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Tra🦩ining Mode is a crucial aspect of any ♏fighting game. It allows you to hone your skills and perfect your character of choice, enabling you to practice combos, escape 💫sticky situaꦫtions, or find counters to moves that consistently land on you no matter what you try.
Fortunately, 168澳洲幸运5开奖网:Street Fighter 6 does Training Mode bigger and better than any other fighting game before it, giving you access to every move's Frame Data and a slew of quality-of-life features to make practicing different scenarios quick, snappy, and far less tedious than ever.
Updated September 30, 2023, by Seth Parmer: Along with A.K.I.'s grand entrance into the stacked roster of Street Fighter 6, the Training Mode also received some excellent quality-of-life updates, further proving it's one of the best tools in the entire genre. As such, we've updated this guide to include the new additions of Training Mode and how to get the best out of them!
How To Read Frame Data
Reading the Frame Data for an attack string or move is crucial for maximizing your potential in a match, but understanding the Frame Meter can be a bit daunting for newcomers to the ge꧟nre.
Between the blues, reds, greens, and line-patterned bars, it can be unclear to tell what you're looking at and how to turn the information presented to you into results. This is where the 'Frame Meter and You' section comes to play, which is a bit hidden in Training Mode.
To access this unbelievably helpful tool, navigate to the last tab of the Training Mode menu titled "Simple Training Settings," then find the "Frame Meter and You" option near the bottom of the page. Click on th𒆙is to be presente🐭d with a breakdown of all the different bars.
The Frame Meter And You
As you can see from the image above, there's lots of information about the Frame Meter that can help you co�ꦇ�mpartmentalize the information they give you and use it to your benefit when figuring out your most vital options in a given situation.
The latest patch introduced a new Strike/Projectile Invincibility Period unit to the Frame Meter, which you can see in the image above. This is only useful for A.K.I. at the moment, but it is an excellent addition nonethel🍒ess!
Additional Frame Information
When you begin tinkering around in Training Mode and experiment with the Frame Meter, we suggest you avoid obsessing over every character's Frame Data and focus on your own at first.
Learning what's safe and what you should avoid tossing out is astronomically more important to you than finding out if your opponent's one Special Attack is plus on block or not, especially since you will likely learn that by simply playing more matches.
Ultimately, learning your bread-and-butter combos and how to end attack strings so that you're safe or back in neutral, amongst other things, should be your key focus. Everything else can and should come later.
If a specific enemy is giving you trouble with a particular attack or string, it may be wise to look into its Frame Data to better understand when it's safe to attempt to take your turn back. Otherwise, you risk overloading yourself with too much information you necessarily don't need.
Setting Up Your Training Dummy
Setting your Training Dummy up properly will enable you to get the most out of a training session, especially if you want to capitalize on a 168澳洲幸运5开奖网:Counter Hit or Punish Counter Hit, amongst other things. Many options are here, but 🍰we h🧸ighlighted the more crucial ones below!
Dummy Behavior
Dummy Behavior refers to the action you want the Dummy to do while in neutral. It allows you to have them either Stand, Crouch, or Jump in place to help you begin testing comb✨o routes out from nearly any situation.
Counter
Managing the Counter setting is crucial as you can get more out of a combo or attack if it's a Counter Hit or a Punish Counter Hit, so adjusting these settings will allow you to force these two instances to practice your routes for when the opportunity presents itself.
Additionally, you can set this option to 'Random' and press the Triagle/Y Button (Medium Punch) to access three sliders for Normal, Counter Hit, and Punish Counter Hit. Adjusting these values will change the likelihood of landing one of these actions, allowing you to practice adapting on the fly.
This is important as you will not always land a Counter or Punish Counter Hit, and learning how to adapt on the fly is the hardest thing to do and improve, making this one of the best tools🌟 you have at your disposal to polish that aspect of your p🍰lay.
