Комментарии •

  • @DukeCyrus
    @DukeCyrus Год назад +361

    the game launches and everyone is a warlord ryu

    • @joe_mama__
      @joe_mama__ Год назад +6

      Don't worry. Street Fighter is a normie franchise so we will be fine

    • @Sorrelhas
      @Sorrelhas Год назад +181

      No amount of optimized combos will prepare people for some dude mashing Drive Impact on neutral

    • @heroicsquirrel3195
      @heroicsquirrel3195 Год назад +23

      Fr man, we are all gonna have an optimal pocket ryu😂

    • @Platanov
      @Platanov Год назад +4

      @@Sorrelhas This is gonna be me. '23-ers unite!

    • @fissilewhistle
      @fissilewhistle Год назад +4

      @@Sorrelhas It’s me, I’m people.

  • @stealphiee
    @stealphiee Год назад +53

    Pretty inconsistent, but if you get the 2nd hit of air tatsu as an air-to-air, you can juggle after it in the corner.

  • @psfanboy79
    @psfanboy79 Год назад +1

    Your commentary fills in the blanks I had, thanks great job I subbed.

  • @UnbreakableDoof
    @UnbreakableDoof Год назад +54

    Bafael's content for SFV was something that always made me jealous of SF players. While I never got that into SFV, I am very excited for SF6. Realizing that means I am going to get videos like this for a game I might play long term makes me so happy.
    Appreciate you.

  • @asugarush8970
    @asugarush8970 Год назад +6

    This is DEFINITELY the best Ryu sf6 beginner combo guide. Starts small and breaks everything down. Sick stuff.

  • @holllow
    @holllow Год назад +13

    yo bafael, wanted to thank you for making all these guides. it’s so funny hearing that iconic voice again that i used to listen to when trying out third strike combos all those years ago. keep up the good work!!

  • @slambat298
    @slambat298 Год назад +39

    glad to see you following the model of the omega and 3s guide vids in combining the best aspects of the old BNB and character guide videos. the voiceover makes the combos more compelling and easier to understand

    • @Bafael
      @Bafael Год назад +16

      Yeah I've tried to shift my format to a best of all worlds and these are the things people endorsed minus the things people begrudged.

    • @genaxide
      @genaxide Год назад

      @@Bafael I am the kind that needs to visually see the buttons I need to press in succession in order to learn a combo, is there any plan to include images of the combo in future videos?

    • @Bafael
      @Bafael Год назад +1

      @@genaxide input display will be on for all the future ones so just use that.

    • @genaxide
      @genaxide Год назад

      @@Bafael bet, I'll be waiting for your new videos with input display thanks bruv

  • @Atlas_FGC
    @Atlas_FGC Год назад +7

    Glad you put it out more polished, and having the (better this time) commentary. Reminds me of some of my criticism on that KOF vid I poked you about on 15's release, thinking about it now. Good stuff, keep it up.

  • @Aggrofool
    @Aggrofool Год назад +11

    It's good to have Ryu with a wide toolkit again. Launch SFV was almost cruelly austere, locking existing abilities behind V.

    • @travacss3807
      @travacss3807 Год назад +1

      I was sf4 player from launch onto ultra. Got 5 on release and refunded it instantly. I know it got better. I just didn't care I was dissapointed in capcom. Played the demo for 6 and stuck with it as was satisfied that game would have more care and it did. not really bothered about the content outside of the online pvp

  • @thatifalover
    @thatifalover Год назад +4

    like this one way more than the old combo guides bc baf is talking to us in his lovely voice

  • @nickkiller-0710
    @nickkiller-0710 Год назад +8

    An interesting extension you can do from Denjin Hashogeki is Raw dRush into cr.Fierce>Ex Donkey>Heavy DP>lvl3, you have to delay the cr.Fierce a tiny bit tho
    If you block a DP and start your combo with a Punish Counter Roundhouse, Fierce into Hashogeki and then do this combo, it does a fuckton of damage, but even with a more common starter, it's still pretty beefy while looking stylish as all hell
    Extensions like that can pretty useful since Denjin Hashogeki is plus on block and might catch people by surprise, so it's a good opening to optimize

  • @fatapollo1557
    @fatapollo1557 Год назад +1

    I've been watching your street fighter guides forever man, still the best out there! Thanks again for all you do!

