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{{ComboKey-SF6}} | {{ComboKey-SF6}} | ||
== Bread and Butter Combos == | === Bread and Butter Combos === | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
|+ Bread and Butter Combos | |+ Bread and Butter Combos | ||
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! Combo !! Position !! Damage !! Difficulty !! Video !! Notes | ! Combo !! Position !! Damage !! Difficulty !! Video !! Notes | ||
|- | |- | ||
| {{clr|LP|2LK}} ~ {{clr|LP|2LP}} ~ {{clr|LP|2LP}} > {{clr|LP|236LP}} || Anywhere || 1410 || Very Easy || || Simple low confirm into LP | | {{clr|LP|2LK}} ~ {{clr|LP|2LP}} ~ {{clr|LP|2LP}} > {{clr|LP|236LP}} || Anywhere || 1410 || Very Easy || || Simple low confirm into LP Stribog | ||
|- | |- | ||
| {{clr|HP|5HK}}, {{clr|MP|2MP}} > {{clr|MP|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 | | {{clr|HP|5HK}}, {{clr|MP|2MP}} > {{clr|MP|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. | ||
|- | |- | ||
| {{clr|HP|5HK}} ~ {{clr|HP|5HP}} > {{clr|MP|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. | | {{clr|HP|5HK}} ~ {{clr|HP|5HP}} > {{clr|MP|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. | ||
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| {{clr|HP|6HK}} > {{clr|HP|236HP}}, {{clr|HP|5HP}} > {{clr|LP|22LP}} || Corner || 2900 || Easy || || Staple corner combo using 6HK's launch. | | {{clr|HP|6HK}} > {{clr|HP|236HP}}, {{clr|HP|5HP}} > {{clr|LP|22LP}} || Corner || 2900 || Easy || || Staple corner combo using 6HK's launch. | ||
|- | |- | ||
| {{clr|HP| | |||
|} | |||
===Metered Combos=== | |||
'''Important Note''': The {{clr|MP|4MP~5MP}} Target Combo is considered a {{clr|HP|Heavy}} Starter ! | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Metered Combos | |||
|- | |||
! Combo !! Position !! Damage !! Difficulty !! Video !! Notes | |||
|- | |||
| Any {{clr|MP|Medium}}/{{clr|HP|Heavy}} Starter > Drive Rush {{clr|HP|2HP}} > {{clr|HP|236HP}}, {{clr|MP|236MK}}, {{clr|HP|22HP}} > (236236K) || Not in the Corner || ? || 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. You could always replace {{clr|MP|236MK}} with Dash, DR~{{clr|HP|6HK}} > {{clr|MP|22MP}} for better corner carry at the cost of one additional bar and a bit damage. 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. | |||
|- | |- | ||
| | | Any {{clr|HP|Heavy}} Starter > {{clr|10|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 | ||
|- | |- | ||
| | | {{clr|HP|6HK}} > {{clr|HP|236HP}}, Dash {{clr|HP|5HP}} > {{clr|10|236KK}}, {{clr|LP|22LP}}, ({{clr|LP|236LP}}/236236P) || Corner Only || 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. Or cancel 236LP into 236236K for KO. | ||
|- | |- | ||
| | | {{clr|HP|5HK}}, {{clr|MP|2MP}} > {{clr|10|236PP}}, DR~{{clr|HP|6HK}} > {{clr|MP|236MP}}, {{clr|HP|5HP}} > {{clr|LP|22LP}}/({{clr|10|236KK}}, {{clr|LP|22LP}}, {{clr|LP|236LP}}) > (236236K) || Near Corner Only || 3747/4066 (5747/6066) || Hard || || Extension from the previous combo, a 3-bar optimal combo that requires somewhat close to corner. Your DR~{{clr|HP|6HK}} has to hit twice and corner your opponent for this to work. Replace {{clr|MP|2MP}} with {{clr|HP|5HP}} ONLY WHEN opponent is too far for {{clr|MP|2MP}} to land. Deals 319 more damage at the cost of two additional bars. Replacing {{clr|LP|22LP}} with {{clr|MP|236MP}} would result in slightly more damage (3815) at the cost of OD Departure Oki opportunity (+39F instead of +44F knockdown) and the ability to go into SA3. | ||
