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报告翻译问题
https://www.youtube.com/watch?v=seXtzdiKi4Y
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.
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.
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.