holy crap thank you for the "don't hold forward hold to get max distance on the drive rush" thing - this drove me mad too, I was holding forward and not even pressing an attack button, and ryu would just stop his drive rush lmao
Doing raw DR and immediately holding back is pretty useful when you are baiting for reactions. For instance, when you see the opponent abusing wake up EXDP on their knockdown. When the opponent is in a hard knockdown state there're better pressure options including DR combos or pressure strings (DR gives you advantage with plus frames). But just knowing that you have different DR options and not just pressing buttons will improve your game considerably.
@@robbieortsak6486I won a game yesterday by baiting a running shoryu from ken with a full screen drive rush as ryu and I've never felt like more of a god gamer in my life.
@@fourize3749 oh lmao, i'm not a native english speaker, so i didnt know that this is actually the term yall use for this type of beard. I thought it was meant as a light jab against him lmao
120fps doesn't actually affect fights, it just applies to battle hub and world tour when running around, as well as the menus. It even says that at the bottom of the screen when you select it.
Yo just started fighting games with SF6 and found your channel. Wanted to say thank you. Yoiur vids have helped me MASSIVELY. Really well done and informative. No BS. Subbed
Getting that to work on pad consistently is a hurdle tho. Gonna grind it a little bit to see if I can get it to acceptable levels, but prolly gonna stick to forward QCB.
Turning negative edge off is probably for the better for characters that have to buffer lights into specials. Not only I was getting whiff into special quite often, I would also drop combos into unsafe moves whenever I failed to cancel something in the early active frames, so it has felt more consistent without it. It does help a lot in linking specials into specials, though, so it might be very good on some characters.
wonder how it is for charge characters like DeeJay, say linking a medium down up charge kick into a heavy one or something. I can do it on default but i wonder if it feels any diff on or off
11:47 Think of Drive rush as a long Giovanna dash instead of a run and it makes more sense. It goes a set distance and you can press buttons and slide with the momentum. Also, using a normal throw stops you immediately, so you can use that to bait people mashing against your drive rush attempt.
As a gio main this helped me, but just have to remember to not hold forward to do the farther dash in this game. I ran in to the same problem as LK thinking you hold forward after PDR to do the full dash.
I used to be of those fighting game console purists, but given how the community has been gravitating to PC over the last couple of years, I decided to get SF6 on Steam. I couldn’t be happier.
Cross cut DP 10:15 - the game basically interprets the inputs "left" and ""right" as "towards opponent / forward" and "away from opponent / backwards". So inputing ➡⬇↙ with the right timing gives forward - down - down-forward, which is are directions for a dragon punch.
The cross cut dp input is the same as how Satsuki cross up overhead input works in Melty. You just do half the input in one direction, then they crossup and you do the last input in the opposite direction. You do the 6 before they cross up, 2 at some point as part of the half circle, then the 1 of the 63214 counts as the 3 of the 623 since they've already crossed you up at this point. Same as how 4756 inputs an instant air backdash since 4 and 6 are both away from the opponent since you changed your facing during the input.
Nice! Thanks! This helped med realize that it's more consistent (at least for me) to not do a full quarter-circle back, but to stop at down-back. so just 6321 relative to the original direction. I don't get accidental fireballs or hashogekis that way, worst case is a jab, and DP seems to come out more.
Wait so Ken's 236+mk into 636 I can hold forward after the first special and immediately press the 36 and it'll read the input and throw out the second special?
10:45 a dp requires a forward down and down forward motion. Cross cutting basically takes your forward input before they jump over you, the down input some time in while they are over you, and the down forward input when they reach the opposite side of you.
There is a easier way to do the crosscut dp. Press quarter circle forward and then back when the opponent crosses over you (towards the opponent) and you will get the dp with fewer inputs.
Cross cut works because the validity of special inputs are checked at time of input. So forward into hcb registers as forward -> hcf if the opponent crossed up during the forward input. I do recommend ending on omitting the last forward on the hcf so you don't accidentally get fireball.
You can hold df preemptively, then just input d, df+button, this will give you pretty much the fastest possible DP at the expense of not blocking. This good in situations where know you want to twitch DP, after a fireball where you've cut off the ground approach, or if you're a specific move you want to DP. Gief specific, but 360 doesn't require diagonals, nor does it care about order, so if you're actively walking back and forth you can do SPD by just inputting down, up +button. Half circle forward can be input three ways 4236, 4126, 1236, the latter lets you do then from crouching.
