SF6 BnB Combo Tutorial and Character Guide - Ryu

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  • Опубліковано 27 січ 2025

КОМЕНТАРІ • 274

  • @adamwall-r6f
    @adamwall-r6f Рік тому +111

    What was updated from the last vid?

    • @Bafael
      @Bafael  Рік тому +139

      Added st MP, b+HP link and associated combos
      Added HK donkey to LP DP in corners
      Added donkey kick ender for denjin charge
      Added EX donkey to B+HK and EX donkey > lv 2 > Lv 1
      Added f+HK confirm to EX air tatsu
      Added EX fireball to lv 2 super
      Added cr MK to hashogeki
      Added a couple clips I forgot from the OG (HP xx HK works on crouch, and cr LP to MK tatsu
      Might have been some other things, I forget.

    • @ChuckPickle
      @ChuckPickle Рік тому +78

      @@Bafael thx for the patch notes

  • @DukeCyrus
    @DukeCyrus Рік тому +363

    the game launches and everyone is a warlord ryu

    • @joe_mama__
      @joe_mama__ Рік тому +6

      Don't worry. Street Fighter is a normie franchise so we will be fine

    • @Sorrelhas
      @Sorrelhas Рік тому +182

      No amount of optimized combos will prepare people for some dude mashing Drive Impact on neutral

    • @heroicsquirrel3195
      @heroicsquirrel3195 Рік тому +23

      Fr man, we are all gonna have an optimal pocket ryu😂

    • @Platanov
      @Platanov Рік тому +4

      @@Sorrelhas This is gonna be me. '23-ers unite!

    • @fissilewhistle
      @fissilewhistle Рік тому +4

      @@Sorrelhas It’s me, I’m people.

  • @UnbreakableDoof
    @UnbreakableDoof Рік тому +55

    Bafael's content for SFV was something that always made me jealous of SF players. While I never got that into SFV, I am very excited for SF6. Realizing that means I am going to get videos like this for a game I might play long term makes me so happy.
    Appreciate you.

  • @psfanboy79
    @psfanboy79 Рік тому +1

    Your commentary fills in the blanks I had, thanks great job I subbed.

  • @asugarush8970
    @asugarush8970 Рік тому +6

    This is DEFINITELY the best Ryu sf6 beginner combo guide. Starts small and breaks everything down. Sick stuff.

  • @stealphiee
    @stealphiee Рік тому +54

    Pretty inconsistent, but if you get the 2nd hit of air tatsu as an air-to-air, you can juggle after it in the corner.

  • @slambat298
    @slambat298 Рік тому +39

    glad to see you following the model of the omega and 3s guide vids in combining the best aspects of the old BNB and character guide videos. the voiceover makes the combos more compelling and easier to understand

    • @Bafael
      @Bafael  Рік тому +16

      Yeah I've tried to shift my format to a best of all worlds and these are the things people endorsed minus the things people begrudged.

    • @genaxide
      @genaxide Рік тому

      @@Bafael I am the kind that needs to visually see the buttons I need to press in succession in order to learn a combo, is there any plan to include images of the combo in future videos?

    • @Bafael
      @Bafael  Рік тому +1

      @@genaxide input display will be on for all the future ones so just use that.

    • @genaxide
      @genaxide Рік тому

      @@Bafael bet, I'll be waiting for your new videos with input display thanks bruv

  • @holllow
    @holllow Рік тому +13

    yo bafael, wanted to thank you for making all these guides. it’s so funny hearing that iconic voice again that i used to listen to when trying out third strike combos all those years ago. keep up the good work!!

  • @Atlas_FGC
    @Atlas_FGC Рік тому +7

    Glad you put it out more polished, and having the (better this time) commentary. Reminds me of some of my criticism on that KOF vid I poked you about on 15's release, thinking about it now. Good stuff, keep it up.