  • @DEClimax
    @DEClimax Год назад +35

    a thing to keep in mind about any drive rush combo, assuming this hasn't changed since the beta, is that any mid-combo drive rush--including a neutral drive rush from parry--incurs an additional 15% scaling modifier that applies on top of normal combo scaling. this modifier can only apply one time, so any additional drive rushes don't scale your combo worse than any other kind of follow-up. there's a LOT of implications from this that add interesting wrinkles to optimal routing.
    one consequence of this, combined with low medium kicks additionally having double scaling as starters, is any combo from low fwd drive rush will do really weak damage. this, plus a number of other balance decisions, feels very targeted at how the SFV meta played out fur a lot of its lifespan. several characters in SFV were top tier fur YEARS on the back of a single confurmable low poke outpurrforming basically every other normal lower-tier characters had. in SF6, you can't confurm your low visually without a situation to react to, if you autopilot cancelling it to a special you can get blown up by drive impact, and if you drive rush to confurm it your combo does very low damage. some cammy players i've talked to have disagreed with me very loudly about this, but i think it is an extremely welcome change.
    this makes me wonder if the reason ryu seems to have such high damage on a lot of his moves and routes compared to some other chars is partly making up fur the fact that he lacks any kind of long, quick, cancellable poking normal that ISN'T his 2MK--a lot of combos you do with him are going to end up with really harsh scaling out of the gate.
    OTOH, the fact that the scaling only applies the one time means that a combo structure where you start with two REALLY big hits--fur example, ryu punish counter 5HK into 5HP--then drive rush, and repeat drive rushes until you are burned out, can do really serious damage. your biggest hits at the start are unaffected by the drive rush scaling, and the scaling penalty only applies once, so the additional drive rushes aren't making things any worse.
    it also means normals that connect from drive rush as a STARTER have really potent damage potential. it seems like there's some concern over whether level 1s will really be worth using in combos but i think part of that comes from how often people at this stage of the game are doing combos that scale REALLY badly due to an overreliance on 2MK drive rush as a starter. if you go and try something with ryu like a raw drive rush 5MK, 2MK, level 1, the supurr at the end does really appurreciably more damage than ending with tatsu.
    i am very interested to see how things shake out with this system. there are a lot of intricacies that make the idea of choosing an "optimal" combo EXTREMELY difficult. i will say that in the beta, i was using level 1 as a combo ender and utility option more than maybe any other player i saw, and 2MK drive rush less than most players i saw, and i was doing purrty well. i didn't land that many big CA combos but i was often ahead on resources since i was using drive rush cancel fur combos less often and was rarely sitting on 3 supurr stocks and therefore not building more of that resource. my hope fur this game is that a lot of the decisions surrounding resource end up in an area where you often want to be spending a medium amount of what you have to minimize the amount of time you spend not gaining meter.

    • @meathir4921
      @meathir4921 Год назад +2

      Level 1 in general seems like a hugely efficient way to tack damage on minor conversions if Ryu doesn’t want to save bar for some reason because it’s not Drive meter to risk Burnout and takes a chunk out of the opponent’s Drive meter.
      I also agree about your thoughts on crMK and that the biggest reason why Ryu will do fat damage imo is that fwdHP is a god tier normal in SF6.

