Street Fighter 6/JP/Combos: Difference between revisions

From SuperCombo Wiki
m (→‎Bread and Butter Combos: slight typo, 236MP should be 236MK according to attached video)
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| Drive Rush 2MK/6MK > 2MP > 236MP || Not corner || 2260 || Easy || || Basic Drive rush mixup combo
| Drive Rush 2MK/6MK > 2MP > 236MP || Not corner || 2260 || Easy || || Basic Drive rush mixup combo
|-
|-
|Drive Impact(PC) > 236HP > 236MP > 22HP  || Not corner || 2780 || Very easy|| || Basic Drive Impact Punish counter. Can go into level 3 or use 22PP instead to go into level 2
|Drive Impact(PC) > 236HP > 236MK > 22HP  || Not corner || 2780 || Very easy|| || Basic Drive Impact Punish counter. Can go into level 3 or use 22PP instead to go into level 2
|-
|-
|Drive Impact > 6HK > 236MP > 5HP > 236MK  || Corner || 3060(2432) || Easy || || Basic corner drive impact combo which can be modified for okizeme or for higher damage at the cost of resources
|Drive Impact > 6HK > 236MP > 5HP > 236MK  || Corner || 3060(2432) || Easy || || Basic corner drive impact combo which can be modified for okizeme or for higher damage at the cost of resources

Revision as of 01:44, 18 June 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)

Bread and Butter Combos

Bread and Butter Combos
Combo Position Damage Difficulty Video Notes
2LK ~ 2LP ~ 2LP > 236LP Anywhere 1410 Very Easy Simple low confirm into LP Striborg
5HK, 2MP > 236MP Anywhere 2360 Easy Best meterless combo midscreen, but works anywhere. Confirmable after jump-ins or Drive Impact crumples. At maximum range, 2MP into MP Striborg can whiff, use LP Striborg instead. If using MP Striborg in the corner, you can juggle level 1 at the end.
5HK ~ 5HP > 236MP Anywhere 2260 Very Easy If 5HK is used at max range, 2MP will whiff. Target combo is a bit weaker but is more reliable at long-range.
6HK > 236HP, 5HP > 22LP Corner 2900 Easy Staple corner combo using 6HK's launch.
Drive Rush 2MK/6MK > 2MP > 236MP Not corner 2260 Easy Basic Drive rush mixup combo
Drive Impact(PC) > 236HP > 236MK > 22HP Not corner 2780 Very easy Basic Drive Impact Punish counter. Can go into level 3 or use 22PP instead to go into level 2
Drive Impact > 6HK > 236MP > 5HP > 236MK Corner 3060(2432) Easy Basic corner drive impact combo which can be modified for okizeme or for higher damage at the cost of resources
22KK(throw) > 2MP > 214HP > dl 22HP > 236MK > 22HP Back in corner 3430 Medium [[1]] If you land a successful OD parry(22KK) off throw you are able to get a combo that can go into level 3 or level 2 if you use 22PP for the last hit
22KK(throw) > 2MP > 214HP > 214HP(trigger) > walk forward 6HK > 236HP > 236MK > 22HP Back in corner 3500 Hard [[2]] If you land a successful OD parry(22KK) off throw you are able to get a combo that can go into level 3 or level 2 if you use 22PP for the last hit
Drive Rush Combos
Combo Position Damage Difficulty Notes
5HK, 2MP > Drive Rush, 2HP > 236HP, 236MK, 22HP Anywhere 3262 Medium Simple three bars extension from any medium normal. Throws the opponent fullscreen away.
Okizeme focused combos
Combo Position Damage Difficulty Notes
Drive Impact > 6HK > 236MP > 5HP > 236KK > 22P > 214P(oki) Corner 3280(2704) Medium less damage if they blocked the Drive impact. Oki situation that leaves JP +3 if done correctly. Using throw from this gives another combo and oki situation


SF6 Navigation

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