Drive Impact
Easy
PC DI, 5HK > 2PP~K, 2LP > 2LP > 214HP/236HP
Should look familiar, as it's functionally the same combo as the second jump-in combo with a different starter.
(Created page with "{{Character Subnav SF6 | chara=A.K.I. | tag=AKI}} == Combo Notation Guide == Click "Expand" for information about combo notation in SF6: {{ComboKey-SF6}} == Bread and Butter Combos == == Punish Combos == {{Character Subnav SF6 | chara=A.K.I. | tag=AKI }} {{Navbox-SF6}} Category:Street Fighter 6 Category:A.K.I.") |
EclipticEve (talk | contribs) (starting on the combo page) |
||
Line 6: | Line 6: | ||
{{ComboKey-SF6}} | {{ComboKey-SF6}} | ||
== Day 1 Combos == | |||
{{TheoryBox | |||
| Title = Jump-In Combos | |||
| Oneliner = | |||
| Difficulty = {{clr|2|Easy}} | |||
| Damage = | |||
| Meter = | |||
| Anchor = | |||
| Youtube = | |||
| Recipe = j.MK, 5MK, 5MP > 214HP/236HP <br> j.HK, 5HK > 2PP~K, 2LP > 2LP > 214HP/236HP | |||
| content = Both combos show some of AKI's basic normal hit combos. The first shows off the 5MK 5MP link. Get familiar with 5MP, it's a core part of how her combo structure works. The second combo is a little longer, but can also be used after Punish Counter Drive Impact. | |||
Either special works as an ender, but only 236HP works as an extender. This will be detailed later, but keep it in mind. For now, just try and get one of these consistent. | |||
}} | |||
{{TheoryBox | |||
| Title = Lights into a Knockdown | |||
| Oneliner = | |||
| Difficulty = {{clr|1|Very Easy}} | |||
| Damage = | |||
| Meter = | |||
| Anchor = | |||
| Youtube = | |||
| Recipe = 2LP > 2LP > 2LP > 214HP/236HP <br> 5LP~LP > 214HP/236HP <br> 2LK > 2LP > 214HP/236HP | |||
| content = | |||
}} | |||
<tabber> Punish Counter = | |||
{{TheoryBox | |||
| Title = Drive Impact | |||
| Oneliner = | |||
| Difficulty = {{clr|2|Easy}} | |||
| Damage = | |||
| Meter = | |||
| Anchor = | |||
| Youtube = | |||
| Recipe = PC DI, 5HK > 2PP~K, 2LP > 2LP > 214HP/236HP | |||
| content = Should look familiar, as it's functionally the same combo as the second jump-in combo with a different starter. | |||
}} | |||
|-| Corner Wallsplat = | |||
{{TheoryBox | |||
| Title = Drive Impact | |||
| Oneliner = | |||
| Difficulty = {{clr|2|Easy}} | |||
| Damage = | |||
| Meter = | |||
| Anchor = | |||
| Youtube = | |||
| Recipe = DI, | |||
| content = | |||
}} | |||
</tabber> | |||
== | == Links and Starters == | ||
=== Normal Hit === | |||
=== Counterhit === | |||
=== Punish Counter/Drive Rush === | |||
== Picking an Ender == | |||
== Combo Extensions == | |||
Click "Expand" for information about combo notation in SF6:
SF6 Combo Notation Guide | |
---|---|
Notation | Meaning |
> | Cancel the previous move to the following move. e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K) |
~ | Chain/Cancel the previous move into a followup. e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP) |
, | Link the previous move to the following move. e.g. 5MP, 2MP (requires manual timing) |
An example with Ken that uses all three "connecting" symbols: 2LP, 5MP~HP > 623P > 236236P 2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super | |
j.X | Jumping action; for Neutral Jump, use 8j.X e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku) |
P or K | Any Punch or Any Kick (when button strength does not matter) PP or KK represents any two punches/kicks. |
X/Y | Do either X move or Y move. e.g. end a combo with 214K/623P |
[X] | Hold the button input e.g. Luke 214[LP] = charged LP Flash Knuckle |
dl.X | Briefly delay the action e.g. Ken 236HK~dl.6LK (Jinrai Loop starter) |
AA | Anti-air; hit the opponent while they're mid-air. May cause a different juggle state compared to a grounded opponent. |
Y xN {Y} xN |
Repeat 'Y' input 'N' number of times. A sequence of multiple inputs will be bundled into "{}". e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3 |
Y > DR | Button Y cancelled into Drive Rush (3-bar version) e.g. 5HP > DR |
DR~Y | Drive Rush into Button Y (cancel the dash frames early into a followup attack) This can be done from the 1-bar or 3-bar versions of Drive Rush e.g. 236HP Launch, DR~5LP |
An example for Ryu using both Drive Rush notations: 2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation) |
Both combos show some of AKI's basic normal hit combos. The first shows off the 5MK 5MP link. Get familiar with 5MP, it's a core part of how her combo structure works. The second combo is a little longer, but can also be used after Punish Counter Drive Impact.
Either special works as an ender, but only 236HP works as an extender. This will be detailed later, but keep it in mind. For now, just try and get one of these consistent.
Should look familiar, as it's functionally the same combo as the second jump-in combo with a different starter.
Street Fighter 6 (SF6) |
General |
FAQ •
Controls •
HUD •
Glossary •
Movement •
Offense •
Defense •
Gauges •
|
Characters |
Data |
A.K.I. •
Akuma •
Blanka •
Cammy •
Chun-Li •
Dee Jay •
Dhalsim •
Ed •
E. Honda •
Elena •
Guile •
Jamie •
JP •
Juri •
Ken •
Kimberly •
Lily •
Luke •
M. Bison •
Mai •
Manon •
Marisa •
Rashid •
Ryu •
Terry •
|