The light dp into level three is insanely hard. I think only certain controllers can pull that off cause my little Xbox controller isn’t cutting it right now.
thanks for the vid, i have a question though, i'm using a g913 tkl for the game, it's a wireless keyboard, will that affect the combo? It seems that i can't consistently connect the LK + DP HP, I could only do it 1 out of 10 times. I don't know if it's the keyboard or it's just me not fast enough. I see there's only 1 frame for the DP after the LK.
NGL I'm not very savvy with keyboards with fighting games but i'll help where I can. That shouldn't affect the combo. It sounds like you might not be pressing it fast enough. I can only suggest keep grinding it out until it's 2nd nature (or switch to modern controls). If it's still not working I suggest recording what you're doing with inputs on and post it on a subreddit or discord and see if anyone can spot the issue. @ me on twitter and i'll even take a look
@@ShinLadFGC thank you! I've solved it, I was not fast enough to input on time. This game is a lot harder than I thought, I practised 2 hours for just 1 combo, btw how long have you been pactising for all the characters' moves. Can't imagine how much effort you took to make those vids, keep up man!
The light strings are always a good place to start like C. LK, S. LP, S. LK. QCB MK or QCB LK are your main enders but they are unsafe so you need to make sure they are spaced out. Beyond that she isn't really a "safe blockstring" kinda gal, she lives on the edge
@@ShinLadFGC Alright thanks all i know is that QCF LK with store is safe ish on block so i been trying to use that as an ender but uses my store so its a shit option
Hi, I'm a complete newbie and I have a couple of questions 1. How do we "special cancel" ? 0:21 2. When you are performing the combo at 0:31, the QCB MK make you hop a little bit in front of you, letting you the ability to continue your combo, In my side i'm in a position where the combo doesn't connect anymore since I didn't "hop" a little bit in front of me thanks in advance
special cancel means you can input special moves and the move will cancel into them instead of having to wait for the move to end. also, that's qcb HK not MK which has the hop
it wont let me link my combos together am i pressing to fast or to slow when i slow down it doesnt even hit but when i go fast it doesnt link into a full combo and seperates my specials from the normals.
NGL sounds like a skill issue. Try recording your inputs in training mode and asking someone more adept for help like a street fighter discord or subreddit. They might be able to see a glaring issue. Good luck!
until either sakura or karin joins ill be playing juri thank god shes here because id either have to play with cammy chun li or guile who i really only like to play with casually when im trying to have fun
I wouldn't worry too much about that since it's not as important, but the DP LP hits later than it looks so it's most likely you are hitting the attack button too quickly
@@ShinLadFGC I've been using the frame bar to check my inputs. When I try to link the Lv3 as soon as the recovery frames are done, it whiffs. When I try to input it during the recovery frames, nothing happens. Does it really have to be done during the startup and active frames? Because that's a 17 frame window to do a complete super input, with no quick inputs or shortcuts to help that I can see
@@bonaldmcscronald Yes it has to be done during the startup/active frames, you can buffer the motions early then hit the attack buttons during startup/active. It's tough but it'll click eventually
@@ShinLadFGC How is it possible to buffer? The input for light DP has to be followed immediately by dQCB. Is there some way to input these motions so that the game recognizes the DP as part of the super input as well? I feel like I'm missing something
@@bonaldmcscronald Yeah that would be the buffer, unfortunately it sounds like you need more hands on help to break the barrier you are running into. I suggest recording what you're doing with inputs on and post it up on the Street Fighter Reddit or a Street Fighter discord and maybe someone can help.