I've decided to turn off negative edge after turning it on for a while because I would rather drop combos due to poor timing than doing random specials in neutral Love that the option is there since you can get used to both but I hope they tweak the input buffer a bit
I considered getting around it by pressing and holding the button so you don't get the release input, but then you have to be sure you release it at a time where you aren't accidentally doing another motion, and it's likely going to mess with you if you ever want to play a character that has negative edge in the future, if one gets introduced. I personally think getting used to the cancel windows was way easier, as what I find most difficult are linking normals, drive rushes, instant air moves, etc., and the negative edge input helps with none of that.
Yes this is exactly the kind of thing I've been looking for I really want to play Blanca in sf6 but I'm having a hard time with the charge inputs so hopefully this video helps looking forward to watching this when I have the time.
Your explanation of a cross cut DP is correct. You're hitting forward before the opponent actually moves over your head, so that input counts as the forward input when they cross over. You then have to do the input in reverse for the second half because they're now on the other side. The game can't distinguish that the first input is now technically backwards, so it just works.
Wow thank you so much for the drive rush distance. I know sometimes I was cancelling it early with a normal/throw, but I must be holding forward subconsciously. Playing DJ, one strength is his drive rush and I could not figure that out. Great video!
Great video. One note/sligh correction, plinking and piano'ing are 2 different concepts/technique. Plinking is exactly what you described but piano'ing is when you present multiple buttons in rapid succession for the old-school hundred hand slap, lightning kicks and Blanka shock. Ex, you rol you're fingers from Fp, mp, lp, mp and end with FP to get the heavy slap/shock. The whole thing is done in seconds and looks like strumming piano keys. Great video!
Correction. Plinking is different than double tap. It's been so long I'm rusty, but Priority linking (aka p-linking) is pressing 2 buttons 1 frame apart (imaging pressing lp+mp but the finger pressing lp is 2 mm lower than the other) so u get a double click. The mp has priority so it comes out but you get the timing of the lp so for tight 1 frame links, I stead of pressing lp > mp, you press lp > (plink lp+mp) and it's the same as linking 2 lp's.
the reverse dragon punch works because when you input the 2nd and 3rd direction, your opponent is on the opposite side than when you started the move so the perspective of forward is changed thus allowing the input you described to work
There's another version of plinking that was from SF4. You piano the next lower priority button like HP and MP. The game should read it as HP then HP+MP the next frame. Only the HP will come out due to button prioritization and basically converts a 1 frame link into a 2 frame. Really helps since some links especially after a DR button are so tight.
for cross cut : the forward you do before they cross over you so in your inputs you have "forward" following that you have down. this can be before or after they cross over you since down is down regardless of which side you are facing, so now your input buffer has "forward>down" finally, you input "downback+punch" after they cross over you, which when mirrored gives you "downforward", so in your input buffer you have "forward>down>downforward+punch" which is a shoryuken input. and street fighter is kind of lenient with those. in fact if you walk forward and input a quarter circle forward it will give you a shoryuken even if you're ending on forward which is why to do a walking forward hadouken you have to hit "back" and do a half circle forward. contrary to the name "autocorrect DP" the input does not automatically choose a normal or mirrored dp, but rather the input "corrects" your character's facing. which is why crosscut is a better name. there's a few methods of inputting that also takes advantage of the lenient "downforward downforward" input, you can input downforward, wait for them to cross over you and input downback which gets mirrored into your second downforward input : 3|1 is mirrored into 33. since the input is lenient you can slide by 2 to get "3|21" or "32|1" to get the input 323, which is a valid DP input. this lets you do the input from crouching. there's also the method of doing 131 which is simply crouchblocking and then recognizing they're crossing over you and doing the 3|1 shortcut. that works too. so in summary : 62|1 and 6|21 is mirrored into 623 and 3|1 is mirrored into 33, where " | " is the point of crossing over you.
ok so for the cross cut, basically the forward input carries over so when you input 63214, the 6 is the forward input for the 623 dp, but it gets corrected for the other side when the character turns around. the down forward input and the back input (3 and 4) are superfluous but make it simpler the conceptualize and execute. when the character turns, the 14 are actually 23 so including the (pre-turn) forward input, you get the 623 required to DP on your back side.