|- | |- | ||
|Drive | | Any {{clr|LP|Light}} Starter > Drive Rush {{clr|LP|2LP}}, {{clr|MP|4MP~5MP}} > Any {{clr|HP|Heavy}} Starter combo || Anywhere || ? || Medium || || If you want to convert your lights into stronger sequences. | ||
|- | |- | ||
|Drive | |} | ||
===Drive Rush Starter Combos=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Drive Rush Starter Combos | |||
|- | |- | ||
| | ! Combo !! Position !! Damage !! Difficulty !! Video !! Notes | ||
|- | |||
| Drive Rush {{clr|MP|2MK}}/{{clr|MP|6MK}}, {{clr|MP|2MP}} > {{clr|MP|236MP}} || Not corner || 2260 || Easy || || Basic Drive rush mixup combo | |||
|- | |- | ||
|} | |} | ||
===Drive Impact Combos=== | |||
'''IMPORTANT UPDATE:''' With 09.24.2024 update, {{clr|HP|5HK}}/{{clr|MP|2MP}} now connects with {{clr|HP|6HK}} during DI wallsplat. {{clr|HP|5HK}} only works when DI was NOT blocked. | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
|+ Drive | |+ Drive Impact Combos | ||
|- | |- | ||
! Combo !! Position !! Damage !! Difficulty !! Video !! Notes | ! Combo !! Position !! Damage !! Difficulty !! Video !! Notes | ||
|- | |- | ||
| {{clr|HP| | |{{clr|HP|HPHK}} (PC), {{clr|HP|236HP}}, {{clr|MP|236MK }}, {{clr|HP|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. Works too when the DI(PC) juggles the opponent. | ||
|- | |||
|{{clr|HP|HPHK}} (PC), dash(to stall), {{clr|HP|5HP}} > {{clr|HP|236HP}}, {{clr|MP|236MK}}, {{clr|HP|22HP}} || Midscreen || 3160 || Easy|| || Optimal Drive Impact Punish counter. Can go into level 3 or use 22PP instead to go into level 2. Note that this won't work when the DI(PC) juggles the opponent. | |||
|- | |||
|{{clr|HP|HPHK}} (PC Juggle), j.{{clr|MP|MK}}, DR~{{clr|HP|6HK}} > {{clr|HP|236HP}}, {{clr|MP|236MK}}, {{clr|HP|22HP}} || Midscreen || 3071 || Medium|| [[https://wiki.supercombo.gg/w/File:JP_DI_Juggle_Combo.mp4]]|| Improved DI juggle combo that costs one bar for ~300 more damage and better corner carry compared to the 2780 combo. You could also replace {{clr|MP|236MK}} with dash, DR~{{clr|HP|6HK}} > {{clr|MP|22MP}} for almost full-stage corner carry distance at the cost of one additional bar and slightly less damage (3029). | |||
|- | |||
|{{clr|HP|HPHK}} (PC), j.{{clr|HP|HK}}, dl. {{clr|HP|6HK}}, {{clr|MP|236MP}}, {{clr|HP|5HP}}, {{clr|LP|22LP}} || Corner || 3430 || Medium|| || Updated corner DI punish counter. Can replace 22LP with 236KK extension like other 6HK corner combos. | |||
|- | |||
|{{clr|HP|HPHK}} (Wallsplat), {{clr|HP|5HK}}(DI-unblocked)/{{clr|MP|2MP}}(DI-blocked), {{clr|HP|6HK}} > {{clr|MP|236MP}}, {{clr|HP|5HP}} > {{clr|MP|236MK}}/{{clr|LP|22LP}} || Corner || 3350(2640)/3270(2544) || Easy || || Basic corner Drive Impact combo. {{clr|MP|236MK}} deals a bit more damage, while {{clr|LP|22LP}} gives a better knockdown allowing for an OD Departure Oki. Damage numbers are in the following order: | |||
{{clr|MP|236MK}} unblocked(blocked) / {{clr|LP|22LP}} unblocked(blocked). | |||
