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Generally speaking if you can learn a 2-3 hit punish off a hit confirm that knocks your opponent down and scores about 2000-2500 damage you're in good shape to start out. The rest will come later, and learning how to set that up and connect consistently is usually enough.
When you get to higher ranks you'll need to optimize, and there's no way around that other than practice.
It is moreso in SF6 where it is so simplified with most characters having similar framedata and even input. I am not sure if this was the case before, as I only played them very little and casually, I didn't even know what frames are lol.
And yes, when a new character comes I just learn it. I am a quick learner (even though first serious fighting game I play). For example Terry took me a day or two to learn most of his stuff.. Do not worry.
Also big respect for realizing that "M" is a shortcut for the lazy. It's for pretenders who feel ENTITLED to "win" without putting any effort and having no skill. It is a different game and boring to play as and against.
They are not any programming language, they are like those useless "no/low-code" solutions scamming people by slamming AI buzzword on them.
If you don't want to use, it, though, just remember that the mentality of the game is the same for everyone. Every character benefits from pokes, anti-airs, backdashes, rush in, throws... You don't need much to win unless your opponent is beyond your skills. And it works for everyone. That's why people say to learn the fundamentals.
But follow Gramp's advice. Given the aggressive nature of the game it's best to just learn one or two good combos that can be used with Drive Rush Cancel (or not) and spam them. It's what everyone does and it's boring af.
And I learn by playing. I usually just lab with the character that I want to play as and tend to just jump in (almost) blind and say a prayer when it comes to the other ones.
Good luck.
What you said about the difference of training combos safely and then using them effectively in a fight is totally true. That's why you should aim to be brave and try the combos in real fights, to get used in doing them under the adrenaline effect.
When Terry came out I think I trained a bit, did some BH matches, and then got him to Ranked. I got my ass kicked specially in mirror matches - other better players were picking him up and they were much faster in learning Terry than I was.
I’ll keep training and working on staying calm during online matches. Honestly, I get so angry and frustrated when I lose—it’s something I definitely need to work on! Heh.
Thanks again for taking the time to respond!
Mistakes are how you learn. So rather than getting mad, take a deep breath, and consider where you might've gone wrong. Maybe even go over the replay, but Fuudo recommends you should watch replays where you've won too because you'll no doubt have made mistakes there too, but they have a more satisfying ending.
But remember in the good words of E. Honda: "Nobody ever got strong without losing, don't lose hope!"
Edit: Actually I should also stress you should try to find the fun in losing. Sometimes you just gotta be in awe that your opponent went for the worst imaginable gamble and it somehow worked out in their favour. Or admire their skill. And sometimes a good match is a good match no matter which player won. Losing can be fun. And it might as well be because you'll be doing a lot of it in any PvP game.
And... if that's what you want to do, fine. Like, I can't harsh on anyone for their picks (this may be a little, white lie >.>).
But... I am a big believer in picking an initial main who best represent the core tennants of the game.
For myself, that was Marisa. Not a strong character in the current season, by any stretch (though, I don't think she's as weak as many people believe), but not terribly over complicated. But, the reason I'm grateful to have gone this route is that Marisa is EXTREMELY reliant on the core, universal mechanics of the game, Drive Rush, Drive Impact, Drive Reversals, all of it. She must make regular use of her meter in order to get her famous 2-3 touches. Obviously, Ryu, Chun and a number of others are also fit into this "Best reps for the game" mold.
And I think I'm grateful for this decision, because I've had the luxury of marinating in the systems that make SF6... well.... SF6. Most of which is completely transferable to other characters... and some not, WHICH IS A GOOD THING! Not every character needs to lean on DR cancels like Marisa does, so if your next pick doesn't have that requirement; they can function fairly well without all those extensions.
Also, this may be common knowledge at this point (or maybe it isn't. who knows?), but when labbing a character in training, be sure to make liberal use of the save/load state. Like, if you're working towards a 1-2 DR extension, hit the save state mid-way through, so the save state is loaded, mid-combo, so you can work on that portion of the string in isolation.
Full disclosure, I tend to do things long-form, so I don't actually practice this bit of gospel, but it is absolutely a major time-saver when learning a new character.
So hey, just pick a character, see if it works out, if it doesn't, hey, you probably still learned something you can apply to the next character.
This is def a genre for those who can self-motivate.
Yeah I think we all get frustrated but setting micro-goals for yourself is a good way to fight through it.
Like just focus on one concept - using drive rush to set up a blockstring more frequently, executing a meaty setup or doing a double light hit confirm into a special cancel 3 times in a match without mashing. If you learn how to do any of those and can perform them during a match that's progress.
You might not win the round but finding ways to squeeze in tech that you've been practicing gives you confidence and understanding of how to apply those concepts, which is more important than just being able to execute.
The wonderful thing is since fighting games are inherently 1v1 you also only need 20% of the players to get a fun match going of what you need in a 5v5 kind of game.
For sure, there's definitely pros and cons to having a svelt player base. Still, when you get right down to it, there's been too many fighting games that I wanted to but never invested in, because there'd only be a couple hundred of people playing (sometimes way, way less), and the people who are there will just squash you at 99.
To give you an example, a common Akuma combo is 5hk, 5mk, 214lk, 623hp, rather than look at the entire string I just start going piece by piece.
5hk leaves me at +7 frames on hit, this allows me to link into 5mk.
5mk has great damage, a good hitbox, good scaling, and is fully cancellable.
After the 5mk, a lot of things will work, but 214lk happens to offer a juggle allowing for a follow up.
623p is really the only viable meterless option we have here, it also has a level 3 SA cancel window allowing it to act as a second extension into big damage.
I will then groups the combo into the parts that can lead into other parts and look and drill those groups until I am comfortable.
So for instance my groups for that above combo are
Group 1: 5hk, 5mk
Group 2: 214lk, 623p
Once I have the groups down, I just mix everything together and hone timing.
It's a more intensive method of learning combos/characters, but it is effective, and is repeatable.
So yeah while I may only be fully comfortable with Akuma, Chun Li, Juri, and Marissa combos after the 19-20 months the game has been out. I could easily learn routing for other characters applying the same concepts.
And the best part is it's actually easier in most circumstances to learn combos for other characters after you have in depth combo knowledge of a few characters, especially characters within the same archetype.