How To Do Charge Moves EASY in a Fighting Game (Street Fighter 6)
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- čas přidán 27. 08. 2024
- #streetfighter #streetfighter6 #fightinggames
With Street Fighter 6 releasing recently, I wanted to share a couple of things that has helped me play charge characters in a bunch of fighting games. Hope it helps!
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I am politely asking you to subscribe (or else)
because you asked nicely , the great content just seems like a bonus
Your worth subscribing to.
Already am ...oh I guess your talking to somebody else...nvmd.
I don't subscribe to people who defend STRIVE when Street Fighter does more interesting and unique shit than what's now known as "Guilty Gear". Sorry. I just don't like people lying about what they're advertising.
Else he'll charge us?!
The hard part about charge characters isn't having charge in neutral. It's building charge during combos while inputting other moves. I feel like no one ever acknowledges this when addressing charge character difficulty
LK mentioned the problem you're having. when he said always hold back, he meant ALWAYS. through your pressure and combos, you should be holding back. if back is your new neutral, the combos are easy, just hit forward p then go BACK
Its the same for me. I love Deejay, he has really sick combos but Its hard for me to incorporate charge special move into a combo.
my issue is im good w guile since beta and just cant pull off his charged supers consistently
Yeah, and the various ways to combo such as doing a standing light kick(which requires u to stop charging and inputting the light kick in between the input moving to forward. doing a sonic boom after (Guile advanced combo 1). The combo execution floor is definitely a lot higher. Especially on Vatista and guile. But something like Mitsuru in p4u is a lot easier because her charges aren't used as much in combos.
@@nairdacnalbel But that advice only works when there are no back special normals or when those are part of the combo. Sometimes the window for charging is really,really small.
You're looking a little square today, LK.
He just wanted his edge back
@@Iwatoda_Dorm he tends to be a bit two dimensional tho
Bro I edited this and did not notice it at all lmfao
Its like a killstreaks locking on to you lol
@@LordKnightfgc this is crazy
For all the training mode meters and information, i'm a little surprised they didn't include a "charge meter" like they did for the buffer/recovery frames of your character. The longer charge window of SF is definitely a little harder to get used than other games
The input display sorta does that, you need to charge for 45 frames
This would make it obvious to your opponents which move you're charging even when it shouldn't be. Whatever shows up on your HUD also shows up for your opponent. As for the charge time that depends on the move you're charging (bear in mind you can charge 2 at once)
If you play Chun ik her charge time for Kikoken is about 30 frames and about 40 frames for SPK
@@doublaich5990 The charge time depends on the character and move. It's not universal across the board
@@doublaich5990yeah but it doesn’t help at all during combos
@@javianbrown8627 training mode
My problem with charge characters is I never know how long to hold a charge. That's why I think new players find them hard.
I played street fighter 6 (basically any 2d fighter) for the first time yesterday and quickly got to spamming air slashers with dee jay. It did not take long to learn how long to hold for :D
@@DRAKE-mi9rcnot when their charge moves themselves have different frame requirements. Even deejay has that. And I know it’s a method of balancing but it’s gonna rub charge-averse players the wrong way always when that stuff is quote unquote hidden from them
@@fgmseth What does this mean? That the amount of time needed to hold charge is different for say sonic boom and flash kick? huh i did not know this if thats the case. anyway my point still stands you get used to it fairly quickly. i am having more trouble with dp and full circle inputs playing lily actually
@@DRAKE-mi9rc basically yeah, I think dj’s projectile is 45 frames required and his air kicks are 40(?). Like you said it’s not that huge of a thing and I’m not lookin to pick a fight about it, just sayin why little things like that might push people away from chargers. For what it’s worth I’m maining deejay and I love em
I usually count to 2 in my head then input
A technique which is necessary for some Guile combos is inputting forward, then downbback + punch - this throws out an imperfect sonic boom but enables you to start charging a few frames earlier for links such as OD Boom > FlashKick
I flatout did this and was like what the fuck.
Is there a tech for Guile's somersault? For the down up charge moves I keep trying to find their shortcut or their input.
