Glad to see a higher up FGC member doing something for casuals. We should always be trying to build our player base, and every player starts somewhere. Thanks for giving the new folks a way in, can't wait to what they make of themselves in SF6.
This; One of the thing I hate about my local scene is always those trying to keep this hush hush. Like, you want the genre to die? That's how you kill it. Grow the scene, get people interested, and they come back, they bring friends and keep it going.
@@RichterBelmont11891 that's the constant dilemma with the fgc as far as my own experience 3 years in, self appointed gatekeepers who care about nothing but keeping their community pure (whatever that means depends on the person) but those same gatekeepers keep wondering why their games playerbase shrink rapidly and hinder growth for years because they make the pond they're all in too toxic for anything else to thrive. Videos like these that break down the fundamentals go a long way to helping newer players get their feet wet with fighting games.
I just started SF6’s Beta pretty much blind, and no idea why attacks weren’t connecting. I got a grasp on combos now with this video. Thanks amigo, I hope I can put it in practice.
@HuntersWrathYou mean, jump block? Other games (mainly anime fighters) allow you to do a double jump or an air dash, and also air blocking. In SF, only certain characters can double jump (using a special move) or "air dash", again, using a special move. As an advice from a semi novice to total novice, don't jump too much in SF, this game has a lot of air game, but if you jump too much, you will get heavily punished.
Brian is a national treasure. Intelligent, eloquent, and handsome. Shoutout to the guy that bought him a capture card to start streaming, we are all blessed.
"I don't need these videos" - yeah you say that, but when you find yourself in a beautiful house, with a beautiful wife, and things are not the same as it ever was, how else will you remember how to do a combo in Street Fighter but by watching this video?
Brian once again showing how well he knows this game by actually being able to teach the basics. He introduces the building blocks, shows one way to put them together, and even leaves us with a starting point for more advanced experimentation on our own! A lot of top players forget just how simple beginners can need to keep it, props to Brian for breaking it down properly!
Hey smash player here who has recently started playing street fighter more recently. Just wanted to say how helpful this video is to me. Had no idea about links as they aren't the same in smash, with the game being a lot more lenient with hitstun, so it's really hard switching over to a game with near perfect inputs to perform links in order to combo. But practice makes perfect and the more I do them hopefully the more I'll improve.
After playing FGs for the past 8 years or so it's refreshing to see tutorials this well explained and entertaining for beginners. It took so long to figure out all this stuff on my own all these years ago on SF4, great stuff Brian 👍🏽
*1°:* A combo is a string of guaranteed hits to get more damage and stage than just regular attacks. Those consists generally of 4 elements, a starter, extenders, enders and attack cancelling in between. *2°:* The combo starter is the move who connects first, and has usually the properties of having enough stun on the enemy to connect into other moves or itself, as well as enough speed and range to be used to punish something the opponent did. *3°:* Extenders are moves fast enough to follow the previous move and are usually enablers of the enders or a different extender. A combo without an ender because the extender can extend into itself in certain loop is known as an infinite, and those are avoid like plague in a lot of fighting games for good reason, while 2-hit combos don't have extenders, just starter and ender. *4°:* The ender is an attack who cannot be followed up in any capacity. They're usually big damaging moves you want to land but cannot be reliably land if the opponent can defend himself, like most EX moves, altough any move can be a combo ender, either by dropping the combo (finish it before time in any capacity) or because it can no longer be followed by any circumstance. *5°:* Attack Cancelling means cancelling the endlag of an attack into another. Some are just cosmetic while in a lot of fighting games you can cancel the end of certain moves into a specific list of moves your character has; those are excellent combo extenders and you should try to research which moves your character has who can cancel and into what to discover what combos you have at your disposal.
Not gonna lie i actually understood this, and it was very helpful, i didnt know the red bar was the time of your move starting and ending. Thats so helpful lol
I appreciate this explanation! It's very clear and concise. I would also like to see your explanation of juggles, as I feel like I'm slowly starting to get the hang of linking moves and special canceling, but most of the time when I try a juggle it doesn't work.
Brian has a big video on juggles! It’s tough to get a read on it sometimes because there’s a limited amount of juggles you can do, and some moves can get around that limitation.