|- | |||
|{{clr|HP|HPHK}} (Wallsplat), {{clr|HP|5HK}}(DI-unblocked)/{{clr|MP|2MP}}(DI-blocked), {{clr|HP|6HK}} > {{clr|MP|236MP}}, {{clr|HP|5HP}} > {{clr|10|236KK}}, {{clr|LP|22LP}}, {{clr|LP|236LP}}/236236P || Corner || 3650(3088)/4110(3504) || Medium || || Fusion of the above combo and the metered {{clr|HP|6HK}} extension, with the same possibilities of replacing {{clr|LP|236LP}} for either oki or damage. Can go into level 3 super from {{clr|LP|236LP}}. Damage numbers are in the following order: | |||
{{clr|LP|236LP}} unblocked(blocked) / 236236P unblocked(blocked). | |||
|- | |||
|} | |||
====Post Stun Combos==== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Post Stun Combos | |||
|- | |||
! Combo !! Position !! Damage !! Difficulty !! Video !! Notes | |||
|- | |||
|{{clr|HP|HPHK}} (Stun), 214P, {{clr|HP|j.HK/HP}}, {{clr|HP|2HP}} > 214P (Followup) > {{clr|HP|236HP}}, {{clr|HP|5HP}} > {{clr|10|236KK}}, {{clr|HP|22HP}} || Corner || 3600(3000) || Easy || || Stun combo that gives the option to go into 214P setups, level 1, or 236LP > level 3. | |||
|- | |||
| {{clr|HP|HPHK}} (Stun), 214P, Dash, {{clr|HP|HP}} > {{clr|MK|236MK}} [auto-timed 214P explosion], {{clr|HP|6HK}} > {{clr|MP|236MP}}, {{clr|HP|HP}} > 22P || Corner Only || 3790 || Medium ||[[https://wiki.supercombo.gg/w/File:SF6_JP_214P_HP236MK_CornerCombo_1280x720.mp4]]|| | |||
|- | |||
| {{clr|HP|HPHK}} (Stun), 214P, {{clr|MP|j.MK}} (whiff), {{clr|HP|5HP}} > {{clr|MP|236MK}}, {{clr|HP|6HK}} > {{clr|MP|236MK}}, {{clr|HP|5HP}} > {{clr|MP|236MK}}/{{clr|LP|22LP}} || Corner Only || 3870/3910 || Hard |||| Optimal Meterless Post-Stun Combo | |||
|- | |||
| {{clr|HP|HPHK}} (Stun), 214P, {{clr|MP|j.MK}} (whiff), {{clr|HP|5HP}} > {{clr|MP|236MK}}, {{clr|HP|6HK}} > {{clr|MP|236MK}}, {{clr|HP|5HP}} > {{clr|10|236KK}}, {{clr|LP|22LP}}, {{clr|LP|236LP}} || Corner Only || 4020 || Hard |||| 2 Bars Post-Stun Combo | |||
|- | |||
| {{clr|HP|HPHK}} (Stun), {{clr|10|214MP+HP}}, {{clr|MP|236MP}}, (Spikes Trigger), {{clr|HP|2HK}} (Whiff), {{clr|10|214MP+HP}}, {{clr|HP|5HP}} > {{clr|MP|236MK}}, {{clr|HP|6HK}} (Whiff), {{clr|LP|22LP}}, {{clr|LP|22LP}} > (236236K) || Corner Only || 4240 (6240) || Very Hard ||[[https://youtu.be/ZbmXydJYupw?si=bURvs7l9Qq6LMjbZ&t=294]]|| Meterdump Post-Stun Combo. | |||
|- | |- | ||
|} | |} | ||
===Punish Counter Combos=== | |||
Note: All combos ended with Triglavs (22P) can go into level 3 (236236K) for 2000 additional damage. | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
|+ | |+ Punish Counter Combos | ||
|- | |||
! Combo !! Position !! Damage !! Difficulty !! Video !! Notes | |||
|- | |||
| {{clr|HP|5HP}}(PC) > {{clr|HP|236HP }}, {{clr|MP|236MK}}, {{clr|HP|22HP}} || Midscreen|| 2780 (4780) || Easy || || Basic, meterless Punish Counter combo that works at any range. | |||
|- | |||
| {{clr|HP|5HP}}(PC), dl DR {{clr|HP|5HP}} > {{clr|HP|236HP}}, {{clr|MP|236MK}}, {{clr|HP|22HP}} || Midscreen|| 2822 (4822) || 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. | |||
|- | |- | ||
