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JP is just as much an enigma in-game too mee as he is in the stroty. Good things his combos aren't! All his BNBS Hurt! And send the opponent full screen to add insult to injury. In this combo guide I really wanted to add the cherry on top with all the Safe Jumps. Proving even if you end combos close you can keep the pressure rolling. What is he bad at? Well I'd another video to explain that. For take the Bnb;s. Any questions or concerns let me know in the comments! Liked the Vid? Support the channel with SuperThanks! ► Click the ❤ Above Get access to Coaching and Content by becoming a member ► / @kairosfgc More questions? Chat with us in the discord ► / discord Even more FGC Tech ► / kairosfgc (Combo Tips and Terms Below ⬇) BGM: Street Fighter 4 OST - Seth's Theme 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 = ➡⬇↘ D,D = Down, Down [X] = Hold until attack activates 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: Meaty: an attack that hits an opponent on the very first frame possible after they rise from a knockdown 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. Hit confirm: Performing an attack, seeing that your attack successfully hit, and then reacting to this information by continuing the combo. Combo Notation: PC Jump in Combo - 2700 J.hk, b+mp(x2), qcf+MP give safe jump in the corner Both hits pf B+mp special cancelable on block! Intiate an offense if they block the jumpin Light confirm Combo - 1410 cr.lk, cr.lp, st.lp, qcf+lp F+HK anti-air combo - 2704 F+hk, Dr, dl.cr.hp, qcf+hp, qcf+lk, D,D+hp Works without Punish Counter Corner variant - 2926: F+hk, Dr, dl.cr.hp, qcf+hp, st.hp, qcf+mk Ch B+mp combo - 2140 B+mp, Cr.mp, qcf+mp Wall splat meterless Combo - 2220 HP+HK, F+HK, qcf+mk | F.Jump, j.hp Wall splat OD combo - 2700 HP+HK, F+HK, D,D+LP+MP, D,DLP | F.Jump, j.hk Midscreen Dr Overhead Combo - 3162 Dr, f+mk, Cr.mp, Dr, cr.hp, qcf+hp, dl.qcf+mk, D,D+hP Midscreen Dr Low Combo - 3162 Dr, cr.mk, Cr.mp, Dr, cr.hp, qcf+hp, dl.qcf+mk, D,D+hP Midscreen PC Drive impact - 5040 HP+HK, Dash, st.hp, qcf+hp, qcf+lk, D,D+hp, qcf(x2)+k Corner PC Drive Impact - 3120 HP+hk, F+hk, qcf+hp, Dash, st.hp, qcf+mp Jab Punish Combo - 2770 St.lp, b+mp (x2), qcf+lp+mp, qcb(x2)+P, qcb+hp, dash, Dl. D,D+LP, D, D+MP Whiff Punish st.mk DR Confirm Combo - 2484 St.mk, Dr, st.hk, F+hk, D,D+mp OD Amnesia VS strike - 2690 D,D+lk+mk, cr.lp, cr.lp, qcb+hp, Dl.qcf+lk, D,D+hp, D,D+hp OD Amnesia VS TIck throw - 3378 D,D+lk+mk, st.mk, qcb+hp, Dash (x2), qcb+hp, Dr, F+hk, qcf+hp, qcf+lk, D,D+HP Dp punish Combo - 6230 St.hp, qcb+lp+mp, st.mk, qcf+mp, dl.st.hp, qcf+lk+mk, D,D+hp, qcf+lp, qcf(x2)+K #Streetfighter6 #streetfighter #JPcombos #KairosFGC