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SFVI - Chun-Li notes

Aug 13th, 2023 (edited)
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  1. (This is meant to be read in a text-editor best on a PC-screen and without linebreaks as nothing is formatted, so download it or tap the raw option. Last update: 17.08.2023)
  2. (These are my personal notes, some done by labbing myself and others by collecting information from youtube/twitter/discord. No guarantee for correctness.)
  3.  
  4. Search for #number to quickly find a section:
  5. 0 Notation
  6. 1 Combos
  7. 1-1 Midscreen
  8. 1-2 Corner
  9. 1-3 Other
  10. 2 Blockstrings
  11. 3 Setups
  12. 4 Other personal notes
  13. 5 Other people's notes
  14.  
  15.  
  16. ====================================================================================================================================================================================
  17.  
  18.  
  19.  
  20. #0 Notation:
  21.  
  22.  
  23. > | combo, link, cancel or blockstrings
  24. X(xY) | repeat X for Y times
  25. [X] | hold
  26. p | punch
  27. k | kick
  28. X-L|M|H | use light, medium or heavy attack-strength
  29. X-OD | use OD-version
  30. TC | Target-combo
  31. st.X | standing
  32. cr.X | crouching
  33. j.X | jumping
  34. b+X | back
  35. f+X | forward
  36. d+X | downwards
  37. th | throw
  38. fth | forward-throw
  39. bth | backward-throw
  40. DR | Drive Rush
  41. DI | Drive Impact
  42. LY | super level Y
  43.  
  44. SBK | Spinning-Bird-Kick (charge-down > up + kick)
  45. TK | Tensho-Kicks aka her DP aka Upkicks (down > down + kick)
  46. LK | Lightning-Kicks aka Legs (quarter-circle-forward + kick; also air-borne)
  47. IAL | Instant-Air-Legs, aka doing LK from ground asap (TigerKnee-input, quarter-circle-forward -up/forward ~> j.L|M|K)
  48. KK | Kikonen aka her projectile (charge-back > forward + kick)
  49. SS | Serenity-Stream aka Stance (quarter-circle-back + any punch)
  50. HS | Hazanshu aka her anti-projectile flip (quarter-circle-back + kick)
  51.  
  52. Saa | See as above
  53. Sab | See as below
  54.  
  55.  
  56. #==================================================================================================================================================================================#
  57.  
  58.  
  59.  
  60. #1 Combos:
  61. (all tested with Luke on Training-stage)
  62.  
  63.  
  64. #1-1 Midscreen Combos:
  65.  
  66.  
  67. st.Lp > st.Mp > cr.Mp > SBK-M [2160 dmg] {GOTO}
  68. > SBK-OD > TK-H [2600 dmg]
  69. > L1 [2900 dmg]
  70. > LK-M > L3 [4285 dmg]
  71. > L2 > jc <co> j.d+Mk-d+Mk > j.LK-H [3280 dmg]
  72. > LK-M [1948 dmg]
  73. > st.Lp(x2) > LK-L [1370 dmg; great for neutral mashing]
  74. > cr.Lk > cr.Lp > SBK-L [1419 dmg; important when using cr.Lk as check] {GOTO}
  75. cr.Lk > cr.Lp > SBK-L [1269 dmg; less damage and needs charge but gives better oki than TK]
  76. > st.Lp > SBK-L [1409 dmg; optimized dmg]
  77. > L1 [1900 dmg]
  78. > DR > st.Lp > b+Hp > ...
  79. > st.Lp > TK-H [1430 dmg]
  80. > st.Lp > LK-OD-OD [1690 dmg]
  81. > DR > b+Hp > SS-Hk > jc > j.d+Mk > jc > j.Mp > j.LK-H [1951 dmg]
  82. > st.Lk > LK-OD-OD [1338 dmg; doesn't knock down]
  83. > LK-OD > L2 > jc > j.Mp > lc > j.d+Mk-d+Mk > j.LK-H [2700 dmg]
  84. st.Lk > LK-M [1108 dmg; buffer for neutral] {GOTO}
  85.  
  86. st.Mp > cr.Mp > SBK-M [2160 dmg; standard close medium-combo] {GOTO}
  87. > SBK-OD > L2 > jc > j.Mp <co> TK-OD [3610 dmg]
  88. cr.Mp > cr.Lp > SBK-L [1699 dmg]
  89. > LK-OD > L2 > jc > j.Mp > lc > j.d+Mk-d+Mk-d+Mk <co> j.L1 [3710 dmg]
  90. b|f+Mp > DR > b+Hp > ...
