As a pad player, I got super instead of dp tens of times. Ending the input on down forward helped immensely! It also facilitates combos to boot! Thanks a million! 😊
Auto-correct and crosscut are closely related but distinct things. Technically only the second option (the one that's like half-circle-back motion) is a crosscut (useful to reference Infil's fighting game glossary). The issue here is that crosscuts also don't always work. They work in your example because you are walking under, eliminating the ambiguity of when you and your opponent switch sides. You can do crosscut DPs from a crouching position and still get things going the wrong way. This has always been true, but it seems to happen more in SF6 because of some combination of how the game determines which character is on which side and the fact that DPs are slightly slower than usual so there is a larger window where this can happen.
The game does feel more strict on the side that you are on while jumping. Imo it's still slop, this game feels less forgiving with its autocorrects so muscle memory used to a more generous game will fail here. But learning a more proper method is fine. Hell if I wanna catch a cross up as aki I need to 236 delay hp to autocorrect it. So believe me I know it's not trivial.
@@thecoolkid440 I guess my point was mainly that it doesn't matter what input method you use. In fact you should learn both and which to use. The key thing is learning the SF6 timings. (This is not a disagreement but a clarification of what I was trying to say earlier) Lets say you watch this video and try to learn a new DP input. Because the input is new, maybe you input it slower effectively adding an additional delay which maybe makes it seem like the new input solved the problem with crossups. As you practice, you get faster at it, and eventually the crossups become a problem again because your natural timing has changed. Learning the new input only solves part of the problem -- the main thing you have to concretely learn is the specific moment you need to press the button, which involves conscious awareness. Muscle memory is necessary so you have the spare attention, but not sufficient. DP AA is a surprisingly deep skill, and is one of the most durably universal in Street Fighter despite the fact that there are differences in each version.
@DoobooDomo oh for sure. Being conscious of the muscle memory you develop is super useful in fighting games in general and being able to reasses developed muscle memory is important.
Bro i want to thank you so much, i´ve seen a ton of videos, guides,tips,tricks, and nond of them come close, to the GOLD information u are dropping in 10 minutes, really helping me to step up
That input bug was in SF6 since launch, and any "fixes" that Capcom gave it weren't really fixes at all. There's a clip with Chris T trying to do Ken's Super in an online tourney and instead he got Dragon Lash, all because the input system can't read or store inputs properly, and that costed Chris T. That's a psuedo-game breaking bug territory right there.
Tbh, my past KOF experience with DP, is that it is very easy to make a half circle forward move, when you are blocking and wanting to make a DP move. Example would be Daimon, when you pull back a bit and want to make an earthquake, then the grabbing hands come out. Modern day fighting games seem to be avoiding this type of moves input overlap so we don't see this type of problem anymore.
God I am so glad to know that I am not the only one who gets a super or haduken when trying to do a DP, or a DP or super trying to do a hadu. The input system is so damn lax, worse than even SFV that I can just wiggle the Dpad and a SPD comes out...its annoying.
@@Chris_F I appreciate it but tbh I dont put much effort in. I been playing SF since the early 90s, as with most fighting games I just play by feeling from legacy skill...so rewriting decades of muscle memory is not an easy task, nor do I have the effort to even try. This is an inherent issue with SF6, the inputs are too lax. Sure they did it for new players who cant do precise motions and I am fine with that, its just its too lax so i got to live with it. SFV easier inputs was fine, it was simple but not so easy that pressing a tatsu motion would do a haduken or some strange stuff like that.
It started with Akuma for me. I picked him up day 1 and I tried to do DP on reaction, it would give me Fireball instead I complained on Twitter and got called bad/ you’re trash at sf and should go back to NRS games :/
that's my issue, is actually tapping forward to move forward slightly then doing a qcf... and getting dp. which apparently has priority that way over fireball. Given that that IS the correct inputs, I just get screwed a little, having to wait very slightly longer to make sure it really registers neutral, or I just have to do something else.
After spending more than 300 hours in this game, I'm done with it because of input inconsistencies. I've been noticing that my inputs are not getting registered lots of times, and one weird thing I saw when I checked my replays is that the game is getting the button order wrong. For example: My opponent used DI and I reacted with my own DI, but got punished instead (DI didn't come out). I went to watch the replay to check if I messed the DI (although it's one button). What the game registered instead was that I used the DI first, and my opponent reacted to mine. It's like I pressed the button half second before my opponent (which didn't happened).
