Thank You so much man, first guy to tell that you actually have to hold button for a certain amount of frames before doing a move, immediately helped to finish my combo trials with bison, cheers m8!
This was a VERY helpful video. I'm a recent addition to fighting games, electric engineer during the day, and bison being a charge character made me immediately drop him. It would have been helpful to have more of a guide in the game. Thanks for filling in! 😊
Guile in SF6 is easily the sauciest he has ever been in a mainline SF game. IMO, people are missing out not trying him out. In addition, the drive system allows SF6 Guile to play extremely aggressively. Full screen zoning? Whassat? SF6 Guile only knows in your face rushdown zoning 😂
Excellent video!. Can't wait to have Bison back! One thing that helped me a ton when learning charge moves is similar to how you mentioned. 45 frames to charge when i looked at that smd how the game is 60fps it clicked for me. Like i didn't need to "hold back for 2 seconds" like we were told as kids at the arcade..then it became more so of making sure i was hitting the direction and button simultaneously.
Thanks alot man! Sf6 is my first 2D fighter and I was planning to play guile, this guide helped alot. Also, quick question would it be better to turn on button release input or turn it off?
Just follow the ABCs. Always Be Charging. Down back is your friend. The skill isn't doing charge moves, but rather when you are charging them. A great example in SF6 is Guile sMP, bFP, to Flash Kick. You never see the charge because it starts as soon as sMP is pressed and ends with a standing Flash Kick if timed right.
Bison should probably be the easiest character to play with charge moves imo since only two of his moves are charge now and all his supers are motion inputs.
They should just make Bison pure charge, except for his new move. What I believe for a product, don't change what wins, if you want to add to it no problem, you can experiment with that.
@@tyrant_uk but that reduces the versatility of inputs, characteristics, personality, personal control, skill, and quality. To implement the product life cycle, I need to be the project manager there. Damn!
When I’m in a combo and try to connect a a crouching attack (like bison cr.mp into psycho crusher) I always seem to drop the psycho crusher input. I know that im holding the input for more than 45 frames, am I doing something wrong?
@@2JZilla342I play on hitbox, I come from using stick, I have just 2 issues with hitbox. It's more of a me problem and not a problem for everyone though. I focus on input speed then I lose precision, I focus on precision then I lose input speed. Stick eliminates most of the precision factor for me so I would mainly just have to focus on my input speed. I honestly think hitbox is better played on 3D fighters like Tekken or DOA or something.
@SOUL_KROMANCER I was on a hori stick for sf5 but am on pad for sf6. I really should learn hitbox but just don't have the time or patience. I definitely hear you about the precision thing on hitbox.
@@2JZilla342 I know what you mean about not having the patience to learn hitbox. That's what I want to get for my next stick though, the Hori Alpha. Before I had hitbox I had the Mayflash F500 stick but our family's rat dog chewed the cord😭
What does even 45 frames even mean while charging? I can see it in trainig i perform the moves, but its not there in a real match? Do i count back steps? Seconds? How does it transulate?
You don't count it, you practice it until you just know it. You develop muscle memory for it and it just happens like throwing a Hadouken. Pick any charge move that ends after a target combo and start charging as soon as the first move comes out. Finish the combo with the charge move. This will burn the timing into memory. Guile for example cMp, cMP, any Flash Kick.