  91.  
  92. st.Mk > SS-Hk > jc > j.d+Mk-d+Mk > j.LK-H [2310 dmg]
  93. > j.Hp-TC > L1 [2970 dmg]
  94. > SS-Lk > SBK-M [1960 dmg]
  95. > SBK-OD > TK-H [2480 dmg]
  96. > LK-OD-OD [1630 dmg; footsies knd]
  97. cr.Mk > DR > st.Lp|Mp > b+Hp > ... [important neutral buffer]
  98.  
  99. b+Hp > st.Lp > LK-L [1740 dmg] {GOTO}
  100. > SS-Lk > LK-M [1820 dmg; standard combo into knd] {GOTO}
  101. > LK-H > L1 [3160 dmg]
  102. > SS-Hk(Cr) > jc > j.d+Mk-d+Mk > j.LK-H [2610 dmg]
  103. > j.d+Mk > j.Mp > TK-H [2790 dmg]
  104. > j.d+Mk-~d+Mk > j.Hp-TC <co> L1|L3 [? dmg; delay the second stomp so it hits when she is falling]
  105. cr.Hp > SS-Hk > jc > j.d+Mk-d+Mk > j.LK-H [2710 dmg] {GOTO}
  106. > DR > st.Hk > SS-Hk > ...
  107. > SBK-H
  108. st.Hk > st.Lp > SBK-L [1999 dmg]
  109. > SS-Mk > SBK-M [2660 dmg; good as a DP-punish or after a perfect-parry]
  110. > SBK-OD > L2 > jc <co> j.Hp-TC > L1 [4500 dmg]
  111. > KK-OD > st.Lk > LK-M [3090 dmg]
  112. > DR > b+Hp > ...
  113. d/f+Hk > st.Mp > cr.Mp > SBK-M [2720 dmg]
  114. > st.Mk > SS-Hk > jc > j.d+Mk-d+Mk > j.LK-H [2800 dmg]
  115.  
  116. CH st|cr.Lp > cr.Mk > TK-M [1770 dmg; frametrap check that also works on range; charge into d/b so you can go into Kikoken if they block]
  117. CH LK-OD > st.Lk|cr.Lp > TK-L [2059 dmg; you need to use the pre-charge trick before the st.Lk, therefore go d/b > b+st.Lk and then let it run]
  118. > st.Mp > cr.Mp > TK-M [2688 dmg]
  119. CH b+Hp > cr.Mk > SBK-M
  120.  
  121.  
  122. M|H > DR > st.Mp > b+Hp > SS-Lk > SBK-M [2139 dmg]
  123. > SS-Lk|Mk > DR > st.Mp > b+Hp > SS-Lk > SBK-M [2939 dmg]
  124.  
  125. SS-Hp > SBK-H [2300 dmg]
  126. > KK-OD > st.Lk > LK-M [2568 dmg]
  127. > DR > st.Mp > b+Hp > SS-Lk > SBK-M [2861 dmg]
  128. HS-H > cr.Mp > SBK-M [2520 dmg]
  129. HS-OD > TK-H [2160 dmg]
  130.  
  131. PC IAL-L > st.Lp > st.Mp > cr.Mp > SBK-M [2640 dmg; anti-throw call-out]
  132. PC LK-OD > cr.Mk > TK-M [2420 dmg]
  133. HS-H > cr.Mp > TK-Mk [2760 dmg]
  134. HS-OD > jc > j.d+Mk-Mk > j.LK-L|M [?|2250 dmg; L-legs for better oki]
  135. > j.L1
  136. PC HS-L > cr.Lp > SBK-L [2139 dmg]
  137. PC HS-H > b+Hp > TK-H [3060 dmg]
  138. > LK-H [2780 dmg; better oki for less dmg]
  139.  
  140.  
  141. Jump-ins:
  142. j.Hk > st.Mp > cr.Mp > SBK-M [2720 dmg]
  143. > SBK-OD > TK-H [3160 dmg]
  144. > DR > st.Lp > LK-H <co> TK-H [3421 dmg; should hit from opponent starting-position]
  145. > LK-OD > L2 > jc > j.Mp <co> lc > j.d+Mk > jc > j.Mp > j.LK-H [3870 dmg; works from opponent starting-position]
  146. > LK-H > L1
  147. > SBK-OD > TK-H [3160 dmg]
  148. > b+Hp > SS-Hk > jc > j.d+Mk > jc > j.Mp > j.LK-H [3100 dmg]
  149. > LK-H > L1 [3590 dmg]
  150. > HS-L > L3 [5100 dmg]
  151.  
