like they have maybe too much range, and some of them outright out-range most normals. Is this something exclusive to SF6, or is this intended?

3) Is there any kind of input buffer? I know I'm bad with timing, I just want to know if this is me being bad or REALLY bad.

4) Who's a good character to learn with? I figure Ryu, Ken, and Luke are good because they seem to be good all around characters, but am I wrong?
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Showing 1-10 of 10 comments
pruitcake Jun 6, 2023 @ 8:43pm 
Don't really know about the first 3 but I can answer #4.

Pick whoever you like, they're all good characters to start learning the game on. There's no rule saying you have to learn the basics of the game with Ryu or Luke before going on to learn the character you truly want to play. Learning process is tough and it's infinitely better if you're going through it on someone you enjoy playing rather than someone you feel obligated to use.
MisterButt Jun 6, 2023 @ 9:05pm 
1. Throw range can be character dependant, not sure about SF6 though. Additionally some moves will contain properties that allow them to beat throws like having faster startup, put the character in a jumping state while not visually jumping, being an invincible reversal, etc.

2. Command grabs almost always have longer range than normal throws, and the lighter strength inputs have even longer range than that. Assume that if you can hit the grappler, they can grab you.

3. Yes, specials and supers can be buffered during the active frames of normals. Sorry boss, execution takes time and practice.

4. Those are all good options, but honestly it's any character that can motivate you to pick up the game even if you're getting your ass kicked. The ones you listed above are all able to work effectively at all ranges and will help you develop fundamentals, but you don't have to play them by any means. I learned to play fighting games by playing Dan and Blanka in other titles
It'sBrutalTime Jun 6, 2023 @ 9:17pm 
1) Some grabs (like command grabs) have different ranges to them. Those and Normal grabs can and will grab you out of an animation (depending on what it is). You won't grab someone out of super, but you could on a normal or maybe even a special move. You need to play around in training mode to test it on different characters. But as someone who is newer to fighting games as well, it can feel inconsistent from time to time, but the more time you spend with the game you will understand it better.

2) It's intended to give command grabs a tiny bit of leeway. They are relatively easy to avoid when you understand what to do. A lot of them you can just jump up. But this comes down to reading your opponent, and understanding what is optimal for them in the given situation. It's also a guessing game because you might jump and then they DP you, or maybe they don't do anything waiting to see what you do.

3) No there is no input buffer in regular matches. Your best bet is to do the combo trails of the characters you are interested in playing as well as utilize the training mode. There is however an option in the settings while in the combo trials or training mode called "Match Speed" and you can set it to 50% speed. It is extremely helpful in learning the timings if you are struggling with getting your inputs correct. Honestly, though, it's just going to take a lot of time and practice to get it down. I will spend 30+ minutes practicing a combo in training mode, go into a real match and drop it partway through, A LOT. I just understand this is going to take time to build the muscle memory up. It becomes VERY rewarding once you start landing your combos and buttons consistently! Stick with it, fighting games are 100% worth it because they offer an experience and reward unlike any games I have ever played and this is coming from someone who was a FPS player his whole life.

4) Pick the character you think looks the coolest and you think has the coolest combos because eventually, you will learn how to do them!
Seriously, don't fall into the trap of "this is the easiest character because x,y,z said so". You are much better off choosing someone YOU think looks dope and vibe with. That will take you a lot further than you think!

Originally posted by Bacon Alligator:
Haven't been interested in fighting games seriously at all and only ever played Smash for fun (Despite having DBFZ and GGST.) I understand the universal concepts; things such as 'neutral' and 'punish', along with the archetypes like 'zoner,' 'rush,' and 'grappler.' I even know about the numpad notation... thingy... like 236 and 623. But having no experience outside of Smash, I have some questions that are purely based on initial impressions;

1) Why does the throw range feel inconsistent? It feels like grabs have different and larger hitboxes that only work on opponents that are mid-animation. Like I can stand almost directly next to someone and whiff the grab, but if they use drive impact the grab lands? There has to be something I'm missing here because it feels inconsistent to me.

2) Do grappler command grabs have "ridiculous" range? It makes sense that they should have some additional range since their movesets are built around grappling. But they all feel like they have maybe too much range, and some of them outright out-range most normals. Is this something exclusive to SF6, or is this intended?

3) Is there any kind of input buffer? I know I'm bad with timing, I just want to know if this is me being bad or REALLY bad.

