Street Fighter™ 6

Street Fighter™ 6

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ROSCO Jun 24, 2023 @ 2:47pm
Combos help and tips?
I am just a casual and don't focus fighting games really. But when I get an itch it has usually been a MK title.

The combo in SF6 are different from say MK X my last fighting game I bought.

It would be a string of buttons maybe 5 or more based on skill level with maybe a signature move thrown in.

Are there strings like that in SF6? Like a basic example;

Punch, Punch, Kick
Kick, , Punch, Kick
Kick, kick.

I'm kinda just doing to open world thing atm but there is no list of beginner combos just the signature moves and specials.

Thanks.
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Showing 1-15 of 29 comments
weirdkid5 Jun 24, 2023 @ 3:07pm 
The combo trials are there for every character to help you learn combos. Some characters have what are called "target combos" which are like MK combos. Example, Luke has one that's LP, MP, HP but these are typically super unsafe on block and shouldn't be spammed.

Doing combos in SF is generally a timing thing. You don't memorize dozens of "dial-a-combo" strings like you do with MK.

Go into the combo trials and practice what they offer to get a feel for it.
Last edited by weirdkid5; Jun 24, 2023 @ 3:07pm
MagiK Jun 24, 2023 @ 3:11pm 
if you go into training mode, and turn on the frame data meter, you can see how "+" a move is on hit, and how far it pushes you away from the enemy -- so you can use that as a tool to find combinations that work well, and then you can think about ending on a cancellable move and possibly using drive rush to extend it. You might have links that work on block too, so its worth trying those as well.

I think the tutorials have some examples of reasonably usable stuff, and eventhubs and the various fg wikis will have suggestions
Last edited by MagiK; Jun 24, 2023 @ 3:15pm
ROSCO Jun 24, 2023 @ 3:53pm 
K thanks I'll check it out.
MisterButt Jun 24, 2023 @ 3:58pm 
The most common types of combos in SF are what's known as special cancels, typically it'll look like c.lk xx c.lk xx qcb.lp or something like that. You can string different things together in different ways depending on which character you play, but I'd recommend just trying to learn the different special cancels for whichever character you play first and incorporating them into matches before you try any long strings
ROSCO Jun 24, 2023 @ 4:02pm 
What is C? LK (Lowkick)? XX? QCB? LP Lowpunch?
MisterButt Jun 24, 2023 @ 4:11pm 
Originally posted by ROSCO:
What is C? LK (Lowkick)? XX? QCB? LP Lowpunch?
it's combo notation, worth getting familiar with if you're interested in learning combos from character guides. c indicates crouching, lk is light kick, lp is light punch, qcb means quarter circle back on your stick. xx means an unblocked hit
ROSCO Jun 24, 2023 @ 4:14pm 
K thanks I am in the guide now, gonna head to the combo training next. Thanks
it's shoe Jun 24, 2023 @ 5:00pm 
Learn simple target combos and basic cancels and focus on those. At higher level play, you'll need to be able to string together bigger damage, but just consistent target combo damage and the occasional cancel into super art will do way more for you than bashing your head against a wall trying to play like Daigo.
ROSCO Jun 24, 2023 @ 5:06pm 
I made it to intermediate 7 but couldnt get further needed a break. How do cancels work? I get what they do but how to you execute them consistent?
ROSCO Jun 24, 2023 @ 5:27pm 
I worked with a couple characters through the guides for basics. my inputs are sloppy but I can pull off the moves, just not consistent yet, and this isn't even under pressure of fighting. I can't imagine memorizing so much for more than 1 character. and I feel I have a pretty good memory lol.
The most common combos are actually links into specials/drive parry/rush combos. They are timing based and the window to input a move is pretty strict. Best way to get the hang of it is simply through repetition in the training room. This video will teach you the basics about links https://www.youtube.com/watch?v=l4FAF22_2W4

Focus on learning one easy to do bread and butter combo and high damage punish counter combo, and being able to pull those two combos off consistently in a match when the opportunity arises. No point in learning multiple combos if you constantly forget the inputs, or drop them because you can't get the timing down consistently.

I would recommend watching replays on youtube of the character you play to get an idea of what easy BnB combos they are using. They're usually something simple like three light punches cancelled into a special move. Focus on trying some of those first. I would not recommend watching combo videos since most of them are made by iron ranked players and require your character to be inside your opponent to pull off, or your entire drive gauge which is not practical in a real match. No one is going to let you just walk up to them and then stop blocking so you can pull off your perfect combo in a real match.

Then focus on learning or being able to consistently to do 1 easy big damage punish combo, for when your opponent misses their big moves that you can punish counter and get a big combo off your own off.

From there you just focus on improving your footies and understanding your characters normal moves during the neutral game to open your opponent up to actually be able to perform the combos you've learnt on them.

Then from there you can start practising another combo and being able to perform that in a match then just building up your arsenal from there
ROSCO Jun 24, 2023 @ 9:57pm 
Thanks for the tips. I'll keep practicing.
ROSCO Jun 26, 2023 @ 3:09pm 
Yea. This is much harder imo than MK combo style inputs. The directions on the pad seem to really be tight. Needing specific inputs.

Hats off the the pros who can do those really sweet 20+ hit combos 😂
Something Jun 26, 2023 @ 3:10pm 
Originally posted by MagiK:
if you go into training mode, and turn on the frame data meter, you can see how "+" a move is on hit, and how far it pushes you away from the enemy -- so you can use that as a tool to find combinations that work well, and then you can think about ending on a cancellable move and possibly using drive rush to extend it. You might have links that work on block too, so its worth trying those as well.

I think the tutorials have some examples of reasonably usable stuff, and eventhubs and the various fg wikis will have suggestions

Sorry but there's legitimately nothing you can do with 1 frame worth of data. That's 1/60th of a second. 16.67 milliseconds. It takes the human brain 20-40 milliseconds to receive information the eye has captured. The fastest person in the world has a reaction time of 0.186 seconds, and that's only because he has the Super Sayjin version of Tourettes Syndrome. If anyone can see something, process what it was they saw, and react to it with appropriate inputs within an 18 frame window, which is even harder to do than the 1/60th frame reaction, then they need to be dissected so science can learn how to make us ALL super human. By the time your brain has received the information and told your body what to do with it, the moment to capitalize on it has already gone. This is why I feel frame data is useless for anyone not a developer.
Last edited by Something; Jun 26, 2023 @ 3:11pm
ROSCO Jun 26, 2023 @ 3:40pm 
Yea. Frame data is hard to throw at a casual hehe. I don't wanna play modern cause it doesn't help me. I'm not a terribad cause I can do inputs 80% of the time even Zangiefs 360 rotational

It is just not clear cut and dry easy what strings well together.

Modern controls are cool but will screw me up when I play another fighting game.
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Date Posted: Jun 24, 2023 @ 2:47pm
Posts: 29