There's a more optimal combo @ 5:30. FLT, DR b+HK xx DRC b+HK, DR b+HK xx DRC (slight delay) f+HK xx Charged H Cannon Spike xx SA3 Damage: 5134 (CA: 5384)
@@Un1234l this was always one of my objectives funnily enough. There are so many combo possibilities in this game, just sharing things that are possible can so often spark other ideas from other people, then once you have that one new core route it can open up lots of other things. So now sharing information has lead to learning new information, get stronger together and all that!
Can I suggest DI crumple next? I feel like that's where I see the most cammy players (or at least Punk, consistently) do suboptimal combos, especially just the basic no drive gauge BnBs.
5 Drive Bar combos, in the corner, same core route: === 0 SA Meter: === *FLT, DR b+HK xx DRC b+HK,* DR HP xx H Spiral Arrow, H Cannon Spike Damage: 3126 *FLT, DR b+HK xx DRC b+HK,* DR (delay) HP xx M Spiral Arrow, H Cannon Spike Damage: 3210 ^Hard combo === 1 SA Meter: === *FLT, DR b+HK xx DRC b+HK,* DR HP xx H Spiral Arrow, SA1 Damage: 3398 *FLT, DR b+HK xx DRC b+HK,* DR (delay) HP xx M Spiral Arrow, SA1 Damage: 3482 ^ Hard combo === 2 SA Meter: === FLT, SA2, DR b+HK, DR b+HK xx DRC f+HK xx M Spiral Arrow, H Cannon Spike Damage: 3878 ^More optimized version of the combo you showed @ 5:05. Same damage, 1 less Drive Bar. === 3 SA Meter: === *FLT, DR b+HK xx DRC b+HK,* DR HP xx Charged H Cannon Spike xx SA3 Damage: 4866 (CA: 5136)
Midscreen combos for SA2, same core route. === 0 Drive Bars: === *FLT, SA2,* L Spiral Arrow [forward dash x2] Damage: 2440, +4-15f advantage *FLT, SA2,* M Spiral Arrow [forward dash x2] Damage: 2510, +4-5 advantage [meaty or CH trade using meaty 6 frame moves] *FLT, SA2,* L Spiral Arrow, M Cannon Spike Damage: 3040 === 1 Drive Bar: === *FLT, DR HP xx SA2,* L Spiral Arrow [forward dash x2] Damage: 2726, +4-6f / 15f advantage *FLT, SA2,* M Spiral Arrow [forward dash x2] Damage: 2777, +4-5f advantage [meaty or CH trade using meaty 6 frame moves] *FLT, DR HP xx SA2,* L Spiral Arrow, M Cannon Spike Damage: 3146 *FLT, DR HP xx SA2,* Charged H Spiral Arrow, H Cannon Spike Damage: 3060 === 2 Drive Bars: === *FLT, SA2, DR cr.HP,* DR cr. MK xx L Spiral Arrow [forward dash x2] Damage: 2884, +6f advantage [auto-timed CH trade using cr.HP] *FLT, SA2, DR cr.HP, DR HP xx L Spiral Arrow* [forward dash x2] Damage: 3037, +5f advantage [auto-timed meaty using MP/b+MP] *FLT, SA2, DR cr.HP, DR HP xx L Spiral Arrow,* M Cannon Spike Damage: 3377 === 3 Drive Bars: === *FLT, DR HP xx SA2, DR cr.HP,* DR cr.MK xx L Spiral Arrow [forward dash x2] Damage: 3157, +6f advantage [auto-timed meaty using cr.HP] *FLT, DR HP xx SA2, DR cr.HP, DR HP xx L Spiral Arrow* [forward dash x2] Damage: 3283, +5f advantage [auto-timed meaty using MP/b+MP] *FLT, DR HP xx SA2, DR cr.HP, DR HP xx L Spiral Arrow,* M Cannon Spike Damage: 3533 === 5 Drive Bars: === *FLT, SA2, DR cr.HP, DR HP xx DRC (delay) HP xx L Spiral Arrow* [forward dash x2] Damage: 3309, +3-5f / 17f advantage *FLT, SA2, DR cr.HP, DR HP xx DRC (delay) HP xx L Spiral Arrow,* M Cannon Spike Damage: 3559
@@Nostalgiaforinfi the combos that are demonstrated in the corner only work in the corner/close enough to the corner. But the midscreen combos are demonstrated too.
@@Limit5482 the beauty of hooligan in sf6 is that with the right set ups it’s not gimmicky at all. It is an outright rps guessing situation. There is no “lab the answer”, it’s a guess of block high/blocklow/reversal. The set ups pretty much make cammy Gief in terms of how you have to act to defend against it.
@@james2088 yeah but most of the time they guess right. Not my cup of tea and I’ll stay away no matter how good it is. I don’t need it in my game tbh. Well not like that. I use it in one way where it is 90% safe and can only be DI’ed on reaction of jabbed out. I’ll test it in the beginning of the first round to see if they know. I play more like punk and more safe. With her walk speed and buttons you don’t need much else
Okay, so the one you use is quite specially a gimmick, since you’re testing their knowledge, and whether they know that they can just jab. The set ups I share in the beginning of the video, you can’t even jab out of, there is no special knowledge to deal with it, you guess right or not. Like fighting a grappler. Obviously use whatever you like and enjoy, but I just want to make clear about the set ups for other readers, so that misinformation isn’t encouraged. People also certainly do not guess right most of the time, the guessing is in the attacker’s favour because you limit the defender’s options so much.