  152.  
  153. Anti-airs:
  154. PC Hk > SS-Mk > TK-H [2360 dmg]
  155. > DR > b+Hp > SS-Mk > DR > b+Hp > SS-Mk > L3 [cash-out]
  156.  
  157.  
  158. Air-to-airs:
  159. j.Mp > j.L1 [2520dmg]
  160. j.Hp-TC [1460 dmg]
  161. DR st.Hk > SS-Mk > TK-H [2820 dmg]
  162. (KK-Lp) > DR st.Hk > KK > SS-Mk > TK-H
  163.  
  164.  
  165. Punishes:
  166.  
  167. PC st.Lp > b+Hp > SS-Hk > jc > j.d+Mk-d+Mk > j.LK-H [2580 dmg]
  168. PC cr.Lp > c.Mk > SBK-M [1770 dmg]
  169. PC st.Lk > DR > st.Mp > cr.Mp > SBK-M
  170. PC st|cr.Mp > b+Hp > SS-Lk > SBK-M [2760 dmg]
  171. PC cr.Mp > cr.Mk > SBK-M [2180 dmg; for further ranges]
  172. PC b|f+|cr.Mp > LK-H [use for whiff-punishes]
  173. PC cr.Mk > LK-H > L1 [use for whiff-punishes]
  174. > SS-Lk > SBK-M
  175. > SBK-OD > TK-H
  176. PC st.Hp > cr.Mp > SBK-M [2520 dmg; use for whiff-punishes]
  177. > SS-Mk > SBK-M [2720 dmg; Saa]
  178. PC st.Hk > cr.Mk > SBK-M [2540 dmg]
  179. > SS-Hk > jc > j.d+Mk > jc > j.Mp > j.LK-H [2890 dmg]
  180. PC f+Hk > b+Hp > SBK-H [2880 dmg; testme this must be wrong]
  181. > SS-Mk > TK-H [3240 dmg]
  182. > LK-H > L1 [3750 dmg]
  183. > SS-Mk > TK-H [2880 dmg]
  184. > LK-OD > L1 > jc > j.Mp(1) > j.LK-H [4024 dmg]
  185. PC b+Hp > HS-OD > TK-H [3000 dmg]
  186. PC st.Hp > SS-Mk > SBK-Mk
  187. > TK-H
  188. DR > PC b+Hp > HS-H > cr.Mp > SBK-M [use DR when ranged out like for DP-punishes]
  189. > SBK-OD > DR > st.Lp > LK-H > TK-H
  190. > LK-OD > L2 > jc ~> j.Mp > lc > j.d+Mk-~d+Mk > j.LK-M
  191. > DR > cr.Hp > SS-Hk > jc > j.d+Mk-~d+Mk > j.Hp-TC > L1|L3 [cash-out combo with either L1 or even L3; don't delay the stomps that much though]
  192.  
  193.  
  194. PC j.LK-L > st.Lp > st.Mp > cr.Mp > SBK-M [2640 dmg]
  195. PC j.Hp|Hk > st.Hk > SS-Mk > SBK-M [3340 dmg; good for throw-punishes]
  196. > KK-OD > st.Lk > SBK-L [3739 dmg]
  197. > DR > b+Hp > SS-Mk > SBK-Mk [3884 dmg]
  198. > st.Mp > cr.Mp > LK-H [3682 dmg; better oki]
  199. > st.Hk|cr.Hp > SS-Hk <co> jc > j.d+Mk-~d+Mk > j.Hp-TC <r> lc > j.Hk [3260 dmg; for the j.Hk safejump]
  200.  
  201. PC DI st.Hk > SS-Mk > SBK-M [2960 dmg] {GOTO}
  202. > cr.Hp > SS-Mk > DR > b+Hp > SS-Mk > L3
  203. all from PC j.Hp|Hk
  204.  
  205.  
  206. Drive-Rush:
  207.  
