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|{{clr|9|5HK}},{{clr|9|236236P/236236K}} <br><br> {{clr|9|5HK}},{{clr|4|[4]6PP}},{{clr|9|[2]8K}} <br><br> {{clr|9|5HK}},Dash,{{clr|4|63214KK}},{{clr|9|3HP}} <br><br> {{clr|9|5HK}},{{clr|4|Drive Rush}}>{{clr|9|5HP}}>{{clr|10|22PP~P}},etc. || Anywhere || 2-5k || {{clr|8|Medium}} || Anti-Air counter-hit combo routes. Enemy is propelled upward after counterhit, allowing some follow-ups even after a trade. Just a few examples of what's possible. | |{{clr|9|5HK}},{{clr|9|236236P/236236K}} <br><br> {{clr|9|5HK}},{{clr|4|[4]6PP}},{{clr|9|[2]8K}} <br><br> {{clr|9|5HK}},Dash,{{clr|4|63214KK}},{{clr|9|3HP}} <br><br> {{clr|9|5HK}},{{clr|4|Drive Rush}}>{{clr|9|5HP}}>{{clr|10|22PP~P}},etc. || Anywhere || 2-5k || {{clr|8|Medium}} || Anti-Air counter-hit combo routes. Enemy is propelled upward after counterhit, allowing some follow-ups even after a trade. Just a few examples of what's possible. | ||
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|{{clr|8|6MP}},{{clr|7|5LP}}>{{clr|10|214P}} <br> {{clr|8|6MP}},{{clr|9|5HK}},{{clr|7|5LP}}>{{clr|8|[4]6MP}} || Anywhere || 1660-2600 || {{clr|7|Easy}} || Overhead combo from CounterHit and Punish Counter respectively. | |||
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|{{clr|9|6HP}},Dash,{{clr|9|5HP}}>{{clr|10|22PP~P}},{{clr|7|[2]8LK}}/{{clr|9|236236P}} || Anywhere || 3100/3580 || {{clr|9|Hard}} || Punish for blocked reversals. Drive Rush can be used to guarantee the {{clr|9|5HP}} extension, but this will prorate the combo and cost drive meter which you'd rather avoid; Alternatively use Drive Impact for reversal punishes. | |{{clr|9|6HP}},Dash,{{clr|9|5HP}}>{{clr|10|22PP~P}},{{clr|7|[2]8LK}}/{{clr|9|236236P}} || Anywhere || 3100/3580 || {{clr|9|Hard}} || Punish for blocked reversals. Drive Rush can be used to guarantee the {{clr|9|5HP}} extension, but this will prorate the combo and cost drive meter which you'd rather avoid; Alternatively use Drive Impact for reversal punishes. |
Revision as of 22:34, 12 July 2023
Combo Notation Guide
Click "Expand" for information about combo notation in SF6:
SF6 Combo Notation Guide | |
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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) |
Combo Theory
Your primary goal for combo extensions will be linking into either EX Ball ([4]6PP) or Coward Crouch~Wild Lift (22PP~P). In the corner, Rainbow Ball (63214KK) is another great combo extender.
5HP is Blanka's most powerful combo-filler normal; routing into it leaves you numerous options to choose from and often leads to Blanka's strongest combos without a Blanka Doll or SA2. 4MK and 6MK are both good and safe combo starters that are safe and easy to confirm from, with 4MK having the added benefit of being advantageous.
Using Blanka Chan Bomb (22P) immediately after hitting Coward Crouch~Wild Lift is the most common method to safely deploying a Blanka Doll onto the field at the cost of cutting a combo short. At the cost of 1 drive, you can DR>5LK>22P in most air juggles to accomplish the same effect: after [4]6PP, 22PP~P, or 63214KK are some examples. Once deployed, mid-screen, enemies can backroll and remain safe. However if they are in the corner or if Blanka has SA2 active they're forced to block or utilize reversal options to escape pressure. If you are in the corner or have SA2 active, sacrificing damage to set up Blanka Chan is often worth it.
- Blanka's EX Ball connects after any M/H Special Cancellable Button. It is only possible to connect EX Ball after Light attacks with a Punish Counter.
- SA3 can be substituted in any combo that uses SA1 for a much higher damage payout. It can easily be used after an OD Electric in any combo which uses Electric (214P); You can opt in OD Electric instead of M Blanka Ball (Vertical version included) in numerous routes as well.
- As a general rule, if Drive Meter has been used to launch the enemy once in the combo (OD Ball, OD Rainbow Ball, Drive Impact Wall Slump), then OD Electrics will whiff.
