
It feels like we need to practice combos before fighting, right?
Quite difficult!
It’s fine to fight without practicing.
You don’t have to do it.
It’s enough to just play towards how you want to be.
If you memorize the three types of combo initiation for weak, medium, and strong like in modern gameplay, you shouldn’t have any problems, right?
When I play classic, I feel that it’s too convenient that if the assist combo doesn’t hit, I don’t input the next move.
Do your best with Wave Rising Dragon.
Before practicing combos, it’s time to practice commands, right?
I’ve never used a modern one, but I wonder if I can do strong and weak Hadoukens.
It’s not just about combos; being able to perform regular and special moves first, as well as distinguishing between them in different scenes, is also important.
First, it’s good to just hit them hard with a special move and learn the special technique.
It depends on the character, but using a big, big, big special move can decrease more than a poorly executed core attack.
If it’s a technique to trip, then weak + weak special or guessing the number of hits is also good.
Due to unavoidable circumstances, I switched from Juli to Mai.
First, I can’t remember the technique, so I’m feeling like an old man!
It’s a combo trial to grasp the feeling of canceling input during command practice and combo practice.
Most SAs are vacuum wave commands, so let’s do our best there.
I think the combo trial that doesn’t connect even when you press the buttons as written is garbage.
I used to do big K big P big K big P for a while too… and I could win quite a bit.
Just remember the combo that knocks the opponent down, and you’ll be good to go.
Ryuu should be able to do weak attack, weak attack, weak attack, weak tornado first.
When I touched Ryuchoro lightly, the moves came out quickly and it was fun, but I don’t really understand why I felt that way.
Is there an early occurrence?
I feel that it’s more intuitive to separate weak, medium, and strong attacks with kick and punch than with the types of buttons used in modern or arc-style games.
But when it comes to special techniques, I become confused.
Ryu’s rush is just a bit off, but other than that, he has average mobility, so it feels surprisingly agile.
It feels a bit slow because Rashid and Jamie are wiggly.
Visually, regardless of actual occurrence.
I want to change the strength of the wave-breaking palm foot slash tornado, so it’s difficult if it’s fixed…
If I could just do weak and OD with a one-chance tornado, that would be great.
Well, some characters have slower normal moves.
I think the disparity in lower K is quite severe.
I think that switching to C will honestly be really tough at first no matter how you try, so all I can do is cheer you on…!
The foot knife lasts for 9 frames, which is surprising.
No wonder it hits at a timing where my legs are stretched out and it’s clear that I’ve run out of kinetic energy.
Rashid has a mysterious and inconsistent spec with a fast rush and quick forward dash, but a slow back step.
I started the combo trial, but should I memorize this?
Or would it be better to input it as a stretch and remember other combos?
Ryu’s rush is weak in terms of damage, but it has a normal speed that can be used for wake-up attacks, so it’s not something to worry about.
It means to stay grounded and face it with a wave rising dragon, right?
Is it the future Blaz or Ending Walker?
Ryu’s big attacks can execute special moves no matter which direction the lever is pushed, so his gi is the least agile.
You learn combos when you think it’s necessary.
By the way, I won’t do any practice mode until my rating is completely stacked and I can’t do anything else.
Combo trials range from stuff that can be used for a lifetime to absolute garbage, so if you seriously want to know, just watch a video or something!
What’s good about Ryu’s medium foot rush combo?
For now, I’ll carry on and since it’s easy to do a wake-up pressure from the forward step, I’m using the middle foot rush, big punch, big wave palm, and tornado.
Consider the possibilities of Yas in the future as an option.
If you remember something like the rising dragon from a cancelable middle kick, it will make things more enjoyable.
Tonight, I want to win, Modern Ryu.
Let’s do the wall combo from the impact!
It’s fun to sway while bending down in a dance…
I’m not provoking; I’m enjoying the bouncing.
If you raise your firepower without getting used to the game itself and win too many times in a way that doesn’t match your skill, you’ll end up in hell.
There are plenty of videos that show you just doing this is enough if you watch character videos, so remembering 2 or 3 simple ones is enough!
It’s beneficial to learn the fastest throw mix-up setups for wake-up attacks.
Well, the combo trial is like a pre-constructed deck in a card game, so you could say that strong ones other than the designers’ aren’t included.
It’s better to get the certification match done first, but if you’re transitioning from Modern, that shouldn’t be a problem.
The wall slam combo is interesting because the way the opponent gets hit is unusual, leading to routes that aren’t typically used.
There are quite a few times when I think, “What’s this wall slam combo all about!?”
I want to do big ghost harassment~
As long as you hold onto the combo of weak punch, weak punch, weak tornado and medium punch, medium punch, weak tornado, you can at least fight.
For now, it’s good to remember an easy combo that starts with a small technique, a high combo that spends your gauge, and a maximum combo when you read an invincible move, each of which has a reasonably low difficulty for mistakes.