Hey Chris. I have now been on leverless playing shotos for 8 months, starting in iron and now d5, almost there. Your videos always helpful. If you get some time, i have a few questions: Question 1 Can do you do the "true" / full SOCD DP with jump+punch from a crouching position, whether DB or DF? What I see in D5 / master players is delayed / crouching DPs to lower hurt box. I didn’t see these in plat like, ever. i want to be able to be moving in neutral, crouch to lower hurt box, and use the SOCD method. Is this possible ? I seem to stand up no matter what Question 2 - I use the crosscut method you describe, half circle ending in Df or db. works well. I’ve noticed lately it I just wait a extra frame or 3 and let them go over my head, I can just use the SOCD DP in the correct direction. Do you use SOCD dp for crosscut at all? Is this even a thing? I still find DP to be absurd. I feel like crosscuts are such hard high barrier to getting better. If you can’t do them you’re screwed Thanks for the help!
Hi and I’m glad to hear you like the channel! Also, HUGE props for going from iron to diamond, that’s amazing! To answer your questions: 1. No, you’d have to stand up to use that shortcut 2. I’d say use whichever feels more consistent and comfortable. There is no “correct” or “better” way to DP crossups
I like the video, but these arent even bugs, especially that first example. If someone is DPing the wrong direction, they hit the button too early. Your "walk forward" version is what an actual crosscut motion is meant to be. The other two examples are just people having sloppy inputs and getting unintended results. I see comments of "i played back in the day and these inputs are too lax." Those comments make no sense because the inputs were more strict, not less. The only difference is if you mess up a DP in SF6, you could get an accidental super. If you did that same sloppy input in an older game, you'll more likely just get a normal button and still get kicked in the face. So you can argue you might waste more resources or do something extra unsafe in a modern game, but you still arent getting a DP. One thing that has never changed, if you do f, d, df+p, you will get a DP and it's been that way for 30+ years. If someone is struggling on stick for consistency, there are other options as you mentioned. But none of us are robots so sloppy inputs during a match will always be a thing. Part of the fun is to perform well under stress, imo.
I have a bad habit of getting dp instead of fireball. Happens when I’m moving left to right and want to fireball after inching forward. I end up hitting forward then qcf. Still working on ironing that out lol
@ 02:39 _"I'm gonna load up an old game, USF4."_ Fuck, I remember when vanilla SF4 was coming out, and anticipating the release of USF4 with all the new characters and changes. It's already been more than a decade
I pre-ordered SSFIV and bought a used madcatz te off eBay from someone selling it because “my days of chasing Daigo are over” and that’s the stick I used in this video! I didn’t end up liking it and took a break from fighting games until KOF13 came out and I’ve been around ever since
It is also interesting about the mis-inputting a DP into super. I don't think even top level players are immune. I had seen countless times Pongko doing a super instead of DP during reversal situation when play SF4 Seth during tournaments. The consequence in SF4 was much worse. You lost all 4 of your meters and you were going to build only about 8 per match. In fact, this was the reason Sagat players always did the angry scar move to clear their meters so they didn't have to worry when doing DP. This is also one advantage of Evil Ryu and Akuma, since their super input is not two half circle forward. So don't feel bad if you mess up DP input that often.
@@Chris_F or as we called it on xbox, blinking :> Tsumiji loops with Ibuki or HK LP loop with Akuma was much easier with an extra jab for the 1 framers. 👍
What about the issue now with Ken's run priority making EX kicks a nightmare ? I wish they would fix this ... I don't even know why they made this change in the first place.
I've been playing gief for 4 years now. I've been getting spd after triying to headbutt after body splash so much is ridiculous. It never happened to me in any other game.
For me …… it’s how I go from neutral tk crouching forward light punch …….. and it for some reason gives a dp instead . Like 80% of the time . Costs me games . Then the super coming out instead of dp too . This stuff makes me not play for days . Then come back and see the same shxt happen . It’s a cycle
Nah even with leverless I still get DP instead of fireball sometimes. At least without doing the half circle motion. Normal qcf out of walk forward into low forward will still net it if you do it too fast. And I don't mean so fast that you're hitting down forward still. I'll be like 5 frames into hitting straight forward and I'll get DP still. Half circle is still hard cause sometimes I'll get pretzel motion and do palm on ryu because of accidentally doing half circle back
If you are going to do these guide videos i think you should do one going over how the input system actually work in Street Fighter. Once you know it's just pattern matching against a log of your inputs to find matching inputs with a maximum time in between them compared against a priority list, all the weird quirks make a lot more sense and let you play around them.