    • @nickkiller-0710
      @nickkiller-0710 Год назад +4

      Nice breakdown, I was noticing some similar things playing the beta and watching some of the tourneys we've had so far
      I think adding more scaling and making raw hit confirms from 2MKs across the board is a great freaking change,
      in V they kind of tried to balance them by making them stubby af, but the few times where you had a Karin, Cammy, Luke, etc. that actually had one with decent range, it was so good that it pretty much defined the whole gameplan of that character, and to be quite frank, it was very frustrating to play against, since 2MKs are made to limit your movement.
      It's worth noting that every cancelable 2MK seems to be -6 on block, so they're risky up close, Ken can punish them with his lvl2 really consistently even from afar, and if you dRush into a 2MK they are -2ob at best.
      The fact that dRush only seems to scale combos the first time it's used is very interesting, I presume they want people to potentially gamble all of their drive into a big 6+ bar combo for the kill, at the risk of not killing the opponent and having to finish the fight on burnout.
      And about lvl1 supers, I think they're definitely worth doing as enders at times, not necessarily for the damage, but for how they interact with the drive gauge, since they buy you some time to build yours, while reducing the opponent's drive by a bit, some lvl1s are also really good at pushing the opponent away or reseting the neutral when you're far from the corner, it seems like they'll be super useful for finishing big expensive combos, since they give you space to regen the drive spent, this is very true for lvl2s and 3s as well, but lvl1s are extremely cheap by comparison, they let you play super lame if needed.
      I played Juri during the beta, and using her lvl1 as an ender allowed me to build some stocks while still keeping the threat of a Feng Shui activation on the table, and if needed, I could still build a lvl3 rather quickly.
      also, completely unrelated to everything else, but the purr thingy you do is really cute lol

    • @DEClimax
      @DEClimax Год назад +1

      @@meathir4921 fireball level 1s also just have good utility since they can go through other fireballs. i did that a lot with luke level 1, ryu can purrobably do similar!

    • @DEClimax
      @DEClimax Год назад +3

      @@nickkiller-0710 thank you! it is a very fun way of speaking. people tend to be nice and clawmpliment me on it which makes me happy! and if someone is rude about it it tends to be a good way to tell i shouldn't worry about what they have to say haha

    • @EmSixTeen
      @EmSixTeen Год назад +3

      @@DEClimax It's not cute - it's creepy beyond belief.

  • @atomicskillet
    @atomicskillet Год назад +8

    Thank you for including some practical mid screen combos that don’t eat all 6 bars. All the early combo vids out now are mostly about how to get to burnout as fast as possible. I like swag too, but most of the time you just need some good 2 bar damage!

    • @Nietori
      @Nietori Год назад

      What is burnout? Sorry if that sounds like a dumb question...

    • @lazarm6967
      @lazarm6967 Год назад

      @@Nietori It's when you spend your entire drive meter and your character goes all gray. It's disadvantageous.

  • @Dazzgracefulmoon
    @Dazzgracefulmoon Год назад +4

    ryu feels SO interesting and dynamic in 6, though that extends to all of the characters it seems

  • @stealphiee
    @stealphiee Год назад +6

    Not specifically a combo option, but if you land Light Tatsu, whiff a jab, then do f+MP, you can link out the f+MP if it hits.

  • @peteroneill1859
    @peteroneill1859 Год назад +14

    I love how there is so many combo routes in this game and creativity for the player. Can't wait to see what the other characters can do, thanks Baf 👍

  • @CrowFGC
    @CrowFGC Год назад +3

    You can land heavy Hashogeki after EX charged Hashogeki for some nice juggles after, for example light hashogeki to medium dp.

  • @fissilewhistle
    @fissilewhistle Год назад +36

    I feel like it’s also worth noting that any combo into heavy or Denjin Hashogeki can lead into EX Donkey Kick.

    • @jcd5238
      @jcd5238 Год назад +2

      What the hell is a donkey kick

    • @serkanoosterbaan1628
      @serkanoosterbaan1628 Год назад

      ​@@jcd5238 it is down forward kick

    • @lordgalahad
      @lordgalahad Год назад +3

      @@jcd5238 a.k.a. Joudan Sokutogeri, it was HCF+K in SFIII and SFV, now QCF+K in SF6

    • @jcd5238
      @jcd5238 Год назад

      @@lordgalahad thanks for the lore

    • @fissilewhistle
      @fissilewhistle Год назад +1

      @@jcd5238 In this game, it’s called High Blade Kick, if you prefer that name.

  • @Yakuo
    @Yakuo Год назад +2

    Thanks so much for your content Bafael!

  • @chrischand5082
    @chrischand5082 Год назад +1

    Excellent video, very well explained, keep them coming, very helpful, thanks thanks

  • @fogijay
    @fogijay Год назад +2

    Yes, I wanted to start small with like 2 hit combos so thanks for this

  • @CattieReldin
    @CattieReldin Год назад

    Much improved. Thanks for the update!