For the reversed dragon punch, I would say the game recognizes the forward input as forward and then down and back as down forward because Ryu has turned around
About the Cross Cut : the DP input is : 623 but the Cross Cut input is the same except we input 1 instead of 3 (because the character is on the opposite side) so it became : 621
Just a small nitpick but double tapping is not the same as p-linking. P-linking is, as far as I know, only something that works in SF4 because linking one-frame attacks is/was incredibly difficult but p-linking allowed an extra frame of buffer window; it required two separate inputs from the harder attack followed by a weaker attack one frame from each other. In double tapping's case, you are hitting the same button twice one frame apart (instead of two separate buttons like p-linking requires). So as far as I can tell, p-linking is more or less an obsolete method of hitting buttons (because it only applied to SF4 that I'm aware of) but double tapping can be applied in (almost?) all fighting games.
I don't play on a stick so I never really bothered learning the terms, but I'm also pretty sure pianoing is when you go across the buttons (like L,M,H) in order to get more inputs, not pressing same button.
@@BoyzbyThis is not really a stick based concept. Plinking and double tapping can be done by anyone with dexterity to do it on the control they choose. I just don't want any new players to run out and buy an expensive joystick cuz they think it's a requirement for plinking or double tapping.
I just did a Ken combo ive been struggling with for days thanks to those settings, thank you so much LK you just changed the game for me :D keep up the good work!
Holy shit thanks for explaining the dr distance I have been stopping in front of my opponents while going for a drive rush grab and it has been driving me crazy
Man thank you for explaining the difference between a buffer and link. Im new to the genre and didnt get why some moves combo when trying to buffer and others didnt
With E. Honda, with proper timing, instead of a Headbutt, you can command-grab an opponent who crossed-you up just by inputing forward + punch. It happened unwillingly to me a lot of times in SF5, and still do in SF6, and I'm pretty happy when it happens, even though I don't really know when it will happen, and why it happens lol And I guess that if it works with E. Honda, it will probably work with any character who have a half-circle back command grab :-)
If you did it from holding down-back to forward it might just be the game recognizing it as a half circle back motion once the opponent has switched sides. Could also explain why sometimes it doesn't happen, because you could have done the input before your opponent switches sides. In which case the game doesn't autocorrect your input to halfcircle back.
The way cross cut DP was explained to me is that SF looks for a forward input plus any two unique down inputs. So 612 should also theoretically be a DP.
this is similar to how full circle inputs work, the game is just looking for all 4 cardinal direction inputs so theoretically you could do down right left up and get a full circle input
Cross-cut DP works basically the exact way you think it does. The walk forward makes them cross up sooner so that your facing the correct way for the DP inputs(towards your opponent) and the DP gets sent the correct way. If you slow the game down you can see Ryu do a small walk forwards before he DPs
Wow never even know about cross cut dp's or drive rush going way further than normal. To be honest im still like in silver so most people dont know anything (just like myself) but this will help a ton thank u mr sir father lord knight.
Wow I’m new to fighting games this guy was killing me with the cross up repeatedly I had no idea what to do. Definitely going to lab my anti air and cross up defense
thank you, I'm a new player and had no idea how to do rushing...actually, I started learning it but its super awkward. But your dir+parry+dir feels pretty easy to me. Not sure if I can apply it properly in a match, but so far, getting the hang of it. Thank you again o/
One thing...Plinking or priority linking is pressing a light button before a heavier one. Like pressing mp before hp to better your odds it coming out.
afaik crosscut dp works because the game reads your inputs in the following way: you input forward (6) while they're still same side. your down (2) input is side agnostic, so that works whenever. as you're now rolling your stick back through the down-back (1) position, because they've crossed you up, the game reads it not as a down-back but a down-forward. that gives you all three input directions you need for the DP. also means you technically don't have to complete the half circle back, you can end on down-back (again, which is down-forward after being crossed up)
The cross up dp is just simply that you do the forward input in one direction and then the remainder of the input in the opposite direction because you'll be turned around by the time the input comes out.
120 fps is for the open world stuff only. If you were all having frame drop at 60 putting at 120 is not gonna help. Plus all fighting games are fps base if you were to double the fps from 60 to 120 the characters would do everything at 2x speed 😂
@@3ASY355 No, they aren't. Modern games tend to use an internal tick rate rather than frame rate. Using frame rate in modern game development is incredibly bad practice.
I come more from a tekken and soulcalibur background your video is a great help for learning some tech for street fighter. Also has me considering a larger actuator on my lever.
The plinking part may be a bit incorrect. You actually plink two buttons. Not one button twice. Plinking is done by quickly pressing two or more buttons exactly one frame apart (in priority descending order). This can be done by rolling one's fingers across two buttons, almost hitting them simultaneously. Because of input priority, the game makes the first input come out either at the frame where the first button is pressed or at the next frame when second button is pressed, effectively extending the input window. However, characters cannot plink from their Light Punch/Kick without using the select button, as it is the only button of a lower input priority than a Light Attack.