Issue is I only really understand the input system from a leverless player perspective. I use a lot of shortcuts and SOCD inputs to circumvent any input system issues
Bro just use the 628 input on SF6 instead for the forward dps. Even from crouch they're pretty quick and clean. As for crosscuts, I imagined the game's autocorrection on inputs is reversing the first 6 and 2 from 6321 when you cross under, and then the 1 essentially becomes the end for dp input to form a 421. No idea if it's actually how it works but it makes sense to me.
I've found it's especially bad trying to cancel a crouching normal into DP (I'm on D-pad), since it's hard to go quickly from ⬇ to ➡ without getting a quarter circle. I try to use the ↘⬇↘👊 input for the DP in that situation to help avoid accidental supers.
@@ryo-kai8587 I’m playing keyboard I hold down ⬇️ press normal then double tap forward ➡️👊to cancel into DP (all while still kept holding down⬇️) this requires two fingers though with d-pad you may have to input faster than normal
@@TOMA-dx1fy This is functionally the exact same input I mentioned, it's just a difference of control type. It's probably easier to do it cleanly on keyboard or hitbox, since you can't accidentally tilt too far and get a forward.
swapping from modern to classic I am noticing some weird input stuff but Its because my sodc was set for tekken lol and kbd, time to reset it to neutral
Question Chris, I play Kimberly and they just buffed her tatsu AA invincibility. How do I do crosscut tatsu, since holding forward when they are jumping over is not part of the input
The worst thing I experienced, although I think it's better since they reduced the buffer slightly in the big season 2 patch, was walking forwards and then trying to hadouken and getting a DP instead. It can still happen and I know the fix is to do a hcf but still!
yeah this happens to me from time to time. I adjusted pretty ok to it because i had a similar issue in Guilty Gear +R with venom, which helped me slow down my inputs a little...still happens when i do things too quick however.
I play modern control. Akuma for some reason do flipping demon or sometimes a fireball. Not sure if it’s because I missed the forward input or since my fat fingers rest on pad I accidentally pressed down + SP. very annoying
@xkoan-yy7lg I'm on a stick, but seems to work fine for me. There was some issues a few versions ago some supers would come out unintentionally, but have not had that problem since the patches.
@@salttrader4113 Yeah I think as long as you have clean inputs you won't encounter this problem. Easier to have a true down-forward on a square-gate stick than on leverless/keyboard.
So, what about getting DP instead of Hado while walking back and forth in neutral. A forward input will sometimes count as part of the QCF if it's done too fast, and ➡⬇↘➡👊 gives DP. I even see this happen to Daigo sometimes lol EDIT: apparently the answer is to do a HCF, since pressing back overrides the initial fwd input that causes a QCF to register as a DP.
Fireball instead of DP happens because you hit back at some point before the down, down forward. but after the forward. This is by design so that there is an option for walk forward fireball without accidentally getting DP.
Top video as always and yeah in this game using stick has some untypical disadvantages! Getting Ken’s run instead of Jinrai kicks is another one that comes up from time to time. All the issues are fixable but leverless really is better… which I hate!
@@Chris_F Switching makes perfect sense if you are serious about competing. The advantages it gives you are simply too great, even if IMO it's not as satisifiying to play on hitbox as it is on stick. However, they are sometimes called "cheatboxes" for a reason! 😆 It feels like it's an unfair advantage to have over other players and to me, not quite in the spirit of the game. You can do things that weren't intended originally by the developers. So in other words, expect to see me playing on hitbox this time next year!
As a new player in sf6 this came naturally. Never did dp except for corner situations where they were right above me or for wakeups. Play Cammy so the different distances plus me being trash made it not worth it on jumpins. Hyped to know I get to blame input bugs when I mess now tho 😤
Don’t blame input bugs, the reason they happen is because of poor inputs from the player. Instead, understand how to avoid mid-inputs and practice the correct way
I'm not following twitter, but honestly i don't get the discussion to be honest. Don't get me wrong, it's great you did this video (btw.: i love your channel for vids like this, you're really a true MVP for this game) because it will surely help a lot people, but summed up you told people to do the actual right input. If you mess up your input and the wrong move comes out, it's not a bug. I consider none of these issues a bug, but just really messy, sloppy execution on the players end. This coming from a stick player. I only learned consistent DPs after SF6 release and by no way do i have great execution, but ever since learning DPs i always was focussing on the things you mentioned. If your DP ends in forward it's one of two input errors: first of all and this applys every single time: Forward when pressing the attack button is the wrong input for the move, might sometimes work, but still is a sloppy input. If you get a fireball you made a second mistake, which is your input being to slow, simple as that, so in case of a fireball coming out, you actually made two mistakes. Same goes for accidental supers. Crosscuts are tough and i can only do them in the lab, so i will thankfully try out your walk forward workaround. Anyway, great vid as always.