  • @sourcesauce
    @sourcesauce Год назад

    super keen to watch your sf6 stuff. god bless

  • @mtg-dm8923
    @mtg-dm8923 11 месяцев назад

    Thank you so much for this video. I learned so much!!! 🥰

  • @UltimateTS64
    @UltimateTS64 Год назад +2

    Really wish the demo had the training mode to actually learn combos. Gotta find a work around until then

  • @mrcrowe1848
    @mrcrowe1848 Год назад +1

    you can go into character guides and just click the super one, then during the explanation press select and you can just practice nonstop with no timer or anything

  • @strato991
    @strato991 Год назад +2

    In the EX donkey kick combos, you can do Drive Rush St. HP, MP Hashogeki, and juggle that into level 1.

  • @LastHazzerd
    @LastHazzerd Год назад

    Ah, I forgot,
    new SF means new breakdown videos like this.
    Another thing to look forward to~

  • @artmowenca230
    @artmowenca230 Год назад +1

    Thx Baf you’re a legend x

  • @MrAzramez
    @MrAzramez Год назад +1

    Drive rush in to crouch LK also links into crouch MP. Crouch MP has better conversations then CR MK link ST LK. The range is worse but it is something to consider against a hesitant opponent because it means overhead or low can lead to an easier level 3 for very little meter use.

  • @jk844100
    @jk844100 Год назад

    Cool that you added the things I suggested.

  • @Glarfugus
    @Glarfugus Год назад +1

    worth noting, stlk surprisingly has longer range than both stmp and crmp. obviously not strictly damage optimal but lets you confirm off a distant stmp, crmp, f.hp, CH jab

  • @MrAzramez
    @MrAzramez Год назад +1

    Not sure if it is optional but after ex hashogeki, with denjin charge, you can do dash crouch heavy punch xx light hashogeki link into light Super 1. Works everywhere. In the corner you can link into HP shoryuken. You might have covered it already in the video, but Combos are much more complicated in sf6 and it's hard to remember everything you covered. :)

  • @jerry3115
    @jerry3115 4 месяца назад

    If you launch the opponent (heavy/denjin charge hashogeki) and are in or near the corner, do drive rush heavy punch, then heavy donkey kick. You lose a slight bit of damage compared to heavy DP, but it gives you a safe jump which can be massive

  • @kakkoishonen
    @kakkoishonen Год назад +4

    Your content is what I waited for!
    Your Sakura guide helped me winning some tournament matches!

  • @fitbuu1676
    @fitbuu1676 Год назад +1

    This is the kind of guides that i like to the point but more then just showing combos . Im subscribing

  • @Loogi_FGC
    @Loogi_FGC Год назад +5

    For the life of me, after all these years of playing sf, I still can’t combo from a crouching MP into a shoryuken for the life of me.

    • @Bafael
      @Bafael Год назад +6

      Start by holding d/f. Hit MP, then quickly do down, d/f, and punch. This is a "crouching shoryuken" motion and it makes it significantly easier.

  • @RSoul95
    @RSoul95 Год назад

    Man thank you I needed to know the bread and butter for ryu I mean I know to do combos but I wanted know to the links and confirms that u can use and different situations

  • @PenskeMaterial
    @PenskeMaterial Год назад

    Thank you for this

  • @scorpiusjones5436
    @scorpiusjones5436 Год назад +2

    Me at first:
    "9 minutes for bnbs??????"
    A moment later:
    "....oh wait, it's Bafael?"
    * Clicks immediately *
    😄

  • @Vidyadude
    @Vidyadude Год назад +3

    You can do Forward > Forward `+ Parry to skip the parry startup animation for drive rush.

    • @BreadBeardFGC
      @BreadBeardFGC Год назад +1

      I find forward parry forward to work best for me.

    • @Vidyadude
      @Vidyadude Год назад

      @@BreadBeardFGC Gotta try that, thanks.

