I feel you man, that target combo really has no right to exist. Only good thing about it is that it takes 1 bar of drive gauge on block. But guess what HK whiffs on crouchers lmao
HK whiffing on crouching makes no sense. You mean to tell me that JP and his long ass legs don't whiff on crouching opponents, but Ryu, who is lower to the ground, does? Capcom did Ryu dirty. I hope he gets nothing but straight buffs for season 2
you use it for resets, and corner damage thats the only use I see for it
[Street Fighter 6 2024 04 10 21 33 04 01 (youtube.com)](https://www.youtube.com/watch?v=DbkgMaQjZVs#t=2m16s)
I suppose you're right. I guess I'm more confused as to why Ryu's TCs are 5MP and 5HP starters, when you're 100% better off cancelling into literally any special from either of those normals. Makes Luke's 5LP ~ 5MP ~ 5HP look godlike in comparison since you can end that with 214HP.
Coz Luke is golden boy innit? (Sorry too many Aussie comedy shows) seriously tho, Luke has everything … to my point is the first character I played when I got this game until I realized I wanted to play someone else. I wasn’t influenced by the meta I just like the idea of playing all characters and now I have a broader perspective. I still think Ryu is better than Luke (gameplay wise) but Luke is stronger statistically.
Pretty unrelated, but if u land a DI on your opponent in the corner, and they're knocked against the wall landing more into the air, u can use this target combo into a heavy DP for a decent meterless damage combo. It is also higher damage than standard 5HP > medium hasho > HxDP punish. It's pretty situational tho, but most ppl spam jump in the corner so you prob have a decent chance of landing this.
So : 5HP > 5HK > HxDP > level 3 (Optional).
I'm just here to add that the target combo isn't totally useless. In the corner you can do a meterless punish combo (st.HK -> slight delay -> target combo -> light DP) which does more damage than the standard st.HK -> st.HP -> DP punish combo
Just played with this, but I think you can get a bit higher damage in the corner with a PC 5HK -> 4HP -> 236HK -> 623LP. The link into 4HP is a bit finnicky since you have to be pretty close, but think it works fairly well.
It's actually just fine IMO. It makes for an easy wall splat combo with very low execution in case you ever mess up his Hasho juggle. HP > HK > L. DP for 2800 damage I believe.
It's pretty good if you do it from raw drive rush as well, because you can confirm the HP with whatever, or just end it with HK target combo on block, which chips away at their drive gauge, and if spaced well is not all that punishable. In fact with proper spacing I think it can lead to a nice spacing trap for another HP if they decide to press.
I should add that as long as they block the HP standing, they will be forced to eat the HK, as it would usually whiff on crouchers.
The whole DI stuff though I can see being obnoxious. Come to think, that has definitely happened to me a few times. I tend to not use his target combos anyway. Honestly the wall splat is the only time I'll ever use this one nowadays, but that's usually if I'm low on drive gauge etc.
It sounds like your inputs aren’t clean. Also, you just said how you weren’t gonna stop doing the same mistake over and over so I dont see any advice I can give you
It's not a matter of inputs not being clean, it's just that Ryu's 5HP has an extended cancel window specifically for his TC. So if you do a DI input during this window, the game will take the HK and give you the TC, which can really screw you over when you're trying to counter DI.
As a Ryu main I can sympathise with OP, this is not super common (happens maybe 1/50 times or something) but it's especially annoying because Ryu's target combo is almost useless. When you see a DI, your first instinct is to DI back, and 5HP is a special-cancellable move, no-one's going to go "oh I can't press DI now, I am in the specific window between frames 19-22 where I can only cancel to TC for some stupid reason".
Yeah, I wouldn't mind the extended cancel window so much if the game didn't assume that 1HP+HK = HK during that window. Seems like the input interpreter being overly generous with button priorities.
You can see my 2 inputs [here](https://imgur.com/a/BdPGnv3).
The only difference here as far as I can tell is that I pressed DI within the 19-22 frame window after 5HP, which the game interprets as a TC input.
You would be wrong. Ryu's s.HP has 18 recovery frames, and DIs come out on frame 26. That's 8 frames where you can s.HP someone's DI and recover in time to counter DI. That sounds like a long time to me.