@@mortisedthegamer778 Going from downback to upback (or likewise, downforward to upforward) should also work (along with going across just for fun, like downback to upforward), similar to the boom technique mentioned above. Otherwise, no other shortcuts afaik
i think the problem a lot of people do have with charge characters is that they usually over rely on special moves and therefore feel compelled to "always be charging" with charge characters and that leaves them very predictable in their movement and in their playstyle, so they often don't walk forward or play footsies as well as they could be and tend to just walk forward a tiny bit and sit and charge and inch their way forward.
but with that most people forget the fact charge characters tend to have really good normal moves for this reason, and also the other thing is charging during other moves like during a jump or during a dash or during an attack or combo.
so my advice would be to spam charge specials in training mode to get a feel for the timing and then forget about them and just try to incorporate them during other moves, for example when you're blocking you're charging naturally and you can take that as an advantage to buffer it in with an attack.
like don't just sit on a charge, take advantage of the fact that you get a charge from doing certain actions that you want to do but use them wisely and they are not always necessary.
it was actually charge characters that made me have to learn how to use normals and footsies because it forced me to learn how to take advantage of normals and the neutral with just normal attacks, how to pressure with a plus on block attack, how to whiff punish, how to poke and how to punish and so on.
honestly the game opens up significantly if you start to take into account everything else that exists in the game for you to take advantage of aside from special moves.
Great advice mate
There are a couple reasons charge characters are harder for newer players.
1. They don't have the habit of charging constantly yet so they have access to those moves less frequently as a result
2. They don't know the charge time for each move yet and so they can't execute them quickly and consistently (perfect charge inputs are hard)
3. It's hard to use charge moves during combos especially if they involve doing moves that you can't do while charging. So I play Chun and there's a combo I do where I have to hit a standing Mp into crouching MP into Spinning bird kick (SBK is an down-up charge move) and I have to start charging down while doing the standing Mp otherwise I won't have enough charge time for the SBK.
4. Charge moves take priority over other moves so if you have the charge and you intend to do another move, once the game detects the motion it will do the charge move. This happens when I try to walk forward and punch on Chun when I was charging back before. (regular characters don't have back forward inputs)
5. They simply take more time to execute as instead of relying on your own speed you're now required to hold down for at least 30 frames depending on the move. It's hard to learn and do all this while also fighting an opponent and dealing with their options if you're not already really comfortable with the game
6. The input type/ controller you're using may influence the difficulty, precision and speed in learning these characters depends on the individual and most people just don't get to try out different input types (especially console players)
^ This
I constantly see people say they get too overwhelmed thinking about charge with everything else. It's disingenuous to say charge is easier because it has less inputs. There's way more to think about and its not natural for most.
Obviously for most people learning standard inputs is easier, or we wouldn't see time and time again people saying otherwise and often giving up on charge.
@@MaximumCarnage- I completely agree.
Your head’s hitbox is looking insane bro.
Great tips btw lol. I’m interested in playing Honda and Dee Jay in this game but am having some trouble consistently pulling off some of the charge inputs, so I’m really happy to see someone trying to help out charge noobs like me!
One of Blanka's trials is excellent for learning how to move and charge as well as how to charge buffer.
You have to press forward+HP as a punish counter, it then wants you to catch the crumple state with an EX Blanka ball, so you have to start charging as soon as you press forward+HP to get the charge in time. You then go through the opponent but now it wants you to air Blanka ball back the other way to finish.
To do it you have to press F+HP (start charging), EX Blanka Ball hold the forward direction from the EX ball and move to up+back to jump back, hit air MP then cancel into H air Blanka Ball back the direction you started. This is a completely viable punish in SF6 and if you can do it, congratulations, you know how to charge buffer.
I like how Guile looks, but him being a charge character, I didn't wanna try him. Because of your video, I'm finally going to try him. Thank you.
I thought the same too, but once the charge mechanic starts to click you're going to have a blast with Guile.
The trickiest thing for me when learning charge characters that no one mentions is how long holding the button "for a little bit" is. When I first started playing May back in Xrd I kept letting go early or letting go way too late. No one, not even the game, tells you how long to hold the button. Even now like 10 years on, its tricky for me because different games and characters have different charge timings and the movelist doesn't tell you.