  • @DEClimax
    @DEClimax Рік тому +35

    a thing to keep in mind about any drive rush combo, assuming this hasn't changed since the beta, is that any mid-combo drive rush--including a neutral drive rush from parry--incurs an additional 15% scaling modifier that applies on top of normal combo scaling. this modifier can only apply one time, so any additional drive rushes don't scale your combo worse than any other kind of follow-up. there's a LOT of implications from this that add interesting wrinkles to optimal routing.
    one consequence of this, combined with low medium kicks additionally having double scaling as starters, is any combo from low fwd drive rush will do really weak damage. this, plus a number of other balance decisions, feels very targeted at how the SFV meta played out fur a lot of its lifespan. several characters in SFV were top tier fur YEARS on the back of a single confurmable low poke outpurrforming basically every other normal lower-tier characters had. in SF6, you can't confurm your low visually without a situation to react to, if you autopilot cancelling it to a special you can get blown up by drive impact, and if you drive rush to confurm it your combo does very low damage. some cammy players i've talked to have disagreed with me very loudly about this, but i think it is an extremely welcome change.
    this makes me wonder if the reason ryu seems to have such high damage on a lot of his moves and routes compared to some other chars is partly making up fur the fact that he lacks any kind of long, quick, cancellable poking normal that ISN'T his 2MK--a lot of combos you do with him are going to end up with really harsh scaling out of the gate.
    OTOH, the fact that the scaling only applies the one time means that a combo structure where you start with two REALLY big hits--fur example, ryu punish counter 5HK into 5HP--then drive rush, and repeat drive rushes until you are burned out, can do really serious damage. your biggest hits at the start are unaffected by the drive rush scaling, and the scaling penalty only applies once, so the additional drive rushes aren't making things any worse.
    it also means normals that connect from drive rush as a STARTER have really potent damage potential. it seems like there's some concern over whether level 1s will really be worth using in combos but i think part of that comes from how often people at this stage of the game are doing combos that scale REALLY badly due to an overreliance on 2MK drive rush as a starter. if you go and try something with ryu like a raw drive rush 5MK, 2MK, level 1, the supurr at the end does really appurreciably more damage than ending with tatsu.
    i am very interested to see how things shake out with this system. there are a lot of intricacies that make the idea of choosing an "optimal" combo EXTREMELY difficult. i will say that in the beta, i was using level 1 as a combo ender and utility option more than maybe any other player i saw, and 2MK drive rush less than most players i saw, and i was doing purrty well. i didn't land that many big CA combos but i was often ahead on resources since i was using drive rush cancel fur combos less often and was rarely sitting on 3 supurr stocks and therefore not building more of that resource. my hope fur this game is that a lot of the decisions surrounding resource end up in an area where you often want to be spending a medium amount of what you have to minimize the amount of time you spend not gaining meter.

    • @meathir4921
      @meathir4921 Рік тому +2

      Level 1 in general seems like a hugely efficient way to tack damage on minor conversions if Ryu doesn’t want to save bar for some reason because it’s not Drive meter to risk Burnout and takes a chunk out of the opponent’s Drive meter.
      I also agree about your thoughts on crMK and that the biggest reason why Ryu will do fat damage imo is that fwdHP is a god tier normal in SF6.

    • @nickkiller-0710
      @nickkiller-0710 Рік тому +4

      Nice breakdown, I was noticing some similar things playing the beta and watching some of the tourneys we've had so far
      I think adding more scaling and making raw hit confirms from 2MKs across the board is a great freaking change,
      in V they kind of tried to balance them by making them stubby af, but the few times where you had a Karin, Cammy, Luke, etc. that actually had one with decent range, it was so good that it pretty much defined the whole gameplan of that character, and to be quite frank, it was very frustrating to play against, since 2MKs are made to limit your movement.
      It's worth noting that every cancelable 2MK seems to be -6 on block, so they're risky up close, Ken can punish them with his lvl2 really consistently even from afar, and if you dRush into a 2MK they are -2ob at best.
      The fact that dRush only seems to scale combos the first time it's used is very interesting, I presume they want people to potentially gamble all of their drive into a big 6+ bar combo for the kill, at the risk of not killing the opponent and having to finish the fight on burnout.
      And about lvl1 supers, I think they're definitely worth doing as enders at times, not necessarily for the damage, but for how they interact with the drive gauge, since they buy you some time to build yours, while reducing the opponent's drive by a bit, some lvl1s are also really good at pushing the opponent away or reseting the neutral when you're far from the corner, it seems like they'll be super useful for finishing big expensive combos, since they give you space to regen the drive spent, this is very true for lvl2s and 3s as well, but lvl1s are extremely cheap by comparison, they let you play super lame if needed.
      I played Juri during the beta, and using her lvl1 as an ender allowed me to build some stocks while still keeping the threat of a Feng Shui activation on the table, and if needed, I could still build a lvl3 rather quickly.
      also, completely unrelated to everything else, but the purr thingy you do is really cute lol

    • @DEClimax
      @DEClimax Рік тому +1

      @@meathir4921 fireball level 1s also just have good utility since they can go through other fireballs. i did that a lot with luke level 1, ryu can purrobably do similar!