The wasp is summoned with the parry button.
I think Goki will be swinging his heavy kick around in low rank.
If you crouch and dodge, you can land a big kick and deal around 4000 damage with a panic combo.
The D-gauge full release big big rush reduces so much it’s laughable.
What should I do to respond to the big gossip? Impact?
Vertical backstep Jasper please impact.
It’s useful to know about the use of the Big Foot Sword → SA1 in case you’re unsure where to use SA.
If the big foot sword hits, quite a lot will go in… if it hits.
I feel like it’s quite common for diamond stackers to be overly cautious with their gauge.
I’ve recently started using Terry, but surprisingly, he’s a bit awkward to maneuver…
I’m doing it with a leverless controller, but commands like Tornado → SA1 are difficult.
My fingers are about to cramp.
Reversing training can only be done by consciously practicing finger loosening in daily life.
Is it not allowed to add a lever to the revers?
Daigosu Jasupa can be surprisingly easy if you just stare at it intently.
In terms of difficulty, it’s probably easier than doing a headbutt, Hyakkan, or Hanachou-sen.
If you’re not going to participate in CPT or similar tournaments, you can do whatever you want.
It’s surprisingly difficult to perform a fire kick.
I guess I just need to practice.
It seems like Bogard has to be mindful of the delay, which looks tiring.
Street Fighter 6 feels stricter with combo timing compared to other fighting games, it’s tough.
Thanks to various professionals in version 5, it has clearly become a no-go to increase the number of move buttons.
I want to be able to use something like Terry’s Power Wave chase dunk, but it’s really damn hard.
I don’t understand the difference between a stick and a lever… is it the accuracy of recognition?
There are really few options with a stick, you know.
There are hardly any types that come with an expansion button from the beginning.
A lever is set to be released by Cyber Gadget this May, and it seems to be a good lever that comes with an additional installation and is priced under 30,000 yen.
I really dislike that it has a macro function…
By adding a lever and a jump button, you can cut the upward input of the lever.
Isn’t Mai’s foot technique stronger than Ryu’s foot technique?
I’m currently at Gold in Marisa, but after trying out Akuma, I got a Platinum rank in the ranked matches. This is… amazing…
Terry feels that when he tries to extend his combos a bit, the increase in difficulty and the improvement in damage don’t seem balanced, which is frustrating.
I’m using a pad, but my left hand just gets tired continuously.
https://www.cybergadget.co.jp/products/4544859035623/
I think getting the Viewlix layout with a parry or impact button for 20,000 is quite a bargain.
The macro function is something that shouldn’t be used in ranked matches, right…?
They say Terry is difficult, but if you remember about three setups at the edge of the screen, it’s pretty easy since you don’t need to worry about delays. The biggest decision in the center is quite difficult though…
Akuma is difficult, huh?
If you can’t use the hundred demons well, you’ll end up like Ryu without the big ghost or Ken without the thunder.
Ranked matches are basically just a monkey who either throws in a fire kick or spams heavy punch.
It seems that it’s easier for Marisa to win than Akuma in the Gold and Platinum ranks.
You need to wait for the judgment on whether to attack or not after seeing the hundred demons.
In the end, I’ll be driven crazy by always being at a disadvantage due to cautious observation.
I’m really getting annoyed with Hyakki Uramawari now.
Even using Akuma, that move is frustrating.
Almost all of Akuma’s techniques are infuriating.
I dislike everything except physical strength.
Terry can take 7000 with an easy combo that starts with a screen edge panic, which is amazing.
Terry struggled the most when using SA under lethal judgment.
Triple gay decreases the most, but the route changes too much from the usual combo.
Feel free to follow the example of Vega and Mai, who can effortlessly connect long OD special moves from a medium attack while casually checking the opponent’s health and landing anything.
It’s hidden behind the ridiculous performance where it hits on the activation of Hyakki and in the mid-range of Hyakki P, allowing for a guard advantage on throw after a knockdown.
Isn’t Hyakki K already more powerful than Cannon Strike?
Even though it hits around the waist, for some reason, it’s usually advantageous for Gouki, and hitting with a middle attack is done nonchalantly; it’s just complete chaos.
I still think it’s strange that the Hundred Demons can force a guard with an airborne maneuver that can shift timing and obviously gain an advantage.
If you’re holding a rising dragon that extends upwards, then that’s all well and good.
I want to do Terry’s crack derailleur round chaser combo because it’s efficient and portable, but it’s not stable.
I’m using Mariza as my sub, but I recommend big kick → charged big kick.
I reached High Master without even being able to do combos using SA1 or SA2 with big punches…
I guess I should learn it soon, huh…?
Just because I have the Rising Dragon, using it against the Hundred Demons results in an incomprehensible way of avoiding it, which I can’t accept.
I made it to the end of the intermediate combo trial!
I can’t move my fingers!
You don’t need to do the basics in the advanced trial.
