Street Fighter™ 6

Street Fighter™ 6

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Best way to learn the combos?
I'm a new player and I've done all the combo trials for Ryu. Should i memorise some of the combos from there when playing against other people.
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Showing 1-7 of 7 comments
Thorley23 Jun 3, 2023 @ 12:33pm 
Originally posted by submissive femboy:
I'm a new player and I've done all the combo trials for Ryu. Should i memorise some of the combos from there when playing against other people.

Yes, as a general rule being even slightly good is going to come down to not just knowing your own character but what other characters can do in relation to whomever your playing so you can think ahead in each situation. The best way to do this is to play as those characters and get a feel for how they work, even if you don't play them seriously or master them. It's good with any new fighting game to at least play each character through a single player mode a couple of times and mess around with them. That said you don't need to absolutely master all the moves for anyone, even the guys you main, in the end comfort and instinct are going to matter a hundred times more than being able to get really fancy. You'll find a lot of the most impressive moves are effectively so situational they are rarely going to come up.
ronnie pickering Jun 3, 2023 @ 12:40pm 
I've been playing a lot of casual and ranked matches to get a feel of the game's mechanics. But it's kinda getting boring doing the same combo I've memorised that does 30% damage. I want to learn at least 1 punish combo into a super, and a corner combo. Should I go to youtube to figure out an optimal one.
BACKSTABUUU Jun 3, 2023 @ 12:49pm 
If his trials are anything like Jamie's, they're nice for teaching you combo structure but the combos themselves are not ideal.
ronnie pickering Jun 3, 2023 @ 1:02pm 
Originally posted by BACKSTABUUU:
If his trials are anything like Jamie's, they're nice for teaching you combo structure but the combos themselves are not ideal.

Yeah I found this combo guide on youtube which is what i was looking for. SF6 should have a combo list like in MK tbh, because how tf are u supposed to come up with combos by yourself
0wnz0r Jun 3, 2023 @ 1:03pm 
usually combo trials get u familiar wit a character n their toolset, but their actual combos aint ideal. its better to lab for urself, or more realistically these days, look up optimal combo vids on youtube for ur preferred character.

its a good idea to do the combo trials tho, cuz like i said, u get familiar wit characters toolsets n get an idea of how u can play as em or against em online.
Destre Jun 3, 2023 @ 1:03pm 
Combo trials in fighting games are notoriously poorly curated for applicable situations. It seems to be getting better with the new generations of FGs where developers appear to be addressing it, but I'd still just suggest watching a few high level matches on Youtube featuring the character(s) you're interested in and taking note of the combos. Learn combo notation and write down or type out the combos onto a sheet for reference. I'd focus on getting a universal BnB (bread and butter) and a corner BnB first. Fish for the starter that leads into that combo in-match and try to execute it consistently when the hit has been confirmed. It doesn't really matter if you go into a player match or against the CPU, you're just trying to commit it to muscle memory against a moving and punching target. Once you've got those down and can execute them (from both sides of the screen) in a match, repeat the process for different starters.

Just in case terminology here is too advanced, I'm going to also break down a combo into its sections.

Starter: The move that starts the combo. This matters a lot because every move gives a frame "advantage" on hit. This determines whether it will link, or combo, into another move. Some moves are special cancellable (the move animation is able to be shortened by inputting a special move like Shoryuken) and some are not.

Filler: This is the series of moves that follows a particular starter. The structure will most likely follow as normals into specials into optional supers.

Ender: This is the move that you end your combo with. Learn a couple different enders for the combos you're practicing that lead to different situations. You want to practice enders that: provide a hard knockdown, carry the opponent to the corner, special cancel into supers for damage. Sometimes a character has an ender that accomplish all three of those attributes, but it's more common that you'll have to practice a different ender for each situation listed.

Here's an example of two practical Ryu combos in standard fighting game notation with the elements described:
s.MP > c.MP > 623HP (stand medium starter, crouching medium punch as a filler link, Shoryuken for damage and hard knockdown)
s.MP > c.MP > 236KK > 623HP > 236236K (stand medium again for the starter, crouching medium punch into OD Donkey Kick into Shoryuken for a damaging filler, CA ender for damage)

And here's how those notes might look after I watch a video and experiment in training mode to make a combo: https://imgur.com/a/t2hZDWp

Alternatively, if you want to skip conducting research and composing combos yourself, you can Google "SF6 [character] combos". SuperCombo.gg is a great repository, but it might take a while to be filled out as the game just launched.

If there's one takeaway here, it's that you should pick one or two practical combos to learn, commit them to muscle memory, then repeat for new combos. You'll see significant improvements to your consistency and level of play immediately.
Last edited by Destre; Jun 3, 2023 @ 1:07pm
ronnie pickering Jun 3, 2023 @ 1:28pm 
Thanks for the the tips dude, I've learned some BnB's but I really want to at least try and pull a drive rush combo off a CPU at least. It makes sense that you have to write down the combos, as I've just been memorising them in my head :csgo_dead:
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Date Posted: Jun 3, 2023 @ 12:30pm
Posts: 7