Here's what I found out that worked for me: When the spin knuckle hits, do the 1st quarter-circle forward. Then as you are starting the 2nd quarter-circle forwards you are hitting light punch, and then finishing the super. So you're "buffering" the first qcf, and then hitting light punch as you start the 2nd qcf. If this notation helps...the moment the spin knuckle hits, you do 234, then (2 + LP)3(4 + K). I had to look this up because I would have thought that hitting light punch would ruin the double qcf.
So wild to see someone with experience blaze through these. I think Juri's are pretty easy because the install ones are the advanced ones, but install makes it feel like FighterZ, but advanced 1 had me stuck for a bit until I realized there's a weird juggle on her fireball into the rest of the combo.
At 11:20 the jinrai follow-up is actually really hard to hit consistent for me. I looked at it in training mode, and it's actually a 2 frame window in this trial lol
9:08 people have been experimenting with Running Tatsu in some very wild and unorthodox corner to corner routes (you can do specific sequences to get the back hit which carries them into an easy juggle afterwards)
No wonder I got stuck on that one Cammy trial, the secret input 😭 glad I watched this or if probably struggle again for a few hours today trying to get it lol
This was my first street fighter and the first fighting game I’d gotten serious with, and I’m feeling less bad for struggling on some of these for like an hour after seeing you struggle even if it’s for WAY less time.
Funnily enough for the Cammy Hooligan loop trial, Pad players (or anyone who uses triple punch and triple kick shortcuts) just get it for free because triple punch does the "heaviest" version
cammy will never do these combos because they suck. their damage output is trash. the only cammy combo's you'll see online are her level 2 EX DP combo and she has a lot of drive-rush whiff punish-type short combos that do like 20%-25%. Cammy's current scaling on her juggles on most of her moves makes unrewarding to play. Just look Advance 3. You spend 4 green bar meter and 1 ex bar meter to do 34% damage. In comparison, Ryu can do 30% with 1 bar with less effort and so can many other character like Honda has easy 30% hit-confirm as well. 4X as many resources for 0 reward. Mannon's grabs are legit 40% 1 button.
@@dodang_9147 I played Kitana throughout MK11s lifespan and she had the exact same problem, too much effort for too little reward. Unlike Kitana, I think Cammy's fun to play, she has good normals, she's fast, her animations and combos are flashy and diverse, for that alone I think they're rewarding to learn and execute. My only complaints is hooligan is still kinda useless and her damage doesn't make sense for a rushdown. But you're right, I'm going to switch to Ken and play her just for fun
Bro, you nailed Ken's so hard. Idk if that's legacy skill, but as a new player I actually had a harder time with Ken than I did with Cammy, specially with the Jinrai delayed low and double light shoryukens at the end, the timing is SO strict.
Ken's Intermediate 13 is such a sweet combo. My favorite of the trials you've shown so far. Also appreciate the tip on parry, didn't know you could hold it like that.
I've never played a fighting game before and I've been learning with modern controls. I wanted to try Cammy because she seemed fast and agile and fun, so I went into combo trials to learn what I expected to be some useful general combos for me. Even on Modern I got absolutely blasted and ended up giving up. I'm gonna play Luke instead for a bit and learn how to play the video game first lol
Just a heads up, most fighting game trial combos aren't that practical. They're just for the challenge and sometimes to show some of the stuff that's possible. You'll be better off learning some simple combos from youtube
Bro, learning combos on pad is so dang tough. Idk if hitbox or stick make them marginally easier to execute but I could barely finish the “beginner” ones on it.
Completed trials for cammy last night, little did i know you can dash normally out of heavy punch for a drive dash which made that tricky advanced 5 combo just that bit easier lol
The first DP motion counts toward the super. so just do forward, then two QCF but input the K on the first QCF when it's passing down forward. 623+K6,236+Super
You know that even advanced combo that is quite hard to do for Cammy will deal less damage than monkey-easy Ryu 3 hit combo right? Cammy damage is pathetic compared to rest of the cast right now.
Would love to see the Dhalsim combo trials, everyone talks about how technical of a character he is but idk if his combos are that hard or if he just has a lot of spacing stuff required to make his moves work they way they're supposed to
I've seen threads and my friends and I have been having a he'll of a time with intermediate 9 Cammy, cause of the crlp xx level 1. Might be worth making a quick video since you described it as easy.