This explanation is like one of those aha moments, where now I finally know how combos work more intuitively, making it a lot easier not only to make combos yourself by understanding the mechanics behind it, but also making execution more intuitive to. Awesome video!🔥
Finally, someone who explains what a cancel is. I struggle so hard with those and nothing has been clear on the subject. Now that I know what it is I can finally start practicing it.
Hey man, I’ve struggled with putting combos together in Street Fighter specifically since I’ve fallen in love with the game two years ago after super getting into fighting games with Tekken. I stick to characters like Honda, where I can at least get by on the skin of my fundamentals - I miss out on so much damage, though. I’ve been too afraid to flat out ask someone of your skill “hey, how do I even begin to combo properly in this game?”. Thank you for such an in depth explanation, you have essentially covered exactly where I’m going wrong and where I’m too afraid to ask for some pointers. You’re the best SF content creator (and competitor!) bar none for things like this - thank you for helping me enjoy something I love just that much more.
This guide was the perfect beginner's primer before going into an actual frame data guide, and it helped me feel **soooo** much more prepared for SF6 launch. Thanks!
This is gold. Trying to learn this stuff feels like learning a foreign language, being taught in a different foreign language. Links, cancels, blockchains, buffers, confirms. More of this content please.
So that was my biggest knowledge gap in street fighter is how links tied together. Can anything link given there's enough hitstun? Or does it follow like a light to medium to heavy concept? Can you go in reverse? I know special cancels are move and character specific, but are links the same? I really appreciate this video for the building blocks it's established. Would definitely love more going over combo theory
Hitstun is all that matters. The amount of hitstun a move does is all character specific. Sfv and 6 will tell you how "plus" you are, which basically tells you how much time you have to do your next move. If you're +6 after a move hits, you have time to link a move that comes out in 6 frames or faster. You can figure out the toolkits like this via trial and error and learn your characters options and potential routes
I have been playing SF6 since release and while I was able to complete combo trials for a few characters I couldn't get my brain around some combos that were weaving normals together. I would just mash until I saw the move come out then move on to the next input, this certainly cleared things up for me. Thank Brian!
Bro.... That link explanation with the animation/bar LITERALLY fixed my mental gap on how to do conversions and what moves to prioritize in neutral. Thank you! Time to study Cammys frame data.
I have been playing SF since the Snes and this is the 1st time an explanation of these mechanics have sunk in. You have a knack for teaching. Keep doing this type of video In the future
That was pretty helpful, i recently started playing stv and couldn't understand what the timing was on link combos, i just pressed the buttons and it wouldn't come out, so i thought i was doing it to slow, then i started mashing the buttons as fast as i can and it still wasn't coming out, cause the game doesn't bother to tell what the timing on that is, and it actually took me some days to find someone talking about what I was struggling with, so thank you for that video, now I can stop relying on just using target combos
Nice, I figured out that SF had a specific rhythm for its combos but had no idea why it was sometimes input-instant and sometimes not. This really helped clear that up, thanks!
I'm new to SF, thanks for explaining this. I've always been put off of SF because I didn't understand how to combo correctly but always liked watching it.
Brian I have been playing and watching you content for a long time, and to be honest I had no idea this is how it worked. I just did stuff until it felt all right, thank you for this!! Great for beginners and advanced!
Like others have said, a huge thank you for posting something like this. I have the bare minimal knowledge on playing fighting games and my friend has been getting me into it after I watched him play the SF6 Beta. Just seeing the back and forth of 2 equally skilled players fight is honestly really fun to watch. I know you have other plans when SF6 does release, but a good beginner overview similar to a video like this for it would be nice to see if you have the time for it Cheers mate 🍻
I've been playing FGs casually for literally 30 years but never found the courage to "learn" one. I'm extremely hype for SF6, but even stuff like 2LP->5LK feels so unnatural to me that I really have to start from the beginning, so I really appreciate these videos.
I really hope that my favorite Guile combo from SF4 still works. Jump Heavy Kick > Guile High Kick > Flash Kick is a combo I learned myself since I got Super SF4 on my 3DS.
You're amazing. I've always been a Tekken and MK guy. I tried getting into SF since like SSFIV, but always gave up cuz I never understood the combo system. This is the one video that really made me go ohhhh, and I feel dumb now. Thanks a lot man.
