SF6 - Ryu Reminders 2 - More Practical Tech.
Part 2 of things I'll forget while waiting for the game.
00:00 Spaced HK Donkey Kick. (You can do it a LOT closer than that and it's still safe, like cancelled from LK distance, good frame trap/PC. I'm just showing off the max distance).
00:14 Denjin Charge Crumple.
00:27 Punish Counter trade against fireballs.
00:32 Anti-Low.
00:37 HK Anti-air into Lv1.
00:43 EX Fireball into Drive Rush.
00:49 EX Fireball Follow-up.
01:03 EX Fireball into linked Lv2 Super.
01:09 Denjin Charged EX Fireball into Lv1. (Shown at max distance).
01:15 Counter Hit HK into Lv1 Super.
01:20 Point blank EX Fireball Frame Trap into Lv1 Super.
01:26 Punish Fireballs with Lv1 Super. (DOES NOT WORK AS OF BETA#2)
01:33 EX Fireball clash follow-ups.
01:45 Better Meaties. Yes, although difficult to do (2f window), your meaties can be perfect parried. It's shouldn't deter you from trying them. You can always replace the meaty with a grab if you suspect a PP attempt. Also, if they normal parry, you get a free PC grab.
02:43 Dizzy Combo.
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Footage from:
SF6 Closed Beta Test V0.2000
(Frame Data is subject to change in later versions)
Music track from Goemon's Great Adventure - Underground Paradise.
#streetfighter6 #capcom #sf6 #ryu #fgc
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