How juggle combos work in Street Fighter 6

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The rare "not sourced from an onstream segment" video.

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#sf6 #streetfighter6
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Tried something a little different to the usually scheduled programming here, let me know if you guys are interested in more deep dives into system level stuff.

BroskiFGC
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I remember finding out how juggles worked in sf4 and deciding "thats too opaque for me, I'll let the nerds figure out combos for me, " and now we have sf6 and this mechanic is still super opaque

megapussi
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I play Tekken and this was something I gave up on when I tried Streetfighter 6 initially because it was like the most important part of the transitional learning experience was just kept a secret solely that you were forced to copy other people's combos instead of knowing the raw limits

zombecreative
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This video just reminded me, I had not filled out the juggle data for all the characters on FAT! Specifically the "older" characters. I will have to finish including the rest of that data with Terry's release. There are more intricacies to the juggle system in SF6 btw, although this covers the basics. But there's some more nuances and tidbits to some moves regarding things like Crumples, and how they affect the juggle data. Which also makes other moves that have "0" juggle increase, despite themselves being air resets normally, like Jamie 2HP, actually have some significance in combo routing because of oddities like this. Not sure I explained this well via text, I'd have to record an example.

HatsonFGC
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we got a Broski offline video before Ronaldo in fatal fury

Basin
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This is actually helpful to know. I spent way too long lobbing out combos based on my knowledge of what worked from a drive rush not knowing that that changed so much. It increasing juggle limit makes so much sense.

skinkintreeshade
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This is one of those systems that you get used to with experimentation. Simply trying your normals/specials in various juggle situations will get you a pretty clear picture of what moves are better in juggles. Save-states work wonders for labbing this stuff out, since you don't have to worry about doing the entire combo leading up to the juggle every time, or setting up the jump-in to experiment with anti-air juggles. Ironically I think explaining it makes it *more* intimidating for newer players.

kevingriffith
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I'm glad to see more info on this. *Most* of SF6's mechanics are surprisingly intuitive and directly shown in-game, but if you try to do any juggle combos it becomes immediately obvious that a lot of stuff just doesn't work at all like you'd expect, and you'll probably never know exactly why unless you really go digging online for it. Would love to see some kind of indicator for this stuff in training mode to help de-mystify it for more people.

Leap
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Most FG juggles: just hit them, idk
Modern Tekken juggles: hit them, use a move to send them back to the ground and finish the rest of the combo
SF juggles: hey, kid, wanna do some arithmetics?

gustavoduquethomazmouraoel
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I have to agree, like juggle state data should be just available in-game (actually is there even at least a mod for that?) because otherwise as already seen during OD Scissors into OD Scissors causes "it clearly should have hit, did I done something wrong?" confusion.
Like I guess if you play for longer time you can manage to get the feel for that stuff by trial and error but nonetheless sheer secrecy around data of that feels so weird. By game designer idea I would shoot that's meant to be "thing to discover" with juggles, but I don't feel like that works out as intended in current modern era of information distribution.

adwark
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Fantastic video as someone who mostly plays guilty gear and smash outside of this. Always thought the juggle system in this game is stupid and mysterious and while I still think that, this video helps a lot! Would love to see more mechanical deep-dives like this

Amaling
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I heard the word "juggle" so much now that it stopped sounding like a real word

AtomToast
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This is actually a really interesting video. Juggle state in Street Fighter is actually something I've never really though about. I just know which combos work and which don't lol.

SujakuuClips
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The first 30 seconds of this video are cathartic. Feels like just some months ago people were saying that SF does not have an exceptionally odd juggling system. It absolutely does!!!

Maggotbone
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I came from playing uni where the main limitation is hitstun decay, and was trying to understand this when sf6 came out and my friends were trying to get me into it. They could not answer my questions of why this combos when this doesnt or why does this route only work in this specific case and pretty much only told me cause thats how it is. I did look online for explanation (but this probably within a month of the game coming out) and couldn’t find any explanation at all. So thank you for explaining a system that has nagging at me for a long time.

xarezarcs
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Wow this was very informative. I’m surprised capcom doesn’t pay you. What you’re doing for ppl new to fighting games is impressive !

DistortedV
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I was just complaining about how obtuse this system is looking in earlier today, this video saved my life

billw.
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I learned this stuff for SFV and prayed that they would remove it for SF6. It's such a stupidly complicated system that could be handled more gracefully or, at the very least, surfaced in training mode. The rule of thumb I've been using is just "Drive Rush button always works, otherwise only use each move once", and I'm sure there are places where that doesn't work, but it's far easier to wrap my head around when I'm making decisions in the heat of the moment.

gamelord
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Been wanting to know this for a loooong time, thanks for breaking it down so well for us 🙏🏼

JeremeSanders
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This is one of those obscure things that people know but no one talks about. Thanks

kayanims