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{{ComboKey-SF6}} | {{ComboKey-SF6}} | ||
== Day 1 BnBs == | == Day 1 BnBs == | ||
{{TheoryBox | |||
| Title = Max Damage Jump-In | |||
| Oneliner = | |||
| Difficulty = {{clr|2|Easy}} | |||
| Damage = | |||
| Meter = | |||
| Anchor = | |||
| Youtube = | |||
| Recipe = j.HK, 5HK, 5MK > 214LK, 2HK/623HP | |||
| content = | |||
A general introduction to some core Akuma combo concepts. All Tatsus require a standing opponent, and 5MK neatly forces stand. Juggling into 2HK is better for okizeme and 623HP is better for damage. | |||
}} | |||
LIGHT STARTERS | LIGHT STARTERS |
Revision as of 15:20, 24 May 2024
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) |
Day 1 BnBs
A general introduction to some core Akuma combo concepts. All Tatsus require a standing opponent, and 5MK neatly forces stand. Juggling into 2HK is better for okizeme and 623HP is better for damage.
LIGHT STARTERS
s.LP, c.LP, s.LK, 623HP
s.LP, c.LP, 214LK, 623HP
CH c.LP, s.MP-MP, 214LK, c.HK - whiffs on crouching
c.LK, c.LP, s.LK, DR s.LP, c.HP, 214LK, c.HK
MEDIUM STARTERS
c.MP, s.MP-MP, 214LK, 623HP
c.MP, s.MP-MP, 214LK, c.HK
c.MK, DR s.HP, s.MK, 214LK, c.HK
s.MP-MP, DR s.HK, s.HP, 214HK
HEAVY STARTERS
s.HK, s.MK, 214LK, 623HP
To Corner:
s.HK, s.MK, DR s.HK, s.HP, 214HK
DRIVE IMPACT
Side Switch:
PC DI, Grab
Midscreen:
PC DI, c.HP, 214LK, 623HP
Midscreen to Corner:
PC DI, s.HP, 214PP-f.P, DR b.HK, (charge)236MP, 623HP
Corner:
PC DI, s.HP, 214PP-f.P, b.HK, (charge) 236PP, DR c.HP, 214MK, 623LP, LVL 3
PUNISH COUNTER
Corner:
PC 214HP, c.HP, 214PP-f.P, b.HK, (charge) 236PP, DR c.HP, DR b.HK, 214HP-f.P, 623 LP, LVL 3
Midscreen:
PC s.HK, c.HP, DR s.HK, s.HP, DR s.HK, s.HP, 214HP-f.P, LVL 3
PC 214HP, c.HP, DR s.HK, s.HP, DR s.HK, s.HP, 214HP-f.P, LVL 3
ANTI AIR COMBOS j.MP, j.236PP, DR b.HK, 236HK-HK, 623HP
j.MP, j.236HP, DR c.HK
s.HK, LVL 1
j.MP, j.236PP, DR b.HK, 236HK-HK, LVL 2, MK-Hk, 214HK
b.HK, 236KK-236P, DR b.HK, 236HK-K, LVL3
STUN COMBO
j.HK, s.HP, 214PP-f.P, b.HK, (charge) 236PP, DR c.HP, DR b.HK, 214HP-f.P, 623 LP, LVL 3
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2LP>2LP>2LP>623HP | Anywhere | 1650 | - | - | Easy | Simple light string confirm | |
5LP>2LK>2LP>2LP>214LK,2HK | Anywhere | 1310 | - | - | Easy | Useful low string to catch opponents walking away from pressure. Ends with a safejump or double dash oki. 214LK will whiff in very rare case opponent was crouching but not blocking. | |
2MP,2MP>214MP~6P | Anywhere | 2260 | - | - | Easy | Slightly more reliable at longer range for less damage. 2nd 2MP still whiffs at max range | |
2MP,5MP~MP>214MP~6P | Anywhere | 2540 | - | - | Easy | TC will whiff at max range. | |
5HK,5MK>214LK,2HK | Anywhere | 2520 | - | - | Easy | Basic 5HK conversion. Can replace 214LK with 214HK for corner carry. Replace 2HK with 623HP for damage | |
5HP>214HP~6P | Anywhere | 2180 | - | - | Easy | Basic most reliable poke conversion | |
j.HK,5HK,5MK>214LK,623HP | Anywhere | 3050 | - | - | Medium | Best driveless, meterless deep jump-in, | |
DI (blocked) 2HP>214MK,623LP | Corner | 2136 | - | - | Medium | Easy, maybe best meterless/driveless DI wallsplat combo. Credit to Notz's spreadsheet | |
PC DI 2HP>214HK | Anywhere | 2800 | - | - | Easy | Easy combo with great corner carry |
Combo Theory
Combo Enders
214PP wallsplats can be extended starting from ~32% screen. At max range you will need to DR into long normals, but these will whiff up close.
