Must Know Akuma Combos for Street Fighter 6

Описание к видео Must Know Akuma Combos for Street Fighter 6

UNHOLY. That's the only way to describe what Akuma is going to do to this game! Hands down the most effective bnb combos per confirm I have ever seen. Everything Hurts, then turns into mix, which then turns into more pain. The Akuma Vortex is Back!!! This BNB will be all you need to Wreak Havoc on the Streets. Capcom went all out with Akuma so I had to flow suit for this combo guide! Let them know I sent you and let us know how the matches are goin in the comments! If he's a precursor to season 2 of sf6 Akuma won't be only raging Demon! Much Love! Question or concerns let me know in the comments!

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(Combo Tips and Terms Below ⬇)
BGM: Street Fighter 6 Akuma's Theme - Shura

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

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.
Frametrap: Two attacks back-to-back that leave a very small gap between them. The gap will be shorter than the defender's fastest attack, which means if they try to attack with a normal, they will get counter hit.
Meaty: an attack that hits an opponent on the very first frame possible after they rise from a knockdown

Combo Notation:

Midscreen Jump In Combo - 3020 0:00-0:18
J.HP, ST.HK, ST.MP(x2), QCB+LK, CR.HK

CR Light Combo - 1310 0:18-0:32
CR.LK, CR.LP, QCB+LK, CR.HK | F.jump, j.hK

Midscreen to Corner Safe Jump Combo - 3336 0:32-0:54
J.HP, ST.HK, ST.MP(x2), QCB+PP, F+P, DR, ST.MP, B+HK, QCF+HK, HK | F.JUMP, J.HK

Jump In Corner Safe Jump Combo - 3320 0:54-1:13
J.HP, ST.HK, ST.MP(x2), QCB+PP, F+P, B+HK, QCF+HK, HK | F.JUMP, J.HP

B+HK Anti Air Normal Combo - 2900 1:13-1:23
B+HK, QCF+KK, QCB+K, DP+HP

Air to Air Super Combo - 4630 1:23-1:42
J.MP, QCB+KK, QCB(x2)+P, B+HK, QCF+HK, HK, DP+HP

Drive Rush Frametrap Combo - 2600 1:42-1:54
CR.MP, ST.MP(x2), QCB+LK, CR.HK | F.jump, j.hk
- A slight delay is necessary ot frame trap into medium punchesfrom from st.hk

Wall Splat Meterless Safe Jump Combo - 2690 1:54-2:05
HP+HK, B+HK, QCF+[LP], DP+LP | F.JUMP, J.HP

- If you get a high wall splat just wait till they are at their lowest point before pressing B+HK
- Release the fireball as soon as it becomes two hit then DP immediately after!
- works on wall crush (they block the drive impact) as well

Wall Splat Meterless Max Damage Combo - 2820 2:05-2:15
HP+HK, B+HK, QCB+HP, F+HP, DP+MP

Wall Splat OD Combo - 3280 2:15-2:25
HP+HK, B+HK, QCF+[PP], QCB+LP, F+LP, DP+HP

- Buffer the DP motion during the previous special repeatedly so the attack comes immediately as it finishes

Wall Splat Level 2 Combo - 4190 2:25-2:41
HP+HK, B+HK, QCF+[LP], QCB+PP, F+P, QCB(x2)+P, B+HK, QCF+HK, HK, DP+HP

Wall Splat Level 2 Safe Jump COMBO - 4090 2:41-2:55
HP+HK, B+HK, QCF[LP], QCB+PP, F+P, QCB(x2)+P, ST.HP, QCB+LP, F+P | f.JUMP, J.HK

Whiff Punish ST.HP Combo - 3100 2:55-3:08
ST.HP, DR, ST.HP, ST.MK, QCB+LK, DP+HP

Jab Punish Drive Rush Combo - 2136 3:08-3:20
CR.LP, ST.HP, DR, ST.HK, ST.MP(x2), QCB+LK, CR.HK | F.JUMP, J.HK

Midscreen PC Drive Impact Safe Jump Combo - 2724 3:20-3:36
HP+HK, N.JUMP, J.HP, DR, ST.MK, QCB+HP, F+HP, | F.JUMP, J.HP

Drive Rush Low Combo - 1630 3:36-3:47
DR, CR.LK, ST.MK, QCB+LK, DP+HP

Drive Rush Overhead Combo - 3005 3:47-3:58
DR, F+MP, ST.MK, DR, ST.MK, ST.MK, QCB+LK, DP+HP

Corner PC Drive Impact Combo - 2850 3:58-4:13
HP+HK, B.HK, QCF[LP], QCB+LP, F+LP | F.JUMP, J.HP

MIDSCREEN MAX DAMAGE RAGING DEMON COMBO - 6554 4:13-4:39
QCB+HP, CR.HP, DR, F.HP, CR.HP, DR, F.HP, CR.HP, QCB+LP, F+LP, ST.LP, ST.LP, F+LK, ST.HP

F+HP Whiff Punish Corner Combo - 3340 4:39-4:49
F+hp, CR.MK, QCB+PP, F+P, B+HK, QCF+HK, HK
| F.JUMP, J.HK

Max Damage Critical Art Combo - 6929 4:49-5:16
QCB+HP, CR.HP, QCB+PP, F+P, B+HK, QCF+PP, DR,
CR.HP, DR, B+HK, QCB+HP, F+HP, DP+LP, QCF(x2)+LK

#sf6 #streetfighter6 #akuma #kairosfgc

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