I'm new to fighting games and I was practically pulling my hair out trying to get cammy intermediate 9! Glad those threads exist because because I wouldn't have figured it out on my own
I just did that combo and it took me days to do. I was barely trying when I did it and it just came out🙃 I wished it came out as easy when I was trying and now I’m just stuck on the very last combo and I had to give it a break after spending 30 minutes on it
Kimberly's last one is hard. I gave up. Most of hers is tricky as well. I think it's around 7-8. Same as Luke's due to needing perfect timing. So far I've completed Ken, Ryu, Gief, Jamie, Marisa, Lily and Manon
This is my first street fighter game so I’m bad at attack canceling because I’m used to ggst and dbzfighterz and mk but it’s so fun to play cammy because she plays like sin from ggst with short fast high dammage combos and can even do long combos and has good mixups
I'm upset he got Chun's advanced 3 so fast. By far her hardest trial for me. Between the awkward stance input from b.hp into an annoying ex fireball link, into the fairly quick mp-cr. mp link making it a quick charge issue took me so long to get all of them to connect in the same combo.
I play with cammy but man… we really need to sweat to do damage… I will never do any of those big combos if I can do shorter ones with damage a little closer, and her special attacks are always punishable, only can do them in combos cause for example the hooligan, you do and people just jab and you lose (last day one guy grabbed me doing the hooligan)
How do you mean her special attacks are always punishable? All versions of her spiral arrows safe if you use them at max distance. Her spin knuckles are all safe or plus on block. All her hooligan options are safe or plus on block. And of course her dive kicks can be made plus or safe as well. In return they have big hurt boxes that are susceptible to DI/ getting jabbed out of if thats what you meant.
@@ngubod16 yes sorry my english is not perfect... I mean the hurt box... when I do from afar the enemies just do some simple jab or attack and always turn down spiral arrow, hooligan... the spin knucle not much cause I do more in combos or to avoid some projectiles... I think the hurt box is too big, or maybe her attacks are slower than before in other games, not sure (I know she moves fast)
I'm a new street fighter player and I pretty much only play cammy and I relate. I gotta really try if I wanna win (I'm not even good I'm barely iron xd). I guess I gotta keep playing
I played for about 100 hours in world tour (with cammy style) mode and cammy in training before even attempting this. This Cammy trial was the only one i've attempted so far (besides lukes in modern, just to test the controls) and i found them pretty easy, although i had many hours of experience with the char. The dive kick shenanigans are really mess up, i remember spending hours with that shit in the world tour practice mode (which is REALLY limited) to figure that out by myself. That said, i'm enjoying cammy a lot in this game, even though i never played her before;
I'm on the Last one for Cammy...I'm new to street fighter and the cancel into super is tricky for me. I did JP and his one was fun. You have me fearing Guile's trial. haha!
There is a lot of nuance with which buttons you choose for EX in a lot of these trials that have caused me untold hell. Lots of heights issues across the board because of the combination you use.
Ken has an insane 47% combo that requires 4 gage meter and only lvl 2 super. nHK(punish counter or not) -> jihnri -> OD Dragon Lash -> OD Jihnri -> lvl 2 super. can easily seal round 2 or 3 if u have the resources.
hey jmcrofts, I've only done honda's and blanka's trials, and struggled a bit on blanka's advanced 2. i was wondering if i could see you do blanka's trials and get your opinion on them
Im new to fighting games and I cant for the life of me get the cammy intermediate trial 9 down consistently on a pad. Something about crouch light into super i just cant get it out fast enough. Is the trial just really hard or am I just not fast enough on the input?
It was tricky but it only took him 5 minutes….. what are you using a hit box or stick? Cause I can’t even get passed most intermediate trials with a controller lol
Hi everyone I got a question. Is it still worth playing USF4 to practise for 6? I don't want to pay 60 bucks yet. Are the inputs for combos etc transferable?
I'm playing jamie on sf6, but I haven't got to see the trial yet. 😅 also hype for your video there are always good, to learn something or talk about something "" also I don't realy know how to use correctly the green drive in combo "(one of my friend told me you can hold the medium punch and dash after the medium move)
Advanced 4 for cammy does more damage if you cancel into her lvl 2 i think, and advanced 5 does more damage if you dont cancel into her lvl 3.. there are more optimal damage combos than these obviously but its still worth noting..