    • @DEClimax
      @DEClimax Рік тому +3

      @@nickkiller-0710 thank you! it is a very fun way of speaking. people tend to be nice and clawmpliment me on it which makes me happy! and if someone is rude about it it tends to be a good way to tell i shouldn't worry about what they have to say haha

    • @EmSixTeen
      @EmSixTeen Рік тому +3

      @@DEClimax It's not cute - it's creepy beyond belief.

  • @fogijay
    @fogijay Рік тому +2

    Yes, I wanted to start small with like 2 hit combos so thanks for this

  • @fatapollo1557
    @fatapollo1557 Рік тому +1

    I've been watching your street fighter guides forever man, still the best out there! Thanks again for all you do!

  • @nickkiller-0710
    @nickkiller-0710 Рік тому +8

    An interesting extension you can do from Denjin Hashogeki is Raw dRush into cr.Fierce>Ex Donkey>Heavy DP>lvl3, you have to delay the cr.Fierce a tiny bit tho
    If you block a DP and start your combo with a Punish Counter Roundhouse, Fierce into Hashogeki and then do this combo, it does a fuckton of damage, but even with a more common starter, it's still pretty beefy while looking stylish as all hell
    Extensions like that can pretty useful since Denjin Hashogeki is plus on block and might catch people by surprise, so it's a good opening to optimize

  • @atomicskillet
    @atomicskillet Рік тому +8

    Thank you for including some practical mid screen combos that don’t eat all 6 bars. All the early combo vids out now are mostly about how to get to burnout as fast as possible. I like swag too, but most of the time you just need some good 2 bar damage!

    • @Nietori
      @Nietori Рік тому

      What is burnout? Sorry if that sounds like a dumb question...

    • @lazarm6967
      @lazarm6967 Рік тому

      @@Nietori It's when you spend your entire drive meter and your character goes all gray. It's disadvantageous.

    • @PanagiotisPolitis-bl9xj
      @PanagiotisPolitis-bl9xj 4 місяці тому

      When you lose all of your drive you can't gain more until the grey bar fills back up. While the grey bar is filling up you're stunned for longer after blocking, you can't use drive (of course), and if you get drive impacted in the corner you get immobilised for a few seconds (stunned)​@@Nietori

  • @peteroneill1859
    @peteroneill1859 Рік тому +14

    I love how there is so many combo routes in this game and creativity for the player. Can't wait to see what the other characters can do, thanks Baf 👍

  • @CrowFGC
    @CrowFGC Рік тому +3

    You can land heavy Hashogeki after EX charged Hashogeki for some nice juggles after, for example light hashogeki to medium dp.

  • @stealphiee
    @stealphiee Рік тому +6

    Not specifically a combo option, but if you land Light Tatsu, whiff a jab, then do f+MP, you can link out the f+MP if it hits.

  • @fissilewhistle
    @fissilewhistle Рік тому +36

    I feel like it’s also worth noting that any combo into heavy or Denjin Hashogeki can lead into EX Donkey Kick.

    • @jcd5238
      @jcd5238 Рік тому +2

      What the hell is a donkey kick

    • @serkanoosterbaan1628
      @serkanoosterbaan1628 Рік тому

      ​@@jcd5238 it is down forward kick

    • @lordgalahad
      @lordgalahad Рік тому +3

      @@jcd5238 a.k.a. Joudan Sokutogeri, it was HCF+K in SFIII and SFV, now QCF+K in SF6

    • @jcd5238
      @jcd5238 Рік тому

      @@lordgalahad thanks for the lore

    • @fissilewhistle
      @fissilewhistle Рік тому +1

      @@jcd5238 In this game, it’s called High Blade Kick, if you prefer that name.

  • @Vidyadude
    @Vidyadude Рік тому +3

    You can do Forward > Forward `+ Parry to skip the parry startup animation for drive rush.

    • @BreadBeardFGC
      @BreadBeardFGC Рік тому +1

      I find forward parry forward to work best for me.

    • @Vidyadude
      @Vidyadude Рік тому

      @@BreadBeardFGC Gotta try that, thanks.

    • @BreadBeardFGC
      @BreadBeardFGC Рік тому

      @@Vidyadude happy huntin

    • @brandonrice1124
      @brandonrice1124 Рік тому

      Pulling this off after certain moves is pretty tough on pad the timing window is strange why cant we just imput it when a ex move is happening instead of at the end of a move sometimes it just does not come out.