|{{clr|HP|5HP}} (PC) > {{clr|10|214LP+HP}}/{{clr|10|214MP+HP}}, {{clr|MP|5MK}} > {{clr|MP|236MP}}, (spikes trigger), walk forward {{clr|MP|j.MK}}, {{clr|HP|5HP}} > {{clr|MP|22MP}}/{{clr|HP|22HP}} || Anywhere || 3740 (5740) || Medium || || Two bars Punish Counter combo that only works at close distance, for blocked reversals and such. Use LP+HP only if you land 5HP(PC) at a nearly seamless close distance, otherwise use MP+HP version. Walk forward enough before j.MK for the following 5HP to land. Does NOT work if you hit 5HP(PC) farther than about half a character's width. | |||
|- | |||
|{{clr|HP|5HP}} (PC) > {{clr|10|214LP+HP}}/{{clr|10|214MP+HP}}, {{clr|MP|5MK}} > {{clr|MP|236MP}}, dl. {{clr|10|214LP+MP}}, {{clr|HP|5HP}} > {{clr|HP|214HP}}, dl. {{clr|MP|236MK}}, {{clr|HP|22HP}} || Midscreen || 4140 (6140) || Hard || [[https://wiki.supercombo.gg/w/File:JP_5HP_pc_4_drive_gauge.mp4]] || Extension of the previous combo with two additional bars. Use LP+HP only if you land 5HP(PC) at a nearly seamless close distance, otherwise use MP+HP version. Does NOT work if you hit 5HP(PC) farther than about half a character's width. Input the second OD Departure the moment the second spike of the first Departure is just about to hit. | |||
|- | |||
|{{clr|HP|5HK}}(PC), {{clr|HP|6HK}} > {{clr|MP|236HP}}, Dash {{clr|HP|5HP}} > {{clr|10|236KK}}, {{clr|LP|22LP}}, 236236P/({{clr|LP|236LP}} > 236236K) || Corner Only || 4740 (6220) || Medium || || This two-bar Corner Punish Counter combo deals a ton of damage due to no immediate scaling going from 5HK(PC) to 6HK. Damage numbers are for ending with level 1 and level 3 super respectively. | |||
|- | |||
| {{clr|10|214MP+HP}}, {{clr|HP|2HP}}/{{clr|MP|4MP~MP}} (PC) > {{clr|MP|236MK}}, (Spikes Trigger), dl {{clr|HP|6HK}} (1) > {{clr|HP|236HP}}, {{clr|MP|236MK}}, {{clr|10|22MP+HP}}, {{clr|HP|22HP}} || Midscreen || 4800 (6800) || Very Hard || [[https://youtu.be/ZbmXydJYupw?si=h3Lq8eH9asBGtK4g&t=425]] || Specific, but optimal punish for attacks that are at least -48. You can punish Dee Jay and Juri's DP (For Juri, you have to use the {{clr|MP|4MP~MP}} Target Combo, due to it being -48), Jamie's Level 1, Manon's Level 2 (Recommended to hold back if you can afford it, to avoid the side-switch) or Zangief's Level 3. Damage is for using {{clr|HP|2HP}}. | |||
|- | |- | ||
| | |||
|} | |||
===Level 2 Combos=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Level 2 Combos | |||
|- | |||
! Combo !! Position !! Damage !! Difficulty !! Video !! Notes | |||
|- | |||
| Any {{clr|MP|Medium}}/{{clr|HP|Heavy}} Starter > 214214P, {{clr|MP|4MP~MP}} > {{clr|HP|214HP}}, {{clr|HP|5HK~5HP}} > {{clr|MP|236MP}}, {{clr|HP|5HP}} > {{clr|LP|22LP}} || Anywhere || 3230 || Easy || || Combo extension from most starters using Level 2 instead of Drive Gauge. | |||
|- | |||
| Any {{clr|MP|Medium}}/{{clr|HP|Heavy}} Starter > 214214P, {{clr|MP|4MP~MP}} > {{clr|LP|214LP}}, Forward Jump, {{clr|HP|5HK~5HP}}, {{clr|HP|5HP}} > {{clr|MP|22MP}} || Anywhere || 3110 || Easy || || Side Switch variation of the above combo, with very small loss of damage. | |||
|- | |||
| Any {{clr|MP|Medium}}/{{clr|HP|Heavy}} Starter > 214214P, {{clr|MP|4MP~MP}}, {{clr|HP|214HP}}, {{clr|HP|HP|}} > {{clr|HP|HPHK|}} > {{clr|HP|HP|}} > {{clr|MP|22MP}} || Midscreen || 3140 || Medium || || Depletes 2 bars of the opponent's Drive Gauge (3 if started from a DI-counter). | |||