The thing about the drive rush distance and also cross dp thank you a lot :D was wondering how to do that, by any chance do you have another shortcut for hitbox?
Sf6 is the first time ive wanted to actually get good at a fighting game but im struggling with classic inputs. Cant figure out if its just my timing or what but i cant seem to string combos.
Wha I found out today in trials is that if you go for a down attack into quarter circle you can use the down input from the first attack to get the special
I was training an optimized Cammy combo for over 2 hours and I couldn't do it, after activating Negative Edge the combo came out easily" this saved my gameplay
The reason why the crosscut dp works -forgot who explained it to me - is bc you're getting the dp motion of forward down and down forward. But bc you walk forward, the down forward is actually what used to be down back since they jumped over you. Its like a self auto correct which is hype
So on the cross cut DP, you pretty much understand, but I'll spell it out. In SF, you can be a little sloppy with moves. Such as instead of 623P for DP, you can 6123P, it just accepts the sloppy input as long as it's fast enough. To do a crosscut, the motion is basically 6321P. If facing right to begin with, your 6 is clearly correct as forward for you to walk under. Then by the time you start the roll to downback, you've already just been crossed up and are now facing the other way so the 321 motion turns into a 123 input, which makes for that 6123P finishing a sloppy normal DP motion. Also on the Drive Rush distance, the full animation is that 3/4 screen run. But you get a certain amount of default minimum rush distance, about 1/4 screen before you can take any action. After that minimum distance, anything will interrupt the run animation, including a direction. And yes, this is a very non anime FG concept.
For me the fastest DP motion is f>df>f. On ps4 pad, just wiggling the bottom of my forward button gets me dp. Not sure if it’s faster but returning to neutral/taking my finger off the button slows me down lol
For Guile example, your character model will switch sides if your opponent goes for a cross up. Input Up + Kick button for FK once this happens to get the cross cut attempt to hit.
I am politely asking you to subscribe (or else)
Only because you threatened nicely!
i was already subscribed, but hopefully leaving a comment at the algorithm altar will please The TH-cam
should i sub? i hope i don't get as many anime fighting games
I don't understand the inputs from SF6. Lvl 1 supers, and DPs don't come out half the time.
or else what?
holy crap thank you for the "don't hold forward hold to get max distance on the drive rush" thing - this drove me mad too, I was holding forward and not even pressing an attack button, and ryu would just stop his drive rush lmao
Doing raw DR and immediately holding back is pretty useful when you are baiting for reactions. For instance, when you see the opponent abusing wake up EXDP on their knockdown.
When the opponent is in a hard knockdown state there're better pressure options including DR combos or pressure strings (DR gives you advantage with plus frames). But just knowing that you have different DR options and not just pressing buttons will improve your game considerably.
same, lol! LK is the GOAT!
@@robbieortsak6486I won a game yesterday by baiting a running shoryu from ken with a full screen drive rush as ryu and I've never felt like more of a god gamer in my life.
@@librarygary1618 Right? That feeling of satisfaction when mindgames goes your way is great when playing fighting games.
Tekken 8 says the same, hold forward to run at opponent
digging the salt and pepper beard
Nah this is crazy
@@ShikiRyougi05nothing wrong with this
@@fourize3749 oh lmao, i'm not a native english speaker, so i didnt know that this is actually the term yall use for this type of beard.
I thought it was meant as a light jab against him lmao
@@ShikiRyougi05 oh ok lol, yeah the term is just when grey hairs start coming into your beard or hair, sorry for the misunderstanding.
@@fourize3749 nothing to be sry about 🌝
120fps doesn't actually affect fights, it just applies to battle hub and world tour when running around, as well as the menus. It even says that at the bottom of the screen when you select it.
Yo just started fighting games with SF6 and found your channel. Wanted to say thank you. Yoiur vids have helped me MASSIVELY. Really well done and informative. No BS. Subbed
A better input for crosscut DP is 6131, this lets you get the dp even if they don't cross up
Getting that to work on pad consistently is a hurdle tho. Gonna grind it a little bit to see if I can get it to acceptable levels, but prolly gonna stick to forward QCB.
wym 6131
@@felipecalatza6215 forward, downback, downforward, downback
Super comprehensive. Thank you, bro.
