Street Fighter 6/JP/Combos: Difference between revisions

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| {{clr|HP|5HK}}, {{clr|MP|2MP}} > Drive Rush, {{clr|HP|2HP}} > {{clr|HP|236HP}}, {{clr|MP|236MK}}, {{clr|HP|22HP}} > 236236K || Anywhere || 3262 +2000 || Medium || || Simple three bars extension from {{clr|MP|2MP}}. The opponent is left at full screen, forcing them to play your zoning mini-game. Add Level 3 super to the end for an additional 2,000 damage (note that Lvl3 Super must be *cancelled* from {{clr|HP|22HP}}, so try to buffer it quickly! Remember, you can setup {{clr|HP|214HP}} while the enemy wakes up.
| {{clr|HP|5HK}}, {{clr|MP|2MP}} > Drive Rush, {{clr|HP|2HP}} > {{clr|HP|236HP}}, {{clr|MP|236MK}}, {{clr|HP|22HP}} > 236236K || Anywhere || 3262 +2000 || Medium || || Simple three bars extension from {{clr|MP|2MP}}. The opponent is left at full screen, forcing them to play your zoning mini-game. Add Level 3 super to the end for an additional 2,000 damage (note that Lvl3 Super must be *cancelled* from {{clr|HP|22HP}}, so try to buffer it quickly! Remember, you can setup {{clr|HP|214HP}} while the enemy wakes up.
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| {{clr|HP|HK}} > {{clr|HP|HP|}}, 214214P, {{clr|HP|HK}} > {{clr|HP|HP|}}, {{clr|HP|214HP}}, {{clr|HP|HP|}} > Drive Impact, Drive Rush > {{clr|HP|6HK|}} > Drive Impact || Midscreen || 3657 || Medium ||[[https://wiki.supercombo.gg/w/File:SF6_JP_HKHP_214214P_.mp4]]|| This Lvl2 Super combo is useful for its corner carry & '''''directly attacking the opponent's drive gauge'''''. JP's tools are oppressive against burned-out opponents and this combo depletes 4 bars (5 if started from a DI-counter).
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!  Combo !! Position !! Drive cost !! Damage !! Difficulty !! Video !! Notes  
!  Combo !! Position !! Drive cost !! Damage !! Difficulty !! Video !! Notes  
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|-  
| 5HP(PC) > 214PP(LP+HP) > 5MK > 236MP > 214PP(LP+MP) > 5HP > 214P > dl 236MK > 22HP || Midscreen || 4 || 4140 || Hard || [[https://wiki.supercombo.gg/w/File:JP_5HP_pc_4_drive_gauge.mp4]] || Requires JP be very close so ideal after DP wiff/blocked. Can go into Level 3 for 6140
| 5HP(PC) > 214PP(LP+HP) > 5MK > 236MP > 214PP(LP+MP) > 5HP > 214P > dl 236MK > 22HP || Midscreen || 4 bars || 4140 || Hard || [[https://wiki.supercombo.gg/w/File:JP_5HP_pc_4_drive_gauge.mp4]] || Requires JP be very close so ideal after DP wiff/blocked. Can go into Level 3 for 6140
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| {{clr|HP|HK}} > {{clr|HP|HP|}}, 214214P, {{clr|HP|HK}} > {{clr|HP|HP|}}, {{clr|HP|214HP}}, {{clr|HP|HP|}} > Drive Impact, Drive Rush > {{clr|HP|6HK|}} > Drive Impact || Midscreen || 3 bars || 3657 || Medium ||[[https://wiki.supercombo.gg/w/File:SF6_JP_HKHP_214214P_.mp4]]|| This Lvl2 Super combo is useful for its corner carry & '''''directly attacking the opponent's drive gauge'''''. JP's tools are oppressive against burned-out opponents and this combo depletes 4 bars (5 if started from a DI-counter).
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| STUNNED ENEMY, 214P, Dash, {{clr|HP|HP}} > {{clr|MP|236MP}} [auto-timed 214P explosion], {{clr|HP|6HK}} > {{clr|MP|236MP}}, {{clr|HP|HP}} > 22P, '''214PP''' || Corner Only || 2 bars || 3790 || Medium ||[[https://wiki.supercombo.gg/w/File:SF6_JP_214P_HP236MK_CornerCombo_1280x720.mp4]]|| This corner combo uses barely any resources at all, leads to good damage, and snowballs into okizeme by finishing with '''214PP''' in the corner. Please note that you must use the Overdrive version of 214P to make this work, because the normal version starts up too slowly for JP to be safe from a waking up enemy. Instantly teleport while the enemy is waking up to remain safe and lead to mixup options ({{clr|HP|J.HK}} vs {{clr|MP|2MP}} vs Grab).
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Revision as of 16:14, 9 August 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.
5HP(PC) > dl DR 5HP > 236HP > 236MK > 22HP Midscreen 2822 Easy Basic punish counter combo. requires non Drive rush cancel. Can go directly into 236HP if you do not have drive gauge and are close enough
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(PC) > dash(to stall) > 5HP > 236HP > 236MK > 22HP Not corner 3160 Easy Optimal 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(Stun) > 214P > j.HK/HP > 2HP > spike > 236HP > 5HP > 236KK > 22HP Corner 3600(3000) Easy Stun combo that gives the option to go into 214P setups, level 1, or 236LP > level 3.
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 with 22HP 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 with 22HP or level 2 if you use 22PP for the last hit
Drive Rush Combos
Combo Position Damage Difficulty Video Notes
5HK, 2MP > Drive Rush, 2HP > 236HP, 236MK, 22HP > 236236K Anywhere 3262 +2000 Medium Simple three bars extension from 2MP. The opponent is left at full screen, forcing them to play your zoning mini-game. Add Level 3 super to the end for an additional 2,000 damage (note that Lvl3 Super must be *cancelled* from 22HP, so try to buffer it quickly! Remember, you can setup 214HP while the enemy wakes up.
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
(X) > 236HP > 5HP > 236KK > 22P > 214P(oki) Corner ? Easy DR 5HP > 236HP or 236HP hitting an opponent during a blockstring are the most likely ways it will be setup.
Additional combos
Combo Position Drive cost Damage Difficulty Video Notes
5HP(PC) > 214PP(LP+HP) > 5MK > 236MP > 214PP(LP+MP) > 5HP > 214P > dl 236MK > 22HP Midscreen 4 bars 4140 Hard [[3]] Requires JP be very close so ideal after DP wiff/blocked. Can go into Level 3 for 6140
HK > HP, 214214P, HK > HP, 214HP, HP > Drive Impact, Drive Rush > 6HK > Drive Impact Midscreen 3 bars 3657 Medium [[4]] This Lvl2 Super combo is useful for its corner carry & directly attacking the opponent's drive gauge. JP's tools are oppressive against burned-out opponents and this combo depletes 4 bars (5 if started from a DI-counter).
STUNNED ENEMY, 214P, Dash, HP > 236MP [auto-timed 214P explosion], 6HK > 236MP, HP > 22P, 214PP Corner Only 2 bars 3790 Medium [[5]] This corner combo uses barely any resources at all, leads to good damage, and snowballs into okizeme by finishing with 214PP in the corner. Please note that you must use the Overdrive version of 214P to make this work, because the normal version starts up too slowly for JP to be safe from a waking up enemy. Instantly teleport while the enemy is waking up to remain safe and lead to mixup options (J.HK vs 2MP vs Grab).


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