    • @BreadBeardFGC
      @BreadBeardFGC Рік тому

      ​@@brandonrice1124 Do you mean you have a hard time doing a Drive Rush after parrying something? If so then yeah it's a bit tricky but it's a skill

  • @mtg-dm8923
    @mtg-dm8923 Рік тому

    Thank you so much for this video. I learned so much!!! 🥰

  • @MrAzramez
    @MrAzramez Рік тому +1

    Drive rush in to crouch LK also links into crouch MP. Crouch MP has better conversations then CR MK link ST LK. The range is worse but it is something to consider against a hesitant opponent because it means overhead or low can lead to an easier level 3 for very little meter use.

  • @Yakuo
    @Yakuo Рік тому +2

    Thanks so much for your content Bafael!

  • @strato991
    @strato991 Рік тому +2

    In the EX donkey kick combos, you can do Drive Rush St. HP, MP Hashogeki, and juggle that into level 1.

  • @mrcrowe1848
    @mrcrowe1848 Рік тому +1

    you can go into character guides and just click the super one, then during the explanation press select and you can just practice nonstop with no timer or anything

  • @Aggrofool
    @Aggrofool Рік тому +11

    It's good to have Ryu with a wide toolkit again. Launch SFV was almost cruelly austere, locking existing abilities behind V.

    • @travacss3807
      @travacss3807 Рік тому +1

      I was sf4 player from launch onto ultra. Got 5 on release and refunded it instantly. I know it got better. I just didn't care I was dissapointed in capcom. Played the demo for 6 and stuck with it as was satisfied that game would have more care and it did. not really bothered about the content outside of the online pvp

  • @kakkoishonen
    @kakkoishonen Рік тому +4

    Your content is what I waited for!
    Your Sakura guide helped me winning some tournament matches!

  • @Dazzgracefulmoon
    @Dazzgracefulmoon Рік тому +4

    ryu feels SO interesting and dynamic in 6, though that extends to all of the characters it seems

  • @chrischand5082
    @chrischand5082 Рік тому +1

    Excellent video, very well explained, keep them coming, very helpful, thanks thanks

  • @Glarfugus
    @Glarfugus Рік тому +1

    worth noting, stlk surprisingly has longer range than both stmp and crmp. obviously not strictly damage optimal but lets you confirm off a distant stmp, crmp, f.hp, CH jab

  • @LastHazzerd
    @LastHazzerd Рік тому

    Ah, I forgot,
    new SF means new breakdown videos like this.
    Another thing to look forward to~

  • @jerry3115
    @jerry3115 10 місяців тому

    If you launch the opponent (heavy/denjin charge hashogeki) and are in or near the corner, do drive rush heavy punch, then heavy donkey kick. You lose a slight bit of damage compared to heavy DP, but it gives you a safe jump which can be massive

  • @goofedpredator4478
    @goofedpredator4478 Рік тому +1

    I can’t believe Ryu finally has sauce

  • @MrAzramez
    @MrAzramez Рік тому +1

    Not sure if it is optional but after ex hashogeki, with denjin charge, you can do dash crouch heavy punch xx light hashogeki link into light Super 1. Works everywhere. In the corner you can link into HP shoryuken. You might have covered it already in the video, but Combos are much more complicated in sf6 and it's hard to remember everything you covered. :)

  • @fitbuu1676
    @fitbuu1676 Рік тому +1

    This is the kind of guides that i like to the point but more then just showing combos . Im subscribing

  • @artmowenca230
    @artmowenca230 Рік тому +1

    Thx Baf you’re a legend x

  • @UltimateTS64
    @UltimateTS64 Рік тому +2

    Really wish the demo had the training mode to actually learn combos. Gotta find a work around until then

  • @realchezboi
    @realchezboi Рік тому +1

    2:12 Idk if it’s optimal, but you can also drive rush a normal into shoryu into lvl 3, but you gotta use medium shoryu, i’m pretty sure hard shoryu always whiffs in that scenario

  • @scorpiusjones5436
    @scorpiusjones5436 Рік тому +2

    Me at first:
    "9 minutes for bnbs??????"
    A moment later:
    "....oh wait, it's Bafael?"
    * Clicks immediately *
    😄

  • @sourcesauce
    @sourcesauce Рік тому

    super keen to watch your sf6 stuff. god bless

  • @thatifalover
    @thatifalover Рік тому +5

    like this one way more than the old combo guides bc baf is talking to us in his lovely voice

  • @adamklase8547
    @adamklase8547 Рік тому +1

    7:55 I don't understand how he's getting the cancel off after crouching mk there. I try it and hit cancel (mp + mk) dash and nothing happens. Is that not the right input?