  208. DR > st.Lp|Mp > b+Hp > LK-H [easiest DR-combo from pokes] {GOTO}
  209. > SS-Lk > SBK-M [standard DR-combo into knd]
  210. > SS-Hk > jc > j.d+Mk-~d+Mk > j.LK-M
  211. > j.Hp-TC > L3
  212. > j.d+Mk~~d+Mk > j.LK-M|H
  213. > j.Mp > j.L1
  214. DR > b+Hp > SS-MK > SBK-M [gives slightly better serenity conversion]
  215. > same from PC j.Hp|Hk > st.Hk
  216.  
  217. DR > d/st.Hp > st.Lp > st.Lk > LK-M [1968] testme whats this
  218. > st.Mp > cr.Mp > SBK-M [2720 dmg]
  219. > SBK-OD > TK-H [3160 dmg]
  220.  
  221. #=======================================================================================#
  222.  
  223.  
  224. #1-2 Corner combos:
  225.  
  226.  
  227. cr.Lk > cr.Lp > st.Lp > KK-OD > cr.Mk > SBK-M [2170 dmg]
  228. st.Mp > cr.Mp > LK-OD > L2 > jc ~> j.Mp > LK-H > TK-Hk [3650 dmg]
  229. > SBK-OD > jc > j.d+Mk-d+Mk > j.LK-H [2780 dmg]
  230. st.Hk > SS-Mk > KK-OD > st.Mp > cr.Mp > SBK-M [3720 dmg]
  231. > SBK-OD > TK-H
  232. > DR > st.Mp > b+Hp > SS-Mk > DR > ... [cash-out]
  233. b+Hp > LK-H > TK-H
  234.  
  235. HS-OD > LK-L > TK-M [2540 dmg]
  236. SBK-OD > LK-L > TK-H [3120 dmg]
  237. > L1 [3420 dmg]
  238.  
  239.  
  240. Corner Jump-ins:
  241. j.Hp > st.Hk > SS-Mk > KK-OD > st.Mp > cr.Mp > DR > cr.Hp > SS-Mk > KK-OD > st.Mp > cr.Mp > L2 > jc ~> j.[d+]Mp(1) > TK-H > L1 [cash-out for all resources]
  242. j.Hk > b+Hp > LK-H > TK-H [3240 dmg]
  243. > st.Mp > cr.Mp > SBK-OD > LK-L > TK-H [3520 dmg]
  244.  
  245. Corner Anti-airs:
  246.  
  247.  
  248. Corner Air-to-airs:
  249.  
  250.  
  251. Corner Punishes:
  252.  
  253. PC st.Hk > b+Hp > LK-H > SBK-H [3400 dmg]
  254. > SS-Mk > KK-OD > st.Mp > cr.Mp > SBK-M [3900 dmg]
  255. > SBK-OD > LK-L > TK-H [4380 dmg]
  256.  
  257. DR > PC b+Hp > HS-H > cr.Mp > DR > b+|cr.Hp > SS-Mk > KK-OD > st.Mp > cr.Mp > SBK-M [? dmg]
  258. > SBK-OD > LK-M > L3 [6650 dmg; cash-out combo]
  259.  
  260.  
  261. Corner Drive-Impact:
  262.  
  263. DI-Crush > b+Hp > LK-H > SBK-H [2208 dmg]
  264. > TK-H [2860 dmg]
  265. > f+Hk > SS-Hk > jc > j.Hp-TC > L1 [3160 dmg]
  266.  
  267. DI-Stun > jc > j.Hp|Hk > b+Hp > LK-H > SBK-H [3200 dmg]
  268. > st.H > SS-Mk > KK-OD > st.Mp > cr.Mp > SBK-M [3610 dmg]
  269. > DR > cr.Hp > SS-Hk > jc > j.d+Mk-~d+Mk > j.Hp-TC [3706 dmg; cash-out; gives the safejump]
  270.  
  271.  
  272. Corner Drive-Rush:
  273.  
  274. DR > st.Mp > b+Hp > LK-H > TK-H [2865 dmg]
  275. > SS-Lk > KK-OD > st.Mp > LK-M > L3 [5043 dmg]
  276.  
  277.  
  278. ##================================================================================================================================================================================##
  279.  
  280.  
  281.  
  282. #2 Blockstrings:
  283.  
  284.  
  285. > indicates Frametraps (blockstrings with natural frametraps; all usual ones catch them jumping; all measured from close-up, being away changes things drastically)
  286. >> indicates a tight blockstring, so to get a frametrap you have to manually delay the button
  287. /> indicates no gatling|chain|link but just resetting pressure or applying a spacing-trap
  288. <h> option to use in case attack before it hits.
  289.  