I play alot of games like dbz fighterz, mk 6-11, etc. I have been wanting to get into sf but there's not alot of stuff to help me get into the game. I really enjoy watching Brian because he helps casuals get into the game, I love everything he puts out because he includes us as part of the FGC Much love to you Brian 💜 keep up the baller content!
appreciated this a ton ahead of SF6, definitely had no idea i didn't need to reset to neutral stick when doing special cancels. No wonder it felt so hard lmao
oh my god i thought i was so bad, thanks for this. Im new to traditional fighters and came from smash sf6 looks amazing but ive had issues in training room. This video helped me with all my issues
People always say that links in SF are pretty lenient with timing but if “lenient” means i have to be able to do a combo link within a quarter of a second or else its too late, then i dont want to know what a not lenient combo is like
I don't know if you made a script or wrote down the topics you wanted to talk about but you did an amazing job on this video! It's really easy to understand your explanation and I liked how you didn't use any fgc terms that could end up confusing new players Overall a great video for new people getting into street fighter
This a f**king good guide. I just bought SF6 - never played SF before - and I am mainly a MK player and I was not able to put a combo together even after countless training, which was super frustrating. Now it goes better, since I know understand the concept. It is still very hard for me, but at least feel finally possible to do. Big thank you man, also I would appreciate some guide for charge characters, since I like (and wanted to play) Guile, but I just do not know how to work with the charge and to put the charge move into the combo - feels completely impossible to me.
I'll admit it, I am that dumbass who never quite figured out how this works. But I honestly feel like after watching this, it finally makes sense. Now I'm looking forward to giving these games another try instead of just admiring them from afar. Thanks, dude.
Oh shit I just realized you’re already in 90k. I saw your community post about it recently probably with my brain turned off but now I really got the impression. Let’s go dude!!🙌🙌
to elaborate on links further think of it like a rhythm game like guitar hero where you don't have the benefit of an input buffer you don't have to be frame perfect (though there can be situations and entire games where that's necessary) but you do need to time your next input to make it connect from the previous input
In SF and KOF(and in some other) games this is not as common but in MK and Injustice games(my main games) this is not only common but a staple feature: every character has these strings(and I’ve never heard anybody call them “target combos”) and you can cancel them into specials, the ultimate, normals and even another string…I wish other games were like that too
Target Combo is specifically a Street Fighter term which is even in the game and fortunately one of the few which has mostly gone unchanged for over 20 years, so it is worth knowing since it covers Capcom's biggest fighter. As far as hoping more games could work like NRS releases. I'm glad that we have so many diverse releases on the market though it means you have to learn a new language unless you are constantly exposed to different things.
Good stuff dude! You're doing a great service to the community. Vids like these are super helpful for people who wanna get into SF. Looking forward to the juggle explanation vid! Also, it'd be super sick if you also did a juggle/conversion guide of some sort for Oro specifically.
Thanks for the explanation. I'm planning to play SF6 but I had no prior Street Fighter experience (coming from Tekken). Tried the demo but I can't get the combo going. Your video helped me clear some things up!
I think one of the easiest ways of explaining frame data is to think of it as real life. For example, if you punch someone with a cross, they will have to get back to their stance. But because you hitted them and they didn't block it, your fist goes back to where it originally was, faster than your opponent can go back too.
It's unfortunate that this video is underperforming compared your usual content, it's such a useful resource. I hope you're willing to do more like this in the future, I honestly can't think of a better person to introduce newer players to some of the more complex mechanics these games have to offer
@@gochuckyourself1892 not necessarily true, lots of gatling based games have "link characters" whose best combos rely on links, such as slayer in Guilty Gear Xrd
Glad to see a higher up FGC member doing something for casuals. We should always be trying to build our player base, and every player starts somewhere. Thanks for giving the new folks a way in, can't wait to what they make of themselves in SF6.
Not gonna lie. So true this helps
This; One of the thing I hate about my local scene is always those trying to keep this hush hush. Like, you want the genre to die? That's how you kill it. Grow the scene, get people interested, and they come back, they bring friends and keep it going.
