(Combo Tips and Terms Below ⬇)
The Turbulent wind, Rashid finally lands (in style) on Street fighter 6! As his many titles implies, locking down his practical combo structures proved a bit tricky but in time I learned to go with wind. Now I have everything you need to succeed in this combo guide. Bnb combos from practically every part of the screen, Best part, they all end in ridiculous pressure. One second your midscreen and the next your in the corner with some gross setplay on the way. Getting the hit is the hard part but once you do Winds of fortune will be in your favor with these combos. Enjoy, and happy streaming. 🙏🏾❤🙏🏾
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(Combo Tips and Terms Below ⬇)
BGM: Street Fighter 5 - Rashid's Theme (SFV OST)
(^ It had to be done 👌🏾)
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
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
(KK) = Press any two Kick buttons at the same time
| = action performed to ensure safejump/setplay
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.
Setplay: Performing a pre-planned, calculated setup after you've knocked your opponent down.
Wall Splat: Drive impact hitting on a non-blocking opponent
Wall Crush: Drive impact hitting on a blocking opponent
Combo Notation:
Crouch Light confirm - 870
Cr.lk, Cr.lp, qcf+MP
- Confirming into qcf+LP will leave you PLus in their face. A great way to keep the offensive as well!
Jump in Combo - 2790
J.hk, St.mk, St.mp, qcb+MK | walk back, qcf+hk
Low Crush Punish Counter - 2600
F+HK, St.mp~St.hk, qcb+lp+mp, FF~K
| St.lp, F+(KK)~B+(KK)
- Against backroll OD DP A slight delay on the B+(KK) makes it more reliable
Wall splat Safe Jump – 2460
HP+HK, St.mp, St.hk, F+MP, qcb+MP,
F+K, Dl.F+K | F.jump, St.hk
Wall splat meterless damage combo - 2620
HP+HK, St.mp, St.hk, F+MP, qcf+HP
Wall splat OD combo into super - 3660
HP+HK, St.mp, St.hk, F+MP, qcb+lp+mp,
qcf+lp+mp, qcb+mk, D+hp, qcf(x2)+K
Counter hit Light DR combo - 2647
St.lp, St.mp, DR, Cr.hp, St.hp, qcb+mk | qcf+[lk]
Level 2 confirm Combo - 4276
Cr.hp, qcb(x2)+K, F. walk, St.hk, qcf+HP
- Works on any part of screen off of Cr.hp
- Instead of f.walking into St.hk, Flip (F+lk+mk) then St.hk, qwcf+mp for a side switch comb with tons of corner carry!
PC DI Midscreen combo - 2890
HP+HK, U+HK, St.hk, F+mp, qcb+lk
PC DI midscreen to corner safe jump combo - 2650
HP+HK, U+HK, qcb+HK | St.lp, f.jump, j.hk
PC DI corner combo - 3297
HP+HK, St.mk, mp~hk, qcb+hp, B+K,
j.mp, qcb+mk, D+HP, qcf(x2)+K
- you have to delay the D+hp to the lowest point possible
Drive rush Low combo - 2169
DR, Cr.lk, Cr.mp, Dr, St.hp, qcb+HK
Drive rush overhead combo - 3200
DR, f+hp, St.mp~St.hk, qcb+lp+mp, FF+K, qcf(x2)+K
- Qcf+mp works fine as an ender. qcf+HP in the corner works too!
St.hp whiff punish combo - 2876
St.hp, dr, Cr.hp, St.hp, qcb+mk
Jab punish Combo - 2110
St.lp, Cr.mp, qcb+lp+mp, F+mp, qcb+lk
Wall splat safe jump alternate combo
HP+HK, St.mp~St.hk, qcb+HK | B.dash, j.hk
DP punish - 4200
J.hk, Cr.hp, qcb(x2)+K, St.hk, qcf+lp+mp,
qcb+hk, j.hk
Stun Combo - 5420
Qcf+[LK], qcf+lp+mp, qcb+lk+mk, f+mp,
qcb+lp+mp, F+K(x2), qcf(x2)+p
#Streetfighter6 #streetfighter #rashid combos #KairosFGC
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