I always have my input history up and spend most of my time in training. This is comin from somebody who practices execution regularly. It’s the game input system that’s weird not sloppy execution
@@johnnybananas14 Well if it's the games "weird input systems" fault you have, we must be playing different games then. How else come that i don't have these problems? I drop some inputs now and then like everyone else, but than i can clearly tell from the input history where i messed up the input and it's usually in heated match situations or if i practice a new combo route. I can guerantee you 100%, that if you would post a video or screenshots of missed DPs it would clearly be visible from the input history where the input went wrong. If you work on consistent clean inputs, i guerantee you, you will get your DP everytime you want. If you can't do 10 flawlessly executed DPs (F,D,DF+P, not F,D,DF,F+P for the regular input) in and out of combos consecutively everytime you try, you just need to clean your inputs and go into detail what execution errors keep creeping up. But if you just blame the game it won't help you. If DP inputs were even more lenient than they are allready, you couldn't throw fireball out of movement anymore. You allready have to do a hcf motion for that, to cancell ot the forward input and not whiff a DP instead.
Anyone getting supers from trying to dp are not inputting the dp motion properly. The last directional movement in a dp is down forward. If you're getting super, you went past down forward all the way to forward and then hit the button. You CANNOT get super from an actual dp motion.
Any character with a dp cant complain in this game i dont care if its a lottery system that it only comes out one outta 5 its that's strong. Yeah the input system is strange but playing on pad and hitbox like most people do nowadays is going to make your dps harder to do compared to a stick. Im traveling right now and im on my pad dp motions are less consistent than on a stick and i have the same experience on both.
The input system is literally broken. U can do a backward fireball motion and get a forward dp (not trying to crosscut). Capcom needs to fix this ASAP. For some stick players its miserable. U will get clipped having for stick go to neutral. This vid is for leverless Sidenote: crosscuts are scruby and not needed. AA, parry, crosscut. SF hates players making a good jump sometimes lol
End the input with down forward works pretty well
That's what I do, works like a charm
@@briquesbts That's what everyone does. This video is stupid.
As a pad player, I got super instead of dp tens of times. Ending the input on down forward helped immensely! It also facilitates combos to boot! Thanks a million! 😊
Glad it helped!
I gotta try this cause I def get super alot
The input system is still buggy even after the patch , but then if you’re a Ken player they turn around and tighten the EX Jinrai input… whyyy?!! lol
Auto-correct and crosscut are closely related but distinct things. Technically only the second option (the one that's like half-circle-back motion) is a crosscut (useful to reference Infil's fighting game glossary).
The issue here is that crosscuts also don't always work. They work in your example because you are walking under, eliminating the ambiguity of when you and your opponent switch sides. You can do crosscut DPs from a crouching position and still get things going the wrong way. This has always been true, but it seems to happen more in SF6 because of some combination of how the game determines which character is on which side and the fact that DPs are slightly slower than usual so there is a larger window where this can happen.
The game does feel more strict on the side that you are on while jumping.
Imo it's still slop, this game feels less forgiving with its autocorrects so muscle memory used to a more generous game will fail here.
But learning a more proper method is fine.
Hell if I wanna catch a cross up as aki I need to 236 delay hp to autocorrect it. So believe me I know it's not trivial.
@@thecoolkid440 I guess my point was mainly that it doesn't matter what input method you use. In fact you should learn both and which to use. The key thing is learning the SF6 timings.
(This is not a disagreement but a clarification of what I was trying to say earlier)
Lets say you watch this video and try to learn a new DP input. Because the input is new, maybe you input it slower effectively adding an additional delay which maybe makes it seem like the new input solved the problem with crossups. As you practice, you get faster at it, and eventually the crossups become a problem again because your natural timing has changed. Learning the new input only solves part of the problem -- the main thing you have to concretely learn is the specific moment you need to press the button, which involves conscious awareness. Muscle memory is necessary so you have the spare attention, but not sufficient.
DP AA is a surprisingly deep skill, and is one of the most durably universal in Street Fighter despite the fact that there are differences in each version.