Cammy trials felt pretty ez but took a long time for me (90 min overall) because she had some pretty long combos and I suck at dp inputs/remembering stuff
Links used to be hard for me when I first started doing them. Pay attention to your characters animation. Don’t press the next button until the recovery animation has completed, and don’t mash. Only press once. If you press too early nothing will come out. Too late and the move will come out, but no combo. That will be how you gauge your progress. Additionally, until you get better at timing it try linking into lights to give you some wiggle room. Cammy can link cr. HP (+7 on hit) into cr. MP. (7 frames of startup) cr/st LP both have a startup of 4 frames. As you can see you have a couple frames extra. So, if you’re not confident in your timing try your fast buttons out for your character until you develop the muscle memory.
Here's what I found out that worked for me: When the spin knuckle hits, do the 1st quarter-circle forward. Then as you are starting the 2nd quarter-circle forwards you are hitting light punch, and then finishing the super. So you're "buffering" the first qcf, and then hitting light punch as you start the 2nd qcf. If this notation helps...the moment the spin knuckle hits, you do 234, then (2 + LP)3(4 + K). I had to look this up because I would have thought that hitting light punch would ruin the double qcf.
Hi jmcrofts. I have been following your content and I am a huge fan, especially of the way you are constantly improving things like your narration style, video and voice production, etc.. Your videos have been enormously helpful for me not just for learning fighting games, but appreciating and enjoying important parts of fighting game culture as well. I am wondering if you are aware of a former pro fighting game player named 'DarkSydePhil'? He took 4th in Super Turbo at EVO 2005, and he is recently playing Street Fighter 6 on stream seemingly as a way to get back into the FGC culture. He is struggling a lot, however, with basic concepts like frame data making moves 'safe', countering drive impacts, etc.. He also has a particularly difficult time with the mental side of learning-blaming the game instead of himself, salting when his opponent beats him, concluding a move is broken after only a single match, etc.. It is probably a bit of a stretch, but I wondered if you would be willing to make a short video aimed at helping him improve his attitude and fundamentals. I think he could really benefit from the level of knowledge and compassion you always present, and might actually be able to make diamond with your help. Thanks as always for the video. Loving your steady releases, and hoping to see more SF6 content soon.
If that's the air tatsu on do qcb then uf kick to get it instant air. If that's the EX throw, do the "tiger knee" motion, which is qcf/uf in a single motion
Its a new mechanic in sf6, it happens when you hit your opponent when they're recovering from a move. Usually it has stronger effects than a normal counterhit
I'm new to SF and for me I feel like there is a problem getting specials to come out. I dont have any issues in any other fighting game getting 100 specials in a row to come out but with SF6 I can barely get 3 in a row to come out. I'm mainly a GG player and I feel it's far more complex than SF but I have no problem consistently doing specials in any GG game.
Intermediate 5 has me stumped on Cammy. I cannot get the timing of the back medium punch after the jump. Ryu just blocks and I'm super frustrated with it at this point. I'm relatively new to fighting games but damn this shit is muy dificil!!
I’ll help ya out. It’s not the back medium punch you’re struggling with. What’s probably happening (if you’re new) is the OD Cannon Strike is hitting too high. If Cammy hits too high the back medium punch won’t combo, because you don’t have enough frame advantage. It’s all about spacing and timing the cannon strike. And you can experiment in training mode what is possible by enabling frame data. It’ll tell you the startup of your moves, and frame advantage on hit so you can see what works and what doesn’t. Now, for this specific trial if you do it at the peak of her jump it wont work. As soon as you jump input the QCB and press the two kicks shortly after. If you hit Ryu low enough you’ll land the back MP. It has to be shortly after the forward jump and before reaching maximum height. There are two other methods. One is more advanced. If you can do an instant cannon strike. People refer to this as TK or tigger knee version. QCB, UF+two kicks it’ll come out instantly. Only problem is for this trial you’ll come up a little short so you gotta move a little closer so you hit his ankles. If that method is too hard, for the sake of this trial you can do the OD cannon strike on your descent. Now in a match nobody’s just going to let you jump at them for free, but you can buffer the QCB on your descent and when you’re low enough press the two kicks. If done properly you’re going to be very low to the ground as you perform the move and should be easy to follow up with back MP. Hope that helps!
They made that one Cammy trial with the old school Capcom “secret input until the community gets it” method.
There a few of these in 6.