Normal Hit Starters
Combo | Position | Damage | Difficulty | Notes |
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2LK~2LP>214P/[4]6MP | Anywhere | 1110/1430 | Easy/Medium | Standard Light BNB route. Electric keeps the opponent close enough to begin pressure if it lands and is safe if blocked. Medium Ball is more damaging and resets to neutral, but extremely unsafe if blocked; Hit confirming required. |
5LK~5LP>214P/[4]6MP | Anywhere | 1210/1530 | Easy/Medium | Alternative Light BNB route. Similar to the first but 1-frame faster and 100 more damage to boot. |
2LK~2LP~2LP>[4]6MP | Anywhere | 1550 | Easy | Must be done point blank or the 2nd 2LP will whiff, but gives extra time to buffer Blanka Ball and slightly more damage. |
2LK~2LP>Drive Rush Cancel>5LK,4MK,2MK>[4]6MK/236236P | Anywhere | 1787/2123 | Medium | 3-Drive combo and optional 1 super to tack on a little extra damage. As with the 2nd combo, starting with 5LK~5LP gives either route an extra 100 damage. |
(Blanka Doll On Field) 5LK>214P,63214LK,63214KK,3HP/236236P 5LK>214PP,63214LK,63214KK,3HP/236236P |
Corner | 3080/3480 3920/4380 |
Medium | The basis for Blanka Doll corner setups/combos. Blanka Doll will connect right before the 1st Rainbow Ball, allowing for the OD followup. You can OD the Electric to keep a blocking opponent locked down longer or add 900 damage to either route. Expensive at 4 drive bars but monstrous damage for a light starter and keeps you in the opponent's face. |
Combo | Position | Damage | Difficulty | Notes |
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4MK,2MK>214P/[4]6MP | Anywhere | 1740/2060 | Easy | Standard BNB route from 4MK. More than enough time to confirm the ball; Utilize Electric to stay close or possible routing to SA2/3. |
4MK,5LP>214P | Anywhere | 1540 | Easy | Moreso a string than a route, as it has 2 frame traps and is safe on block. Utilize this to catch mashing after 4MK in case it's blocked. Be aware of parries, however. |
6MK,5LP>[4]6MP | Anywhere | 1860 | Easy | 6MK route. |
4MK,2MK>[4]6PP,j.MP>j.[4]6HP | Anywhere | 2830 | Hard | 2-Drive Route from 4MK BNB. To land j.[4]6HP, begin holding the charge immediately after [4]6PP and jump in the respective charge direction. You can very slightly delay the cancel after j.MP connects.
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4MK,5MK>Drive Rush Cancel>5HK,5HP>22PP~P,[2]8MK | Corner | 3068 | Medium | Drive Rush Cancel combo example. Blanka can link into a DR5HK from any Medium button that can be special cancelled. Many possible routes, but damage proration make further meter use very costly. |
4MK,5MK>63214KK,3HP/236236P | Corner | 2700/3400 | Medium | Corner exclusive combo from 4MK. Must be done point blank. |
(Blanka Doll On Field) 4MK,2MK>214P,63214LK,63214KK,3HP/236236P 4MK,2MK>214PP,63214LK,63214KK,3HP/236236P |
Corner | 3420/3720 4200/4600 |
Medium | A Blanka Doll confirm similar to the first, with increased damage and extra time to confirm or extend pressure if blocked. |
Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|
5HP>22PP~P,214P/[2]8MK | Anywhere | 2040/2440 | Easy | THE standard Heavy BNB. This sequence is used often in longer combos where 5HP can be confirmed. 22PP~P has numerous potential follow-ups that can be utilized, including Blanka Doll setups, so become comfortable this route. |
5HP>Drive Rush Cancel>5HK,5HP>22PP~P,[2]8MK/3HP/236236P | Anywhere | 3041/3398 | Easy | 2nd example of a standard route which you may utilize from a 5HP. Drive Rush Cancel is somewhat more worth in heavy combos spite of damage proration. |
5HP>[4]6PP,j.MP>j.[4]6HP | Anywhere | 2860 | Hard | Somewhat less utilized but still a strong combo when you can buffer the charge, such as after a DI Punish. |
(Corner Guard Crush) Drive Impact5HP>22PP~P,[2]8HK Drive Impact5HP>22PP~P,63214KK,3HP/236236P |
Corner | 2013 2320/2880 |
Easy | Example of corner routes after guard crush. |
Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|
63214K,5HK,5LP>[4]6MP/236236P | Anywhere | 2880/3440 | Easy | Meterless/SA1 conversion from a Rainbow Ball cross-up. |
63214K,5MK>Drive Rush Cancel>5HK,5HP>22PP~P,[2]8MK | Anywhere | 3468 | Easy | 3-Drive conversion from a Rainbow Ball cross-up. |