@@RichterBelmont11891 there is so many assholes like that. Then they bitch about why is nobody playing this game LOL like seriously bro
@@RichterBelmont11891 that's the constant dilemma with the fgc as far as my own experience 3 years in, self appointed gatekeepers who care about nothing but keeping their community pure (whatever that means depends on the person) but those same gatekeepers keep wondering why their games playerbase shrink rapidly and hinder growth for years because they make the pond they're all in too toxic for anything else to thrive. Videos like these that break down the fundamentals go a long way to helping newer players get their feet wet with fighting games.
I just started SF6’s Beta pretty much blind, and no idea why attacks weren’t connecting. I got a grasp on combos now with this video. Thanks amigo, I hope I can put it in practice.
I started playing Luke and couldn’t do my sfv bnbs
@HuntersWrathYou mean, jump block?
Other games (mainly anime fighters) allow you to do a double jump or an air dash, and also air blocking. In SF, only certain characters can double jump (using a special move) or "air dash", again, using a special move.
As an advice from a semi novice to total novice, don't jump too much in SF, this game has a lot of air game, but if you jump too much, you will get heavily punished.
I don't need these videos, I just watch them because is a pleasure to see how good brian is explaining fundamentals to new people
Brian is a national treasure. Intelligent, eloquent, and handsome. Shoutout to the guy that bought him a capture card to start streaming, we are all blessed.
"I don't need these videos" - yeah you say that, but when you find yourself in a beautiful house, with a beautiful wife, and things are not the same as it ever was, how else will you remember how to do a combo in Street Fighter but by watching this video?
I've been waiting 30 years for someone to explain this, thank you
This is likely to help a lot of new players. Good on you.
Perhaps, Good on his end?
@@AndrewKln Ohhhhh!!! GG's, I was the pun intENDed
Brian once again showing how well he knows this game by actually being able to teach the basics. He introduces the building blocks, shows one way to put them together, and even leaves us with a starting point for more advanced experimentation on our own! A lot of top players forget just how simple beginners can need to keep it, props to Brian for breaking it down properly!
nice pfp and name btw
Hey smash player here who has recently started playing street fighter more recently. Just wanted to say how helpful this video is to me. Had no idea about links as they aren't the same in smash, with the game being a lot more lenient with hitstun, so it's really hard switching over to a game with near perfect inputs to perform links in order to combo. But practice makes perfect and the more I do them hopefully the more I'll improve.
After playing FGs for the past 8 years or so it's refreshing to see tutorials this well explained and entertaining for beginners. It took so long to figure out all this stuff on my own all these years ago on SF4, great stuff Brian 👍🏽
*1°:* A combo is a string of guaranteed hits to get more damage and stage than just regular attacks. Those consists generally of 4 elements, a starter, extenders, enders and attack cancelling in between.
*2°:* The combo starter is the move who connects first, and has usually the properties of having enough stun on the enemy to connect into other moves or itself, as well as enough speed and range to be used to punish something the opponent did.
*3°:* Extenders are moves fast enough to follow the previous move and are usually enablers of the enders or a different extender. A combo without an ender because the extender can extend into itself in certain loop is known as an infinite, and those are avoid like plague in a lot of fighting games for good reason, while 2-hit combos don't have extenders, just starter and ender.
*4°:* The ender is an attack who cannot be followed up in any capacity. They're usually big damaging moves you want to land but cannot be reliably land if the opponent can defend himself, like most EX moves, altough any move can be a combo ender, either by dropping the combo (finish it before time in any capacity) or because it can no longer be followed by any circumstance.
*5°:* Attack Cancelling means cancelling the endlag of an attack into another. Some are just cosmetic while in a lot of fighting games you can cancel the end of certain moves into a specific list of moves your character has; those are excellent combo extenders and you should try to research which moves your character has who can cancel and into what to discover what combos you have at your disposal.
Not gonna lie i actually understood this, and it was very helpful, i didnt know the red bar was the time of your move starting and ending. Thats so helpful lol
I appreciate this explanation! It's very clear and concise. I would also like to see your explanation of juggles, as I feel like I'm slowly starting to get the hang of linking moves and special canceling, but most of the time when I try a juggle it doesn't work.