If it’s the DP into super then I need to know the shortcut, that trial has been haunting me 💀
@@darriusmarcum4223 it ain’t that one, that one is just insane lmao
@@darriusmarcum4223 idk if you know this already, but the DP counts as the first QCF motion for the super
Guile flash kick into SA3. DB to UF to B to F
16:00 "that one's easy at least"
I've been stuck on this one for 2 days 😭
The down lp cancel into special part?
@jimcarrey2866 yeah. I have clunky hands, and I really struggle to get the double fireball that quick
Here's what I found out that worked for me: When the spin knuckle hits, do the 1st quarter-circle forward. Then as you are starting the 2nd quarter-circle forwards you are hitting light punch, and then finishing the super. So you're "buffering" the first qcf, and then hitting light punch as you start the 2nd qcf.
If this notation helps...the moment the spin knuckle hits, you do 234, then (2 + LP)3(4 + K).
I had to look this up because I would have thought that hitting light punch would ruin the double qcf.
Gah, I meant 236, then (2 + LP)3(6 + K)....sorry
@@darkrootgabriel ohhh that's smart. I'll have to try that out. Thanks!
“that one was pretty tricky man took me like 5 minutes” is wild
he’s a combo trial god what do you expect
@@2git2theotherside him and BrianF make it look so easy lol, my fingers start cramping after 3 minutes 😅
@@mrcuddles2199 when you've played Street Fighter 4 for years this stuff is pretty breezy
@@pancakejamboree8700 I actually did back in the day but I’m old now 😅
I like how they spiced up the returning characters. They all have new mechanics and they feel less vanilla than in 5.
So wild to see someone with experience blaze through these. I think Juri's are pretty easy because the install ones are the advanced ones, but install makes it feel like FighterZ, but advanced 1 had me stuck for a bit until I realized there's a weird juggle on her fireball into the rest of the combo.
At 11:20 the jinrai follow-up is actually really hard to hit consistent for me. I looked at it in training mode, and it's actually a 2 frame window in this trial lol
Yeah that Jinrai follow up took way too long to get down
NO WONDER. I've been going nuts trying to do these lol
I finally got it by watching the individual frame counters on the list of inputs, once you're at 52-54 frames after Jinrai, the follow-up connects.
i cant believe they made Ken into Naoto Blazblue
9:08 people have been experimenting with Running Tatsu in some very wild and unorthodox corner to corner routes (you can do specific sequences to get the back hit which carries them into an easy juggle afterwards)
Yeah those videos are nuts the first i saw that i went "W T F"
Those combos are SO sick, love seeing all the cool stuff people are finding
I'm so glad you found some of Cammy's trials 'tricky' lol. I've been struggling on those for DAYS! 🤣
No wonder I got stuck on that one Cammy trial, the secret input 😭 glad I watched this or if probably struggle again for a few hours today trying to get it lol
"And we exhausted ourself? Was it really worth, Ken?" Ken is a man with nothing left to lose, living on the edge. Why wouldn't he go for it?
And if it's the last 44% you never know if that's the combo that will do it for you lol
17:22 Did not know that, ty for the tip
I remember Cammy's combo trials in SFIV to be a bit hard too. There was an instant divekick one I could never do
All of SF4's trials are insanely hard compared to the SFV and SF6 trials, the only real way to 100 percent them all is with an arcade stick.
@@CoolBossFights im sure you could do it on controller, it's just harder, but also signifcantly less expensive
@@illford sure you can, but certain techniques from SF4 like pianoing are very difficult on controller.
This was my first street fighter and the first fighting game I’d gotten serious with, and I’m feeling less bad for struggling on some of these for like an hour after seeing you struggle even if it’s for WAY less time.
Funnily enough for the Cammy Hooligan loop trial, Pad players (or anyone who uses triple punch and triple kick shortcuts) just get it for free because triple punch does the "heaviest" version
I cant wait to see what crazy stuff cammy can do in the future man.
cammy will never do these combos because they suck. their damage output is trash. the only cammy combo's you'll see online are her level 2 EX DP combo and she has a lot of drive-rush whiff punish-type short combos that do like 20%-25%. Cammy's current scaling on her juggles on most of her moves makes unrewarding to play. Just look Advance 3. You spend 4 green bar meter and 1 ex bar meter to do 34% damage. In comparison, Ryu can do 30% with 1 bar with less effort and so can many other character like Honda has easy 30% hit-confirm as well. 4X as many resources for 0 reward. Mannon's grabs are legit 40% 1 button.