Turning negative edge off is probably for the better for characters that have to buffer lights into specials. Not only I was getting whiff into special quite often, I would also drop combos into unsafe moves whenever I failed to cancel something in the early active frames, so it has felt more consistent without it. It does help a lot in linking specials into specials, though, so it might be very good on some characters.
wonder how it is for charge characters like DeeJay, say linking a medium down up charge kick into a heavy one or something. I can do it on default but i wonder if it feels any diff on or off
that dragon punch shortcut just blew my mind! thank you so much!
Thank you! I learned. Keep being awesome dude!
11:47 Think of Drive rush as a long Giovanna dash instead of a run and it makes more sense. It goes a set distance and you can press buttons and slide with the momentum. Also, using a normal throw stops you immediately, so you can use that to bait people mashing against your drive rush attempt.
As a gio main this helped me, but just have to remember to not hold forward to do the farther dash in this game. I ran in to the same problem as LK thinking you hold forward after PDR to do the full dash.
I used to be of those fighting game console purists, but given how the community has been gravitating to PC over the last couple of years, I decided to get SF6 on Steam. I couldn’t be happier.
Cross cut DP 10:15 - the game basically interprets the inputs "left" and ""right" as "towards opponent / forward" and "away from opponent / backwards". So inputing ➡⬇↙ with the right timing gives forward - down - down-forward, which is are directions for a dragon punch.
The cross cut dp input is the same as how Satsuki cross up overhead input works in Melty. You just do half the input in one direction, then they crossup and you do the last input in the opposite direction. You do the 6 before they cross up, 2 at some point as part of the half circle, then the 1 of the 63214 counts as the 3 of the 623 since they've already crossed you up at this point. Same as how 4756 inputs an instant air backdash since 4 and 6 are both away from the opponent since you changed your facing during the input.
Nice! Thanks! This helped med realize that it's more consistent (at least for me) to not do a full quarter-circle back, but to stop at down-back. so just 6321 relative to the original direction. I don't get accidental fireballs or hashogekis that way, worst case is a jab, and DP seems to come out more.
Wait so Ken's 236+mk into 636 I can hold forward after the first special and immediately press the 36 and it'll read the input and throw out the second special?
@@Sevatar_VIIIth Do you mean 236 into 623? Then yes. Just like how 236s into 236236 super is just 236X236X.
10:45 a dp requires a forward down and down forward motion. Cross cutting basically takes your forward input before they jump over you, the down input some time in while they are over you, and the down forward input when they reach the opposite side of you.
There is a easier way to do the crosscut dp. Press quarter circle forward and then back when the opponent crosses over you (towards the opponent) and you will get the dp with fewer inputs.
Cool to see you posting Sf6 videos
Cross cut works because the validity of special inputs are checked at time of input. So forward into hcb registers as forward -> hcf if the opponent crossed up during the forward input. I do recommend ending on omitting the last forward on the hcf so you don't accidentally get fireball.
Really needed that help with dp. I just learned how to do a quarter circle a couple weeks ago
You can hold df preemptively, then just input d, df+button, this will give you pretty much the fastest possible DP at the expense of not blocking. This good in situations where know you want to twitch DP, after a fireball where you've cut off the ground approach, or if you're a specific move you want to DP.
Gief specific, but 360 doesn't require diagonals, nor does it care about order, so if you're actively walking back and forth you can do SPD by just inputting down, up +button.
Half circle forward can be input three ways 4236, 4126, 1236, the latter lets you do then from crouching.
I've only ever played dbfz before this so that dragon punch shortcut was lifechanging. THANK YOU!
I've decided to turn off negative edge after turning it on for a while because I would rather drop combos due to poor timing than doing random specials in neutral
Love that the option is there since you can get used to both but I hope they tweak the input buffer a bit
I considered getting around it by pressing and holding the button so you don't get the release input, but then you have to be sure you release it at a time where you aren't accidentally doing another motion, and it's likely going to mess with you if you ever want to play a character that has negative edge in the future, if one gets introduced. I personally think getting used to the cancel windows was way easier, as what I find most difficult are linking normals, drive rushes, instant air moves, etc., and the negative edge input helps with none of that.
Honestly, I didn't even know about P-Links, so you got it big mans, earned that sub lol
Yes this is exactly the kind of thing I've been looking for I really want to play Blanca in sf6 but I'm having a hard time with the charge inputs so hopefully this video helps looking forward to watching this when I have the time.
Your explanation of a cross cut DP is correct. You're hitting forward before the opponent actually moves over your head, so that input counts as the forward input when they cross over. You then have to do the input in reverse for the second half because they're now on the other side. The game can't distinguish that the first input is now technically backwards, so it just works.
