Street Fighter 6/Juri/Combos: Difference between revisions

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{{Character Subnav SF6 | chara=Juri }}
{{Character Subnav SF6 | chara=Juri }}


==Combo Notation Guide==
== Combo Notation Guide ==
{|class="wikitable sortable"
Click "Expand" for information about combo notation in SF6:
! Notation !! Meaning
 
|-
{{ComboKey-SF6}}
| '''>''' || Cancel the previous move to the following move.
 
|-
| ''',''' || Link the previous move to the following move.
|-
| '''~''' || Cancel the previous special to the following special.
|-
| '''(X)''' || A move in brackets must whiff (not hit).<br />If an attack is accompanied by a number in brackets, only allow that many hits to connect.
|-
| '''jX''' || Jumping action.
|-
| '''dl.X''' || Briefly delay the action.
|-
| '''AA''' || Anti-air. Hit the opponent while they're mid-air.
|-
| '''[X]''' || Hold input briefly.
|-
| '''P & K''' || P and K each denote "Any Punch (LP, MP, or HP)" and "Any Kick (LK, MK, or HK)" respectively.
|-
| '''X/Y''' || Do either X move or Y move in a combo.
|-
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".
|-
|}


== Links and Starters ==
== Links and Starters ==

Revision as of 04:00, 16 April 2023


Combo Notation Guide

Click "Expand" for information about combo notation in SF6:

SF6 Combo Notation Guide
Notation Meaning
> Cancel the previous move to the following move.
e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K)
~ Chain/Cancel the previous move into a followup.
e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP)
, Link the previous move to the following move.
e.g. 5MP, 2MP (requires manual timing)
An example with Ken that uses all three "connecting" symbols:
2LP, 5MP~HP > 623P > 236236P
2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super
j.X Jumping action; for Neutral Jump, use 8j.X
e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)
P or K Any Punch or Any Kick (when button strength does not matter)
PP or KK represents any two punches/kicks.
X/Y Do either X move or Y move.
e.g. end a combo with 214K/623P
[X] Hold the button input
e.g. Luke 214[LP] = charged LP Flash Knuckle
dl.X Briefly delay the action
e.g. Ken 236HK~dl.6LK (Jinrai Loop starter)
AA Anti-air; hit the opponent while they're mid-air.
May cause a different juggle state compared to a grounded opponent.
Y xN
{Y} xN
Repeat 'Y' input 'N' number of times.
A sequence of multiple inputs will be bundled into "{}".
e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3
Y > DR Button Y cancelled into Drive Rush (3-bar version)
e.g. 5HP > DR
DR~Y Drive Rush into Button Y (cancel the dash frames early into a followup attack)
This can be done from the 1-bar or 3-bar versions of Drive Rush
e.g. 236HP Launch, DR~5LP
An example for Ryu using both Drive Rush notations:
2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation)


Links and Starters

Damage-Optimal Link
Easy


5MP, 2MP

Juri's main hit-confirm from her pressure tool.

3-hit Light Confirm
Very Easy


2LK > 2LP > 2LP

Good low meaty string and hit-confirm as all 3 hits connect on hit and block.

2-hit Spaced Light Confirm
Easy


5LP, 5LK

Useful confirm from 5LP in neutral as it works from most ranges.

Poke Conversions
Hard


2MP > Special
5HP > Special

These pokes can be single-hit confirmed into a special move.
5HP does not combo into 214HK or 236MK on normal hit if delayed too long, though this doesn't apply to a CH.

5MK Into Super


PC 5MK, 236236K

If either hits of 5MK connect as a punish counter, it can easily be confirmed and linked into Level 1 Super at just about any range. Also useful when done as a Drive Rush in neutral.


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