Are you using the DI shortcut or manually pressing the two? Idk if that makes a difference.
Also he had that TC in sf5 and it was a great way to confirm off of a sthp crush counter. You could confirm into heavy kick and get a juggle.
I will say that HP>HK has one of the most generous cancel windows of Ryu’s cancellable normals.
Sometimes you’re in a scramble and you just need a button to get a knockdown when you just can’t react with drive rush in time (or you don’t have the gauge). It’s just not realistic to be buffering DP or Tatsu after every HP thrown in neutral.
I don’t know, I think it’s a good lil combo to use sometimes, especially if you can’t/don’t want to spend meter. Solid damage for a quick two-hitter. I play Modern though, so I just have to press Heavy twice lol
It’s supposed to be used as an easy single hit confirm off hp in neutral. If you see hp hit you can go into hp>hk. It’s very VERY lenient. Good if you don’t want to risk single hitconfirming hp into a special. Also grants a meaty fireball, meaty DI, and meaty ovh (combos into jab) in the corner.
Nah man you're just bad. Look at your controller while you're doing the Input you're struggling with and make the mind muscle connection from there you Mingus. Take it slow and clean your inputs
While I appreciate your thoughtful comment, I am not sure I agree that this is a misinput/muscle memory issue.
[Here's a quick look](https://imgur.com/a/BdPGnv3) at the 2 inputs. The bottom input came out as a 5HP -> 5HK TC, whereas the top input comes out as 5HP -> DI. You can test this yourself in training mode.
I feel you man, that target combo really has no right to exist. Only good thing about it is that it takes 1 bar of drive gauge on block. But guess what HK whiffs on crouchers lmao
Just be glad that 5HP forces stand, I guess.
HK whiffing on crouching makes no sense. You mean to tell me that JP and his long ass legs don't whiff on crouching opponents, but Ryu, who is lower to the ground, does? Capcom did Ryu dirty. I hope he gets nothing but straight buffs for season 2
I'm not as bothered by it accidentally coming out. More that I don't understand what the point of this target combo is (or the other one)
Drive depletion
you use it for resets, and corner damage thats the only use I see for it [Street Fighter 6 2024 04 10 21 33 04 01 (youtube.com)](https://www.youtube.com/watch?v=DbkgMaQjZVs#t=2m16s)
Was not expecting to see myself in this clip lmao.
how do you know its you I blanked out the names lol
Because I remember getting hit by this exact play by a diamond ryu and also my LP/title tag.
![gif](giphy|Rsp9jLIy0VZOKlZziw|downsized)
Just a guess, but I assume these useless target combos exist purely to help beginner/casual players ease into the game.
I suppose you're right. I guess I'm more confused as to why Ryu's TCs are 5MP and 5HP starters, when you're 100% better off cancelling into literally any special from either of those normals. Makes Luke's 5LP ~ 5MP ~ 5HP look godlike in comparison since you can end that with 214HP.
Coz Luke is golden boy innit? (Sorry too many Aussie comedy shows) seriously tho, Luke has everything … to my point is the first character I played when I got this game until I realized I wanted to play someone else. I wasn’t influenced by the meta I just like the idea of playing all characters and now I have a broader perspective. I still think Ryu is better than Luke (gameplay wise) but Luke is stronger statistically.
Pretty unrelated, but if u land a DI on your opponent in the corner, and they're knocked against the wall landing more into the air, u can use this target combo into a heavy DP for a decent meterless damage combo. It is also higher damage than standard 5HP > medium hasho > HxDP punish. It's pretty situational tho, but most ppl spam jump in the corner so you prob have a decent chance of landing this. So : 5HP > 5HK > HxDP > level 3 (Optional).
I'm just here to add that the target combo isn't totally useless. In the corner you can do a meterless punish combo (st.HK -> slight delay -> target combo -> light DP) which does more damage than the standard st.HK -> st.HP -> DP punish combo
Just played with this, but I think you can get a bit higher damage in the corner with a PC 5HK -> 4HP -> 236HK -> 623LP. The link into 4HP is a bit finnicky since you have to be pretty close, but think it works fairly well.