Compared to SC6 which is the only game I actively compete in, learning MUs seems alot more pallpable in SF. SC is not as hard as tekken in regards to block punishment, but there are still massive move lists and unique stances to learn. While intuition and fundamentals will carry you far, at the level I am at, you will get knowledge checked into oblivion against certain characters and give up so much damage if you dont know the optimal punishes per matchup. In SF, the characters do alot less than in SC6 but the execution for it is harder (if you dont play Setsuka or Raph at least) you cant buffer moves, execution seems to be a large factor. Also being a 2d game neutral seems alot more simpler, but also mistakes in neutral are more severly punished in SF as opposed to calibur. As I mained abel casually as a teen in USFIV, Marion seemed interesting, but watching the footage the gameplay seemed very different despite both being French Judo Fighters in blue gis. With Ken, his KK dash, his drive rush conversions on his pokes, and his heavy dragon lash being plus in block is currently the most similar playstyle in the beta to Abel. I think he is a good place to start. How would you approach learning MUs in SF as a competitve 3d player?
These videos are actually my way of teaching myself matchups. Besides shilling my own videos I approach matchups with understanding a characters neutral, defending against win conditions and how effective is my win condition on them. Neutral is mainly figuring out the ranges of the characters neutral pokes i.e ken's dragon lash, S. HP, S. MK and C. MK and seeing what my best move to react and whiff punish/preemptive with. Training mode allows you to record a character whiffing moves so i'd start there. Learning how to defend against win conditions is critical too. A win condition for Ken could be a blocked dragon lash, if you duck you know that your best option is throw tech, reversal or block but if you stand block you're only -1 meaning you can now get the option of mashing a 4f move to beat the Ken players throw attempt How effective your win condition is just the opposite of my previous statement, but say you're the Ken the player landing dragon lash and the opponent doesn't have a 4f jab meaning you can threaten with throw more effectively since the opponent can't mash jab on defense
@@iagomedeiros3335 DP LP + Lv3 is the problem. Does it have to be done before the recovery frames start? 17 frames seems like a really short time to do a complete double quarter circle motion
Dood, you dropped 4 minutes I'll likely spend way more than 4 hours working through. 10/10, this channel is gold.
Hah glad you liked it
got caught off guard with the "From feet enjoyer to a foot fuckin' master" 💀💀💀💀 thank you for the guide my man
Glad someone appreciates my humor, good luck out there in the beta
best sf6 guide i've seen, so many people don't put the inputs and it's so frustrating!! ty so much, like and sub well earned!!
Thanks and welcome!
very condensed and helpful, thanks
Your welcome! Appreciate the support
Awesome guide dude
Glad you think so!
Yooo awesome guide bro! Big thanks 😎
YW, appreciate the love
great vid
Thanks! Expect more to come when the game drops
Very Very good combos Jury
Thanks!
subbed 🎉
Welcome!
Definitely should have watched this before playing 🤣
Haha, but now you're ready for June though
Hopefully you do more of these when the game drop with juri
Definitely will, she's looking strong in this game and I always gravitate towards strong characters
great thanks, i have no clue what to do in the beta without any training mode
YW, and try going to a low populated server and find a corner and hope no one comes over XD
@@ShinLadFGC good idea!
Nice vid! Has any of this changed since this weekend's beta?
Nothing note worthy
Why i always love difficult character . . .
Azir League of legends,
lars tekken
Kung lao mortal kombat
and now Juri SF6. . .
Love hurts
Which character do you want to learn first?
Manon! And Cammy.
Marisa
Cammy
The light dp into level three is insanely hard. I think only certain controllers can pull that off cause my little Xbox controller isn’t cutting it right now.
It's doable on controller, hang in there you'll get it down eventually
Great job and thank you so much ^^
YW, glad I could help
thanks for the vid, i have a question though, i'm using a g913 tkl for the game, it's a wireless keyboard, will that affect the combo? It seems that i can't consistently connect the LK + DP HP, I could only do it 1 out of 10 times. I don't know if it's the keyboard or it's just me not fast enough. I see there's only 1 frame for the DP after the LK.