Tip on sf6. If you want to know the charge time for a move, go into training with control list on to show your inputs.
You then want to put the game to 50% speed and charge the moves, Pay attention to how many frames you're holding the direction for and try to release it in roughly intervals of 10. Use this to find out the least ammount of frames you can charge a move for as it varies by move. For Chun Kikoken is about 30 frames of charge (half a second) and SPK is about 40 frames of charge (about 0.6 seconds). You don't need the exact number, just an approximation and once you get used to the charge time you won't have to think about it
@@javianbrown8627 why do i have to change the speed settings and count frames instead of the game telling me?
@@GetterRay That's fair, it should just show it on the command list but at least there's the option of frame counting unlike many other games. That being said it's important to get a feel for the timing rather than knowing the exact frames as you really shouldn't and wouldn't be counting it in a real match.
Knowing the timing is mostly important for those trying to figure out if they can link specific moves together or come up with their own combos.
@@javianbrown8627 But learning to link moves together is just the next step up from basic standing in the corner and throwing out charge moves gameplay. As soon as you start trying to actually move and advance while buffering the charge, then it gets pretty complicated pretty fast. And I'm not talking about the exact frames, I mean do I hold it for half a second? 1 second? And then you have to have a good internal clock where you know that 1 second has passed so you can release the charge, which isn't the easiest thing mid combo or on defense. Which is what I was having a problem as with May. Since I didn't know the exact timing, I just had to experiment with different strings over and over again because I wasn't sure if the moves weren't long enough or my timing wasn't tight enough.
All I'm saying, is that when people say Charge is easy because you just "hold back a little bit" is kind of missing why people have trouble with them in the first place. Its not that they can't execute the move, its that they can't execute the move while buffering it in, whereas with motions you can just mash. Especially on keyboard/hitbox, DPs are are just mashing 6262626262 as fast as you can during any animation, no thought or feeling required.
@@GetterRay oh no, I definitely agree and the game should provide us with as many tools and info as possible. I'm just saying that there are many who won't benefit from it as they would become too focused on the timing and most players just look up combos online anyways. When learning Chun in SFV it was knowing the exact time that helped me get her bnb combo abd allowed me to get it consistent and now even in 6 I can just buffer in charge moves knowing exactly when I can perform them(5 and 6 have the same charge time for Chun Li). They should 100% add the info to the command list
It seems a little in the weeds but it’d be sick for in-game resources to share this info too
Zangief’s full circle motions are a good example of something like this- the point of the full circle/ double full circle isn’t to do it raw- you’ll probably end up jumping. You need to land something with a pretty big recovery like a drive impact or punish counter heavy so you can buffer the inputs during your recovery. Earn the recovery frames so you can input your big damage moves :)
Cool vid
Side note: You can do a Full Circle input while grounded by starting with Foward and going all the way around to end with Up. It can be hard, but you have some leeway since your jump start up can be cancelled into moves.
You can do a 360 raw quite easily, just need to do it quick. I've seen people do 720 raw but it's very hard
@@Bullitthiphop yeah with some practice it's not impossible but for someone brand new it doesn't make sense (speaking from experience after explaining these inputs to someone over the weekend learning SF6 as their first fighting game)
Or, the way I always like to say it - 360 motions are actually 270 motions. You can do them both without jumping and without buffering.
Learning to Charge with Chun in this game was hard at first but Im definitely way better at it now. Still a ways to go but I can at least do my mini combos into spinning bird kick or throw fireball in neutral and anti air when baiting. She specifically has access to her charge moves out of some of her stance follow ups *without* charging which adds some variety to her combos and pressure
Good job, as a fellow Chun main I'm glad you're enjoying her
like tell me how to do an instant kikoken in neutral without charging aka walking back too long or crouching !?
another tip i'd like to throw in is making down back a part of your charge inputs. every time i do a charge move i always press down back afterwards just in case i need to do another one quickly. i don't even think about it it's just instinctual but it will help your gameplay alot.
