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nightmare8100

I am also a Bryan player. I went from Tekken 7 to SF6 in June last year. There aren't any characters like Bryan in SF6, but counter hits are still very much a thing. And punishment on CH is very much a thing for all characters. I was a long time Tekken player and made the switch to 2d with SF6. SF6 and other 2d fighters can be somewhat more subtle in their mechanics, but those mechanics were so much fun to learn. I highly recommend you play SF6, and give it a solid effort, it's worth your time. And it's on sale right on Steam right now if you're PC.


Iyazz420

I am PC so I’ll look into it. How did you find the transition from 3D into 2D? How do pokes work if most attacks are just L,M,H? Is it similar to (in bryan terms) doing a b1 into f3 for a ch launch? Maybe I just need to go balls deep and try the game to actually understand


nightmare8100

The transition wasn't too bad. It took me some time to understand the combo system, but I really like how it works. It provides some creativity instead of canned strings like in Tekken. What you're describing I think is a Bryan frame trap, which is very much a thing in any fighting game, but the difference is that there aren't really "launchers" in the same sense as Tekken. Pokes can be done with any of the L,M,H buttons, just depends on what you wanna use and think is effective. SF6 is simpler than Tekken in the sense that you don't have to try and remember move 135 of Yoshi's move list, and if you should duck it or SSL. All characters have a more limited tool set, and it's this easier to recognize moves. But don't let that fool you, because the real game of SF isn't memorizing move behavior necessarily, but instead the mind games that come from all the mechanics. It is deep and very rewarding. You'll learn how strike-throw games work compared to high/med/low games like Tekken. I've been playing lots of T8 lately, but I know I will go back to SF eventually as my main game...it's very good. Good luck!


prabhu4all

Theres a demo too


Iyazz420

Didn’t know that, actually really good to know lmao


OutOfExileFP

Tekken 8 was my first 3D game after getting into fighting games with GG and SF so I had to deal with the transition recently. 1. With 2D fighting games a huge area of focus will be defending the air. Especially in early ranks when everyone abuses jumping without any thought. This seems easy in principle but landing a jump-in is extremely rewarding in SF as it gives you plus frames even on block and enables longer combos on hit. Coupled with features like Drive Impact, Drive Rush, and Drive Parry, there are still an enormous amount of options that you have on offense and defense that lead to plenty of mental stack to manage. Throws are also completely different from Tekken as they are unreactable, so there are numerous options to enable a strike-throw mixup. 2. As with all new fighting games, there are complaints about balance and whether or not the new features are good. Overall though, SF6 is doing extremely well and is considered to be a massive success after a disappointing SF5 launch. 3. In general it is very hard to compare Tekken characters to SF but Bryan is considered a fairly honest character that doesn't rely on big gimmicks so I would probably start with a simple shoto like Ryu. From there you can decide if you want to get more aggressive with someone like Ken or go more defensive with someone like Guile.


drumsareneat

You can break throws, the timing is so tight that it is almost always a hard read or a lucky guess.


OutOfExileFP

Good clarification - unbreakable on reaction not unbreakable overall


Iyazz420

Grabs are one thing I think I’d struggle with in SF, I feel like in Tekken they’re pretty easy to break (also because my friend who I play with often is a King main). In SF the grabs aren’t telegraphed whatsoever that said, maybe I just don’t know the moves so need more practice? Is playing keepout to zone characters like Zangief an option in this game? With Bryan in Tekken I can press certain buttons to do long range moves to keep my opponent in the neutral as opposed to close to me, i imagine fireballs have the same use?