Beautiful background sound of Zelda 👌🏼
Wow thank you so much for the drive rush distance. I know sometimes I was cancelling it early with a normal/throw, but I must be holding forward subconsciously. Playing DJ, one strength is his drive rush and I could not figure that out. Great video!
I was gonna say the same thing. I’ve been Drive Rushing with DeeJay and holding forward has me looking silly since he stops.
Great video. One note/sligh correction, plinking and piano'ing are 2 different concepts/technique. Plinking is exactly what you described but piano'ing is when you present multiple buttons in rapid succession for the old-school hundred hand slap, lightning kicks and Blanka shock. Ex, you rol you're fingers from Fp, mp, lp, mp and end with FP to get the heavy slap/shock. The whole thing is done in seconds and looks like strumming piano keys.
Great video!
Correction. Plinking is different than double tap. It's been so long I'm rusty, but Priority linking (aka p-linking) is pressing 2 buttons 1 frame apart (imaging pressing lp+mp but the finger pressing lp is 2 mm lower than the other) so u get a double click. The mp has priority so it comes out but you get the timing of the lp so for tight 1 frame links, I stead of pressing lp > mp, you press lp > (plink lp+mp) and it's the same as linking 2 lp's.
2:45 the framerate setting doesn't affect matches. it says so at the bottom
the reverse dragon punch works because when you input the 2nd and 3rd direction, your opponent is on the opposite side than when you started the move so the perspective of forward is changed thus allowing the input you described to work
hanven't seen an LK video in a while. what a beautiful camera! lookin great man good stuff
There's another version of plinking that was from SF4. You piano the next lower priority button like HP and MP. The game should read it as HP then HP+MP the next frame. Only the HP will come out due to button prioritization and basically converts a 1 frame link into a 2 frame.
Really helps since some links especially after a DR button are so tight.
I remember they got rid of this for sfv. Is it back in 6?
Been a while since I’ve watched a LK video (early GG strive) but his production quality has went up 1000%!
thanks for the tips! I hope you're having fun with SF6!
for cross cut : the forward you do before they cross over you so in your inputs you have "forward"
following that you have down. this can be before or after they cross over you since down is down regardless of which side you are facing, so now your input buffer has "forward>down"
finally, you input "downback+punch" after they cross over you, which when mirrored gives you "downforward", so in your input buffer you have "forward>down>downforward+punch" which is a shoryuken input. and street fighter is kind of lenient with those. in fact if you walk forward and input a quarter circle forward it will give you a shoryuken even if you're ending on forward which is why to do a walking forward hadouken you have to hit "back" and do a half circle forward.
contrary to the name "autocorrect DP" the input does not automatically choose a normal or mirrored dp, but rather the input "corrects" your character's facing. which is why crosscut is a better name.
there's a few methods of inputting that also takes advantage of the lenient "downforward downforward" input, you can input downforward, wait for them to cross over you and input downback which gets mirrored into your second downforward input : 3|1 is mirrored into 33. since the input is lenient you can slide by 2 to get "3|21" or "32|1" to get the input 323, which is a valid DP input.
this lets you do the input from crouching.
there's also the method of doing 131 which is simply crouchblocking and then recognizing they're crossing over you and doing the 3|1 shortcut. that works too.
so in summary : 62|1 and 6|21 is mirrored into 623 and 3|1 is mirrored into 33, where " | " is the point of crossing over you.
ok so for the cross cut, basically the forward input carries over so when you input 63214, the 6 is the forward input for the 623 dp, but it gets corrected for the other side when the character turns around. the down forward input and the back input (3 and 4) are superfluous but make it simpler the conceptualize and execute. when the character turns, the 14 are actually 23 so including the (pre-turn) forward input, you get the 623 required to DP on your back side.
For the reversed dragon punch, I would say the game recognizes the forward input as forward and then down and back as down forward because Ryu has turned around
About the Cross Cut :
the DP input is : 623
but the Cross Cut input is the same except we input 1 instead of 3 (because the character is on the opposite side)
so it became : 621
Just a small nitpick but double tapping is not the same as p-linking. P-linking is, as far as I know, only something that works in SF4 because linking one-frame attacks is/was incredibly difficult but p-linking allowed an extra frame of buffer window; it required two separate inputs from the harder attack followed by a weaker attack one frame from each other. In double tapping's case, you are hitting the same button twice one frame apart (instead of two separate buttons like p-linking requires). So as far as I can tell, p-linking is more or less an obsolete method of hitting buttons (because it only applied to SF4 that I'm aware of) but double tapping can be applied in (almost?) all fighting games.