@@dodang_9147 yeah but cammy looks cooler while doing it so therefore shes better
@@Padlock_Steve Sure in casual but most player that play games want to win and if these combo are not optimal. they won't get used.
@@dodang_9147 actually most players who play games play to have fun
@@dodang_9147 I played Kitana throughout MK11s lifespan and she had the exact same problem, too much effort for too little reward. Unlike Kitana, I think Cammy's fun to play, she has good normals, she's fast, her animations and combos are flashy and diverse, for that alone I think they're rewarding to learn and execute.
My only complaints is hooligan is still kinda useless and her damage doesn't make sense for a rushdown.
But you're right, I'm going to switch to Ken and play her just for fun
Men god only know how much I would like to get Sakura in SF6 with all these mechanics her combo would be insane, please let it happen
Bro, you nailed Ken's so hard. Idk if that's legacy skill, but as a new player I actually had a harder time with Ken than I did with Cammy, specially with the Jinrai delayed low and double light shoryukens at the end, the timing is SO strict.
Ken's Intermediate 13 is such a sweet combo. My favorite of the trials you've shown so far. Also appreciate the tip on parry, didn't know you could hold it like that.
15:40 How do you super cancel from a light/jab? Been stuck on this trial for ages and can't find any shortcut inputs
I've never played a fighting game before and I've been learning with modern controls. I wanted to try Cammy because she seemed fast and agile and fun, so I went into combo trials to learn what I expected to be some useful general combos for me. Even on Modern I got absolutely blasted and ended up giving up. I'm gonna play Luke instead for a bit and learn how to play the video game first lol
Just a heads up, most fighting game trial combos aren't that practical. They're just for the challenge and sometimes to show some of the stuff that's possible. You'll be better off learning some simple combos from youtube
@@jordibaizabal5682 SF6 trials are pretty optimized, most of Cammy's one are BnB
Goodluck learning the game! I'm a noobi cammy too, hmu if u ever wanna spar
Bro, learning combos on pad is so dang tough. Idk if hitbox or stick make them marginally easier to execute but I could barely finish the “beginner” ones on it.
@@torchlight1785 i learnt SF4 on pad, it's not a matter of controller but a matter of habbit, persist enough and you'll get used to it.
Completed trials for cammy last night, little did i know you can dash normally out of heavy punch for a drive dash which made that tricky advanced 5 combo just that bit easier lol
Cammy's intermediate 11 is just not happening for me lol. I just can't cancel the DP into super consistently, even on 50% speed.
The first DP motion counts toward the super. so just do forward, then two QCF but input the K on the first QCF when it's passing down forward. 623+K6,236+Super
Us Cammy mains have to get arthritis to do less damage than a Ken target combo smh
You know that even advanced combo that is quite hard to do for Cammy will deal less damage than monkey-easy Ryu 3 hit combo right? Cammy damage is pathetic compared to rest of the cast right now.
Would love to see the Dhalsim combo trials, everyone talks about how technical of a character he is but idk if his combos are that hard or if he just has a lot of spacing stuff required to make his moves work they way they're supposed to
I literally did the exact same thing on the cammy trial, didn't realize there are 3 different ex versions of hooligan that have different properties.
Fuck thats impressive, I am Currently stuck on her intermediate combos
All these combo videos are making me want to play. Im waiting for next paycheck lol
For whatever reason I struggled with Cammy Intermediate 9 with cp into super, but I got it by cheesing with cp into dash cancel punch then super lol.
chun actually does have that command cross up in sfv. although it's a full kick instead of a knee
I believe that variant originated in 3rd Strike.
Love the trials content
I've seen threads and my friends and I have been having a he'll of a time with intermediate 9 Cammy, cause of the crlp xx level 1. Might be worth making a quick video since you described it as easy.
I'm new to fighting games and I was practically pulling my hair out trying to get cammy intermediate 9! Glad those threads exist because because I wouldn't have figured it out on my own
Same, I was stuck on that one for so long
I got stuck in this one for so long. I think there has to be a shortcut or something. The cancel window is as tight as those pants
I just did that combo and it took me days to do. I was barely trying when I did it and it just came out🙃 I wished it came out as easy when I was trying and now I’m just stuck on the very last combo and I had to give it a break after spending 30 minutes on it
I only use dpad on a controller, so it took me quite a while to do Cammy's trials. Crazy seeing them done so easily
...? Why did you say that like it's a handicap? Plenty of people play on D pad just fine, you just suck.
