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Street Fighter 6 Input Tips and Tricks (from easy to hard)

LordKnight15:44

Transcription

What's going on everybody? LK here, and today, another Street Fighter 6 video. So, I want to share some input tips and tricks for this game. So, I'm going to try to list these in order of not even actually something you have to do in the game, to something that's like moderately difficult. So, I have 10 pieces of advice for you all.

So, the first three are all actually settings things. So, I'm playing the game on PC, but I believe these options are also available on the console version. So, what we're going to do here is we're going to go into the options menu and to controls. And there's actually a ton of things here. So, I mean, this game has a lot of menus in general, frankly. But when you go into your control scheme, you're going to see something here that says "Button Release Input" on or off. By default, this is off, but this turns on a setting called Negative Edge.

So, what Negative Edge does is that when you release a button, it will also give you a special move. So, I have this on because I personally found the input timing in this game to be kind of weird compared to games that I'm used to. So, in theory, by having this on, you will get an extra chance of your special move coming out, which will help you in combos. Now, there is a downside to having this on, and uh, it's something I actually really don't like. So, when I play Guilty Gear Strive, and I'll see like somebody with a button and then do a special move after whiffing a button, I will say like, "Oh, their inputs aren't clean," or when when I do it, I remind myself, "Oh, clean up your inputs, don't let special moves come out when you whiff buttons." But when you have the Negative Edge on, if you're doing like something that's pretty fast, like a jab and a special move, it will happen. So, something like this, it's actually kind of hard to do this uh with the Negative Edge input on combined with some of the other techniques I'm going to share with later. So, just keep that in mind. Me personally, I'm going to try again to turn this off to see if I'm just more used to the canceling system of the game. But definitely day one, I could not do combos. It was really, really weird to time combos, and this helped me out a lot.

So, once again, we're going to go to options for this one, but this time we're going to go to graphics, which I took the long way to get there. And we're going to turn on "Input Delay Reduction." So, I don't actually know what the input delay is in this game. Usually, somebody researches it and lets you know. Apparently, PlayStation 5 and PC are supposed to have the same input delay, though. But this just makes it so that the timing of you pressing a button lines up way more with the timing of what you see on the screen. Again, when I played this game on day one, I was like, "This game feels kind of laggy." I don't know why, and this fixed it right away.

Then, while we're here, the last uh, not even in-game option, we're going to do is to go to the basic graphic settings. I think this one's on console too. Again, I'm playing on PC, and increase the maximum frame rate to 120. So, this one, one out of the three, is definitely the most hearsay that I've heard. Where the game is supposed to play at 60 FPS, but what what I was told, and I'm just telling y'all, if it's fake, definitely let me know in the comments, that even though you have the frame rate above what the actual match frame is, it gives it like a better chance of running better. So, that's why you set it to 120. This one, I have no way to confirm or deny. Again, someone just told me this while I was streaming, so I did it, and I felt like it helped. So, I'm just letting you all know.

So, now we move to the easy tier. So, I say the easy tier, but this first one will kind of depend on what controller you're on. So, if you're playing on an arcade fight stick or a hitbox, this will be much easier than if you're doing it on a pad. Honestly, if you're playing this game on keyboard, this won't be too difficult for you too. The only controller that I can't quite see how you would do this all the time is on pad. And this is the double tap. So, some people, you'll hear them call this "pianing," "v-pinking," or "planking," but it essentially is pressing the same button twice. That's it. You do that, the game should show you two punch inputs, even though you only see one punch come out. What does this do? So, this combined with uh, the Negative Edge special move on will make it so that you just have higher chances to connect certain combos. So, for example, here's a Honda combo, and you'll be able to hear in my button presses where I'm pressing multiple buttons. When I play Guilty Gear Strive, people are always like, "Why are you pressing these extra buttons?" But this is just a habit I actually got from playing another Capcom game, actually from playing Darkstalkers. So, there's a simple example there. So, I use this pretty commonly for links. Here's another not long combo example.