    • @Bafael
      @Bafael  Рік тому

      You just do f+f during the cr mk. No need for mp+mk

  • @ichie7725
    @ichie7725 Рік тому

    My fav rn is denjin charge. So fwd hp,mp,ex hashogeki,super geki,drive low mk, ex tatsu into shoryu

  • @Wingnut202
    @Wingnut202 Рік тому +1

    Just curious, any changes from this vid to release? About to put in the work to get really consistent and want to make sure its at least semi optimal lol

    • @Bafael
      @Bafael  Рік тому +1

      I'm not aware of any differences

  • @rximmortal
    @rximmortal Рік тому +1

    Not sure if people realize but 4HP -> drive rush -> 6MP is a combo... ;)

  • @jk844100
    @jk844100 Рік тому

    Cool that you added the things I suggested.

  • @yourstillwithme
    @yourstillwithme Рік тому

    For Drive rush, After any MP or HP he can combo st hk to CRHP
    Its his most optimal from drive rush if he does not extend further and ends with HP shoryu
    CRHP-stmp-crmp is also a wonderful punish too if you do not have time to punish counter w jump in or sthk.
    Theres still a lot of things people dont know about Ryu us "beta" people know.
    He can also in corner combo HP shoryu off of punish counter HK Donkey
    and stlk on punish counter combos into ex donkey. Great in situations where you need to punish -5 moves as his stlk is 5 frames. Best example is Kens stmk

    • @Bafael
      @Bafael  Рік тому

      I think st HK whiffs on crouch, right? I was doing that combo before but I thought HP to b+HP did the same damage while also being faster and not whiffing on crouch.

    • @yourstillwithme
      @yourstillwithme Рік тому

      @@Bafael a lot of his normals force stand, sthk, st hp, crhp, i believe all force stand. not 100% sure but most of the time i will either do that or crhp-stmp-crmp for confirms after drive rush

    • @yourstillwithme
      @yourstillwithme Рік тому

      @@Bafael So, I have "ways" to test and after any drive rush conbo you want to do cr hp-stmp-crmp if you plan to end w shoryuken for the combo.
      If you plan to do denjin extensions, super 2, super 1 etc its pretty back and forth.
      You gain or lose like 200-300 dmg difference depending on enders but its super not worth it to memorize stuff. 200 dmg is less than a jab anyway.
      Point being, crhp-stmp-crmp should be noted for punish counters and drive rush extensions. tldr

    • @Bafael
      @Bafael  Рік тому

      @@yourstillwithme good research

  • @PenskeMaterial
    @PenskeMaterial Рік тому

    Thank you for this

  • @Loogi_FGC
    @Loogi_FGC Рік тому +5

    For the life of me, after all these years of playing sf, I still can’t combo from a crouching MP into a shoryuken for the life of me.

    • @Bafael
      @Bafael  Рік тому +6

      Start by holding d/f. Hit MP, then quickly do down, d/f, and punch. This is a "crouching shoryuken" motion and it makes it significantly easier.

  • @RSoul95
    @RSoul95 Рік тому

    Man thank you I needed to know the bread and butter for ryu I mean I know to do combos but I wanted know to the links and confirms that u can use and different situations

  • @ZzigZaG00NIN
    @ZzigZaG00NIN Рік тому

    feels like the game dropped early
    this is nice to see

  • @BlazeConspiratori
    @BlazeConspiratori Рік тому +2

    1:11 I wonder if the drive rush recovers quickly enough to also throw blocks into the mix to call out reversal DPs?

  • @JasonYJS_xoxo
    @JasonYJS_xoxo Рік тому +1

    Can I say that Drive Rush lets u do counter hit links?

    • @Bafael
      @Bafael  Рік тому +1

      And most punish counter links. It adds +4 like a punish counter but won't do the bonus effects like knockdown or crumple

  • @DCFHazardRebornChannel
    @DCFHazardRebornChannel Рік тому +2

    2:43 this is not a timing thing, just wanted to point out its a corner combo :)
    Had tried it extensively before seeing this video.
    There is a certain max range you can do it from and it will always land as long as the opponent is rolling to the corner.
    The point you did it at is I think the maximum distance from the wall that you can perform this combo from what I found :)

    • @Bafael
      @Bafael  Рік тому +1

      Oops, thought I was out of the corner but I guess I wasn't.

    • @phearunos5201
      @phearunos5201 Рік тому +1

      Okay, this is what I thought. It's disappointing. It comes oh so close out of the corner, but they stop rolling just as the hadouken gets there.