Brian has a big video on juggles! It’s tough to get a read on it sometimes because there’s a limited amount of juggles you can do, and some moves can get around that limitation.
The video is called “WHY isn’t this possible.”
@@tomasclutterbuck2038 Thanks, I'll check it out!
Game is looking really fun, I haven't been this hyped in a while.
u and me both brother
Fr , I’ve never bought a SF game but the world tour mode got me
This explanation is like one of those aha moments, where now I finally know how combos work more intuitively, making it a lot easier not only to make combos yourself by understanding the mechanics behind it, but also making execution more intuitive to. Awesome video!🔥
Finally, someone who explains what a cancel is. I struggle so hard with those and nothing has been clear on the subject. Now that I know what it is I can finally start practicing it.
indeed i need to know all the zangief combos
I gotchu
Punch->Grab.
grab -> grab is a good mixup too
Dash -> Grab also helps
Wheres my notpad i need to write that down 🤓
Does Gief really even have any combos aside from f.HP/c.MP -> s,LK xx Lariat?
Hey man, I’ve struggled with putting combos together in Street Fighter specifically since I’ve fallen in love with the game two years ago after super getting into fighting games with Tekken. I stick to characters like Honda, where I can at least get by on the skin of my fundamentals - I miss out on so much damage, though. I’ve been too afraid to flat out ask someone of your skill “hey, how do I even begin to combo properly in this game?”. Thank you for such an in depth explanation, you have essentially covered exactly where I’m going wrong and where I’m too afraid to ask for some pointers. You’re the best SF content creator (and competitor!) bar none for things like this - thank you for helping me enjoy something I love just that much more.
Thank you Brian! I've just started playing the Street Fighter 6 demo.
Thank you for this vid! I have some friends who don't quite grasp SF combos compared to anime games, and this will surely help them out!
This guide was the perfect beginner's primer before going into an actual frame data guide, and it helped me feel **soooo** much more prepared for SF6 launch. Thanks!
This is gold. Trying to learn this stuff feels like learning a foreign language, being taught in a different foreign language. Links, cancels, blockchains, buffers, confirms. More of this content please.
This is what I was looking for! I’m a complete beginner but the beta has been really fun
Nice man, great watch
You explain things very well and I think this would be perfect to link to newcomers with SF6 due soon.
Good work.
So that was my biggest knowledge gap in street fighter is how links tied together. Can anything link given there's enough hitstun? Or does it follow like a light to medium to heavy concept? Can you go in reverse? I know special cancels are move and character specific, but are links the same? I really appreciate this video for the building blocks it's established. Would definitely love more going over combo theory
Hitstun is all that matters. The amount of hitstun a move does is all character specific. Sfv and 6 will tell you how "plus" you are, which basically tells you how much time you have to do your next move. If you're +6 after a move hits, you have time to link a move that comes out in 6 frames or faster.
You can figure out the toolkits like this via trial and error and learn your characters options and potential routes
@@Brian_F thank you! That was incredibly insightful and actually helps out a lot!
I have been playing SF6 since release and while I was able to complete combo trials for a few characters I couldn't get my brain around some combos that were weaving normals together. I would just mash until I saw the move come out then move on to the next input, this certainly cleared things up for me. Thank Brian!
Bro.... That link explanation with the animation/bar LITERALLY fixed my mental gap on how to do conversions and what moves to prioritize in neutral. Thank you! Time to study Cammys frame data.
And this level of clarity based on the target audience is why this man is my fav. Good stuff sir.
Man I just fucking love it. I was struggling with the combo guides cuz they do not explain the cancelation or all in one sequence. thank you!!!
I have been playing SF since the Snes and this is the 1st time an explanation of these mechanics have sunk in. You have a knack for teaching. Keep doing this type of video In the future
That was pretty helpful, i recently started playing stv and couldn't understand what the timing was on link combos, i just pressed the buttons and it wouldn't come out, so i thought i was doing it to slow, then i started mashing the buttons as fast as i can and it still wasn't coming out, cause the game doesn't bother to tell what the timing on that is, and it actually took me some days to find someone talking about what I was struggling with, so thank you for that video, now I can stop relying on just using target combos
Nice, I figured out that SF had a specific rhythm for its combos but had no idea why it was sometimes input-instant and sometimes not. This really helped clear that up, thanks!