    • @BreadBeardFGC
      @BreadBeardFGC Год назад

      @@Vidyadude happy huntin

    • @brandonrice1124
      @brandonrice1124 Год назад

      Pulling this off after certain moves is pretty tough on pad the timing window is strange why cant we just imput it when a ex move is happening instead of at the end of a move sometimes it just does not come out.

    • @BreadBeardFGC
      @BreadBeardFGC Год назад

      ​@@brandonrice1124 Do you mean you have a hard time doing a Drive Rush after parrying something? If so then yeah it's a bit tricky but it's a skill

  • @realchezboi
    @realchezboi Год назад +1

    2:12 Idk if it’s optimal, but you can also drive rush a normal into shoryu into lvl 3, but you gotta use medium shoryu, i’m pretty sure hard shoryu always whiffs in that scenario

  • @ZzigZaG00NIN
    @ZzigZaG00NIN Год назад

    feels like the game dropped early
    this is nice to see

  • @BlazeConspiratori
    @BlazeConspiratori Год назад +2

    1:11 I wonder if the drive rush recovers quickly enough to also throw blocks into the mix to call out reversal DPs?

  • @LEGNDARY_MIST
    @LEGNDARY_MIST Год назад +1

    Purrr, my Sf6 Ryu combos❤👇🏾

    • @LEGNDARY_MIST
      @LEGNDARY_MIST Год назад

      ruclips.net/video/Fo7tbpPexQw/видео.html

  • @goofedpredator4478
    @goofedpredator4478 Год назад +1

    I can’t believe Ryu finally has sauce

  • @zachstarattack7320
    @zachstarattack7320 Год назад

    u are more goated than 100 watermelons because of this guide and more

  • @EmSixTeen
    @EmSixTeen Год назад +1

    Consistently great as ever, thanks a heap.
    Having trouble with the SA2 combos which are extended in the corner (5:05) while playing with the Guides section as a training mode - the dummy doesn't seem to roll in the same way. Not sure if it's just my timing.

    • @Bafael
      @Bafael Год назад

      Are you getting enough charging? The super changes properties the more you charge it.

    • @EmSixTeen
      @EmSixTeen Год назад

      @@Bafael Ah that may be it - I’ll try again when I get some more time on the game 🫡

  • @rximmortal
    @rximmortal Год назад +1

    Not sure if people realize but 4HP -> drive rush -> 6MP is a combo... ;)

  • @Frosted_Moontips
    @Frosted_Moontips Год назад

    So glad my longtime main is now OP af ;3

  • @larsu-gx579
    @larsu-gx579 Год назад

    I miss that guitar strumming intro from all the SFV bnb vids

  • @ichie7725
    @ichie7725 Год назад

    My fav rn is denjin charge. So fwd hp,mp,ex hashogeki,super geki,drive low mk, ex tatsu into shoryu

  • @realw1ll
    @realw1ll Год назад

    as a new player, a luke guide would be preety kewl

  • @Death_By_Orange
    @Death_By_Orange Год назад

    Very good shit

  • @jc_alpha
    @jc_alpha Год назад

    That abrupt ending though

  • @carby6831
    @carby6831 Год назад

    I wonder if hashougeki would be good for oki since it is plus on block

  • @zachstarattack7320
    @zachstarattack7320 Год назад

    thanks m8

  • @Fr3ak_MM8BDM
    @Fr3ak_MM8BDM Год назад +1

    Hey Baf, any plans to continue the Omega overviews?
    By the way they gave Dee Jay the knee shot juggles and QCF fireballs from Omega, lol

    • @Bafael
      @Bafael Год назад

      Yes, eventually lol

  • @brian_cream
    @brian_cream Год назад

    Suprised i didn't see you mention you can hit confirm CA from denjin charge hadoken.

  • @sinclapzyt8163
    @sinclapzyt8163 Год назад

    i keep connecting my hit but the combo counter keeps resetting i dont know what im doing wrong.