I don't play on a stick so I never really bothered learning the terms, but I'm also pretty sure pianoing is when you go across the buttons (like L,M,H) in order to get more inputs, not pressing same button.
@@BoyzbyThis is not really a stick based concept. Plinking and double tapping can be done by anyone with dexterity to do it on the control they choose.
I just don't want any new players to run out and buy an expensive joystick cuz they think it's a requirement for plinking or double tapping.
that cross cut knowledge is finna have my soaring
thank you!! i needed this
I've been wondering why my drive rushes felt so short i thought it was just a luke thing omg xD
I just did a Ken combo ive been struggling with for days thanks to those settings, thank you so much LK you just changed the game for me :D keep up the good work!
How did this help you combo on smash bros melee?
Thank you so much been looking for a vid like this for a few days lol
Holy shit thanks for explaining the dr distance I have been stopping in front of my opponents while going for a drive rush grab and it has been driving me crazy
Whoooa, this upgrade in camera quality had me shook, the difference is absolutely massive.
Man thank you for explaining the difference between a buffer and link. Im new to the genre and didnt get why some moves combo when trying to buffer and others didnt
I'm still not clear on it, driving me nuts.
@SofaKingA a buffer means you can input a special while doing a move. A link requires timing and has to have positive frame data
With E. Honda, with proper timing, instead of a Headbutt, you can command-grab an opponent who crossed-you up just by inputing forward + punch.
It happened unwillingly to me a lot of times in SF5, and still do in SF6, and I'm pretty happy when it happens, even though I don't really know when it will happen, and why it happens lol
And I guess that if it works with E. Honda, it will probably work with any character who have a half-circle back command grab :-)
If you did it from holding down-back to forward it might just be the game recognizing it as a half circle back motion once the opponent has switched sides. Could also explain why sometimes it doesn't happen, because you could have done the input before your opponent switches sides. In which case the game doesn't autocorrect your input to halfcircle back.
The way cross cut DP was explained to me is that SF looks for a forward input plus any two unique down inputs. So 612 should also theoretically be a DP.
this is similar to how full circle inputs work, the game is just looking for all 4 cardinal direction inputs so theoretically you could do down right left up and get a full circle input
OMG I was wondering why my DR was so stubby and never caught up to dodge back on wake up. I got oki now! Great tips clearly presented. Thanks dude.
Cross-cut DP works basically the exact way you think it does. The walk forward makes them cross up sooner so that your facing the correct way for the DP inputs(towards your opponent) and the DP gets sent the correct way.
If you slow the game down you can see Ryu do a small walk forwards before he DPs
2:08 This brought me from Platinum 5 to Diamond 2. THANK YOU
Wow never even know about cross cut dp's or drive rush going way further than normal. To be honest im still like in silver so most people dont know anything (just like myself) but this will help a ton thank u mr sir father lord knight.
LordKnight is working on his look cuz they about to chameo him in a fughting game. Looking good King!
that new camera is CRISP!
Oh snap the parry technique! This is some hidden scroll tips yo. Thanks man
that cross cut DP tip is what I needed right now. Kept getting blown up by players jumping over me lol Thanks!
Wow I’m new to fighting games this guy was killing me with the cross up repeatedly I had no idea what to do. Definitely going to lab my anti air and cross up defense
Thank you
Woah, my eyes weren't ready for the cam upgrade. Leveling up the youtube game for real these days
Imma save this, I feel as I get better imma review this to move to the next stage. Ty g
Thanks a ton LK,always struggled with complex inputs so these will be handy
thank you, I'm a new player and had no idea how to do rushing...actually, I started learning it but its super awkward. But your dir+parry+dir feels pretty easy to me. Not sure if I can apply it properly in a match, but so far, getting the hang of it. Thank you again o/
It's true. Enabling higher frames even if your monitor doesn't support it enables smoother gameplay. The difference is bare minimal, but it is there.
What's the science behind it?
Cross cut charge attacks section, is very useful
8:00
you can do that 33 shortcut for DP in third strike too
One thing...Plinking or priority linking is pressing a light button before a heavier one.
Like pressing mp before hp to better your odds it coming out.
Yo bro you were my sensei for fighterz glad to see you on this game !!! Rendy to learn more with you now ahah
I love this quality , Handsome ass BROTHER
the way I understand how crosscut works is the leniency of which direction is forward when you are getting crossed up. So it reads 63214 as 63236.
