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Street fighter 6 chun li recoil
Street fighter 6 chun li recoil





street fighter 6 chun li recoil

True Blockstring (no gap) if input with fastest button timing can still lose to Drive Reversal The following table lists these blockstring gaps when performed at the fastest possible timing. When cancelling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise statedĮnhanced Sonic Booms after passing through Sonic Blade much greater KD advantage from farther ranges. 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)

street fighter 6 chun li recoil

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

street fighter 6 chun li recoil

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. Cancel the previous move to the following move.Į.g.







Street fighter 6 chun li recoil