Name of the file: Street Fighter 6 Cheat Codes - Author: DAV - [PC] |
Street Fighter 6 Cheat Codes: ------------ Submitted by: David K. Tips for Handling Marisa: ------------------------- * Marisa in General is pretty weak against lows because her armored punch and counter stance both only couter highs (except for ex versions). * Her uncharged normals are also almost all negative on block so if you block something uncharged she loses her turn and you can happily press some buttons. * Her step kick ist punishable on block if she misspaces it. * Her anti-air game is also pretty weak since her SA2 and her AA-Punch don´t hit deep jump ins so she has to rely on cr. HP which she has to use kinda preemptively. Tips to Power Up Your Character: -------------------------------- Not Level: Leveling will not power up your character. It only earns you skill points. Skill Tree: You can increase def/atk by filling the skill tree. Gear: Each gear enhance your characters status (Expensive = Better Status). Enhance: You can enhance gears at shops (Ive never used it, so idk). Permanent Food: Collect consumables with “(Permanent)” in its description and USE them. Almost every item shop has a single stock of them. Temporary Food: Consuming food in the battle is important when you are under-leveled. For losing battle, at least keep hp-regen and defense-buff up. Basically, get new gears and wear them in “Gear Effect”. Always buy and eat perma food. You can check the spec of your gears in status menu. How to Find Kimberly (World Tour): ---------------------------------- * Where is Kimberly? * Shes on top of the police station. After youve completed your objectives and escaped from the SiRN building, youll be able to encounter Kimberly again at night within Metro City. You can find her on top of the Police Station, on the same block of buildings that your hideout is on. In order to reach her, you need to take the ladder thats north west of the hideout. Head up the ladder, then up the second, smaller ladder, and youll find Kimberly in the corner leaning on the railing. Talk to her, tell her you want to learn some sweet new moves and youll have bagged yourself another master. Rotation Inputs Tips: --------------------- Written by Lysamus * It doesnt need you to be as fast about it as you may think. The game will cache the input for a bit. * Make sure youre hitting the attack button after completing the motion and not during. You can show inputs in training to help. * For QCF/QCB, Start by putting the stick/your thumb on the first input. From there, slowly roll over in the intended direction until you hit the last input, then press your attack button. Repeat, but go slightly faster. Continue until the move comes out. * For DPs, Start by holding forward, roll your stick/thumb down, then roll it back up again and hit the attack button as you do so. Again, start slow, then gradually speed up until the move comes out. How to Counter Ken: ------------------- Written by Cat on Mars He gets mixups on ken kick cancels in strings so you want to DI when he wants to mixup and block and take turns when he doesnt. Time to guess. You are expected to react to heavy dragon kick because its plus OB and gets him in full screen. Either a DI or perfect parry works. All shotos have to be wary of crouching medium kick xx hadouken now because this also loses to DI. If they dont cancel though they can react. Kens fireball is slower than the good fireballs so its easier to go through it with a DI as well. Note: Hes always either punishable or his turn ends. Go into training mode and see what you can punish. Then once you show him that he cant get away with unsafe stuff try to not let him rush you down. Stop jumps and prevent him from dashing/running at you mindlessly. Tips for Linking Combos: ------------------------ Written by Buttered Steak You only need like 2 combos sometimes 3. So pick them according to what you can do consistently after practice. You will need a punish that hurts enough to make them stop doing the thing you punished (usually your BnB), Corner combo that really freaking hurts and puts them into a panic, and if you character has a good option an antiair combo so they are more reined in on the approach making them more predictable. As for executing a combo try it with a rhythm in your head and look away from the screen when doing it. You can listen to the rhythm when you playback a combo it makes a noise when it is executed. Imagine a guitar hero type game where you press the buttons when they hit the bar. Once you got the rhythm the on-screen animations dont matter that much. Then you can start learning when to attack the holes in all the characters offense to interrupt pressure, move on then to baiting and conditioning players and your off to the races. The hard part is opening people up to be hit by a combo in the first place. The special sauce in SF is usually the tick throw or strike mix up, or the shimmy to bait a reversal into a big counter punish. I would say try cutting things down into bite-sized pieces. If the combo trial is 5 steps, you can save yourself some time by practicing the links/cancels that are causing you the most trouble. It is kind of like learning a song, that way (also because you should admit to yourself you dont know how to do it yet, youre just starting!). This doesnt apply so much to Cammys Beginner #7, if thats the one you mean, because you need the crumple from the Drive Impact in the corner. Also, as has already been said, viewing an example of the combo can be extremely helpful. |
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Updated: 2023.06.11 |
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