Street Fighter™ 6

Street Fighter™ 6

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Kenneth Apr 28, 2023 @ 11:22pm
Super Cancelling Seems Very TIght
I just beat the lvl 8 CPU a couple of times and noticed the cancel timing for supers is very tight. Am I tripping? I was legit mashing it out, just the level 1 super, and it would not come out after a crM kick into fireball.
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Showing 1-14 of 14 comments
Goyach Apr 28, 2023 @ 11:43pm 
lvl 1 can only be cancelled from normals
lvl 2 from "ex moves"
lvl 3 its whatever
Kenneth Apr 28, 2023 @ 11:49pm 
Originally posted by Goyach:
lvl 1 can only be cancelled from normals
lvl 2 from "ex moves"
lvl 3 its whatever
thanks. I did the tutorial, have played these games for 20+ years and could not figure out what was going on. Makes sense, lvl 1 was coming out on hit confirms but not off of specials. A bit weird and off the path from fighting games, but I'm just gonna have to get used to it I guess.

Where is this mentioned in-game? I dunno how I missed that.
Goyach Apr 29, 2023 @ 12:01am 
Originally posted by Kenneth:
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
Last edited by Goyach; Apr 29, 2023 @ 12:01am
Gaxkang Apr 29, 2023 @ 1:55am 
Even once understanding what moves can be cancelled from, i'd say it's true the timing can feel tight.
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.
FleshyBB Apr 29, 2023 @ 2:08am 
They feel tight to me too, though I come off Strive so maybe that has something to do with it.
VayneCalibur Apr 29, 2023 @ 2:09pm 
Originally posted by Goyach:
lvl 1 can only be cancelled from normals
lvl 2 from "ex moves"
lvl 3 its whatever

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.
VayneCalibur Apr 29, 2023 @ 2:12pm 
Originally posted by Gaxkang:
Even once understanding what moves can be cancelled from, i'd say it's true the timing can feel tight.
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.

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.
VayneCalibur Apr 29, 2023 @ 2:18pm 
Originally posted by zero:
Originally posted by Kenneth:
thanks. I did the tutorial, have played these games for 20+ years and could not figure out what was going on. Makes sense, lvl 1 was coming out on hit confirms but not off of specials. A bit weird and off the path from fighting games, but I'm just gonna have to get used to it I guess.

Where is this mentioned in-game? I dunno how I missed that.

Not really a super cancel, but you can do that crM kick into an ex fireball and a level 1 super with the right timing, at least with Ryu.

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.
Gaxkang Apr 29, 2023 @ 4:33pm 
Originally posted by VayneCalibur:

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.

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
Last edited by Gaxkang; Apr 29, 2023 @ 4:38pm
Kenneth May 2, 2023 @ 11:05pm 
Originally posted by FleshyBB:
They feel tight to me too, though I come off Strive so maybe that has something to do with it.
see even with being told here what is possible, I just tried doing it, it still felt very tight. The thing here is, this game is slower than SFV and I had no problem confirming and cancelling things in that game and it was arguably faster.
Kenneth May 2, 2023 @ 11:09pm 
Originally posted by VayneCalibur:
Originally posted by Gaxkang:
Even once understanding what moves can be cancelled from, i'd say it's true the timing can feel tight.
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.

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.
this is something I learned way back when Alpha 3 came to consoles. For new players this def is something you should be taught in game. SF still has a long way to go when it comes to teaching their audience especially in a game that was designed heavily towards new players.
HighLanderPony May 2, 2023 @ 11:13pm 
Originally posted by Goyach:
lvl 1 can only be cancelled from normals
lvl 2 from "ex moves"
lvl 3 its whatever
That sounds pretty unintuitive.
Kenneth May 2, 2023 @ 11:31pm 
Originally posted by HighLanderPony:
Originally posted by Goyach:
lvl 1 can only be cancelled from normals
lvl 2 from "ex moves"
lvl 3 its whatever
That sounds pretty unintuitive.
they don't tell you that in the tutorial either.
HighLanderPony May 2, 2023 @ 11:47pm 
Originally posted by Kenneth:
Originally posted by HighLanderPony:
That sounds pretty unintuitive.
they don't tell you that in the tutorial either.
Par for the course for SF tutorials.
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Date Posted: Apr 28, 2023 @ 11:22pm
Posts: 14