< Street Fighter 6 | JP
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! Combo !! Position !! Damage !! Difficulty !! Video !! Notes !! | ! Combo !! Position !! Damage !! Difficulty !! Video !! Notes !! | ||
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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 * | | {{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 *canceled* 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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| Drive Rush {{clr|MP|2MK}}/{{clr|MP|6MK}} > {{clr|MP|2MP}} > {{clr|MP|236MP}} || Not corner || 2260 || Easy || || Basic Drive rush mixup combo | | Drive Rush {{clr|MP|2MK}}/{{clr|MP|6MK}} > {{clr|MP|2MP}} > {{clr|MP|236MP}} || Not corner || 2260 || Easy || || Basic Drive rush mixup combo | ||
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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 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 | | 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 whiff/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). | | {{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). |
Revision as of 00:25, 4 December 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) |
Bread and Butter Combos
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
2LK ~ 2LP ~ 2LP > 236LP | Anywhere | 1410 | Very Easy | Simple low confirm into LP Stribog | |
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 Stribog can whiff, use LP Stribog instead. If using MP Stribog 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 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 (Wallsplat) > 6HK > 236MP > 5HP > 236MK/22LP | Corner | 3060(2432)/2960(2320) | Easy | Basic corner Drive Impact combo. 236MK does more damage, while 22LP gives a better knockdown wich allows for an OD Portal setup. | |
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. |
Drive rush Combos
Combo | Position | Damage | Difficulty | Video | Notes | |
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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 *canceled* from 22HP, so try to buffer it quickly! Remember, you can setup 214HP while the enemy wakes up. | ||
Drive Rush 2MK/6MK > 2MP > 236MP | Not corner | 2260 | Easy | Basic Drive rush mixup combo |
Okizeme Focused Combos
Combo | Position | Damage | Difficulty | Notes | |
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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. |
OD Amnesia Combos
Combo | Position | Damage | Difficulty | Video | Notes | |
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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 | |
22KK(throw) > 5MK, 214HP > 236MK > 22HP, 236MK > 22HP | Back in corner | 3740 | Hard | https://youtu.be/1-7f9ofkTMg?si=SOeztkU1fPZ0wtRI&t=200 | 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 | |
22KK(throw) > 2MP > 214MP+HP > 214MP (Teleport) > j.MK > (Spike Triggers) > 6HK > 236MP > 5HP > 236MK/22LP | Back in corner | 3350/3300 | Hard | Side-switch combo off OD Amnesia. |
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 whiff/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 > 236MK [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). |