Next, we're going to talk about buffers versus links and cancels. And this is pretty relevant because of what we talked about with double tapping. So, the idea of a buffer is you can do special moves in spots where special moves won't come out. So, what do I mean? If I do this, this is just standing medium punch into 100 Hand Slap for a neutral. It might look like this, but we actually don't want that. We only want the medium punch to come out when, and the medium punch doesn't connect. So, we do this by buffering the attack. So, if you do this properly and quickly enough, then it shouldn't come out. If you listen to my button presses, you can clearly hear I'm pressing another input, but nothing comes out. This is actually one of the hard things about watching people play basically any fighting game is that if you don't have an actual replay where you're seeing people's inputs, you would have to know that people are buffering inputs in this way. So, the way I'm doing it, so that is a buffer, which is a cancel. So, the idea is this move is special cancelable. So, we do button into the move of that special cancelable. If my attack connects, then the next one connects. So, this is different than a link. So, for links, unfortunately, we need to use math to do this. Moves have enough advantage on hit that you let them recover and combo into something else. So, actually, the combo I showed you earlier, not that long one, I mean also that long one, but the short one uses this idea. So, this is a stand medium punch. So, this move is four frames advantage on block. My jab is four frame startup. So, that means I'm able to connect this into this, but I cannot buffer it. I cannot use this technique. Instead, you have to time it in order to connect the combo. If I'm late, no combo. If I'm too early, no combo. You have to time it properly. So, buffers will help you a lot with any type of canceling, but it won't help you with links. So, knowing the difference will help you know how to time your combos in order to maximize your damage.

Next, we're going to talk about the the ancient dragon punch shortcut. So, there's actually two we're going to be going through. So, a long time ago, when I was starting fighting games, uh, I played fighting games on pad. And I don't know about y'all, but the original way I used to do dragon punches is I would tap forward and then I would just kind of like wiggle my thumb in the corner of the pad. So, I'd just probably like uh. But as you can see, this is not like the best, cleanest way. And over time, I was like, "Okay, I'll tap forward and then do a quarter circle forward, and that should give me a dragon punch." And this still works to this day. However, and I believe they started this around Street Fighter 4, they have what's called like the crouching dragon punch. So, you can go from down forward and tap down forward, down forward, and punch, and you'll get a dragon punch. And you'll see this in the way people move in the game. So, sometimes it it almost looks like teabagging, frankly. But sometimes you see somebody walking back and forth, check for your DP real quick, and then keep going. So, one, two, three, boom. So, you can choose to do it the old school, okay way of tapping forward and doing a quarter circle forward. You can do it the quote-unquote proper way, which would be forward, down, down forward. Or you can just tap down forward twice, and the game will just give it to you, no matter what.

But next, we're going to talk about something that's an advanced technique, but it's not actually hard to execute. And this one will help you a ton, cuz this actually was driving me crazy. So, we're going to talk about the cross-cut dragon punch. So, what is that? So, disclaimer, I actually only learned what this was like 10 days ago or something, like pretty recent. Everyone's still learning, you know. I've been playing fighting games for a really long time, but since I've never played uh, as much Street Fighter as I have recently in Street Fighter 6, I never really knew this was a thing. So, the idea behind a cross-cut dragon punch comes from this. So, here I have Manon, and we're going to have her do a button into a cross-up, just like this, right? So, how would you go about anti-airing this, stopping them from doing this? And this is pretty common in this game to deal with. So, we can use our new handy-dandy dragon punch shortcut, but when we do it, it goes the wrong way. So, what do we do? We can meet them air-to-air, but even this is a little funky, right? That time I got her, but this is not even, you know, it's not even that great a situation, right? But you can also try walking and pressing a button. This is totally fine too. But if you want to get a really good situation, if you tap forward and do a half circle back the other way, then you will get a dragon punch. So, let's try it. So, the reason behind this working with this input, I'm not going to lie, I don't quite understand. I keep trying to think why does this work, really, like, like for real. And the closest thing I could get is that you have a dragon punch buffered on one side, so you just walk out, and it auto-corrects. That's basically the closest that I got. I don't quite know. This is one I had to, like, no one really explained to me. They were like, "This is how it worked." So, if you're having problems with this, this is another answer that you could use.