Damages will differ from below depending on the initial normal used.
214PP Wall splats | |||||||
---|---|---|---|---|---|---|---|
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
214PP~6P, DR 6HP~6HP~HK | ~32% to 25% | 2405 | 3 | 0 | Easy | Easy extension | |
214PP~6P,DR 5HP>236LP,623HP | ~32% to 25% | 2719 | 3 | 0 | Easy | Slightly harder extension for more damage. | |
214PP~6P,4HK>236[HP](lvl.2), 214HK | Corner | 3060 | 2 | 0 | Medium | Simple extension requiring timing with lvl.2 fireball | |
214PP~6P,4HK>236[HP](lvl.2), DR 2HP>214MK,623LP>SA3 | Corner | 5064 | 2 | 0 | Hard | Difficult extension with lvl.2 fireball into DR that allows for SA3 finisher. Can also replace 236[HP](lvl.2) with 236[PP](lvl.2) for easier charge timing |
Drive Rush Extensions
It's important to have moves that force stand to allow for all combo enders. 2HP and 4HK have notably higher damage, the former has less scaling and the latter has juggle properties.
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2LP>DRC 2LP, 2HP | Anywhere | 3 | - | Easy | Light extension that forces stand, allowing for more ender options. | ||
Medium>DRC 2MP, 2HP/5HP/4HK | Anywhere | 3 | - | Easy | Medium extension. | ||
Heavy>DRC 6HP, 2HP | Anywhere | 3 | - | Easy | Heavy extension. |
4HK>236MK~P
4HK>236KK~214K...
4HK can be used as an anti-air that can combo. Easiest extension is 236[MP](lvl.2)
Combo Lists
DI Combos
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
PC DI 4HK>236KK~214K, 623LP>SA3 | Anywhere | 5060 | 3 | 3 | Medium | For 2 extra bar you can get more damage and 2/3 bars spent will recover during SA3. Credit to Notz's spreadsheet. | |
DI (blocked) 5HP>SA3 | Corner | 3840 | 1 | 3 | Medium | Cancelling directly into SA3 can be more optimal on blocked DI wallsplat | |
DI (wallsplat) 4HK>236[HP](lvl.2),623LP>SA3 | Corner | 4690 | 1 | 3 | Hard | If opponent does not block the DI, this combo gets more damage. Credit to Notz's spreadsheet |
Drive Rush Combos
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
DR 6MP, 5MK>214LK,623HP | Anywhere | 2680 | 1 | - | Easy | Drive Rush overhead combo to start offense. KD +29 | |
DR 6MP, 5MK>214HK | Anywhere | 2580 | 1 | - | Easy | Alternatively end with 214HK for more corner carry and better oki (KD +33). |
Counter-hit Combos
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
CH 2LP,5MK>214LK, 2HK/623HP | Anywhere | 1790(2090) | - | - | Medium | At max range, should go into sweep as DP will whiff. |