That’s impressive you did them. I’m using the PS5 pad, which imo has the worst dpad.
@@torchlight1785 it is, man. It's tearing up my thumb near the nail. I'm starting to think I'm getting too old and stubborn lol
blankas need love too ❤
Kimberly's last one is hard. I gave up. Most of hers is tricky as well. I think it's around 7-8. Same as Luke's due to needing perfect timing. So far I've completed Ken, Ryu, Gief, Jamie, Marisa, Lily and Manon
This is my first street fighter game so I’m bad at attack canceling because I’m used to ggst and dbzfighterz and mk but it’s so fun to play cammy because she plays like sin from ggst with short fast high dammage combos and can even do long combos and has good mixups
These parry-drive rush cancel combos make me realize how balls easy X-Factor cancel combos where in UMvC3
9:48
"That is such a cOOl combo",
Words, a World Warrior, Jun. 20×3
what’s the hardest combo trial you’ve done?
Makoto in third Strike has a trial that took me over 3 hours, that's probably hardest
At 19:30 They do need to tell you which buttons you need to press, the combo button on the combo is red, which means heavy.
? It literally doesn't. It says QCF (white 👊) (white 👊)
I'm upset he got Chun's advanced 3 so fast. By far her hardest trial for me. Between the awkward stance input from b.hp into an annoying ex fireball link, into the fairly quick mp-cr. mp link making it a quick charge issue took me so long to get all of them to connect in the same combo.
There are hard combos in SF6?
News to me
I play with cammy but man… we really need to sweat to do damage… I will never do any of those big combos if I can do shorter ones with damage a little closer, and her special attacks are always punishable, only can do them in combos cause for example the hooligan, you do and people just jab and you lose (last day one guy grabbed me doing the hooligan)
How do you mean her special attacks are always punishable?
All versions of her spiral arrows safe if you use them at max distance. Her spin knuckles are all safe or plus on block. All her hooligan options are safe or plus on block. And of course her dive kicks can be made plus or safe as well. In return they have big hurt boxes that are susceptible to DI/ getting jabbed out of if thats what you meant.
@@ngubod16 yes sorry my english is not perfect... I mean the hurt box... when I do from afar the enemies just do some simple jab or attack and always turn down spiral arrow, hooligan... the spin knucle not much cause I do more in combos or to avoid some projectiles... I think the hurt box is too big, or maybe her attacks are slower than before in other games, not sure (I know she moves fast)
I'm a new street fighter player and I pretty much only play cammy and I relate. I gotta really try if I wanna win (I'm not even good I'm barely iron xd). I guess I gotta keep playing
I love when you say something is the most basic combo when it's more advanced than anything I can perform.
I played for about 100 hours in world tour (with cammy style) mode and cammy in training before even attempting this. This Cammy trial was the only one i've attempted so far (besides lukes in modern, just to test the controls) and i found them pretty easy, although i had many hours of experience with the char. The dive kick shenanigans are really mess up, i remember spending hours with that shit in the world tour practice mode (which is REALLY limited) to figure that out by myself. That said, i'm enjoying cammy a lot in this game, even though i never played her before;
Can’t wait to play the game with one hand!
Cammy's overdrive hooligan changing based on buttons really confused me, so I finally came to watch this vid to see what trickery was going on lol
Oh man, this game's crazy.
I still like KoF more, but this game sure looks like it has a great future
KoF is so underrated
Same, I'll be sticking to both games in the long run. I'm so happy both Capcom and SNK are still making great fighting games.
I'm on the Last one for Cammy...I'm new to street fighter and the cancel into super is tricky for me. I did JP and his one was fun. You have me fearing Guile's trial. haha!
Chun Li : ah
Nobody : ...
JM : OH SO IT'S THE LAUNCHER
There is a lot of nuance with which buttons you choose for EX in a lot of these trials that have caused me untold hell. Lots of heights issues across the board because of the combination you use.
Ken has an insane 47% combo that requires 4 gage meter and only lvl 2 super. nHK(punish counter or not) -> jihnri -> OD Dragon Lash -> OD Jihnri -> lvl 2 super. can easily seal round 2 or 3 if u have the resources.
hey jmcrofts, I've only done honda's and blanka's trials, and struggled a bit on blanka's advanced 2. i was wondering if i could see you do blanka's trials and get your opinion on them
2:49 tis combo looks sick!
What pad are you using to do the combos so quickly?