|- | |||
| Any {{clr|MP|Medium}}/{{clr|HP|Heavy}} Starter > 214214P, {{clr|MP|2MP}}, Forward Jump, {{clr|HP|214HP}}, {{clr|HP|5HP}} > {{clr|HP|HPHK|}} > {{clr|HP|5HP}} > {{clr|LP|22LP}} || Back to Corner || 3440 || Medium || || Side-Switch variant of the above combo. | |||
|- | |||
| ... > {{clr|HP|236HP}}, {{clr|MP|236MK}}, {{clr|10|22MP+HP}} > 214214P, {{clr|HP|214HP}}, Forward Jump, Forward Dash, {{clr|HP|236MP}}, {{clr|HP|236MP}} || Not in the Corner || ? || Hard |||| Extension of HP Stribog combos using Level 2 | |||
|- | |||
| Any {{clr|MP|Medium}}/{{clr|HP|Heavy}} Starter > 214214P, {{clr|MP|2MK}}, {{clr|HP|5HK~5HP}} > {{clr|HP|214HP|}}, {{clr|HP|5HK~5HP}} > {{clr|LP|22LP}}, {{clr|HP|236HP}}, {{clr|MP|236MK}} {{clr|HP|22HP}} || Anywhere|| 3330 || Hard|| || A meterless route into heavy Stribog. Depending on the starter, the {{clr|HP|236HP}} will have to be manually delayed until after the spike connects. Note that if the opponent is sent into corner the {{clr|MP|236MK}} will whiff and the juggle must be continued with {{clr|HP|5HP}} instead. | |||
|- | |||
| Any {{clr|MP|Medium}}/{{clr|HP|Heavy}} Starter > 214214P, {{clr|MP|2MK}}, Forward Jump , {{clr|HP|5HP|}}> {{clr|HP|214HP}}, {{clr|HP|5HK~5HP}} > {{clr|LP|22LP}}, {{clr|HP|236HP}}, {{clr|MP|236MK}} {{clr|HP|22HP}} || Anywhere|| 3555 || Hard || || Side-Switch variant of the above combo. | |||
|- | |||
|} | |||
===OD Amnesia Combos=== | |||
'''Important Note''': Countering any {{clr|LP|Throw}} leaves you '''+8''', while countering a {{clr|HP|Drive Impact}} leaves you '''+19''' | |||
'''Important Update''': OD Amnesia has been seriously nerfed and the original damage values below are '''no longer correct'''. Now without SA the OD Amnesia combos hardly goes above 2000 damage. For example the first 2MP > 214HP combo now only deals 1620 damage. Original values are listed in parentheses. | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ OD Amnesia Combos | |||
|- | |||
! Combo !! Position !! Damage !! Difficulty !! Video !! Notes | |||
|- | |||
| {{clr|10|22KK}} (+7 or more), {{clr|MP|2MP}} (PC) > {{clr|MP|236MP}}, {{clr|MP|236MK}}, {{clr|HP|22HP}} || Back in corner || Now 1700 || Easy || || Most basic OD Amnesia counter to punish a throw. Possible to go into Level 3 from {{clr|HP|22HP}} | |||
|- | |||
| {{clr|10|22KK}} (+7 or more), {{clr|MP|2MP}} (PC) > {{clr|HP|214HP}}, {{clr|HP|5HK}} (whiff), {{clr|HP|22HP}}, {{clr|MP|236MK}}, {{clr|HP|22HP}} || Back in corner || Now 1620 (3430?) || Medium ||[[https://wiki.supercombo.gg/w/File:22KK_combo_1.mp4]] || Great way of punishing throws with OD Amnesia. Possible to go into Level 3 from {{clr|HP|22HP}} | |||
|- | |||
| {{clr|10|22KK}} (+7 or more), {{clr|MP|2MP}} (PC) > {{clr|HP|214HP}}, {{clr|HP|214HP}}(trigger) > walk forward {{clr|HP|6HK}} > {{clr|HP|236HP}}, {{clr|MP|236MK}}, {{clr|HP|22HP}} || Back in corner || (3500?) || Hard ||[[https://wiki.supercombo.gg/w/File:SF6_JP_22KK_combo_2.mp4]]|| {{clr|HP|6HK}} must only hit once for {{clr|HP|236HP}} to juggle. | |||
|- | |||
| {{clr|10|22KK}} (+8 or more), {{clr|MP|5MK}} (PC) > {{clr|HP|214HP}}, {{clr|MP|236MK}}, {{clr|HP|22HP}}, {{clr|MP|236MK}}, {{clr|HP|22HP}} || Back in corner || Now 1740 (3740?) || Hard || https://youtu.be/1-7f9ofkTMg?si=SOeztkU1fPZ0wtRI&t=200 || Still works off throws | |||