This just made combos so clear. THANK YOU.
Best video I've watched so far on SF combos. Thanks!
Dude bless up right now. Practicing Juri in SF6 and could not understand how to link. Now I finally get some of her terrifying kit. Thanks mate
I'm a beginner in SF6 and i just couldn't figure out what i was doing wrong. Now i know.. Thank you so much
You have a very nice and thorough way of explaining things.
Great video! I'm new to SF6 and I'm learning from the ground up. Thank you so much!
the better lighting in the sf6 training mode stage is something i never knew i needed
Brine over here being a hero to the community as per the usual. Thanks man!
I'm new to SF, thanks for explaining this. I've always been put off of SF because I didn't understand how to combo correctly but always liked watching it.
Brian I have been playing and watching you content for a long time, and to be honest I had no idea this is how it worked. I just did stuff until it felt all right, thank you for this!! Great for beginners and advanced!
Like others have said, a huge thank you for posting something like this. I have the bare minimal knowledge on playing fighting games and my friend has been getting me into it after I watched him play the SF6 Beta. Just seeing the back and forth of 2 equally skilled players fight is honestly really fun to watch.
I know you have other plans when SF6 does release, but a good beginner overview similar to a video like this for it would be nice to see if you have the time for it
Cheers mate 🍻
I've been playing FGs casually for literally 30 years but never found the courage to "learn" one. I'm extremely hype for SF6, but even stuff like 2LP->5LK feels so unnatural to me that I really have to start from the beginning, so I really appreciate these videos.
As someone that plays other fighting games, but has never really gotten into SF, I appreciate this! Hyped for the beta tomorrow!
Thanks man, this was the explanation that finally got through. Excellent video
I was trying to do this combo for an hour and didn't realize normal cancel into special was a thing 😂 ty
LET THE BEGINNER CONTENT BEGIN!!!!!!
happy to see all you new guys :)
great concise explanation. definitely wanna hear your breakdown of juggles too
I really hope that my favorite Guile combo from SF4 still works. Jump Heavy Kick > Guile High Kick > Flash Kick is a combo I learned myself since I got Super SF4 on my 3DS.
You're amazing. I've always been a Tekken and MK guy. I tried getting into SF since like SSFIV, but always gave up cuz I never understood the combo system. This is the one video that really made me go ohhhh, and I feel dumb now. Thanks a lot man.
Great video! For the first time I understand how to proceed with «special cancel », was really struggling with the implementation.
Thank you Bryan!!! This is very helpful!!!
I have been struggling with combos, thank you
I figured out some of these concepts by banging my head against KoF 14 combo trials over and over.
I play alot of games like dbz fighterz, mk 6-11, etc.
I have been wanting to get into sf but there's not alot of stuff to help me get into the game. I really enjoy watching Brian because he helps casuals get into the game, I love everything he puts out because he includes us as part of the FGC
Much love to you Brian 💜 keep up the baller content!
appreciated this a ton ahead of SF6, definitely had no idea i didn't need to reset to neutral stick when doing special cancels. No wonder it felt so hard lmao
04:12 awesome video ! Thank you so much ! 🙏🏿🙏🏿🙏🏿🙏🏿🙏🏿
ive been playing SF for a month and links are my biggest problem and Twitter guy really knows what his talking about thank you Mr.F
I know I’m late but this video is a revelation of sorts you’ve awoken my formally casual mind
oh my god i thought i was so bad, thanks for this. Im new to traditional fighters and came from smash sf6 looks amazing but ive had issues in training room. This video helped me with all my issues
People always say that links in SF are pretty lenient with timing but if “lenient” means i have to be able to do a combo link within a quarter of a second or else its too late, then i dont want to know what a not lenient combo is like
I don't know if you made a script or wrote down the topics you wanted to talk about but you did an amazing job on this video! It's really easy to understand your explanation and I liked how you didn't use any fgc terms that could end up confusing new players
Overall a great video for new people getting into street fighter
Great Video. Clear explanations. A juggle video would be awesome
This a f**king good guide.
