Street Fighter 6/Kimberly/Combos: Difference between revisions

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=== Normal Hit ===
=== Normal Hit ===
{{TheoryBox
{{TheoryBox
| Title      = Light Confirm
| Title      = Light Confirms
| Oneliner  =  
| Oneliner  =  
| Difficulty = {{clr|1|Very Easy}}
| Difficulty = {{clr|1|Very Easy}}
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| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    =  
| Recipe    = 2LK, 2LP, 5LP   -- Low Starter (into 214K, 236LP, Super, or Target Combo) <br> 2LP, 5LP, 5LP   -- 4f Starter (into 214K, 236LP, Super, or Target Combo) <br> 2LP, 2LP, 5LP, 5LK   -- 4-hit String (into 236LP or Super)
| Recipe    = 2LK, 2LP, 5LP -- Low Starter<br> 2LP, 5LP, 5LP -- 4f Starter<br> 2LP, 2LP, 5LP, 5LK -- 4-hit String; 214K whiffs if cancelled
| content    = Basic hitconfirm string; all chained normals (2LP, 2LK, and 5LP) have a small gap that will beat the opponent's normals, but loses to invincible reversals. If not point blank, it's safer to limit yourself to 2 Light normals.
| content    = Basic hitconfirm string; all chained normals (2LP, 2LK, and 5LP) have a small gap that will frame trap the opponent's normals, but will lose to invincible reversals. If not point blank, it's safer to limit yourself to 2 light normals. Cancelled lights can only combo into a few attacks: 214K, 236LP, Lv.1/3 Super, or Bushin Prism Strikes target combo.
}}
}}
{{TheoryBox
| Title      = Medium/Heavy Confirms
| Oneliner  =
| Difficulty = {{clr|2|Easy}}
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = 2MP, 5MP  -- Most consistent hitconfirm route, but no frame trap on block <br>5HK, 5MP  -- Slow but powerful link starter that's also {{sf6-adv|P|+2 oB}}<br>2MK, 5LK  -- Low starter that's also {{sf6-adv|P|+1 oB}}<br>5HP > Special  -- Can hitconfirm on its own with good reactions
| content    = These routes open up higher damage opportunities compared to Light chains, as they combo into more special moves. The gaps on block are generally less airtight, however.
}}
{{TheoryBox
| Title      = Command Normal Confirms
| Oneliner  =
| Difficulty = {{clr|3|Medium}}
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = j.2MP, 2LP/5LP  -- Consistent Elbow Drop link even on standing opponent<br>4HK, 2LP  -- The 2LP barely reaches after Overhead (may whiff if not started point blank)<br>3MK, 2LP/5LP  -- At absolute max range, can link even after normal hit
| content    = A bit more situational than the standard hitconfirm routes, but important to be aware of. The ability to link out of Overhead without Drive Rush is especially important to Kimberly's mixup game, even if the damage potential is mediocre.
}}
{| class="wikitable"
|+ style="text-align: center;" | Example Combos
|-
! Combo !! Damage !! Meter !! Notes
|-
| 2LP, 5LP, 5LP~MP~HP~HK || 1505 || - || 4f starter into KD +26
|-
| 5LP, 5LP, 5LP~MP~HP, 214MK || 1785 || - || Corner Juggle
|-
| 2LK, 2LP, 5LP > 214HK || 1458 || - || -
|-
| 2LK, 2LP > 236LP > Lv.3 Super || 3449 || 3 Su || -
|-
| 2MK, 5LK > 214HK || 1746 || - || -
|-
| 2MP, 5MP~HP > 214HK || 2097 || - || -
|-
| 2MP, 5MP~HP > 236K~MK, 214MK || 2430 || - || Corner Juggle
|-
| 5HK, 5MP~HP > Close 236KK~K (Wallsplat), 6HK~j.214K || 2781 || 2 Dr || Must be close enough to corner for OD Arc Step to Wallsplat
|-
| 5HK, 5MP~HP > Lv.1 Super || 2538(2678) || 1 Su || -
|-
| 4HK, 2LP > 236LP > Lv.3 Super || 3503 || 3 Su || -
|-
| 3MK, 5LP~MP~HP~HK || 1521 || - || Very precise spacing
|}





Revision as of 06:07, 17 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

Normal Hit

Light Confirms
Very Easy


2LK, 2LP, 5LP -- Low Starter
2LP, 5LP, 5LP -- 4f Starter
2LP, 2LP, 5LP, 5LK -- 4-hit String; 214K whiffs if cancelled

Basic hitconfirm string; all chained normals (2LP, 2LK, and 5LP) have a small gap that will frame trap the opponent's normals, but will lose to invincible reversals. If not point blank, it's safer to limit yourself to 2 light normals. Cancelled lights can only combo into a few attacks: 214K, 236LP, Lv.1/3 Super, or Bushin Prism Strikes target combo.

Medium/Heavy Confirms
Easy


2MP, 5MP -- Most consistent hitconfirm route, but no frame trap on block
5HK, 5MP -- Slow but powerful link starter that's also +2 oB
2MK, 5LK -- Low starter that's also +1 oB
5HP > Special -- Can hitconfirm on its own with good reactions

These routes open up higher damage opportunities compared to Light chains, as they combo into more special moves. The gaps on block are generally less airtight, however.

Command Normal Confirms
Medium


j.2MP, 2LP/5LP -- Consistent Elbow Drop link even on standing opponent
4HK, 2LP -- The 2LP barely reaches after Overhead (may whiff if not started point blank)
3MK, 2LP/5LP -- At absolute max range, can link even after normal hit

A bit more situational than the standard hitconfirm routes, but important to be aware of. The ability to link out of Overhead without Drive Rush is especially important to Kimberly's mixup game, even if the damage potential is mediocre.

Example Combos
Combo Damage Meter Notes
2LP, 5LP, 5LP~MP~HP~HK 1505 - 4f starter into KD +26
5LP, 5LP, 5LP~MP~HP, 214MK 1785 - Corner Juggle
2LK, 2LP, 5LP > 214HK 1458 - -
2LK, 2LP > 236LP > Lv.3 Super 3449 3 Su -
2MK, 5LK > 214HK 1746 - -
2MP, 5MP~HP > 214HK 2097 - -
2MP, 5MP~HP > 236K~MK, 214MK 2430 - Corner Juggle
5HK, 5MP~HP > Close 236KK~K (Wallsplat), 6HK~j.214K 2781 2 Dr Must be close enough to corner for OD Arc Step to Wallsplat
5HK, 5MP~HP > Lv.1 Super 2538(2678) 1 Su -
4HK, 2LP > 236LP > Lv.3 Super 3503 3 Su -
3MK, 5LP~MP~HP~HK 1521 - Very precise spacing



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