|- | |||
| {{clr|10|22KK}} (+7 or more), {{clr|MP|2MP}} (PC) > {{clr|10|214MP+HP}}, {{clr|MP|214MP}} (Teleport), {{clr|MP|j.MK}} > (Spike Triggers) > {{clr|HP|6HK}} > {{clr|MP|236MP}}, {{clr|HP|5HP}} > {{clr|MP|236MK}}/{{clr|LP|22LP}} || Back in corner || Now 1670/1650 (3350/3300?) || Hard || || Side-switch combo off OD Amnesia. | |||
|- | |||
| {{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 || Now 1360 (3080?) || Hard || || Great for punishing a lot of meaties such as overheads. | |||
|- | |||
| {{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 || Now 2100 (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. | |||
|- | |||
| {{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 || Now 1800 (3660?) || Hard || || Midscreen punish with 5MP, for moves with big recovery. | |||
|- | |- | ||
|} | |} | ||
===Meterless Amnesia Combos=== | |||
'''Important Note''': Countering any {{clr|HP|Drive Impact}} leaves you '''+19''' | |||
'''Important Update''': Normal Amnesia, like its OD variant, has also faced significant scaling nerfs. Original values are listed in parentheses. | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
|+ | |+ Meterless Amnesia Combos | ||
|- | |||
! Combo !! Position !! Damage !! Difficulty !! Video !! Notes | |||
|- | |||
| 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 || Now 1740 (3380?) || Hard || || Use this if you counter a Drive Impact in the corner | |||
|- | |||
| 22K (+4 or more), {{clr|HP|2LP}} (PC), {{clr|MP|5MK}} > {{clr|HP|236HP}}(1), {{clr|MP|236MK}}, {{clr|HP|22HP}} || Back in corner || Now 1150 (2425?) || Medium || || | |||
|- | |- | ||
|} | |} | ||
Latest revision as of 18:10, 7 November 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) |
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) | Not in the Corner | ? | 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. You could always replace 236MK with Dash, DR~6HK > 22MP for better corner carry at the cost of one additional bar and a bit damage. 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) | Corner Only | 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. Or cancel 236LP into 236236K for KO. | |
5HK, 2MP > 236PP, DR~6HK > 236MP, 5HP > 22LP/(236KK, 22LP, 236LP) > (236236K) | Near Corner Only | 3747/4066 (5747/6066) | Hard | Extension from the previous combo, a 3-bar optimal combo that requires somewhat close to corner. Your DR~6HK has to hit twice and corner your opponent for this to work. Replace 2MP with 5HP ONLY WHEN opponent is too far for 2MP to land. Deals 319 more damage at the cost of two additional bars. Replacing 22LP with 236MP would result in slightly more damage (3815) at the cost of OD Departure Oki opportunity (+39F instead of +44F knockdown) and the ability to go into SA3. | |
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 |
---|---|---|---|---|---|
Drive Rush 2MK/6MK, 2MP > 236MP | Not corner | 2260 | Easy | Basic Drive rush mixup combo |
Drive Impact Combos
IMPORTANT UPDATE: With 09.24.2024 update, 5HK/2MP now connects with 6HK during DI wallsplat. 5HK only works when DI was NOT blocked.