I think Guile is actually a good beginner character because charging back/down back means you are always blocking and just throw booms at distance, flash kick jump ins. Then you use his good normal tools to improve on that basic foundation.
This is actually insanely helpful for someone who just picked up the game! Thank you for wording everything very simply haha I'm still learning, and hopefully this'll help my Chun-Li!
Bro really said 🔳
I have always followed ABC, "Always Be Charging". Once you wire your brain to start the charge immediately after a move and optimal times to use this you can always be ready to use one. Any move that involves a back motion allows you to keep the charge. Think about your character and how to charge during or after a move as fast as possible. Hit a target combo, great as soon as the first hit lands start charging.
For example jump in and as soon as you leave the ground hold down and back. Guile for example would be ready for a Boom or Flash Kick shortly after landing. If your jump in hits you are ready for a charge move combo after like crMp, crMP, Flash Kick or sMP, crMP, Sonic Boom.
With practice the clock in your head just knows when charges are ready. I find it harder now to throw regular Sonic Booms as most are Perfect Booms from years of practice.
After years of pain, Street fighter finally has simple control's.
This video came out at the perfect time. I wanted to play Dee Jay but was struggling with charge moves, hopefully this can switch up my mentality
I mean this is the most positive way possible; you look like you're about to be the lead villain in a Die Hard film. Dig the beard keep that shit frfr
I learned charge characters first as a kid. I thought it was easier than motion because of its simpler input 😅
Exactly, I have Bern playing charge characters since sf2 in 1994. Charging is easy for me. Motion inputs are the ones I can't do easily.
I find the half circle is easier because its a strait line just following the curve of the joystick, you don't even need to look or count seconds. no accidental jumping.
Love the content! Can you do a similar breakdown of characters who have unusual command grabs? For instance, Sub-Zero and Poison Ivy from Injustice 2 both have the same command grab of down, back, forward input. I've always had trouble with that and if you could make a video on that, I would be most grateful. Thanks again for the wonderful content.
i think my issue stems from pad.. every time i try to get forward+button i end up grazing the up or down button and getting a jump or crouch and the fireball doesn’t count. i’ve been trying to play deejay and chun-li but the only way i’ve been able to get the input on pad is releasing the dpad for a fraction of a second and pressing forward really quick. which is sort’ve working slightly more often than just going from back to forward
Yeah this is my same problem I understand and have already tried incorporating what LK said here but it’s so hard it was very hard to do that one deejay combo trial where he does the double flash kicks
Sounds like a gear problem. Ditch the pad. There are some really inexpensive options for arcade stick.
Or you can spend some ducats and get something of quality...and if the lever seems daunting you could consider leverless (hitbox, snackbox micro, etc.)
@@michaelmccoy1794 since i made the comment i’ve practiced a lot and i can do the horizontal charges semi-consistently now. i figure the vertical charge will just take some practice.
i have wrist issues so arcade-stick isn’t an option. i’ve thought about hitbox but it’s a significant investment for something that doesn’t feel as fun to use (for me personally)
The hardest thing for me when it comes to charge characters is doing the forward or up input at basically the same time as the button input. I'm just really bad at it, and I'm probably not the only one: either I take too long between the charge and the button press, or I press one of the two buttons too soon. I don't have the same problem with command normals or fireballs/DP motions. I've been getting used to it recently by playing Chun Li, but since I hardly ever play charge characters, it's like learning to do fireball inputs all over again.
there's a pretty generous buffer in modern games, you're probably just pressing the button before you hit forward or up, or you're not charging for long enough! for the first one, just make sure to hit the direction first then the attack button right after. for the 2nd one, remember that chun's fireball charge takes longer than sbk, i didn't know that so i would try to fireball before i had charge for it
Hitting the button slightly after hitting forward should still work. It just won't give you Guile's perfect booms.
It takes time. Try to get at least a few minutes of play in every day when you can. I played both Chun Li and Karin in SFV and even the simple things required a level of execution it took me weeks of playing to acquire. It's like playing an instrument, but changing your input type can give you an easier time as well especially if it hurts (still hurts for me on pad even though I've been playing fighting games for a while)
as a Tekken bozo and now addicted to SF6 i didn't know that.
