this post was submitted on 14 Jun 2023
11 points (100.0% liked)

Street Fighter

633 readers
3 users here now

Community dedicated to Street Fighter

founded 1 year ago
MODERATORS
 

I'm very new to fighting games, and have been practicing getting my inputs right with some simple Ryu combos.

I was practicing doing s.MP, od-tatsu, heavy DP into lv3 super in the corner and got pretty consistent landing it.

Then I decided to test it after a blocked DI corner crumple, and the super will never come out. Even after tons and tons of attempts, the super won't come out. But without the DI at the start I get it every time. I don't really understand what is going on.

Is there some game mechanics reason why it won't let me cancel DP into super after the DI corner crumple? Or am I just bad? 😅

top 6 comments
sorted by: hot top controversial new old
[–] ChunLiAssEater 4 points 1 year ago* (last edited 1 year ago)

Turn on the cancel colour flash in training mode. It will flash red for special and blue for super. It will let you know if youre allowed to cancel into those moves.

Im not well versed enough to know whether that particular move can or cant be done in a crumple state however

[–] generalpotato 2 points 1 year ago (1 children)

On paper that looked like it should have cancelled.

Is it me or is SF6 a bit more stringent with cancels? Maybe it’s a SF6 Ryu thing.

[–] ChunLiAssEater 1 points 1 year ago (1 children)

Im pretty sure only certain specials can be cancelled into depending on what was cancelled. I swear there is also specific “rules” hardcoded into certain moves saying they will never make contact in certain circumstances. Which makes juggling less intuitive than say MK; where if you hit them they take the damage. I think SF rules out certain scenarios. Just a theory, probably a shit one

[–] generalpotato 2 points 1 year ago (1 children)

Yep, following this thread, I went and experimented with the cancel color tool and played around with it. SF6 def feels more stringent. I don’t remember Third Strike being this way, which was the last SF I truly paid attention to. I’ve been playing KOF on and off and coming back to SF has been an adjustment. That + picking up a stick this time around has me second guessing all sorts of stuff. Haha

[–] rpn 2 points 1 year ago* (last edited 1 year ago) (1 children)

I'm playing around in training mode right now. And looking at the cancel colour, if I start with the DI into the wall, it is indeed not cancellable into super. But without the initial DI it is.

And in fact, even just DI -> OD tatsu -> heavy DP isn't cancellable into super either.

I still don't understand the rules for why though.

EDIT: I also just checked the tutorial on canceling into supers just in case, and it doesn't mention any limitations.

[–] generalpotato 0 points 1 year ago

Ok good to know! Thanks! Like OP, then it isn’t just my timing. Looking at some combo guides on YT, there’s some aspect of timing oddities occurring with this one because they’re picking up on this as well and cancels aren’t working like they used to.