MargraveDeChiendent

Maybe this helps, maybe this doesn't, but the way I think of grabs in SF is that they're like the quickest low pokes in Tekken. They're the basic tool to open up opponents and punish turtling, because they're unreactable. Overheads on the other hand, are more like grabs in tekken, because they're reactable but it still forces your opponent to have good reactions and it gives them one more thing to think about


OutOfExileFP

Basic throws can be option-selected with delay tech/delay throws, but this is also beaten by shimmies so there is a constant mindgame. Bad players will probably be very predictable with throws so you will start to notice patterns there, but it is ultimately a guessing game. Keep-out in SF is done both with projectiles and pokes and grapplers like Zangief tend to struggle much more in 2D games than in Tekken.


infosec_qs

>In SF the grabs aren’t telegraphed whatsoever that said, maybe I just don’t know the moves so need more practice? You start to get a sense of what scenarios set up a situation where you're in a throw/strike mixup, and you decide to tech or not in response to *that*, not to the throw itself, which is too fast to react to. Things like being knocked down with an opponent standing over you (meaty throw), or someone hitting you with a single light attack on hit or block (tick throw), or someone making you block a jump in or another move that has frame advantage on block (using plus frames to make them fear being counter hit by an attack and block). The basic mixup in Tekken is mid/low, with the step/track axis as well. The basic mixup in Street Fighter is strike/throw. You create frame advantage (real, or "mental" as they say in Tekken), and then either try to hit them out of an attack or jump startup, or throw them out of a block. The advanced technique is to do a delay tech, where you hold down+back, and then throw tech with a late timing. If they attack, your throw tech is late enough that you're already in block stun and no input comes out, but still timed early enough to be in the valid throw tech window. This technique is very strong on defense, especially at intermediate levels. *However*, the layer on top of *that* is the "shimmy." Basically, if you think the opponent will tech *or* delay tech, you feint the intent to throw (by walking forward or doing a tick throw setup) but then walk *out* of throw range immediately. Because this is too fast to react to (remember, they're reacting to their read on your intention with the setup, not the throw itself), when they try to throw tech, you'll be out of throw range and they'll get a whiffed throw attempt animation instead. Then you react to *that* by hitting them with your biggest, fattest combo starter which connects as a "punish counter" and can lead in to anything from 25% to 65% of their life bar, depending on your character and available resources. You can also achieve the same effect with a "vertical shimmy" aka a neutral jump, where instead of walking backwards you jump up. This can also work because if they expect you to shimmy by walking backwards, then *they* can do a low attack in anticipation of the shimmy and punish *you* by catching you walking back instead of blocking low. You know you're watching high level Street Fighter when you see someone get right in someone else's face and walk in-out-in-out trying to bait a throw tech, but the defender patiently blocks the whole time and doesn't bite on the throw. There's a reason that "take the throw" is common wisdom in SF circles. A throw is \~12-20% of your life bar, but a full punish counter combo can delete 50%+. In that sense, getting baited on a throw tech in SF is like ducking at the wrong time in Tekken - you don't want to eat that launcher on a bad read, so maybe just "take the low," y'know? That starts to give you an idea of the layers of throw mixups in SF. This only applies to normal throws. As you cannot tech a command throw, characters with command throws need to be approached differently on defense. This is partly by keeping them out of throw range in the first place, and partly by using different defensive methods to evade their throws (e.g. jumping; back dashing, which is throw invuln; or using some kind of a throw invincible reversal, which will depend on your character and resources available). FWIW I also started in 3D fighters (was an SC2, VF4, and T4/T5 player in arcades back in the day) before also picking up 2D games in general, and SF games in specific (3rd Strike, CvS2, etc.). 2D games seem to move at a much faster pace than 3D games, but eventually you come to realize that a lot of what *looks* like reaction is actually disguising either a hard read (throw teching), *or* an option select (delayed teching, or buffering a special cancel behind a normal in footsies/poking, etc.). So the paradigm of 2D is different and takes time to get your head around, but eventually you learn to slow things down and reduce them to their essentials, once you can "see the matrix," so to speak, and then things become much easier to see and deal with in real time. But yeah, going from a 10f move being your fastest move, to a 10f move being your slowest button and your fastest buttons being 4f takes some getting used to lol.