    • @DCFHazardRebornChannel
      @DCFHazardRebornChannel Рік тому

      @@Bafael 👍👍👍

  • @NKaldis
    @NKaldis Рік тому +1

    Any reason to not simply link standing medium punch with standing medium punch instead of the crouching version? No damage difference as far as I can tell, but are there combos that require the crouching medium punch for extensions?

    • @Bafael
      @Bafael  Рік тому +1

      A few. F+hp, st mp to shoryu can't be canceled to lv3 for example because the shoryu doesn't hit on its first active frame, but it works after cr mp. Cr mp has less pushback which makes it marginally more consistent in scenarios like that.

  • @ZachStarAttack
    @ZachStarAttack Рік тому

    u are more goated than 100 watermelons because of this guide and more

  • @EmSixTeen
    @EmSixTeen Рік тому +1

    Consistently great as ever, thanks a heap.
    Having trouble with the SA2 combos which are extended in the corner (5:05) while playing with the Guides section as a training mode - the dummy doesn't seem to roll in the same way. Not sure if it's just my timing.

    • @Bafael
      @Bafael  Рік тому

      Are you getting enough charging? The super changes properties the more you charge it.

    • @EmSixTeen
      @EmSixTeen Рік тому

      @@Bafael Ah that may be it - I’ll try again when I get some more time on the game 🫡

  • @nimrod812
    @nimrod812 Рік тому +1

    In the light normals section you said that there is no available cancel to donkey kick. But I am 100% sure you can cancel a "light donkey kick" from a "standing light kick" .

    • @Bafael
      @Bafael  Рік тому

      Oh, I didn't try that. Thanks. Regardless I probably wouldn't put it there since it doesn't work in any of his light normal confirms. It would be useful for something like a counter hit MK or something to st LK to LK donkey kick. Otherwise I think you'd only be confirming it from stuff like st MP.

    • @nimrod812
      @nimrod812 Рік тому

      That makes sense, anyways I love your stuff. You just got a new subscriber today.

  • @thingthing978
    @thingthing978 Рік тому +2

    Do you mind typing them out?

  • @realw1ll
    @realw1ll Рік тому

    as a new player, a luke guide would be preety kewl

  • @thejedioutcast804
    @thejedioutcast804 Рік тому

    This isn't even just a good beginner guide, it's great for seasoned players like me too. Thanks!

  • @aznbreakerboi51o
    @aznbreakerboi51o Рік тому +1

    4:28 which is mor optimal: light hashogeki to medium shoryu or medium hashogeki to light shoryu?

    • @Bafael
      @Bafael  Рік тому

      Didn't know the second one worked so IDK

    • @aznbreakerboi51o
      @aznbreakerboi51o Рік тому

      @@Bafael just tried it in the beta. Medium Hashogeki to light Shoryu does 20 extra damage. Not a huge difference, but worth checking out if it makes a difference.

  • @LEGNDARY_MIST
    @LEGNDARY_MIST Рік тому +1

    Purrr, my Sf6 Ryu combos❤👇🏾

    • @LEGNDARY_MIST
      @LEGNDARY_MIST Рік тому

      ua-cam.com/video/Fo7tbpPexQw/v-deo.html

  • @brian_cream
    @brian_cream Рік тому

    Suprised i didn't see you mention you can hit confirm CA from denjin charge hadoken.

  • @Frosted_Moontips
    @Frosted_Moontips Рік тому

    So glad my longtime main is now OP af ;3

  • @larsu-gx579
    @larsu-gx579 Рік тому

    I miss that guitar strumming intro from all the SFV bnb vids

  • @JohnMurphyTV
    @JohnMurphyTV Рік тому +4

    When you mentioned raw drive rush crouch medium kick as a pairing to DR overhead that was interesting. But did you know you can do raw drive rush crouch lk into stand mp crouch mp. I'm not sure what does more dmg, but the latter is certainly faster.

    • @Bafael
      @Bafael  Рік тому +4

      Yours sounds better TBH I should have mentioned it.

  • @sinclapzyt8163
    @sinclapzyt8163 Рік тому

    i keep connecting my hit but the combo counter keeps resetting i dont know what im doing wrong.

  • @Gramasz
    @Gramasz Рік тому

    In the beta rush c.hp hashogeki does more dmg. Dunno in the demo

  • @AfroTsu
    @AfroTsu Рік тому

    Okay but how do you do the lighting release thing that ryu does ?

    • @Bafael
      @Bafael  Рік тому

      I don't know what you mean. If you mean the denjin charge, it's down, down +punch

    • @AfroTsu
      @AfroTsu Рік тому

      @@Bafael yeah that denjin charge but i figured it out & thank you

  • @KCAssassin98
    @KCAssassin98 Рік тому

    anybody got advice on canceling into tatsu from air MP. I havent been able to do it.