j.MK,5HK,5LP>[4]6MP/236236P | Anywhere | 2380/2940 | Easy | Standard cross-up confirm for when hitting the opponent as high/early as possible. |
j.MK,5HP>22PP~P,[2]8MK j.MK,5HP>Drive Rush Cancel>5HK,5HP>22PP~P,[2]8MK |
Anywhere | 2690/3168 | Medium | Cross-up confirm when hitting close to the ground or on crouching opponents, allowing standard HP routing. |
Punish Combos
Combo | Position | Damage | Difficulty | Notes |
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Drive Impact,5HP>22PP~P,[2]8MK/236236P Drive Impact,5HP>22PP~P,214P>236236K |
Anywhere | 2800/3220/4500 | Easy | Drive Impact Starter examples. Can tack on whatever ender you'd like w/ the right amount of meter, including SA2 if you choose to OD Electric. Wild Lift has numerous follow-up options and setups, so experiment. |
[4]6HP,Drive Rush>3HP | Anywhere | 2240 | Easy | Punish combo extension from your standard Blanka Ball. 1-Drive for an extra 700 damage is great value, so get used to using this on reaction to a punish counter. |
5HK,236236P/236236K 5HK,[4]6PP,[2]8K 5HK,Dash,63214KK,3HP 5HK,Drive Rush>5HP>22PP~P,etc. |
Anywhere | 2-5k | Medium | Anti-Air counter-hit combo routes. Enemy is propelled upward after counterhit, allowing some follow-ups even after a trade. Just a few examples of what's possible. |
6MP,5LP>214P 6MP,5HK,5LP>[4]6MP |
Anywhere | 1660-2600 | Easy | Overhead combo from CounterHit and Punish Counter respectively. |
6HP,Dash,5HP>22PP~P,[2]8LK/236236P | Anywhere | 3100/3580 | Hard | Punish for blocked reversals. Drive Rush can be used to guarantee the 5HP extension, but this will prorate the combo and cost drive meter which you'd rather avoid; Alternatively use Drive Impact for reversal punishes. |
6HP,Dash,5HP>22PP~P,63214KK,3HP/236236P | Corner | 3480/3980 | Easy/Hard | Punish for blocked reversals near the corner. If the opponent is close to the corner, the dash is unnecessary, making the route much easier. |
Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|
2MP/5MK>Drive Rush Cancel>5HK,5HP>22PP~P,Etc. | Anywhere | 2900 Minimum | Medium | 3-Drive for a reliable, on-demand whiff punish route with numerous options left open for you after Wild Lift. Worth learning. +3-4k damage can be easily tacked on with SA1-3 use. |
5LP/2LP>Drive Rush Cancel>5HK,5HP>22PP~P,Etc. | Anywhere | 2500 Minimum | Medium | Similar to the above, but from 5LP/2LP which have above average range for Light Attacks. Good for possible spacing traps such as after a blocked Electric. |
5LP/2LP>Drive Rush Cancel>5LK,4MK,2MK>[4]6MP/236236P | Anywhere | 1903/2311 | Easy | An easier alternative from 5LP/2LP utilizing the standard light drive rush combo. Use if you cannot confirm the Punish Counter as this still leads to pressure/damage. |
2/5MP>236236P/K | Anywhere | 2700/4700 | Easy | Buffer super behind either MP for a quick and easy whiff punish requiring no Drive. Can also be used as a basic poke/counter-poke, but be careful as SA 1 and 3 are very punishable if blocked. |
2MP>[4]6PP,j.MP>j.[4]6HP | Anywhere | 2660 | Hard | On the odd chance you have a charge ready when you whiff punish and really want to save 1 drive meter. |
Drive Rush Starters
Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|
Drive Rush>6MP,5HK,5LP>[4]6MP | Anywhere | 2480 | Easy | Overhead Drive Rush BNB |
Drive Rush>6MP,5LK,214P | Anywhere | 1540 | Easy | An even easier overhead Drive Rush route with frame traps to utilize if you have a hard time confirming the overhead hit and suspect the opponent will mash after a block. |
Drive Rush>2MK,4MK,2MK>[4]6MP | Anywhere | 2050 | Easy | Low Drive Rush BNB to mix in with your overhead. You'll want to be fairly close when landing the initial hit; Further hits are finnicky to confirm. |
DriveRush>4/6MK,5HP>22PP~P,Etc. | Anywhere | 2790 Minimum | Easy | DR combined with 4MK gives enormous frame advantage, making it a decent option for extending pressure by simply looping into itself. DR 6MK is also a decent option and can be used as a meaty in some situations. In the case that the initial 4/6MK lands, opt for any 5HP routing you want. |
SA2 Install Routes (TBC)
Combo | Position | Damage | Difficulty | Notes |
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