The only thing about SF6's design that scares me a little bit is how there's an entire mechanic basically around dash cancelling, which isn't bad at all but my hands are just incapable of doing combos with dashes in them so I'm gonna need a lot of practice.
The only thing about SF6's design that scares me a little bit is how there's an entire mechanic basically around dash cancelling, which isn't bad at all but my hands are just incapable of doing combos with dashes in them so I'm gonna need a lot of practice.
I expect a lot of people to kill themselves with rush cancels early on, so you'll probably have an edge on those folks.
i'm a little surprised they didn't add button dash to SF6. i guess the controls are already a little busy so it'd be hard to fit in an 8 button layout but still.
The only thing about SF6's design that scares me a little bit is how there's an entire mechanic basically around dash cancelling, which isn't bad at all but my hands are just incapable of doing combos with dashes in them so I'm gonna need a lot of practice.
I wouldn't worry about it unless you hit a plateau at middle ranks. I've played a medium amount from the betas and the demo, and I found a.) fundamentals, and b.) DI way more important at the beginning phases of the game. After that, you'll have enough experience that integrating DRC into your combos will be a little easier.
The sad thing for me is that I'm really hyped for SF6 now after playing the demo (whereas before I didn't care much for it) and it still is a month away.
Fun fact: I been playing the demo and I have three conclusions
1: game is extremely dope
2: ryu is surprisingly boring
3: luke is really fun
Ryu has some dope looking shit with his EX-Donkey kick wallbounce and his hashogeki, but yeah, Ryu is certainly the shoto-ass-shoto he's always been.
I felt kind of the opposite — Ryu's denjin install and hashogeki are both nuts, if things have stayed the same since beta
- L hashogeki does more damage than hadoken and forms a true blockstring with cr.mk, whereas cr.mk x hadoken can be Drive Impacted if you're too far
- H hashogeki is +2 on block, so it's a great pressure tool for zero meter once you condition them to block. Reminds me Kage's stomp.
- You can't combo into H hashogeki normally, but on punish counter you can, and it launches for an extended combo
- Denjin hashogeki can be comboed into regularly and is plus on block (I think +3) and still launches. This thing is BUCKWILD. When Ryu has denjin, he's just itching to close in and use this, and you're twitchy waiting for the denjin hadoken.
- EX hashogeki is +3 and can be comboed into. This lets him spend bar to generate strong pressure pretty much at will.
- EX denjin hashogeki is plus on block and it crumples, lol. Seems hard to prep and then land, but the reward is enormous.
Hasho gives Ryu a really strong close game and the capacity to really style on people with big beefy combos that have extreme corner carry with all the launches. Tbh I might pick up Ryu because of this move.
I think my issue with Ryu is that the system provides so many quality counterzoning options. He's certainly a very complete and probably powerful character. But he just didn't hold my interest in the demo because what sf6 ryu wants to do and what I am trying to do are two different things
Only semi-related, I remember playing a lot of MvC3/UMvC3 and getting pretty good at it but didn't ever figure out what the purpose of dragon punches were in that game besides "gotta have 'em", it seemed like it was impossible to combo with them and they didn't like, blast the opponent cross screen so for a touch of death game they seemed weak.
I was probably just bad or not adequately doing tag-assist combos or whatever but it always felt like they were a pretty useless tool compared to aggressive fireball zoning or just trying to find a meter punish you could combo with.
I ate an engineer
0
Options
DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
edited May 2023
I'm starting with Marisa cause she looks cool and pretty fucked and it'll be fun to try someone who isn't Ryu for once.
Only semi-related, I remember playing a lot of MvC3/UMvC3 and getting pretty good at it but didn't ever figure out what the purpose of dragon punches were in that game besides "gotta have 'em", it seemed like it was impossible to combo with them and they didn't like, blast the opponent cross screen so for a touch of death game they seemed weak.
I was probably just bad or not adequately doing tag-assist combos or whatever but it always felt like they were a pretty useless tool compared to aggressive fireball zoning or just trying to find a meter punish you could combo with.
Naw. MvC just has a lot of stuff that is functionally useless outside of combo fodder if even that.
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
Posts
Sim tp is just f or b+3p/3k
b+mp is special cancelable
mummy is special cancelable
Arc fireball bounces
Can charge yoga fire for more hits without ex
wacky waving inflatable arm waving merkava lv 3
Sim looking kinda fucked up
I expect a lot of people to kill themselves with rush cancels early on, so you'll probably have an edge on those folks.
I wouldn't worry about it unless you hit a plateau at middle ranks. I've played a medium amount from the betas and the demo, and I found a.) fundamentals, and b.) DI way more important at the beginning phases of the game. After that, you'll have enough experience that integrating DRC into your combos will be a little easier.
I felt kind of the opposite — Ryu's denjin install and hashogeki are both nuts, if things have stayed the same since beta
- L hashogeki does more damage than hadoken and forms a true blockstring with cr.mk, whereas cr.mk x hadoken can be Drive Impacted if you're too far
- H hashogeki is +2 on block, so it's a great pressure tool for zero meter once you condition them to block. Reminds me Kage's stomp.
- You can't combo into H hashogeki normally, but on punish counter you can, and it launches for an extended combo
- Denjin hashogeki can be comboed into regularly and is plus on block (I think +3) and still launches. This thing is BUCKWILD. When Ryu has denjin, he's just itching to close in and use this, and you're twitchy waiting for the denjin hadoken.
- EX hashogeki is +3 and can be comboed into. This lets him spend bar to generate strong pressure pretty much at will.
- EX denjin hashogeki is plus on block and it crumples, lol. Seems hard to prep and then land, but the reward is enormous.
Hasho gives Ryu a really strong close game and the capacity to really style on people with big beefy combos that have extreme corner carry with all the launches. Tbh I might pick up Ryu because of this move.
I was probably just bad or not adequately doing tag-assist combos or whatever but it always felt like they were a pretty useless tool compared to aggressive fireball zoning or just trying to find a meter punish you could combo with.
Naw. MvC just has a lot of stuff that is functionally useless outside of combo fodder if even that.
As someone who never quite mastered the slide technique is SF4, this pleases me greatly.