@DoobooDomo oh for sure.
Being conscious of the muscle memory you develop is super useful in fighting games in general and being able to reasses developed muscle memory is important.
Bro i want to thank you so much, i´ve seen a ton of videos, guides,tips,tricks, and nond of them come close, to the GOLD information u are dropping in 10 minutes, really helping me to step up
Glad I could help! I always try my best to give the most quality info possible in as little time as possible
That input bug was in SF6 since launch, and any "fixes" that Capcom gave it weren't really fixes at all. There's a clip with Chris T trying to do Ken's Super in an online tourney and instead he got Dragon Lash, all because the input system can't read or store inputs properly, and that costed Chris T. That's a psuedo-game breaking bug territory right there.
Tbh, my past KOF experience with DP, is that it is very easy to make a half circle forward move, when you are blocking and wanting to make a DP move. Example would be Daimon, when you pull back a bit and want to make an earthquake, then the grabbing hands come out. Modern day fighting games seem to be avoiding this type of moves input overlap so we don't see this type of problem anymore.
Those types of moves have definitely disappeared! KOF had a ton of those, I wonder if the new MOTW game will bring them back
God I am so glad to know that I am not the only one who gets a super or haduken when trying to do a DP, or a DP or super trying to do a hadu.
The input system is so damn lax, worse than even SFV that I can just wiggle the Dpad and a SPD comes out...its annoying.
As annoying as it is, I hope you can use the inputs I talked about in this video to help stop those accidents from happening!
@@Chris_F I appreciate it but tbh I dont put much effort in. I been playing SF since the early 90s, as with most fighting games I just play by feeling from legacy skill...so rewriting decades of muscle memory is not an easy task, nor do I have the effort to even try.
This is an inherent issue with SF6, the inputs are too lax. Sure they did it for new players who cant do precise motions and I am fine with that, its just its too lax so i got to live with it.
SFV easier inputs was fine, it was simple but not so easy that pressing a tatsu motion would do a haduken or some strange stuff like that.
It started with Akuma for me.
I picked him up day 1 and I tried to do DP on reaction, it would give me Fireball instead
I complained on Twitter and got called bad/ you’re trash at sf and should go back to NRS games :/
that's my issue, is actually tapping forward to move forward slightly then doing a qcf... and getting dp. which apparently has priority that way over fireball. Given that that IS the correct inputs, I just get screwed a little, having to wait very slightly longer to make sure it really registers neutral, or I just have to do something else.
thanks for the video in my case I did accidental shoryuken when I was going forward. The solution was just to press backwards to perform the hadouken
After spending more than 300 hours in this game, I'm done with it because of input inconsistencies.
I've been noticing that my inputs are not getting registered lots of times, and one weird thing I saw when I checked my replays is that the game is getting the button order wrong. For example:
My opponent used DI and I reacted with my own DI, but got punished instead (DI didn't come out). I went to watch the replay to check if I messed the DI (although it's one button). What the game registered instead was that I used the DI first, and my opponent reacted to mine. It's like I pressed the button half second before my opponent (which didn't happened).
Ok but how can i walk forward and do a hadouken? I alway get a dp. Only way i think of is half circle forward which is hard on leverless
I’m putting a video together about how to make that easier on leverless, so check that out when it’s ready
@@Chris_F that's awesome. Thanks man
Hey Chris. I have now been on leverless playing shotos for 8 months, starting in iron and now d5, almost there. Your videos always helpful. If you get some time, i have a few questions:
Question 1
Can do you do the "true" / full SOCD DP with jump+punch from a crouching position, whether DB or DF? What I see in D5 / master players is delayed / crouching DPs to lower hurt box. I didn’t see these in plat like, ever. i want to be able to be moving in neutral, crouch to lower hurt box, and use the SOCD method.
Is this possible ? I seem to stand up no matter what
Question 2 - I use the crosscut method you describe, half circle ending in Df or db. works well. I’ve noticed lately it I just wait a extra frame or 3 and let them go over my head, I can just use the SOCD DP in the correct direction.
Do you use SOCD dp for crosscut at all? Is this even a thing?
I still find DP to be absurd. I feel like crosscuts are such hard high barrier to getting better. If you can’t do them you’re screwed
Thanks for the help!
Hi and I’m glad to hear you like the channel! Also, HUGE props for going from iron to diamond, that’s amazing!