Thank you
Can you give an explanation on how to truly play a charge character including other fighting games in terms of positioning?
I loved this video. It's hard to find information on this game that actually makes sense to a beginner. Even videos labeled "beginner guide" are way too advanced.
As a French speaker I just wanna say nice pronunciation on the Manon specials. Ty for the video as well
Thanks so much as I've never been able to wrap my head around charge characters but now it finally makes sense
Bro this mans is the goat for these vids
The mere enigma that is “doing a charge move while moving forward”
Good video I needed this as I'm playing Deejay and Guile.
I’m glad you didn’t bring up charge partitioning. Because charge partitioning can go fuck itself. Shoutout to the people who learn it though. The characters who utilize it the most are most likely the best characters in the game.
Bro got his irl hurt box toggled on. Punished LK
I love that you have a hitbox in your cam view
You hit the nail on the head with me. I always liked chun, however I never played her because I am so afraid of her charge mechanics...
Spaiming totaugeki really helped me to learn and appreciate charges.
Having fun with Guile and Honda rn.
Thanks, mr. Dolphin!
Thank you I don't know why I didn't think of that now I can zone as guile without getting stuck in the corner
The inherent defensive nature of charge characters makes them extremely beginner friendly
holy sht you saved my gameplay with chun-li THANK YOU!
thank you sm for this explanation, i was having a hard time understanding until now
Thanks for the video, i understand the charge characters better now !
I always knew they’d keep LK boxed in the simulation 😔
I just started playing e Honda on modern, I have a few combos down but charge inputs always are hard for me. Thx for the video
Mans had to flex his French real quick. I’m not mad 👏
Thanks a lot for the video
I come from smash bros, playing SF for the very first time and i couldn't figure out how to charge directions like the tutorial haha
This was very helpful. And also helped me realize I genuinely hate playing this character type.
I’m glad LK is showing his hurtboxes, that kind of info is hard to come by
That's what I usually do. But I always feel like I should memorize the timing. Let's say no back for 3 seconds.
As an ex cammy who really wanted to try out Honda this was really helpful
Thank you so much for this video 😭 Subscribed
Are there no games which give you a visual indicator of when a move is charged, like by having the character flash or have lightning crackle around them or something when a charge move is ready? Obviously this would give your opponent an advantage since they'd be able to see when you have charge too, but it could be a training mode option only or it could be something you could toggle in an options menu, so new players would be able to play with the visual aid at the cost of their opponent being able to see it too, and then when they get a feel for how long they need to charge they could turn it off to hide that information from the opponent.
Yeah i'm disappointed with Capcom for not adding this in training mode especially when it's a nearly perfect training mode
Fantasy Strike is the only game I know that does this.
The reason I don't like charge characters is because it feels like you can't just use your specials on demand and they make me feel like I can't walk forward.
To new people, you literally have to charge at all times so you can just throw that special move if neeses. This also explains why most charge characters tend to be passive
This was helpful for me. I was trying out chun li for the first time and i was struggling to do her Kikoken move.
Thanks man. I'm having trouble.
Really nice tutorial! Lord knight, did you notice that the charge mechanics works different for street fighter 6 compared to sv 5? For example, when you're charging left or down, in prior street fighter games you could keep holding the charge and then tap right or up to do the special move WITHOUT letting go of the charge left/down [down back]. This seems to have been removed in sf 6??
This video helped a lot my dude ty
LK just casually pronouncing Manon's moves while i struggle over here
Charge stuff feels so weird cause it seems like you have to hold it for so long that i wonder how to even use those moves in a combo granted im a complete beginner but charge characters are something i avoid like the plague cause i cannot wrap my head around the timing so quarter circles actually seems easier for me
LK good to see you putting out SF6 content. I know it's not your main game.
sometimes hold back diagonal down and then choses to hit up for fowards to they cant guess what I'm charging
Thank you so much for this LK!
E. Honda went from milquetoast to really cool in SFV to even cooler in SF6
☐
I know you are supposed to hold it but how do you get the second input to not mess up? Ugh this is really frustrating.
