< Street Fighter 6 | JP
(Redid OD Amnesia combos to be about Frame Advantage rather than just "Throw", plus combo for -4 and midscreen. Meterless Amnesia category with combo for corner DI) |
(6HK OD Amnesia combo, and -4 meterless Amnesia combo in the corner) |
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| {{clr|10|22KK}} (+4 or more), {{clr|LP|2LP}} (PC), {{clr|MP|5MK}} > {{clr|HP|214HP}}, {{clr|LP|236LK}}, {{clr|HP|22HP}}, {{clr|LP|236LK}}, {{clr|HP|22HP}} || Back in corner || 3080 || Hard || || Great for punishing a lot of meaties such as overheads. | | {{clr|10|22KK}} (+4 or more), {{clr|LP|2LP}} (PC), {{clr|MP|5MK}} > {{clr|HP|214HP}}, {{clr|LP|236LK}}, {{clr|HP|22HP}}, {{clr|LP|236LK}}, {{clr|HP|22HP}} || Back in corner || 3080 || Hard || || Great for punishing a lot of meaties such as overheads. | ||
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| {{clr|10|22KK}} (+11 or more), {{clr|HP|6HK}} (PC) > {{clr|HP|214HP}}, {{clr|MP|236MK}}, {{clr|HP|22HP}}, {{clr|MP|236MK}}, {{clr|HP|22HP}} || Back in corner || 4100 || Hard || [[https://medal.tv/games/street-fighter-6/clips/1L1iWWE-72WsdT/5J2hLqJwEolE?invite=cr-MSxMQWUsMjA3ODI4MTA4LA?mobilebypass=true]] || The most common situation for this is after countering a Command Grab. | |||
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| {{clr|10|22KK}} (+12 or more), {{clr|MP|5MP}} (PC), {{clr|HP|214HP}}, {{clr|LP|236LK}}, {{clr|HP|22HP}}, {{clr|LP|236LK}}, {{clr|HP|22HP}} || Anywhere || 3660 || Hard || || Midscreen punish with 5MP, for moves with big recovery. | | {{clr|10|22KK}} (+12 or more), {{clr|MP|5MP}} (PC), {{clr|HP|214HP}}, {{clr|LP|236LK}}, {{clr|HP|22HP}}, {{clr|LP|236LK}}, {{clr|HP|22HP}} || Anywhere || 3660 || Hard || || Midscreen punish with 5MP, for moves with big recovery. | ||
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| 22K (+9 or more), {{clr|HP|2HP}} (PC) > {{clr|HP|214HP}}, {{clr|HP|6HK}}(1) > {{clr|HP|214HP}}, {{clr|HP|236HP}}, {{clr|MP|236MK}}, {{clr|HP|22HP}} || Back in corner || 3380 || Hard || || Use this if you counter a Drive Impact in the corner | | 22K (+9 or more), {{clr|HP|2HP}} (PC) > {{clr|HP|214HP}}, {{clr|HP|6HK}}(1) > {{clr|HP|214HP}}, {{clr|HP|236HP}}, {{clr|MP|236MK}}, {{clr|HP|22HP}} || Back in corner || 3380 || Hard || || Use this if you counter a Drive Impact in the corner | ||
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| 22K (+4 or more), {{clr|HP|2LP}} (PC), {{clr|MP|5MK}} > {{clr|HP|236HP}}(1), {{clr|MP|236MK}}, {{clr|HP|22HP}} || Back in corner || 2425 || Medium || || | |||
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Revision as of 09:51, 28 December 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
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. |
Metered Combos
Important Note: The 4MP~5MP Target Combo is considered a Heavy Starter !