It’s more practical to do the combos from the videos that came up in the search instead.
Hyakki changes a lot with aerial throws, doesn’t it?
The advanced trial has some elements that make you wonder where you would use this…
Weak Yōkai are seriously strong.
If you unleash a weak Hyakki from a distance where the soaring dragon can’t reach, it creates pressure equivalent to a jump against the bullet just by doing that.
The side being attacked can’t afford to drop their guard at all, so the risk-reward balance is not right.
Hyakki K can’t be used in a way like stepping on the opponent’s counterattack low kick.
The intended use is completely different, so it doesn’t really make sense to compare them.
The big ghost can surprisingly be done quite easily by just watching closely at level 20, with no name.
The massive punch from Vega in the 19th occurrence is probably causing a lot of jasper.
The hundred demons take advantage of the situation effortlessly, even though the others would be at a disadvantage if they were to get involved.
Isn’t the foot knife panic can electric blade wave vacuum wave fist around 4000 or something?
Ed’s moves are tough!
The small moves come out too late!
The trial will connect from here on, and it’s fine to have a casual attitude about it.
The trial is not for use in actual combat.
This is an example of a connection that is possible, so it’s worth practicing.
Watching videos and achieving a maximum combo is good, but it doesn’t increase my knowledge of taking lethal damage from the attacks that hit me.
If it’s a PC, you can probably get a Jasper, right?
Even if it’s called a rising dragon, there are various types like those who stumble or those who are slow.
I think Ken, Gouki, and Juri can take down Hyakki.
It’s interesting that the nameless ones who are dealing with the techniques of occurrence 20 are also getting hit by the impact of 26.
You can somewhat do it just by watching the big Gozu Jasper, as expected.
You should give it a try with Tremor.
I didn’t really see things like DaeGosuJasper or CC and Red Bull either.
Well, it’s fine, right?
If you can complete all of the beginner levels and the first three of the intermediate levels in the combo trial, that’s enough to start, right?
I’m a master, but I still can’t complete Guile’s trial.
Even in the same frame, the clarity of motion is clearly apparent, right?
Especially impact.
Shoryu is indeed unparalleled as the original.
I understand that some people won’t move from their uniforms; it’s stress-free.
The big ghost is only ever jasped when it’s being rubbed like an idiot.
And somehow when the big foot sword is drawn, it gets Jaspered.
Whether it’s an impact or a big ghost, if you’re prepared for it to come, you can counter it.
It’s impossible when you’re panicking.
I want to stop the disparity where things like being able to crush impacts are due to multi-hit moves like the Shoryuken.
Well, since the 2000s, there have been plenty of people online bragging about standing up after watching the middle section of ◯◯.
They were mostly the kind of people who would die from being delayed by the lower stages or something like that.
In this game, if you drop with the rising dragon, you can surely go into a throw mix-up for a wake-up attack from the rush, which makes it incredibly strong.
It’s an important source of damage.
I’m jumping straight into a big assist from the rush without thinking in Moga, but is it better to throw in a knee strike or something like that first?
Even when I see the impact, I’m scared of the sound and can’t follow through with the impact.
I wonder if it’s possible to just replace the sound for the impact…
It’s okay to make mistakes, so let’s use the combo with Rush in actual practice as soon as possible.
If you don’t use it, it’ll really never come out in actual combat for a lifetime.
Modern Ryu doesn’t have a pull back heavy punch, and can’t perform weak or strong footsies or weak or strong tornadoes, and can only execute the second hit of the target combo for the heavy kick.
Isn’t this already a different character before strong or weak?
It’s good to practice combos with the training dummy.
The large K of the dance is definitely one of the strongest normals, but it’s in a different category from the foot sword.
It’s not a technique to compare with instant attacks, but I think using Mai’s strong kick for a guard -3 is bad while I’m grinding it out.
This game isn’t necessarily much easier than other fighting games, is it?
If it weren’t easy, there wouldn’t be so many new ones.
I can manage if I keep staring until around 20F.
If you look away, you can’t press the button even on 60F.
I am reacting to the impact sound being loud.
I don’t know if it has any meaning.
If you see it, everyone will die if feints or other techniques are mixed in.
I can’t return the impact, but I wasn’t even touching the impact button in the first place.
If you let people who are new to Street Fighter 6 play Street Fighter 4, about 99% of them won’t be able to do long, timed combos using Focus Cancel.
My strong spin knuckle is also executed perfectly when I first used it in the final round of the third match.
Which is stronger, Mai or Juri?
A game that requires at least 9 buttons cannot be easy.
If you make it seem easy, new customers will increase.
Look at Smash Bros, everyone thinks it’s a ridiculously hard but simple party game.
“Can’t you erase Sebi?” is such an ancient spell, so stop it.
When you raise the impact sound, the SA becomes thunderously loud as well.
The spin knuckle can be recognized and countered pretty well, but sometimes it gets mixed up with the impact… the motions are just too similar…