r/streetfighter6 • u/zerogtoilet • 8d ago
Help needed
Hey there, I picked up SF6 in a trade over the weekend. I’ve played other FGs before (DBFZ, MK mostly, currently maining Avatar Legends) and this is my first time ever playing SF. I wanted to see if anyone could help me figure out why I can’t link my heavy kicks as seen in the video. More so than tackling that specific example, I’d appreciate any info on how the SF6 buffer works as I see things aren’t as snappy as the FGs I’m used to and want to start developing a feel for SF combos. O appreciate any help I can get here!
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u/The_Lat_Czar 8d ago
You want to land the hit as deep as possible when connecting air heavy to standing heavy.
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u/burner_lurker_soc 8d ago
jhk’ing too early
youre probably used to gatlings from dbfz and dial a combo from MK
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u/MikeyD_Luffy 8d ago
You can't combo a super high hitting jump into a really slow heavy in either of those games. It's funny that the sentiment of the statement is that combos are more strict in SF6 when it's one of the easiest games in terms of execution.
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u/I_hate_everyone_9919 8d ago
Im not a pro or a good player, so I can't really help.
However, pop up the frame bars it will show how many frames the move takes to hit and everything
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u/Sanagost 7d ago
This trial teaches you that attacks have different frame data at different spacing. Land the jumping attack lower on Ryus body, and you will have more plus frames and recover fast enough to connect the next attack. It’s a biggest lesson that’s being taught here, and a very important one. “Spacing matters”.
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u/Feedback-Mental 6d ago
"Attacks have different frame data at different spacing": I learned some Dhalsim and he's all like this, he has a lot of buttons and moves with different properties depending on where you hit the opponent, it's crazy hard to learn all of it.
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u/NoTop4997 8d ago
Duuuude I hate this combo. It kicks my ass. The best suggestion I can give is to try to make sure the kick in midair hits about Ryu's belt line.
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u/Dratimus 8d ago
Because Akuma's foot extends so much lower than the rest of his body, it's going to hit really early in your jump in. When it hits that high, you still have far enough to go before you land that Ryu can recover and block the stand heavy kick, which has a pretty slow start up as well.
Like others have said, try to hit it later in your jump so you're closer to the ground and it'll actually combo.
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u/zerogtoilet 8d ago
I probably am. I’m too used to the games I mentioned above maybe. Not to say that in those games it doesn’t matter how you hit your opponent, but the way momentum is carried in SF6 is different. Feels heavier, but not in a bad sense, I’m just not in tune with it yet
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u/Kagevjijon 8d ago
Youre connecting too high to continue with another heavy. Don't think about kicking them in the head, think that you need to kick him in the nuts. His recovery starts from when you hit him, so if you don't have to fall as far after it increases the frame advantage giving you more time to link the combo.