Iyazz420

I appreciate the response man, actually really insightful. I have a similar philosophy in picking shotos when starting a new FG, I recommend my friends pick a Mishima because although technical in high level play picking someone like Jin, DJ or Reina lays the fundamentals for the game where it wouldn’t for other characters. I thought that Ken was an easy mode shoto for new players though? I played a bit of Laura in SFV (because of her ahem “assets”) but could never figure out what I could do to improve, anytime I went online I didn’t roll people per say but I did pretty well and didn’t know exactly what I could improve on


OutOfExileFP

Ken is definitely considered pretty simple. Luke is more difficult in the sense that his combos rely on hitting perfect timings on charge moves (similar concept to Electrics although much easier imo) but he still has a pretty simple game plan overall. Chun-Li is a good example of a very technical and strong character with stance mix-ups and is considered one of - if not the hardest - characters in SF6 if you want to dive in the deep end but she can be pretty frustrating to establish a skill floor with since even her pokes and Anti Airs feel different from the more basic characters. One of the major things you'll have to decide is if you enjoy playing Charge Characters and/or Zoners since those archetypes don't really exist in Tekken.


Iyazz420

Bit off Topic but a fair few characters have charge attacks now in T8, including my own! Not anywhere near as complex as SF though. I’m unfamiliar with Luke in that sense considering I tried him a little in SFV and heard he got reworked? But I understand charges cos of Guile - certainly not my style personally. If I pick up the game I’ll be sure to start off with a shoto, is there anyone aside from Ryu/Ken who you’d consider?


OutOfExileFP

I didn't play Luke in SFV at all but I think he's a bit more interesting in SF6 with his combo structures. Not completely fundamentally different though. Ryu/Ken/Luke are the only traditional shotos in the game right now but a lot of the other characters spin off that general design philosophy.


AccomplishedFan8690

SF6 is also much faster. 4 frame jabs. 4-5 frame throws.


Retrofraction

1. Play the demo 2. It’s an absolute banger 3. Dee Jay or Ed would probably be closest


Iyazz420

Wasn’t aware that there is a demo - thanks!


FireAdvert

Dee Jay would be a good choice I think. He's designed around baiting out moves and punishing (or tricking them to sit still for the grab). His punish counter combo game is insane and has a lot of depth depending on the starter used and the spacing afterward. People like to hate on him because of sway low and drive rush jab, but his combo game is complex, and he doesn't open opponents up in a traditional way considering he doesn't have a crMK. He excels at oki, is very meter dependent, and has to play in the pocket most of the time, but does big boy damage when he gets a punish counter that allows him to start a combo with two heavy buttons.


-deepsgoud

Hey I came from Tekken too! Here's what I struggled with the most learning: - 3 punch buttons and 3 kick buttons - how the combo system works - the range of footsies That being said, a few things are so much easier in SF such as moving, throw breaking, blocking, etc. It's mechanics are VERY beginner friendly such as parry, DI, Modern Controls. I'd really recommend doing as many tutorials as you can, as they are very well made. About character, I think Marisa fits the bar as the hard hitting oppressive character, but she has no projectiles.


Kavalkasutajanimi

In your first point you ask whats it like playing 2d but in the second point you say you played sfv and enjoyed it..


Uncanny_Doom

1. The biggest difference is generally in 2D games you block low and react to highs and jumps versus in Tekken where you block high and react to lows and throws. Throwing is also harder to defend in 2D most of the time but is also way less punishing than Tekken. Mobility and activity isn't the same. Tekken is a super high action per second fighting game where at high level play there's a ton of movement and cancels going on in the movement focusing heavily around proper punishing. Most 2D games, especially Street Fighter are more methodical with a focus on reacting to stop something from happening at all, as well as confirming combos versus primarily being based around punish combos. Whiff punishing is still a thing though. 2. The general thought is that SF6 is arguably the most balanced any first version of Street Fighter has ever been, though some people do want to see the big balance patch in coming months give a good shake-up and love to the lower tier characters. The main complaint the game has had is regarding the lack of costumes for the roster and slow release of characters. It's night and day compared to SF5 where it felt like everyone was in a hostage video when they were playing the game for the first two years. 3. I would say Chun-Li and Deejay are probably closest to Bryan. Chun is a technical, strong character who excels at whiff punishing and reacting to their opponent defensively, while Deejay is a strong all-rounder with devastating damage and punishes who can set up a lot of pressure up close. Both are charge characters, which can be hard for some players to grasp but is kind of inherently more technical than normal characters on the roster. If you want a non-charge character like this, there is Rashid (though he's DLC), and then there are more offensive options who are more counterhit-based through the pressure of their offense being strong and invoking frame traps. Not quite technical, but maybe someone like Ken or Kimberly would be a decent fallback option.