Combo | Position | Damage | Difficulty | Video | Notes | |
---|---|---|---|---|---|---|
Any Medium/Heavy Starter > Drive Rush, 2HP > 236HP, 236MK, 22HP > (236236K) | Anywhere | ? | Easy | If you want to spend bar to increase your damage, this is the way to go. Costs three bars, but 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. | ||
Any Heavy Starter > 236KK > (236236P) | Anywhere | ? | Medium | OD Torbalan is plus on block and frame traps from all your Heavy starters, so it's a great sequence both on hit and block, and if it hits you have ample time to confirm into your Level 1 | ||
6HK > 236HP > Dash > 5HP > 236KK > 22LP > (236LP/236236P) | Anywhere | 3730 | Medium | Corner extension using Drive Gauge. You can ommit 236LP for 3380 but the opportunity to setup Departure, or replace it with 236236P for 4380 damage but worse okizeme | ||
Any Light Starter > Drive Rush 2LP > 4MP~5MP > Any Heavy Starter combo | Anywhere | ? | Medium | If you want to convert your lights into stronger sequences. |
Drive Rush Starter Combos
Combo | Position | Damage | Difficulty | Video | Notes | |
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Drive Rush 2MK/6MK > 2MP > 236MP | Not corner | 2260 | Easy | Basic Drive rush mixup combo |
Drive Impact Combos
Combo | Position | Damage | Difficulty | Video | Notes | |
---|---|---|---|---|---|---|
HPHK (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 | ||
HPHK (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 | ||
HPHK (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 which allows for an OD Portal setup. | ||
HPHK (Wallsplat) > 6HK > 236MP > 5HP > 236KK > 22LP > (236LP/236236P) | Corner | 3490 (2984) | Medium | Fusion of the above combo and the metered 6HK extension, with the same possibilities of replacing 236LP for either oki or damage. |
Post Stun Combos
Combo | Position | Damage | Difficulty | Video | Notes | |
---|---|---|---|---|---|---|
HPHK (Stun) > 214P > j.HK/HP > 2HP > 214P (Followup) > 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. | ||
HPHK (Stun), 214P, Dash, HP > 236MK [auto-timed 214P explosion], 6HK > 236MP, HP > 22P | Corner Only | 3790 | Medium | [[1]] |
Punish Counter Combos
Combo | Position | Damage | Difficulty | Video | Notes | |
---|---|---|---|---|---|---|
5HP(PC) > 236HP > 236MK > 22HP | Midscreen | 2780 | Easy | Basic, meterless Punish Counter combo that works at any range. | ||
5HP(PC) > dl DR 5HP > 236HP > 236MK > 22HP | Midscreen | 2822 | Easy | Slightly stronger combo for only one bar, as it uses a raw Drive Rush 5HP. Mostly useful if you hit the 5HP PC at max range, where you lose a hit of 236HP and some damage normally. | ||
5HP (PC) > 214LP+HP > 5MK > 236MP > 214LP+HP (Followup) > j.MK > 5HP > 22MP | Anywhere | 3740 | Medium | Two bars Punish Counter combo that only works when close to the opponent, for blocked reversals and such. Use the MP+HP version if you have a bit of distance (about half a character's width) with your opponent. Does NOT work if you hit 5HP farther than that. | ||
5HP (PC) > 214LP+HP > 5MK > 236MP > 214LP+MP > 5HP > 214HP > dl 236MK > 22HP | Midscreen | 4140 | Hard | [[2]] | Requires JP be very close so ideal after DP whiff/blocked. Can go into Level 3 for 6140 |
Level 2 Combos
Combo | Position | Damage | Difficulty | Video | Notes | |
---|---|---|---|---|---|---|
Any Medium/Heavy Starter > 214214P > 5HK~5HP > 214HP > 5HK~5HP > 236MP > 5HP > 22LP | Anywhere | ? | Easy | Combo extension from most starters using Level 2 instead of Drive Gauge. | ||
Any Medium/Heavy Starter > 214214P > 5HK~5HP > 214LP > Forward Jump > 5HK~5HP > 5HP > 22MP | Anywhere | ? | Easy | Side Switch variation of the above combo, with very small loss of damage. | ||
Any Medium/Heavy Starter > 214214P, 5HK~5HP, 214HP, HP > HPHK, Drive Rush > 6HK > HPHK | Midscreen | ? | Medium | [[3]] | 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). |
OD Amnesia Combos
Important Note: Countering any Throw leaves you +8, while countering a Drive Impact leaves you +19
Combo | Position | Damage | Difficulty | Video | Notes | |
---|---|---|---|---|---|---|
22KK (+7 or more), 2MP (PC) > 214HP, 5HK (whiff), 22HP, 236MK, 22HP | Back in corner | 3430 | Medium | [[4]] | Great way of punishing throws with OD Amnesia. Possible to go into Level 3 from 22HP | |
22KK (+7 or more), 2MP (PC) > 214HP, 214HP(trigger) > walk forward 6HK > 236HP, 236MK, 22HP | Back in corner | 3500 | Hard | [[5]] | 6HK must only hit once for 236HP to juggle. | |
22KK (+8 or more), 5MK (PC) > 214HP, 236MK, 22HP, 236MK, 22HP | Back in corner | 3740 | Hard | https://youtu.be/1-7f9ofkTMg?si=SOeztkU1fPZ0wtRI&t=200 | Still works off throws | |
22KK (+7 or more), 2MP (PC) > 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. | ||
22KK (+4 or more), 2LP (PC), 5MK > 214HP, 236LK, 22HP, 236LK, 22HP | Back in corner | 3080 | Hard | Great for punishing a lot of meaties such as overheads. | ||
22KK (+11 or more), 6HK (PC) > 214HP, 236MK, 22HP, 236MK, 22HP | Back in corner | 4100 | Hard | [[6]] | The most common situation for this is after countering a Command Grab. | |
22KK (+12 or more), 5MP (PC), 214HP, 236LK, 22HP, 236LK, 22HP | Anywhere | 3660 | Hard | Midscreen punish with 5MP, for moves with big recovery. |
Meterless Amnesia Combos
Important Note: Countering any Drive Impact leaves you +19
Combo | Position | Damage | Difficulty | Video | Notes | |
---|---|---|---|---|---|---|
22K (+9 or more), 2HP (PC) > 214HP, 6HK(1) > 214HP, 236HP, 236MK, 22HP | Back in corner | 3380 | Hard | Use this if you counter a Drive Impact in the corner | ||
22K (+4 or more), 2LP (PC), 5MK > 236HP(1), 236MK, 22HP | Back in corner | 2425 | Medium |