This is a slight alteration to the original 6K FSE by TophatTurtle, as seen on Punk's recent Twitter combo video. Replacing the final drive rush cr.hp xx OD Ankensatsu cr.mk s.mp with a simple s.mk (2 hit) s.mp sacrificed 120 damage, but was the main separation between a combo I would not attempt in a match vs this (much) easier version.
Still testing nuances vs other characters besides Marisa and Zangief, sometimes I can get into the sequence, sometimes not.
Drive Rush Punish Counter 6HP , 2HP xx SA2
6HP xx 236LK+HK (OD Version)
(For the FSE Chain normals below, assume normals are chained into the next unless indicated otherwise)
2MK 5MP , 5LK 6MP 5MK 4HK (1 hit) xx 236LK (MK Release) (2 Fuha stocks used here)
2MK 5MP , 5LK 6MP 5MK 236LK (3rd and final Fuha stock used)
2LP 2MP 2MK 4HK (1 hit) x Drive Rush 5MK (2 hits) 5MP , 5LK 6MP 2MK 2HP (Jump cancel)
The next sequence covers the air to air portion, and it's VERY IMPORTANT that you hit the opponent with as late of a J.MP as possible during the first launch, in order to have the correct landing time and follow up with the relaunch
Late J.MP J.FP J.HK
(Land) DR 5LP 5MP 4HK (2 hits) 2HP
Early J.LK J.MP J.HP J.HK xx OD 214K+K
SA1
#streetfighter6 #sf6 #juri #arcadestick #asmr #capcom #capcomfighters #combo #fightinggames #fse #fengshuiengine #steam #ps5 #Xbox #punk #Twitter #tutorial #guide #video #firstperson #guide #execution #tips #improvement
Still testing nuances vs other characters besides Marisa and Zangief, sometimes I can get into the sequence, sometimes not.
Drive Rush Punish Counter 6HP , 2HP xx SA2
6HP xx 236LK+HK (OD Version)
(For the FSE Chain normals below, assume normals are chained into the next unless indicated otherwise)
2MK 5MP , 5LK 6MP 5MK 4HK (1 hit) xx 236LK (MK Release) (2 Fuha stocks used here)
2MK 5MP , 5LK 6MP 5MK 236LK (3rd and final Fuha stock used)
2LP 2MP 2MK 4HK (1 hit) x Drive Rush 5MK (2 hits) 5MP , 5LK 6MP 2MK 2HP (Jump cancel)
The next sequence covers the air to air portion, and it's VERY IMPORTANT that you hit the opponent with as late of a J.MP as possible during the first launch, in order to have the correct landing time and follow up with the relaunch
Late J.MP J.FP J.HK
(Land) DR 5LP 5MP 4HK (2 hits) 2HP
Early J.LK J.MP J.HP J.HK xx OD 214K+K
SA1
#streetfighter6 #sf6 #juri #arcadestick #asmr #capcom #capcomfighters #combo #fightinggames #fse #fengshuiengine #steam #ps5 #Xbox #punk #Twitter #tutorial #guide #video #firstperson #guide #execution #tips #improvement
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