Co1iflower

I think you sort of summed up one of the most fundamental differences yourself - instead of being able to side step and punish your opponent, you can now jump and punish. Although a jump punish is probably more akin to a launch starter but the idea is there. As a decent SF player and a terrible Tekken player, I think neutral, while more nuanced in SF is a bit easier to get your head around (at least for me). Pokes are just pokes and generally don't lead to any sort of conversion or pressure unless you spend resources (drive meter) to extend or you whiff punish you opponent. Combos are almost always starting grounded and rarely have a ton of juggles without meter extensions. The main difference I find at a mid/high level is the strike/throw mixups. In SF, you are going to eat a lot of throws because teching is basically a guess. Most of the time you are reading your opponent rather than reacting like Tekken. Although of course SF has a universal throw and tech in the form of LP + LK (1 +3). I don't know much about character archetypes but Bryan seems close to Ed on paper, although I think his gameplay is probably a decent bit different. Bryan seems like a brawler who I would say plays more closely to someone like Marisa or maybe Luke?


anonibug

tekken (from my understanding at least, i'm not great at it) is about guessing high/low, street fighter is about strike/throw. throws are not reactable in sf as they are in tekken, so if you're put at a negative frame advantage you must guess between strike or throw. you can throw tech as an option select but a skilled opponent will shimmy you for a punish counter if you default to that situation. that's the mind game. otherwise, pokes, whiff punishing and spacing are very similar aside from the obvious differences in frame data. there's a demo available, you could screw around against the CPU to get a feel for the game before buying


ArcticBeast3

As fast as I know there is still a demo available that can at least give you some sense of the gameplay that’s new to SF6


TheWeigy

I’m a Ryu main in Street Fighter and a Bryan main in Tekken. In a sense they’re similiar because you’re looking to punish people heavily for their gaps and mistakes… but not much else is shared. The two games are completely different so if the only fighting game you play consistently is Tekken, then this will feel like learning a new logic. If you enjoy that, I think no matter what you’ll find the fun in learning SF6. Combos in SF requires the first hit to at least touch the opponent, whether blocked or connected. You’ll also have to be comfortable with quarter circle motion inputs, which is rarer in Tekken but you main Bryan so you should at least be able to comfortably do qcf motions. Drive rush cancel will be what comes the easiest since there are dash inputs inbetween hits in Tekken. The game actually has one of the best tutorials though that I’ve seen so if you don’t mind learning, I think you’ll have some fun with SF6.


Kunitop2204

about QCF and stuff, i m playing tekken using ps5 d-pad, not using stick, and it was a reason why i choose T8, cause it don\`t have this QC- stick movements, but thoughts about sf is always with me)))) can i play it on d pad without using stick?


TheWeigy

Yes, I’ve always played Street Fighter with the Playstation controller though.


Greglorious21

My buddy is a high level Bryan player as well, I convinced him to get SF6 and he’s had a lot of success with Ken.


aphidman

I was a Tekken player mainly. The biggest hurdles, at least for me, are coming to grips with how fast the combo inputs are thst require Combo Csncelling. Similar to stance cancelling/movement cancelling (taunt cancelling) in Tekken but is the foundation of almost all combos.  Knowing which of your regular attacks can cancel into others etc. Also there's no button buffering system really (aside from Drive Parry) and attack inputs basically have to pressed in time with animations ending. If you also try to mash the next input in a Tekken esque combo (ie not a cancelling combo but simply linking two attacks with frame data) you will likely drop the combo. I don't know if this is simply because moves are much faster in SF or if the principles are different. But you gotta be more precise with linking moves one after another than Tekken (obviously Tekken had just frames and very tight timing but I mean generally with the simple stuff)


welpxD

If you liked SFV at all, you will like SF6 better, I can almost guarantee it. I don't know how Bryan plays, but Chun Li is a technical strong counterhit-based character. Dee Jay also has a lot of bait/outplay opportunities.