![]() 236P is easier to land and provides decent oki in the corner, as well as allowing a cancel into level 3, but sends the opponent away midscreen. Your primary drive rush extension is 4HP, which can lead into another drive rush 4HP, which can even be charged if the opponent high enough. In the corner, a 2 can hit after your 214P, at the cost of forcing a subsequent special ender to be linked, adding complexity and not allowing a 236HP to land. Charging 4HP/6HK allows you to link an extra 4HP before your launcher. Marisa's primary combo starters are 5MP~MP > 214PP or 4HP/6HK > 214HP. Use DR 6HK when further and DR 4HP when closer to the corner (about 70-60 training stage tick marks from corner for 6HK, 60-50 for 4HP) If there's not enough drive gauge for the last drive rush cancel end with DRC 4 > 236HP > 236236K. ![]() Can be routed into after punish counter 5. Can substitute DR~4HP for DR~2MP for an easier link, in exchange for less damage.ĥMP~MP > 214PP~6P, 2, Parry Rush > 4HP > 623PP, 4 > 236HP +16 after dash.īnB combo with corner carry from midstage. Trades damage for better midscreen okizeme.īnB combo with full screen carry. This can be done from the 1-bar or 3-bar versions of Drive RushĪn example for Ryu using both Drive Rush notations:ĢMK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation) May cause a different juggle state compared to a grounded opponent.Ī sequence of multiple inputs will be bundled into " x3īutton Y cancelled into Drive Rush (3-bar version)ĭrive Rush into Button Y (cancel the dash frames early into a followup attack) ![]() Ken 236HK~dl.6LK (Jinrai Loop starter)Īnti-air hit the opponent while they're mid-air. PP or KK represents any two punches/kicks.Į.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)Īny Punch or Any Kick (when button strength does not matter) Jumping action for Neutral Jump, use 8j.XĮ.g. Link the previous move to the following move.Īn example with Ken that uses all three "connecting" symbols:ĢLP links into 5MP 5MP chains into HP Target Combo HP cancels into Shoryuken which cancels into Lv.3 Super Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP) Normal into Special (2MK > 236P) or Special into Super (623P > 236236K)Ĭhain/Cancel the previous move into a followup.Į.g. Click "Expand" for information about combo notation in SF6:Ĭancel the previous move to the following move.Į.g.
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