To answer your questions:
1. No, you’d have to stand up to use that shortcut
2. I’d say use whichever feels more consistent and comfortable. There is no “correct” or “better” way to DP crossups
I like the video, but these arent even bugs, especially that first example. If someone is DPing the wrong direction, they hit the button too early. Your "walk forward" version is what an actual crosscut motion is meant to be. The other two examples are just people having sloppy inputs and getting unintended results. I see comments of "i played back in the day and these inputs are too lax." Those comments make no sense because the inputs were more strict, not less. The only difference is if you mess up a DP in SF6, you could get an accidental super. If you did that same sloppy input in an older game, you'll more likely just get a normal button and still get kicked in the face. So you can argue you might waste more resources or do something extra unsafe in a modern game, but you still arent getting a DP.
One thing that has never changed, if you do f, d, df+p, you will get a DP and it's been that way for 30+ years. If someone is struggling on stick for consistency, there are other options as you mentioned. But none of us are robots so sloppy inputs during a match will always be a thing. Part of the fun is to perform well under stress, imo.
Feels good to play charge characters and looking at what yall need to do to mimic a fraction of our power
I’m a guile main so I feel this
I have a bad habit of getting dp instead of fireball. Happens when I’m moving left to right and want to fireball after inching forward. I end up hitting forward then qcf. Still working on ironing that out lol
Do a half circle forward instead, that should fix it
@ 02:39 _"I'm gonna load up an old game, USF4."_
Fuck, I remember when vanilla SF4 was coming out, and anticipating the release of USF4 with all the new characters and changes. It's already been more than a decade
I pre-ordered SSFIV and bought a used madcatz te off eBay from someone selling it because “my days of chasing Daigo are over” and that’s the stick I used in this video!
I didn’t end up liking it and took a break from fighting games until KOF13 came out and I’ve been around ever since
It is also interesting about the mis-inputting a DP into super. I don't think even top level players are immune. I had seen countless times Pongko doing a super instead of DP during reversal situation when play SF4 Seth during tournaments. The consequence in SF4 was much worse. You lost all 4 of your meters and you were going to build only about 8 per match. In fact, this was the reason Sagat players always did the angry scar move to clear their meters so they didn't have to worry when doing DP. This is also one advantage of Evil Ryu and Akuma, since their super input is not two half circle forward. So don't feel bad if you mess up DP input that often.
SF4 had some WILD input stuff too. Remember mapping the select button beside HP to plink jabs into themselves?!
@@Chris_F or as we called it on xbox, blinking :>
Tsumiji loops with Ibuki or HK LP loop with Akuma was much easier with an extra jab for the 1 framers. 👍
What about the issue now with Ken's run priority making EX kicks a nightmare ? I wish they would fix this ... I don't even know why they made this change in the first place.
That’s def something they need to fix
I get dp when i do a fireball too fast, walking forward. I usually use the plink method for DP
Inputting a back before doing the quartercircle overrides the input system to give you a fireball over DP in this situation.
@@TheCackling thanks, I'll give it a try!
This is the correct answer
I've been playing gief for 4 years now. I've been getting spd after triying to headbutt after body splash so much is ridiculous.
It never happened to me in any other game.
Try going back to neutral before you land
For me …… it’s how I go from neutral tk crouching forward light punch …….. and it for some reason gives a dp instead . Like 80% of the time . Costs me games . Then the super coming out instead of dp too . This stuff makes me not play for days . Then come back and see the same shxt happen . It’s a cycle
Use the inputs I talk about in the video and that won’t happen to you anymore!
Nah even with leverless I still get DP instead of fireball sometimes. At least without doing the half circle motion. Normal qcf out of walk forward into low forward will still net it if you do it too fast. And I don't mean so fast that you're hitting down forward still. I'll be like 5 frames into hitting straight forward and I'll get DP still. Half circle is still hard cause sometimes I'll get pretzel motion and do palm on ryu because of accidentally doing half circle back
I’ve had this issue when trying to do DP with Jamie , I’d keep getting his level 1 super 😵
If you are going to do these guide videos i think you should do one going over how the input system actually work in Street Fighter. Once you know it's just pattern matching against a log of your inputs to find matching inputs with a maximum time in between them compared against a priority list, all the weird quirks make a lot more sense and let you play around them.
Issue is I only really understand the input system from a leverless player perspective. I use a lot of shortcuts and SOCD inputs to circumvent any input system issues
Bro just use the 628 input on SF6 instead for the forward dps. Even from crouch they're pretty quick and clean.
