Street Fighter™ 6

Street Fighter™ 6

View Stats:
What's the deal with DP
I get this is a scrub question but legit how do you differentiate DP from two QCF inputs? I'm learning Mai and it is legit a complete gamble whether I'm gonna get her DP or her Lv2, the game registers them as the same input. Like even way back when the trick to learning a DP input was always "just do two QCFs", but if two QCFs results in a super what are you even supposed to do?

Is there some kind of trick? Does holding the buttons down for a certain length of time force one or the other to take priority? Like I'm still fresh with her and shotos in general (I tend towards grapplers/charge characters) but this seems like a pretty obvious roadblock when basically the same input results in two moves that do radically different things. I'll try to hit an easy wakeup DP and end up burning two whole bars to charge into the corner and do no damage, it's driving me up a wall.
< >
Showing 1-9 of 9 comments
Not sure where you heard the 2 QCFs idea for DPs because yeah, that's just gonna get super if you have the meter for it

A simple way to clean up your inputs a bit and still get DPs to come out is trying forward>QCF

The forward input will prevent you from getting a fireball out and you shouldn't get super from that as long as you're not mashing. If you're mashing it out, super should take priority
Last edited by Danny DeVito with a Gun; Apr 12 @ 8:24pm
Originally posted by Danny DeVito with a Gun:
Not sure where you heard the 2 QCFs idea for DPs because yeah, that's just gonna get super if you have the meter for it

A simple way to clean up your inputs a bit and still get DPs to come out is trying forward>QCF

The forward input will prevent you from getting a fireball out and you shouldn't get super from that as long as you're not mashing. If you're mashing it out, super should take priority
That's always the trick I've always seen discussed in the FGC (especially since it works), but since 2QCF is the Super input I've been trying to be more disciplined and do the DP input as written. Like we'll start forward, kind of rock the D-Pad straight to the downward position, then land at forward down. Only problem is that input will sometimes register as 2QCF (somehow), same as how 2QCF will sometimes register as DP.

Would holding Forward before beginning the rest of the input help? Like are there any little nuances to the motion that the game doesn't tell you (like how you can use Down-Back to charge Honda's headbutt instead of just Back)?
pop Apr 12 @ 9:04pm 
do you mean F>DF>F? that's one of the DP shortcuts in this game. the other one is DF>D>DF from crouching. both are easier to execute because you can just shimmy your thumb a little to get the inputs. best advice i can give is to practice inputting a clean DP. F>D>DF. will help with cancelling into supers and stuff
X Apr 12 @ 10:01pm 
Been playing forver, never heard 2 qcf for dp before, not in SF anyway. You just gatta load up more training mode and get your reps in. Make sure you end in down foward. Not forward.
Peddie Apr 12 @ 10:04pm 
Two whole quarter circles for an easier Shoryuken has been a risk since the day they added super combos to the game 31 years ago.
Two quarter circles is significantly more difficult than just doing F, QCF which will still yield a DP, even if you can't do it in the normal 3 directionals.

You're much better off in the long run just learning 623, 323, 636, or 639 for SF.
Do you mean the one where ppl is down then insta DP? U can do it holding down then forward forward+punch but that either requires u fast hand or use keyboard or hitbox so u can chill and just press hold down while inputting forward forward
Originally posted by The Incredible Sniff:
Like even way back when the trick to learning a DP input was always "just do two QCFs",
Oh no, that sounds like a terrible adivice. However, it should still work as long as you input the attack button before completing the final half circle.

What controller are you using? With keyboard/leverless there are multiple tricks you could use, and they are so much easier that I still consider switching over inspite of enjoying my stick very much.

In my stick practice - forward+quartercircle tends to come out with DP (I actually wish the input require more accuracy as I feel I can't cast fireball too quickly after moving frward), still I find it too slow to be practical. From netural position I still find proper Z motion to be the most efficient one.

If crouching, tapping forward twice while holding down all the time works just fine as well - quicker than resetting to neutral position.

Keyboard/leverless is where DP become easy. holding D and double tapping F will lead to DP. So will holding forward and tapping D. What I also found intuitive when couching was to hold DF and tap DB while holding the other two buttons.

From neutral there is F>D>jump - you press and hold all in smooth motion.

Still, I found those difficult (impossible?) to integrate into super cancel so learning proper z motion is also recommended (if applicable).
Went back to training, F QCF definitely helps differentiate between the two. I still get the occasional misinput where I'll try to do the Lv2 and it'll throw out a DP, but I imagine that'll come out in the wash as muscle memory develops.

Much obliged, gang.
< >
Showing 1-9 of 9 comments
Per page: 1530 50