4) Who's a good character to learn with? I figure Ryu, Ken, and Luke are good because they seem to be good all around characters, but am I wrong?
Castyles Jun 6, 2023 @ 9:49pm 
Between Ryu and Luke, go for Luke.

I don't know about the others because I only played the demo.
Tyrfang Jun 6, 2023 @ 9:58pm 
1) It'll feel inconsistent because some moves extend hurtboxes before and after the move is out so they can be countered and/or whiff punish by throw more easily. This is by design.

2) Yes. Zangief needs this. Signed, non-Zangief main.

3) You can input a move with about 3 frame leniency. It's not too bad, at least it's not Street Fighter 4 and prior where there was exactly no leniency. Getting the timing right will be a little tough but you'll manage.

4) Ryu, Ken, Luke, maybe maybe Lily. If you like a character very much just use them, but focus on the fundamentals first.
Seality Jun 7, 2023 @ 12:31am 
There is no input buffer, i see some people saying there is, but there isn't. You can cancel certain normals into specials during the active frames though. There is a point in the animation when it's too late to cancel into the special. Uncancelable normals and specials though have to be linked on the frame you are out of recovery optimally, but certain moves can make you plus enough where you have 4-5 frames where it always links anyways. Special cancelable normals can also be canceled into drive rush letting you cancel into another normal that also adds 5 frames of hit/block stun.

But for the main question. No you aren't bad there's just very low leniency. Also command throws can't be cancelled into.
Naughty Senpai 69 Jun 7, 2023 @ 12:49am 
Throw range can differ based on a couple of factors that are true for past games, not necessarily SF6 (I don`t know the game well enough, yet):

1. How big is the opponent. The larger hitbox can make it easier to be hit due to a larger hurtbox.
2. Is the opponent standing or crouching? Same as 1. as crouching characters usually have a larger hurtbox than standing characters.
3. Was the opponent in the middle of an attack when the throw connected? Hurtboxes extend when a character is in the startup animation of an attack which can lead to pretty wild perceived throw ranges.
4. Kara cancelling might be a thing. This is a technique when you hit a button and immediately cancels its startup with a throw. People use this on moves that would move their character forward (for example Ken`s old step kick or Guile`s forward sobat kick), but because the move is cancelled with a throw, the throw gets the property of moving forward as well and thus gains range. Not sure if this works in SF6 though.
CATGIRL Jun 7, 2023 @ 12:52am 
1 - Most likely what's happening is the enemy is in Hit or Block Stun or are throw immune (jumping).

You can't throw people that are in hit / block stun.

2- In general, the throw range is inversely related to how much damage it does. So for example Zangief's light SPD has the longest range but it does the least damage + has the slowest startup

Manon is kind of different, where her damage is 100% based on medals, but her startup on light is much slower than on medium / on heavy.

If you throw out pokes, you'll basically beat someone run up throwing you every time.

4- Just play anyone you think is cool. No matter what it's going to be a struggle in the beginning, doesn't really matter who you use.
Sm Izumi Jun 7, 2023 @ 1:13am 
The game tutorial gives you everything, it's a good tool, they outdid themselves making this the most comprehensible to everyone while being very in depth, i mean you don't even need to look at youtubers vids about this anymore everything is there.

Then to know characters and their specifics you have the character tutos and the training room.

I don't get why low tier people feels the need to trash talk this topic. You must be absolutely terrible in order to lose against low tier grapplers, 90% of their movements are wrong and they spam buttons.

As far as i know you can cancel inputs and also buffer certain specials, it's very easy there's a lot of shortcuts availabe since the oldest SF games, there you can look at some tips and tricks videos of people more qualified. Aim for people that are good at the game or pros, avoid looking at forums here we're all naabs.

Also if you like this better, you can also enable the edge control option that let you confirm a move by releasing the button press.
LuckyRaphi Jun 7, 2023 @ 1:14am 
Like max effort said the hitbox extends when you are doing a move.

What always happens to me is I am in front of my opponent, I whiff a throw, but then he throws me right after from the same range, because my hitbox extended.

Another good example is dhalsim. You can actually whiff punish his attacks while being out of range. You can hit his arms mid animation. Because they have a hurt box.
Last edited by LuckyRaphi; Jun 7, 2023 @ 1:16am
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Date Posted: Jun 6, 2023 @ 8:37pm
Posts: 10