I’m very new to fighting games, and have been practicing getting my inputs right with some simple Ryu combos.
I was practicing doing s.MP, od-tatsu, heavy DP into lv3 super in the corner and got pretty consistent landing it.
Then I decided to test it after a blocked DI corner crumple, and the super will never come out. Even after tons and tons of attempts, the super won’t come out. But without the DI at the start I get it every time. I don’t really understand what is going on.
Is there some game mechanics reason why it won’t let me cancel DP into super after the DI corner crumple? Or am I just bad? 😅
I haven’t tested this and I don’t play Ryu
Wall splat puts the opponent into a juggle state. They are slightly airborne as you start the combo.
My guess is that because they start airborne, they gain height with your OD tatsu and when you go into Shoryuken it connects with them so high that you’re past the cancel window for the Shoryuken and can’t cancel into level 3.
On paper that looked like it should have cancelled.
Is it me or is SF6 a bit more stringent with cancels? Maybe it’s a SF6 Ryu thing.
Im pretty sure only certain specials can be cancelled into depending on what was cancelled. I swear there is also specific “rules” hardcoded into certain moves saying they will never make contact in certain circumstances. Which makes juggling less intuitive than say MK; where if you hit them they take the damage. I think SF rules out certain scenarios. Just a theory, probably a shit one
Yep, following this thread, I went and experimented with the cancel color tool and played around with it. SF6 def feels more stringent. I don’t remember Third Strike being this way, which was the last SF I truly paid attention to. I’ve been playing KOF on and off and coming back to SF has been an adjustment. That + picking up a stick this time around has me second guessing all sorts of stuff. Haha