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. Works too when the DI(PC) juggles the opponent. | |
HPHK (PC), dash(to stall), 5HP > 236HP, 236MK, 22HP | Midscreen | 3160 | Easy | Optimal Drive Impact Punish counter. Can go into level 3 or use 22PP instead to go into level 2. Note that this won't work when the DI(PC) juggles the opponent. | |
HPHK (PC Juggle), j.MK, DR~6HK > 236HP, 236MK, 22HP | Midscreen | 3071 | Medium | [[1]] | Improved DI juggle combo that costs one bar for ~300 more damage and better corner carry compared to the 2780 combo. You could also replace 236MK with dash, DR~6HK > 22MP for almost full-stage corner carry distance at the cost of one additional bar and slightly less damage (3029). |
HPHK (PC), j.HK, dl. 6HK, 236MP, 5HP, 22LP | Corner | 3430 | Medium | Updated corner DI punish counter. Can replace 22LP with 236KK extension like other 6HK corner combos. | |
HPHK (Wallsplat), 5HK(DI-unblocked)/2MP(DI-blocked), 6HK > 236MP, 5HP > 236MK/22LP | Corner | 3350(2640)/3270(2544) | Easy | Basic corner Drive Impact combo. 236MK deals a bit more damage, while 22LP gives a better knockdown allowing for an OD Departure Oki. Damage numbers are in the following order:
236MK unblocked(blocked) / 22LP unblocked(blocked). | |
HPHK (Wallsplat), 5HK(DI-unblocked)/2MP(DI-blocked), 6HK > 236MP, 5HP > 236KK, 22LP, 236LP/236236P | Corner | 3650(3088)/4110(3504) | Medium | Fusion of the above combo and the metered 6HK extension, with the same possibilities of replacing 236LP for either oki or damage. Can go into level 3 super from 236LP. Damage numbers are in the following order:
236LP unblocked(blocked) / 236236P unblocked(blocked). |
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 | [[2]] | |
HPHK (Stun), 214P, j.MK (whiff), 5HP > 236MK, 6HK > 236MK, 5HP > 236MK/22LP | Corner Only | 3870/3910 | Hard | Optimal Meterless Post-Stun Combo | |
HPHK (Stun), 214P, j.MK (whiff), 5HP > 236MK, 6HK > 236MK, 5HP > 236KK, 22LP, 236LP | Corner Only | 4020 | Hard | 2 Bars Post-Stun Combo | |
HPHK (Stun), 214MP+HP, 236MP, (Spikes Trigger), 2HK (Whiff), 214MP+HP, 5HP > 236MK, 6HK (Whiff), 22LP, 22LP > (236236K) | Corner Only | 4240 (6240) | Very Hard | [[3]] | Meterdump Post-Stun Combo. |
Punish Counter Combos
Note: All combos ended with Triglavs (22P) can go into level 3 (236236K) for 2000 additional damage.
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
5HP(PC) > 236HP , 236MK, 22HP | Midscreen | 2780 (4780) | Easy | Basic, meterless Punish Counter combo that works at any range. | |
5HP(PC), dl DR 5HP > 236HP, 236MK, 22HP | Midscreen | 2822 (4822) | 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/214MP+HP, 5MK > 236MP, (spikes trigger), walk forward j.MK, 5HP > 22MP/22HP | Anywhere | 3740 (5740) | Medium | Two bars Punish Counter combo that only works at close distance, for blocked reversals and such. Use LP+HP only if you land 5HP(PC) at a nearly seamless close distance, otherwise use MP+HP version. Walk forward enough before j.MK for the following 5HP to land. Does NOT work if you hit 5HP(PC) farther than about half a character's width. | |
5HP (PC) > 214LP+HP/214MP+HP, 5MK > 236MP, dl. 214LP+MP, 5HP > 214HP, dl. 236MK, 22HP | Midscreen | 4140 (6140) | Hard | [[4]] | Extension of the previous combo with two additional bars. Use LP+HP only if you land 5HP(PC) at a nearly seamless close distance, otherwise use MP+HP version. Does NOT work if you hit 5HP(PC) farther than about half a character's width. Input the second OD Departure the moment the second spike of the first Departure is just about to hit. |
5HK(PC), 6HK > 236HP, Dash 5HP > 236KK, 22LP, 236236P/(236LP > 236236K) | Corner Only | 4740 (6220) | Medium | This two-bar Corner Punish Counter combo deals a ton of damage due to no immediate scaling going from 5HK(PC) to 6HK. Damage numbers are for ending with level 1 and level 3 super respectively. | |