Im new to fighting games and I cant for the life of me get the cammy intermediate trial 9 down consistently on a pad. Something about crouch light into super i just cant get it out fast enough. Is the trial just really hard or am I just not fast enough on the input?
It was tricky but it only took him 5 minutes….. what are you using a hit box or stick? Cause I can’t even get passed most intermediate trials with a controller lol
Everyone seems happy since the release of SF6
Hi everyone I got a question. Is it still worth playing USF4 to practise for 6? I don't want to pay 60 bucks yet.
Are the inputs for combos etc transferable?
You need to try using both hands for Cammy, that'll make it much easier.
I've spend about 2h trying to get through the easy cammy trials and i cant get the Spiral Arrow into DP to Land... This Just makes me feel Bad...
I'm playing jamie on sf6, but I haven't got to see the trial yet. 😅 also hype for your video there are always good, to learn something or talk about something "" also I don't realy know how to use correctly the green drive in combo "(one of my friend told me you can hold the medium punch and dash after the medium move)
11:00
Ken having sick combos
JM: "Is it really worth spend?"
Us: it was really worth watching
I love all this content you're putting out ❤
Now i want to see you do all the trials :D
Dude that was cool to watch
Advanced 4 for cammy does more damage if you cancel into her lvl 2 i think, and advanced 5 does more damage if you dont cancel into her lvl 3.. there are more optimal damage combos than these obviously but its still worth noting..
Cammy trials felt pretty ez but took a long time for me (90 min overall) because she had some pretty long combos and I suck at dp inputs/remembering stuff
Cammy trials were super easy for me and i can't DR at all. The hardest one was the intermediate one with Crouch light into super
I don't know why i didn't see that shit sooner thank you much for the video.
i cant get the intermediate level 9 i dont know how to buffer with stick :/
can you tk the ex move in cammy's advance 3 instead of doing medium and heavy?
These trails aren't the only thing that's hard👀
I have such a hard time getting ken's run cancel specials to go off I gave up on using him entirely
Spin Knuckle actually crossed up in V too.
Can you do Zangief Trials bro? I find df+M.P into his level 1 and 2 to be hard, however, I might be a scrub lol
Honestly the links in this game are VERY difficult. I just can't get the timing down on the harder trials.
Links used to be hard for me when I first started doing them. Pay attention to your characters animation. Don’t press the next button until the recovery animation has completed, and don’t mash. Only press once. If you press too early nothing will come out. Too late and the move will come out, but no combo. That will be how you gauge your progress.
Additionally, until you get better at timing it try linking into lights to give you some wiggle room. Cammy can link cr. HP (+7 on hit) into cr. MP. (7 frames of startup)
cr/st LP both have a startup of 4 frames.
As you can see you have a couple frames extra. So, if you’re not confident in your timing try your fast buttons out for your character until you develop the muscle memory.
This question’s been bugging me. What’s the difference between punish counter and counter? I don’t own SF6 yet because my pc can’t handle it.
Counter is hitting a move before it comes out, punish is hitting a move after it comes out
@@jmcrofts Well, I figured that, but what changes mechanically? Are better punishes from counter or punish counter?
What percentage of players will consistently use the end level combos in PvP? .0001?
I feel so validated about the Cammy trails now lmao
Blanka's advanced trial 2 is pretty tough
Def wanna see Blanka trials, there's some weird stuff in there.
Kimberly and deejay my dude. They are fun!
19:20
Sick combos
Dude I hate Ken advanced 4 I can’t hit the second kick and when I hit it the dp doesn’t come out 😢
How do you do the EX moves? Where they are gold?
Ex/Overdrive is done by pressing two punch or two kick buttons on your special moves
press two buttons at the same time, such as light kick medium kick or light punch medium punch
RIGHT? Advanced Cammy trials are impossible. Heck even the normal once are insanely hard, I've done the novice ones
Everyone playing SF6
Cammy Playing UMVC3
How did he cancel d lp into super in cammy intermediate 9?! I had to slow down the game bc I couldn't do it fast enough, holy crap
Here's what I found out that worked for me: When the spin knuckle hits, do the 1st quarter-circle forward. Then as you are starting the 2nd quarter-circle forwards you are hitting light punch, and then finishing the super. So you're "buffering" the first qcf, and then hitting light punch as you start the 2nd qcf.
If this notation helps...the moment the spin knuckle hits, you do 234, then (2 + LP)3(4 + K).