I wouldnt say charging is hard, It just doesnt feel right for me. I really like the feel of directional inputs (i also dislike the one direction one button inputs)
Are charge inputs easier with a stick? I feel like on controller im doing the input but it sometimes doesnt go off?
Struggling Chun player. Nothing to do with charges but its hard af out here lol. Posting for the algo and the newbies.
imo everyone should try a charge character at least once the muscle memory they ingrain into your is generally useful on honestly all characters but it may also be the reason i dislike the down forward + button for command normals it just doesn't feel right lol
First experience with charging was super turbo which was an awful time. Charing took like 3 seconds and then the game would lag at random times and eat your input
I find charge way harder to do in a controller analog stick. They are too sensitive and the game is very eager to consider small deviations from neutral as a up or down input. So as you pass through neutral, if your stick is not exactly center the game thinks you are doing:
⬅️⬆️➡️
Or
⬅️⬇️➡️
Most players use the d-pad when they use a controller because of these kinds of misinputs, even people who don't play charge characters
Can you help people figure out the timing of combos in this game? I feel like this is the hardest fighting game to string together things. Stringing, buffering, timing, I feel like it’s all over the place
Are you recording on a security camera?
Can you make a video on how to charge/store charge.
Bruv thanks for this vid!!!!
My problem is the habit of charging. I just don't do it enough.
Chun Lin looks fun to play but I feel like I’m gonna break my controller by doing a simple Kikoen 😂
I have a problem with big band in skullgirls, i cant do S.HK into Take The A Train HK
E. Honda is an onee-san confirmed.
Charges in combos are easy. It's controlling space and having access to a charge in neutral that sucks for me. Like, if I'm fullscreen with May or Axl, do i start a charge or do i take some real estate back? At that point, it's like measuring your charge moves or normals vs your opponents options and i think thats too much thinking mid match for a typical player. With experience and match up knowledge, sure the choice will come faster and easier but someone playing a shoto doesn't even start with that mental stack since their fireball/DP feedback is instant.
To reiterate as a scrub, hesitating to go in to ready a charge move instead tends to get me killed as i lose more turns by instinctively turtling till I die. ABC can't be the solution for a charge character's neutral.
i genuinely feel like this isnt applicable for chun li in 6. i can do dee jay's charged moves with little issue but chun lis charged moves just do not come out
(Trying)Linking 46 mp(swift thrust)-46p(kikoken) immediately pissed me off i hate charge inputs
Do you have tips for Honda's lvl 2 lol? I have never had to do that input and I'm finding hard to do it fast? Or know some combos that I can use to land it consistently. Only thing I've gotten it from is by doing 2 OD slaps and finishing with the lvl 2.
I had a fear of charge characters for a long time. Played the SF6 beta and it quickly went away lol
Charge is hard for me, i miss the input a lot and i don't mean that i don't charge long enough it's that i do the charge motion and press the button too late, there is no buffer. Motion inputs on the other hand have buffer and are so easy to do that i do them on accident.
Lk got us squared up😂
Cow lady gaming will never beat the allegations. She has something against chargers
Buffer while blocking, when possible. What made a Kat main pick the man with plan, E. Honda?
How do you do two charge moves. For example MB sonic boom, into flash kick. Because of the timing it has to be quick, but I feel as soon as I do the MB sonicboom I go back to db, but the flash kick doesn't comeout 😢
I am ok with charge characters but I destroy my thumb charging like a mad mad
Guys don't worry, that square is just indicating that his charge is ready
Man... I really am bad at fighting games. Charge is half a second?? Why does it feel like I have to hold back two or even three seconds to perform a sonic boom???
ABC = Always Be Charging
My problems with charge characters is that the first one I ever tried playing was vatista and I've never touched them again since
I already know because of the last time u made this vid when strive dropped
Sorry, but charge inputs really suck.
After playing 1 month with Axl I still miss some Sickle flash (and missing it sometimes ends the round) and I'm still having a hard time using it in combos during matches.
I'm a newcomer to fighting games and, after a while, am finally able to not miss standart special moves, but charge moves are not the case.