  290. st.Mp > st.Lp <ch> f+Mp: Frametrap that let's you combo into a f+Mp on a CH
  291. > ~Walk > th: Once they respect the frametrap
  292.  
  293.  
  294. st.Hp > SS-L-X: Gives you pressure from a ridiculous poke, but they can mash in-between it. Also on a PC you can then link into SS-Mk > SBK-Mk.
  295. /> b+Mp: In which case you can CH-punish their poke with a spacing-trap.
  296.  
  297.  
  298. ###==============================================================================================================================================================================###
  299.  
  300.  
  301.  
  302. #3 Setups:
  303.  
  304. SBK-L|M <r> Dash > ~Walk > st.Mp
  305. > DR > cr.Lk <h> st.Mp
  306. <r> DR > d/st.Hp: Gives you a meaty overhead that's +5 oB.
  307. <h> b+Hp > SS-Mk > SBK-M: And repeat if it hits.
  308. > SBK-OD > LK-L <r> jc > j.Hk: Gives you a safejump.
  309. <h> cr.Hp > DR > st.Hk > SS-Mk <co> KK-OD > st.Mp > cr.Mp > LK-M > L2
  310. > cr.Lk: Low option is +2 oB.
  311. <h> st.Lp(x2) > DR > ...
  312. > KK-L: If you don't want to chase or don't have much bar.
  313. LK-OD-OD <r> DR > st.Mp|th|cr.Lk|d/st.Hp: Only against neutral-tech.
  314. <r> Dash > th
  315.  
  316. SS-Hk|L2 > jc > j.d+Mk-~d+Mk > j.LK-M <r> Dash > st.Mp: Gives you good oki at +5f after the dash. Works because you whiff the last few hits.
  317. > j.d+Mk-~~d+Mk > j.Lk-H > Dash > ~Walk > st.Mp
  318. > j.Hp-TC <r> Dash(x2) > j.d+Mk > j.d+Mk|Hk: Sets you up for a left-right cross-up.
  319. <r,co> lc > j.Hp|Hk: Gives safejump. Do first Mk right after, and delay second so it hits when you are falling down about half-way.
  320. Doesn't work against back-tech in neutral, but if you carry them to corner it works.
  321. Also an anti-DI. Midscreen you can still delay the kicks less and end in L1 or L3.
  322. L2 > jc > j.Lk: least dmg but best oki
  323. > j.Mp(1) > j.LK-H: less damage but better oki
  324. ~> j.Mp(1) > LK-H <r> ~Walk > jc > j.Mk: delay the second stomp so it hits when she is falling; gives a safejump if you Walk a step before jumping]
  325. > lc > j.d+Mk-~d+Mk > j.LK-M: most dmg
  326. > j.Hp-TC > lc > j.Hk: Safejump.
  327. <co> L1
  328. > SS-Mk > TK-H: better dmg but no oki
  329. ~~> j.Mp > LK-H <r> ~Walk > jc > j.Mk: Gives you a safejump, but not against back-tech seemingly.
  330. ~|~~> j.Mk <r> Dash: Depending how long you delay the kick, you land on either side.
  331. ~> j.d+Mk-~d+Mk > ...: Saa.
  332.  
  333. Anti-air:
  334. st.Mk <r> SS: Cancel an anti-air into stance to mix them up with low/overhead.
  335. <r> KK > DR > st.Mp: Makes the fireball hit them kinda meaty, so you can get in to pressure them.
  336. <r> DR > st.Mp: Gives you a left/right mixup.
  337.  
  338.  
  339. Corner:
  340.  
  341. th > Walk > st.Mp <CH> cr.Mk > SBK-M: Seemingly you can still counterhit people who are mashing.
  342.  
  343. SBK-OD > jc > j.d+Mk-~d+Mk > j.Hp-TC <r> jc > j.Hk
  344.  
  345. SS-Hk|L2 > jc > j.d+Mk-~d+Mk > j.Hp-TC|j.Lk-H <r> jc > j.d+Mk <h> st.Hk > st.Mp > cr.Mp > SBK-Mk: Gives you a safejump
  346. L2 > jc ~> j.Hk <r> d/st.Hp <h> cr.Lp > SBK-Lk: Gives you a meaty overhead.
  347.  
  348.  
  349. #=======================================================================================#
  350.  
  351.  
  352. Corner:
  353.  
  354. b+Hp > LK-H > LK-L <r> jc > j.Hk: This should be a safejump
  355.  