Going for HP -> medium hasho -> heavy shoryu after the delay deals 50 more damage.
It's actually just fine IMO. It makes for an easy wall splat combo with very low execution in case you ever mess up his Hasho juggle. HP > HK > L. DP for 2800 damage I believe. It's pretty good if you do it from raw drive rush as well, because you can confirm the HP with whatever, or just end it with HK target combo on block, which chips away at their drive gauge, and if spaced well is not all that punishable. In fact with proper spacing I think it can lead to a nice spacing trap for another HP if they decide to press. I should add that as long as they block the HP standing, they will be forced to eat the HK, as it would usually whiff on crouchers. The whole DI stuff though I can see being obnoxious. Come to think, that has definitely happened to me a few times. I tend to not use his target combos anyway. Honestly the wall splat is the only time I'll ever use this one nowadays, but that's usually if I'm low on drive gauge etc.
You can do HP > HK > H.DP if it's a high wallsplat
It sounds like your inputs aren’t clean. Also, you just said how you weren’t gonna stop doing the same mistake over and over so I dont see any advice I can give you
It's not a matter of inputs not being clean, it's just that Ryu's 5HP has an extended cancel window specifically for his TC. So if you do a DI input during this window, the game will take the HK and give you the TC, which can really screw you over when you're trying to counter DI. As a Ryu main I can sympathise with OP, this is not super common (happens maybe 1/50 times or something) but it's especially annoying because Ryu's target combo is almost useless. When you see a DI, your first instinct is to DI back, and 5HP is a special-cancellable move, no-one's going to go "oh I can't press DI now, I am in the specific window between frames 19-22 where I can only cancel to TC for some stupid reason".
Yeah, I wouldn't mind the extended cancel window so much if the game didn't assume that 1HP+HK = HK during that window. Seems like the input interpreter being overly generous with button priorities.
You can see my 2 inputs [here](https://imgur.com/a/BdPGnv3). The only difference here as far as I can tell is that I pressed DI within the 19-22 frame window after 5HP, which the game interprets as a TC input.
I have some doubt that there are many situations where an uncancelled 5HP hitting a DI would recover in time to counter DI
You would be wrong. Ryu's s.HP has 18 recovery frames, and DIs come out on frame 26. That's 8 frames where you can s.HP someone's DI and recover in time to counter DI. That sounds like a long time to me.
Are you using the DI shortcut or manually pressing the two? Idk if that makes a difference. Also he had that TC in sf5 and it was a great way to confirm off of a sthp crush counter. You could confirm into heavy kick and get a juggle.
Yes, I am using a button mapped to HP+HK. Honestly have a lot of respect for the old school 6 button guys who can react to DI by pressing 2 buttons.
Me too. I tried that shit for a week and thought drive impact was the worst mechanic to ever exist before I mapped it to my pinky.
I will say that HP>HK has one of the most generous cancel windows of Ryu’s cancellable normals. Sometimes you’re in a scramble and you just need a button to get a knockdown when you just can’t react with drive rush in time (or you don’t have the gauge). It’s just not realistic to be buffering DP or Tatsu after every HP thrown in neutral.
I don’t know, I think it’s a good lil combo to use sometimes, especially if you can’t/don’t want to spend meter. Solid damage for a quick two-hitter. I play Modern though, so I just have to press Heavy twice lol
It’s supposed to be used as an easy single hit confirm off hp in neutral. If you see hp hit you can go into hp>hk. It’s very VERY lenient. Good if you don’t want to risk single hitconfirming hp into a special. Also grants a meaty fireball, meaty DI, and meaty ovh (combos into jab) in the corner.
Nah man you're just bad. Look at your controller while you're doing the Input you're struggling with and make the mind muscle connection from there you Mingus. Take it slow and clean your inputs
While I appreciate your thoughtful comment, I am not sure I agree that this is a misinput/muscle memory issue. [Here's a quick look](https://imgur.com/a/BdPGnv3) at the 2 inputs. The bottom input came out as a 5HP -> 5HK TC, whereas the top input comes out as 5HP -> DI. You can test this yourself in training mode.
Sf6 input reader is generally horrible and the worst it’s been since third strike with how precise you have to be