  • @jc_alpha
    @jc_alpha Рік тому

    That abrupt ending though

  • @pradlark
    @pradlark Рік тому

    What am I doing wrong? The first corner combo isn't working for me - I can't link 5MP into 2HP and then the LDP isn't coming out after the DK

    • @Bafael
      @Bafael  Рік тому

      it's 4HP you're linking into, and the uppercut only combos after heavy version of donkey kick

  • @carby6831
    @carby6831 Рік тому

    I wonder if hashougeki would be good for oki since it is plus on block

  • @akinasgreatest01
    @akinasgreatest01 Рік тому

    How are u executing 3:13 i cant drive rush after hashogeki on the single player demo

  • @joekotva2763
    @joekotva2763 Рік тому

    I know this is probably simple, vut any tips for fHP->cMP->DP? Most of the time keep getting fireball

  • @bigmase502
    @bigmase502 Рік тому

    can we get an updated updated one

  • @matthewcohen3228
    @matthewcohen3228 Рік тому

    At 0:22, I can’t get my second Back HP to link with the first. Is this no longer doable?

    • @Bafael
      @Bafael  Рік тому +1

      it's st MP to b+HP, not b+HP to b+HP.

    • @matthewcohen3228
      @matthewcohen3228 Рік тому

      Oops that would explain it. 🤦‍♂️

  • @svxthprsnl
    @svxthprsnl Рік тому

    Sorry, I'm new to SF and I'm wondering what's the benefit of doing sMP, crMP instead of just sMP, sMP for the basic combo?

    • @Bafael
      @Bafael  Рік тому

      They're pretty much interchangeable. I think cr mp might have a bit more range but I'm not sure of that

    • @svxthprsnl
      @svxthprsnl Рік тому

      @@Bafael Ok, thank you :)

    • @zzkevinlim
      @zzkevinlim Рік тому

      crMP has more damage

  • @phearunos5201
    @phearunos5201 Рік тому

    Is the follow up after his charged lv2 a distance thing? Because I absolutely can't get it to work unless they hit the corner before they finish rolling & I noticed they hit the corner here too.

    • @Bafael
      @Bafael  Рік тому +1

      Yeah as it turns out it's just a corner thing, I hit the corner without realizing it. Sorry.

    • @phearunos5201
      @phearunos5201 Рік тому

      ​@Bafael No worries. This is still a fantastic resource. Some stuff here I didn't know existed and it'll be a great for optimizing my combos. Thanks.

  • @HeyyyJude
    @HeyyyJude Рік тому

    how are you guys playing in like training mode? only person I can use during tutorials is Luke

    • @Bafael
      @Bafael  Рік тому +1

      go to the character tutorials for the level 3 super then there's a button to try it out. You can treat it like training mode.

    • @HeyyyJude
      @HeyyyJude Рік тому

      Thanks!!

  • @BronzeAgePepper
    @BronzeAgePepper Рік тому +1

    is there any reason to cancel OD donkey kick with charged Lvl 2 and link Lvl 1 aside from it looking really cool? Is the damage better than just doing SRK ➡️ Lvl 3, or is the higher damage option dependent on scaling and/or having Denjin Charge? (I think I read that Denjin Charge increases Lvl 2's damage)

    • @phearunos5201
      @phearunos5201 Рік тому

      It does a tiny bit less than heavy shoryu-lv3, but a bigger bit more than medium donkey kick-lv3. Unless your level 2 is denjin charged. That is an even bigger bit more damage than heavy shoryu-lv3.

  • @Glenn_CH
    @Glenn_CH Рік тому

    you can combo from rush cr lk into cr mp... please check it out...

    • @Bafael
      @Bafael  Рік тому +1

      Yeah, st MP too which is better I think.

    • @Glenn_CH
      @Glenn_CH Рік тому

      @@Bafael yeah. That's right.. More option for low approach

  • @virtua_fusion
    @virtua_fusion Рік тому

    Taking us to school since SF4. Can we get a BNB combo guide for Marisa as well?

  • @dongodongo12
    @dongodongo12 Рік тому +1

    How about a video detailing classic,modern and dynamic control schemes?

    • @Bafael
      @Bafael  Рік тому

      Will do, once the game is out probably.

  • @uj9279
    @uj9279 Рік тому

    anyone made a list of these?