It's a different way to play... I love Oro and he has charge fireball and DP... It's also easier to hit confirm, crouching lights into DP with a Z motion is hard compared to lights down to up charge.. I really love them but hated them until I played one, big band being my first
It's just personal preference.. 'Unless the games have better combos or characters, what's the point of old games?" Why not it's fun to have different play styles and inputs
They actually have some benefits for example charge anti airs like guile flash kick automatically crosscut unlike regular motion anti airs were you have to manually do a crosscut
I was really disappointed with knee press being a QCF now, firstly feels like charge erasure secondly if it has to be a motion it should clearly be a QCB
@@tyrant_uk I don’t care about SF that much but I would be sad if MK had this stupid and really unnecessarily difficult type! But if this exists than yeah at least keep it in SF of KOF games
Here comes the MK shills, My guy your game has literally baby inputs for casuals. Requires 0 execution and every character plays the same ffs. Some bullshit string into ex special cancel to extend combo after a micro dash isn't special skill. Sf6 charge characters are unique and only for folks who want the challenge unlike MK1 where the only challenge is to get more than 1000 players playing the damn game. Thank God says the Rat, Keep crying all you want MK will never have the depth nor the polish the Japanese games have. But hey good luck with your back forward input
@lordronn472 MK's inputs are ironically way harder to do overall because of how simple they are. It ironically makes buffering really hard, especially since a lot of inputs have to be done from neutral. In addition to input windows that are so generous, it makes things prone to misinput 🫤... I really long for the day MK ditches their unecessarily difficult input system. Charge characters have always had the charge as a balancing factor precisely because a charge 'n release is easier and faster to do on reaction compared to motion inputs. A shoryuken on reaction is hard to do, especially for beginners. A flash kick on reaction is not.
Anyone else excited to spam headstomp + devils reverse when Bison drops? 😅
I hope I can still Devils reverse into knee press as a combo
You just helped me out so much I’m new to the franchise of street fighter and learning the classic way 🙌🏾😭
Thank You so much man, first guy to tell that you actually have to hold button for a certain amount of frames before doing a move, immediately helped to finish my combo trials with bison, cheers m8!
This was a VERY helpful video. I'm a recent addition to fighting games, electric engineer during the day, and bison being a charge character made me immediately drop him. It would have been helpful to have more of a guide in the game. Thanks for filling in!
😊
@@Tassadar4Ever glad you enjoyed and it helped!
Guile in SF6 is easily the sauciest he has ever been in a mainline SF game. IMO, people are missing out not trying him out. In addition, the drive system allows SF6 Guile to play extremely aggressively. Full screen zoning? Whassat? SF6 Guile only knows in your face rushdown zoning 😂
SF6 Guile is definitely something LOL
That's cap. SFV Guile had just as much sauce as SF6.
Charge has always felt so natural to me! Great video nonetheless!
Thank you!
Excellent video!. Can't wait to have Bison back! One thing that helped me a ton when learning charge moves is similar to how you mentioned. 45 frames to charge when i looked at that smd how the game is 60fps it clicked for me. Like i didn't need to "hold back for 2 seconds" like we were told as kids at the arcade..then it became more so of making sure i was hitting the direction and button simultaneously.
Thanks alot man! Sf6 is my first 2D fighter and I was planning to play guile, this guide helped alot. Also, quick question would it be better to turn on button release input or turn it off?
Just follow the ABCs. Always Be Charging. Down back is your friend. The skill isn't doing charge moves, but rather when you are charging them. A great example in SF6 is Guile sMP, bFP, to Flash Kick. You never see the charge because it starts as soon as sMP is pressed and ends with a standing Flash Kick if timed right.
I've played charge for years but never heard the ABC line, I like that haha
This came at a perfect time. I just subscribed Tyrant
crazy we have the same taste in characters. back in SFV i played Bison now in 6 im playing Juri waitin for Bison to drop
Good taste sir!
Bison should probably be the easiest character to play with charge moves imo since only two of his moves are charge now and all his supers are motion inputs.
Psycho crusher and shadow rise are his only charge moves now. You MUST be blind. @@paapa-kofiagyekum1814
They should just make Bison pure charge, except for his new move. What I believe for a product, don't change what wins, if you want to add to it no problem, you can experiment with that.
I feel like they're done with pure charge characters apart from Guile tbh
@@tyrant_uk but that reduces the versatility of inputs, characteristics, personality, personal control, skill, and quality. To implement the product life cycle, I need to be the project manager there. Damn!
When I’m in a combo and try to connect a a crouching attack (like bison cr.mp into psycho crusher) I always seem to drop the psycho crusher input. I know that im holding the input for more than 45 frames, am I doing something wrong?