Blocking
Setting how the Dummy Blocks your incoming offense is also an excellent way to practice situational awareness and execute moves on the fly. These settings allow you to force them to Stand or Crouch Block or switch between the two, and much more.
You can also set them to Block After The First Hit, allowing you to test combos or practice timing on specific chain attacks. If the Dummy Blocks your second hit, you either have the timing slighty off or your combo isn't a 'True Combo,' meaning you must return to the drawing board.
Selecting them to Crouch Block will also enable you to work on your overhead approaches, which can 🌄be crucial for your success against other players.
Practicing all the ways you can overcome an opponent who can seemingly Block everything you throw at them will expand your options and improve your moment-to-moment decisions, making you a more well-rounded fighter in general, so don't overlook this option!
Screen Display Settings And How They Work
Likely an overlooked portion of the Training Mode suite is the Screen Display Settings, which allow you to enable and activate various gauges and HUD options, such as the Frame Meter mentioned earlier.
As expected, you will have access to things such as your Input History Display to observe how clean your Inputs are, allowing you to make adjustments if they're sloppy or wrong. You will also have access to your Attack Data, displaying how much damage a combo or attack did.
However, this page has two more valuable tools: the Action Timing Display and the Cancel Timing Display options. We will dive into both of these and how to use them in theꦜ sections below!
Action Timing Display
The Action Timing Display will place a small Meter above your character's head along with a small line that passes through the Meter near the start of it, splitting the Meter into two sections. If you throw out an attack, the Meter will fill up before quickly depleting.
This Meter represents when you can perform your next attack, making it easier to determine the timing of your following action, allowing you to perfect chaining specific attacks together to get the most out of your offense.
Some attacks will have the Action Timing Meter deplete faster than others. The faster the Meter depletes, the quicker your follow-up attacks must be. The slower it is, the more precise your timing has to be to land its subsequent action successfully.
Your next attack must be executed after the bar drains past the line in the Meter near the beginning of the bar. If you press a button before then, you will miss your chance to land a follow-up attack successfully.
Having a way to visualize when you can perform a follow-up action will allow you to nail Chain Combos that involve landing several 168澳洲幸运5开奖网:Normal Attacks with tricky spacing between them, which🎀 is very common in Street Fighter titles and is presen🌸t in SF6.
Please note that not all actions can be followed up with another attack, no matter how well-timed they are. Use this tool to determine which moves can be chained into others, and use it to build a more robust repertoi🥃re of attack strings!
Cancel Timing Display
In addition to the Action Timing Display, the Cancel Timing Display will visually show you when you can Cancel specific actions into Special Moves or Super Arts.
If you enable this option, your character will flash Red the moment you can cancel your current action into any of your Special Moves. Additionally, if your character flashes Blue, you can only cancel into a specific Special Move or Super Art.
This makes finding which moves are Cancelable into your Specials and Supers much more straightforward, allowing you to practice new routes or develop new strategies that revolve around chaining Normals into Specials before ultimately capping it off with another Special or a Super Art.
Cancel Timing Display may be the best visualizer for understanding the capabilities of each action at your disposal. We recommend always using it, especially if you are trying to find new rou🍃tes or optio⛦ns!
Everything You Need To Know About Recording
Our last topic is the Recording system, which can be a bit intimidating to work with fo📖r newcomers. Fear not, howevꦐer, as Street Fighter 6 tries its best to make this much more manageable and straightforward than most other fighting games.
Recording essentially allows you to assume control of the Training Dummy, enabling you to perform a specific action or combo, record it, then have the Dummy repeat the Recording against you, letting you find♛ holes in the attack to take your turn back.
This is a crucial option if a particular character is giving you trouble with a specific move or attack string, leaving you confused about how and when to regain control of the b♊attle. The sections below will teach you how to use this feature fully!
Recording: Shortcuts (Function Button)
Before you begin Recording actions to learn how to counter them, you must first set up Shortcuts to make this process much easier to manage. To do this, navigate to the "Basic Settings" tab in Training Mode, then select the "Shortcut Settings" option.