NGL I'm not very savvy with keyboards with fighting games but i'll help where I can. That shouldn't affect the combo. It sounds like you might not be pressing it fast enough. I can only suggest keep grinding it out until it's 2nd nature (or switch to modern controls). If it's still not working I suggest recording what you're doing with inputs on and post it on a subreddit or discord and see if anyone can spot the issue. @ me on twitter and i'll even take a look
@@ShinLadFGC thank you! I've solved it, I was not fast enough to input on time. This game is a lot harder than I thought, I practised 2 hours for just 1 combo, btw how long have you been pactising for all the characters' moves. Can't imagine how much effort you took to make those vids, keep up man!
Not as long as you might think but longer than I care to admit :P Thx for the love and glad you figured it out
my finger hurt, being burned by trying to do those comb lmao
It's a marathon not a race, just do the ones you feel comfortable with and in between sets maybe give them another go in training mode
From feet enjoyer to foot fucking master 😂😂
Yessir
would you happen to know some decent safe blockstrings
The light strings are always a good place to start like C. LK, S. LP, S. LK. QCB MK or QCB LK are your main enders but they are unsafe so you need to make sure they are spaced out. Beyond that she isn't really a "safe blockstring" kinda gal, she lives on the edge
@@ShinLadFGC Alright thanks all i know is that QCF LK with store is safe ish on block so i been trying to use that as an ender but uses my store so its a shit option
Hi, I'm a complete newbie and I have a couple of questions
1. How do we "special cancel" ? 0:21
2. When you are performing the combo at 0:31, the QCB MK make you hop a little bit in front of you, letting you the ability to continue your combo, In my side i'm in a position where the combo doesn't connect anymore since I didn't "hop" a little bit in front of me
thanks in advance
special cancel means you can input special moves and the move will cancel into them instead of having to wait for the move to end. also, that's qcb HK not MK which has the hop
@@ladyinwight thanks a lot :)
Well said, TY
it wont let me link my combos together am i pressing to fast or to slow when i slow down it doesnt even hit but when i go fast it doesnt link into a full combo and seperates my specials from the normals.
NGL sounds like a skill issue. Try recording your inputs in training mode and asking someone more adept for help like a street fighter discord or subreddit. They might be able to see a glaring issue. Good luck!
@@ShinLadFGC i figured it out i was training with out input delay on to emulate online but i just switched to modern and mixed the classic inputs in.
@@skdeno8992 Hey, glad we got there
What is QCB? I swear I’d have a much easier time if I can just find a video that uses the buttons on the actual controller
QCB = Quarter Circle Back, I have a key in my description if anything else throws you off
until either sakura or karin joins ill be playing juri
thank god shes here because id either have to play with cammy chun li or guile who i really only like to play with casually when im trying to have fun
She's a lot of fun, definitely recommend
As a new player who uses mc I have no clue what I’m looking at 😂
If you elaborate what is difficult for you, I can possibly help
Everyone ready for dat open beta?
Yessir!
Cant do combo at 0:15 😢 dp lp to level 3 seems impossible to me. Any tips?
I wouldn't worry too much about that since it's not as important, but the DP LP hits later than it looks so it's most likely you are hitting the attack button too quickly
@@ShinLadFGC I've been using the frame bar to check my inputs. When I try to link the Lv3 as soon as the recovery frames are done, it whiffs. When I try to input it during the recovery frames, nothing happens. Does it really have to be done during the startup and active frames? Because that's a 17 frame window to do a complete super input, with no quick inputs or shortcuts to help that I can see
@@bonaldmcscronald Yes it has to be done during the startup/active frames, you can buffer the motions early then hit the attack buttons during startup/active. It's tough but it'll click eventually
@@ShinLadFGC How is it possible to buffer? The input for light DP has to be followed immediately by dQCB. Is there some way to input these motions so that the game recognizes the DP as part of the super input as well? I feel like I'm missing something
@@bonaldmcscronald Yeah that would be the buffer, unfortunately it sounds like you need more hands on help to break the barrier you are running into. I suggest recording what you're doing with inputs on and post it up on the Street Fighter Reddit or a Street Fighter discord and maybe someone can help.