Omg thank you for the drive rush distance tip
afaik crosscut dp works because the game reads your inputs in the following way: you input forward (6) while they're still same side. your down (2) input is side agnostic, so that works whenever. as you're now rolling your stick back through the down-back (1) position, because they've crossed you up, the game reads it not as a down-back but a down-forward. that gives you all three input directions you need for the DP. also means you technically don't have to complete the half circle back, you can end on down-back (again, which is down-forward after being crossed up)
Brilliant video mate, very helpful, keep up the good work 👏
The cross up dp is just simply that you do the forward input in one direction and then the remainder of the input in the opposite direction because you'll be turned around by the time the input comes out.
Great t&ts gonna have to practice some of these
This video is so helpful. Thanks!
Thanks! Turned negitive edge on & playing Manon a lot smoother
I'll have to try those setting changes. I'll find myself being able to input specials fine on offline, but online the inputs do not go through often.
the 33p DP shortcut was actually in SF3, I didn't know this myself til' recently.
Thanks! Best tips iv seen for this game so far. And yes at MAX 60FPS you will only see 60 or lower. at 120 you will likely never seen it dip below 60.
120 fps is for the open world stuff only. If you were all having frame drop at 60 putting at 120 is not gonna help. Plus all fighting games are fps base if you were to double the fps from 60 to 120 the characters would do everything at 2x speed 😂
@@3ASY355 No, they aren't. Modern games tend to use an internal tick rate rather than frame rate. Using frame rate in modern game development is incredibly bad practice.
I come more from a tekken and soulcalibur background your video is a great help for learning some tech for street fighter. Also has me considering a larger actuator on my lever.
New beard and new camera quality or settings? A++
Great video and content. Thanks LK!
The drive rush distance + shortcut tip is going to level up my lily gameplay so much 😍
Great vid! Agree about the distance on the Drive Rush - wish there was a way to change that.
The plinking part may be a bit incorrect. You actually plink two buttons. Not one button twice. Plinking is done by quickly pressing two or more buttons exactly one frame apart (in priority descending order). This can be done by rolling one's fingers across two buttons, almost hitting them simultaneously. Because of input priority, the game makes the first input come out either at the frame where the first button is pressed or at the next frame when second button is pressed, effectively extending the input window.
However, characters cannot plink from their Light Punch/Kick without using the select button, as it is the only button of a lower input priority than a Light Attack.
The thing about the drive rush distance and also cross dp thank you a lot :D was wondering how to do that, by any chance do you have another shortcut for hitbox?
Thank you for the informative video. Would be great if we could see what your hands are doing on the game pad also.
Sf6 is the first time ive wanted to actually get good at a fighting game but im struggling with classic inputs. Cant figure out if its just my timing or what but i cant seem to string combos.
Can someone tell me what the background music is in this video? I know I've heard it but I just can't figure out what it is.
Bamboo island from Legend of zelda skyward sword
Wha I found out today in trials is that if you go for a down attack into quarter circle you can use the down input from the first attack to get the special
I was training an optimized Cammy combo for over 2 hours and I couldn't do it, after activating Negative Edge the combo came out easily" this saved my gameplay
The reason why the crosscut dp works -forgot who explained it to me - is bc you're getting the dp motion of forward down and down forward. But bc you walk forward, the down forward is actually what used to be down back since they jumped over you. Its like a self auto correct which is hype
I like the cut lk looks good!
thanks for the great tips!
This was super helpful thank you 🙏
Nice one LK!
So on the cross cut DP, you pretty much understand, but I'll spell it out.
In SF, you can be a little sloppy with moves. Such as instead of 623P for DP, you can 6123P, it just accepts the sloppy input as long as it's fast enough. To do a crosscut, the motion is basically 6321P. If facing right to begin with, your 6 is clearly correct as forward for you to walk under. Then by the time you start the roll to downback, you've already just been crossed up and are now facing the other way so the 321 motion turns into a 123 input, which makes for that 6123P finishing a sloppy normal DP motion.
Also on the Drive Rush distance, the full animation is that 3/4 screen run. But you get a certain amount of default minimum rush distance, about 1/4 screen before you can take any action. After that minimum distance, anything will interrupt the run animation, including a direction. And yes, this is a very non anime FG concept.
For me the fastest DP motion is f>df>f. On ps4 pad, just wiggling the bottom of my forward button gets me dp. Not sure if it’s faster but returning to neutral/taking my finger off the button slows me down lol
Great stuff!!
Wow, super helpful!
For Guile example, your character model will switch sides if your opponent goes for a cross up. Input Up + Kick button for FK once this happens to get the cross cut attempt to hit.
Wow, not holding forward on DR was a revelation thanks!