  • @yourstillwithme
    @yourstillwithme Год назад

    For Drive rush, After any MP or HP he can combo st hk to CRHP
    Its his most optimal from drive rush if he does not extend further and ends with HP shoryu
    CRHP-stmp-crmp is also a wonderful punish too if you do not have time to punish counter w jump in or sthk.
    Theres still a lot of things people dont know about Ryu us "beta" people know.
    He can also in corner combo HP shoryu off of punish counter HK Donkey
    and stlk on punish counter combos into ex donkey. Great in situations where you need to punish -5 moves as his stlk is 5 frames. Best example is Kens stmk

    • @Bafael
      @Bafael Год назад

      I think st HK whiffs on crouch, right? I was doing that combo before but I thought HP to b+HP did the same damage while also being faster and not whiffing on crouch.

    • @yourstillwithme
      @yourstillwithme Год назад

      @@Bafael a lot of his normals force stand, sthk, st hp, crhp, i believe all force stand. not 100% sure but most of the time i will either do that or crhp-stmp-crmp for confirms after drive rush

    • @yourstillwithme
      @yourstillwithme Год назад

      @@Bafael So, I have "ways" to test and after any drive rush conbo you want to do cr hp-stmp-crmp if you plan to end w shoryuken for the combo.
      If you plan to do denjin extensions, super 2, super 1 etc its pretty back and forth.
      You gain or lose like 200-300 dmg difference depending on enders but its super not worth it to memorize stuff. 200 dmg is less than a jab anyway.
      Point being, crhp-stmp-crmp should be noted for punish counters and drive rush extensions. tldr

    • @Bafael
      @Bafael Год назад

      @@yourstillwithme good research

  • @KCAssassin98
    @KCAssassin98 Год назад

    anybody got advice on canceling into tatsu from air MP. I havent been able to do it.

  • @derFati1
    @derFati1 Год назад

    Will you make this vind of video for other Characters too later on?
    Because I don't like to play Ryu, but the video is great. Fast explanation and then the clip. Nice Man:)

    • @joqqeman
      @joqqeman Год назад

      If he doesnt its a guarantee 5 other people will

    • @Bafael
      @Bafael Год назад +1

      I'm gonna do everyone ye

  • @joekotva2763
    @joekotva2763 Год назад

    I know this is probably simple, vut any tips for fHP->cMP->DP? Most of the time keep getting fireball

  • @Wingnut202
    @Wingnut202 Год назад +1

    Just curious, any changes from this vid to release? About to put in the work to get really consistent and want to make sure its at least semi optimal lol

    • @Bafael
      @Bafael Год назад +1

      I'm not aware of any differences

  • @nimrod812
    @nimrod812 Год назад +1

    In the light normals section you said that there is no available cancel to donkey kick. But I am 100% sure you can cancel a "light donkey kick" from a "standing light kick" .

    • @Bafael
      @Bafael Год назад

      Oh, I didn't try that. Thanks. Regardless I probably wouldn't put it there since it doesn't work in any of his light normal confirms. It would be useful for something like a counter hit MK or something to st LK to LK donkey kick. Otherwise I think you'd only be confirming it from stuff like st MP.

    • @nimrod812
      @nimrod812 Год назад

      That makes sense, anyways I love your stuff. You just got a new subscriber today.

  • @Gramasz
    @Gramasz Год назад

    In the beta rush c.hp hashogeki does more dmg. Dunno in the demo

  • @BronzeAgePepper
    @BronzeAgePepper Год назад +1

    is there any reason to cancel OD donkey kick with charged Lvl 2 and link Lvl 1 aside from it looking really cool? Is the damage better than just doing SRK ➡️ Lvl 3, or is the higher damage option dependent on scaling and/or having Denjin Charge? (I think I read that Denjin Charge increases Lvl 2's damage)

    • @phearunos5201
      @phearunos5201 Год назад

      It does a tiny bit less than heavy shoryu-lv3, but a bigger bit more than medium donkey kick-lv3. Unless your level 2 is denjin charged. That is an even bigger bit more damage than heavy shoryu-lv3.

  • @adamklase8547
    @adamklase8547 Год назад +1

    7:55 I don't understand how he's getting the cancel off after crouching mk there. I try it and hit cancel (mp + mk) dash and nothing happens. Is that not the right input?