I had to look this up because I would have thought that hitting light punch would ruin the double qcf.
Gah, I meant 236, then (2 + LP)3(6 + K)....sorry
@@darkrootgabriel I swear fighting games are actually puzzle games. Thanks for the tip, I actually made it this time. Quite easier with this tec
Dude, do the Manon Trials next if you haven't along with Marisa. Along with Kim and Juri.
Hi jmcrofts. I have been following your content and I am a huge fan, especially of the way you are constantly improving things like your narration style, video and voice production, etc.. Your videos have been enormously helpful for me not just for learning fighting games, but appreciating and enjoying important parts of fighting game culture as well.
I am wondering if you are aware of a former pro fighting game player named 'DarkSydePhil'? He took 4th in Super Turbo at EVO 2005, and he is recently playing Street Fighter 6 on stream seemingly as a way to get back into the FGC culture. He is struggling a lot, however, with basic concepts like frame data making moves 'safe', countering drive impacts, etc.. He also has a particularly difficult time with the mental side of learning-blaming the game instead of himself, salting when his opponent beats him, concluding a move is broken after only a single match, etc..
It is probably a bit of a stretch, but I wondered if you would be willing to make a short video aimed at helping him improve his attitude and fundamentals. I think he could really benefit from the level of knowledge and compassion you always present, and might actually be able to make diamond with your help.
Thanks as always for the video. Loving your steady releases, and hoping to see more SF6 content soon.
I would appreciate if you cover the advanced 3 from Kimberly. I'm stuck with that instant airborne combo 😅
If that's the air tatsu on do qcb then uf kick to get it instant air. If that's the EX throw, do the "tiger knee" motion, which is qcf/uf in a single motion
@@Brennus411 It is the air tastu, Thanks bro! I'll try that later
noob question: what is a "punish counter"? how can a punish be a counter?
Its a new mechanic in sf6, it happens when you hit your opponent when they're recovering from a move. Usually it has stronger effects than a normal counterhit
@@jmcrofts thanks!
I'm new to SF and for me I feel like there is a problem getting specials to come out. I dont have any issues in any other fighting game getting 100 specials in a row to come out but with SF6 I can barely get 3 in a row to come out.
I'm mainly a GG player and I feel it's far more complex than SF but I have no problem consistently doing specials in any GG game.
The only one I can’t do is the super after the down light punch in intermediate 9 its impossible to move your fingers that fast.
meanwhile that random manon just did the equivalent damage with just a single command
Are you playing on pad, fightstick, hitbox? Couldn’t do it on pad, joystick was much easier. I can’t wrap my mind around hitbox yet.
I’ve gotten the gist of cammys combos but my inputs are trash i can only get maybe 30 percent of the time correctly
Intermediate 5 has me stumped on Cammy. I cannot get the timing of the back medium punch after the jump. Ryu just blocks and I'm super frustrated with it at this point.
I'm relatively new to fighting games but damn this shit is muy dificil!!
I’ll help ya out. It’s not the back medium punch you’re struggling with. What’s probably happening (if you’re new) is the OD Cannon Strike is hitting too high. If Cammy hits too high the back medium punch won’t combo, because you don’t have enough frame advantage. It’s all about spacing and timing the cannon strike. And you can experiment in training mode what is possible by enabling frame data. It’ll tell you the startup of your moves, and frame advantage on hit so you can see what works and what doesn’t.
Now, for this specific trial if you do it at the peak of her jump it wont work. As soon as you jump input the QCB and press the two kicks shortly after. If you hit Ryu low enough you’ll land the back MP. It has to be shortly after the forward jump and before reaching maximum height.
There are two other methods. One is more advanced. If you can do an instant cannon strike. People refer to this as TK or tigger knee version. QCB, UF+two kicks it’ll come out instantly. Only problem is for this trial you’ll come up a little short so you gotta move a little closer so you hit his ankles.
If that method is too hard, for the sake of this trial you can do the OD cannon strike on your descent. Now in a match nobody’s just going to let you jump at them for free, but you can buffer the QCB on your descent and when you’re low enough press the two kicks. If done properly you’re going to be very low to the ground as you perform the move and should be easy to follow up with back MP.
Hope that helps!
@@AresGod0fWar hey thanks for the help! I really appreciate it. I'll give it a shot as soon as I can and let you know how it goes. You're awesome! :D
Yeah man I find them really *hard* to do... haven't tried using both of my hands though...