214MP+HP, 2HP/4MP~MP (PC) > 236MK, (Spikes Trigger), dl 6HK (1) > 236HP, 236MK, 22MP+HP, 22HP | Midscreen | 4800 (6800) | Very Hard | [[5]] | Specific, but optimal punish for attacks that are at least -48. You can punish Dee Jay and Juri's DP (For Juri, you have to use the 4MP~MP Target Combo, due to it being -48), Jamie's Level 1, Manon's Level 2 (Recommended to hold back if you can afford it, to avoid the side-switch) or Zangief's Level 3. Damage is for using 2HP. |
Level 2 Combos
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
Any Medium/Heavy Starter > 214214P, 4MP~MP > 214HP, 5HK~5HP > 236MP, 5HP > 22LP | Anywhere | 3230 | Easy | Combo extension from most starters using Level 2 instead of Drive Gauge. | |
Any Medium/Heavy Starter > 214214P, 4MP~MP > 214LP, Forward Jump, 5HK~5HP, 5HP > 22MP | Anywhere | 3110 | Easy | Side Switch variation of the above combo, with very small loss of damage. | |
Any Medium/Heavy Starter > 214214P, 4MP~MP, 214HP, HP > HPHK > HP > 22MP | Midscreen | 3140 | Medium | Depletes 2 bars of the opponent's Drive Gauge (3 if started from a DI-counter). | |
Any Medium/Heavy Starter > 214214P, 2MP, Forward Jump, 214HP, 5HP > HPHK > 5HP > 22LP | Back to Corner | 3440 | Medium | Side-Switch variant of the above combo. | |
... > 236HP, 236MK, 22MP+HP > 214214P, 214HP, Forward Jump, Forward Dash, 236MP, 236MP | Not in the Corner | ? | Hard | Extension of HP Stribog combos using Level 2 | |
Any Medium/Heavy Starter > 214214P, 2MK, 5HK~5HP > 214HP, 5HK~5HP > 22LP, 236HP, 236MK 22HP | Anywhere | 3330 | Hard | A meterless route into heavy Stribog. Depending on the starter, the 236HP will have to be manually delayed until after the spike connects. Note that if the opponent is sent into corner the 236MK will whiff and the juggle must be continued with 5HP instead. | |
Any Medium/Heavy Starter > 214214P, 2MK, Forward Jump , 5HP> 214HP, 5HK~5HP > 22LP, 236HP, 236MK 22HP | Anywhere | 3555 | Hard | Side-Switch variant of the above combo. |
OD Amnesia Combos
Important Note: Countering any Throw leaves you +8, while countering a Drive Impact leaves you +19
Important Update: OD Amnesia has been seriously nerfed and the original damage values below are no longer correct. Now without SA the OD Amnesia combos hardly goes above 2000 damage. For example the first 2MP > 214HP combo now only deals 1620 damage. Original values are listed in parentheses.
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
22KK (+7 or more), 2MP (PC) > 236MP, 236MK, 22HP | Back in corner | Now 1700 | Easy | Most basic OD Amnesia counter to punish a throw. Possible to go into Level 3 from 22HP | |
22KK (+7 or more), 2MP (PC) > 214HP, 5HK (whiff), 22HP, 236MK, 22HP | Back in corner | Now 1620 (3430?) | Medium | [[6]] | 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 | [[7]] | 6HK must only hit once for 236HP to juggle. |
22KK (+8 or more), 5MK (PC) > 214HP, 236MK, 22HP, 236MK, 22HP | Back in corner | Now 1740 (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 | Now 1670/1650 (3350/3300?) | Hard | Side-switch combo off OD Amnesia. | |
22KK (+4 or more), 2LP (PC), 5MK > 214HP, 236LK, 22HP, 236LK, 22HP | Back in corner | Now 1360 (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 | Now 2100 (4100?) | Hard | [[8]] | The most common situation for this is after countering a Command Grab. |
22KK (+12 or more), 5MP (PC), 214HP, 236LK, 22HP, 236LK, 22HP | Anywhere | Now 1800 (3660?) | Hard | Midscreen punish with 5MP, for moves with big recovery. |
Meterless Amnesia Combos
Important Note: Countering any Drive Impact leaves you +19
Important Update: Normal Amnesia, like its OD variant, has also faced significant scaling nerfs. Original values are listed in parentheses.
Combo | Position | Damage | Difficulty | Video | Notes |
---|---|---|---|---|---|
22K (+9 or more), 2HP (PC) > 214HP, 6HK(1) > 214HP, 236HP, 236MK, 22HP | Back in corner | Now 1740 (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 | Now 1150 (2425?) | Medium |