    • @Bafael
      @Bafael Год назад

      You just do f+f during the cr mk. No need for mp+mk

  • @MegaTheJohny
    @MegaTheJohny Год назад

    Tnx for video..will u do one for Luke?

  • @bigmase502
    @bigmase502 Год назад

    can we get an updated updated one

  • @virtua_fusion
    @virtua_fusion Год назад

    Taking us to school since SF4. Can we get a BNB combo guide for Marisa as well?

  • @NKaldis
    @NKaldis Год назад +1

    Any reason to not simply link standing medium punch with standing medium punch instead of the crouching version? No damage difference as far as I can tell, but are there combos that require the crouching medium punch for extensions?

    • @Bafael
      @Bafael Год назад +1

      A few. F+hp, st mp to shoryu can't be canceled to lv3 for example because the shoryu doesn't hit on its first active frame, but it works after cr mp. Cr mp has less pushback which makes it marginally more consistent in scenarios like that.

  • @jayhit4212
    @jayhit4212 Год назад

    Do you plan on making one of these for luke? I love your breakdowns

  • @evilded2
    @evilded2 Год назад

    Does anyone know how much throw protection this game has?

  • @consimisyon2890
    @consimisyon2890 Год назад

    dude you need to do a redo of this in launch

    • @Bafael
      @Bafael Год назад

      I plan to, yes. With more info since I don't have training mode features like frame data.

  • @armorhawk8109
    @armorhawk8109 Год назад

    Did light tatsu to dp go away? I've been fiddling very briefly with the demo and I can't get it to hit. As a massive Street Fighter scrub, that little combo always made me feel like a cool kid :(

    • @Bafael
      @Bafael Год назад

      go play ken or presumably akuma who will both have it

  • @uj9279
    @uj9279 Год назад

    anyone made a list of these?

  • @JasonYJS_xoxo
    @JasonYJS_xoxo Год назад +1

    Can I say that Drive Rush lets u do counter hit links?

    • @Bafael
      @Bafael Год назад +1

      And most punish counter links. It adds +4 like a punish counter but won't do the bonus effects like knockdown or crumple

  • @mattiaflorio5690
    @mattiaflorio5690 Год назад

    Nice guide. Are you planning to do one for Luke, too?

  • @pradlark
    @pradlark Год назад

    What am I doing wrong? The first corner combo isn't working for me - I can't link 5MP into 2HP and then the LDP isn't coming out after the DK

    • @Bafael
      @Bafael Год назад

      it's 4HP you're linking into, and the uppercut only combos after heavy version of donkey kick

  • @aznbreakerboi51o
    @aznbreakerboi51o Год назад +1

    4:28 which is mor optimal: light hashogeki to medium shoryu or medium hashogeki to light shoryu?

    • @Bafael
      @Bafael Год назад

      Didn't know the second one worked so IDK

    • @aznbreakerboi51o
      @aznbreakerboi51o Год назад

      @@Bafael just tried it in the beta. Medium Hashogeki to light Shoryu does 20 extra damage. Not a huge difference, but worth checking out if it makes a difference.

  • @francisjacob8574
    @francisjacob8574 Год назад

    I’ve seen that you can drive rush from LK leading to a combo. Is that true?

    • @Bafael
      @Bafael Год назад

      Yes, drive rush st lk combos into stuff.

  • @vlassispolitis-a
    @vlassispolitis-a Год назад

    Is it better to do standing roundhouse crouching fierce or standing fierce short uppercut from a drive rush?

    • @Bafael
      @Bafael Год назад +1

      The damage is similar but stand roundhouse whiffs on crouching opponents IIRC. st HP is also faster so it combos after cr MK xx drive rush for example, while st HK doesn't. To me it seems st HP to b+HP is better.

    • @vlassispolitis-a
      @vlassispolitis-a Год назад +1

      @@Bafael Thank you, this video and your reply are helping me a lot with combo optimisation with Ryu.

  • @AfroTsu
    @AfroTsu Год назад

    Okay but how do you do the lighting release thing that ryu does ?

