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Blade

I suck at 6K combos.

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So what is the trick to 6K anyway? By itself it's slow coming out, but can cancel well with stuff on counterhit? I know it's used for frame traps, but in what instances? I know a few things that gatling into it, but what gatlings from it? 2P, 5P, and maybe 2K but I can't seem to get the links down but what works after that? Usually the gap is too wide for me to finish a decent gatling at that range. Any advice would be appreciated.

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For frame traps: Blockstring ending with 6K -> 6P This works really, really well. Nets you a LOT of counter-hits on people who can't stand taking a bit of pressure, and leads into combos/more blockstringing. Blockstring ending with 6K -> 2HS Catches jumpers. Blockstring ending with 6K -> 2K -> 6K xN Silly blockstring that will crank gauge pretty well. People sit in it for some reason. Can also lead into playing footsies with them or going into different pressure strings. Blockstring ending with 6K -> Nothing Catches people who try to DP or Overdrive through the frame trap. COMBOOOOOSSSSS: 5K 5HS 6K HS Stun Edge FRC 66 c.S 5HS HS Stun Edge FRC Stun Dipper Very strong combo, however the timing of SE FRC 66 c.S is VERY tight, you could do 2P 5HS instead of c.S 5HS if it works more easily. Ends in knockdown too for pressure reset! 5K 5HS 6K HS Stun Edge FRC 2D Easy, much weaker version of above combo. It's still worth doing if you can't do the hard one, and ends in knockdown. 5K 5S 5HS 6K link 2K/2P 2D Basic link combo that ends in knockdown. Forgettable damage, resets pressure. CH 6K 66 5HS 2D CSE FB (6P) 5S 2HS VT loop combo 6H 6K 66 6P 5HS 6K HS Stun Edge FRC 66 c.S/2P 5HS Stun Edge FRC Stun Dipper

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semantics but somewhat important, gatling implies that you can cancel certain normals' animations into another one; link means that the animation finishes completely but the hitstun is long enough that another move can still combo. provided that you're close enough after the 6k, any move with a short enough startup can combo. according to the framedata 6k has 11 frames recovery, and as a level 4 attack would net 17 frames of hitstun on standing and 18 frames on crouching. assuming your timing is perfect, that means that 2p(4f), 5p, 5k, and 2k (5f) startups can link, and against crouching you might also get 5c.s and 2d with 7f to connect (not 100% sure... kinda forgot). a ch gets +8f stun, anything short of 6k/6h/d works in that case. the usefulness of 6k links is kinda iffy in the first place, the old 6k>5s> chain was the reason to learn it, and with the +2f recovery 6k gained in ac, on paper it seems to only work vs crouching with 0f-margin of error execution. i'm guessing that you mainly get 6k to connect as a frametrap in a blockstring, but odds are that it's rarely deep enough for anything big. 6k>2k>x for knockdown is probably as good as it gets, a cancelled special could work too. 6k is probably used most often after a blocked 6h, it can also safely follow up 5h unless ibed. it normally has +4 frame advantage on block, so you have time to do any of the stuff missedfrc posted and more. i might add that 6k>5c.s> still works fairly well as a blockstring until you get pushed out of range, and 6h>6k>6p> usually forces fd, both also upping guard quite a bit unless shielded. then again, i haven't touch ac since bb came out, so i could be remembering completely wrong...

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