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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! 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 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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