    • @Bafael
      @Bafael Год назад

      I don't know what you mean. If you mean the denjin charge, it's down, down +punch

    • @AfroTsu
      @AfroTsu Год назад

      @@Bafael yeah that denjin charge but i figured it out & thank you

  • @chipslight738
    @chipslight738 Год назад

    How good of an anti-air would b+HP be ? The angle seems pretty nice for right on top of you, unless the activate frame and hitbox are bad ?

    • @Bafael
      @Bafael Год назад

      It's quite good for close jumps but b+HP has more horizontal reach so it's usually better unless they're right above you.

    • @chipslight738
      @chipslight738 Год назад

      @@Bafael Aight, thanks for the confirmation man, waiting the Luke video impatiently.

  • @phearunos5201
    @phearunos5201 Год назад

    Is the follow up after his charged lv2 a distance thing? Because I absolutely can't get it to work unless they hit the corner before they finish rolling & I noticed they hit the corner here too.

    • @Bafael
      @Bafael Год назад +1

      Yeah as it turns out it's just a corner thing, I hit the corner without realizing it. Sorry.

    • @phearunos5201
      @phearunos5201 Год назад

      ​@Bafael No worries. This is still a fantastic resource. Some stuff here I didn't know existed and it'll be a great for optimizing my combos. Thanks.

  • @JohnMurphyTV
    @JohnMurphyTV Год назад +4

    When you mentioned raw drive rush crouch medium kick as a pairing to DR overhead that was interesting. But did you know you can do raw drive rush crouch lk into stand mp crouch mp. I'm not sure what does more dmg, but the latter is certainly faster.

    • @Bafael
      @Bafael Год назад +4

      Yours sounds better TBH I should have mentioned it.

  • @theofigueiredodamasceno5601
    @theofigueiredodamasceno5601 Год назад

    Pls do a luke bnb too.

  • @hdot2613
    @hdot2613 Год назад

    I haven't played the series since sf4 and some of these combos look tight! Are the normals all cancelled or do they still have those 1-frame links?

    • @millerwrightt
      @millerwrightt Год назад

      Still links, but no where near 1 frame

    • @realchezboi
      @realchezboi Год назад +2

      There’s a buffer, it’s similar to SFV linking

  • @pastorofmuppets9346
    @pastorofmuppets9346 Год назад

    Off topic but do you plan on making those long baf style "how to play x" vids for sf6? Kinda miss em, iirc you never did all chars for 4 and 5. Also hope bad balance returns too someday

    • @Bafael
      @Bafael Год назад

      It'll probably be more stuff like this so a bit similar but more heavily edited

  • @matthewcohen3228
    @matthewcohen3228 Год назад

    At 0:22, I can’t get my second Back HP to link with the first. Is this no longer doable?

    • @Bafael
      @Bafael Год назад +1

      it's st MP to b+HP, not b+HP to b+HP.

    • @matthewcohen3228
      @matthewcohen3228 Год назад

      Oops that would explain it. 🤦‍♂️

  • @rakesh_Xx
    @rakesh_Xx Год назад

    Will you also do a luke video like this?

  • @tzelegend9783
    @tzelegend9783 Год назад

    this is my first street fighter game do you have any tips in regard to timing? i feel like i’m messing up on easy stuff and the games eating my inputs?

    • @Bafael
      @Bafael Год назад +1

      The game won't eat your inputs but it's hard to know what your mistakes are until you have good access to training mode. Generally speaking there's no upper speed limit for cancels so just do them as fast as you can

    • @beansssss3847
      @beansssss3847 Год назад +1

      just consistent practice is key here.

  • @Ravennam2274
    @Ravennam2274 Год назад

    Do you have any plans to do a BnB guide for Luke?

  • @thejedioutcast804
    @thejedioutcast804 Год назад

    This isn't even just a good beginner guide, it's great for seasoned players like me too. Thanks!

  • @akinasgreatest01
    @akinasgreatest01 Год назад

    How are u executing 3:13 i cant drive rush after hashogeki on the single player demo

  • @starrstarr7197
    @starrstarr7197 Год назад

    Drive rush for 1 bar seems really strong

    • @brandonrice1124
      @brandonrice1124 Год назад

      Players will adapt it happens in every street fighter game but capcom will nerf some things tho.