I just bought SF6 - never played SF before - and I am mainly a MK player and I was not able to put a combo together even after countless training, which was super frustrating. Now it goes better, since I know understand the concept. It is still very hard for me, but at least feel finally possible to do.
Big thank you man, also I would appreciate some guide for charge characters, since I like (and wanted to play) Guile, but I just do not know how to work with the charge and to put the charge move into the combo - feels completely impossible to me.
I'll admit it, I am that dumbass who never quite figured out how this works. But I honestly feel like after watching this, it finally makes sense. Now I'm looking forward to giving these games another try instead of just admiring them from afar. Thanks, dude.
This video really made doing combos click for me. Thank you.
I play NRS games and just now tried to hop on sf6 demo and do combos and was super confused lmao. Great vid.
This video is amazing... Very helpful stuff!
Oh shit I just realized you’re already in 90k. I saw your community post about it recently probably with my brain turned off but now I really got the impression. Let’s go dude!!🙌🙌
Good stuff! Wish I had this when I first started!
I’ve been waiting for someone to demonstrate frames like that
you're doing great things, keep it up
to elaborate on links further
think of it like a rhythm game like guitar hero where you don't have the benefit of an input buffer
you don't have to be frame perfect (though there can be situations and entire games where that's necessary) but you do need to time your next input to make it connect from the previous input
In SF and KOF(and in some other) games this is not as common but in MK and Injustice games(my main games) this is not only common but a staple feature: every character has these strings(and I’ve never heard anybody call them “target combos”) and you can cancel them into specials, the ultimate, normals and even another string…I wish other games were like that too
Target Combo is specifically a Street Fighter term which is even in the game and fortunately one of the few which has mostly gone unchanged for over 20 years, so it is worth knowing since it covers Capcom's biggest fighter.
As far as hoping more games could work like NRS releases. I'm glad that we have so many diverse releases on the market though it means you have to learn a new language unless you are constantly exposed to different things.
I appreciate the Jamie theme in the background.
All respect to top street fighter players. This is harder than most people think 🫡
Oh, I like tutorial-man Brian. Very good video
0:10 I could've sworn I heard the vsauce jingle
Thanks for the information, very helpful.
Brian!!!! You were getting to the juicy part! Plz do a juggling video!
Good stuff dude! You're doing a great service to the community. Vids like these are super helpful for people who wanna get into SF. Looking forward to the juggle explanation vid!
Also, it'd be super sick if you also did a juggle/conversion guide of some sort for Oro specifically.
Thanks for the explanation. I'm planning to play SF6 but I had no prior Street Fighter experience (coming from Tekken). Tried the demo but I can't get the combo going. Your video helped me clear some things up!
I think one of the easiest ways of explaining frame data is to think of it as real life. For example, if you punch someone with a cross, they will have to get back to their stance. But because you hitted them and they didn't block it, your fist goes back to where it originally was, faster than your opponent can go back too.
It's unfortunate that this video is underperforming compared your usual content, it's such a useful resource. I hope you're willing to do more like this in the future, I honestly can't think of a better person to introduce newer players to some of the more complex mechanics these games have to offer
This was great, thank you Brian sensei. Finally subscribing
Chat freaking out at 4:55 is hilarious
brian f answering the REAL questions here
I actually need this I’m a marvel/fighterz player and the combo system in street fighter never made sense to me but now I get it
Super helpful vid, common Brian W
What a great teacher👍
For the first thing, I believe the term is a string for everyone else.
Ty for this video I am new to street fighter
nice guide👍
Zooming in on oro’s weird looking knee every time he explains something is killing me 😂
Thanks for the chapters Brine. 👍
as a NRS player i struggle to understand the link combos on SF, thanks for this video Brian, looking foward toadvanced combo video!
@Keshuel no links are pretty exclusive to street fighter. Most games either have canceling or juggling to link moves together.
@@gochuckyourself1892 not necessarily true, lots of gatling based games have "link characters" whose best combos rely on links, such as slayer in Guilty Gear Xrd
Very didactic. Awesome.
That thumbnail, lolz. Ryu crouching-medium kicken Ken SO hard, he 2-hit comboed him from SFV into SF6 😂
Legendary video
My biggest issue is inserting the combos 🤦🏾 that up down diagonal twice is confusing asl