Originally posted by MrKirov
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Rambled a bit with speedy about this on discord already, but after going through a few combo trials I'm struggling a bit with using drive rush a) effectively on its own and b) for cancelling in extended combos. I thought I was being smart trying to do combos with normal > DR > normal via the 'shortcut' method, but I'm finding it's pretty demanding in terms of the speed it requires - faster than I remember FADC being in SF4 - and if I'm not pressing the next input I want super quick after the DR, I'm also getting an unwanted medium punch/kick input coming out too. I feel like the shortcut is maybe more just for usage when you're in neutral?
Just as I wrote the above I found this -
... this seems to suggest that you can hold the next attack after your DR and it'll come out on frame 1, but that feels like the least of my worries!
Anyway: so far I'm sizing up Marisa and Manon, two very different but good characters. Arcade mode is nicely sized, the story scenes serve as good intros to the newbies, and it unlocks loads of great art. Very good.
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Originally posted by fuse View PostAnyway: so far I'm sizing up Marisa and Manon, two very different but good characters. Arcade mode is nicely sized, the story scenes serve as good intros to the newbies, and it unlocks loads of great art. Very good.
She's crazy strong, but then so is Zangief. Out of the two of them, right now, if I'm purely focused on picking a character to win as, it would be Gief just because of his epic throw damage & range (Gief can win a game in 3 moves).
Admittedly I'm a bit blinkered on this because, as a Juri main, Marisa forces me to play a harassing, keep-my-distance play that I don't like doing all that much (and I'm not convinced it's fun for the Marisa player either), similar in concept to a keepaway Sagat playstyle where you throw 50 projectiles in a round. I'm not gonna knock it in terms of viability, more just in terms of fun.
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Originally posted by fuse View PostRambled a bit with speedy about this on discord already, but after going through a few combo trials I'm struggling a bit with using drive rush a) effectively on its own and b) for cancelling in extended combos. I thought I was being smart trying to do combos with normal > DR > normal via the 'shortcut' method, but I'm finding it's pretty demanding in terms of the speed it requires - faster than I remember FADC being in SF4 - and if I'm not pressing the next input I want super quick after the DR, I'm also getting an unwanted medium punch/kick input coming out too. I feel like the shortcut is maybe more just for usage when you're in neut
I never was able to master FADC just seemed like too many inputs but DRC is something I seem to have managed to get to grips with. Once you crack that all you need to do is press F>F as you input a normal it becomes so much easier. The real trick is building muscle memory on what your follow ups are.
Raw DR is something I am struggling with though, whenever I do it, it always gets blocked but when someone does it to me they always get in.
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Originally posted by fuse View PostRambled a bit with speedy about this on discord already, but after going through a few combo trials I'm struggling a bit with using drive rush a) effectively on its own and b) for cancelling in extended combos. I thought I was being smart trying to do combos with normal > DR > normal via the 'shortcut' method, but I'm finding it's pretty demanding in terms of the speed it requires - faster than I remember FADC being in SF4 - and if I'm not pressing the next input I want super quick after the DR, I'm also getting an unwanted medium punch/kick input coming out too. I feel like the shortcut is maybe more just for usage when you're in neutral?
Just as I wrote the above I found this -
... this seems to suggest that you can hold the next attack after your DR and it'll come out on frame 1, but that feels like the least of my worries!
Anyway: so far I'm sizing up Marisa and Manon, two very different but good characters. Arcade mode is nicely sized, the story scenes serve as good intros to the newbies, and it unlocks loads of great art. Very good.
For a raw DR, it’s supposed to be F, F then MP/MK- however you can actually hold and buffer the first forward and then press forward, MP+MK at the same time, so a three button movement becomes two.
So press forward, then press forward again and MP/MK at the same time- this will initiate a drive rush quickly, unexpectedly, and without having to hold parry first.
For DR cancelable normals, you just have to commit to it and make it part of the combo itself. So jab, jab, forward forward. You don’t really have time to hit confirm other than the first jab. I find it’s easier to commit to it as a combo string instead of trying to do it on the fly.
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Originally posted by MrKirov View Post
So press forward, then press forward again and MP/MK at the same time- this will initiate a drive rush quickly, unexpectedly, and without having to hold parry first.
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Originally posted by hudson View PostI tried this but in the heat of the battle it just goes out the window for me, like most things I practice fine in training mode
Part of the issue is that I play Cammy, and in this one she's got so many tools and routes and options, I sometimes get choice paralysis- and that's WITHOUT worrying about drive rush! Hooligan alone has four separate outcomes, and now you can mid air combo off her throw too, there just so much choice.
I think its great though, lots of tools at your disposal means lots of individual playing styles, and people can feel less flow charty.
I'm hovering between Platinum 2 and 3 now, where my placement matches placed me in Bronze 1. Things are getting tougher, but definately since I learned a good fall back 30% combo from a single back +MP, im able to better convert into damage when its my turn. With level 1 or level 3 tacked onto the end of those combos, im hitting 40-50% each time if I can get the jump HP in first.
Cammy is super squishy though, and a defensive Manon/Gief/Marisa- even Ryu make my life difficult. Annoying them with pokes until they get frustrated is my only option there.
Im liking my ability to deal with rushdowns so far, though once youre in the corner its game over, youre reduced to so many 50/50's that its tough going. So ive learned to try my best to avoid being cornered at all times- even though some peoples corner carry combos are insane.
I really struggle against Ken mostly, he seems to endlessly keep going with hits, and even when it feels like your turn he pulls something out that feels super unpunishable. my basic 4 frame jabs dont seem to stop him when it should, so its super tough.
Honda is a defensive wall, and even with perfect parries and DI, everything he does seems super safe.
My main issues right now are the following;
- Learning to add combo enders to jabs and mids that connect. I'm leaving lots of damage on the table, instead continuing to mash jab like a noob
- Better reactions to rando DI's, it happens more often than id like.
- Learn a better anti air. Cammys back MP was far more effective in 5, and doesnt seem to have the hitbox to stop alot. And her back HK is very low pitched and situational for AA. I need to learn to stop doing HK Cannon spike to anti air and rely on LK, as I keep flying across the screen unexpectedly when trying to anti air on reaction
Loving the game though, ive put in far too many hours at this point, but glad I coughed up £200 for the official SF6 stick. Its a joy.
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