Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
lvl 2 from "ex moves"
lvl 3 its whatever
Where is this mentioned in-game? I dunno how I missed that.
honestly, idk lol
I just knew that because of friends who played the beta
some timings are a lot easier than others.
doing Level 3 from Ryu's b HK, or a standing jumping HK those cancel easy.
doing it from the character guide's example of cr. MK then hadoken and cancel from hadoken is not. so it's funny the guide suggests that one to players.
not to mention say trying it off a medium or hard punch.
oddly enough in KOF15 it can feel easier to cancel into supers off some simple stuff than it feels in SF6.
IMO Capcom should have just incorporated the "Modern" inputs for supers into the Classic controls.
level 1 supers can only be cancelled by "cancellable" moves such as Ryu's S.HP or C.MK. S.MK is a normal, however this can't be converted into super level 1.
Capcom really needs to explain that once you do Cr.MK into hadoken, you simply have to use the QCF/QCB motion again and press MK. SF makes new players think that they have to do full motion once the hadoken is done and it is not like that.
That's because the EX Fireball Knocks the opponent down. As you said, not a cancel, simply using the super after the animation recovery is over.
yah they should explain that, that the first motion is stored (which is also a thing in KOF15).
but even so, the timing comes off stiff and unintuitive. it should feel like doing ABC, bam bam bam, but it doesn't. i'm envisioning at least some people will experience inconsistency once they get into real fights and online.
i've been able to do the cancels with stored input, tho shoryuken comes out easier than when from hadoken. hadoken cancel i'd never try right now in a real fight.
people can practice by just doing hadoken and then cancelling into super. and then try the full combo. but it's touchy for sure.
and since level 3 is said to cancel from any move, they should just come out bam but Back HK comes out easy while I haven't gotten it yet from Forward HP.
meanwhile in KOF15 doing a similar hadoken combo super cancel comes out like ABC. like say, a HK, a hadoken motion projectile, then a forward forward super working off the stored input.
and folks would expect something straightforward like that to be easier in Street Fighter than King of Fighters hehe