Next, we're going to go to a slightly higher difficulty. Um, I mean, technically the cross-cut DP would be in this difficulty too, but hey. So, first, we're going to start with the perfect Parry Drive Rush. So, you may know about the Drive Rush cancel, which uh, you know, I'm an anime player, so I've been calling it DRC. So, this is when you press a button and tap dash. This is quite expensive. This uses about half of your, not even half, it uses three bars of the Drive Gauge, which is quite an expensive option. But you can also do it raw from the Parry by holding Parry and tapping Dash. But if you do this, then you use slightly more than one bar. So, depending on your timing, uh, the exact number is either like 1.3 or 1.1. So, if you actually tap forward first, and then Parry, and then forward, you should get one that costs exactly one bar, and it's the fastest you could possibly do it, 100% of the time. So, it would look something like this. So, again, the input here would be to tap forward, press Parry, and tap forward.

Then we have to talk about how to control the distance of your Parry Drive Rush. So, this is actually one I really struggled with, and I had to lab on my own. So, if you do this Parry Drive Rush, what's actually funny is that if you hold forward, you don't keep running, which just doesn't, I don't know about you guys, it doesn't make sense to me that holding forward cancels it. If you want to go max distance, you actually need to not do anything, and then they will go further. They will go much further, actually. So, compare the distance here is one where I'm holding forward. Notice how I stop right away. Compared to if I don't. Notice how I get all the way up in Manon's grill, right? So, this one really drove me crazy, I'm not going to lie. I don't know if it's just me, but I wanted to include this here because I just could not do this. I was watching my matches and comparing it to other people's footage using the same setups, and I'm like, "How do they get all the way over there?" But my character stops every time.

And for our last trick, tip, technique, whatever, um, and I think this one is the hardest out of everything we've listed, and also this is character-specific. So, it's only going to apply to charge characters like Honda and Guile. We're going to cross-cut charge moves. So, again, if you remember from the cross-cut dragon punch example, this is how do you deal with someone crossing you up with like an anti-air. So, if you recall from before, we're going to have Manon doing the same string, this thing here. And again, you can meet them air-to-air, no problem. But depending on your character, and again, I have Honda here, he doesn't really have like a good button for this. Some characters can just press a button, and this is all well and good. And I mean, in his case specifically, he does have things like anti-air headbutt and stuff. But if I do it from this range, I just escape. And if I do my other anti-air, I cannot get to Manon. So, what do we do about this? Well, we can do what we talked about before, where you walk out and press the button. This is very effective. Or you could do a cross-cut charge. So, the way we're going to do this is we're going to hold down back. So, we're holding our charge. We're going to walk out. So, we're going to press forward, and then we're either going to press back, so the way we originally came, or press up. So, this sounds very odd. So, I'm just going to show it so that it makes sense. So, first, let's do it with headbutt. So, I will say doing it with a normal headbutt is quite difficult. Doing it with an armored headbutt, the EX headbutt is much easier. The easier option is by using the anti-air, the Sumo Splash instead. This one is way more consistent because you're not losing your charge. So, the timing is way more open. Like, recording that heavy headbutt, it took me honestly like five or six tries to hit. So, you'll see when I'm doing the EX Splash that for a short second, I'm walking forward and then pressing up. So, this one is the much, much more reliable with him. But you can also do this with Guile. Just keep in mind that you don't want to rush the Flash Kick in his case.

So, all right, these are my input tips and tricks for Street Fighter 6. Uh, I tried to organize these again from ones where you don't even have to be in-game to do, to ones that are like pretty difficult and niche. As usual, if you guys have any questions or comments, definitely feel free to leave them in the comment section below. Like and subscribe if you guys feel like it, and I'll see you all next time. Peace out.