  • @armorhawk8109
    @armorhawk8109 Рік тому

    Did light tatsu to dp go away? I've been fiddling very briefly with the demo and I can't get it to hit. As a massive Street Fighter scrub, that little combo always made me feel like a cool kid :(

    • @Bafael
      @Bafael  Рік тому

      go play ken or presumably akuma who will both have it

  • @MegaTheJohny
    @MegaTheJohny Рік тому

    Tnx for video..will u do one for Luke?

  • @evilded2
    @evilded2 Рік тому

    Does anyone know how much throw protection this game has?

  • @consimisyon2890
    @consimisyon2890 Рік тому

    dude you need to do a redo of this in launch

    • @Bafael
      @Bafael  Рік тому

      I plan to, yes. With more info since I don't have training mode features like frame data.

  • @derFati1
    @derFati1 Рік тому

    Will you make this vind of video for other Characters too later on?
    Because I don't like to play Ryu, but the video is great. Fast explanation and then the clip. Nice Man:)

    • @joqqeman
      @joqqeman Рік тому

      If he doesnt its a guarantee 5 other people will

    • @Bafael
      @Bafael  Рік тому +1

      I'm gonna do everyone ye

  • @Hadoshoryu
    @Hadoshoryu Рік тому

    I’ve seen that you can drive rush from LK leading to a combo. Is that true?

    • @Bafael
      @Bafael  Рік тому

      Yes, drive rush st lk combos into stuff.

  • @theofigueiredodamasceno5601

    Pls do a luke bnb too.

  • @tzelegend9783
    @tzelegend9783 Рік тому

    this is my first street fighter game do you have any tips in regard to timing? i feel like i’m messing up on easy stuff and the games eating my inputs?

    • @Bafael
      @Bafael  Рік тому +1

      The game won't eat your inputs but it's hard to know what your mistakes are until you have good access to training mode. Generally speaking there's no upper speed limit for cancels so just do them as fast as you can

    • @beansssss3847
      @beansssss3847 Рік тому +1

      just consistent practice is key here.

  • @Asterra2
    @Asterra2 Рік тому

    What would have made things more fun to watch is a few indicators for each combo: Meter used, CA levels used, total damage.

    • @feri7mble
      @feri7mble Рік тому +1

      Demo doesn't show damage so you'd have to calculate visually, which is annoying. I'm sure Bafael will show damage when the actual game releases with a true training mode.

    • @Asterra2
      @Asterra2 Рік тому

      @@feri7mble Fair enough. I was trying to eyeball it but the hopelessly misguided slanted design thwarted efforts at precision.

  • @baadshahmiya
    @baadshahmiya Рік тому

    Looking for optimal modern Ryu combos, any luck?

    • @Bafael
      @Bafael  Рік тому

      I only know how to play classic

  • @vlassispolitis-a
    @vlassispolitis-a Рік тому

    Is it better to do standing roundhouse crouching fierce or standing fierce short uppercut from a drive rush?

    • @Bafael
      @Bafael  Рік тому +1

      The damage is similar but stand roundhouse whiffs on crouching opponents IIRC. st HP is also faster so it combos after cr MK xx drive rush for example, while st HK doesn't. To me it seems st HP to b+HP is better.

    • @vlassispolitis-a
      @vlassispolitis-a Рік тому +1

      @@Bafael Thank you, this video and your reply are helping me a lot with combo optimisation with Ryu.

  • @starrstarr7197
    @starrstarr7197 Рік тому

    Drive rush for 1 bar seems really strong

    • @brandonrice1124
      @brandonrice1124 Рік тому

      Players will adapt it happens in every street fighter game but capcom will nerf some things tho.

  • @pastorofmuppets9346
    @pastorofmuppets9346 Рік тому

    Off topic but do you plan on making those long baf style "how to play x" vids for sf6? Kinda miss em, iirc you never did all chars for 4 and 5. Also hope bad balance returns too someday

    • @Bafael
      @Bafael  Рік тому

      It'll probably be more stuff like this so a bit similar but more heavily edited

  • @jayhit4212
    @jayhit4212 Рік тому

    Do you plan on making one of these for luke? I love your breakdowns

  • @chipslight738
    @chipslight738 Рік тому

    How good of an anti-air would b+HP be ? The angle seems pretty nice for right on top of you, unless the activate frame and hitbox are bad ?

    • @Bafael
      @Bafael  Рік тому

      It's quite good for close jumps but b+HP has more horizontal reach so it's usually better unless they're right above you.

    • @chipslight738
      @chipslight738 Рік тому

      @@Bafael Aight, thanks for the confirmation man, waiting the Luke video impatiently.