Must Know ED Combos for Street Fighter 6
Автор: 2XKairos
Загружено: 2024-03-13
Просмотров: 19419
Описание:
(Combo Tips and Terms Below ⬇)
YEAH YEAH YEAH No overhead, Just get the Hit. Thats literally all you need. ANY... HIT... AT ALL. The strike/throw snowball is destined to roll from there. Embed these combos in your muscle memory then indulge in the coolest character since release. I know I have been, and will contine too. The hard work will pay off, Trust. But of course this guide comes with a guide so If you need help, Let me know in the comments. Happy Hunting those bnbs!
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(Combo Tips and Terms Below ⬇)
BGM: Street Fighter 6 Ed's Theme - König oder Feigling
Input Notation:
(Assuming Player 1 Side)
↖️⬆️↗️ 7 8 9
⬅️🚹➡️ = 4 5 6
↙️⬇️↘️ 1 2 3
ST= while standing
CR = while crouching
LP MP HP = light medium heavy punch
LK MK HK = light medium heavy kick
QCF = Quarter-Circle Forward = ⬇↘➡
QCB = Quarter-Circle Back = ⬇↙⬅
DP = Dragon Punch Motion = ➡⬇↘
[X] = Hold until attack activates
PP = Any two punch buttons
KK = Any two Kick buttons
DL = Delayed Press
CH = Counter Hit
PC = Punish Counter
DR = Drive Rush
(X2) = Motion Repeated Twice
~ = Not a link or a special cancel just press the next button
Terms Used
Meaty: an attack that hits an opponent on the very first frame possible after they rise from a knockdown
Safejump: A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block.
hitconfirm: Performing an attack, seeing that your attack successfully hit, and then reacting to this information by continuing the combo.
Combo Notation:
Jump In Combo - 3070 0:00-0:16
j.HP, st.HK, st.MP ~ st.HP, qcb+HP | F.jump, h.HP
Cr.Light Confirm - 1190 0:16-0:28
Cr.lp, st.lp, DP+LP | F.dash, qcf+LP
St.MP Trade Combo - 2696 0:28-0:47
St.mp, cr.mp, Dr, s.thp, st.mp~st.hp,
qcb+HP | f.jump, j.hp
Anti-Air Level 2 Combo 0:47-1:02
DP+LP, qcb(x2)+hP, F+HP, Dr, qcb+MP
| F.jump, j.hp
Wall Splat Safe Jump - 2634 1:02-1:13
HP+HK, st.hp, qcf+[LK], qcb+HP | f.jump, j.hp
Wall Splat OD Combo - 2924 1:13-1:26
HP+HK, st.hp, qcf+KK, F+KK, F+P, qcb+MP
| f.jump, j.hp
Wall Splat Super Combo - 3431 1:26-1:43
HP+HK, st.hp, qcf+[LK], qcb+PP, qcb(x2)+P, F+HP,
DP+LP - qcb+MP | f.jump, j.hp
PC Drive Impact Midscreen Combo - 2494 1:43-1:57
HP+HK, dash, St.mp ~ st.hp, qcf+[LK], qcB+HP
Whiff Punish Cr.MK Combo - 3226 1:57-2:12
Cr.mk, cr.mk, DR, st.hk, st.mp~st.hp, F+KK,
F+P, qcf(x2)+K
Whiff Punish Flicker Combo (Far) - 2150 2:12-2:23
qcf+LK, Dr, st.mk, DP+MP | f.jump, j.hp
Whiff Punish Flicker Combo (Close) - 2570 2:23-2:34
Qcf+lk, Dr, st.mp~st.hp, qcf[lk], qcb+HP | f.jump, j.hp
Midscreen to Corner Level 2 Combo - 4034 2:34-2:53
st.mp, cr.mp, qcb+PP, qcb(x2)+lP, DP+HP,
Dr, F+HP, DP+LP, qcb+MP |F.jump, j.hp
Corner Level 2 Super Combo - 4314 2:53-3:11
j.hp, st.hp, Dr, st.hk, st.hk, qcb+PP, Qcb(x2)+P, st.hk, qcf+[lk], F+KK, F+P, qcb+MP | F.jump, j.hp
Jab Punish Combo - 1760 3:11-3:26
cr.lp, st.mp~st.hp, qcb+HP | F.jump, j.hp
PC Drive impact Corner Combo - 2850 3:26-3:41
HP+HK, st.hk, St.mp~st.hp, qcf+hk, qcb+MP | F.jump, j.hp
Whiff Punish St.hp - 3472 3:41-3:56
st.hp, cr.mk, qcf+KK, qcf+P, F+P, Dr,
st.hp, qcf[lk], qcb+HP | F.jump, j.hp
Midscreen Meter burn Combo - 3870 3:56-4:06
j.hp, ST.hp, QCF+KK, QCF+KK, DP+LP, QCB+LP | F.JUMP, J.HKP
DP punish Combo - The Rest 4:06-4:30
ST.HK, ST.HP, dR, ST.HK, ST.HP, DR, ST.HK, ST.HP, f+kk, DL.f+p, QCB+hp, QCB(X2)
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