Once in here, you will see a "Function Button Settings" option at the very top of the page. Select this and assign it to either your L1/RB or L2/LT button if you're on a Stick or Hitbox and to anything comfortable to you on a pad if you're using that (preferably L2/LT button in this case).
With this set, you can now navigate through the list and assign Shortcuts that become available when holding down the Function Button. For example, if your Function button is set to LT, then your Shortcut will look something like LT+Y. - Please ensure your Shortcut displays your Function Button and the Action Button before confirming it!
You don't have to make a Shortcut for every option, but we recommend making ones for the following actions as it will save you from having to jump through menus whenever you want to ꩵRecord or have the Dummy play it back:
- Dummy Recording (control the Dummy to begin Recording them)
- Play Recording (plays the currently selected Recording via the Dummy)
- Change Recording Slot (cycle through all eight Recording Slots)
Be sure to look through all options here, as some will be useful to you more than others. Also, ensure they are turned "On" by pressing the Triangle/Y Button. We also suggest leaving the Restart Battle option alone, as simply resetting the Training Lobby with a single press of the Back/Select Butto🉐n is extremely useful.
Recording: Shortcuts (Without Function Button)
Via the patch that brought A.K.I. into the roster, some quality-of-life features were added into the Training Mode of Street Fighter 6, with being able to assign Shortcuts to buttons without a Function Button being one of them.
For example, if you have a Shortcut assigned to R2+Y, you can also assign another Shortcut to just Y, allowing you to use the same button for a different Shortcut, jꦛust without the need﷽ of having to hold the Function Button.
So, if you use the in-game Shortcuts for things such as Parry (Medium Punch + Medium Kick) or Drive Impact (Heavy Punch + Heavy Kick), you can essentially assign four Shortcuts with only three buttons൩ (as one will have to be dedicated to the Functꦿion Button).
Recording: Actions
Now that your Shortcuts for Recording are all set, you're almost ready to begin Recording a set of actions for the Dummy. However, it may be beneficial for you to navigate to the "Recording Settings" tab in Training Mode first.
Once here, navigate to the bottom of the page and look into the "Start Recording Settings" and the "Countdown Settings" options.
The former option has you press the Record Shortcut twice to initiate it, with the latter allowing you to delay the Recording for One, Three, or Five Seconds, giving you time toღ position yourself accordingly as the Countdown Timer ticks down in the center of your screen.
After all that is set, you can finally record that pesky move you're struggling against or the attack string. If you are unfamiliar with the character's moves, you can view their Command List in the Menu.
Don't forget about the Modern Control scheme if you play on Classic. You can easily switch to Modern Controls to land their Assisted Combos, Special Attacks, and Supers, which makes this process that much more manageable, especially if you have no clue how they work or how to perform their combos or moves!
Recording: Play Recording
After you have Recorded an Action and have Saved it to one of the eight Slots, you can Play the Recording via the assigned Shortcut to have you switch back to your character before the Dummy executes it.
This allows you to find holes in the opposition's attack, observing the Attack and Frame Data to learn when and where the most opportune moment to strike is to take back your turn.
It may seem like a lot to set up, but it's really only the initial setup that takes the longest. Once you get comfortable with it, you will be Recording and playing through several scenarios across the entire roste♒r with ease!
Repeat Replay
With the latest update, you can now set the Repeat Replay setting to Always Repeat Playback, having your Recording automatically play upon accessing menus or immediately after the replay ends, having it loop until you stop it.
This quality-of-life addition will make things such as Projectile Training or other spammy attacks easier to practice against, as you can only record the action once, set it to Always Repeat Playback, and have the enemy launch the attack with no end in sight.
Furthermore, when enabling multiple recordings at once, you can have the Training Dummy cycle through multiple projectiles, giving you a tremendous way to practice getting in on a character like JP, who possesses many options at range.