Still and always will be a feet enjoyer
Based
Same 💪🏿
Compared to SC6 which is the only game I actively compete in, learning MUs seems alot more pallpable in SF. SC is not as hard as tekken in regards to block punishment, but there are still massive move lists and unique stances to learn. While intuition and fundamentals will carry you far, at the level I am at, you will get knowledge checked into oblivion against certain characters and give up so much damage if you dont know the optimal punishes per matchup.
In SF, the characters do alot less than in SC6 but the execution for it is harder (if you dont play Setsuka or Raph at least) you cant buffer moves, execution seems to be a large factor.
Also being a 2d game neutral seems alot more simpler, but also mistakes in neutral are more severly punished in SF as opposed to calibur.
As I mained abel casually as a teen in USFIV, Marion seemed interesting, but watching the footage the gameplay seemed very different despite both being French Judo Fighters in blue gis.
With Ken, his KK dash, his drive rush conversions on his pokes, and his heavy dragon lash being plus in block is currently the most similar playstyle in the beta to Abel. I think he is a good place to start.
How would you approach learning MUs in SF as a competitve 3d player?
These videos are actually my way of teaching myself matchups. Besides shilling my own videos I approach matchups with understanding a characters neutral, defending against win conditions and how effective is my win condition on them.
Neutral is mainly figuring out the ranges of the characters neutral pokes i.e ken's dragon lash, S. HP, S. MK and C. MK and seeing what my best move to react and whiff punish/preemptive with. Training mode allows you to record a character whiffing moves so i'd start there.
Learning how to defend against win conditions is critical too. A win condition for Ken could be a blocked dragon lash, if you duck you know that your best option is throw tech, reversal or block but if you stand block you're only -1 meaning you can now get the option of mashing a 4f move to beat the Ken players throw attempt
How effective your win condition is just the opposite of my previous statement, but say you're the Ken the player landing dragon lash and the opponent doesn't have a 4f jab meaning you can threaten with throw more effectively since the opponent can't mash jab on defense
@@ShinLadFGC hoe can I make sure the last hit of Dragonlash hits on its last active frames so I can do lp lp HDP?
@@provocateur140p5 Did you just call me a hoe? XD I made a video on this, just copy what I do ruclips.net/video/qu-IXAQlLvw/видео.html
i fkn cant connect qcbMK > DP ... i guess im just still lower than scrub
Sounds like you need to do QCB HK or QCB KK
My wife loves Juri, thinks she so cool, but doesn’t get all the foot stuff and I’m like…. “Uh… better if you don’t know…” 😆
True
Not learning how to play her then
Hey pick who you want, I don't mind
Doing all of this on controller feels impossible.
Keep at it, it'll click eventually
@@ShinLadFGC for sure just links in general are hard I got everything else
i swear the combo at 0:15 is impossible everything else i can do but that
I wouldn't sweat it, that combo won't come up too often
DP LP + Lv 3 is easy, but c. LP + s. LP + s. LK its not that easy for me... s. LK have a dificult timing
@@iagomedeiros3335 DP LP + Lv3 is the problem. Does it have to be done before the recovery frames start? 17 frames seems like a really short time to do a complete double quarter circle motion
@@ShinLadFGCunderstandable i sat there practicing the motion for the input im able to get it sometimes but not consistently
I can stop starring at her feet for more than one minute! Capcom gotta stop this ridiculousness
Gotta shorten my guide to 1 min then XD
Well don't ruin it for the rest of us
@@finnwinn-tq4ui seriously?
Bro?
Learn in 4 min? I can't even understand wtf you are saying. Lol. I suck
Fighting games have a lot of terminology you might not be familiar with, check the description or check out this glossary.infil.net/
@@ShinLadFGC appreciate it!