Street Fighter 6 Cheat Codes - Trainers City - Cheats & Soluces -




Name of the file: Street Fighter 6 Cheat Codes - Author: DAV

Street Fighter 6

Cheat Codes:
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Submitted by: David K.

Tips for Handling Marisa:
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* 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:
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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 character’s status
(Expensive = Better Status).

Enhance: You can enhance gears at shops
(I’ve 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):
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* Where is Kimberly?
* She’s on top of the police station.

After you’ve completed your objectives and escaped from the SiRN building,
you’ll 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 that’s north west of the
hideout. Head up the ladder, then up the second, smaller ladder, and you’ll
find Kimberly in the corner leaning on the railing.

Talk to her, tell her you want to learn some sweet new moves and you’ll
have bagged yourself another master.



Rotation Inputs Tips:
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Written by Lysamus

* It doesn’t need you to be as fast about it as you may think. The game
will cache the input for a bit.

* Make sure you’re 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:
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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 doesn’t. Time to guess.

You are expected to react to heavy dragon kick because it’s 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 don’t cancel though they can react.

Ken’s fireball is slower than the ‘good’ fireballs so it’s easier to go through
it with a DI as well.

Note: He’s always either punishable or his turn ends. Go into training mode
and see what you can punish. Then once you show him that he can’t 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:
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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 don’t 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 don’t know how to do
it yet, you’re just starting!). This doesn’t apply so much to Cammy’s Beginner
#7, if that’s 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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