  356. SBK <r> (cr.Mp) > b+Hp <h> cr.Mp > SBK-M: Frame-kill setup that's +4 oB and loops into itself.
  357. SBK-OD > TK-H <r> SS: Heavy Tenshou-Kicks should allow you to setup Serenity-Stream stuff.
  358.  
  359. ####============================================================================================================================================================================####
  360.  
  361.  
  362.  
  363. #4 Other personal notes:
  364.  
  365.  
  366. Buttons:
  367. -st.Lp is great, confirms into two other into light legs; also 4f startup; also frametrap into st.Mp and f+Mp; so amazing mash button
  368. -cr.Lp important mash because you convert into SBK-M with two other cr.Lp chains
  369. -cr.Lk your low-check; use as low-option for DR d/st.Hp; combo into cr.Lp SBK afterwards; also use after st.Lp for checks
  370. -st.Lk is a buffer for neutral hits into DR or legs; great range for 5f; also usable as punish-button into DR st.Mp
  371. -st.Mp is close-up oki button that's +1 oB that frametraps into st.Lp and combos into cr.Mp > SBK-M; use it after DR to combo into b+Hp
  372. -f+|b+Mp also great neutral poke and special-cancellable; cancel into fireball to stay safe
  373. -cr.Mp for comboing after st.Mp or after CH cr.Lp
  374. -st.Mk amazing anti-air button
  375. -cr.Mk is the footsies button; cancel into fireball to stay safe; combo into DR b+Hp
  376. -st.Hp is risky but huge poke that gives reward on CH and goes into SS
  377. -b+Hp is close-up button that's very active, used for combos and after DR, also goes into SS-Mk; on CH goes into cr.Mk
  378. -cr.Hp is safe has long cancel-window so it even goes into SBK-H and good to go into stance and out of it; very active; combos into DR st.Hk; also combo from st.Mp DR;
  379. also natural-combo into LK-H
  380. -st.Hk is mad slow anti-air but with huge reward so also good punish-button
  381. -f+Hk as forwarding punish and as a call-out to lows
  382.  
  383. #=======================================================================================#
  384.  
  385. Important Punishes:
  386.  
  387. 4f: st.Lp > st.Mp > cr.Mp > SBK-M
  388. 5f:
  389. 6f:
  390. 7f:
  391. 10f:
  392. 14f+:
  393.  
  394. #=======================================================================================#
  395.  
  396. Combo-tips:
  397. -use the flip as a punish to get a side-switch
  398. -IAL have a minimum height-restriction, so you must hold upwards a bit longer before pressing the kick-button
  399. -end combos in SBK-M if you can get charge, otherwise do LK-M;
  400. you can also do SBK-OD > TK-H for more damage and better oki
  401. -go into L1 from Legs
  402. -go into L2 from OD LK or SBK, you can also do SBK-OD ~> LK-OD > L2 for even more damage
  403. -go into L3 from SBK-OD
  404. -in corner combo legs into upkicks
  405. -SBK-OD ONLY combos from medium or heavy attacks
  406. -You can cancel into SS from all normals, even heavies like st.Hp!
  407.  
  408. #=======================================================================================#
  409.  
  410. Confirms:
  411. -
  412.  
  413. #=======================================================================================#
  414.  
  415. Neutral and stuff:
  416. -Against projectiles if you want to stay back you can cancel your jump quickly with a IAL that can also work as a defensive barrier.
  417. -don't forget that you can always air-throw people
  418.  
  419. #=======================================================================================#
  420.  
  421. Offense and stuff:
  422. -SS makes you not need any charge for SBK and KK
  423.  
  424. #=======================================================================================#
  425.  
  426. Defense and stuff:
  427. -IAL function as a defensive anti-throw, but they don't hit crouchers and you have to use light or medium ones to combo from a CH.
  428. It can also work against shimmy because it hits them later and becomes safe then.
  429.  
  430. #=======================================================================================#
  431.  
  432. NEWvY.YY changes:
  433. -
  434.  
  435. Players and channels to watch:
  436. -
  437.  
  438. Sources:
  439. Mostly compiled from videos found in my SF6 youtube-playlist https://www.youtube.com/playlist?list=PLM0MOMd0XbHEdW69j_lP275JqTdBHyu4i
  440.  
  441. #####==========================================================================================================================================================================#####
  442.  
  443.  
  444.  
  445. #5 Other people's notes:
  446.  
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