@@jordanstanfield7361 Hey, round 2, full resources and I land the cheeky jump in start of the round? I'll do this without hesitation. With your opponent in the corner like that after the combo, why not? Lol
DENJIN CHARGE JUMP FORWARD HEAVY PUNCH BACK HEAVY KICK > HASHOGEKI DRIVE PARRY HEAVY PUNCH > Light HADOKEN DRIVE PARRY > CROUCH MEDIUM KICK > EX BLADE KICK SHIN HASHOGEKI ( Charge for just a bit ) SHINKU HADOKEN There's actually a trick to this combo, look at their positioning on the stage, if you're too close to the right side, Your oponant will hop over you after EX Blade kick, and if you're too far from the right side, Shinku Hadoken won't link after Shin Hashogeki, you gotta find the right spot :)
Great to see the level of freedom you get in SF6 compared to SFV with combo routes... finally again everybody can play the same characters differently, have some personality to a playstyle. It was much needed...
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These NWO ppl are gna fuk all that up, in fact they already are. Just in case you dont believe NWO is real just take a look at the great reset n WEF and also Global 17 and if you wanna go even deeper and you don't already know learn about the Tower of Babel then compare the similarities to the 1st few things i mentioned
@@kiarce3 you know you don’t have to do any of that and can just dash n it comes out 🤣 idk why y’all try to give people advice n have no clue what’s going on either
@@tryntrox goddamn it! Well, thanks for the fast reply though and keep up making more videos like this! I'm also happy that Akuma is coming to SF6, very excited!
This is mental. I’ve never played a street fighter since I was a kid playing street fighter 2 and decided to give this game a go so combos like this seem impossible lol
@@tryntrox sort of but i think i got a very different version from EX quarter circle back but it takes way more than the center stage lmao im now trying to get the last two supers manually to see if there’s any damage difference cause sometimes there isn’t especially long hits EDIT: No difference but it looks cool to do. lol
No doubt this is an amazing combo. Not an optimal one though. Leaves you in burnout. It’s gonna be interesting to see how people deal with burnout once the game is released.
You can end the match with it or do it early in the second round Even if it burns you out you’ll be at 100% hp and opponent be at 35% It’s a tactic Also you’ll regain your resources back which means you strategically set yourself up to finish the round with the same combo
I personally dont use much or any of my gauge at it is with my style of play. So learning to impliment even 75% of this combo into my gameplay is going to make me unbeatable 😄
If they Drive Impact > Nutetral Jump HP If they Fireball in jumo range > Jump in HP If they DP on block > Nuetral Jump HP Theres actually a few practical ways to get off J.HP
"Impractical" in a fighting game context doesn't mean "hard," intrinsically. It means it's a waste of resources/suboptimal damage, or SO difficult/otherwise situational as to be near useless. Primarily the first one.
Keyboards actually hella nice for fighting games cuz its basically a hitbox i think thats what its called? (the one with nothing but buttons that people could accuse you of cheating with cuz your button inputs can be a lil too precise if you get good enough)
@@fobo3361 there is a lot of controversy surrounding them due to there being commands unattainable on regular arcade stick that can be utilized by holding down inputs rather than having to manually input the movements
Thats exactly what i said when i first started playing street fighter and was watching people like VesperArcade and others pull off flashy combos. Dont give up! You CAN do it
I feel like they screwed something up with the new patch with his frame data because I cant do this anymore for some reason? This was my go to meter dump
What matters most is enjoyment if you don't enjoy a character you will not be successful with them and I don't enjoy ken but ryu is just too fun for me so I would do way better with ryu no matter how hard I train with ken
Say what? Mate, I’ve been playing for a month I think and the only thing is know how to do is upper kick low kick and that’s it, can’t do any of that 😅
Oh a solid 9. getting used to drive rush takes time but once you do that and gain muscle memory it'll be a breeze, remember how tough Focus attack dash cancel was in SF4 in the beggining, literally the same.
There should be no reason as to why this sequence isn't set to remove around 70% health as this combo is insanely difficult to perform in a match. The most incredible sequence should be rewarded. Sad that the damage is the same as the corner juggle which is easier to do in comparison to this one.
@@tryntrox Yup. Exactly. And the thing is, the CPU arranges combo sequences to do certain damages amounts isn't hard because Combo Trials proved that capcom can arrange the CPU to register combo sequences to flag and assign the final CA execution to deliver the most damage as player's reward for their hard work. So, looking at your awesome combo. If you ended with a Double Dragonpunch Level 3 max CA in that combo string you did it should inflict some massive damage, but if you ended with the two CAs like you've demonstrated, the final Shinku Hadouken should be the one the CPU assign to push the damage meter to over 70%. That's how you truly reward the player's hard work. You worked for it so you should earn it for it's insanely unfair that Zangief single max CA level 3 can do the near same damage as Ryu corner double tatsu, too unfair. Capcom MUST correct this.
When you do a parry into a drive rush in the middle of a combo juggle, it costs 1 bar. It’s only when you perform a drive cancel on a normal move that you spend 3 bars.
I practiced this for 2 hours and I still can't get the level one ender to hit. How are you hitting with a level 1 after a non-fireball buff level 2. You spend the buffed fireball after the back heavy kick so I'm confused.