2HP is easiest to land after Spiral Arrow simply dash and hit the button immediately to beat any of the opponent's non-invincible wakeup options.Ī more complex version of the jump-in combo that uses the 2HP, 2MP link for more damage. The hitbox of j.HP is easier to connect with, but j.HK hits from farther away.īasic combo for a Punish Counter Drive Impact anywhere on screen.īasic confirm and frame trap string, as the LKs and LPs chain into each other.īasic link from a 2HP starter. Suitable if you happen to punish someone who is pressing buttons.īasic jump-in combo. Higher damage and more corner carry than the above combo. Super basic 3-hit combo that knocks the opponent down and lets Cammy get in close. Once you've become more comfortable with linking normals together, the Easy combos are a further step up and will help round out your combo selection. 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)įor Cammy players that are either completely new to Street Fighter, new to fighting games in general, or just new to Cammy, the Very Easy combos are recommended to try out first. 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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