Great work!
Always wanted to play a charge character but can never get the hang of it. Is it easier on a hitbox? I have a kitsune but never learnt how to use it
Yeah once you're comfortable you can charge quickly and easily on hitbox
@tyrant_uk cool man. Great video. Wish there was some UK tournaments
@@2JZilla342I play on hitbox, I come from using stick, I have just 2 issues with hitbox. It's more of a me problem and not a problem for everyone though.
I focus on input speed then I lose precision, I focus on precision then I lose input speed. Stick eliminates most of the precision factor for me so I would mainly just have to focus on my input speed.
I honestly think hitbox is better played on 3D fighters like Tekken or DOA or something.
@SOUL_KROMANCER I was on a hori stick for sf5 but am on pad for sf6. I really should learn hitbox but just don't have the time or patience. I definitely hear you about the precision thing on hitbox.
@@2JZilla342 I know what you mean about not having the patience to learn hitbox. That's what I want to get for my next stick though, the Hori Alpha.
Before I had hitbox I had the Mayflash F500 stick but our family's rat dog chewed the cord😭
What does even 45 frames even mean while charging? I can see it in trainig i perform the moves, but its not there in a real match? Do i count back steps? Seconds? How does it transulate?
You don't count it, you practice it until you just know it. You develop muscle memory for it and it just happens like throwing a Hadouken.
Pick any charge move that ends after a target combo and start charging as soon as the first move comes out. Finish the combo with the charge move. This will burn the timing into memory. Guile for example cMp, cMP, any Flash Kick.
Unless the moves have better frame data or damage, what's the point of charge characters anymore?
It's a different way to play...
I love Oro and he has charge fireball and DP...
It's also easier to hit confirm, crouching lights into DP with a Z motion is hard compared to lights down to up charge..
I really love them but hated them until I played one, big band being my first
It's just personal preference..
'Unless the games have better combos or characters, what's the point of old games?"
Why not it's fun to have different play styles and inputs
At this point it's legacy and these moves usually offer some kind of benefits that input moves don't
They actually have some benefits for example charge anti airs like guile flash kick automatically crosscut unlike regular motion anti airs were you have to manually do a crosscut
I play guile on modern because I'm ass
You're only "ass" cause you chose the easy way out .
LOL.
Nothing wrong with Modern controls my friend.
@@Chalk-Guy yes there is .
@@AnthonyBottari 😁
I was really disappointed with knee press being a QCF now, firstly feels like charge erasure secondly if it has to be a motion it should clearly be a QCB
let's go
Bison soon!
They need to get rid of this type! Thank God MK doesn’t have any charge characters
A part of me would be sad if they removed charge from SF not gonna lie lol
@@tyrant_uk I don’t care about SF that much but I would be sad if MK had this stupid and really unnecessarily difficult type! But if this exists than yeah at least keep it in SF of KOF games
Here comes the MK shills, My guy your game has literally baby inputs for casuals. Requires 0 execution and every character plays the same ffs. Some bullshit string into ex special cancel to extend combo after a micro dash isn't special skill. Sf6 charge characters are unique and only for folks who want the challenge unlike MK1 where the only challenge is to get more than 1000 players playing the damn game.
Thank God says the Rat, Keep crying all you want MK will never have the depth nor the polish the Japanese games have. But hey good luck with your back forward input
@lordronn472 MK's inputs are ironically way harder to do overall because of how simple they are. It ironically makes buffering really hard, especially since a lot of inputs have to be done from neutral. In addition to input windows that are so generous, it makes things prone to misinput 🫤... I really long for the day MK ditches their unecessarily difficult input system.
Charge characters have always had the charge as a balancing factor precisely because a charge 'n release is easier and faster to do on reaction compared to motion inputs. A shoryuken on reaction is hard to do, especially for beginners. A flash kick on reaction is not.
@@runbaa9285 and yet I prefer that over these inputs and types! Charge is the worst type a character can have!