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? 😅
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