As for crosscuts, I imagined the game's autocorrection on inputs is reversing the first 6 and 2 from 6321 when you cross under, and then the 1 essentially becomes the end for dp input to form a 421. No idea if it's actually how it works but it makes sense to me.
I just found recently in S2 that misinput from DP into SA1 happens much much more frequently than before!
I've found it's especially bad trying to cancel a crouching normal into DP (I'm on D-pad), since it's hard to go quickly from ⬇ to ➡ without getting a quarter circle. I try to use the ↘⬇↘👊 input for the DP in that situation to help avoid accidental supers.
@@ryo-kai8587 I’m playing keyboard I hold down ⬇️ press normal then double tap forward ➡️👊to cancel into DP (all while still kept holding down⬇️) this requires two fingers though with d-pad you may have to input faster than normal
@@TOMA-dx1fy This is functionally the exact same input I mentioned, it's just a difference of control type. It's probably easier to do it cleanly on keyboard or hitbox, since you can't accidentally tilt too far and get a forward.
swapping from modern to classic I am noticing some weird input stuff but Its because my sodc was set for tekken lol and kbd, time to reset it to neutral
I’m sure setting it to the Capcom Cup approved settings will help!
crossup dp can be done with 63214 p.
Question Chris, I play Kimberly and they just buffed her tatsu AA invincibility. How do I do crosscut tatsu, since holding forward when they are jumping over is not part of the input
Walk forward then input the move should work, but I don’t play her so I could be wrong
The worst thing I experienced, although I think it's better since they reduced the buffer slightly in the big season 2 patch, was walking forwards and then trying to hadouken and getting a DP instead. It can still happen and I know the fix is to do a hcf but still!
Annoying for sure but at least you know the solution!
yeah this happens to me from time to time. I adjusted pretty ok to it because i had a similar issue in Guilty Gear +R with venom, which helped me slow down my inputs a little...still happens when i do things too quick however.
you would hate it more, if DP never came out in that situation.
Amazon had a 50% off Qanba series KS 24mm buttons I bought a set of 12 last night. That's insane right. Time to make a new hitbox.
I’ve always wanted to try those, lemme know how they are
This was actually good for me and my ken
Glad I could help!
I play Honda and might pick up Bison, does Bison have a DP? Honda has qc's and down downs
No he does not have a dp
@@Chris_F thx
Damn thanks for this I thought I was crazy
Glad it helped!
wish your movement keys lit up when you pressed them hard to see at 4:25
I’ll change that for next time!
idk if this is the first video it's in, but nice haircut!
I just tied it back, still rocking the john wick haha thx tho!
I play modern control. Akuma for some reason do flipping demon or sometimes a fireball. Not sure if it’s because I missed the forward input or since my fat fingers rest on pad I accidentally pressed down + SP. very annoying
Sorry, I’ve never tried modern so I’m not sure what the solution is
Great video!
Glad you enjoyed it!!
If I had a nickel every time I waisted a bar of super and ate a fat punish counter jump in because the game gave me a level one instead of a DP
Holy shit you have the same Haute42 as me
Rise up💪
Never have that issue, dp antiairs like a boss for me
same im reading all these comments scratching my head. are you using leverless?
@xkoan-yy7lg I'm on a stick, but seems to work fine for me. There was some issues a few versions ago some supers would come out unintentionally, but have not had that problem since the patches.
@@salttrader4113
Yeah I think as long as you have clean inputs you won't encounter this problem. Easier to have a true down-forward on a square-gate stick than on leverless/keyboard.
So, what about getting DP instead of Hado while walking back and forth in neutral. A forward input will sometimes count as part of the QCF if it's done too fast, and ➡⬇↘➡👊 gives DP. I even see this happen to Daigo sometimes lol
EDIT: apparently the answer is to do a HCF, since pressing back overrides the initial fwd input that causes a QCF to register as a DP.
Fireball instead of DP happens because you hit back at some point before the down, down forward. but after the forward. This is by design so that there is an option for walk forward fireball without accidentally getting DP.
The fact videos like this need to exist now to pull off the most basic of things like 'walk forward into fireball' is so ironic of Capcom 😂
It is what it is unfortunately
Top video as always and yeah in this game using stick has some untypical disadvantages! Getting Ken’s run instead of Jinrai kicks is another one that comes up from time to time. All the issues are fixable but leverless really is better… which I hate!
Thx for the kind words!
That’s one of the reasons I switched to leverless after 10 years on stick
@@Chris_F Switching makes perfect sense if you are serious about competing. The advantages it gives you are simply too great, even if IMO it's not as satisifiying to play on hitbox as it is on stick.
