Street Fighter™ 6

Street Fighter™ 6

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rizzi 10. mar. kl. 10:41
how to play sf6?
title
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rod 10. mar. kl. 10:50 
Keyboard
Wormerine 10. mar. kl. 10:51 
That's a very vague question. Anything particular? If you look for explanation on basic, here is a pretty good starter guide:
https://www.youtube.com/watch?v=seXtzdiKi4Y
rizzi 10. mar. kl. 11:34 
Oprindeligt skrevet af Wormerine:
That's a very vague question. Anything particular? If you look for explanation on basic, here is a pretty good starter guide:
https://www.youtube.com/watch?v=seXtzdiKi4Y
I don't understand the timing of certain moves, and the buffering of them and I don't understand how long it takes between a light medium and heavy move
Opochtli 10. mar. kl. 11:37 
throw loops
Castyles 10. mar. kl. 11:50 
If round start:
A)Drive Rush.
B)Neutral jump.
C)Backdash.
D)Rushdown with normals/specials.
E)Projectile spam.

If locked on wall:
A)Neutral/forward jump (attack or not).
B)Special that will be punished.
C)Eat throws.
D)Die.

If locking on wall:
A)Throw loops.
B)Neutral/forward jump (attack or not).
C)Block and punish.

If on neutral:
A)Bait and punish.
B)Drive Rush.

For everything else:
A)Cancerous Drive Rush Cancel.
B)Cancerous Drive Rush Cancel.
C)Fake footsies to pull a
D)Cancerous Drive Rush Cancel.
Peddie 10. mar. kl. 12:17 
If you go into training mode you can turn on a variety of visualisation options, basically, turn almost all of them on. Especially the frame meter is your best ally as it'll show you explicitly how many frames of start-up, activity and recovery your moves have, along with any potential other properties like invincibility. If your character flashes red it also means they can cancel into a special or drive rush while they're red, blue it means it can be cancelled into a level 3.

Hope that helps some~ Combo trials can also give you some ideas on when things can be cancelled into each other, be sure to watch the demonstrations if you're not sure how to do them.
Wormerine 10. mar. kl. 13:08 
Oprindeligt skrevet af rizzi:
I don't understand the timing of certain moves, and the buffering of them and I don't understand how long it takes between a light medium and heavy move
As Peddie mentioned training mode is a great place for figuring this stuff out. Just make sure you turn on stuff in Screen Display Settings.


As far as input goes - target combos are easiest to pull off: those are normal that chain into special sequences. I relied on this a lot while I was getting comfortable with the game - Luke’s Lp, MP, HP took me all the way to plat as you can cancel into specials and supers from it.

Cancelling normals into specials - it takes a bit more timing. Not all normals are cancalleble, but those that are have a window in which you have to input the follow up: I generally aim to finish the command around the moment hit connects, but inputting it quicker tends to work as well.

Connecting normals I find to be the trickiest - I believe SF6 has 3 frames of input buffer (so to start one more after another you can press it max 3 frames before the previous moves finishes - forgiving by SF standards but still tricky). Turn on Action Timing Display in training mode for a visual assist when training, if you need it. Personally I prefer to just watch my frame meter to see if there are not gaps left, and I try to learn the rhythm that way.
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