For progress in fighting gamesthere are no secrets: you have to spend hours in training mode. Whether it’s to learn how to use/counter a specific mechanic, optimize your combos, find new combo routes, work on specific situations, the training mode is made for that. Here are some tips for use it well and progress on Street Fighter 6.
Basic Settings in Street Fighter 6
This section is concerned with parameters to use whatever the situation. The display of orders is mandatory, in order to know if what you tried to do did not happen because it is an impossible combination to do, or because you entered the wrong inputs. Show the framedata is also a plus, because finding a combo is good, but then you have to check if it’s relatively safe on-block, and if the move used to start it is one you’ll use frequently or not (for example, if your starting shot has an average range and 15 start-up frames, it is unlikely that you will be able to use it often in a match, and it will probably be more relevant to work on another combo that you will use more frequently as a priority).
Similarly, activate the option to see if a move is cancellable or not not only allows find the right timing to perform a combo, but also to see if it is possible to trigger a combo from this blow. Note however that just because a move can be undone doesn’t mean it can be undone by any technique. Sometimes you will have to search a bit to find the right options.
For you practice basic combosit is recommended put on the dummy (dummy, the opposing character) in mode: Guard after the first attack. The dummy will therefore block any attack that does not combo with the first, which will allow you to see immediately if you have succeeded in your combo or not. Note that sometimes it won’t be a handling problem, but a compatibility between two strokes. He is quite rare that strong versions of special moves can combo with light moves (small) while light versions of special moves combo. To see what specials/normals a move can be comboed with, it’s generally recommended to start with equivalent versions of the move out (eg a heavy hit with a heavy version of the special).
Useful exercises to progress on Street Fighter 6
How to learn to “anti-air”
Once the options in your hand identified, we will have to test all that. For this, the best way to train is probably to select a character with an aerial special move and a normal one that cross-ups. For example, Ken is a good choice, as he has a big fist/foot jump (HP or HK) that he may want to use for a big opening guard, a normal shot that can cross-up, and his Tatsu aerial which is a good option to vary the approaches and which can cross-up.
YOU then save each of the hits to a save slotyou put the random play possibly with different modifiers if a particular move is problematic for you (so that this move is used more often than the others). Vary the distances the opponent jumps to learn different timings/options (sometimes a normal or special move can counter a jump made at medium/long distance but not work if the opponent does the same action being closer to you at the start of the jump).
The bag trick : If your character doesn’t have good options to counter short-range jumps, just consider dashing under your opponent. You won’t regain the initiative, but you won’t lose it either. It’s better than guarding, because very often a jump shot (apart from certain aerial specials) is positive on guard, which means that the opponent will keep the initiative.
Work on your dry cleaning on the upswing
Maintaining the priority of action over the opponent is essential to keep control of the game. Once the latter is on the ground, knowing what to do to keep the initiative is essential. It exists several options when standing up in Street Fighter 6:
- passive reading : you do nothing, and wait for your character to recover naturally. No one does this unless the player goes rage quit.
- the statement on guard : same as before, except that we put the guard. This raise is countered by mugs, special mugs, or an appropriate hit (overhead if low guard, low if standard guard).
- picking it up by spamming a light tap : used to try to regain the initiative if the opponent has chosen to nab, delay his pressing, or simply mistimed him. Beaten by good pressing.
- the mug raised : to be used if your opponent is the cautious type (anticipates a conk) or to spam the mug. Countered by sufficiently fast/well-timed normal moves, or by jumping moves.
- the backdash : by pressing two buttons when your character hits the ground, you can get up instantly while dashing backwards. Perfect for recreating some distance and returning to a neutral situation rather than a situation where the opponent has the advantage. Countered by certain blows with a good reach, can lead to big punishments.
- jumping up : Used to counter opponents who spam lows and mugs. Since there is no air guard in Street Fighter, she can be punished.
- the conk : Use a Drive Impact / special move / a super invincible to regain the initiative. If the opponent has hit or grabbed, then it’s won and you put damage to him and regain the initiative. If he put guard, get ready to eat a huge punishment that will cost you between a third and a half life bar if the opponent knows how to punish.
There is no no option to beat all situations on the upswing. We can, however, distinguish two main types of pressing : the classic pressing says “There is no pif, there is the frame data” and the delayed pressing says “the reflection is a lie, there is only the stuffing”. Basically, classic pressing believes that your opponent is never going to sniff, and delayed pressing believes that there is a good chance that your opponent will decide to press the buttons in an attempt to steal your attack tower. .
For work the classic pressingsimply configure the following options when reading : random raised (backdash or normal) and set-up four situations : one where the opponent stands guard, one where he stuffs a light punch, one where he jumps, and one where he tries to grab. You will then need find the right move on your character (the one who will not oppose a punishment in case of guard, while having enough range to catch the smart guy who wants to backdash or jump) then learn to time it well so that it hits before the opponents spamming the lights or the raised mugs.
For work the delay pressingsimply set three things : a raised where the opponent stuffs the mug, one where he tries a Drive Impact and one where he pif. Of course, you set their use to random, and your goal will be to succeed in hitting the opponent before he catches, while having put guard at the start of his raise to counter a possible special move or having seen the start Drive Impact animation, which you counter with your own Drive Impact. However, think about put the dummy back in classic raised modebecause the delay pressing is countered by the instant backdash.
The bag trick : Many characters have invincible options on the upswing, so it is recommended to choose a character with an invincible reversal like Ryu and Ken’s Shoryuken, or Guile’s Somersault Kick which sends the characters into the air. This way, you won’t be tempted to spam the Drive Impact out of reflex because it will lose to the mug, wiffle on the pike, and also lose if it triggers it too early relative to the opponent’s. Very often the invincible hits on the releve are unsafe on block, which allows you to practice getting out your punishment combo(s).