However, they are sometimes called "cheatboxes" for a reason! 😆 It feels like it's an unfair advantage to have over other players and to me, not quite in the spirit of the game. You can do things that weren't intended originally by the developers.
So in other words, expect to see me playing on hitbox this time next year!
As a new player in sf6 this came naturally. Never did dp except for corner situations where they were right above me or for wakeups. Play Cammy so the different distances plus me being trash made it not worth it on jumpins. Hyped to know I get to blame input bugs when I mess now tho 😤
Don’t blame input bugs, the reason they happen is because of poor inputs from the player. Instead, understand how to avoid mid-inputs and practice the correct way
I'm not following twitter, but honestly i don't get the discussion to be honest. Don't get me wrong, it's great you did this video (btw.: i love your channel for vids like this, you're really a true MVP for this game) because it will surely help a lot people, but summed up you told people to do the actual right input. If you mess up your input and the wrong move comes out, it's not a bug. I consider none of these issues a bug, but just really messy, sloppy execution on the players end. This coming from a stick player. I only learned consistent DPs after SF6 release and by no way do i have great execution, but ever since learning DPs i always was focussing on the things you mentioned. If your DP ends in forward it's one of two input errors: first of all and this applys every single time: Forward when pressing the attack button is the wrong input for the move, might sometimes work, but still is a sloppy input. If you get a fireball you made a second mistake, which is your input being to slow, simple as that, so in case of a fireball coming out, you actually made two mistakes. Same goes for accidental supers. Crosscuts are tough and i can only do them in the lab, so i will thankfully try out your walk forward workaround. Anyway, great vid as always.
Agree, most the discourse is people complaining about their sloppy inputs not working.
I always have my input history up and spend most of my time in training. This is comin from somebody who practices execution regularly. It’s the game input system that’s weird not sloppy execution
@@johnnybananas14 Well if it's the games "weird input systems" fault you have, we must be playing different games then. How else come that i don't have these problems? I drop some inputs now and then like everyone else, but than i can clearly tell from the input history where i messed up the input and it's usually in heated match situations or if i practice a new combo route. I can guerantee you 100%, that if you would post a video or screenshots of missed DPs it would clearly be visible from the input history where the input went wrong.
If you work on consistent clean inputs, i guerantee you, you will get your DP everytime you want. If you can't do 10 flawlessly executed DPs (F,D,DF+P, not F,D,DF,F+P for the regular input) in and out of combos consecutively everytime you try, you just need to clean your inputs and go into detail what execution errors keep creeping up. But if you just blame the game it won't help you.
If DP inputs were even more lenient than they are allready, you couldn't throw fireball out of movement anymore. You allready have to do a hcf motion for that, to cancell ot the forward input and not whiff a DP instead.
@@thecoolkid440 Yeah, it's easier to whine than look at your own mistakes. It's a sad mentality.
@@johnnybananas14 then put up some video and show us. I have yet to see evidence of an inconsistent input reader.
If only you were on controller this would be useful to me lmao😢
The tips here still apply to controller and arcade stick
The very idea that anti-air DPs aren't valuable is super offensive, tbh
I’m not the one who said it!
Yea I’ve been bitching about this for as long as the game came out! DPs definitely don’t have the priority nor reliability like they used to
Yes they do, you just have to understate input system and work around it. Harder to do than past games but def possible
Anyone getting supers from trying to dp are not inputting the dp motion properly.
The last directional movement in a dp is down forward. If you're getting super, you went past down forward all the way to forward and then hit the button.
You CANNOT get super from an actual dp motion.
Fax!
Any character with a dp cant complain in this game i dont care if its a lottery system that it only comes out one outta 5 its that's strong. Yeah the input system is strange but playing on pad and hitbox like most people do nowadays is going to make your dps harder to do compared to a stick. Im traveling right now and im on my pad dp motions are less consistent than on a stick and i have the same experience on both.
The input system is literally broken. U can do a backward fireball motion and get a forward dp (not trying to crosscut). Capcom needs to fix this ASAP. For some stick players its miserable. U will get clipped having for stick go to neutral. This vid is for leverless
Sidenote: crosscuts are scruby and not needed. AA, parry, crosscut. SF hates players making a good jump sometimes lol
all this talk to say "skill issue"
Saying “skill issue” only puts ppl down and offers no solution to the problem. My videos are focused on helping people learn in a positive way
@@Chris_F joking around Great video +++